TEXT:  
  Dungeons & Dragons 
  5th Edition 
  The Shackled City Adventure Path  
  Conversion Guide 
  Zenith Trajectory 
  Dungeon Issue #102 
   
   
   
   
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with  
  permission under the Community Content Agreement for Dungeon Masters Guild. 
  All other original material in this work is copyright [2016] by Stenzel Imaging and published under the Community 
  Content Agreement for Dungeon Masters Guild. 
   
  
  Chapter 1: Hulk Smash 
  Umber Hulk forewarning of entrance: Wisdom (Perception) DC 15 
  Burrowing direction of movement: Wisdom (Perception) DC 25 
  Summoning Circle: Wisdom (Perception) DC 15 
   
  Chapter 2: Dinner and a Deal 
  Nothing 
   
  Chapter 3: Journey to the Underdark 
  Gotrrod Young Red Dragon = Young Black Dragon (equivalent challenge rating) 
   
  PIT OF THE SEVEN JAWS 
  Creaky stairs: Disadvantage on Dexterity (Stealth) checks. 
   
  Seven-Headed Cryohydra = Hydra from MM. 
  +1 Mintral Shirt = +1 Chain shirt 
  Composite longbow (+3) – This bow uses the Dexterity bonus for attack and the Strength bonus (up 
  to +3) for the damage 
   
  Chapter 4: Bhal-Hamatugn 
  Wisdom (Perception) DC 15 to notice the water covers the floor of the cavern. 
   
  THE FERRY 
  Sound: Water dripping down cavern walls, faint rhythmic croaking DC 20 Wisdom (Perception). 
    
  1. STAIRWAY INTO THE MAW 
  Walls: Climb DC 20, Break DC 30 
  Doors: Damage threshold 8, HP: 60, Open Lock Dexterity DC 20 (If locked), Break Strength DC 23.   
  Stairs: DC 10 Dexterity (Acrobatics) check 
  Sounds: Wisdom (Perception) DC 15 – froglike croaks, DC 30 – whispers in kuo-toan from guards in 
  are 15. 
   
    
  2. ENTRY CHAMBER 
  Sound: Faint rhythmic croaking DC 15 Wisdom (Perception). 
  Fresh Paint: DC 10 Wisdom (Perception). 
  Eggshells: DC 5 Intelligence (Nature knowledge). DC 15 to know they are kua-toan 
  Glyph of Warding: Explosive Ruins 20 ft. radius, 8d8 thunder damage, Dexterity save DC 15 for half, 
  Intelligence (Investigation) DC 15 to spot. 
   
  
  3. SOLDIER BARRACKS 
  Sound: Faint rhythmic croaking DC 15 Wisdom (Perception). 
    
  4. PRISON 
  Sound: Faint rhythmic croaking DC 15 Wisdom (Perception); rustling from cells DC 5 
    
  5. SHRINE TO THE SEA MOTHER 
  Statue of Blipdoolpoolp: The statue prevents any good creature from entering this area unless they 
  make a DC 12 Wisdom saving throw.  Evil creatures gain advantage on any saving throws against 
  attacks made by good creatures 
    
  6. PRIEST’S CHAMBER 
  Glyph of Warding: Explosive Ruins 20 ft. radius, 8d8 thunder damage, Dexterity save DC 15 for half, 
  Intelligence (Investigation) DC 15 to spot. 
    
  7. MEDITATION CHAMBER 
  +1 minthral full plate - +1 full plate armor 
   
  8. TORTURE CHAMBER 
  Nothing 
    
  9A. ARMORER’S WORKSHOP 
  Nothing 
    
  9B. PAINTER’S WORKSHOP 
  Nothing 
    
  9C. STONEMASON’S WORKSHOP 
  Nothing 
    
  9D. WEAVER’S WORKSHOP 
  Nothing 
    
  9E. WEAPONSMITH’S WORKSHOP 
  Nothing 
    
  10. HALL OF HEROES 
  Spiked Pit Trap: DC 20 Dexterity saving throw to avoid, Wisdom (Perception) DC 16 to spot, Dexterity 
  DC 15 to disable. 40 ft. deep (4d6 bludgeoning) and 1d4 Attack +6 (spikes), damage is 1d4 + 1 
  piercing. 
    
  
  11. FINGERLING POOL 
  Nothing 
   
  12. LIVING QUARTERS 
  Nothing 
    
  13. DHORLOT’S ANTECHAMBER 
  Lightning Bolt Trap: 8d6 lighting damage, DC 14 Dexterity saving throw for half damage, Wisdom 
  (Perception) DC 23 to spot, Dexterity DC 23 to disable.  
  Poison Wall Spear Trap: +6 Ranged attack, 1d8 + 4 piercing damage plus DC 12 Constitution saving 
  throw or be poisoned. Wisdom (Perception) DC 12 to spot, Dexterity DC 16 to disable. 
   
