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Published by Ivan Garcia Aguirre, 2019-12-18 00:36:46

Phandelver the Drow Necromancer

Lost_Tales_of_Phandelver_I_The_Drow_Necromancer

Keywords: Phandelver Lost Mine Drow Necromancer

Lost Tales Of Phandelver I

The Drow Necromancer

Introduction: This is a complementary adventure for the Lost Mine of
Phandelver boxed set. It introduces a second level, inhabited by a
Drow Necromancer underneath the Cragmaw Hideout.

A 4-hours adventure for 4 1st-3rd level characters

By Giulio Frandi

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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INTRODUCTION Following Klarg’s suggestion. If the PCs threaten to
the Cragmaw Hideout leader’s life or are willing to
I’m from a family of bankers and businessmen, parlor with him, he could direct them to face the
and here I am, the artist, the black sheep. necromancer, hoping that at least one of the two
parties will get away from his path. What Klarg will
—Matthew Quick hint to the party depends on its motivations and
could, for example, include:
This adventure is conceived as an expansion
describing a new level of dungeons underneath  Heroism. “We are forced to attack humans
“Cragmaw Hideout” from “Lost Mine of because of the evil necromancer here-
Phandelver”. It assumes that the Black Spider has below who continually ask for new, fresh
put a cousin of his in charge of overseeing the bodies.”
humanoids operations of the Cragmaw Hideout.
This drow, named Sarith, is a necromancer and an  Greed. “I’m only a sidekick, the real master
artist. In reality, he is more interested in his own of this place lies underneath. He is a
activities than in the overall plot of his cousin and powerful sorcerer and he surely has a great
is quietly pursuing his hobbies while living magical treasure.”
underneath the goblin caves.
You can, of course, use any other argument that
Running the adventure you, as the DM, will feel as motivating for your
players.
This adventure could be useful if:
Prisoners of the Drow. If the PCs are all made
 Your party is under or over staffed in unconscious during their exploration of the
comparison to the usual 4 – 6 PCs and you “Cragmaw Hideout” section of “Lost Mines of
wish for them to acquire more experience Phandelver”, they could be made prisoners of the
before reaching Phandalin and face the drows. You can then either run the encounter set
Redbrand Ruffians. in “Velkynvelve” from the product “Out of the
Abyss” or imagine that the humanoids from above
 You have already played the introductory believed them dead and traded their remnants
module and you wish to give it a different with Sarith. In this case, their bodies will be
twist for more re-playability. dumped in area #3b of this product where they will
eventually awake.
 You don’t like one of the encounters of
“The Spider’s Web” section of the Working for Sister Garaele. If your party
introductory module and you prefer to overlooked the existence of the second level of this
substitute it with this one dungeon or choose not to explore it, you can send
them back here as envoys of Sister Garaele who,
This module should also be generic enough to during one of her elven trances, could have had a
allow you using it in another setting or as a side- vision about “A terrible and dark danger
trek for your own campaign. underneath the goblin tribe”. In this case, her
preference will be to ask for help to PCs who are
Adventure Hooks already Harpers or to those who show the
potential to become such. If you use this Hook, do
Exploring Cragmaw Hideout. The PCs could not forget to increase the party renown among the
discover a passage leading from area #7 of secretive faction.
“Cragmaw Hideout” from “Lost Mine of
Phandelver” to area #1 of this product and decide
to explore it.

