Duel Encounter

VETERAN

Medium humanoid (any race), any alignment

Armor Class 17 (splint)

Hit Points 58 (9d8 + 18)

Speed 30ft.

STR 16 (+3), DEX 13 (+1), CON 14 (+2), INT 10 (+0), WIS 11 (+0),  CHA 10 (+0)

 

Fey Ancestry. The drow has advantage on saving throws against

being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drew's spellcasting ability is Charisma

(s pell save DC 12). It can innately cast the following spells,

requiring no material components:

 

At will: dancing lights

 

1/day each: darkness ,faerie fire , levitate (self only)

Sunlight Sensitivity. While in sunlight, the drow has

disadvantage on attack rolls, as well as on Wisdom

(Perception) checks that rely on sight.

 

Skills Athletics +5, Pe rce pt ion +2

Senses passive Perception 12

Languages any one language (usually Common)

Challenge 3 (700 XP)

ACTIONS

Multiattack. The veteran makes two longsword attacks. If it

has a shortsword drawn, it can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft. , one

target. Hit: 7 (1d8 + 3) s lashing damage, or 8 (1d10 + 3)

slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one

ta rget. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range

100/400 ft. , one target. Hit: 5 (1d10) pie rcing damage.

Veterans are professional fighters that take up arms

for pay or to protect something they believe in or value.

Their ranks include soldiers retired from long service

and warriors who never served anyone but themselves.

 

 

 

 

 

 

 

 

 

 

 

 

Alley Encounter

SPY

Medium humanoid (any race), any alignment

Armor Class 12

Hit Points 27 (6d8)

Speed 30ft.

STR

10 (+0)

DEX

15 (+2)

CON

10 (+0)

INT

12 (+1)

WIS

14 (+2)

CHA

16 (+3)

Fey Ancestry. The drow has advantage on saving throws against

being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drew's spellcasting ability is Charisma

(s pell save DC 12). It can innately cast the following spells,

requiring no material components:

 

At will: dancing lights

 

1/day each: darkness ,faerie fire , levitate (self only)

Sunlight Sensitivity. While in sunlight, the drow has

disadvantage on attack rolls, as well as on Wisdom

(Perception) checks that rely on sight.

 

 

Skills Deception +5, Insight +4, Investigation +5, Perception +6,

Persuasion +5, Sleight of Hand +4, Stealth +4

Senses passive Perception 16

Languages any two languages

Challenge 1 (200 XP)

Cunning Action. On each of its turns, the spy can use a bonus

action to take the Dash, Disengage, or Hide action.

Sneak Attack (1jTurn). Th e spy deals an extra 7 (2d6)

damage when it hit s 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 does n't have di sadvantage on the

attack roll.

 

ACTIONS

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft. , one

target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120

ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Rulers, nobles, mercha nts, guild masters, and other

wealthy individuals use spies to gain the upper hand in

a world of cutthroat politics. A spy is trained to secretly

gather information. Loyal spies would rather die than

divulge information that could compromise them or

their employers.

 

 

 

Hunt Encounter

PRIEST

Medium humanoid (any race), any alignment

Armor Class 13 (chain shirt)

Hit Points 27 (5d8 + 5)

Speed 25ft.

STR 10 (+0)

DEX 10 (+0)

CON 12 (+1)

INT 13 (+1)

WIS 16 (+3)

CHA 13 (+1)

 

Fey Ancestry. The drow has advantage on saving throws against

being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drew's spellcasting ability is Charisma

(s pell save DC 12). It can innately cast the following spells,

requiring no material components:

 

At will: dancing lights

 

1/day each: darkness ,faerie fire , levitate (self only)

Sunlight Sensitivity. While in sunlight, the drow has

disadvantage on attack rolls, as well as on Wisdom

(Perception) checks that rely on sight.

 

Skills Med icine +7, Persuasion +3, Religion +4

Senses passive Perception 13

Languages any two languages

Challenge 2 (450 XP)

Divine Eminence. As a bonus action, the priest can expend a

spell slot to cause its melee weapon attacks to magically deal

an extra 10 (3d6) radiant damage to a target on a hit . This

benefit lasts until the end of the turn . If the priest expends a

spell slot of 2nd level or higher, the extra damage increases by

ld6 for each level above 1st.

