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Deep into the Hernduar Mine

Shake off the rust with your metal loving friends!


Introduction: Reaching a dwarven village whose economy relies solely
on mining, the players are informed that the mine is temporarily
closed due to a Rust Monster infestation. Will the adventurers
accept the quest to clear out the Mine, and if so, how shiny will
their armors be when they get out?

A 3 to 4-hour adventure for 4-4th level characters

by Stefanos Katopodis

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Goblins Raid New Adune!

Contents
Dungeon Start..pg 3
Appendix A: Monster list..pg 9
Appendix B: Magic Items....pg 12

Useful information for the DM.


Boxed Text. This is what you, the DM,
will read to the group.

This box will indicate what the characters


in this area know.

Battle tactics: This text will indicate the monsters


battle plan. As with everything, you dont have to
follow it by heart (it is your adventure now!), but
giving you a battle plan can help give more
character to your encounters.

Rust Monster.

villagers live off of the Mine and pay top


price for it.

About this Adventure


You can run this adventure for players higher
than Level 4 but you need to adjust the
encounter numbers so that you make it a
challenge. This is a small-ish straight forward
for the most part dungeon meant to be used
as a random road encounter, or a quest in a
village/town the players are residing in.

Starting the Story


Have a passing by commoner ask the
players if they are adventurers, and have
him go on that adventurers are needed in
the nearby village to clear out the local
mine from a Rust Monster infestation. The

When the players reach the Mine, please


read:
You reach the foot of a shadowy-colored
hill, where you can clearly see the Mines
entrance. Long iron rails are coming out of
the entrance, which is only about 8ft tall
10ft wide. Around the entrance you can see
a bunch of picks, shovels and hammers
scattered around. A lot of them seem
extremely rusty but not necessarily old.
Just outside of the entrance there is a
settlement with a few small wooden houses
and a dozen tents around. You dont see a
lot of activity around the settlement but
there are a few dwarves around giving you
stares.

If the players ask around for the person


responsible, they are lead to Bhamir
Rockeater, male dwarf miner.

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Adventurers, are you? Welcome to the


Hernduar Mine. My name is Bhamir
Rockeater, and I am in charge of the mining
process. I assume you are here because you
heard our calls for business?
After you give them some time to respond
and introduce themselves:
Well met. The Mine is infested with those
pesky Rust Monsters. Those things are
crawling everywhere! Id rather fight a
dozen orcs with a toothpick than having to
face another one of those things again!
They destroyed my favourite shovel, those
ill-nourished monstrosities! Id be happy to
pay 200 gp to anyone who will clear out this
mine of those pests before they ruin
everything in the mine.

If the players attempt to haggle with the


price, have them roll a DC15 Charisma
(Persuasion) check. On a success, the dwarf
reluctantly goes Fine. You can have this
wand as well, but only if you get to it right
now!
The wand is a wand of stones and it is made
out of granite.
Everything in the Mine except for the
Entrance is in darkness, so without a source of
light players without darkvision wont be able
to see and players with darkvision will have
disadvantage on their Wisdom (Perception)
ability checks.

1. Mine Entrance.
You see sturdy walls of granite forming a
10 ft wide tunnel venturing into the
darkness. After a right turn, you see 2
tunnels; one going NorthWest and one
going downhill towards the West. The rails
are split here, going towards both
directions.

2. Supplies Room
You enter a room where the rails end. You
see a large amount of iron wagons stacked
densely in one side of the room, the other
one having mostly mining tools and
supplies. Nothing seems to be corroded
here. There is a door that stands ajar at the
back of the room. A foul odor emits from
that room.

There is nothing of significance in this room


but you can throw in a fallen pouch with 20gp
in here with an easy investigation check if you
feel like it. If players attempt to see to the
next room without entering it they can see
barrels in the room but nothing else. If they
attempt to listen to noices, have them roll a
DC13 Wisdom (Perception) check. Success
means they are able to hear furious
munching.

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(1 square = 10x10ft, ceilings are all 10ft high


except Room 12)

3. Food Storage Room


The door creaks horribly as you open it,
and with the creak an awful stench comes
with it. Gasping for air, you look around to
see a Food Storage room, but something
must have gone bad a long time ago to
smell this badly. Inside the room you see 4
troglodytes staring at you curiously. Their
hands are filled with all sorts of food.

The troglodytes snuck in here in an attempt


to eat anything they can find and stomach. If
treated poorly they attack. If asked politely to
leave they do, as long as they get to keep the
rotten food. If the players refuse, they attack.

