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Forgotten Creatures of the Hall of the Dwarven King

20 days ago I created the "Halls of the Dwarven King" 5-minute adventure. It was labelled as a work in progress because I didn't have my reference sheets for Next with me. It is still labelled as a Work in Progress. Today the wonderful blogger member, Scarecrow reminded me about this and so I am now rectifying my laziness.

Please note I am still learning how to creature create in Next/5e and that I am using a verison of the playtest they may no longer be valid (I have not picked up Dead in Thay as of yet). Further there are no dragons found anywhere in my playtest material or "Scourge of the Sword Coast" so I pretty much winged it! As Such Taboreeux may be too strong ... but then I have always felt dragons should be nearly god-like in their hardness.

Enjoy and I will update the original adventure as well so people won't need to print off or look at two sources.

Dwarven Construct

Medium Construct
Armor Class 15
Hit Points 30 (4d8+2)
Speed 30 feet
Str 14 (+2)       Dex 08 (+1)      Con 10 (+0)
Int 02 (-4)        Wis 02 (-4)       Cha 02 (-4)

Alignment Unaligned
Languages ---

Immunities cold, disease, hunger, necrotic, poison, sleep, suffocation, thrist, gaze effects, sight attacks, charm, fear, paralysis, stun
Special Senses Blindsight 30ft, Stone Sight 120’ (Can detect movement on any stone surface)

Melee Attack – Slam +4 to hit (reach 5 feet; one creature). Hit: 2d4+2 Bludgeoning Damage.

Angered Dwarven Ghost

Medium Undead
Armor Class 12
Hit Points 16 (3d8)
Speed 40 feet
Str 06 (-2)        Dex 14 (+2)      Con 12 (+1)
Int 06 (-2)        Wis 10 (+0)      Cha 08 (-1)

Alignment Unaligned
Languages Dwarven (Cannot Speak)

Skills Stealth +4
Immunities cold, disease, hunger, necrotic, poison, sleep, suffocation, thirst, charm, fear, paralysis, stun, polymorph
Special Senses Darkvision 60 feet
Incorporeal The shadow is incorporeal in nature. And has a +2 AC against non-magical weapons or projectiles.

Melee Attack – Energy Drain +4 to hit (reach 5 feet; one creature). Hit: 1d8+2 Necrotic Damage. If target fails DC 10 Constitution saving throw and until the target completes a long rest the target’s hit point maximum (HPM) drops by the amount of damage done by the attack. If the target’s HPM drops to 0 due to this attack the target dies and has a 45% chance of rising as a maddened ghost within 24 hours of death.

Lord Trotvir Irongild

Medium humanoid (Dwarf)
Armor Class 18 (Plate-mail)
Hit Points 23 (4d8+2)
Speed 25 feet
Str 16 (+3)       Dex 10 (+0)      Con 16 (+3)
Int 12 (+1)       Wis 12 (+1)      Cha 08 (-1)

Alignment Lawful Evil
Languages Common, Dwarven, Dragonic

Special Senses Darkvision 120 feet
Dwarven Resilience Has advantage on saving throws against poison and resistance to poison damage.
Mental Strength Has advantage on saving throws against spells and illusions as well as being charmed or paralyzed

Melee Attack – Great-Axe +4 to hit (reach 5 feet; one creature). Hit: 1d12+3 Slashing Damage.


Large Dragon (Very Young, Red)
Armor Class 15
Hit Points 95 (9d12+10)
Speed 40 feet/150 feet (flying)
Str 21 (+5)       Dex 10 (+0)      Con 17 (+3)
Int 12 (+1)       Wis 13 (+1)      Cha 12 (+1)

Alignment Lawful Evil
Languages Common, Draconic

Immunities cold, fear
Special Senses Darkvision 120’
Vulnerable to Cold Gains disadvantage against Cold Attacks.

Melee Attack – Breath Weapon +2 to hit (reach 60 foot cone; multiple creatures). Hit: 4d10+2 fire Damage Damage.
Melee Attack – Tail Slam +5 to hit (reach 10 foot arc; multiple creatures) Hit 2d10+5 Bludgeoning Damage.
Melee Attack – Rend +5 to hit (reach 5 feet, one creature). Hit 2d8+5 slashing Damage.


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