  14. DHORLOT THE DRAGON-FATHER 
  Scroll of dismissal = scroll of banishment 
  Wand of see invisibility: This wand has 7 charges. While holding it, you can use an action to 
  expend 1 of its charges to cast the see invisibility spell from it.  The spell lasts for 10 minutes.  
  The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 
  a d20. On a 1, the wand crumbles into ashes and is destroyed. 
  Potion of cure moderate wounds = greater healing potion 
  Potion of darkvision: When you drink this potion you gain darkvision 60 ft. for 1d4 hours. 
  Potion of displacement: When you drink this potion, for the next hour, it projects an illusion that 
  makes you appear to be standing in a place near your actual location, causing any creature to have 
  disadvantage on attack rolls against you. If you take damage, the property ceases to function until the 
  start of your next turn. This property is suppressed while you are incapacitated, restrained, or 
  otherwise unable to move. 
  Oil of keen edge = Oil of sharpness 
    
  15. GUARD POSTS 
  Nothing 
    
  16. ARMORY 
  Nothing 
    
  17. MUSHROOM GROTTO 
  Nothing 
    
  18. ANTECHAMBER OF THE FINAL BREATH 
  Nothing 
    
  19. ZENITH’S CHAMBER 
  Nothing 
  
   
   
   
   
   
   
   
   
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  City Watch (Ftr 2) 
  Medium humanoid (half-elf), LN or 
  LE 
  Armor Class 16 (breastplate 
  buckler)  
  Hit Points 20 (2d10 + 4)  
  Speed 30 ft. 
  Half-Fiend Umber Hulk 
  Large monstrosity (fiend), chaotic evil 
  Armor Class 19 (natural)  
  Hit Points 115 (11d10 + 55)  
  Speed 30 ft., burrow 20 ft. 
  Kyria  
  Medium humanoid (human), NG 
  Armor Class 11 
  Hit Points 4 (1d8)  
  Speed 30 ft. 
  Beppo  
  Medium humanoid (human), NG 
  Armor Class 10  
  Hit Points 4 (1d8)  
  Speed 30 ft. 
  STR DEX CON INT CON CON 
  CON DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  17 (+3) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0) 
  24 (+7) 15 (+2) 20 (+5) 11 (+0) 14 (+2) 14 (+2) 
  11 (+0) 12 (+1) 10 (+0) 9 (-1) 
  8 (-1) 13 (+1) 
  8 (-1) 
  9 (-1) 10 (+0) 11(+0) 13 (+1) 12 (+1) 
  Saves Str +5, Con +4 
  Skills Intimidation +2, Survival +2, Athletics 
  +5, Animal Handling +2 
  Senses darkvision 60 ft., passive Perception 
  10  
  Languages Common, elvish, orcish 
  Challenge 1 (200 XP)  
   
  Fey Ancestry. Has advantage on saving 
  throws against being charmed, and magic 
  can’t put you to sleep.  
   
  Protection. When a creature you can see 
  attacks a target other than you that is within 5 
  feet of you, you can use your reaction to 
  impose disadvantage on the attack roll. You 
  must be wielding a shield. 
   
  Action Surge (1/day) 
   
  Actions 
  Halberd. Melee Weapon Attack: +5 to hit, 
  reach 10 ft., one creature. Hit: 8 (1d10 + 3) 
  slashing damage.  
  Shortbow. Ranged Weapon Attack: +4 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage. 
   
  Bonus Actions 
  Second Wind. Gain 1d10 + 2 hit points 
   
  Possessions 
  20 arrows 
  Damage Resistances acid, cold, lightning, fire; 
  bludgeoning, piercing, and slashing from non-magical 
  weapons  
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft.,  tremorsense 60 ft., passive 
  Perception 12 
  Languages umber hulk  
  Challenge 8 (tbd XP)  
   
  Confusing Gaze. When a creature starts its turn within 
  30 feet of the umber hulk and is able to see the umber 
  hulk’s eyes, the umber hulk can magically force it to 
  make a DC 15 Charisma saving throw, unless the 
  umber hulk is incapacitated.  On a failed saving throw, 
  the creature can’t take reactions until the start of its next 
  turn and rolls a d8 to determine what it does during that 
  turn.  On a 1 to 4, the creature does nothing.  On a 5 or 
  6, the creature takes no action but uses all its 
  movement to move in a random direction.  On a 7 or 8, 
  the creature makes one melee attack against a random 
  creature, or it does nothing if no creature is within 
  reach.  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 can’t see the umber hulk until the 
  start of its next turn, when it can avert its eyes again.  If 
  the creature looks at the umber hulk in the meantime, it 
  must immediately make the save.  
  Tunneler. The umber hulk can burrow through solid 
  rock at half its burrowing speed and leaves a 5 foot-
  wide, 8 foot-high tunnel in its wake.  
  Smite Good (1/day). Deal an extra 2d8 necrotic 
  damage to one successful melee attack. 
  Innate Spellcasting. The spellcasting ability is 
  Charisma (spell save DC 13, +5 attack).  
  1/day each: darkness, blight, contagion, vampiric touch, 
  dimension door 
  Magic Resistance.  Gains advantage on saving throws 
  against spells 
  Magic Weapons. The creature’s natural weapons are 
  considered magical. 
   
  Actions 
  Multiattack. The umber hulk makes three attacks: two 
  with its claws and one with its mandibles.  
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 11 (1d8 + 7) slashing damage. 
  Mandibles. Melee Weapon Attack: +10 to hit, reach 5 
  ft., one target. Hit: 16 (2d8 + 7) slashing damage. 
   