Battle Tactics: 3 of them attack with their


claw/claw/bite combo, while the 4th
attempts to do a Str contest with a player
with the biggest metal melee weapon to
take it from him. If he succeeds, he fights
with it for the rest of the battle. Everyone
fights to the death. Dont forget their stench
ability.
That is the end of this tunnel. A successful
DC20 Intelligence (Investigation) check would
reveal that one of the rocks on the wall can
be removed to reveal a hole, inside of which
there is a pair of fine set of silverware worth
15 gp.

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4. First Mining room


This used to be where they started mining the
metal out, but they have moved on since.
Upon entering the room, please read:
The rail continues downwards towards 2
directions, a West and a Northwest one.
Both are steadily declining. You can see a
couple of picks and hammers here but they
are for the most part corroded. There are 2
corroded wagons, one on each rail.

Inside each wagon there is a Rust monster (so


total 2), which attacks when characters
approach the wagon. Determine surprise if
you feel like your players were super non
careful with it.
Battle Tactics: They flat out ignore
players who dont have metal on them
and go after the people with the metal
weapons and armors. They should
mostly use their antennae. A Rust
Monster who manages to get 1 antennae
attack in proceeds with bite attacks.
Rust Monsters arent picky when it
comes to metal, but I would target
shields and armor over swords most of
the time.
Nothing of significance is in this room.
Players noticing the rails will see that the
rails going towards the West tunnel are
significantly rustier than the ones with the
Northwest direction.

5. Dead body
You witness upon a horrific sight; 2
large Carrion Crawlers feasting on a
corpse. The body has been eaten
beyond recognition. They dont seem
to have noticed you.

If your players havent seen Carrion


Crawlers before, take your time to show
pictures and/or describe them. (A Carrion
Crawlers biggest weapon is their
appearance). They are too busy feasting on
the poor humanoid so players have a
chance to surprise by passing a DC11
Dexterity (Stealth) group check. If they fail
it, the Carrion Crawlers notice them and
attack in a hungry rage.
Battle Tactics: Have them climb the
ceiling with spider walk and attack from
there. It has a reach of 10ft which means
it can melee the characters with its
tentacles while most characters cant
attack it with melee. If a character is
poisoned at the start of a Carrion
Crawlers turn, it climbs back down and
uses its tentacles attack on the others
while it bites the poisoned player.
The tunnel keeps going west downhill. The
dead guy is a thief who attempted to sneak
inside and snatch whatever valuable he
may find but he met his ultimate demise in
the face of the Carrion Crawlers. The boots
he is wearing Boots of Elvenkind.

--Northwest direction

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6. Bat infested room


Other than a few corroded hammers here
and there, the room is empty. The tunnel
keeps going Northwest, but it stops going
downhill. After this room, the tunnel
seems to be splitting in 2 directions, one
stopping to a firmly shut door, while the
other one doesnt seem to have a door.
The rails continue towards the tunnel
without the door.
This rooms ceiling is swarming with bats. If
the characters attempt to look inside the
room, tell them they notice what appears to
be small animal feces on the ground. If they
look up they will see the swarm of bats
sleeping above them.
If they enter the room with a source of light,
the bats wake up and attack. The players
must succeed on a DC10 Dexterity
(Stealth) check to avoid waking the bats
up. If they do wake up, they attack. Instead
of starting a combat, use the swarm of bats
stat block to make a single attack roll for
each player, as the swarm wakes up and
flees out of the mine. No initiative is needed
since they flee immediately, they just bite
once on their way out.

The papers are about the mining


procedures used, but if a person carefully
goes through the papers and succeeds on a
DC15 Intelligence (Investigation) check,
he will find an envelope containing love
letters between Bhamir and the mayors
wife. Nothing else of significance is in this
room.

A Mimic

8. Mimic room
This is where the rail ends. You dont see
mining tools around here so this doesnt
appear like a main mining site. What you
do see is that at the back of the room there
are 2 showcases, inside of which there are
2 polished axes. This is the first time you
see a metal object not rusty in here since
the entrance.

Nothing of significance is in this room.

7. Bhamirs office.
The firmly shut door is locked. Unlocking it
would require a DC17 Dexterity check
with thieves tools. Upon entering, read:
This room appears to be used as an office.
A big wooden desk and 2 chairs are
standing in the middle of this room. The
desks surface is filled with poorly
organized papers. Otherwise the room is
empty.

The 2 showcases are 2 Mimics. They


understood that the Rust Monsters are
interested in metal looking objects so they
transformed themselves as iron axes to lure
them close. They attack as soon as the
characters touch them.
Battle tactics: Straight forward,
pseudopod to grapple with the adhesive
trait then use bite attacks. They fight to
the death.

