Acolyte; Medium humanoid (any race); any alignment; 10; ; 9; 2d8; 30 ft.; 10; 10; 10; 10; 14; 11; ; Medicine +4, Religion +2; ; ; ; Passive Perception 10; Any one language (usually Common); 1/4; 50; Acolytes are junoir members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.
; Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.; ;
Spellcasting: The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Bugbear; Medium Humanoid (Goblinoid); Chaotic Evil; 16; hide armor, shield; 27; 5d8+5; 30 ft.; 15; 14; 13; 8; 11; 9; ; Stealth +6, Survival +2; ; ; ; Darkvision 60 ft., Passive Perception 10; Common, Goblin; 1; 200; ; Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.; ; Brute: A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack: If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Commoner; Medium humanoid (any race); any alignment; 10; ; 4; 1d8; 30 ft.; 10; 10; 10; 10; 10; 10; ; ; ; ; ; Passive Perception 10; Any one Language (usually Common); 0; 10; Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.; Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.; ;
Dieased Giant Rat; Medium beast; Unaligned; 12;; 16; 4d6; 30 ft.; 7; 15; 11; 2; 10; 4;;;;;; Darkvision 60 ft., Passive Perception 10; -; 1/4; 50;;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Dieased: A creature that is bitten must succeed on a DC 11 Constitution saving throw or become infected. Infected creatures show symptons in 1d4 days, including fatigue and cramps. The infected creature suffers one level of exhaustion, regains only half the nromal hit points from spending Hit Dice, and no hit points from a long rest. At the end of each long rest, the creature must make a DC 11 Constitution saving throw. On a failed save the creature gains one level of exahsution. On a successful save, the character's exhaustion level is reduced by one level. If a successful save reduces the exhaustion level below 1, the creature recovers from the diease.;;
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally is not incapacitated.
Tales from the Yawning Portal - Sunless Citadel: The goblins named this rat Guthash which means Bloated One in Goblin.
Dragon Priest; Large Giant; Chaotic Evil; 15; natural armor; 30; 8d10+40; 30 ft.; 18; 13; 20; 7; 9; 7; ; Perception +1; ; ; ; Darkvision 60 ft., Passive Perception 11; Elven, Draconic; 2; 450; The Dragon Priest delved into profane magic that he used to attempt transformation into a troll. Over the ages of his entombment, his mind has almost completely become that of a troll's. In his weakened state he is not as powerful as a normal troll. He starts with 30 HP and only regenerates 5 HP per round, but can regenerate up to a troll's full HP. Also, the Dragon Priest cannot multiattack. If allowed to fully regenerate and feed for 5 days, the Dragon Priest will have the full stats of a troll.
; Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.; ;
Keen Smell: The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration: The Dragon Priest regains 5 hit points at the start of its turn. If the Dragon Priest takes acid or fire damage, this trait doesn't function at the start of the his next turn. The Dragon Priest dies only if it starts its turn with 0 hit points and doesn't regenerate.
Tales from the Yawning Portal - Sunless Citadel
Druid; Medium Humanoid (any race); Any Alignment; 11; 16 with barkskin; 27; 5d8+5; 30 ft.; 10; 12; 13; 12; 15; 11; ; Medicine +4, Nature +3, Perception +4; ; ; ; Passive Perception 14; Druidic, plus any two languages; 2; 450; Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
; Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage with shillelagh or if wielded with two hands.; ; Spellcasting: The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin
Fire Snake; Medium Elemental; Neutral Evil; 14; Natural Armor; 22; 5d8; 30 ft.; 12; 14; 11; 7; 10; 8; ;
Damage Vulnerabilities: Cold; Bludgeoning, piercing, and slashing from nonmagical weapons; Fire; ; Darkvision 60 ft., Passive Perception 10; Understands Ignan but can't speak; 1; 200; ; Multiattack. The snake makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +3 to hit, 5 ft. reach, one target. Hit: 3 (1d4 + 1) piercing damage and 3 (1d6) fire damage.