   
  Senses passive Perception 9 
  Languages common  
  Challenge 0 (10 XP)  
   
  Actions 
  Dagger. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 2 (1d4) piercing 
  damage. 
  Senses passive Perception 11 
  Languages common 
  Challenge 0 (10 XP)  
   
  Actions 
  Club. Melee Weapon Attack: +1 to hit, reach 
  5 ft., one target. Hit: 2 (1d4-1) bludgeoning 
  damage. 
  
   
   
   
   
   
   
   
   
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  Mergala (Rog 3) 
  Medium humanoid (elf), chaotic evil. 
  Armor Class 16 (+1 studded 
  leather) 
  Hit Points 18  (3d8) 
  Speed 30 ft., climb 30 ft. 
  MTA Agent (Wiz 3) 
  Medium humanoid (gnome), lawful good 
  Armor Class 15 
  Hit Points 20  (3d6 + 6) 
  Speed 25 ft. 
  Jared (Brd 10) 
  Medium humanoid (human), chaotic 
  good 
  Armor Class 14 (chain shirt) 
  Hit Points 55 (10d8) 
  Speed 30 ft., climb 30 ft. 
  Aabhacka (Mnk 5) 
  Medium humanoid (kuo-toa), neutral 
  evil  
  Armor Class 18 (bracers defense) 
  Hit Points 66 (9d8 + 18)  
  Speed 40 ft., swim 40 ft. 
  STR DEX CON INT 
  WIS CH
  A 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  12(+1) 17(+3) 11(+0) 10(+0) 14(+2) 8 (-1) 
  6(-2) 
  13(+1) 14(+2) 15(+2) 14(+2) 10(+0) 
  12(+1)  13(+1) 10(+0) 14(+2) 
  8 (-1) 
  21(+5) 
  15(+2) 15(+2) 14(+2) 10(+0) 18(+4) 
  8(-1) 
  Skills Acrobatics +7, Perception +4, Slight 
  of Hand +5, Stealth +7 
  Saves Dexterity +5, Intelligence +2 
  Senses darkvision 60ft., passive Perception 
  13 
  Languages Common, Elvish, Thieves Cant 
  Challenge  3 (700 XP) 
     
  Fey Ancestry. Has advantage on saving 
  throws against being charmed, and magic 
  can’t put you to sleep.  
  Sneak Attack (1/Turn). Deals an extra 7 
  (2d6) damage when it 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 the spy that isn’t incapacitated 
  and the spy doesn’t have disadvantage on 
  the attack roll.  
  Keen Senses. Advantage on Perception 
  checks 
   
  Actions 
  Rapier. Melee Weapon Attack: +5 to hit, 
  reach 5ft., one target.  Hit: 7 (1d8 + 3) 
  piercing damage 
  Longbow. Ranged Weapon Attack: +5 to 
  hit, range 150/600 ft., one target. Hit: 7 (1d8 
  + 3) piercing damage 
   
  Bonus Actions 
  Cunning Action. Dash, Disengage, Hide, 
  Slight of Hands, disarm trap, open lock, use 
  an object 
   
  Possessions 
  Potion of spider climb, 2x potion of healing, 
  20 arrows 
  Skills Arcana +4, Investigation +4 
  Saves Int +4, Wis +4 
  Senses darkvision 60ft., passive Perception 
  12 
  Languages Common, Gnomish 
  Challenge  2 (450 XP) 
     
  Spellcasting. 3rd level spellcaster.  Its 
  spellcasting ability is Intelligence (spell save 
  DC 12, +4 attack).  Has the following spells 
  prepared: 
  Cantrips (at will): light, mage hand, message 
  1st level (2): bane, identify, longstrider, sleep 
  Spellcasting. 3rd level spellcaster.  Its 
  spellcasting ability is Wisdom (spell save DC 
  13, +5 attack).  Has the following spells 
  prepared: 
  Cantrips (at will): firebolt, mage had, 
  message, minor illusion 
  1st level (4):, color spray, mage armor, magic 
  missle, shield 
  2nd level (2):, web 
   
  Gnome Cunning. Have advantage on all Int, 
  Wis and Cha saving throws against magic. 
   
   
  Actions 
  Club. Melee Weapon Attack: +0 to hit, reach 
  5ft., one target.  Hit: 1 (1d4 - 2) bludgeoning 
  damage 
  Light Crossbow.  Ranged Weapon Attack: 
  35 to hit, range 80/320 ft., one target. Hit: 5 
  (1d8 + 1) piercing damage 
   
  Possessions 
  10 bolts, potion cure wounds, scroll of dispel 
  magic, scroll of fly, scroll of haste, wand of 
  magic missiles, spellbook: (above plus 
  longstrider, silent image, blur) 
  Skills Arcana +5, Knowledge +5, Persuasion 
  +11, Performance +11, Perception +5 
  Saves Dexterity +4, Charisma +8 
  Senses darkvision 60 ft. passive Perception 
  15 
  Languages Common, elvish 
  Challenge 7 (tbd XP) 
   
