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red-hand-of-Doom.xml
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<?xml version="1.0" encoding="UTF-8"?>
<data version="5">
<campaign><name>Red Hand of Doom</name>
<imageData><uniqueID>140</uniqueID></imageData><pc><uid>132</uid><label>Zaldar Mesk</label><name>Human Sorcerer</name><hpMax>2</hpMax><hpCurrent>2</hpCurrent><hd>1d8</hd><abilities>10,10,10,10,10,18</abilities><cr>9</cr><spell><name>Mage Hand</name><school>2</school><time>1 action</time><range>30 feet</range><v>1</v><s>1</s><duration>1 minute</duration><text>A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.</text><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass></spell><spell><name>Shocking Grasp</name><school>5</school><time>1 action</time><range>Touch</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</text><roll>1d20+%0+PROF</roll><roll>1d8</roll><roll>2d8</roll><roll>3d8</roll><roll>4d8</roll><sclass>Sorcerer</sclass><sclass>Wizard</sclass><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass></spell><spell><name>Fireball</name><school>5</school><level>3</level><time>1 action</time><range>150 feet</range><v>1</v><s>1</s><m>1</m><materials>a tiny ball of bat guano and sulfur</materials><duration>Instantaneous</duration><text>A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.</text><roll>8d6</roll><sclass>Cleric (Light)</sclass><sclass>Sorcerer</sclass><sclass>Warlock (Fiend)</sclass><sclass>Wizard</sclass><sclass>Fighter (Eldritch Knight)</sclass></spell><spell><name>Chromatic Orb</name><school>5</school><level>1</level><time>1 action</time><range>90 feet</range><v>1</v><s>1</s><m>1</m><materials>a diamond worth at least 50 gp</materials><duration>Instantaneous</duration><text>You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.</text><roll>1d20+%0+PROF</roll><roll>3d8</roll><sclass>Sorcerer</sclass><sclass>Wizard</sclass><sclass>Fighter (Eldritch Knight)</sclass></spell><spell><name>Fire Bolt</name><school>5</school><time>1 action</time><range>120 feet</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).</text><roll>1d20+%0+PROF</roll><roll>1d10</roll><roll>2d10</roll><roll>3d10</roll><roll>4d10</roll><sclass>Sorcerer</sclass><sclass>Wizard</sclass><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass></spell></pc><pc><uid>133</uid><label>Fairuza</label><hpMax>2</hpMax><hpCurrent>2</hpCurrent><hd>1d8</hd><abilities>10,10,10,16,10,10</abilities><cr>9</cr></pc><pc><uid>134</uid><label>Moras</label><name>Deep Gnome Rogue 9</name><size>1</size><ac>16</ac><armor>Studded Leather Armor</armor><hpMax>66</hpMax><hpCurrent>66</hpCurrent><hd>9d8</hd><speed>35 ft.</speed><abilities>8,18,14,19,13,10</abilities><savingThrow><ability>1</ability><modifier>8</modifier></savingThrow><savingThrow><ability>3</ability><modifier>8</modifier></savingThrow><savingThrow><ability>4</ability><modifier>5</modifier></savingThrow><savingThrow><ability>5</ability><modifier>4</modifier></savingThrow><skill><modifier>12</modifier></skill><skill><id>2</id><modifier>8</modifier></skill><skill><id>4</id><modifier>4</modifier></skill><skill><id>8</id><modifier>8</modifier></skill><skill><id>15</id><modifier>12</modifier></skill><skill><id>16</id><modifier>12</modifier></skill><passive>11</passive><cr>9</cr><action><name>Warpick of Wounding</name><text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 + 4 piercing damage.</text> <attack><atk>8</atk><dmg>1d8+4</dmg></attack>
</action><action><name>Sneak attack</name><text>Attack: +0 to hit. Hit: 5d6 piercing damage.</text> <attack><atk>0</atk><dmg>5d6</dmg></attack>
</action><action><name>Booming Blade</name><text>Attack: +0 to hit. Hit: 1d8 damage.</text> <attack><atk>0</atk><dmg>1d8</dmg></attack>
</action><action><name>Booming Blade movement</name><text>Attack: +0 to hit. Hit: 2d8 damage.</text> <attack><atk>0</atk><dmg>2d8</dmg></attack>
</action></pc><pc><uid>135</uid><label>Little Crow</label><size>1</size><hpMax>2</hpMax><hpCurrent>2</hpCurrent><hd>1d8</hd><abilities>10,16,10,10,10,10</abilities><cr>9</cr></pc><npc><uid>141</uid><label>Iormel (wealthy landowner)</label><name>Human</name><hpCurrent>0</hpCurrent><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities></npc><npc><uid>142</uid><label>Kellin Shadowbanks (owner The Old Bridge)</label><name>Halfling</name><size>1</size><hpCurrent>0</hpCurrent><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities></npc><npc><uid>143</uid><label>Norro Wiston (Town Speaker)</label><name>Human</name><hpCurrent>0</hpCurrent><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities></npc><npc><uid>144</uid><enemy>1</enemy><label>Sertieren the Wise</label><name>Halfling</name><hpCurrent>0</hpCurrent><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities></npc><npc><uid>145</uid><label>Captain Soranna</label><name>Human female</name><hpCurrent>0</hpCurrent><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities></npc><npc><uid>146</uid><label>Delora Zann (owner stable)</label><hpCurrent>0</hpCurrent><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities></npc><npc><uid>147</uid><enemy>1</enemy><label>Wyrmlord Koth</label><name>Hobgoblin Warlord</name><imageData><uniqueID>148</uniqueID></imageData><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>20</ac><armor>plate, shield</armor><hpMax>97</hpMax><hpCurrent>97</hpCurrent><hd>13d8+39</hd><speed>30 ft.</speed><abilities>16,14,16,14,11,15</abilities><savingThrow><ability>3</ability><modifier>5</modifier></savingThrow><savingThrow><ability>4</ability><modifier>3</modifier></savingThrow><savingThrow><ability>5</ability><modifier>5</modifier></savingThrow><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>6</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>4d6</dmg></attack>
</trait><action><name>Multiattack</name><text>The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.</text></action><action><name>Longsword</name><text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.</text> <attack><name>One Handed</name><atk>9</atk><dmg>1d8+3</dmg></attack>
<attack><name>Two Handed</name><atk>9</atk><dmg>1d10+3</dmg></attack>
</action><action><name>Shield Bash</name><text>Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Prone:
• A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text> <attack><name>Shield Bash</name><atk>9</atk><dmg>1d4+3</dmg></attack>
</action><action><name>Javelin</name><text>Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.</text> <attack><name>Javelin</name><atk>9</atk><dmg>1d6+3</dmg></attack>
</action><action><name>Leadership (Recharges after a Short or Long Rest)</name><text>For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.</text></action><reaction><name>Parry</name><text>The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.</text></reaction></npc><npc><uid>152</uid><label>Bord Mensk</label><hpCurrent>0</hpCurrent><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities></npc><npc><uid>158</uid><enemy>1</enemy><label>Warlord Zarah Mensk</label><name>Cambion</name><type>fiend</type><alignment>any evil alignment</alignment><ac>19</ac><armor>scale mail</armor><hpMax>112</hpMax><hpCurrent>112</hpCurrent><hd>11d8+33</hd><speed>30 ft., fly 60 ft.</speed><abilities>18,18,16,14,12,16</abilities><savingThrow><modifier>7</modifier></savingThrow><savingThrow><ability>2</ability><modifier>6</modifier></savingThrow><savingThrow><ability>3</ability><modifier>5</modifier></savingThrow><savingThrow><ability>5</ability><modifier>6</modifier></savingThrow><skill><id>4</id><modifier>6</modifier></skill><skill><id>7</id><modifier>6</modifier></skill><skill><id>11</id><modifier>4</modifier></skill><skill><id>16</id><modifier>7</modifier></skill><resist>cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons</resist><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Abyssal, Common, Infernal</languages><cr>5</cr><trait><name>Fiendish Blessing</name><text>The AC of the cambion includes its Charisma bonus.</text></trait><trait><name>Innate Spellcasting</name><text>The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:
3/day each: alter self, command, detect magic
1/day: plane shift (self only)</text></trait><action><name>Multiattack</name><text>The cambion makes two melee attacks or uses its Fire Ray twice.</text></action><action><name>Spear</name><text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.</text> <attack><name>One Handed</name><atk>7</atk><dmg>1d6+4</dmg></attack>
<attack><name>Two Handed</name><atk>7</atk><dmg>1d8+4</dmg></attack>
</action><action><name>Fire Ray</name><text>Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.</text> <attack><name>Fire Ray</name><atk>7</atk><dmg>3d6</dmg></attack>
</action><action><name>Fiendish Charm</name><text>One humanoid the cambion can see within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.
Charmed:
• A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
• The charmer has advantage on any ability check to interact socially with the creature.</text></action></npc><npc><uid>159</uid><enemy>1</enemy><label>Wyrmlord Azar Khull</label><name>Cambion</name><type>fiend</type><alignment>any evil alignment</alignment><ac>19</ac><armor>scale mail</armor><hpMax>168</hpMax><hpCurrent>168</hpCurrent><hd>11d8+33</hd><speed>30 ft., fly 60 ft.</speed><abilities>18,18,16,14,12,16</abilities><savingThrow><modifier>7</modifier></savingThrow><savingThrow><ability>2</ability><modifier>6</modifier></savingThrow><savingThrow><ability>3</ability><modifier>5</modifier></savingThrow><savingThrow><ability>5</ability><modifier>6</modifier></savingThrow><skill><id>4</id><modifier>6</modifier></skill><skill><id>7</id><modifier>6</modifier></skill><skill><id>11</id><modifier>4</modifier></skill><skill><id>16</id><modifier>7</modifier></skill><resist>cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons</resist><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Abyssal, Common, Infernal</languages><cr>5</cr><trait><name>Fiendish Blessing</name><text>The AC of the cambion includes its Charisma bonus.</text></trait><trait><name>Innate Spellcasting</name><text>The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:
3/day each: alter self, command, detect magic
1/day: plane shift (self only)</text></trait><action><name>Multiattack</name><text>The cambion makes two melee attacks or uses its Fire Ray twice.</text></action><action><name>Spear</name><text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.</text> <attack><name>One Handed</name><atk>7</atk><dmg>1d6+4</dmg></attack>
<attack><name>Two Handed</name><atk>7</atk><dmg>1d8+4</dmg></attack>
</action><action><name>Fire Ray</name><text>Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.</text> <attack><name>Fire Ray</name><atk>7</atk><dmg>3d6</dmg></attack>
</action><action><name>Fiendish Charm</name><text>One humanoid the cambion can see within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.
