Out of the Abyss

(Jeff_L) #1
Magic Resistance. Drol<i has advantage on saving throws
against spells and other magical effects.
Sneak Attock (1{Turn). Droki deals an extra 7 (2d6) damage
when he hits a target with a weapon attack and has advantage
on the attack roll, or when the target is within 5 feet of an
ally of Droki that isn't incapacitated and Droki doesn't have
disadvantage on the attack roll.

Sunlight Sensitivity. While in sunlight, Droki has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks th at
rely on sight.

ACTIONS
Multiortack. Droki makes two attacks with his shortsword.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (ld6 + 3) piercing damage. The sword is coated
with serpent venom that wears off after the first hit. A target
subjected to the venom must make a DC 11 Constitution
saving throw, taking 10 (3d6) poison damage on a failed save,
or half as much damage on a successful one.

REACTIONS
Parry. Droki adds 3 to his AC against one melee attack that
would hit him. To do so, Droki must see the attacker and be
wielding a melee weapon.

GRISHA
Medium humanoid (Domoron human), chaotic evil

Armor Class 18 (chain mail, shield)
Hit Points 33 (6d8 + 6)
Speed 30ft.

STR
14 (+2)

DEX
12 (+1)

CON
12 (+1)

Saving Throws Wis +4, Cha +5

INT
11 (+0)

Skills Persuasion +5, Religion +2
Senses passive Perception 12
languages Common, Undercommon
Challenge 2 (450 XP)

WIS
14 (+2)

CHA
16 (+3)

Spellcasting. Grisha is a 6th·level spellcaster. His spellcasting
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He
has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, divine favor, inflict wounds,
protection from good, shield of faith
2nd level (3 slots): continual flame, hold person, magic weapon,
spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, spirit guardians

ACTIONS


Multiottack. Grisha makes two attacks with his +1 flail.

+1 Flail. Melee Weapon Atlack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.


APPENDiX C I ClH.Al URES


NARRAK
Small humanoid (duro), chaotic evil

Armor Class 12 (15 with mage armor)
Hit Points 40 (9d6 + 9)
Speed 30ft.

STR
9 (-1)

DEX
14 (+2)

CON
13 (+1)

Saving Throws Dex +4, Cha +5
Skills Arcana +4, Stealth +4

INT
14 (+2)

WIS
5 (-3)

Senses darkvision 120ft., passive Perception 7
languages Dwarvish, Undercommon
Challenge 2 (450 XP)

CHA
16 (+3)

Insanity. Narrak has advantage on saving throws against being
charmed or frightened.
Magic Resistance. Narrak has advantage on saving throws
against spells and other magical effects.
Spellcasting. Narrak is a 5th·level spellcaster. His spellcasting
ability is Charisma (save DC 13, +5 to hit with spell attacks).
Narrak has two 2nd·level spell slots, which he regains after
finishing a short or long rest, and knows the following
warlock spells:
Cantrips (at will): eldritch blast.friends, po1son spray
1st level: armor of Agathys, charm person, hex
2nd level: hold person, ray of enfeeblement, spider climb
Sunlight Sensitivity. While in sunlight, Narrak has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that
rely on sight.

ACTIONS
Armor of Shadows (Recharges after a Short or Long Rest).
Narrak casts mage armor on h1mself.
Shortsword. Melee Weapon Attock: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) piercing damage.
One with Shadows. While he is in dim light or darkness, Narrak
can become invisible. He remains so until he moves or takes
an action or reaction.
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