  Keen Senses. You have proficiency in the 
  Perception skill. 
  Fey Ancestry. You have advantage on 
  saving throws against being charmed, and 
  magic can’t put you to sleep 
  Song of Rest d8  
  Spellcasting. 10th level spellcaster.  Its 
  spellcasting ability is Charisma (spell save 
  DC 16, +8 attack).  Has the following spells 
  prepared: 
  Cantrips (at will): dancing lights, mage hand, 
  message, minor illusion 
  1st level (4): comprehend language, disguise 
  self, silent image, unseen servant 
  2nd level (3): enhance ability, enthrall, 
  suggestion, zone of truth 
  3rd level (3): tongues, major image, hypnotic 
  pattern, meld into stone 
  4th level (3): confusion, greater invisibility, 
  hallucinatory terrain, fabricate 
  5th level (2): legend lore, geas 
  Actions 
  Unarmed. Melee Weapon Attack: +4 to hit, 
  reach 5ft., one target.  Hit: 2 (1d2 + 1) 
  bludgeoning damage 
  Bonus Actions 
  Bardic Inspiration (d10) (5/day) 
  Reactions 
  Cutting Words. Expend bardic inspiriation to 
  subtract from creatures roll. 
  Possessions 
  Rod of Splendor. 
  Skills Perception +6, Acrobatics +4 
  Skills Strength +4, Dexterity +4  
  Senses darkvision 120 ft., passive Perception 16 
  Languages Undercommon, common 
  Challenge 4 (tbd XP)  
   
  Amphibious. The kuo-toa can breathe air and 
  water.  
  Otherworldly Perception. The kuo-toa can sense 
  the presence of any creature within 30 feet of it that 
  is invisible or on the Ethereal Plane. It can pinpoint 
  such a creature that is moving.  
  Slippery. The kuo-toa has advantage on ability 
  checks and saving throws made to escape a 
  grapple.  
  Sunlight Sensitivity. While in sunlight, the kuo-toa 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight. 
  Ki Points. 5, (DC 12 ki save) 
  Stunning Strike. 1 ki (DC 12 Constitution save) 
   
  Actions  
  Multiattack. Makes two melee attacks.  
  Unarmed Strike. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 3 (1d6 + 2) bludgeoning 
  damage. 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 
  + 1) piercing damage, or 5 (1d8 + 1) piercing 
  damage if used with two hands to make a melee 
  attack.  
  Bonus Action 
  Unarmed Strike 
  Spear Attack 
  (1 ki) Flurry of blows - 2x unarmed strike and 
  choose (target makes DC 12 Dex or fall prone, 
  DC 12 Str or get pushed 15 ft., or can’t take 
  reactions till end of your next turn) 
  (1 ki) Dodge action 
  (1 ki) Disengage or Dash 
   
  Reactions  
  Deflect Missiles (1d10 +7) 
  Slow Fall 25 ft. 
  
   
   
   
   
   
   
   
   
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  Kuo-toa Soldier 
  Medium humanoid (kuo-toa), neutral 
  evil  
  Armor Class 13 (natural armor, 
  shield)  
  Hit Points 23 (5d8)  
  Speed 30 ft., swim 30 ft. 
  White-Eye (Ftr 4) 
  Medium shapechanger, chaotic evil 
  Armor Class 12 
  Hit Points 65 (10d8 + 10) 
  Speed 30 ft. 
  Cherrit (Sor 6) 
  Small humanoid (Halfling), neutral evil 
  Armor Class 14 
  Hit Points 33 (6d6 + 7) 
  Speed 25 ft. 
  Aushanna, Erinyes  
  Medium fiend (devil), lawful evil  
  Armor Class 18 (plate)  
  Hit Points 153 (18d8 + 72)  
  Speed 30 ft., fly 60 ft. 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  15(+2) 14(+2) 11(+0) 11(+0) 12(+1) 10(+0) 
  15(+2) 15(+2) 13(+1) 12(+1) 10(+0) 10(+0) 
  8(-1) 
  16(+3) 12(+1) 
  8(-1) 
  13(+1) 16(+3) 
  18 (+4)   16 (+3)   18 (+4)   14 (+2) 14 (+2) 18 (+4)   
  Skills Perception +6, Stealth +6 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Undercommon  
  Challenge 1 (200 XP)  
   