Charmed:
• A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
• The charmer has advantage on any ability check to interact socially with the creature.</text></action></npc>
<adventure><name>Part 1: Witchwood</name>
<imageData><uniqueID>154</uniqueID></imageData>
<encounter><name>P1-I8 VraathKeep</name><state>2</state><current>3</current><round>1</round><combatant><monster><src>1</src><enemy>1</enemy><label>Hobgoblin 1</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>0</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><src>1</src><enemy>1</enemy><label>Hobgoblin 2</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>0</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><src>1</src><enemy>1</enemy><label>Hobgoblin 4</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>0</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><src>1</src><enemy>1</enemy><label>Hobgoblin 3</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>0</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><src>1</src><enemy>1</enemy><label>Minotaur</label><name>Minotaur</name><size>3</size><type>monstrosity</type><alignment>chaotic evil</alignment><ac>14</ac><armor>natural armor</armor><hpMax>76</hpMax><hpCurrent>0</hpCurrent><hd>9d10+27</hd><speed>40 ft.</speed><abilities>18,11,16,6,16,9</abilities><skill><id>11</id><modifier>7</modifier></skill><senses>darkvision 60 ft.</senses><passive>17</passive><languages>Abyssal</languages><cr>3</cr><trait><name>Charge</name><text>If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.</text> <attack><name>Charge</name><atk>0</atk><dmg>2d8</dmg></attack>
</trait><trait><name>Labyrinthine Recall</name><text>The minotaur can perfectly recall any path it has traveled.</text></trait><trait><name>Reckless</name><text>At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.</text></trait><action><name>Greataxe</name><text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.</text> <attack><atk>6</atk><dmg>2d12+4</dmg></attack>
</action><action><name>Gore</name><text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.</text> <attack><atk>6</atk><dmg>2d8+4</dmg></attack>
</action></monster></combatant>
<combatant><monster><src>1</src><enemy>1</enemy><label>Worg 1</label><name>Worg</name><size>3</size><type>monstrosity</type><alignment>neutral evil</alignment><ac>13</ac><armor>natural armor</armor><hpMax>26</hpMax><hpCurrent>0</hpCurrent><hd>4d10+4</hd><speed>50 ft.</speed><abilities>16,13,13,7,11,8</abilities><skill><id>11</id><modifier>4</modifier></skill><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Goblin, Worg</languages><cr>0</cr><trait><name>Keen Hearing and Smell</name><text>The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text> <attack><atk>5</atk><dmg>2d6+3</dmg></attack>
</action></monster></combatant>
<combatant><monster><src>1</src><enemy>1</enemy><label>Worg 2</label><name>Worg</name><size>3</size><type>monstrosity</type><alignment>neutral evil</alignment><ac>13</ac><armor>natural armor</armor><hpMax>26</hpMax><hpCurrent>0</hpCurrent><hd>4d10+4</hd><speed>50 ft.</speed><abilities>16,13,13,7,11,8</abilities><skill><id>11</id><modifier>4</modifier></skill><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Goblin, Worg</languages><cr>0</cr><trait><name>Keen Hearing and Smell</name><text>The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text> <attack><atk>5</atk><dmg>2d6+3</dmg></attack>
</action></monster></combatant>
<combatant><monster><src>1</src><enemy>1</enemy><label>Goblin 1</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>0</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><monster><src>1</src><enemy>1</enemy><label>Goblin 2</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>0</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><name>P1-I Vraath Keep</name><state>2</state><current>0</current><round>3</round><combatant><monster><enemy>1</enemy><label>Manticore</label><name>Manticore</name><size>3</size><type>monstrosity</type><alignment>lawful evil</alignment><ac>14</ac><armor>natural armor</armor><hpMax>68</hpMax><hpCurrent>0</hpCurrent><hd>8d10+24</hd><speed>30 ft., fly 50 ft.</speed><abilities>17,16,17,7,12,8</abilities><senses>darkvision 60 ft.</senses><passive>11</passive><cr>3</cr><trait><name>Tail Spike Regrowth</name><text>The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.</text></trait><action><name>Multiattack</name><text>The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.</text></action><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.</text> <attack><atk>5</atk><dmg>1d8+3</dmg></attack>
</action><action><name>Claw</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.</text> <attack><atk>5</atk><dmg>1d6+3</dmg></attack>
</action><action><name>Tail Spike</name><text>Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8+3) piercing damage.</text> <attack><atk>5</atk><dmg>1d8+3</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin Warlord</label><name>Hobgoblin Warlord</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>20</ac><armor>plate, shield</armor><hpMax>97</hpMax><hpCurrent>0</hpCurrent><hd>13d8+39</hd><speed>30 ft.</speed><abilities>16,14,16,14,11,15</abilities><savingThrow><ability>3</ability><modifier>5</modifier></savingThrow><savingThrow><ability>4</ability><modifier>3</modifier></savingThrow><savingThrow><ability>5</ability><modifier>5</modifier></savingThrow><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>6</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>4d6</dmg></attack>
</trait><action><name>Multiattack</name><text>The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.</text></action><action><name>Longsword</name><text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.</text> <attack><name>One Handed</name><atk>9</atk><dmg>1d8+3</dmg></attack>
<attack><name>Two Handed</name><atk>9</atk><dmg>1d10+3</dmg></attack>
</action><action><name>Shield Bash</name><text>Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Prone:
• A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text> <attack><name>Shield Bash</name><atk>9</atk><dmg>1d4+3</dmg></attack>
</action><action><name>Javelin</name><text>Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.</text> <attack><name>Javelin</name><atk>9</atk><dmg>1d6+3</dmg></attack>
</action><action><name>Leadership (Recharges after a Short or Long Rest)</name><text>For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.</text></action><reaction><name>Parry</name><text>The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.</text></reaction></monster></combatant>
</encounter>
<encounter><archived>1</archived><name>P1 H Old Warklegnaw</name><state>0</state><current>0</current><round>0</round><combatant><monster><enemy>1</enemy><label>Warklegnaw (Forest Giant)</label><name>Frost Giant</name><size>4</size><type>giant</type><alignment>neutral evil</alignment><ac>15</ac><armor>patchwork armor</armor><hpMax>138</hpMax><hpCurrent>138</hpCurrent><hd>12d12+60</hd><speed>40 ft.</speed><abilities>23,9,21,9,10,12</abilities><savingThrow><ability>2</ability><modifier>8</modifier></savingThrow><savingThrow><ability>4</ability><modifier>3</modifier></savingThrow><savingThrow><ability>5</ability><modifier>4</modifier></savingThrow><skill><id>3</id><modifier>9</modifier></skill><skill><id>11</id><modifier>3</modifier></skill><immune>cold</immune><passive>13</passive><languages>Giant</languages><cr>8</cr><action><name>Multiattack</name><text>The giant makes two greataxe attacks.</text></action><action><name>Greataxe</name><text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) slashing damage.</text> <attack><atk>9</atk><dmg>3d12+6</dmg></attack>
</action><action><name>Rock</name><text>Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.</text> <attack><atk>9</atk><dmg>4d10+6</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><name>P1 I Skull Gorge Bridge</name><state>2</state><current>5</current><round>0</round><combatant><monster><enemy>1</enemy><label>Hobgoblin Captain</label><name>Hobgoblin Captain</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>17</ac><armor>half plate</armor><hpMax>39</hpMax><hpCurrent>39</hpCurrent><hd>6d8+12</hd><speed>30 ft.</speed><abilities>15,14,14,12,10,13</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>3</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>3d6</dmg></attack>
</trait><action><name>Multiattack</name><text>The hobgoblin makes two greatsword attacks.</text></action><action><name>Greatsword</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>2d6+2</dmg></attack>
</action><action><name>Javelin</name><text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Leadership (Recharges after a Short or Long Rest)</name><text>For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.</text></action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin 1</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin 2</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin 3</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin 4</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin 5</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin 6</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin 7</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin 8</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hell Hound 1</label><name>Hell Hound</name><type>fiend</type><alignment>lawful evil</alignment><ac>15</ac><armor>natural armor</armor><hpMax>45</hpMax><hpCurrent>45</hpCurrent><hd>7d8+14</hd><speed>50 ft.</speed><abilities>17,12,14,6,13,6</abilities><skill><id>11</id><modifier>5</modifier></skill><immune>fire</immune><senses>darkvision 60 ft.</senses><passive>15</passive><languages>understands Infernal but can't speak it</languages><cr>3</cr><trait><name>Keen Hearing and Smell</name><text>The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text></trait><trait><name>Pack Tactics</name><text>The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage.</text> <attack><atk>5</atk><dmg>1d8+3</dmg></attack>
</action><action><name>Fire Breath (Recharge 5-6)</name><text>The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.</text> <attack><atk>0</atk><dmg>6d6</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hell Hound 2</label><name>Hell Hound</name><type>fiend</type><alignment>lawful evil</alignment><ac>15</ac><armor>natural armor</armor><hpMax>45</hpMax><hpCurrent>45</hpCurrent><hd>7d8+14</hd><speed>50 ft.</speed><abilities>17,12,14,6,13,6</abilities><skill><id>11</id><modifier>5</modifier></skill><immune>fire</immune><senses>darkvision 60 ft.</senses><passive>15</passive><languages>understands Infernal but can't speak it</languages><cr>3</cr><trait><name>Keen Hearing and Smell</name><text>The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text></trait><trait><name>Pack Tactics</name><text>The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage.</text> <attack><atk>5</atk><dmg>1d8+3</dmg></attack>
</action><action><name>Fire Breath (Recharge 5-6)</name><text>The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.</text> <attack><atk>0</atk><dmg>6d6</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Ozyrrandion (Young Green Dragon)</label><name>Young Green Dragon</name><size>3</size><type>dragon</type><alignment>lawful evil</alignment><ac>18</ac><armor>natural armor</armor><hpMax>136</hpMax><hpCurrent>136</hpCurrent><hd>16d10+48</hd><speed>40 ft., fly 80 ft., swim 40 ft.</speed><abilities>19,12,17,16,13,15</abilities><savingThrow><ability>1</ability><modifier>4</modifier></savingThrow><savingThrow><ability>2</ability><modifier>6</modifier></savingThrow><savingThrow><ability>4</ability><modifier>4</modifier></savingThrow><savingThrow><ability>5</ability><modifier>5</modifier></savingThrow><skill><id>4</id><modifier>5</modifier></skill><skill><id>11</id><modifier>7</modifier></skill><skill><id>16</id><modifier>4</modifier></skill><immune>poison</immune><conditionImmune>poisoned</conditionImmune><senses>blindsight 30 ft., darkvision 120 ft.</senses><passive>17</passive><languages>Common, Draconic</languages><cr>8</cr><trait><name>Amphibious</name><text>The dragon can breathe air and water.</text></trait><action><name>Multiattack</name><text>The dragon makes three attacks: one with its bite and two with its claws.</text></action><action><name>Bite</name><text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 7 (2d6) poison damage.</text> <attack><name>Bite</name><atk>7</atk><dmg>2d10+4+2d6</dmg></attack>
</action><action><name>Claw</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.</text> <attack><name>Claw</name><atk>7</atk><dmg>2d6+4</dmg></attack>
</action><action><name>Poison Breath (Recharge 5-6)</name><text>The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.</text> <attack><name>Poison Breath</name><atk>0</atk><dmg>12d6</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><name>P 1 Goblin Raids</name><state>0</state><current>0</current><round>0</round><combatant><monster><enemy>1</enemy><label>Wave 1 Worg 1</label><name>Worg</name><size>3</size><type>monstrosity</type><alignment>neutral evil</alignment><ac>13</ac><armor>natural armor</armor><hpMax>26</hpMax><hpCurrent>26</hpCurrent><hd>4d10+4</hd><speed>50 ft.</speed><abilities>16,13,13,7,11,8</abilities><skill><id>11</id><modifier>4</modifier></skill><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Goblin, Worg</languages><cr>0</cr><trait><name>Keen Hearing and Smell</name><text>The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Prone:
• A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text> <attack><atk>5</atk><dmg>2d6+3</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Wave 1 Worg 2</label><name>Worg</name><size>3</size><type>monstrosity</type><alignment>neutral evil</alignment><ac>13</ac><armor>natural armor</armor><hpMax>26</hpMax><hpCurrent>26</hpCurrent><hd>4d10+4</hd><speed>50 ft.</speed><abilities>16,13,13,7,11,8</abilities><skill><id>11</id><modifier>4</modifier></skill><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Goblin, Worg</languages><cr>0</cr><trait><name>Keen Hearing and Smell</name><text>The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Prone:
• A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text> <attack><atk>5</atk><dmg>2d6+3</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Wave 1 Worg 3</label><name>Worg</name><size>3</size><type>monstrosity</type><alignment>neutral evil</alignment><ac>13</ac><armor>natural armor</armor><hpMax>26</hpMax><hpCurrent>26</hpCurrent><hd>4d10+4</hd><speed>50 ft.</speed><abilities>16,13,13,7,11,8</abilities><skill><id>11</id><modifier>4</modifier></skill><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Goblin, Worg</languages><cr>0</cr><trait><name>Keen Hearing and Smell</name><text>The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Prone:
• A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.</text> <attack><atk>5</atk><dmg>2d6+3</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Wave 1 Goblin Worg Rider 1</label><name>Gnoll</name><type>humanoid (gnoll)</type><alignment>chaotic evil</alignment><ac>15</ac><armor>hide armor, shield</armor><hpMax>22</hpMax><hpCurrent>22</hpCurrent><hd>5d8</hd><speed>30 ft.</speed><abilities>14,12,11,6,10,7</abilities><senses>darkvision 60 ft.</senses><languages>Gnoll</languages><cr>0</cr><trait><name>Rampage</name><text>When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d4+2</dmg></attack>