Tail. Melee Weapon Attack: +3 to hit, 5 ft. reach, one target. Hit: 3 (1d4 + 1) piercing damage and 3 (1d6) fire damage.; ; Heated Body: A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Giant Frog; Medium beast; unaligned; 11; ; 18; 4d8; 30 ft., Swim 30 ft.; 12; 13; 11; 2; 10; 3; ; Perception +2, Stealth +3; ; ; ; darkvision 30 ft., passive Perception 12; -; 1/4; 50; ; Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
; ; Amphibious: The frog can breathe air and water.
Standing Leap: The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Giant Rat; Small beast; Unaligned; 12; ; 7; 2d6; 30 ft.; 7; 15; 11; 2; 10; 4; ; ; ; ; ; Darkvision 60 ft., Passive Perception 10; -; 1/8; 25; ; Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.; ; Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally is not incapacitated.
Goblin; Small humanoid (goblinoid); neutral evil;15; leather armor, shield;7; 2d6; 30 ft;8;14;10;10;8;8; ; Stealth +6; ; ; ; Darkvision 60ft, Passive Perception 9; Common, Goblin; 1/4;50; ; Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. Hit: 5 (1d6 +2) piercing damage.; ; Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Hobgoblin; Medium Humanoid (Goblinoid); Lawful Evil; 18; chain mail, shield; 11; 2d8+2; 30 ft.; 13; 12; 12; 10; 10; 9; ; ; ; ; ; Darkvision 60 ft., Passive Perception 10; Common, Goblin; 1/2; 100; ; Longsword. 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.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
; ; Martial Advantage: 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 feet of an ally of the hobgoblin that isn't incapacitated.
Ice Mephit; Small Elemental; Neutral Evil; 11; ; 21; 6d6; 30ft., Fly 30 ft.; 7; 13; 10; 9; 11; 12; ; Perception +2, Stealth +3
Damage Vulnerabilities: Bludgeoning, fire; ; Cold, poison; Poisoned; Darkvision 60 ft., Passive Perception 12; Aquan, Auran; 1/2; 100; ; Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must make a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.; ; Death Burst: When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance: While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Innate Spellcasting (1/day): The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
Kobold; Small humanoid (Kobold); Lawful Evil; 12; ; 5; 2d6-2; 30 ft.; 7; 15; 9; 8; 7; 8; ; ; ; ; ; Darkvision 60 ft., Passive Perception 8; Common, Draconic; 1/8; 25; ; Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
; ; Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Quasit; Tiny fiend (demon, shapechanger); Chaotic Evil; 13; ; 7; 3d4; 40 ft.; 5; 17; 10; 7; 10; 10; ; Stealth +5; Cold, fire, lightning. Also, blugeoning, piercing, and slashing from nonmagical weapons; Poison; Poisoned; Darkvision 120 ft., Passive Perception 10; Abyssal, common; 1; 200; ; Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Scare (1/Day). One creature of the quasit's choice within 20 feet must succeed on a CD 10 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on a success.
Invisibility. The quasit magically turns invisible until it attacks ro uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.; ; Shapechanger: The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft., fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form except the speed. Any equipment it is wearing or carrying is not transformed. It reverts to its true form if it dies.
Magic Resistance: The quasit has advantage on saving throws against spells and other magical effects.