  Amphibious. The kuo-toa can breathe air and water.  
  Otherworldly Perception. The kuo-toa can sense the 
  presence of any creature within 30 feet of it that is 
  invisible or on the Ethereal Plane. It can pinpoint such a 
  creature that is moving.  
  Slippery. The kuo-toa has advantage on ability checks 
  and saving throws made to escape a grapple.  
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Sneak Attack (1/Turn). Deals an extra 3 (1d6) damage 
  when it 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 the spy that isn’t incapacitated and 
  the spy doesn’t have disadvantage on the attack roll.  
  Actions  
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage.  
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) 
  piercing damage, or 5 (1d8 + 1) piercing damage if 
  used with two hands to make a melee attack.  
  Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., 
  one Large or smaller creature. Hit: The target is 
  restrained. A creature can use its action to make a DC 
  10 Strength check to free itself or another creature in a 
  net, ending the effect on a success. Dealing 5 slashing 
  damage to the net (AC 10) frees the target without 
  harming it and destroys the net. 
  Reactions  
  Sticky Shield. When a creature misses the kuo-toa 
  with a melee weapon attack, the kuo-toa uses its sticky 
  shield to catch the weapon. The attacker must succeed 
  on a DC 11 Strength saving throw, or the weapon 
  becomes stuck to the kuo-toa’s shield. If the weapon’s 
  wielder can’t or won’t let go of the weapon, the wielder 
  is grappled while the weapon is stuck. While stuck, the 
  weapon can’t be used. A creature can pull the weapon 
  free by taking an action to make a DC 11 Strength 
  check and succeeding. 
  Skills Perception +3, Stealth +5, Athletics +5, 
  Survival +3 
  Saving Throws Strength +5, Constitution +4  
  Damage Immunities bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  silvered weapons 
  Senses darkvision 60 ft. (rat form only), passive 
  Perception 13 
  Languages Common (can’t speak in rat form)  
  Challenge 5 (700 XP)  
   
  Shapechanger. The wererat can use its action to 
  polymorph into a rat--‐humanoid hybrid or into a 
  giant rat, or back into its true form, which is 
  humanoid. Its statistics, other than its size, are the 
  same in each form. Any equipment it is wearing or 
  carrying isn’t transformed. It reverts to its true form 
  if it dies.  
  Keen Smell. The wererat has advantage on 
  Wisdom (Perception) checks that rely on smell.  
  Fighting Style. Defense 
  Action Surge (1/day). Take one additional action 
  Improved Critical. Score critical hit on 19 or 20 
   
  Actions 
  Multiattack (Humanoid or Hybrid Form Only). The 
  wererat makes two attacks, only one of which can 
  be a bite.  
  Bite (Rat or Hybrid Form Only). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. If the target is a humanoid, it 
  must succeed on a DC 11 Constitution saving throw 
  or be cursed with wererat lycanthropy.  
  Claw (Rat or Hybrid Form Only). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 
  2) slashing damage.  
  Bonus Actions 
  Second Wind (1/day)  Heal 1d10 +4 hit points 
  Skills Arcana +2, Insight +4 
  Saving Throws Constitution +4, Charisma +6 
  Senses darkvision 60ft., passive Perception 11 
  Languages Common, Halfling 
  Challenge 5 (700 XP) 
    
  Lucky. When you roll a 1 on the d20 for an attack 
  roll, ability check, or saving throw, you can reroll the 
  die and must use the new roll.  
  Brave. You have advantage on saving throws 
  against being frightened. 
  Sorcery Points. 6 
  Metamagic. Subtle spell, extended spell 
  Tides of Chaos. Gain advantage on one attack roll, 
  ability check or saving throw.  Regain after wild 
  surge 
   
  Spellcasting. 6th level spellcaster.  Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 attack).  
  Has the following spells prepared:  
  Cantrips (at will): true strike,  mage hand, 
  prestidigitation, fire bolt 
  1st level (4): color spray, comprehend language, 
  magic missile. 
  2nd level (3): detect thoughts, scorching ray. 
  3rd level (3): clairvoyance, vampiric touch 
   
  Actions 
  Dagger. Melee Weapon Attack: +2 to hit, reach 5ft., 
  one target.  Hit: 2 (1d4 - 1) piercing damage 
   
  Reactions 
  Bend Luck. Spend 2 sorcery points to add 1d4 as a 
  bonus or penalty to one creature’s roll 
   
   
  Saving Throws Dex +7, Con +8, Wis +6, 
  Cha +8  
  Damage Resistances cold; bludgeoning, 
  piercing, and slashing from nonmagical 
  attacks that aren’t silvered  
  Damage Immunities fire, poison  
  Condition Immunities poisoned  
  Senses truesight 120 ft., passive Perception 
  12  
  Languages Infernal, telepathy 120 ft.  
  Challenge 10 (tbd XP)  
   
  Hellish Weapons. The erinyes’s weapon 
  attacks are magical  
  Magic Resistance.  
   
  Actions 
  Multiattack. The erinyes makes three 
  attacks.  
  Longsword. Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8 + 4) 
  slashing damage, or 9 (1d10 + 4) slashing 
  damage if used with two hands. 
  +1 Flaming Longbow. Ranged Weapon 
  Attack: +8 to hit, range 150/600 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage plus 
  3 (1d6) fire damage  
   
  Reactions 
  Parry. The erinyes adds 4 to its AC against 
  one melee attack that would hit it. To do so, 
  the erinyes must see the attacker and be 
  wielding a melee weapon. 
   