</action><action><name>Spear</name><text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Wave 1 Goblin Worg Rider 2</label><name>Gnoll</name><type>humanoid (gnoll)</type><alignment>chaotic evil</alignment><ac>15</ac><armor>hide armor, shield</armor><hpMax>22</hpMax><hpCurrent>22</hpCurrent><hd>5d8</hd><speed>30 ft.</speed><abilities>14,12,11,6,10,7</abilities><senses>darkvision 60 ft.</senses><languages>Gnoll</languages><cr>0</cr><trait><name>Rampage</name><text>When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d4+2</dmg></attack>
</action><action><name>Spear</name><text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Wave 1 Goblin Worg Rider 3</label><name>Gnoll</name><type>humanoid (gnoll)</type><alignment>chaotic evil</alignment><ac>15</ac><armor>hide armor, shield</armor><hpMax>22</hpMax><hpCurrent>22</hpCurrent><hd>5d8</hd><speed>30 ft.</speed><abilities>14,12,11,6,10,7</abilities><senses>darkvision 60 ft.</senses><languages>Gnoll</languages><cr>0</cr><trait><name>Rampage</name><text>When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d4+2</dmg></attack>
</action><action><name>Spear</name><text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Wave 1 Hell Hound</label><name>Hell Hound</name><type>fiend</type><alignment>lawful evil</alignment><ac>15</ac><armor>natural armor</armor><hpMax>45</hpMax><hpCurrent>45</hpCurrent><hd>7d8+14</hd><speed>50 ft.</speed><abilities>17,12,14,6,13,6</abilities><skill><id>11</id><modifier>5</modifier></skill><immune>fire</immune><senses>darkvision 60 ft.</senses><passive>15</passive><languages>understands Infernal but can't speak it</languages><cr>3</cr><trait><name>Keen Hearing and Smell</name><text>The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text></trait><trait><name>Pack Tactics</name><text>The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage.</text> <attack><atk>5</atk><dmg>1d8+3</dmg></attack>
</action><action><name>Fire Breath (Recharge 5-6)</name><text>The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.</text> <attack><atk>0</atk><dmg>6d6</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Wave 2 Hobgoblin Captain</label><name>Hobgoblin Captain</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>17</ac><armor>half plate</armor><hpMax>39</hpMax><hpCurrent>39</hpCurrent><hd>6d8+12</hd><speed>30 ft.</speed><abilities>15,14,14,12,10,13</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>3</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>3d6</dmg></attack>
</trait><action><name>Multiattack</name><text>The hobgoblin makes two greatsword attacks.</text></action><action><name>Greatsword</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>2d6+2</dmg></attack>
</action><action><name>Javelin</name><text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Leadership (Recharges after a Short or Long Rest)</name><text>For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.</text></action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Wave 2 Hobgoblin 1</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Wave 2 Hobgoblin 2</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Wave 2 Hobgoblin 3</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Wave 2 Hobgoblin 4</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Wave 2 Hobgoblin 5</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><name>P 1 Chimaera Attack</name><state>0</state><current>0</current><round>0</round><combatant><monster><enemy>1</enemy><label>Chimera</label><name>Chimera</name><size>3</size><type>monstrosity</type><alignment>chaotic evil</alignment><ac>14</ac><armor>natural armor</armor><hpMax>114</hpMax><hpCurrent>114</hpCurrent><hd>12d10+48</hd><speed>30 ft., fly 60 ft.</speed><abilities>19,11,19,3,14,10</abilities><skill><id>11</id><modifier>8</modifier></skill><senses>darkvision 60 ft.</senses><passive>18</passive><languages>understands Draconic but can't speak</languages><cr>6</cr><action><name>Multiattack</name><text>The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.</text></action><action><name>Bite</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.</text> <attack><atk>7</atk><dmg>2d6+4</dmg></attack>
</action><action><name>Horns</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage.</text> <attack><atk>7</atk><dmg>1d12+4</dmg></attack>
</action><action><name>Claws</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.</text> <attack><atk>7</atk><dmg>2d6+4</dmg></attack>
</action><action><name>Fire Breath (Recharge 5-6)</name><text>The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.</text> <attack><atk>0</atk><dmg>7d8</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><name>P1 Rennen</name><state>2</state><current>0</current><round>0</round><combatant><monster><enemy>1</enemy><label>Captain Othelstan</label><name>Captain Othelstan</name><type>humanoid (human)</type><alignment>lawful evil</alignment><ac>19</ac><armor>splint, shield</armor><hpMax>93</hpMax><hpCurrent>82</hpCurrent><hd>11d10+33</hd><speed>30 ft.</speed><abilities>19,10,16,13,14,12</abilities><savingThrow><modifier>7</modifier></savingThrow><savingThrow><ability>2</ability><modifier>6</modifier></savingThrow><skill><id>3</id><modifier>7</modifier></skill><skill><id>7</id><modifier>7</modifier></skill><skill><id>11</id><modifier>5</modifier></skill><skill><id>14</id><modifier>4</modifier></skill><passive>15</passive><languages>Common, Draconic, Giant</languages><cr>5</cr><trait><name>Action Surge (Recharges on a Short or Long Rest)</name><text>On his turn, Othelstan can take one additional action.</text></trait><trait><name>Tiamat's Blessing of Retribution</name><text>When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.</text></trait><action><name>Multiattack</name><text>Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.</text></action><action><name>Flail</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.</text> <attack><name>Flail</name><atk>7</atk><dmg>1d8+4</dmg></attack>
</action><action><name>Spear</name><text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6+4) piercing damage.</text> <attack><name>One Handed</name><atk>7</atk><dmg>1d6+4</dmg></attack>
<attack><name>Two Handed</name><atk>7</atk><dmg>1d8+4</dmg></attack>
</action></monster></combatant>
</encounter>
</adventure>
<adventure><name>Part 2: Ruins Of Rhest</name>
<imageData><uniqueID>155</uniqueID></imageData>
<encounter><name>Span Of Tiamat</name><state>2</state><current>0</current><round>1</round><combatant><monster><enemy>1</enemy><label>Young Green Dragon</label><name>Young Green Dragon</name><size>3</size><type>dragon</type><alignment>lawful evil</alignment><ac>18</ac><armor>natural armor</armor><hpMax>136</hpMax><hpCurrent>2</hpCurrent><hd>16d10+48</hd><speed>40 ft., fly 80 ft., swim 40 ft.</speed><abilities>19,12,17,16,13,15</abilities><savingThrow><ability>1</ability><modifier>4</modifier></savingThrow><savingThrow><ability>2</ability><modifier>6</modifier></savingThrow><savingThrow><ability>4</ability><modifier>4</modifier></savingThrow><savingThrow><ability>5</ability><modifier>5</modifier></savingThrow><skill><id>4</id><modifier>5</modifier></skill><skill><id>11</id><modifier>7</modifier></skill><skill><id>16</id><modifier>4</modifier></skill><immune>poison</immune><conditionImmune>poisoned</conditionImmune><senses>blindsight 30 ft., darkvision 120 ft.</senses><passive>17</passive><languages>Common, Draconic</languages><cr>8</cr><trait><name>Amphibious</name><text>The dragon can breathe air and water.</text></trait><action><name>Multiattack</name><text>The dragon makes three attacks: one with its bite and two with its claws.</text></action><action><name>Bite</name><text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 7 (2d6) poison damage.</text> <attack><name>Bite</name><atk>7</atk><dmg>2d10+4+2d6</dmg></attack>
</action><action><name>Claw</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.</text> <attack><name>Claw</name><atk>7</atk><dmg>2d6+4</dmg></attack>
</action><action><name>Poison Breath (Recharge 5-6)</name><text>The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.</text> <attack><name>Poison Breath</name><atk>0</atk><dmg>12d6</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><name>Lizardfolk Huts</name><state>2</state><current>0</current><round>0</round><combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Lizardfolk Shaman 1</label><name>Lizardfolk Shaman</name><type>humanoid (lizardfolk)</type><alignment>neutral</alignment><ac>13</ac><armor>natural armor</armor><hpMax>27</hpMax><hpCurrent>0</hpCurrent><hd>5d8+5</hd><speed>30 ft., swim 30 ft.</speed><abilities>15,10,13,10,15,8</abilities><skill><id>11</id><modifier>4</modifier></skill><skill><id>16</id><modifier>4</modifier></skill><skill><id>17</id><modifier>6</modifier></skill><passive>14</passive><languages>Draconic</languages><cr>2</cr><trait><name>Hold Breath</name><text>The lizardfolk can hold its breath for 15 minutes.</text></trait><trait><name>Spellcasting (Lizardfolk Form Only)</name><text>The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:
• Cantrips (at will): druidcraft, produce flame, thorn whip
• 1st Level (4 slots): entangle, fog cloud
• 2nd Level (3 slots): heat metal, spike growth
• 3rd Level (2 slots): conjure animals (reptiles only), plant growth</text></trait><action><name>Multiattack (Lizardfolk Form Only)</name><text>The lizardfolk makes two attacks: one with its bite and one with its claws.</text></action><action><name>Bite</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage, or 7 (1d10+2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.
Grappled:
• A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• The condition ends if the grappler is incapacitated.
• The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Restrained:
• A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving throws.</text> <attack><name>Lizard Form</name><atk>4</atk><dmg>1d6+2</dmg></attack>
<attack><name>Crocodile Form</name><atk>4</atk><dmg>1d10+2</dmg></attack>
</action><action><name>Claws (Lizardfolk Form Only)</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.</text> <attack><name>Claws</name><atk>4</atk><dmg>1d4+2</dmg></attack>
</action><action><name>Change Shape (Recharges after a Short or Long Rest)</name><text>The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text></action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Lizardfolk Shaman 2</label><name>Lizardfolk Shaman</name><type>humanoid (lizardfolk)</type><alignment>neutral</alignment><ac>13</ac><armor>natural armor</armor><hpMax>27</hpMax><hpCurrent>7</hpCurrent><hd>5d8+5</hd><speed>30 ft., swim 30 ft.</speed><abilities>15,10,13,10,15,8</abilities><skill><id>11</id><modifier>4</modifier></skill><skill><id>16</id><modifier>4</modifier></skill><skill><id>17</id><modifier>6</modifier></skill><passive>14</passive><languages>Draconic</languages><cr>2</cr><trait><name>Hold Breath</name><text>The lizardfolk can hold its breath for 15 minutes.</text></trait><trait><name>Spellcasting (Lizardfolk Form Only)</name><text>The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:
• Cantrips (at will): druidcraft, produce flame, thorn whip
• 1st Level (4 slots): entangle, fog cloud
• 2nd Level (3 slots): heat metal, spike growth
• 3rd Level (2 slots): conjure animals (reptiles only), plant growth</text></trait><action><name>Multiattack (Lizardfolk Form Only)</name><text>The lizardfolk makes two attacks: one with its bite and one with its claws.</text></action><action><name>Bite</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage, or 7 (1d10+2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.
Grappled:
• A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• The condition ends if the grappler is incapacitated.
• The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Restrained:
• A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving throws.</text> <attack><name>Lizard Form</name><atk>4</atk><dmg>1d6+2</dmg></attack>
<attack><name>Crocodile Form</name><atk>4</atk><dmg>1d10+2</dmg></attack>
</action><action><name>Claws (Lizardfolk Form Only)</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.</text> <attack><name>Claws</name><atk>4</atk><dmg>1d4+2</dmg></attack>
</action><action><name>Change Shape (Recharges after a Short or Long Rest)</name><text>The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text></action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Lizardfolk Shaman 3</label><name>Lizardfolk Shaman</name><type>humanoid (lizardfolk)</type><alignment>neutral</alignment><ac>13</ac><armor>natural armor</armor><hpMax>27</hpMax><hpCurrent>3</hpCurrent><hd>5d8+5</hd><speed>30 ft., swim 30 ft.</speed><abilities>15,10,13,10,15,8</abilities><skill><id>11</id><modifier>4</modifier></skill><skill><id>16</id><modifier>4</modifier></skill><skill><id>17</id><modifier>6</modifier></skill><passive>14</passive><languages>Draconic</languages><cr>2</cr><trait><name>Hold Breath</name><text>The lizardfolk can hold its breath for 15 minutes.</text></trait><trait><name>Spellcasting (Lizardfolk Form Only)</name><text>The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:
• Cantrips (at will): druidcraft, produce flame, thorn whip
• 1st Level (4 slots): entangle, fog cloud
• 2nd Level (3 slots): heat metal, spike growth
• 3rd Level (2 slots): conjure animals (reptiles only), plant growth</text></trait><action><name>Multiattack (Lizardfolk Form Only)</name><text>The lizardfolk makes two attacks: one with its bite and one with its claws.</text></action><action><name>Bite</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage, or 7 (1d10+2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.
Grappled:
• A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• The condition ends if the grappler is incapacitated.
• The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Restrained:
• A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving throws.</text> <attack><name>Lizard Form</name><atk>4</atk><dmg>1d6+2</dmg></attack>
<attack><name>Crocodile Form</name><atk>4</atk><dmg>1d10+2</dmg></attack>
</action><action><name>Claws (Lizardfolk Form Only)</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.</text> <attack><name>Claws</name><atk>4</atk><dmg>1d4+2</dmg></attack>
</action><action><name>Change Shape (Recharges after a Short or Long Rest)</name><text>The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text></action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Lizardfolk Shaman 4</label><name>Lizardfolk Shaman</name><type>humanoid (lizardfolk)</type><alignment>neutral</alignment><ac>13</ac><armor>natural armor</armor><hpMax>27</hpMax><hpCurrent>0</hpCurrent><hd>5d8+5</hd><speed>30 ft., swim 30 ft.</speed><abilities>15,10,13,10,15,8</abilities><skill><id>11</id><modifier>4</modifier></skill><skill><id>16</id><modifier>4</modifier></skill><skill><id>17</id><modifier>6</modifier></skill><passive>14</passive><languages>Draconic</languages><cr>2</cr><trait><name>Hold Breath</name><text>The lizardfolk can hold its breath for 15 minutes.</text></trait><trait><name>Spellcasting (Lizardfolk Form Only)</name><text>The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:
• Cantrips (at will): druidcraft, produce flame, thorn whip
• 1st Level (4 slots): entangle, fog cloud
• 2nd Level (3 slots): heat metal, spike growth
• 3rd Level (2 slots): conjure animals (reptiles only), plant growth</text></trait><action><name>Multiattack (Lizardfolk Form Only)</name><text>The lizardfolk makes two attacks: one with its bite and one with its claws.</text></action><action><name>Bite</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage, or 7 (1d10+2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.
Grappled:
• A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• The condition ends if the grappler is incapacitated.
