The weather today: A light acid rain falls
Tonight's moon: New moon
Landscape and flora
Creatures and Threats
Common Fauna in the Area
Monsters and others
- Levels 1-4
- Levels 5-10
- Levels 11-16
Possible Monster Motives
- Protecting territory
- Guarding a secret
- Protecting their home
- Controlled by a bigger bad
- Guarding treasure
1d8 gold pieces
A bag of gold pieces
1d100 pieces of gold
A painting by a master: The Acolyte Faces The Dragon
Properly appraised and auctioned this could be worth 10,000 gold pieces
Wand of the War Mage +1
Wand, uncommon (+1) (requires attunement by a spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
2nd-level transmutation Casting Time: 1 actionRange: 30 feetComponents: V, S, M (a pinch of powdered iron)Duration: Concentration, up to 1 minute You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, […]
In case you want to terrify your players...
Large fiend (devil), lawful evil
Armor Class 19 (natural armor)
Hit Points 300 (24d10 + 168)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)
Saving Throws Dex +8, Con +13, Wis +10
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 14
Languages Infernal, telepathy 120 ft.
Challenge 20 (25,000 XP)
Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the pit fiend’s Fear Aura for the next 24 hours.
Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects.
Magic Weapons. The pit fiend’s weapon attacks are magical. Innate Spellcasting. The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball 3/day each: hold monster, wall of fire
Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
created by Wizards of the Coast
- Protecting their young
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