  Possessions 
  40 arrows 
  
   
   
   
   
   
   
   
   
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  Mangh-Mictho (Clr 8) 
  Medium humanoid (kuo-toa), neutral 
  evil  
  Armor Class 19 (+1 platemail)  
  Hit Points 97 (13d8 + 39)  
  Speed 30 ft., swim 30 ft. 
  Hlanamm the 
  Spearmaster (Rog 5) 
  Medium humanoid (kuo-toa), n.l evil  
  Armor Class 14 (studded leather 
  and shield)  
  Hit Points 66 (9d8 + 18) 
  Speed 20 ft., swim 50 ft., climb 20 ft. 
  Draconic Fingerlings 
  Swarm 
  Medium swarm of Tiny Dragons, ch. evil 
  Armor Class 12  (natural) 
  Hit Points  36 (10d8) 
  Speed 30 ft. 
  Dhorlot the Dragon-
  Father 
  Large dragon (aquatic), c. evil 
  Armor Class 18 (natural) 
  Hit Points 164 (16d10 + 64) 
  Speed 40 ft., fly 100 ft., swim 60  ft. 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  15 (+2) 12 (+1) 16 (+3) 10 (+0) 21 (+5) 8 (-1) 
  16(+3) 15(+2) 15(+2) 10(+0) 16(+3) 
  8(-1) 
  9 (−1) 16 (+3) 11 (+0) 3 (−4) 10 (+0) 3 (−4) 
  21 (+5) 10 (+0) 19 (+4) 18 (+4) 15 (+2) 18 (+4) 
  Saves Wis +8, Cha +2 
  Skills Perception +8, Religion +3 
  Senses darkvision 120 ft., passive Perception 18 
  Languages Undercommon, common 
  Challenge 6 (2,300 XP)  
   
  Amphibious. The kuo-toa can breathe air and water.  
  Otherworldly Perception. The kuo-toa can sense the 
  presence of any creature within 30 feet of it that is invisible 
  or on the Ethereal Plane. It can pinpoint such a creature that 
  is moving.  
  Slippery. The kuo-toa has advantage on ability checks and 
  saving throws made to escape a grapple.  
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.  
  Spellcasting. The kuo-toa is a 8th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 16, +8 to hit 
  with spell attacks). Has the following cleric spells prepared: 
  Cantrips (at will): guidance, sacred flame, thaumaturgy (4) 
  13 spells 
  1st level (4 slots): detect magic, sanctuary, shield of faith, 
  fog cloud, thunderwave 
  2nd level (3 slots): gust of wind, shatter, hold person, 
  spiritual weapon  
  3rd level (3 slots): spirit guardians, tongues , call lightning, 
  sleet storm 
  4th level (2 slots): banishment, divination, control water, ice 
  storm  
  Channel Divinity (2/day) 
  Destructive Wrath. Use channel divinity to maximize 
  thunder or lighting damage from a spell 
  Thunderbolt Strike. When you deal lightning damage to 
  large or smaller creature, you can also push it 10 feet 
  Divine Strike. Once per turn when you hit with a melee 
  attack, deal an extra 1d8 thunder damage. 
   
   
  Actions  
  Multiattack. The kuo-toa makes two melee attacks.  
  +1 Pincer Staff. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage.  If the target 
  is Medium or smaller, it is grappled (escape DC 15). 
  Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage 
   
  Reactions  
  Wrath of the Storm. Range 5 ft, creature that hits you must 
  make a DC 16 Dexterity saving throw or take 2d8 lighting or 
  thunder damage 
  Saves Dex +4, Int +2 
  Skills Acrobatics +4, Deception +3, Slight of 
  hand +4, Stealth +6 
  Senses passive Perception 13 
  Languages Common, undercommon, 
  thieves cant 
  Challenge 4 (1,100 XP)  
   
  Amphibious. The kuo-toa can breathe air and 
  water.  
  Otherworldly Perception. The kuo-toa can 
  sense the presence of any creature within 30 
  feet of it that is invisible or on the Ethereal 
  Plane. It can pinpoint such a creature that is 
  moving.  
  Slippery. The kuo-toa has advantage on ability 
  checks and saving throws made to escape a 
  grapple.  
  Sunlight Sensitivity. While in sunlight, the kuo-
  toa has disadvantage on attack rolls, as well as 
  on Wisdom (Perception) checks that rely on 
  sight.  
  Sneak Attack +3d6 
   
  Actions 
  +1 Returning Short Spear. Melee or 
  Ranged Attack: +5 to hit, range 5 ft. or 20/60 
  ft., one target. Hit: 5 (1d6 + 3) piercing 
  damage 
   
  Bonus Actions 
  Cunning Action. Disengage, dodge, hide, 
  sleight of hand, disarm trap, open lock, use 
  an object 
   
  Reaction 
  Catch Returning spear. 
  Uncanny dodge.  Half the damage taken 
  from hit 
  Damage Resistances bludgeoning, piercing, 
  slashing  
  Condition Immunities charmed, frightened, 
  grappled, paralyzed, petrified, prone, 
  restrained, stunned  
  Senses darkvision 30 ft., passive Perception 
  10  
  Languages —  
  Challenge 2 (450 XP)  
   
  Swarm. The swarm can occupy another 
  creature’s space and vice versa, and the 
  swarm can move through any opening large 
  enough for a Tiny creature. The swarm can’t 
  regain hit points or gain temporary hit points. 
   