• The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Restrained:
• A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving throws.</text> <attack><name>Lizard Form</name><atk>4</atk><dmg>1d6+2</dmg></attack>
<attack><name>Crocodile Form</name><atk>4</atk><dmg>1d10+2</dmg></attack>
</action><action><name>Claws (Lizardfolk Form Only)</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.</text> <attack><name>Claws</name><atk>4</atk><dmg>1d4+2</dmg></attack>
</action><action><name>Change Shape (Recharges after a Short or Long Rest)</name><text>The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text></action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Lizard Brute 1</label><name>Lizard King/Queen</name><type>humanoid (lizardfolk)</type><alignment>chaotic evil</alignment><ac>15</ac><armor>natural armor</armor><hpMax>78</hpMax><hpCurrent>0</hpCurrent><hd>12d8+24</hd><speed>30 ft., swim 30 ft.</speed><abilities>17,12,15,11,11,15</abilities><savingThrow><ability>2</ability><modifier>4</modifier></savingThrow><savingThrow><ability>4</ability><modifier>2</modifier></savingThrow><skill><id>11</id><modifier>4</modifier></skill><skill><id>16</id><modifier>5</modifier></skill><skill><id>17</id><modifier>4</modifier></skill><conditionImmune>frightened</conditionImmune><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Abyssal, Draconic</languages><cr>4</cr><trait><name>Hold Breath</name><text>The lizardfolk can hold its breath for 15 minutes.</text></trait><trait><name>Skewer</name><text>Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.</text></trait><action><name>Multiattack</name><text>The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.</text></action><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.</text> <attack><name>Bite</name><atk>5</atk><dmg>1d6+3</dmg></attack>
</action><action><name>Claws</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.</text> <attack><name>Claws</name><atk>5</atk><dmg>1d4+3</dmg></attack>
</action><action><name>Trident</name><text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack.</text> <attack><name>One Handed</name><atk>5</atk><dmg>1d6+3</dmg></attack>
<attack><name>Two Handed}5</name><atk>1</atk></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Lizard Brute 2</label><name>Lizard King/Queen</name><type>humanoid (lizardfolk)</type><alignment>chaotic evil</alignment><ac>15</ac><armor>natural armor</armor><hpMax>78</hpMax><hpCurrent>0</hpCurrent><hd>12d8+24</hd><speed>30 ft., swim 30 ft.</speed><abilities>17,12,15,11,11,15</abilities><savingThrow><ability>2</ability><modifier>4</modifier></savingThrow><savingThrow><ability>4</ability><modifier>2</modifier></savingThrow><skill><id>11</id><modifier>4</modifier></skill><skill><id>16</id><modifier>5</modifier></skill><skill><id>17</id><modifier>4</modifier></skill><conditionImmune>frightened</conditionImmune><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Abyssal, Draconic</languages><cr>4</cr><trait><name>Hold Breath</name><text>The lizardfolk can hold its breath for 15 minutes.</text></trait><trait><name>Skewer</name><text>Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.</text></trait><action><name>Multiattack</name><text>The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.</text></action><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.</text> <attack><name>Bite</name><atk>5</atk><dmg>1d6+3</dmg></attack>
</action><action><name>Claws</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.</text> <attack><name>Claws</name><atk>5</atk><dmg>1d4+3</dmg></attack>
</action><action><name>Trident</name><text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack.</text> <attack><name>One Handed</name><atk>5</atk><dmg>1d6+3</dmg></attack>
<attack><name>Two Handed}5</name><atk>1</atk></attack>
</action></monster></combatant>
</encounter>
<encounter><name>Belg</name><state>2</state><current>0</current><round>0</round><combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Ogre 1</label><name>Ogre</name><size>3</size><type>giant</type><alignment>chaotic evil</alignment><ac>11</ac><armor>hide armor</armor><hpMax>59</hpMax><hpCurrent>0</hpCurrent><hd>7d10+21</hd><speed>40 ft.</speed><abilities>19,8,16,5,7,7</abilities><senses>darkvision 60 ft.</senses><passive>8</passive><languages>Common, Giant</languages><cr>2</cr><action><name>Greatclub</name><text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.</text> <attack><atk>6</atk><dmg>2d8+4</dmg></attack>
</action><action><name>Javelin</name><text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.</text> <attack><atk>6</atk><dmg>2d6+4</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Ogre 2</label><name>Ogre</name><size>3</size><type>giant</type><alignment>chaotic evil</alignment><ac>11</ac><armor>hide armor</armor><hpMax>59</hpMax><hpCurrent>59</hpCurrent><hd>7d10+21</hd><speed>40 ft.</speed><abilities>19,8,16,5,7,7</abilities><senses>darkvision 60 ft.</senses><passive>8</passive><languages>Common, Giant</languages><cr>2</cr><action><name>Greatclub</name><text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.</text> <attack><atk>6</atk><dmg>2d8+4</dmg></attack>
</action><action><name>Javelin</name><text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.</text> <attack><atk>6</atk><dmg>2d6+4</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>11</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><name>Hobgoblin Skirmish</name><state>0</state><current>0</current><round>0</round><combatant><monster><enemy>1</enemy><label>Hobgoblin Iron Shadow 1</label><name>Hobgoblin Iron Shadow</name><type>humanoid (goblinoid), Volo's Guide</type><alignment>lawful evil</alignment><ac>15</ac><hpMax>32</hpMax><hpCurrent>32</hpCurrent><hd>5d8+10</hd><speed>40 ft.</speed><abilities>14,16,15,14,15,11</abilities><skill><modifier>5</modifier></skill><skill><id>3</id><modifier>4</modifier></skill><skill><id>16</id><modifier>5</modifier></skill><senses>darkvision 60 ft.</senses><passive>12</passive><languages>Common, Goblin</languages><cr>2</cr><trait><name>Spellcasting</name><text>The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): minor illusion, prestidigitation, true strike
1st level (3 slots): charm person, disguise self, expeditious retreat, silent image</text></trait><trait><name>Unarmored Defense</name><text>While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text></trait><action><name>Multiattack</name><text>The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.</text></action><action><name>Unarmed Strike</name><text>Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 5 (1d4+3) bludgeoning damage.</text> <attack><name>Unarmed Strike</name><atk>5</atk><dmg>1d4+3</dmg></attack>
</action><action><name>Dart</name><text>Ranged Weapon Attack: +5 to hit, range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage.</text> <attack><name>Dart</name><atk>5</atk><dmg>1d4+3</dmg></attack>
</action><action><name>Shadow Jaunt</name><text>The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.</text></action><spell><name>Minor Illusion</name><school>6</school><time>1 action</time><range>30 feet</range><s>1</s><m>1</m><duration>1 minute</duration><text>You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object, such as a chair, muddy footprints, or a small chest, it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Source: Player's Handbook p. 260</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Silent Image</name><school>6</school><level>1</level><time>1 action</time><range>60 feet</range><v>1</v><s>1</s><m>1</m><materials>a bit of fleece</materials><duration>Concentration, up to 10 minutes</duration><text>You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Source: Player's Handbook p. 276</text><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>True Strike</name><school>3</school><time>1 action</time><range>30 feet</range><s>1</s><duration>Concentration, up to 1 round</duration><text>You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Source: Player's Handbook p. 284</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Charm Person</name><school>4</school><level>1</level><time>1 action</time><range>30 feet</range><v>1</v><s>1</s><duration>1 hour</duration><text>You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Charmed:
• A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
• The charmer has advantage on any ability check to interact socially with the creature.
Source: Player's Handbook p. 221</text><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Druid</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Prestidigitation</name><school>8</school><time>1 action</time><range>10 feet</range><v>1</v><s>1</s><duration>Up to 1 hour</duration><text>This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Source: Player's Handbook p. 267</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Darkness</name><school>5</school><level>2</level><time>1 action</time><range>60 feet</range><v>1</v><m>1</m><materials>bat fur and a drop of pitch or piece of coal</materials><duration>Concentration, up to 10 minutes</duration><text>Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled.
Source: Player's Handbook p. 230</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Disguise Self</name><school>6</school><level>1</level><time>1 action</time><range>Self</range><v>1</v><s>1</s><duration>1 hour</duration><text>You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of some one who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Source: Player's Handbook p. 233</text><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Expeditious Retreat</name><school>8</school><level>1</level><time>1 bonus action</time><range>Self</range><v>1</v><s>1</s><duration>Concentration, up to 10 minutes</duration><text>This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Source: Player's Handbook p. 238</text><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><slots>0,3,0,0,0,0,0,0,0,0,</slots><slotsCurrent>0,3,0,0,0,0,0,0,0,0,</slotsCurrent></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin Iron Shadow 2</label><name>Hobgoblin Iron Shadow</name><type>humanoid (goblinoid), Volo's Guide</type><alignment>lawful evil</alignment><ac>15</ac><hpMax>32</hpMax><hpCurrent>32</hpCurrent><hd>5d8+10</hd><speed>40 ft.</speed><abilities>14,16,15,14,15,11</abilities><skill><modifier>5</modifier></skill><skill><id>3</id><modifier>4</modifier></skill><skill><id>16</id><modifier>5</modifier></skill><senses>darkvision 60 ft.</senses><passive>12</passive><languages>Common, Goblin</languages><cr>2</cr><trait><name>Spellcasting</name><text>The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): minor illusion, prestidigitation, true strike
1st level (3 slots): charm person, disguise self, expeditious retreat, silent image</text></trait><trait><name>Unarmored Defense</name><text>While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text></trait><action><name>Multiattack</name><text>The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.</text></action><action><name>Unarmed Strike</name><text>Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 5 (1d4+3) bludgeoning damage.</text> <attack><name>Unarmed Strike</name><atk>5</atk><dmg>1d4+3</dmg></attack>
</action><action><name>Dart</name><text>Ranged Weapon Attack: +5 to hit, range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage.</text> <attack><name>Dart</name><atk>5</atk><dmg>1d4+3</dmg></attack>
</action><action><name>Shadow Jaunt</name><text>The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.</text></action><spell><name>Silent Image</name><school>6</school><level>1</level><time>1 action</time><range>60 feet</range><v>1</v><s>1</s><m>1</m><materials>a bit of fleece</materials><duration>Concentration, up to 10 minutes</duration><text>You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Source: Player's Handbook p. 276</text><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>True Strike</name><school>3</school><time>1 action</time><range>30 feet</range><s>1</s><duration>Concentration, up to 1 round</duration><text>You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Source: Player's Handbook p. 284</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Expeditious Retreat</name><school>8</school><level>1</level><time>1 bonus action</time><range>Self</range><v>1</v><s>1</s><duration>Concentration, up to 10 minutes</duration><text>This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Source: Player's Handbook p. 238</text><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Darkness</name><school>5</school><level>2</level><time>1 action</time><range>60 feet</range><v>1</v><m>1</m><materials>bat fur and a drop of pitch or piece of coal</materials><duration>Concentration, up to 10 minutes</duration><text>Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled.
Source: Player's Handbook p. 230</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Disguise Self</name><school>6</school><level>1</level><time>1 action</time><range>Self</range><v>1</v><s>1</s><duration>1 hour</duration><text>You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of some one who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Source: Player's Handbook p. 233</text><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Minor Illusion</name><school>6</school><time>1 action</time><range>30 feet</range><s>1</s><m>1</m><duration>1 minute</duration><text>You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object, such as a chair, muddy footprints, or a small chest, it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Source: Player's Handbook p. 260</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Charm Person</name><school>4</school><level>1</level><time>1 action</time><range>30 feet</range><v>1</v><s>1</s><duration>1 hour</duration><text>You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Charmed:
• A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
• The charmer has advantage on any ability check to interact socially with the creature.
Source: Player's Handbook p. 221</text><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Druid</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Prestidigitation</name><school>8</school><time>1 action</time><range>10 feet</range><v>1</v><s>1</s><duration>Up to 1 hour</duration><text>This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Source: Player's Handbook p. 267</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><slots>0,3,0,0,0,0,0,0,0,0,</slots><slotsCurrent>0,3,0,0,0,0,0,0,0,0,</slotsCurrent></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin Iron Shadow 3</label><name>Hobgoblin Iron Shadow</name><type>humanoid (goblinoid), Volo's Guide</type><alignment>lawful evil</alignment><ac>15</ac><hpMax>32</hpMax><hpCurrent>32</hpCurrent><hd>5d8+10</hd><speed>40 ft.</speed><abilities>14,16,15,14,15,11</abilities><skill><modifier>5</modifier></skill><skill><id>3</id><modifier>4</modifier></skill><skill><id>16</id><modifier>5</modifier></skill><senses>darkvision 60 ft.</senses><passive>12</passive><languages>Common, Goblin</languages><cr>2</cr><trait><name>Spellcasting</name><text>The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): minor illusion, prestidigitation, true strike
1st level (3 slots): charm person, disguise self, expeditious retreat, silent image</text></trait><trait><name>Unarmored Defense</name><text>While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text></trait><action><name>Multiattack</name><text>The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.</text></action><action><name>Unarmed Strike</name><text>Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 5 (1d4+3) bludgeoning damage.</text> <attack><name>Unarmed Strike</name><atk>5</atk><dmg>1d4+3</dmg></attack>
</action><action><name>Dart</name><text>Ranged Weapon Attack: +5 to hit, range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage.</text> <attack><name>Dart</name><atk>5</atk><dmg>1d4+3</dmg></attack>
</action><action><name>Shadow Jaunt</name><text>The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.</text></action><spell><name>Disguise Self</name><school>6</school><level>1</level><time>1 action</time><range>Self</range><v>1</v><s>1</s><duration>1 hour</duration><text>You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of some one who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Source: Player's Handbook p. 233</text><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Prestidigitation</name><school>8</school><time>1 action</time><range>10 feet</range><v>1</v><s>1</s><duration>Up to 1 hour</duration><text>This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Source: Player's Handbook p. 267</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>True Strike</name><school>3</school><time>1 action</time><range>30 feet</range><s>1</s><duration>Concentration, up to 1 round</duration><text>You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Source: Player's Handbook p. 284</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Minor Illusion</name><school>6</school><time>1 action</time><range>30 feet</range><s>1</s><m>1</m><duration>1 minute</duration><text>You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object, such as a chair, muddy footprints, or a small chest, it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Source: Player's Handbook p. 260</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Darkness</name><school>5</school><level>2</level><time>1 action</time><range>60 feet</range><v>1</v><m>1</m><materials>bat fur and a drop of pitch or piece of coal</materials><duration>Concentration, up to 10 minutes</duration><text>Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled.