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The room has nothing of significance. The


dwarves started mining here but they
realized low potential so they abandoned
this site and moved to 12.

their queen. If they do, the inhabitants of


Room 11 (3 more rust monsters and a
Rust Monster Queen) come in on room
10 and attack at the start of the 7th turn.

--West Tunnel after room 4.

A successful DC 16 Intelligence
(Investigation) check while the players are
searching on the walls will reveal an
amethyst gem worth 30gp.

9. Rusty Bridge
The rails follow the tunnel into a
downwards slide that goes over a bridge.
There seems to be a 30ft wide 40ft deep
chasm and a bridge was built for the rails
to go over. The tunnel continues West and
downwards.
The bridge is made of metal, and has been
eaten by the Rust Monsters. The first
player who will attempt to pass through it
wil make the bridge collapse. Have him roll
a DC17 Dexterity Saving Throw to hang
on to the edge as the bridge crumbles to the
ground. Failure to do so means that the
character takes 4d6 bludgeoning damage
from the fall, landing prone. It should be a
fairly easy climb back up.

10.

Rust Monster Infection

The rails keep getting rustier and rustier


while entering this room. Lots of mining
tools are around the sturdy stone walls
of the room, among of which 4 Rust
Monsters are lurking.

The Rust Monsters attack upon sight.

11. Rust Monster Queen Room


If the monsters are still in this room and
were not alerted, please read:
There are 4 Rust Monsters in this room,
but one of them seems significantly larger
than the rest. It sits in the middle of the
room while the other 4 seem to be
bringing it pieces of metal. They dont
seem to have noticed you.
They can attempt to surprise with a
successful DC 15 Dexterity (Stealth)
check.
Battle Tactics: Same as before. If will try
to block the way towards their queen
and attack who poses as a threat to her.
Rust Monster Queen uses her breath
weapon towards the guy who doesnt
have metal armor, then attacks normally
out of instinct. Everyone fights to the
death.
If the monsters were alerted and the room
is empty and describe a floor covered with a
weird rusty brown slime.

12.

Egg Hatchery Room

Battle Tactics: They again ignore players


with non-metal gear and aim for the
armor/shields/weapons with their
antennae, then bite. 3 turns in, if any is
still alive, they start squeaking to alert

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One large stalactite dominates the


area as you stumble upon the largest
room you have yet seen in this mine.
This is definitely the main mining site
as you can see the makeshift ladders
and tools left throughout the room.
Right now the room emits an off odor
as you see the floor filled with what
appears to be hundreds of rusty
brown eggs.

Conclusion.

The height of this room is at 20ft.

If the characters tell the dwarves that there


was a roper in the mine and they killed it,
have the dwarves check the corpse and
come back to tell them that it was just a
baby roper, the adults are much stronger
and meaner than that. Given that even so,
the encounter should have posed a serious
threat to the party, this will instill fear in
their hearts, and you can have a nice roper
sequel in your adventure later down the
road.

This is where the Rust Monsters lay their


eggs. There are hundreds of them and they
need to be destroyed. That is not the only
problem in this room however. The
stalactite is a Roper Infant (Roper from the
MM with an AC of 19 instead of 20, reduced
HP from 11d10 to 7d10, and nerfed to hit
bonus from +7 to +5). It attacks as soon as
someone gets close, or if they make too
much ruckus destroying the eggs.

With the dungeon clear of all forms of


monsters, the dwarf pays the characters
with relief. The dwarves hold a drunken
feast with lots of ale to celebrate the
reopening of the mine, with the characters,
of course, invited as guests of honor. If the
players left a monster inside the Mine have
a dwarf wander off into the mine, then hear
screams as they see him running for his life
with the monster after him.

Battle Tactics: It doesnt move and stays


to the ceiling. Its tentacles have a reach
of 50ft so they can get anyone in the
room, and it then reels and bites
grappled characters, holding them in the
air. It fights to the death.
A successful DC13 Wisdom (Medicine)
check would reveal that a Ropers digestive
juices are valuable amongst alchemists,
who use it as a solvent. Ropers can digest
anything except for gemstones, platinum,
and magic items, so if they open up his
insides they will find a diamond worth
100gp. Alternatively, roll an uncommon
magic item.

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Appendix A: Monster List

The target can repeat the saving throw at the end of


each of its turns, ending the poison on itself on a
success.

Carrion Crawler (MM pg37)

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


target. Hit: 7 (2d4 + 2) piercing damage.