  Actions 
  Bites. Melee Weapon Attack: +6 to hit, reach 
  0 ft., one creature in the swarm’s space. Hit: 
  7 (2d6) piercing damage, or 3 (1d6) piercing 
  damage if the swarm has half of its hit points 
  or fewer. The target also takes 3 (1d6) poison 
  damage. 
  Skills Stealth +4, Perception +6 
  Saves Dex +4, Con +8, Wis +6, Cha  +8 
  Damage Immunities lightning 
  Senses blindsight 60 ft., darkvision 
  120 ft., passive Perception 16 
  Languages Draconic, Celestial, Auran 
  Challenge 9 (5,000 XP) 
   
  Innate Spellcasting. The dragon’s innate 
  spellcasting ability is Wisdom (spell save 
  DC 14, +6 attack). The dragon can 
  innately cast the following spells, requiring no 
  material components: 
  At will: detect evil 
  1/day: control water 
  Amphibious. The dragon can breathe air 
  and water. 
  Actions 
  Multiattack. The dragon makes three 
  attacks: one with its bite and two with its 
  claws. 
  Bite. Melee Weapon Attack: +9 to hit, 
  reach 10 ft., one creature. Hit: 15 (2d10 + 5) 
  piercing damage. 
  Claw. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one creature. Hit: 11 (2d6 + 5) 
  slashing damage. 
  Breath Weapons (Recharge 5–6). The 
  dragon uses one of the following breath 
  weapons. 
  Lightning Breath. The dragon exhales 
  lighting in a 30 ft. line. Each creature in that 
  area must make a DC 16 Dexterity saving 
  throw, taking 54 (12d8) lightning damage on a 
  failed save, or half as much damage on a 
  successful one. 
  Stun Breath. The dragon exhales a stunning 
  gas in a 30 ft. cone. Each creature in that 
  area must make a DC 16 Constitution saving 
  throw or be stunned until the end of the 
  dragon’s next turn. 
   
  
   
   
   
   
   
   
   
   
  Fold 
  Fold 
  Fold 
  Fold 
  Mummy (Garekk) 
  Medium undead, lawful evil  
  Armor Class 13 (natural armor)  
  Hit Points 72 (11d8 + 22)  
  Speed 20 ft. 
  Wraith  
  Medium undead, neutral evil  
  Armor Class 13  
  Hit Points 67 (9d8 + 27)  
  Speed 0 ft., fly 60 ft. (hover) 
  Kuo-toa Whip  
  Medium humanoid (kuo-toa), neutral 
  evil  
  Armor Class 11 (natural) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft., swim 30 ft. 
  Saagogoi (Rog3/Mnk3) 
  Medium humanoid (kuo-toa), l. evil  
  Armor Class 15 
  Hit Points 80 (10d8 + 20) 
  Speed 40 ft., swim 60 ft. 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  16 (+3) 8 (−1) 15 (+2) 6 (−2) 10 (+0) 12 (+1) 
  6 (−2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 
  14 (+2) 10 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0) 
  13 (+1) 17 (+3) 14 (+2) 16 (+3) 14 (+2) 6 (-2) 
  Saving Throws Wis +3 
  Damage Vulnerabilities fire  
  Damage Resistances bludgeoning, piercing, 
  and slashing from nonmagical attacks  
  Damage Immunities necrotic, poison  
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned  
  Senses darkvision 60 ft., passive Perception 
  10  
  Languages the languages it knew in life  
  Challenge 5 (1,800 XP)  
   
  Actions 
  Multiattack. The mummy can use its 
  Dreadful Glare and makes one attack with its 
  rotting fist.  
  Rotting Fist. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) 
  bludgeoning damage plus 10 (3d6) necrotic 
  damage. If the target is a creature, it must 
  succeed on a DC 13 Constitution saving 
  throw or be cursed with mummy rot. The 
  cursed target can’t regain hit points, and its 
  hit point maximum decreases by 10 (3d6) for 
  every 24 hours that elapse. If the curse 
  reduces the target’s hit point maximum to 0, 
  the target dies, and its body turns to dust. 
  The curse lasts until removed by the remove 
  curse spell or other magic.  
  Dreadful Glare. The mummy targets one 
  creature it can see within 60 feet of it. If the 
  target can see the mummy, it must succeed 
  on a DC 12 Wisdom saving throw against this 
  magic or become frightened until the end of 
  the mummy’s next turn. If the target fails the 
  saving throw by 5 or more, it is also 
  paralyzed for the same duration. A target that 
  succeeds on the saving throw is immune to 
  the Dreadful Glare of all mummies (but not 
  mummy lords) for the next 24 hours. 
  Damage Resistances acid, cold, fire, 
  lightning, thunder; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities necrotic, poison  
  Condition Immunities charmed, exhaustion, 
  grappled, paralyzed, petrified, poisoned, 
  prone, restrained  
  Senses darkvision 60 ft., passive Perception 
  12  
  Languages the languages it knew in life  
  Challenge 5 (1,800 XP)  
   