Spellcasting. The priest is a 5th-level spellcaster. Its

spellcasting ability is Wisdom (s pell save DC 13 , +5 to

hit with spell attacks). The priest has the following cleric

spells prepared:

Can trips (at will): fight, sacred flame , thaumaturgy

1st level (4 slots): cure wounds, guiding bolt, sanctuary

2nd level (3 slots): lesser restoration,

spiritual weapon

3rd level (2 slots): dispel magic, spirit guardians

ACTIONS

Mace. Melee Weapon Attack: +2 to hit,

reach 5 ft., one target . Hit: 3 (ld6)

bludgeoning damage.

Priests bring the teachings of their

gods to the common folk. They are

the spiritual leaders of temples and shrines

and often hold positions of influence in their

communities. Evil priests might work openly

under a tyrant, or they might be the leaders of

religious sects hidden in the shadows of good

society, overseeing depraved rites.

A priest typically has one or more acolytes

to help with religious ceremonies and other

sacred duties.

 

 

 

KNIGHT

Medium humanoid (any race), any alignment

Armor Class 18 (plate)

Hit Points 52 (8d8 + 16)

Speed 30ft.

STR

16 (+3)

DEX

11 (+0)

CON

14 (+2)

INT

11 (+0)

WIS

11 (+0)

CHA

15 (+2)

 

 

Fey Ancestry. The drow has advantage on saving throws against

being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drew's spellcasting ability is Charisma

(s pell save DC 12). It can innately cast the following spells,

requiring no material components:

 

At will: dancing lights

 

1/day each: darkness ,faerie fire , levitate (self only)

Sunlight Sensitivity. While in sunlight, the drow has

disadvantage on attack rolls, as well as on Wisdom

(Perception) checks that rely on sight.

 

 

Saving Throws Con +4, Wis +2

Senses passive Perception 10

Languages any one language (usually Common)

Challenge 3 (700 XP)

Brave. The knight has advantage on saving throws against

being frightened .

ACTIONS

Multiattack. The knight makes two melee attacks.

Creatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range

100f400 ft., one target. Hit: 5 (ld10) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1

minute, the kn ight can utter a special command or warning

whenever a non hostile creature that it can see within 30 feet of

it makes an attack roll or a saving throw. The creatu.re can add

a d4 to its roll provided it can hear and understand the knight.

A creature can benefit from only one Leadership die at a time.

This effect ends if the knight is incapacitated.

REACTIONS

Parry. The knight adds 2 to its AC against one melee attack that

would hit it. To do so, the knight must see the attacker and be

wielding a melee weapon.

Knights are warriors who pledge service to rulers,

religious orders, and noble causes. A knight's alignment

determines the extent to which a pledge is honore.d.

Whether undertaking a quest or patrolling a realm: a

knight often travels with an entourage that includes

squires and hirelings who are commoners.

 

 

Sorin (With Arkenstone Gauntlets)

Medium humanoid (elf), neutral evil

Armor Class 18 {studded leather, shield)

Hit Points 71 (lld8 + 22)

Speed 30ft.

STR

13 (+1) 22(+6)

DEX

18 (+4)

CON

14 (+2)

INT

12 (+1)

WIS

13 (+1)

CHA

12 (+1)

 

Saving Throws Dex +7, Con +5, Wis +4

Skills Perception +4, Stealth +10

Senses darkvision 120ft., passive Perception 14

Languages Common, Elvish, Undercommon

Challenge 5 (1 ,800 XP)

 

Fey Ancestry. The drow has advantage on saving throws against

being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drew's spellcasting ability is Charisma

(s pell save DC 12). It can innately cast the following spells,

requiring no material components:

 

At will: dancing lights

1fday each: darkness ,faerie fire , levitate (self only)

Sunlight Sensitivity. While in sunlight, the drow has

disadvantage on attack rolls, as well as on Wisdom

(Perception) checks that rely on sight.

 

ACTIONS

Multiattack. The drow makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +12 to hit, reach 10ft.,

one target. Hit: 7 (ld6 + 9) piercing damage plus 10 (3d6)

poison damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120

ft ., one target. Hit: 7 (ld6 + 4) piercing damage, and the

target must succeed on a DC 13 Constitution saving throw or

be poisoned for 1 hour. If the saving throw fails by 5 or more,

the target is also unconscious while poisoned in this way. The

target wakes up if it takes damage or if another creature takes

an action to shake it awake.

REACTIONS

Parry. The drow adds 3 to its AC against one melee attack that

would hit it. To do so, the drow must see the attacker and be

 

wielding a melee weapon.