Shadow; Medium Undead; Chaotic Evil; 12;;16; 3d8 + 3; 40 ft.; 6; 14; 13; 6; 10; 8; ; ; Acid, cold, fire, lightning, thunder. Bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: Radiant; Necrotic, poison; Exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained; Darkvision 60 ft., Passive Perception 10; -; 1/2; 100; ; Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.; ; Amorphous: The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth: while in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness: While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Skeleton; Medium Undead; Lawful Evil; 13; Armor Scraps; 13; 2d8+4; 30 ft.; 10; 14; 15; 6; 8; 5; ; ; None
Damage Vulnerabilities: Radiant; Poison; Exhaustion, Poisoned; Darkvision 60 ft., Passive Perception 9; Understands all languages it knew in life but can't speak; 1/4; 50; ; Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.; ;
Spider; Tiny beast; unaligned; 12;; 1; 1d4-1; 20 ft., climb 20 ft.; 2; 14; 8; 1; 10; 2;; Stealth +4;;;; Darkvision 30 ft., Passive Perception 10; -; 0; 10;;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.;;
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. When in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Steam Mephit; Small Elemental; Neutral Evil; 10;; 21; 6d6; 30 ft., fly 30 ft.; 5; 11; 10; 11; 10; 12; ; ; ; Fire, poison; Poisoned; Darkvision 60 ft., Passive Perception 10; Aquan, Ignan; 1/4; 50; ; Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam. Each creature in that area makes a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a success.; ;Death Burst: When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw, or take 4 (1d8) fire damage.
Innate Spellcasting (1/Day): Th mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
Swarm of Rats; Medium Swarm of Tiny Beasts; Unaligned; 10; ; 24; 7d8-7; 30 ft.; 9; 11; 9; 2; 10; 3; ; ; Bludgeoning, Piercing, Slashing ; ; Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned; Darkvision 30 ft., Passive Perception 10; -; 1/4; 50; ; Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.; ; Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points
Troll; Large Giant; Chaotic Evil; 15; natural armor; 84; 8d10+40; 30 ft.; 18; 13; 20; 7; 9; 7; ; Perception +1; ; ; ; Darkvision 60 ft., passive Perception 11; Giant; 5; 1800; ; Multiattack. The troll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.; ; Keen Smell: The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Twig Blight; Small Plant; Neutral Evil; 13; Natural Armor; 4; 1D6 + 1; 20 ft; 6; 13; 12; 4; 8; 3; ; Stealth +3
Damage Vulnerabilities: Fire; ; ; Blinded, Deafened; Blindsight 60 ft. (blind beyond this radius), Passive Perception 9; Understands Common but cannot speak; 1/8; 25; ; Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.; ; False Appearance: While the blight remains motionless, it is indistinguishable from a dead shrub.
White Dragon Wyrmling; Medium Dragon; Chaotic Evil; 16; Natural armor; 32; 5d8 + 10; 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.; 14; 10; 14; 5; 10; 11; Dex +2, Con +4, Wis +2, Cha +2; Perception +4, Stealth +2; ; Cold; ; Blingsight 10 ft., Darkvision 60ft., Passive Perception 14; Draconic; 2; 450; ; Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a success.; ;
NPC Yusdrayl; Small humanoid (kobold); Lawful Evil; 12; 15 with mage armor; 16; 3d6 + 6; 30 ft.; 8; 15; 14; 10; 10; 16; ; Arcana +2, Insight +2, Stealth +4; ; ; ; Darkvision 60 ft., Passive Perception 10; Common, Draconic; 1; 200; ; Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.; ;Spellcasting: Yusdrayl is a 2nd-level spellcaster. Her spellcastin ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells:
Cantrips (at will): mage harnd, prestidigtiation, ray of frost, shocking grasp
1st-level (4 slots): burning hands, chromatic orb, mage armor
Sunlight Sensitivity: While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics: Yusdrayl has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated.
Tales from the Yawning Portal - Sunless Citadel
NPC Durnn; Medium Humanoid (Goblinoid); Lawful Evil; 19; Splint mail, shield; 18; 2d8+2; 30 ft.; 15; 12; 12; 10; 10; 9; ; ; ; ; ; Darkvision 60 ft., Passive Perception 10; Common, Goblin; 1; 200;Drunn is the hobgoblin cheif of the goblins who inhabit the Sunless Citadel. Drunn is stronger than most hobgoblins and wears splint mail.
; Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
; ; Martial Advantage: 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 feet of an ally of the hobgoblin that isn't incapacitated.
NPC Grnel; Small humanoid (goblinoid); neutral evil;13; Leather armor; 10; 3d6; 30 ft; 8; 14; 10; 10; 13; 8; ; Stealth +4; ; ; ; Darkvision 60ft, Passive Perception 13; Common, Goblin; 1/2;100; Grenl is the goblin shaman of the Durbuluk tribe that inhabits the Sunless Citadel.