  Incorporeal Movement. The wraith can 
  move through other creatures and objects as 
  if they were difficult terrain. It takes 5 (1d10) 
  force damage if it ends its turn inside an 
  object.  
  Sunlight Sensitivity. While in sunlight, the 
  wraith has disadvantage on attack rolls, as 
  well as on Wisdom (Perception) checks that 
  rely on sight.  
  Actions 
  Life Drain. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one creature. Hit: 21 (4d8 + 3) 
  necrotic damage. The target must succeed 
  on a DC 14 Constitution saving throw or its 
  hit point maximum is reduced by an amount 
  equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point 
  maximum to 0. 
  Create Specter. The wraith targets a 
  humanoid within 10 feet of it that has been 
  dead for no longer than 1 minute and died 
  violently. The target’s spirit rises as a specter 
  in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the 
  wraith’s control. The wraith can have no more 
  than seven specters under its control at one 
  time. 
  Skills Perception +6, Religion +4 
  Senses darkvision 120 ft., passive 
  Perception 16 
  Languages  undercommon 
  Challenge 1 (200 XP)  
   
  Amphibious. The kuo-toa can breathe air 
  and water.  
  Otherworldly Perception. The kuo-toa can 
  sense the presence of any creature within 30 
  feet of it that is invisible or on the Ethereal 
  Plane. It can pinpoint such a creature that is 
  moving.  
  Slippery. The kuo-toa has advantage on 
  ability checks and saving throws made to 
  escape a grapple.  
  Sunlight Sensitivity. While in sunlight, the 
  kuo-toa has disadvantage on attack rolls, as 
  well as on Wisdom (Perception) checks that 
  rely on sight. 
    
  Spellcasting. The kuo-toa is a 2nd-level 
  spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 12, +4 to hit with spell 
  attacks). Has the following cleric spells 
  prepared: 
  Cantrips (at will): sacred flame, thaumaturgy 
  1st level (4 slots): bane, shield of faith 
   
  Actions  
  Multiattack. The kuo-toa makes two attacks, 
  one bite and one pincer staff 
  Pincer Staff. Melee Weapon Attack: +4 to 
  hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage.  If the target is Medium or 
  smaller, it is grappled (escape DC 14). 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage 
  Saves Dex +5, Int +5 
  Skills Acrobatics +5, Deception +3, Slight of hand 
  +4, Stealth +6 
  Senses passive Perception 13 
  Languages Common, undercommon, thieves cant 
  Challenge 4 (1,100 XP)  
   
  Amphibious. The kuo-toa can breathe air and 
  water.  
  Otherworldly Perception. The kuo-toa can sense 
  the presence of any creature within 30 feet of it that 
  is invisible or on the Ethereal Plane. It can pinpoint 
  such a creature that is moving.  
  Slippery. The kuo-toa has advantage on ability 
  checks and saving throws made to escape a 
  grapple.  
  Sunlight Sensitivity. While in sunlight, the kuo-toa 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.  
  Sneak Attack +2d6 
  Assassinate. You have advantage on attack rolls 
  against any creature that hasn’t taken a turn in the 
  combat yet and score a critical if you hit. 
  Ki Points 3 
  Shadow Arts Spend 2 ki points to cast darkness, 
  darkvision, pass without trace or silence 
   
  Actions 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 5 (1d4 + 3) piercing damage 
  and 4 (1d8) poison damage. 
   
  Bonus Actions 
  Cunning Action. Disengage, dodge, hide 
  Flurry of blows. (1 ki)  Melee Weapon Attack: +3 
  to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) 
  bludgeoning damage 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 5 (1d4 + 3) piercing damage 
  and 4 (1d8) poison damage. 
   
  Reactions 
  Deflect missiles 1d10 + 6 points damage  
   
  Possessions 
  Slippers spider climbing, poisoned daggers 
    
   
  
   
   
   
   
   
   
   
   
  Fold 
  Fold 
  Fold 
  Fold 
  Zenith (Ftr 10) 
  Medium humanoid (dwarf), l. evil  
  Armor Class 23 (+1 plate, +1 shield)  
  Hit Points 124 (10d10 + 50)  
  Speed 25 ft. 
   
   
   
  STR DEX CON INT 
  WIS CHA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  19 (+5) 13 (+1) 19 (+5)   10 (+0) 8 (-1) 12 (+1) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Saves Str +8, Con +8  
  Skills Athletics +8, Intimidation +4  
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Dwarvish 
  Challenge 7 (2,900  XP)  
   
  Dwarven Resilience. You have advantage on  
  saving throws against poison, and you have 
  resistance against poison damage.  
   
  Fighting Style: Defense 
  Action surge (1/day) 
  Indomitable (1/day).  Reroll saving throw 
  Superiority Dice: 5d10 
  Combat Maneuvers: See PHB pg. 74 
  Disarming Attack 
  Evasive Footwork 
  Goading Attack 
  Menacing Attack 
  Pushing Attack 
  Riposte 
  Trip Attack 
   
  Actions  
  Multiattack. Zenith makes two melee attacks.  
   
  +1 Dwarven axe. Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) 
  slashing damage. 
   
  Bonus Actions  
  Second Wind. Heal 1d10 + 10 hit points 
   
  Possessions 
  +1 platemail, +1 shield, +1 dwarven axe, 
  gauntlets of ogre power, amulet of health, orb 
  of proof against detection and location 
   
   
   
  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Steven Stenzel/Steven Stenzel - Shackled City - Ch3 - Zenith Trajectory.pdf