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Agatha’s Lair revisited. In the original boxed set, What Sarith Knows
Sister Garaele assigns a mission to the party:
finding a poltergeist named Agatha, offering her a Sarith can reveal these clues:
small gift and retrieving an important bit of
information. No map is provided for this encounter  The local goblin leader is a bugbear named Klarg
which is otherwise set in a location quite far away but he reports to a greater authority, called king
from Phandalin. An alternative approach could be Grol, who resides in Cragmaw Castle
to set the encounter with the named undead into
these dungeons, for example in area #4b. Apart  Cragmaw castle is about twenty miles northeast of
from this, you can easily run the encounter as the Cragmaw hideout
described in the corresponding section of the
boxed set adventure. Sarith will not voluntarily reveal any information
about the Black Spider and, if asked he will feign
Changes to the Original not being involved in humanoids politics and not to
Product know him. His lies being supported by his evident
interest in art and necromancy, the DC 20 Wisdom
Goblins’ attitude to Sarith. Sarith being very (Insight) check to discover it is quite difficult. If the
reclusive and the average lifespan of a goblin being PCs nevertheless manage to discover his bluff, he
quite short, most of the critters don’t even know will reluctantly admit that a cousin of him, named
that he exists. the Black Spider, is searching a magic mine known
to be located around Phandalin. He will then state
Yeemik’s attitude to Sarith. The Cragmaw Hideout that he does not know much more and this is true.
second in command has only one dream, killing
Klarg and taking over as the sole leader of this Kudos
outpost. For a while, he toyed with the idea of
allying with the drow, only to discover that the The map in Appendix I is kindly provided by
necromancer has no interests in humanoid politics. Jonathan Roberts. You are warmly invited to see
Since then, Yeemik has almost forgotten the mage more of his art in www.fantasticmaps.com.
existence. The background filigrane Texture is made by
[email protected]. The template by
Klarg’s attitude to Sarith. At the beginning the William Tian.
Cragmaw Hideout Leader resented the presence of
the necromancer, fearing that he could be required The idea of having a necromancer as a second level
to bow to his willing. Having noticed that the drow of evil underneath the humanoids comes from
hardly interferes with his command, Klarg is quite module B11 – King’s Festival by Carl Sargent. Many
happy with the status quo and went back to the thanks to him for having introduced the character
habit of reporting directly to King Grol. If the PCs of Petrides, a minor arch-foe for many of my
threaten to his life or are willing to parlor, Klarg campaigns.
could direct them to face the necromancer with
whatever excuse seems fitter. The idea of characterizing a NPC Necromancer as
an Artist dissecting cadavers came to me after
Area #7. If the PCs empty one of the Pool of having read “The Agony & the Ecstasy” by Irving
Waters in this part of the dungeon, they will Stone, a fine novelization of Michelangelo’s life.
discover a lateral passage, initially completely and
now only partially submerged. If the PCs crawl Finally, a special thanks to DM Agathokles who has
through this passage, they will reach area #1 of this so often nourished my passion for RPGs and to all
product. the friends he assembles around his playing table.

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CRAGMAW HIDEOUT - LEVEL II

If we have been pleased with life, we should 1. Waterfall
not be displeased with death, since it comes
from the hand of the same master This subterranean stream of water connects to
Area #7 of the Cragmaw Hideout from “Lost Mines
—Michelangelo of Phandelver”. If the PCs empty one of the Pool of
Waters in that part of the dungeon, they will
The Necromancer Studio discover a lateral passage, initially completely and
now only partially submerged.

General Features Now that the pool of water is emptied, you notice
a lateral passage through with the water can flow
Ceilings are very high from area #2 to #5 and only down in the dark. Previously it was completely
15ft tall from area #6 to #9. In area 1, characters submerged, now you should be able to crawl
have to crawl, immersed into water up to their through it on your four limbs because, despite the
belly. low ceiling, the water reaches only underneath
your belly. The riverbed is littered with a
Light is not present in these caves. Sarith having luminescent mold.
very good darkvision, he has no need for it. The
same applies to his undead minions. During the The luminescent mold is a fungus that Sarith uses
day, external, natural light filters up to area 5a. to prepare his colors. It could frighten the PC but it
However, please not the effect of the luminescent is innocuous. If the PCs follow this passage, they
fungi pigments emanating from Sarith workings. will reach a ledger.