; Staff. Melee Weapon Attack: +2 to hit, reach 5ft, one target. Hit: 5 (1d6) bludgeoning damage.
; ; Nimble Escape. Grenl can take the Disengage or Hide action as a bonus action on each of her turns.
SpellcastingGrenl is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): poison spray, thaumaturgy
1st level (2 slots): bane, inflict wounds
Tales from the Yawning Portal - Sunless Citadel
NPC Meepo; Small humanoid (Kobold); Lawful Evil; 12; ; 5; 2d6-2; 30 ft.; 7; 15; 9; 8; 7; 8; ; ; ; ; ; Darkvision 60 ft., Passive Perception 8; Common, Draconic; 1/8; 25; ; Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
; ; Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Tales from the Yawning Portal - Sunless Citadel
NPC Erky Timbers; Small humanoid (Gnome); Lawful Good; 10; ; 17; 5d6; 30 ft.; 10; 10; 10; 10; 14; 11; ; Medicine +4, Religion +2; ; ; ; Passive Perception 10; Common, Draconic, Gnomish, Goblin ; 1/4; 50; Erky Timbers is an Acolyte who, while on his way to seek his fortune, was captured by Goblins on the Old Road near Oakhurst and held prisoner
; Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Channel Divinity: Turn Undead. As an action, Erky can can speak a prayer censuring the undead. Each undead within 30 fee that can see or hear Erky must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turn trying to move as far away from Erky as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.; ;
Spellcasting: Erky Timbers is a 1st-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Erky has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Tales from the Yawning Portal - The Sunless Citadel
NPC Sharwyn Hucrele; Medium Humanoid (human); Neutral Evil; 16; Barkskin armor; 13; 2d8 + 4; 30 ft.; 11; 13; 14; 16; 14; 9; ; Arcana +5, Insight +4, Persuasion +1; ;;; Passive Perception 12; Common, Draconic, Goblin; 1/2; 100; ; Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.; ;Barkskin: Sharwyn's AC can't be lower than 16.
Special Equipment: Sharwyn has a spellbook that contains the spells listed in her Spellcasting trait, plus detect magic and slient image.
Spellcasting: Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has teh following wizzard spells prepared:
Cantrips (at will): light, prestidigitation, ray of frost
1st-level (2 slots): color spray, magic missle, sheild, sleep
Tree Thrall: If the Gulthias Tree dies, Sharwyn dies 24 hours later.
Tales from the Yawning Portal - Sunless Citadel
NPC Sir Braford; Medium Humanoid (human); Neutral Evil; 18; Chain mail, Shield; 19; 3d8 + 6; 30 ft.; 16; 9; 14; 10; 13; 14; ; Athletics +5, Perception +3; ;;; Passive Perception 13; Common; 1/2; 100; ; Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Reactions
Protection. When a creature Sir Braford can see attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll.; ;Barkskin: Sir Braford's AC can't be lower than 16.
Special Equipment: Sir Braford wields Shatterspike, a magic longsword that grants a +1 bonus to attack and damage rolls (included in attack). See Appendix B for item properties
Tree Thrall: If the Gulthias Tree dies, Sir Braford dies 24 hours later.
