Lost Mine of Phandelver

(Jeff_L) #1

SkillsDeception +6, Insight+3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700XP)


Shapechanger. The doppelganger can use its actionto polymorph
into a Smallor Medium humanoid it has seen, or backintoits
natural form. Its statistics, other than its size,are the same
in eachform. Its equipment is not transformed. If slain, the
doppelganger reverts to its naturalform.


Ambusher. The doppelganger has advantageon attack rolls
against any creatureit has surprised.


Surprise Attack. If the doppelganger surprises a creature and hits
it withan attack during the firstround of combat,the targettakes
an extra10 (3d6)damage fromthe attack.


ACTIONS


Multiattack. The doppelganger makestwo meleeattacks.

Slam. MeleeWeapon Attack: +6 to hit, reach 5 ft., one target. Hit:
7 (ld6 + 4) bludgeoning damage.
ReadThoughts. The doppelgangermagically reads the surface
thoughts of one creature within 60 feet of it. The effectcan
penetrate barriers, but 3 feet of woodor dirt,2 feet of stone,
2 inches of metal,or a thinsheet of leadblocks it. Whilethe
target is withinrange, the doppelganger can continuereading
its thoughts as longas the doppelganger'sconcentration isn't
broken. Whilereading the target'smind,the doppelganger has
advantage on Wisdom (Insight) and Charisma (Deception,
Intimidation, andPersuasion) checks against the target.


Doppelgangers takeon the appearanceof other
humanoids, throwing off pursuitor luring victims to their
doomwithmisdirection anddisguise.


EVILMAGE
Mediumhumanoid (human),lawfulevii


Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.


STR
9 (-1)

CON
11 (+0)

INT
17 (+3)

WIS
12 (+1)

CHA
11 (+0)

Evilmages hunger for arcane power anddwellin
isolated places, where theycanperform terrible magical
experiments without interference.

DEX
14 (+2)

Saving Throws Int +5, Wis +3
SkillsArcana +5, History+5
Senses passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish
Challenge 1 (200XP)


Spellcasting. The mageis a 4th·level spellcaster that uses
Intelligence as its spellcasting ability (spellsaveDC 13; +5 to hit
withspellattacks). Themage knowsthe followingspellsfrom the
wizard's spelllist:


Cantrips (at will):light,mage hand,shocking grasp
l st Level(4 slots): charmperson,magicmissile
2nd Level(3 slots): holdperson,mistystep

ACTIONS


Quarterstaff. MeleeWeaponAttack: +1 to hit, reach 5 ft., one
target. Hit: 3 (ld8 - 1) bludgeoning damage.


FLAMESKULL
Tiny undead,neutralevil

ArmorClass 13
Hit Points 40 (9d4+ 18)
Speed 0 ft., fly 40 ft.

STR
1 (-5)

WIS
10 (+0)

CHA
11 (+0)

DEX
17 (+3)

CON
14 (+2)

INT
16 (+3)

SkillsArcana+5, Perception+2
Damage Resistances lightning, necrotic, piercing
Damage Immunities cold,fire,poison
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100XP)

Illumination. The flameskullsheds eitherdim lightin a 15-foot
radius, or bright lightin a 15-footradius and dimlightfor an
additional 15 feet. It can switchbetween the options as an action.
MagicResistance. The flameskull has advantageon savingthrows
against spells and other magical effects.
Rejuvenation. If the flameskullis destroyed, it regains all its hit
points in 1 hour unless holywater is sprinkled on its remainsor a
dispelmagicor remo~e cursespellis caston them.

Spellcasting. The flameskullis a 5th-levelspellcaster thatuses
Intelligence as its spellcastingability(spellsaveDC 13, +5 to
hit withspellattacks). It needs onlyverbal components to cast
its spells.The flameskull knows the following spells fromthe
wizard's spelllist:

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APPENDIX B: MONSTERS
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