Sarith’s Artworks, disregarding that they are After a while, the subterranean river reaches a
paintings or sculptures, are covered with a ledger and then falls down for some 20 feet in a
luminescent painting made from an underdark huge cave that, in the darkness, you can only
specimen of fungi known only to the drow. For this partially discern.
reason they emanate dim light as far as 5ft from
each of them. Climbing down the wall near the fall is possible but
difficult because it is slippery and count as difficult
Sound is muffled by the waterfall in areas #2 & #3. terrain, dividing the movement rate of a PC by 3.
Sarith being quite distract and focused only on his For each round spent climbing, a PC has to succeed
researches and art it is also unlikely that he hears a Strength (Athletics) DC 10 check. Failure implies
the PCs until they are very close to him. falling from halfway the hero’s movement.
Example: a PC with a movement of 30 will have to
The Stream is only slightly more than one foot try a first check in order to descend 10 feet. If he
deep in area #1, but the cave around it is very low, fails, he will fall for 20-(30/3)/2 = 15 feet. If he
so the PCs will have to crawl to get through this succeed, he will be 20-(30/3) = 10 feet above
passage. This subterranean stream of water ground. With a second successful check he will
connects to Area #7 of the “Cragmaw Hideout” touch the cavern floor. If the second check will be a
from “Lost Mines of Phandelver”. If the PCs empty failure, he will fall for 10-(30/3)/2 = 5 feet. A
one of the Pool of Waters in that part of the character that slips, get hurts for 1d6 hp of
dungeon, they will discover a lateral passage, bludgeoning damage and ends up in Prone
initially completely and now only partially condition.
submerged.

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Using a rope greatly enhances a PC’s chance of 3a. The Master’s Studio
descending this vertical wall because this approach
would not count as difficult terrain and thus the An incongruous view opens before you in this
movement ratio in feet is only halved. area of the cave: this is an artist studio, where
some gifted master is crafting impressive marble
A PC using a rope can easily cover most of the statues and paintings. You count several pieces of
vertical distance with only a successful check and art suggesting that a genius is at work here. They
then let himself fall for the small residual one. are all coated with an unknown layer of
Since Sarith can use his Misty Step spell to move luminescent painting, emanating some alien and
from one level of the fall to the other without risk disturbing dim light.
and he gives a lot of value to his privacy, he has
never thought about setting up some facility to The most relevant pieces of art are:
ease the climb.
 a group of statues depicting a battle
2. To the underdark between drow and dwarves,

This cave is very big and is not lit. Characters with a  A large painting of Lolth feeding upon
lantern can see only 30ft in bright light and then gnomes,
another 30ft in dim light. Even elves with
Darkvision can see only 60ft around them as if it  A small portrait of a drow matron,
were dim light. Unless they move around, the PCs  A very tall statue of a fierce female drow
can’t completely discern the whole size of this
grotto. clad in silver and translucent veils and
bearing many rings in each of her hands
A huge, natural, grotto extends in all directions all
around you. To the south and to the west, the wall The latter statue depicts Kiaransalee, the drow
closes it only some 20ft away from you but to the goddess of death. Any non-elf PC can recognize this
north you can’t see the end of it. A small shrine with a DC 15 Intelligence (Religion) Check. For
lies to your east in a natural enclosure separated elven PCs the check is easier (DC10).
from you of only around 30ft. Meanwhile, just in
front of you, the subterranean stream falls down Treasure
in a large fissure and continues toward the
underdark. The sound of the falls muffles the The portrait is the only piece of art that the party
noise you make in this area. can easily remove. It weights 10lbs and could be
sold for as much as 100 gold pieces to the right
If the PCs look above the ridge, they can see merchant in a big town. It is unlikely that a
another platform some 20ft below them. From merchant in a smaller one will trade it without
there, a narrow ledge disappears into the negotiating at least some discount (20% - the PC
Underdark. If the PCs wish to climb down and Charisma Modifier – 1d6).
reach out for it, this requires the same set of
checks described in the previous section. Development

Optional tie to Out of the Abyss If the PCs search the art pieces or if they take the
small portrait, a crawling claw will let itself fall
if you so wish, this ledge could connect with a from a stalactite in the ceiling and attack one of
passage leading to “Velkynvelve” from the product them. The area is not very well lit, for this reason,
“Out of the Abyss”. unless the PC declared that he was searching for
dangers and succeeded a DC15 Wisdom
(Perception) check or somebody in the party is
gifted with an exceptional Passive Perception of 15
or more, the little critter will easily surprise its
victim.