Tales from the Yawning Portal - Sunless Citadel
NPC Belak the Outcast; Medium Humanoid (Human); Neutral Evil; 11; 16 with barkskin; 27; 5d8+5; 30 ft.; 10; 12; 13; 12; 15; 11; ; Medicine +4, Nature +3, Perception +4; ; ; ; Passive Perception 14; Common, Druidic, Draconic, Goblin; 2; 450; ; Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage with shillelagh or if wielded with two hands.; ; Spellcasting: Belak is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following druid spells prepared:
Cantrips (at will): druidcraft, poison spray, shillelagh
1st level (4 slots): cure wounds, entangle, faerie fire, tunderwave
2nd level (3 slots): barkskin, flaming sphere
NAME; TYPE; ALIGNMENT; AC; ARMOR TYPE; HP; HITDICE; SPEED; ST; DX; CN; IN; WS; CH; SAVES; SKILLS; DMGR; DMGI; CONDI; SENSES; LANG; CR; XP; DESC; ACTIONS; LA; TRAITS
NAME; TYPE; ALIGNMENT; AC; ARMOR TYPE; HP; HITDICE; SPEED; ST; DX; CN; IN; WS; CH; SAVES; SKILLS; DMGR; DMGI; CONDI; SENSES; LANG; CR; XP; DESC; ACTIONS; LA; TRAITS
Goblin; Small humanoid (goblinoid); neutral evil;15; leather armor, shield;7; 2d6; 30 ft;8;14;10;10;8;8; ; Stealth +6; ; ; ; Darkvision 60ft, Passive Perception 9; Common, Goblin; 1/4;50; ; Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. Hit: 5 (1d6 +2) piercing damage.; ; Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Hobgoblin; Medium Humanoid (Goblinoid); Lawful Evil; 18; chain mail, shield; 11; 2d8+2; 30 ft.; 13; 12; 12; 10; 10; 9; ; ; ; ; ; Darkvision 60 ft., Passive Perception 10; Common, Goblin; 1/2; 100; ; Longsword. 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.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
; ; Martial Advantage: 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 feet of an ally of the hobgoblin that isn't incapacitated.
NPC Durnn; Medium Humanoid (Goblinoid); Lawful Evil; 19; Splint mail, shield; 18; 2d8+2; 30 ft.; 15; 12; 12; 10; 10; 9; ; ; ; ; ; Darkvision 60 ft., Passive Perception 10; Common, Goblin; 1; 200;Drunn is the hobgoblin cheif of the goblins who inhabit the Sunless Citadel. Drunn is stronger than most hobgoblins and wears splint mail.
; Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
; ; Martial Advantage: 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 feet of an ally of the hobgoblin that isn't incapacitated.
NPC Grnel; Small humanoid (goblinoid); neutral evil;13; Leather armor; 10; 3d6; 30 ft; 8; 14; 10; 10; 13; 8; ; Stealth +4; ; ; ; Darkvision 60ft, Passive Perception 13; Common, Goblin; 1/2;100; Grenl is the goblin shaman of the Durbuluk tribe that inhabits the Sunless Citadel.
; Staff. Melee Weapon Attack: +2 to hit, reach 5ft, one target. Hit: 5 (1d6) bludgeoning damage.
; ; Nimble Escape. Grenl can take the Disengage or Hide action as a bonus action on each of her turns.
SpellcastingGrenl is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): poison spray, thaumaturgy
1st level (2 slots): bane, inflict wounds
Tales from the Yawning Portal - Sunless Citadel
NPC Meepo; Small humanoid (Kobold); Lawful Evil; 12; ; 5; 2d6-2; 30 ft.; 7; 15; 9; 8; 7; 8; ; ; ; ; ; Darkvision 60 ft., Passive Perception 8; Common, Draconic; 1/8; 25; ; Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
; ; Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Tales from the Yawning Portal - Sunless Citadel
NPC Erky Timbers; Small humanoid (Gnome); Lawful Good; 10; ; 17; 5d6; 30 ft.; 10; 10; 10; 10; 14; 11; ; Medicine +4, Religion +2; ; ; ; Passive Perception 10; Common, Draconic, Gnomish, Goblin ; 1/4; 50; Erky Timbers is an Acolyte who, while on his way to seek his fortune, was captured by Goblins on the Old Road near Oakhurst and held prisoner
; Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Channel Divinity: Turn Undead. As an action, Erky can can speak a prayer censuring the undead. Each undead within 30 fee that can see or hear Erky must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turn trying to move as far away from Erky as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.; ;
Spellcasting: Erky Timbers is a 1st-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Erky has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Tales from the Yawning Portal - The Sunless Citadel