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Level 8: deadly boss threat Boss Room

Enchanter + thug Mage Room


CR 2 cap + 4 x 1= harder PATROL
CR 3 arch + 2 x 1 = hard PATROL
CR 2 cap + 2 x 1 = medium PATROL
CR 1 WALL LOOK-OUT
Bandit COMMONER

Goliath Musketeer
Armor Class 16
Hit Points 65
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+O) +4 +3 0 +1 0
Skills Acrobatics +6, Perception +5
Senses passive Perception 15
Challenge 3 (700 XP)

Goliath Coolnes: roll d12 + con for less damage


Archer's Eye (3/Day). As a bonus action, the archer can
add ldlO to its next attack or damage roll with a longbow
or shortbow.
ACTIONS
Multiattack. The archer makes two attacks with its longbow.
Shortsword. Melee Weapon Attack: +6 to hit, reach S ft., one
target. Hit: 7 (ld6 + 4) piercing damage.
Musket. Ranged Weapon Attack: +6 to hit, range 200/800 ft.,
one target. Hit: (ld10 + 4) piercing damage.

Goliath Thug
Armor Class 15
, Hit Points 40
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 0 +2 0 0 0
Skills Intimidation +2
Challenge 1 (200 XP)

Goliath Coolnes: roll d12 + con for less damage


Pack Tactics. The thug has advantage on an attack roll against
a creature if at least one of the thug's allies is within 5 feet of
the creature and the ally is n't incapacitated.

ACTIONS
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage.
Musket. Ranged Weapon Attack: +2 to hit, range
200/800 ft., one target. Hit: d12 piercing damage.
Reload 2, misfire 2

Goliath BANDIT CAPTAIN


Armor Class 15
Hit Points 56 (10d8 + 20)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) +3 +2 +2 0 +2

Saving Throws Str +4, Dex +5, Wis +2


Skills Athletics +4, Deception +4
Challenge 2 (450 XP)
Goliath Coolnes: roll d12 + con for less damage
ACTIONS
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes
two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Pistol Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d6 + 3) piercing damage.
Reload: 3, misfire 1

Reaction
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker
and be wielding a melee weapon.

Goliath ENCHANTER
Armor Class 12 (15 with mage armor)
Hit Points 60 (9d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
9 {-1) +2 0 +3 +1 0
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Challenge 5 (1,800 XP}
Spellcasting. The enchanter is a 7th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks}. The enchanter has the following wizard
spells prepared:
Cantrips (at will):firebolt, mage hand, mending, message
1st level (4 slots): charm person,* mage armor, magic missile
2nd level (3 slots): hold person,* invisibility, suggestion*
3rd level (3 slots}:firebal1, haste, tongues
4th level (3 slots): dominate beast,* stoneskin
*Enchantment spell of 1st level or higher
ACTIONS
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (ld6 -1) bludgeoning damage, or 3 (ld8-1)
bludgeoning damage if used with two hands.
REACTIONS
Metamagic: cast extra cantrip
Goliath Coolnes: roll d12 + con for less damage

Goliath BLACKGUARD
Armor Class 18 {plate)
Hit Points 142
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 0 +4 0 +2 +2
Saving Throws Wis +5, Cha +5
Skills Athletics +7, Deception +5, Intimidation +5
Senses passive Perception 12
Challenge 8 (3,900 XP)
Spellcasting. The blackguard is a 10th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit with
spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, protection from evil and good,
thunderous smite
2nd level (3 slots): branding smite,find steed
3rd level (2 slots): blinding smite, dispel magic
ACTIONS
Multiattack. The blackguard makes three attacks with its glaive
or its shortbow.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 9 (ldlO + 4) slashing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
one target. Hit: 5 (ld6 + 2) piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). The
blackguard exudes magical menace. Each enemy within 30 feet
of the blackguard must succeed on a DC 13 Wisdom saving
throw or be frightened for l minute. If a frightened target ends
its turn more than 30 feet away from the blackguard, the target
can repeat the saving throw, ending the effect on itself on
a success.

BANDIT
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30ft.
STR DEX CON INT WIS CHA
0 +1 +1 0 0 0
Challenge 1/8 (25 XP)
ACTIONS
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one'
target. Hit 1d4 + 1 slashing damage.
PP 10
PP 15 hard patrols (All patrols +2, other NPC's take them out)

3 speciale
2 bij deur Silent Lightning
8 thugs op muren
2 thugs bij Kruithuis
2 thugs bij gevangenis
6 thugs op boot
1 harder patrol (5)
2 hard patrols (6)
3 medium patrols (9) (one outside of fort)
Minstens 7 thugs in slaapruimte

Every figt: 1 thug enters after 2 turns, then 3 etc.

Patrol outside of fort


During day: 70% chance, 40% chance during night
PP 8, kloten. PP 10, no sight when without light.
Perc. Check, nat. check. When stealthing
Perc check under 13: deadly snake.
Nature check 10: poisonous snake
15: Very deadly, don't scare it
20: 1 exhaustion point per hour

Kitchen
5 commoners, allemaal pacha.
Doen vriendelijk, insight 13 is genoeg om te zien dat ze nerveus zijn. Als er één weg komt, wordt
enkele minuten later de alarmklok geluid.

Boss-Room
Kasten vol met scrolls, bevatten allemaal info. Een havik voor het vervoeren van berichten.
Silent Lightning grote Goliath, oud, gekromde hoorns. Praat veel tijdens het vechten, praat
eventueel vooraf om een inschatting van zijn tegenstanders te maken,
Twee guards voor de deur

Cellblock
6 commoners die gebrainwashed worden. 1 is ver heen en verraadt de PC's als ze hem bevrijden.
Jan, Piet, Joris, Corneel, Coen, Hendrik (Hendrik gek)
Overige kunnen gered worden of gebruikt worden als afleiding. Kunnen ook mee, maar zijn geen
vechtersbazen en sterven snel; bovendien niet geweldig in sluipen.
2 guards, waarvan 1 3 keer cure wounds en sacred flame.
Rampards
4 cannons, gericht op havenmond.
Inv. 25: genoeg om sabotage-manier uit te leggen (stenen in slagpen)
Inv 20: uitleggen mechanisme
Twee tonnen buskruit op rampard, cannons op verrijbare houten standaards.
Geen vaste bewaking, regelmatige patrol.
Één van de alarmbellen, kan simpel gesaboteerd worden (inv14)

Eat/relax-room
Empty, except on morning and evening.
Then: 22 Goliath in shifts in Eat/relax room

Bunk-hall
7 Goliath aan het slapen overdag (all thugs)
Night: +2 gevangenis, 2 hard patrols

Kruithuis
Genoeg buskruit voor enorme explosie.
Alles in straal van 50 feet dood
50 tot 150 feet: dex save: 10d10 damage or half
Daarbuiten safe.

Twee wachttorens vooraan


Alarmklokken + thug.

Forge
Toren andere kant kruithuis, toegang tot water.
1 Thug

Walls
180 feet, loopt schuin om court te creëren
Bovenverdieping en overdekte verdieping, met schietgaten op court.

Court
90 tot 220 feet

Get in
Sluip rond muur, langs water: all stealth check of 16
Klim over muur: als goed gedaan stealth of 10, anders stealth of 16
Raam bij achtergang gebouw, loopt patrol.

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