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3b. Shrine to Kiaransalee Development

If the PCs are brought here unconscious, when While the PCs are in this area a zombie will raise
they get up read to them: and attack them. The zombie, having to crawl over
several other corpses, loses automatically initiative
You regain consciousness and risk to faint out in the first round of combat. On the other hand,
immediately again. The overwhelming and fetid after another round of combat, two crawling claws
smell of death is all around you. You have been will come to its help and join the fight too. They
deposed among several dead and partially will surprise any PC with a Passive Perception of 15
mutilated corpses that are lying all around you in or less.
different states of decay. They are disposed
around a black altar where a hand wearing many Treasure
silver rings is carved and coated with a
luminescent pigment. If the characters decide to scavenge the dead
corpses searching for treasure, they have to pass a
Otherwise, read: DC15 Constitution Check or become sick
(poisoned). Every sick (poisoned) PC is given an
While approaching this section of the cave, the opportunity to become healthy again every
overwhelming and fetid smell of death following day by succeeding a new check. In case of
overreaches you. Subsequently, a disgusting new failure, each daily trial gives the PC a cumulative +1
view appears before your stupefied eyes: several bonus to the following attempt. Each PC
dead and partially mutilated corpses are amassed succeeding the check will find 3d6 GP. If three or
here, lying in this area in different states of decay. more PC (or if all of the PCs in a smaller group),
They are disposed all around a black altar where a succeed their check, one of them will also find a
hand wearing many silver rings is carved and ring of protection +1 on a cadaver strangely
coated with a luminescent pigment. seeming more preserved than the others ones
around it.
If the PCs risk approaching the altar, read aloud to
them: 4a. Pillar of History

On the altar, the body of a goblin is currently The main feature of this area of the grotto is a
under dissection. Several internal organs seem to huge pillar, going from floor to ceiling, probably
be missing. Even more disturbing, several others generated by a stalactite and a stalagmite which,
do not really seem of the right size in order to over the centuries, reunited themselves in an
belong to this horribly mutilated little corpse. unique mass. The artist who lives in this place took
advantage of this natural phenomenon and carved
This is both a shrine to Kiaransalee, the drow a majestic scene of bas-relief which, in spiral, goes
goddess of death, and Sarith’s personal dissecting all around the surface of the natural column. The
laboratory and morgue. Any non elf PC can carvings are coated with a luminescent pigment.
recognize the symbol as that of the elven deity Unfortunately, you can’t admire them in more
with a successful DC 15 Intelligence (Religion) detail because two mini-skeletons rise from the
Check. For elven PCs the check is easier (DC10). On floor and attack.
this altar, Sarith studies the cadavers brought to
him by Klarg minions and, sometimes, he With a DC10 Intelligence (Nature) Skill Check, a PC
reanimates them. A PC moving through the mass of could notice that these two small goblin skeletons
decaying corpses should be considered negotiating are probably evoked from the remnants of two
difficult terrain. goblins.

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Development Optional Encounter: Agatha’s Lair
In the original product “Lost Mine of Phandelver”,
After two rounds, the goblin skeletons from area sister Garaele assigns to the PCs a mission to deliver
#5a will join the fight too. If the PCs are successful, a small gift to a poltergeist named Agatha in order
they will be able to observe the pillar at ease. A to obtain an important piece of information. If you
successful DC15 Intelligence (Arcana History or so wish, you can substitute the original location of
Religion) will reveal that this is the founding myth the encounter with this one. Then, you can easily
of the elven religion, describing: run it as described in the corresponding section of
the boxed set, mission XP award included.
 the primordial fight between Corellon and
Gruush, causing the loss of his eye to this 5a. Guardpost
later one,
The entrance of this enormous grotto is an arched
 the elven split caused by Lolth and her passage some 25 feet high. Two diminutive
subsequent descent into the Abyss with skeleton warriors guard it.
her followers,
Trespassers of the entrance are attacked by the
 The outcasting of the elves from Arvandor two goblin skeletons.
and their newly acquired mortality,
Development
 The fleeing to the Feywild and the
subsequent elven diaspora throughout the After two rounds, two more goblin skeletons from
planes and the worlds, area #4a will join the fight.