Mimic (MM pg220)


Medium monstrosity (shapechanger), neutral
Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 15ft.

STR 17 (+3) DEX 12 (+1) CON 15 (+2)


INT 5 (- 3) WIS 13 (+1) CHA 8 (- 1)

Large monstrosity, unaligned


Armor Class 13 {natural armor)
Hit Points 51 (6d10 + 18)
Speed 30ft., climb 30ft.
STR 14 (+2) DEX 13 (+1) CON 16 (+3)
INT 1 (- 5) WIS 12 (+1) CHA 5 (- 3)
Skills Perception +3
Senses darkvision 60ft., passive Perception 13
Languages Challenge 2 (450 XP)
Keen Smell. The carrion crawler has advantage on
Wisdom (Perception) checks that rely on smell.
Spider Climb. The carrion crawler can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.
ACTIONS
Multiattack. The carrion crawler makes two attacks:
one with its tentacles and one with its bite.
Tentacles. Melee Weapon Attack: +8 to hit, reach 10ft.,
one creature. Hit: 4 (1 d4 + 2) poison damage, and the
target must succeed on a DC 13 Constitution saving
throw or be poisoned for 1 minute. Until this poison
ends, the target is paralyzed.

Skills Stealth +5
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60ft., passive Perception 11
Languages Challenge 2 (450 XP)
Shapechanger. The mimic can use its action to
polymorph into an object or back into its true,
amorphous form. Its statistics 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.
Adhesive (Object Form Only). The mimic adheres to
anything that touches it. A Huge or smaller creature
adhered to the mimic is also grappled by it (escape DC
13). Ability checks made to escape this grapple have
disadvantage.
False Appearance (Object Form Only). While the mimic
remains motionless, it is indistinguishable from an
ordinary object.
Grappler. The mimic has advantage on attack rolls
against any creature grappled by it.
ACTIONS
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If
the mimic is in object form, the target is subjected to
its Adhesive trait.

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


target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)
acid damage.

Roper Infant (MM pg 261/tweaked)

Multiattack. The roper makes four attacks with its


tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft ., one
target. Hit: 17 (3d8 + 3) piercing damage.
Tendril. Melee Weapon Attack: +5 to hit, reach 50 ft.,
one creature. Hit: The target is grappled (escape DC 13).
Until the grapple ends, the target is restrained and has
disadvantage on Strength checks and Strength saving
throws, and the roper can't use the same tendril on
another target.
Reel. The roper pulls each creature grappled by it up to
25 feet straight toward it.

Rust Monster (MM pg262)


Large monstrosity, neutral evil
Armor Class 19 (natural armor)
Hit Points 71 (7d10 + 33)
Speed 10ft., climb 10ft.
STR 16 (+3) DEX 8 (- 1) CON 17 (+3)
INT 7 (-2) WIS 16 (+3) CHA 6 (-2)
Skills Perception +6, Stealth +5
Senses darkvision 60ft., passive Perception 16
LanguagesChallenge 4 (1,100 XP)
False Appearance. While the roper remains motionless,
it is indistinguishable from a normal cave formation,
such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils
at a time. Each tendril can be attacked (AC 20; 10 hit
points; immunity to poison and psychic damage).
Destroying a tendril deals no damage to the roper,
which can extrude a replacement tendril on its next
turn. A tendril can also be broken if a creature takes an
action and succeeds on a DC 15 Strength check against
it.
Spider Climb. The roper can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
ACTIONS

Medium monstrosity, unaligned


Armor Class 14 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 40ft.
STR 13 (+1) DEX 12 (+1) CON 13 (+1)
INT 2 (-4) WIS 13 (+1) CHA 6 (-2)
Senses darkvision 60ft., passive Perception 11
LanguagesChallenge 1/2 (100 XP)
Iron Scent. The rust monster can pinpoint, by scent,
the location of ferrous metal within 30 feet of it.
Rust Metal. Any non-magical weapon made of metal
that hits the rust monster corrodes. After dealing
damage, the weapon takes a permanent and
cumulative -1 penalty to damage rolls. If its penalty
drops to -5, the weapon is destroyed. Non magical
ammunition made of metal that hits the rust monster
is destroyed after dealing damage.
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.
Antennae. The rust monster corrodes a non-magical
ferrous metal object it can see within 5 feet of it. If the
object isn't being worn or carried, the touch destroys a