Source: Player's Handbook p. 230</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Charm Person</name><school>4</school><level>1</level><time>1 action</time><range>30 feet</range><v>1</v><s>1</s><duration>1 hour</duration><text>You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Charmed:
• A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
• The charmer has advantage on any ability check to interact socially with the creature.
Source: Player's Handbook p. 221</text><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Druid</sclass><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Expeditious Retreat</name><school>8</school><level>1</level><time>1 bonus action</time><range>Self</range><v>1</v><s>1</s><duration>Concentration, up to 10 minutes</duration><text>This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Source: Player's Handbook p. 238</text><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Silent Image</name><school>6</school><level>1</level><time>1 action</time><range>60 feet</range><v>1</v><s>1</s><m>1</m><materials>a bit of fleece</materials><duration>Concentration, up to 10 minutes</duration><text>You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Source: Player's Handbook p. 276</text><sclass>Rogue (Arcane Trickster)</sclass><sclass>Bard</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><slots>0,3,0,0,0,0,0,0,0,0,</slots><slotsCurrent>0,3,0,0,0,0,0,0,0,0,</slotsCurrent></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin Devastator 1</label><name>Hobgoblin Devastator</name><type>humanoid (goblinoid), Volo's Guide</type><alignment>lawful evil</alignment><ac>13</ac><armor>studded leather armor</armor><hpMax>45</hpMax><hpCurrent>45</hpCurrent><hd>7d8+14</hd><speed>30 ft.</speed><abilities>13,12,14,16,13,11</abilities><skill><id>2</id><modifier>5</modifier></skill><senses>darkvision 60 ft.</senses><passive>11</passive><languages>Common, Goblin</languages><cr>4</cr><trait><name>Source</name><text>Volo's Guide to Monsters, p. 161</text></trait><trait><name>Arcane Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated.</text></trait><trait><name>Army Arcane</name><text>When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.</text></trait><trait><name>Spellcasting</name><text>The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
1st level (4 slots): fog cloud, magic missile, thunderwave
2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
3rd level (3 slots): fireball, fly, lightning bolt
4th level (1 slot): ice storm</text></trait><action><name>Quarterstaff</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.</text> <attack><name>Quarterstaff</name><atk>3</atk><dmg>1d6+1</dmg></attack>
<attack><name>Two Handed</name><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><spell><name>Fire Bolt</name><school>5</school><time>1 action</time><range>120 feet</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Source: Player's Handbook p. 242</text><roll>1d10</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Shocking Grasp</name><school>5</school><time>1 action</time><range>Touch</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Source: Player's Handbook p. 275</text><roll>1d8</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Acid Splash</name><school>2</school><time>1 action</time><range>60 feet</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).
Source: Player's Handbook p. 211</text><roll>1d6</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Melf's Acid Arrow</name><school>5</school><level>2</level><time>1 action</time><range>90 feet</range><v>1</v><s>1</s><m>1</m><materials>powdered rhubarb leaf and an adder's stomach</materials><duration>Instantaneous</duration><text>A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Source: Player's Handbook p. 259</text><roll>4d4</roll><roll>2d4</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Wizard</sclass></spell><spell><name>Faerie Fire</name><school>5</school><level>1</level><time>1 action</time><range>60 feet</range><v>1</v><duration>Concentration, up to 1 minute</duration><text>Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Source: Player's Handbook p. 239</text><sclass>Bard</sclass><sclass>Druid</sclass><sclass>Warlock (Archfey)</sclass></spell><spell><name>Ice Storm</name><school>5</school><level>4</level><time>1 action</time><range>300 feet</range><v>1</v><s>1</s><m>1</m><materials>a pinch of dust and a few drops of water</materials><duration>Instantaneous</duration><text>A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Source: Player's Handbook p. 252</text><roll>2d8+4d6</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Druid</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Thunderwave</name><school>5</school><level>1</level><time>1 action</time><range>Self (15-foot cube)</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Source: Player's Handbook p. 282</text><roll>2d8</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Bard</sclass><sclass>Druid</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Gust of Wind</name><school>5</school><level>2</level><time>1 action</time><range>Self (60-foot line)</range><v>1</v><s>1</s><m>1</m><materials>a legume seed</materials><duration>Concentration, up to 1 minute</duration><text>A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Source: Player's Handbook p. 248</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Druid</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Lightning Bolt</name><school>5</school><level>3</level><time>1 action</time><range>Self (100-foot line)</range><v>1</v><s>1</s><m>1</m><materials>a bit of fur and a rod of amber, crystal, or glass</materials><duration>Instantaneous</duration><text>A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
Source: Player's Handbook p. 255</text><roll>8d6</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Fly</name><school>8</school><level>3</level><time>1 action</time><range>Touch</range><v>1</v><s>1</s><m>1</m><materials>a wing feather from any bird</materials><duration>Concentration, up to 10 minutes</duration><text>You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Source: Player's Handbook p. 243</text><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Magic Missile</name><school>5</school><level>1</level><time>1 action</time><range>120 feet</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
Source: Player's Handbook p. 257</text><roll>(1d4+1)+(1d4+1)+(1d4+1)</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Fireball</name><school>5</school><level>3</level><time>1 action</time><range>150 feet</range><v>1</v><s>1</s><m>1</m><materials>a tiny ball of bat guano and sulfur</materials><duration>Instantaneous</duration><text>A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Source: Player's Handbook p. 241</text><roll>8d6</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Sorcerer</sclass><sclass>Warlock (Fiend)</sclass><sclass>Wizard</sclass></spell><spell><name>Fog Cloud</name><school>2</school><level>1</level><time>1 action</time><range>120 feet</range><v>1</v><s>1</s><duration>Concentration, up to 1 hour</duration><text>You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Source: Player's Handbook p. 243</text><sclass>Druid</sclass><sclass>Ranger</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Scorching Ray</name><school>5</school><level>2</level><time>1 action</time><range>120 feet</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Source: Player's Handbook p. 273</text><roll>2d6</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Sorcerer</sclass><sclass>Warlock (Fiend)</sclass><sclass>Wizard</sclass></spell><spell><name>Ray of Frost</name><school>5</school><time>1 action</time><range>60 feet</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Source: Player's Handbook p. 271</text><roll>1d8</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><slots>0,4,3,3,1,0,0,0,0,0,</slots><slotsCurrent>0,4,3,3,1,0,0,0,0,0,</slotsCurrent></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin Devastator 2</label><name>Hobgoblin Devastator</name><type>humanoid (goblinoid), Volo's Guide</type><alignment>lawful evil</alignment><ac>13</ac><armor>studded leather armor</armor><hpMax>45</hpMax><hpCurrent>45</hpCurrent><hd>7d8+14</hd><speed>30 ft.</speed><abilities>13,12,14,16,13,11</abilities><skill><id>2</id><modifier>5</modifier></skill><senses>darkvision 60 ft.</senses><passive>11</passive><languages>Common, Goblin</languages><cr>4</cr><trait><name>Source</name><text>Volo's Guide to Monsters, p. 161</text></trait><trait><name>Arcane Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated.</text></trait><trait><name>Army Arcane</name><text>When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.</text></trait><trait><name>Spellcasting</name><text>The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
1st level (4 slots): fog cloud, magic missile, thunderwave
2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
3rd level (3 slots): fireball, fly, lightning bolt
4th level (1 slot): ice storm</text></trait><action><name>Quarterstaff</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.</text> <attack><name>Quarterstaff</name><atk>3</atk><dmg>1d6+1</dmg></attack>
<attack><name>Two Handed</name><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><spell><name>Lightning Bolt</name><school>5</school><level>3</level><time>1 action</time><range>Self (100-foot line)</range><v>1</v><s>1</s><m>1</m><materials>a bit of fur and a rod of amber, crystal, or glass</materials><duration>Instantaneous</duration><text>A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
Source: Player's Handbook p. 255</text><roll>8d6</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Fog Cloud</name><school>2</school><level>1</level><time>1 action</time><range>120 feet</range><v>1</v><s>1</s><duration>Concentration, up to 1 hour</duration><text>You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Source: Player's Handbook p. 243</text><sclass>Druid</sclass><sclass>Ranger</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Acid Splash</name><school>2</school><time>1 action</time><range>60 feet</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).
Source: Player's Handbook p. 211</text><roll>1d6</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Ray of Frost</name><school>5</school><time>1 action</time><range>60 feet</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Source: Player's Handbook p. 271</text><roll>1d8</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Fire Bolt</name><school>5</school><time>1 action</time><range>120 feet</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Source: Player's Handbook p. 242</text><roll>1d10</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Melf's Acid Arrow</name><school>5</school><level>2</level><time>1 action</time><range>90 feet</range><v>1</v><s>1</s><m>1</m><materials>powdered rhubarb leaf and an adder's stomach</materials><duration>Instantaneous</duration><text>A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Source: Player's Handbook p. 259</text><roll>4d4</roll><roll>2d4</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Wizard</sclass></spell><spell><name>Gust of Wind</name><school>5</school><level>2</level><time>1 action</time><range>Self (60-foot line)</range><v>1</v><s>1</s><m>1</m><materials>a legume seed</materials><duration>Concentration, up to 1 minute</duration><text>A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Source: Player's Handbook p. 248</text><sclass>Fighter (Eldritch Knight)</sclass><sclass>Druid</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Ice Storm</name><school>5</school><level>4</level><time>1 action</time><range>300 feet</range><v>1</v><s>1</s><m>1</m><materials>a pinch of dust and a few drops of water</materials><duration>Instantaneous</duration><text>A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Source: Player's Handbook p. 252</text><roll>2d8+4d6</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Druid</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Scorching Ray</name><school>5</school><level>2</level><time>1 action</time><range>120 feet</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Source: Player's Handbook p. 273</text><roll>2d6</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Sorcerer</sclass><sclass>Warlock (Fiend)</sclass><sclass>Wizard</sclass></spell><spell><name>Shocking Grasp</name><school>5</school><time>1 action</time><range>Touch</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Source: Player's Handbook p. 275</text><roll>1d8</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Rogue (Arcane Trickster)</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Thunderwave</name><school>5</school><level>1</level><time>1 action</time><range>Self (15-foot cube)</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Source: Player's Handbook p. 282</text><roll>2d8</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Bard</sclass><sclass>Druid</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><spell><name>Faerie Fire</name><school>5</school><level>1</level><time>1 action</time><range>60 feet</range><v>1</v><duration>Concentration, up to 1 minute</duration><text>Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Source: Player's Handbook p. 239</text><sclass>Bard</sclass><sclass>Druid</sclass><sclass>Warlock (Archfey)</sclass></spell><spell><name>Fireball</name><school>5</school><level>3</level><time>1 action</time><range>150 feet</range><v>1</v><s>1</s><m>1</m><materials>a tiny ball of bat guano and sulfur</materials><duration>Instantaneous</duration><text>A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Source: Player's Handbook p. 241</text><roll>8d6</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Sorcerer</sclass><sclass>Warlock (Fiend)</sclass><sclass>Wizard</sclass></spell><spell><name>Fly</name><school>8</school><level>3</level><time>1 action</time><range>Touch</range><v>1</v><s>1</s><m>1</m><materials>a wing feather from any bird</materials><duration>Concentration, up to 10 minutes</duration><text>You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Source: Player's Handbook p. 243</text><sclass>Sorcerer</sclass><sclass>Warlock</sclass><sclass>Wizard</sclass></spell><spell><name>Magic Missile</name><school>5</school><level>1</level><time>1 action</time><range>120 feet</range><v>1</v><s>1</s><duration>Instantaneous</duration><text>You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
Source: Player's Handbook p. 257</text><roll>(1d4+1)+(1d4+1)+(1d4+1)</roll><sclass>Fighter (Eldritch Knight)</sclass><sclass>Sorcerer</sclass><sclass>Wizard</sclass></spell><slots>0,4,3,3,1,0,0,0,0,0,</slots><slotsCurrent>0,4,3,3,1,0,0,0,0,0,</slotsCurrent></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin Captain</label><name>Hobgoblin Captain</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>17</ac><armor>half plate</armor><hpMax>39</hpMax><hpCurrent>39</hpCurrent><hd>6d8+12</hd><speed>30 ft.</speed><abilities>15,14,14,12,10,13</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>3</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>3d6</dmg></attack>
</trait><action><name>Multiattack</name><text>The hobgoblin makes two greatsword attacks.</text></action><action><name>Greatsword</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>2d6+2</dmg></attack>
</action><action><name>Javelin</name><text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Leadership (Recharges after a Short or Long Rest)</name><text>For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.</text></action></monster></combatant>
<note><name>Description</name><text>Loot: smoke grenades, AoE grenades
The hobgoblins West earpieces to communicate
Tactics:
1. smoke grenades to blind them,
Cover all smoke with fire.