 The life of the Drow in the underdark and Treasure
in the subterranean city of
Menzoberranzan If the PCs search the skeletons, they can find 2d4
copper pieces on each.
For elven PCs the check is easier (DC10).
5b. Entrance
Treasure
You face the entrance of a huge, dark cave. You
If the PCs search the skeletons poor remaining, will have to use some light source from here on.
they can find 2d4 copper pieces on each of them.
If the PCs did not already dispose of them, you can
4b. Blood War also continue:

The grotto ends here in a huge wall spanning Two small skeletons stand guarding it.
more than 20ft wide. It’s surface is entirely
decorated with frescoes showing Demons and PCs coming from inside the cave complex can
Devils fighting among themselves in an alien recognize their position (not to far from the
landscape. Between these majestic and tall figures, Cragmaw Hideout main entrance) by succeeding a
smaller ones are engaged in deadly combat too. DC10 Wisdom (Survival) check. If the party is here
Some of them seem humanoids, some other can’t at dawn or sunset, they will notice the swarm of
be described. bats from area #6 flying in or out for hunting.

A successful DC20 Intelligence (Arcana History or
Religion) will reveal that this fresco depicts the
blood war, an endless combat fought between
Devils and Demons in all the lower planes of
existence.

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6. Tribute to Drizzt Do’Urden Sarith Tactics

This lateral passage is guarded by a group of While coming here, Sarith will cast Mage Armor
marble statues depicting a drow with two upon himself, improving his AC to 15 for eight
scimitars and a panther fighting against a group hours. Unless the situation is clearly doomed, he
of evil orcs. All of them are coated with the usual will then cast Crown of Madness to the toughest-
luminescent pigment. You also notice that the looking PC who, unless he succeed a DC13 Wisdom
group of statue is covered by a thick layer of check, will have to fight on his side as long as Sarith
guano. is able to maintain concentration or up to one
minute. Subsequently, protected by his zombies,
A successful DC10 Intelligence (History) will reveal Sarith could also use Ray of Sickness for fighting
to the party that this is a tribute to the famous from afar or Vampiric Touch & Chill Touch if forced
dark elf outcast and hero of the north Drizzt in close combat. Sarith is a coward and, if the tides
Do’Urden. For elven PCs the check is easier (DC5). of combat turn against him, he will immediately
PCs warned by the guano and who take the time to cast Misty Step and teleport himself behind the
observe the ceiling, will notice a swarm of bats enemy lines. From there, he will raise his mage
resting above them. This will happen also to every robe and run as fast as he can to area #2 where,
PC with a passive wisdom greater than 10. If the with another Misty Step he will teleport himself
PCs are noisy, the bat will be disturbed and attack, into the underdark and will never come back.
otherwise, they will continue resting. Sarith, who
loathes (or, should we say envies?) the famous Discussing with Sarith
drow renegade put this group of statues here
exactly because he wanted to have it insulted by If the PCs manage to block Sarith from escaping or
the bats droppings. otherwise incapacitate him, he can easily be
threatened to speak in exchange for his life (See
7. Guard Post “what Sarith knows” in the Introduction chapter of
this module). Being a drow, if captured, Sarith will
Two decaying bodies stand on guard in this assume that his life to come will be one of slavery
chamber. As soon as they see you, they slowly rise and submission and thus will offer to the PCs his
and attack. services as a mage and an artist, hoping to have his
life spared and achieve some degree of value for
In this location, the party of PCs will have to fight them. If freed or delivered to the authorities, he
two Zombies, posted here by the evil drow will be very surprised and will think that the PCs
necromancer to guard the entrance to his private are feeble creatures. It is highly not recommended
rooms. to the party to keep the drow with them because
as soon as he can, he will try to escape and win
Development back his liberty, recurring to every possible tactics
to achieve his goal, including treachery, treason
When the party engages combat with the undead and murder. If an elf or a dwarf is in the party, a
of this room, Sarith, the Drow Mage successful wisdom (Insight) DC10 skill check will
(Necromancer) who animated them is resting in warn him of this risk. Other races have to roll
area #8, relaxing and studying his spell book. He against a DC15 target.
will hear the fight as soon as it starts and, from
there on, it will take him two rounds to come here Treasure
and assess the overall situation. Sarith, who never
leaves his spell book, will bring it with him. The PCs If Sarith is killed or otherwise incapacitated, the
will notice him casting spell with his right hand and party can take possession of his spellbook. It
holding it in the other one. contains all the spells listed in the NPC description.