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10

1-foot cube of it. If the object is being worn or carried


by a creature, the creature can make a DC 11 Dexterity
saving throw to avoid the rust monster's touch.
If the object touched is either metal armor or a metal
shield being worn or carried, its takes a permanent and
cumulative -1 penalty to the AC it offers. Armor
reduced to an AC of 10 or a shield that drops to a +0
bonus is destroyed. If the object touched is a held
metal weapon, it rusts as described in the Rust Metal
trait.

object isn't being worn or carried, the touch destroys a


1-foot cube of it. If the object is being worn or carried
by a creature, the creature can make a DC 11 Dexterity
saving throw to avoid the rust monster's touch.
If the object touched is either metal armor or a metal
shield being worn or carried, its takes a permanent and
cumulative -1 penalty to the AC it offers. Armor
reduced to an AC of 10 or a shield that drops to a +0
bonus is destroyed. If the object touched is a held
metal weapon, it rusts as described in the Rust Metal
trait.

Rust Monster Queen (Homebrewed)

Swarm of Bats (MM pg337)

Large monstrosity, unaligned


Armor Class 16 (natural armor)
Hit Points 36 (7d8 + 5)
Speed 40ft.

Medium swarm of Tiny beasts, unaligned


Armor Class 12
Hit Points 22 (Sd8)
Speed 0 ft., fly 30ft.

STR 15 (+2) DEX 12 (+1) CON 13 (+1)


INT 2 (-4) WIS 13 (+1) CHA 6 (-2)

STR 5 (-3) DEX 15 (+2} CON 10 (+0)


INT 2 (- 4 ) WIS 12 (+1) CHA 4 (-3)

Senses darkvision 60ft., passive Perception 11


LanguagesChallenge 1 (200 XP)

Damage Resistances bludgeoning, piercing, slashing


Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses blindsight 60ft., passive Perception 11
Languages Challenge 1/4 (50 XP)

Iron Scent. The rust monster can pinpoint, by scent,


the location of ferrous metal within 30 feet of it.
Rust Metal. Any non magical weapon made of metal
that hits the rust monster corrodes. After dealing
damage, the weapon takes a permanent and
cumulative -1 penalty to damage rolls. If its penalty
drops to -5, the weapon is destroyed. Non magical
ammunition made of metal that hits the rust monster
is destroyed after dealing damage.
ACTIONS
Acid Breath (Recharge 5-6) The Rust Monster Queen
exhales acid in a 20-foot line that is 5 feet wide. Each
creature in that line must make a DC 13 Dexterity
saving throw, taking 14 (4d6) acid damage on a failed
save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 2) piercing damage.

Echolocation. The swarm can't use its blindsight while


deafened.
Keen Hearing. The swarm has advantage on Wisdom
(Perception) checks that rely on hearing.
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 bat. The swarm
can't regain hit points or gain temporary hit points.
ACTIONS
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft. , one
creature in the swarm 's space. Hit: 5 (2d4) piercing
damage, or 2 (1d4) piercing damage if the swarm has
half of its hit points or fewer.

Antennae. The rust monster corrodes a non-magical


ferrous metal object it can see within 5 feet of it. If the

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11

Troglodyte (MM pg290)


Medium humanoid (troglodyte), chaotic evil
Armor Class 11 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 30ft.

Appendix B: Magic Items


Boots of Elvenkind

STR 14 (+2) DEX 10 (+0) CON 14 (+2)


INT 6 (-2) WIS 10 (+0) CHA 6 (-2)
Skills Stealth +2
Senses darkvision 60ft., passive Perception 10
Languages Troglodyte
Challenge 1/4 (SO XP)
Chameleon Skin. The troglodyte has advantage on
Dexterity (Stealth) checks made to hide.

Wondrous item, uncommon

Stench. Any creature other than a troglodyte that


starts its turn within 5 feet of the troglodyte must
succeed on a DC 12 Constitution saving throw or be
poisoned until the start of the creature's next turn. On
a successful saving throw, the creature is immune to
the stench of all troglodytes for 1 hour.

While you wear these boots, your steps make no sound,


regardless of the surface you are moving across. You
also have advantage on Dexterity (Stealth) checks that
rely on moving silently.

Sunlight Sensitivity. While in sunlight, the troglodyte


has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Wand, rare

Wand of Stone
This wand has 6 charges. Expend charges to cast the
following spells:

ACTIONS
Multiattack. The troglodyte makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.

Magic Stone (1 Charge) +3 for damage modifier


Meld Into Stone (3 Charges)
Stoneskin (4 Charges)
The wand regains 1d4+2 charges at dawn. If you
expend the wand's last charge, roll a d20. On a 1, the
wand crumbles into sand and is destroyed.

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


target. Hit: 4 (1d4 + 2) slashing damage.

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