Then, only move during PCs turns, using 2. reactions to lay covering fire and move while shooting.
3. When one hobgoblin comes into melee, others rush in to help
Location:
There is one antenna with some of the gem spiders on it, sending out a frequency to control the lizardfolk population.
There are some dead lizardfolk on the floor, on or next to dragons teeth. None are completed.
Beneath this floor is a room where dragon war machines are being build from dead dragons.</text></note></encounter>
<encounter><name>Warlord Grovel</name><state>0</state><current>0</current><round>0</round><combatant><monster><enemy>1</enemy><label>Regiarix Phase 1</label><name>Gold Dragon Wyrmling</name><type>dragon</type><alignment>lawful good</alignment><ac>17</ac><armor>natural armor</armor><hpMax>60</hpMax><hpCurrent>60</hpCurrent><hd>8d8+24</hd><speed>30 ft., fly 60 ft., swim 30 ft.</speed><abilities>19,14,17,14,11,16</abilities><savingThrow><ability>1</ability><modifier>4</modifier></savingThrow><savingThrow><ability>2</ability><modifier>6</modifier></savingThrow><savingThrow><ability>4</ability><modifier>2</modifier></savingThrow><savingThrow><ability>5</ability><modifier>5</modifier></savingThrow><skill><id>11</id><modifier>4</modifier></skill><skill><id>16</id><modifier>4</modifier></skill><immune>fire</immune><senses>blindsight 10 ft., darkvision 60 ft.</senses><passive>14</passive><languages>Draconic</languages><cr>3</cr><trait><name>Amphibious</name><text>The dragon can breathe air and water.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.</text> <attack><name>Bite</name><atk>6</atk><dmg>1d10+4</dmg></attack>
</action><action><name>Breath Weapons (Recharge 5-6)</name><text>The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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. </text> <attack><name>Fire Breath</name><atk>0</atk><dmg>4d10</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Regiarix Phase 2</label><name>Gold Dragon Wyrmling</name><type>dragon</type><alignment>lawful good</alignment><ac>17</ac><armor>natural armor</armor><hpMax>60</hpMax><hpCurrent>60</hpCurrent><hd>8d8+24</hd><speed>30 ft., fly 60 ft., swim 30 ft.</speed><abilities>19,14,17,14,11,16</abilities><savingThrow><ability>1</ability><modifier>4</modifier></savingThrow><savingThrow><ability>2</ability><modifier>6</modifier></savingThrow><savingThrow><ability>4</ability><modifier>2</modifier></savingThrow><savingThrow><ability>5</ability><modifier>5</modifier></savingThrow><skill><id>11</id><modifier>4</modifier></skill><skill><id>16</id><modifier>4</modifier></skill><immune>fire</immune><senses>blindsight 10 ft., darkvision 60 ft.</senses><passive>14</passive><languages>Draconic</languages><cr>3</cr><trait><name>Amphibious</name><text>The dragon can breathe air and water.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.</text> <attack><name>Bite</name><atk>6</atk><dmg>1d10+4</dmg></attack>
</action><action><name>Breath Weapons (Recharge 5-6)</name><text>The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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. </text> <attack><name>Fire Breath</name><atk>0</atk><dmg>4d10</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Regiarix Phase 3</label><name>Gold Dragon Wyrmling</name><type>dragon</type><alignment>lawful good</alignment><ac>17</ac><armor>natural armor</armor><hpMax>60</hpMax><hpCurrent>60</hpCurrent><hd>8d8+24</hd><speed>30 ft., fly 60 ft., swim 30 ft.</speed><abilities>19,14,17,14,11,16</abilities><savingThrow><ability>1</ability><modifier>4</modifier></savingThrow><savingThrow><ability>2</ability><modifier>6</modifier></savingThrow><savingThrow><ability>4</ability><modifier>2</modifier></savingThrow><savingThrow><ability>5</ability><modifier>5</modifier></savingThrow><skill><id>11</id><modifier>4</modifier></skill><skill><id>16</id><modifier>4</modifier></skill><immune>fire</immune><senses>blindsight 10 ft., darkvision 60 ft.</senses><passive>14</passive><languages>Draconic</languages><cr>3</cr><trait><name>Amphibious</name><text>The dragon can breathe air and water.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.</text> <attack><name>Bite</name><atk>6</atk><dmg>1d10+4</dmg></attack>
</action><action><name>Breath Weapons (Recharge 5-6)</name><text>The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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. </text> <attack><name>Fire Breath</name><atk>0</atk><dmg>4d10</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Warlord Saarvith Phase 1</label><name>Hobgoblin Captain</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>17</ac><armor>half plate</armor><hpMax>39</hpMax><hpCurrent>39</hpCurrent><hd>6d8+12</hd><speed>30 ft.</speed><abilities>15,14,14,12,10,13</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>3</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>3d6</dmg></attack>
</trait><action><name>Multiattack</name><text>The hobgoblin makes two greatsword attacks.</text></action><action><name>Greatsword</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>2d6+2</dmg></attack>
</action><action><name>Javelin</name><text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. All adjacent enemies take 1d4+2 dmg</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
<attack><name>Adjacent Enemies</name><dmg>1d4+2</dmg></attack>
</action><action><name>Leadership (Recharges after a Short or Long Rest)</name><text>For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.</text></action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Warlord Saarvith Phase 2</label><name>Hobgoblin Captain</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>17</ac><armor>half plate</armor><hpMax>39</hpMax><hpCurrent>39</hpCurrent><hd>6d8+12</hd><speed>30 ft.</speed><abilities>15,14,14,12,10,13</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>3</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>3d6</dmg></attack>
</trait><action><name>Multiattack</name><text>The hobgoblin makes two greatsword attacks.</text></action><action><name>Greatsword</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>2d6+2</dmg></attack>
</action><action><name>Javelin</name><text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. All adjacent enemies take 1d4+2 dmg</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
<attack><name>Adjacent Enemies</name><dmg>1d4+2</dmg></attack>
</action><action><name>Leadership (Recharges after a Short or Long Rest)</name><text>For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.</text></action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Warlord Saarvith Phase 3</label><name>Hobgoblin Captain</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>17</ac><armor>half plate</armor><hpMax>39</hpMax><hpCurrent>39</hpCurrent><hd>6d8+12</hd><speed>30 ft.</speed><abilities>15,14,14,12,10,13</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>3</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>3d6</dmg></attack>
</trait><action><name>Multiattack</name><text>The hobgoblin makes two greatsword attacks.</text></action><action><name>Greatsword</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>2d6+2</dmg></attack>
</action><action><name>Javelin</name><text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. All adjacent enemies take 1d4+2 dmg</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
<attack><name>Adjacent Enemies</name><dmg>1d4+2</dmg></attack>
</action><action><name>Leadership (Recharges after a Short or Long Rest)</name><text>For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.</text></action></monster></combatant>
<note><name>Description</name><text>Grovel voice:
Black dragon
3 phases:
1. Long range: dragon uses breath and stays away, goblin uses sniper rifle. Medium HP, medium AC, high damage
2. Pummel: goblin hangs from the dragon, using multiple smaller attacks to attack. The dragon does fly by attacks.
High AC (due to movement) low HP, low damage
3. Goblin jumps from the dragon and starts sniping, dragon goes into melee
</text></note></encounter>
<item><name>Explosive Barrel Shot</name><text>If you hit with a ranged attack, all adjacent creatures take 1d4 damage.
If you used a Kill Stack during your attack, you may instead deal 1d4+(2 per stack) damage to all adjacent *enemies*.
You can use this power twice per short rest.
You may attach this barrel as part of your free interaction or as an Action.</text></item><item><name>Bottle Gnome Extension For Potions</name><text>This small robot follows the party around. It can be filled with a potion. It always acts as the last creature in a round.
When the bottle gnome is filled, It can be ordered to administer the potion to an adjacent ally. This does not take up an action.</text></item><item><name>Figurine of Wondrous Power, Onyx Dog</name><text>Rarity: Rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Onyx Dog.
This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has dark vision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
Source: Dungeon Master's Guide, page 170
Once summoned,it speaks: "Hello, my name is Dog. I just met you and I love you!"</text><magic>1</magic></item></adventure>
<adventure><name>Part 3: The Ghost Lord</name>
<imageData><uniqueID>156</uniqueID></imageData>
<encounter><name>Gold</name><state>2</state><current>1</current><round>0</round><combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Goblin 1</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>0</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Goblin 2</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>0</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Goblin 3</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>0</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Goblin 4</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>0</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Goblin 5</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>7</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Compleated Humans 1</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>7</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Compleated Humans 2</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>7</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Compleated Humans 3</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>7</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Compleated Humans 4</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>7</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Compleated Humans 5</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>7</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Compleated Humans 6</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>7</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Compleated Humans 7</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>7</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Compleated Humans 8</label><name>Goblin</name><size>1</size><type>humanoid (goblinoid)</type><alignment>neutral evil</alignment><ac>15</ac><armor>leather armor, shield</armor><hpMax>7</hpMax><hpCurrent>7</hpCurrent><hd>2d6</hd><speed>30 ft.</speed><abilities>8,14,10,10,8,8</abilities><skill><id>16</id><modifier>6</modifier></skill><senses>darkvision 60 ft.</senses><passive>9</passive><languages>Common, Goblin</languages><cr>-1</cr><trait><name>Nimble Escape</name><text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text></trait><action><name>Scimitar</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Shortbow</name><text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Ettin 1</label><name>Ettin</name><size>3</size><type>giant</type><alignment>chaotic evil</alignment><ac>12</ac><armor>natural armor</armor><hpMax>85</hpMax><hpCurrent>0</hpCurrent><hd>10d10+30</hd><speed>40 ft.</speed><abilities>21,8,17,6,10,8</abilities><skill><id>11</id><modifier>4</modifier></skill><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Giant, Orc</languages><cr>4</cr><trait><name>Two Heads</name><text>The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text></trait><trait><name>Wakeful</name><text>When one of the ettin's heads is asleep, its other head is awake.</text></trait><action><name>Multiattack</name><text>The ettin makes two attacks: one with its battleaxe and one with its morningstar.</text></action><action><name>Battleaxe</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.</text> <attack><name>Battleaxe</name><atk>7</atk><dmg>2d8+5</dmg></attack>
</action><action><name>Morningstar</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.</text> <attack><name>Morningstar</name><atk>7</atk><dmg>2d8+5</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Ettin 2</label><name>Ettin</name><size>3</size><type>giant</type><alignment>chaotic evil</alignment><ac>12</ac><armor>natural armor</armor><hpMax>85</hpMax><hpCurrent>0</hpCurrent><hd>10d10+30</hd><speed>40 ft.</speed><abilities>21,8,17,6,10,8</abilities><skill><id>11</id><modifier>4</modifier></skill><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Giant, Orc</languages><cr>4</cr><trait><name>Two Heads</name><text>The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text></trait><trait><name>Wakeful</name><text>When one of the ettin's heads is asleep, its other head is awake.</text></trait><action><name>Multiattack</name><text>The ettin makes two attacks: one with its battleaxe and one with its morningstar.</text></action><action><name>Battleaxe</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.</text> <attack><name>Battleaxe</name><atk>7</atk><dmg>2d8+5</dmg></attack>
</action><action><name>Morningstar</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.</text> <attack><name>Morningstar</name><atk>7</atk><dmg>2d8+5</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><name>Lair</name><state>2</state><current>0</current><round>0</round><combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Behir</label><name>Behir</name><size>4</size><type>monstrosity</type><alignment>neutral evil</alignment><ac>17</ac><armor>natural armor</armor><hpMax>168</hpMax><hpCurrent>0</hpCurrent><hd>16d12+64</hd><speed>50 ft., climb 40 ft.</speed><abilities>23,16,18,7,14,12</abilities><skill><id>11</id><modifier>6</modifier></skill><skill><id>16</id><modifier>7</modifier></skill><immune>lightning</immune><senses>darkvision 90 ft.</senses><passive>16</passive><languages>Draconic</languages><cr>11</cr><action><name>Multiattack</name><text>The behir makes two attacks: one with its bite and one to constrict.</text></action><action><name>Bite</name><text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage.</text> <attack><name>Bite</name><atk>10</atk><dmg>3d10+6</dmg></attack>
</action><action><name>Constrict</name><text>Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Grappled:
• A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• The condition ends if the grappler is incapacitated.
