Dungeon23, January Day 17
The Bandit Lord NPC build comes from “Tome of Beasts” by Kobold Press.
The Burning Skeleton build comes from “Monster Manual Expanded” by Mannix “Dragonix” Manansala.
Map assets by Justin Andrew Mason.
Area 17
Read aloud text:
Upon the stone door of the this crypt is carved a fresco of an elven man with a bald head and magnificent face. The holy symbol of the Moon Goddess hangs around his neck. He is otherwise carved in the nude.
The Elvish and Common runes carved along the doors to the crypt name the elf formerly buried here as Gonethin Gwamiel. The protective wards to the crypt are broken.
The interior of the crypt is the home of the bandit troupe leader. The interior is lit with a magical light coming from a magical crystal globe placed at the head of the chamber's casket. The stone walls are covered in hanging red drapes.
Creature: The bandit lord, Millicent Drake lives in this chamber. Millicent is a short but broad human woman who only speaks in whispers, due to a former throat injury incurred from a noose hanging (for banditry, of all things!). She is not only the leader of this bandit troupe, but also as a member of the evil cult responsible for the kidnapping of the Prince.
If the PCs slay Millicent, they will discover some of the power the evil cult has over their members. Like the other cultists, Millicent has sworn her soul to her infernal master. When she dies, her body erupts in flames, and her burning skeletal form continues to fight until it is destroyed!
Millicent Drake, Bandit Lord
Medium humanoid (human), neutral evil
Armor Class 16 (breastplate)
Hit
Points 91 (14d8+28)
Speed 30 ft.
Str 16 (+3) Dex 15 (+2) Con 14 (+2)
Int 14 (+2) Wis 11 (+0) Cha 14 (+2)
Saving Throws Str +5, Dex +4,
Wis +2
Skills Athletics +5, Deception +4, Intimidation
+4
Senses passive Perception 10
Languages Common,
Goblin
Challenge 4 (1,100 XP); Prof. Bonus +2
Death Burst. When the bandit lord has been reduced to 0 hit points, her body explodes in a burst of flame. All creatures within 5 feet of her must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) fire damage. A successful save results in taking only one-half damage. After the bandit lord's body explodes, her form is replaced with a burning skeleton (see below).
Pack Tactics. The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS
Multiattack. The bandit lord makes three melee or ranged attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6+3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the bandit lord 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 bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated.
REACTIONS
Parry. The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon.
Redirect Attack. When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead.
Relentless Burning Skeleton
Medium undead, lawful evil
Armor Class 12
Hit Points 13 (2d8+4)
Speed 30 ft.
Str 10 (+0) Dex 14 (+2) Con 15 (+2)
Int 6 (-2) Wis 8 (-1) Cha 5 (-3)
Condition Immunity exhaustion, poisoned
Damage Immunity fire, poison
Damage Vulnerability bludgeoning
Senses darkvision 60 ft.; passive Perception 9
Languages understands Common and Goblin but can't speak
Challenge 1/2 (100 xp), Prof. Bonus +2
Death Burst. The skeleton explodes when it drops to 0 hit points. Each creature within 5 feet of it must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) fire damage. They take half damage on a successful saving throw.
Heated Body. A creature that touches the skeleton or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Heated Weapons. Any metal melee weapon the skeleton wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).
Undead Fortitude. If damage reduces the skeleton to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the skeleton drops to 1 hit point instead.
ACTIONS
Greatsword. Melee weapon attack: +2 to hit, 5-ft. reach, one target. Hit: 7 (2d6) slashing damage, plus 3 (1d6) fire damage.
Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 5 (1d10) fire damage.
Treasure: As the bandit leader, Millicent has the majority share of wealth among her companions. The magical glowing crystal in this room is a drift globe. Her dagger is a silver-bladed weapon (22 gp value). And she wears a gold ring set with a moonstone (55 gp value) and a steel necklace with octagon moonstones lining the left side of a sun-shaped charm (25 gp value).
The rest of her wealth is hidden in the casket. Lifting or pushing aside the lid of the casket requires a successful DC 11 Strength (Athletics) check. Inside is a set of cultist robes with a hood and fiendish-looking mask. A silver chained necklace with a silver pendant depicting the symbol of the Lord of the Nine Hells (25 gp value) rests on the robes.
Under the cultist robes is a small lockbox. The lock requires a successful DC 12 Thieves' Tools check (Millicent has the key). Within the box is 14 copper pennies, 14 silver shillings, 15 gold coins, and 2 platinum pieces.
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