Ghosts of Saltmarsh

(Jeff_L) #1
BARD
Medium humanoid (any race), any alignment

Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed^30 ft


STR
11 (+O)

DEX
14 (+2)

CON
12 (+1)

Saving Throws Dex +4, Wis +3


INT

10 (+O)

WIS
13 (+l)

Skills Acrobatics +4, Perception +5, Performance +6
Senses passive Perception^15
languages any two languages
Challenge^2 (450 XP)


CHA
14 (+2)

Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC^1 2, +4 to hit with spell at-
tacks). It has the following bard spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep,
thunderwave
2nd level (3 slots): invisibility, shatter
Song of Rest. The bard can perform a song while taking a short
rest. Any ally who hears the song regains an extra 1 d6 hit points
if it spends any Hit Dice to regain hit points at t he end of that
rest. The bard can confer this benefit on itself as well.

Taunt (2/Day). The bard can use a bonus action on its turn to
target one creature within 30 feet of it. If the target can hear
the bard, the target must succeed on a DC^12 Charisma saving
throw or have disadvantage on ability checks. attack rolls, and
saving throws until the start of the bard's next turn.

ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (ld6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/^320 ft.,
one target. Hit: 5 (ld6 + 2) piercing damage.

BARD
Bards arc gifted poets, storytellers, and entertainers
who travel far and wide, but arc commonly found in
taverns or in the company of jolly bands of adventurers,
rough-and-tumble mercenaries, and wealthy patrons.

BODAK
A bodak numbers among the numerous undead guard-
ians in isle of the Abbey. These soulless terrors, each
one risen from the remains of someone who rever ed
Orcus, Lord of the Undead. exist only to spread further
suffering and death.

BODAK
Medium undead, chaotic: evil

Armor Class 15 (natural armor)
Hit Points 58 (9d8 + 18)
Speed^30 ft.

STR
15 {+2)

DEX
16 (+3)

CON
15 (+2)

Skills Perception +4, Stealth +6

INT
7 (-2)

WIS
12 (+1)

,


CHA
12 (+l)

Damage Resistances cold, fire, necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities lightning. poison
Condition Immunities charmed, frightened, poisoned
Senses darkv1s1on 120 ft. , passive Perception^14
languages Abyssal, the languages it knew in life
Challenge 6 (2,300 XP)

Aura of Annihilation. The bodak can activate or deactivate this
feature as a bonus action. While active, the aura deals^5 ne·
erotic damage to any creature that ends its turn within^30 feet
of the bodak. Undead and fiends ignore this effect.
Death Gaze. When a creature that can see the bodak's eyes
starts its turn within^30 feet of the bodak, the bodak can force
it to make a DC 13 Constitution saving throw ifthe bodak isn't
incapacitated and can see the creature. If the saving throw fails
by 5 or more, the creature is reduced to^0 hit points, unless it
is immune to the frightened condition. Otherwise, a creature
takes 16 (3d10) psychic damage on a failed save.
Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so, it
has disadvantage on attack rolls against the bodak until the
start of its next turn. If the creature looks at the bodak in the
meantime, it must immediately make the saving throw.
Sunlight Hypersensitivity. The bodak takes 5 radiant damage
when it starts its turn in sunlight. While in sunlight, it has dis·
advantage on attack rolls and ability checks.

ACTIONS
Fist. Melee Weapon Attack: +5 to hit, reach^5 ft., one target. Hit:
4 (ld4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.
Withering Gaze. One creature that the bodak can see within^60
feet of it must make a DC^13 Constitution saving throw, taking
22 (4d10) necrotic damage on a failed save, or half as much
damage on a successful one.
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