• The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Restrained:
• A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving throws.</text> <attack><name>Constrict</name><atk>10</atk><dmg>2d10+6+2d10+6</dmg></attack>
</action><action><name>Lightning Breath (Recharge 5-6)</name><text>The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.</text> <attack><name>Lightning Breath</name><atk>0</atk><dmg>12d10</dmg></attack>
</action><action><name>Swallow</name><text>The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.
If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.
Blinded:
• A blinded creature can't see and automatically fails any ability check that requires sight.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
Prone:
• A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Restrained:
• A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving throws.</text> <attack><name>Acid Damage</name><atk>0</atk><dmg>6d6</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><name>Lions</name><state>2</state><current>0</current><round>0</round><combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Lion 1</label><name>Lion</name><size>3</size><type>beast</type><alignment>unaligned</alignment><ac>12</ac><hpMax>26</hpMax><hpCurrent>0</hpCurrent><hd>4d10+4</hd><speed>50 ft.</speed><abilities>17,15,13,3,12,8</abilities><skill><id>11</id><modifier>3</modifier></skill><skill><id>16</id><modifier>6</modifier></skill><passive>13</passive><trait><name>Keen Smell</name><text>The lion has advantage on Wisdom (Perception) checks that rely on smell.</text></trait><trait><name>Pack Tactics</name><text>The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.</text></trait><trait><name>Pounce</name><text>If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.</text></trait><trait><name>Running Leap</name><text>With a 10-foot running start, the lion can long jump up to 25 ft..</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.</text> <attack><name>Bite</name><atk>5</atk><dmg>1d8+3</dmg></attack>
</action><action><name>Claw</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.</text> <attack><name>Claw</name><atk>5</atk><dmg>1d6+3</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Lion 2</label><name>Lion</name><size>3</size><type>beast</type><alignment>unaligned</alignment><ac>12</ac><hpMax>26</hpMax><hpCurrent>0</hpCurrent><hd>4d10+4</hd><speed>50 ft.</speed><abilities>17,15,13,3,12,8</abilities><skill><id>11</id><modifier>3</modifier></skill><skill><id>16</id><modifier>6</modifier></skill><passive>13</passive><trait><name>Keen Smell</name><text>The lion has advantage on Wisdom (Perception) checks that rely on smell.</text></trait><trait><name>Pack Tactics</name><text>The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.</text></trait><trait><name>Pounce</name><text>If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.</text></trait><trait><name>Running Leap</name><text>With a 10-foot running start, the lion can long jump up to 25 ft..</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.</text> <attack><name>Bite</name><atk>5</atk><dmg>1d8+3</dmg></attack>
</action><action><name>Claw</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.</text> <attack><name>Claw</name><atk>5</atk><dmg>1d6+3</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Lion 3</label><name>Lion</name><size>3</size><type>beast</type><alignment>unaligned</alignment><ac>12</ac><hpMax>26</hpMax><hpCurrent>19</hpCurrent><hd>4d10+4</hd><speed>50 ft.</speed><abilities>17,15,13,3,12,8</abilities><skill><id>11</id><modifier>3</modifier></skill><skill><id>16</id><modifier>6</modifier></skill><passive>13</passive><trait><name>Keen Smell</name><text>The lion has advantage on Wisdom (Perception) checks that rely on smell.</text></trait><trait><name>Pack Tactics</name><text>The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.</text></trait><trait><name>Pounce</name><text>If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.</text></trait><trait><name>Running Leap</name><text>With a 10-foot running start, the lion can long jump up to 25 ft..</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.</text> <attack><name>Bite</name><atk>5</atk><dmg>1d8+3</dmg></attack>
</action><action><name>Claw</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.</text> <attack><name>Claw</name><atk>5</atk><dmg>1d6+3</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><name>Guest</name><state>2</state><current>0</current><round>0</round><combatant><monster><enemy>1</enemy><label>Githzerai Monk 1</label><name>Githzerai Monk</name><type>humanoid (gith)</type><alignment>lawful neutral</alignment><ac>14</ac><hpMax>38</hpMax><hpCurrent>24</hpCurrent><hd>7d8+7</hd><speed>30 ft.</speed><abilities>12,15,12,13,14,10</abilities><savingThrow><modifier>3</modifier></savingThrow><savingThrow><ability>1</ability><modifier>4</modifier></savingThrow><savingThrow><ability>3</ability><modifier>3</modifier></savingThrow><savingThrow><ability>4</ability><modifier>4</modifier></savingThrow><skill><id>6</id><modifier>4</modifier></skill><skill><id>11</id><modifier>4</modifier></skill><passive>14</passive><languages>Gith</languages><cr>2</cr><trait><name>Innate Spellcasting (Psionics)</name><text>The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: feather fall, jump, see invisibility, shield</text></trait><trait><name>Psychic Defense</name><text>While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text></trait><action><name>Multiattack</name><text>The githzerai makes two unarmed strikes.</text></action><action><name>Unarmed Strike</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.</text> <attack><name>Unarmed Strike</name><atk>4</atk><dmg>1d8+2+2d8</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Githzerai Monk 2</label><name>Githzerai Monk</name><type>humanoid (gith)</type><alignment>lawful neutral</alignment><ac>14</ac><hpMax>38</hpMax><hpCurrent>0</hpCurrent><hd>7d8+7</hd><speed>30 ft.</speed><abilities>12,15,12,13,14,10</abilities><savingThrow><modifier>3</modifier></savingThrow><savingThrow><ability>1</ability><modifier>4</modifier></savingThrow><savingThrow><ability>3</ability><modifier>3</modifier></savingThrow><savingThrow><ability>4</ability><modifier>4</modifier></savingThrow><skill><id>6</id><modifier>4</modifier></skill><skill><id>11</id><modifier>4</modifier></skill><passive>14</passive><languages>Gith</languages><cr>2</cr><trait><name>Innate Spellcasting (Psionics)</name><text>The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: feather fall, jump, see invisibility, shield</text></trait><trait><name>Psychic Defense</name><text>While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text></trait><action><name>Multiattack</name><text>The githzerai makes two unarmed strikes.</text></action><action><name>Unarmed Strike</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.</text> <attack><name>Unarmed Strike</name><atk>4</atk><dmg>1d8+2+2d8</dmg></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Hobgoblin Captain</label><name>Hobgoblin Captain</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>17</ac><armor>half plate</armor><hpMax>39</hpMax><hpCurrent>39</hpCurrent><hd>6d8+12</hd><speed>30 ft.</speed><abilities>15,14,14,12,10,13</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>3</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>3d6</dmg></attack>
</trait><action><name>Multiattack</name><text>The hobgoblin makes two greatsword attacks.</text></action><action><name>Greatsword</name><text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>2d6+2</dmg></attack>
</action><action><name>Javelin</name><text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.</text> <attack><atk>4</atk><dmg>1d6+2</dmg></attack>
</action><action><name>Leadership (Recharges after a Short or Long Rest)</name><text>For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.</text></action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Cult Fanatic 1</label><name>Cult Fanatic</name><type>humanoid (any race)</type><alignment>any non-good alignment</alignment><ac>13</ac><armor>leather armor</armor><hpMax>22</hpMax><hpCurrent>0</hpCurrent><hd>6d8+6</hd><speed>30 ft.</speed><abilities>11,14,12,10,13,14</abilities><skill><id>4</id><modifier>4</modifier></skill><skill><id>13</id><modifier>4</modifier></skill><skill><id>14</id><modifier>2</modifier></skill><languages>any one language (usually Common)</languages><cr>2</cr><trait><name>Dark Devotion</name><text>The fanatic has advantage on saving throws against being charmed or frightened.</text></trait><trait><name>Spellcasting</name><text>The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (4 slots): command, inflict wounds, shield of faith
• 2nd level (3 slots): hold person, spiritual weapon</text></trait><action><name>Multiattack</name><text>The fanatic makes two melee attacks.</text></action><action><name>Dagger</name><text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage.</text> <attack><name>Dagger</name><atk>4</atk><dmg>1d4+2</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Cult Fanatic 2</label><name>Cult Fanatic</name><type>humanoid (any race)</type><alignment>any non-good alignment</alignment><ac>13</ac><armor>leather armor</armor><hpMax>22</hpMax><hpCurrent>0</hpCurrent><hd>6d8+6</hd><speed>30 ft.</speed><abilities>11,14,12,10,13,14</abilities><skill><id>4</id><modifier>4</modifier></skill><skill><id>13</id><modifier>4</modifier></skill><skill><id>14</id><modifier>2</modifier></skill><languages>any one language (usually Common)</languages><cr>2</cr><trait><name>Dark Devotion</name><text>The fanatic has advantage on saving throws against being charmed or frightened.</text></trait><trait><name>Spellcasting</name><text>The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (4 slots): command, inflict wounds, shield of faith
• 2nd level (3 slots): hold person, spiritual weapon</text></trait><action><name>Multiattack</name><text>The fanatic makes two melee attacks.</text></action><action><name>Dagger</name><text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage.</text> <attack><name>Dagger</name><atk>4</atk><dmg>1d4+2</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Hell Hound</label><name>Hell Hound</name><type>fiend</type><alignment>lawful evil</alignment><ac>15</ac><armor>natural armor</armor><hpMax>45</hpMax><hpCurrent>0</hpCurrent><hd>7d8+14</hd><speed>50 ft.</speed><abilities>17,12,14,6,13,6</abilities><skill><id>11</id><modifier>5</modifier></skill><immune>fire</immune><senses>darkvision 60 ft.</senses><passive>15</passive><languages>understands Infernal but can't speak it</languages><cr>3</cr><trait><name>Keen Hearing and Smell</name><text>The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text></trait><trait><name>Pack Tactics</name><text>The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.</text></trait><action><name>Bite</name><text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage.</text> <attack><atk>5</atk><dmg>1d8+3</dmg></attack>
</action><action><name>Fire Breath (Recharge 5-6)</name><text>The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.</text> <attack><atk>0</atk><dmg>6d6</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><name>The Ghost Lord</name><state>0</state><current>0</current><round>0</round><combatant><monster><enemy>1</enemy><label>Lich</label><name>Lich</name><type>undead</type><alignment>any evil alignment</alignment><ac>17</ac><armor>natural armor</armor><hpMax>135</hpMax><hpCurrent>135</hpCurrent><hd>18d8+54</hd><speed>30 ft.</speed><abilities>11,16,16,20,14,16</abilities><savingThrow><ability>2</ability><modifier>10</modifier></savingThrow><savingThrow><ability>3</ability><modifier>12</modifier></savingThrow><savingThrow><ability>4</ability><modifier>9</modifier></savingThrow><skill><id>2</id><modifier>18</modifier></skill><skill><id>5</id><modifier>12</modifier></skill><skill><id>6</id><modifier>9</modifier></skill><skill><id>11</id><modifier>9</modifier></skill><resist>cold, lightning, necrotic</resist><immune>poison; bludgeoning, piercing, and slashing from nonmagical weapons</immune><conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune><senses>truesight 120 ft.</senses><passive>19</passive><languages>Common plus up to five other languages</languages><cr>21</cr><trait><name>Legendary Resistance (3/Day)</name><text>If the lich fails a saving throw, it can choose to succeed instead.</text></trait><trait><name>Rejuvenation</name><text>If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.</text></trait><trait><name>Spellcasting</name><text>The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
• Cantrips (at will): mage hand, prestidigitation, ray of frost
• 1st level (4 slots): detect magic, magic missile, shield, thunderwave
• 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image
• 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
• 4th level (3 slots): blight, dimension door
• 5th level (3 slots): cloudkill, scrying
• 6th level (1 slot): disintegrate, globe of invulnerability
• 7th level (1 slot): finger of death, plane shift
• 8th level (1 slot): dominate monster, power word stun
• 9th level (1 slot): power word kill</text></trait><trait><name>Turn Resistance</name><text>The lich has advantage on saving throws against any effect that turns undead.</text></trait><action><name>Paralyzing Touch</name><text>Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Paralyzed:
• A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
• The creature automatically fails Strength and Dexterity saving throws.
• Attack rolls against the creature have advantage.
• Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</text> <attack><name>Paralyzing Touch</name><atk>12</atk><dmg>3d6</dmg></attack>
</action><legendary><name>Cantrip</name><text>The lich casts a cantrip.</text></legendary><legendary><name>Paralyzing Touch (Costs 2 Actions)</name><text>The lich uses its Paralyzing Touch.</text></legendary><legendary><name>Frightening Gaze (Costs 2 Actions)</name><text>The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
Frightened:
• A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
• The creature can't willingly move closer to the source of its fear.</text></legendary><legendary><name>Disrupt Life (Costs 3 Actions)</name><text>Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.</text> <attack><name>Disrupt Life</name><atk>0</atk><dmg>6d6</dmg></attack>
</legendary></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Stone Golem 1</label><name>Stone Golem</name><size>3</size><type>construct</type><alignment>unaligned</alignment><ac>17</ac><armor>natural armor</armor><hpMax>178</hpMax><hpCurrent>178</hpCurrent><hd>17d10+85</hd><speed>30 ft.</speed><abilities>22,9,20,3,11,1</abilities><immune>poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</immune><conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune><senses>darkvision 120 ft.</senses><languages>understands the languages of its creator but can't speak</languages><cr>10</cr><trait><name>Immutable Form</name><text>The golem is immune to any spell or effect that would alter its form.</text></trait><trait><name>Magic Resistance</name><text>The golem has advantage on saving throws against spells and other magical effects.</text></trait><trait><name>Magic Weapons</name><text>The golem's weapon attacks are magical.</text></trait><action><name>Multiattack</name><text>The golem makes two slam attacks.</text></action><action><name>Slam</name><text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.</text> <attack><atk>10</atk><dmg>3d8+6</dmg></attack>
</action><action><name>Slow (Recharge 5-6)</name><text>The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text></action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Stone Golem 2</label><name>Stone Golem</name><size>3</size><type>construct</type><alignment>unaligned</alignment><ac>17</ac><armor>natural armor</armor><hpMax>178</hpMax><hpCurrent>178</hpCurrent><hd>17d10+85</hd><speed>30 ft.</speed><abilities>22,9,20,3,11,1</abilities><immune>poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</immune><conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune><senses>darkvision 120 ft.</senses><languages>understands the languages of its creator but can't speak</languages><cr>10</cr><trait><name>Immutable Form</name><text>The golem is immune to any spell or effect that would alter its form.</text></trait><trait><name>Magic Resistance</name><text>The golem has advantage on saving throws against spells and other magical effects.</text></trait><trait><name>Magic Weapons</name><text>The golem's weapon attacks are magical.</text></trait><action><name>Multiattack</name><text>The golem makes two slam attacks.</text></action><action><name>Slam</name><text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.</text> <attack><atk>10</atk><dmg>3d8+6</dmg></attack>
</action><action><name>Slow (Recharge 5-6)</name><text>The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text></action></monster></combatant>
</encounter>
</adventure>
<adventure><name>Part 4: Enemy At The Gates</name>
<imageData><uniqueID>157</uniqueID></imageData>
<encounter><archived>1</archived><name>Audience With The Lords</name><state>0</state><current>0</current><round>0</round><note><name>Description</name><text>Lord Jarmaath: ruling lord
Lady Verrasa Kaal: wealthy merchant who had provided hey personal body guards for defence
Captain Lars:
Tredora Goldenbrow: head cleric of pelor
Battle Plan:
Jarmaath: meet them on the battlefield
Lars: use the wall
Kaal: use the wall
Tredora: abandon Brindol
City defence:
Lars: Build barricades, block of ally's, station soldiers in buildings for guerrilla warfare
Clerics:
Jarmaath: all priests in Cathedral (protect tredora)
Kaal: to high risk (and Jarmaath wants to protect his lover)
Ulvert: spread clerics
Tredora: spread clerics
Telepathic links:
- Jarmaath
- one PC
- one council member (Tredora)
Access to potions and consumables up to 5k gold</text></note></encounter>
<encounter><archived>1</archived><name>Battle For Brindor</name><state>0</state><current>0</current><round>0</round><note><name>Description</name><text>Skill challenge:
Prepare for wave
Defend the gates
Artillery
4 successes before 3 failures</text></note></encounter>
<encounter><archived>1</archived><name>Save The Walls</name><state>2</state><current>4</current><round>0</round><combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Ettin 1</label><name>Ettin</name><size>3</size><type>giant</type><alignment>chaotic evil</alignment><ac>12</ac><armor>natural armor</armor><hpMax>85</hpMax><hpCurrent>0</hpCurrent><hd>10d10+30</hd><speed>40 ft.</speed><abilities>21,8,17,6,10,8</abilities><skill><id>11</id><modifier>4</modifier></skill><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Giant, Orc</languages><cr>4</cr><trait><name>Two Heads</name><text>The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text></trait><trait><name>Wakeful</name><text>When one of the ettin's heads is asleep, its other head is awake.</text></trait><action><name>Multiattack</name><text>The ettin makes two attacks: one with its battleaxe and one with its morningstar.</text></action><action><name>Battleaxe</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.</text> <attack><name>Battleaxe</name><atk>7</atk><dmg>2d8+5</dmg></attack>
</action><action><name>Morningstar</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.</text> <attack><name>Morningstar</name><atk>7</atk><dmg>2d8+5</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Ettin 2</label><name>Ettin</name><size>3</size><type>giant</type><alignment>chaotic evil</alignment><ac>12</ac><armor>natural armor</armor><hpMax>85</hpMax><hpCurrent>0</hpCurrent><hd>10d10+30</hd><speed>40 ft.</speed><abilities>21,8,17,6,10,8</abilities><skill><id>11</id><modifier>4</modifier></skill><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Giant, Orc</languages><cr>4</cr><trait><name>Two Heads</name><text>The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text></trait><trait><name>Wakeful</name><text>When one of the ettin's heads is asleep, its other head is awake.</text></trait><action><name>Multiattack</name><text>The ettin makes two attacks: one with its battleaxe and one with its morningstar.</text></action><action><name>Battleaxe</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.</text> <attack><name>Battleaxe</name><atk>7</atk><dmg>2d8+5</dmg></attack>
</action><action><name>Morningstar</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.</text> <attack><name>Morningstar</name><atk>7</atk><dmg>2d8+5</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Ettin 3</label><name>Ettin</name><size>3</size><type>giant</type><alignment>chaotic evil</alignment><ac>12</ac><armor>natural armor</armor><hpMax>85</hpMax><hpCurrent>0</hpCurrent><hd>10d10+30</hd><speed>40 ft.</speed><abilities>21,8,17,6,10,8</abilities><skill><id>11</id><modifier>4</modifier></skill><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Giant, Orc</languages><cr>4</cr><trait><name>Two Heads</name><text>The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text></trait><trait><name>Wakeful</name><text>When one of the ettin's heads is asleep, its other head is awake.</text></trait><action><name>Multiattack</name><text>The ettin makes two attacks: one with its battleaxe and one with its morningstar.</text></action><action><name>Battleaxe</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.</text> <attack><name>Battleaxe</name><atk>7</atk><dmg>2d8+5</dmg></attack>
</action><action><name>Morningstar</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.</text> <attack><name>Morningstar</name><atk>7</atk><dmg>2d8+5</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Ettin 4</label><name>Ettin</name><size>3</size><type>giant</type><alignment>chaotic evil</alignment><ac>12</ac><armor>natural armor</armor><hpMax>85</hpMax><hpCurrent>0</hpCurrent><hd>10d10+30</hd><speed>40 ft.</speed><abilities>21,8,17,6,10,8</abilities><skill><id>11</id><modifier>4</modifier></skill><senses>darkvision 60 ft.</senses><passive>14</passive><languages>Giant, Orc</languages><cr>4</cr><trait><name>Two Heads</name><text>The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text></trait><trait><name>Wakeful</name><text>When one of the ettin's heads is asleep, its other head is awake.</text></trait><action><name>Multiattack</name><text>The ettin makes two attacks: one with its battleaxe and one with its morningstar.</text></action><action><name>Battleaxe</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.</text> <attack><name>Battleaxe</name><atk>7</atk><dmg>2d8+5</dmg></attack>
</action><action><name>Morningstar</name><text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.</text> <attack><name>Morningstar</name><atk>7</atk><dmg>2d8+5</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><archived>1</archived><name>Abithriax's Rage</name><state>2</state><current>0</current><round>0</round><combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Complete Hobgoblin 1</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>0</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Complete Hobgoblin 2</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>0</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Complete Hobgoblin 3</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>0</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Complete Hobgoblin 4</label><name>Hobgoblin</name><type>humanoid (goblinoid)</type><alignment>lawful evil</alignment><ac>18</ac><armor>chain mail, shield</armor><hpMax>11</hpMax><hpCurrent>0</hpCurrent><hd>2d8+2</hd><speed>30 ft.</speed><abilities>13,12,12,10,10,9</abilities><senses>darkvision 60 ft.</senses><languages>Common, Goblin</languages><cr>0</cr><trait><name>Martial Advantage</name><text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.</text> <attack><name>Martial Advantage</name><atk>0</atk><dmg>2d6</dmg></attack>
</trait><action><name>Longsword</name><text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action><action><name>Longbow</name><text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.</text> <attack><atk>3</atk><dmg>1d8+1</dmg></attack>
</action></monster></combatant>
<combatant><hidden>1</hidden><monster><enemy>1</enemy><label>Young Red Dragon</label><name>Young Red Dragon</name><size>3</size><type>dragon</type><alignment>chaotic evil</alignment><ac>18</ac><armor>natural armor</armor><hpMax>178</hpMax><hpCurrent>0</hpCurrent><hd>17d10+85</hd><speed>40 ft., climb 40 ft., fly 80 ft.</speed><abilities>23,10,21,14,11,19</abilities><savingThrow><ability>1</ability><modifier>4</modifier></savingThrow><savingThrow><ability>2</ability><modifier>9</modifier></savingThrow><savingThrow><ability>4</ability><modifier>4</modifier></savingThrow><savingThrow><ability>5</ability><modifier>8</modifier></savingThrow><skill><id>11</id><modifier>8</modifier></skill><skill><id>16</id><modifier>4</modifier></skill><immune>fire</immune><senses>blindsight 30 ft., darkvision 120 ft.</senses><passive>18</passive><languages>Common, Draconic</languages><cr>10</cr><action><name>Multiattack</name><text>The dragon makes three attacks: one with its bite and two with its claws.</text></action><action><name>Bite</name><text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) fire damage.</text> <attack><name>Bite</name><atk>10</atk><dmg>2d10+6+1d6</dmg></attack>
</action><action><name>Claw</name><text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.</text> <attack><name>Claw</name><atk>10</atk><dmg>2d6+6</dmg></attack>
</action><action><name>Fire Breath (Recharge 5-6)</name><text>The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.</text> <attack><name>Fire Breath</name><atk>0</atk><dmg>16d6</dmg></attack>
</action></monster></combatant>
</encounter>
<encounter><archived>1</archived><name>Streets Of Blood Wave 1</name><state>0</state><current>0</current><round>0</round><combatant><monster><enemy>1</enemy><label>Minion 1</label><name>Minion</name><ac>16</ac><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities><cr>2</cr><trait><name>Minion Miss</name><text>A missed attack never destroys a minion.</text></trait><trait><name>Mob Attack</name><text>A minion gains +1 to attack and damage for each ally adjacent to the target</text></trait><action><name>Minion Attack</name><text>Add +1 to attack and damage for each ally of the minion adjacent to the target.</text> <attack><atk>10</atk></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Minion 2</label><name>Minion</name><ac>16</ac><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities><cr>2</cr><trait><name>Minion Miss</name><text>A missed attack never destroys a minion.</text></trait><trait><name>Mob Attack</name><text>A minion gains +1 to attack and damage for each ally adjacent to the target</text></trait><action><name>Minion Attack</name><text>Add +1 to attack and damage for each ally of the minion adjacent to the target.</text> <attack><atk>10</atk></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Minion 3</label><name>Minion</name><ac>16</ac><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities><cr>2</cr><trait><name>Minion Miss</name><text>A missed attack never destroys a minion.</text></trait><trait><name>Mob Attack</name><text>A minion gains +1 to attack and damage for each ally adjacent to the target</text></trait><action><name>Minion Attack</name><text>Add +1 to attack and damage for each ally of the minion adjacent to the target.</text> <attack><atk>10</atk></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Minion 4</label><name>Minion</name><ac>16</ac><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities><cr>2</cr><trait><name>Minion Miss</name><text>A missed attack never destroys a minion.</text></trait><trait><name>Mob Attack</name><text>A minion gains +1 to attack and damage for each ally adjacent to the target</text></trait><action><name>Minion Attack</name><text>Add +1 to attack and damage for each ally of the minion adjacent to the target.</text> <attack><atk>10</atk></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Minion 5</label><name>Minion</name><ac>16</ac><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities><cr>2</cr><trait><name>Minion Miss</name><text>A missed attack never destroys a minion.</text></trait><trait><name>Mob Attack</name><text>A minion gains +1 to attack and damage for each ally adjacent to the target</text></trait><action><name>Minion Attack</name><text>Add +1 to attack and damage for each ally of the minion adjacent to the target.</text> <attack><atk>10</atk></attack>
</action></monster></combatant>
<combatant><monster><enemy>1</enemy><label>Minion 6</label><name>Minion</name><ac>16</ac><hd>1d8</hd><abilities>10,10,10,10,10,10</abilities><cr>2</cr><trait><name>Minion Miss</name><text>A missed attack never destroys a minion.</text></trait><trait><name>Mob Attack</name><text>A minion gains +1 to attack and damage for each ally adjacent to the target</text></trait><action><name>Minion Attack</name><text>Add +1 to attack and damage for each ally of the minion adjacent to the target.</text> <attack><atk>10</atk></attack>
</action></monster></combatant>