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8. Necromancer Living The Drow Necromancer V1.1 9
Quarters

This cave is well furnished. A carpet, a sofa and an
engraved table of good quality decorate it. On the
walls, you can see three paintings, all luminescent
and very realistic.

The carpet and the table are engraved with
abstract motives. The paintings represent aspects
of drow life. They are all very cruel and realistic:

 A drow matron chastising myconides,
 A male drow surprising another one from

behind and cutting his throat,
 Slaves building a tower under the

supervision of a drow lady.
All the three paintings can be removed from this
location. Each of them weights 10lbs and could be
sold for as much as 100 gold pieces to the right
merchant in any major town. It is unlikely that a
merchant in a smaller one will trade them without
negotiating at least some discount (20% - the PC
Charisma Modifier – 1d6).

9. Necromancer Bed Chamber

The tunnels end here. It seems that the Drow
necromancer used to sleep here. You can see a
big bed, and a wardrobe. On one side of wall
there is a large desk full of small pots and colors;
all of them luminescent.

This is where Sarith used to rest and also where he
prepared his colors. The collection of pots weights
200lb and could be sold for as much as 500 gold
pieces to the right merchant in a big town. It is
unlikely that a merchant in a smaller one will trade
it without negotiating at least some discount (20%
- the PC Charisma Modifier – 1d6). Sarith will reveal
the secret of manufacturing his colors only if
threatened by the party. Even then, only an expert
succeeding at a DC20 Intelligence (Nature) skill will
understand how to replicate them. Furthermore,
this is made even more useless by the fact that the
main ingredient is the fungus of area #1 which dies
very quickly if exposed to air or light.

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APPENDIX I: MAP

Credits 1 Sq. equals 5 feet

Original Map Art by: Jonathan Roberts www.fantasticmaps.com
Red Numbers added by this Module
Author

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APPENDIX II: NPCS

Sarith Duskryn History
Drow Mage (Necromancer)
Sarith has always been an outcast in Drow society. Since he was
Medium Humanoid (Drow), chaotic evil a child, he shown no interest for the traditional qualities that
make a male drow useful for his matriarch. Instead, he
Armor Class 12 developed incredible unhealthy skills in drawing and sculpting.
Hit Points 27 (6d8) His perception among his peers improved a little when he
Speed 30 ft. started dissecting cadavers in order to improve his knowledge
of the living being bodies. Progressively, he accepted to study
STR DEX CON INT WIS CHA necromancy, an art which allowed him to pursue his artistic
9(-1) 14(+2) 11(+0) 17(+3) 12(+1) 12(+1) tastes and find a respectable place in drow society but never
felt at ease in the underdark echosystem. When his cousin
Saving Throw Int+5, Wis+3 Nezznar set off for the research of the Lost Mine of Phandelver
Skills Arcana+5, History+5 and offered Sarith to follow him, he gladly accepted. The black
Condition Immunities sleep Spider offered the artist to take a residence close to the
Senses Darkvision 120ft, passive Perception 11 goblinoids of Cragmaw tribe and asked him to oversee this part
Languages Common, Undercommon, Dwarvish, Elvish of his operations. Sick of the humanids, Sarith has found for
Challenge 2(450XP) himself a small network of ancient catacombs underneath
Cragmaw hideout where he pursue his old leisures: art and
Fey Ancestry. The Drow Mage (Necromancer) has advantage animating cadavers.
on saving throws against being charmed, and magic can't put
the Drow Mage (Necromancer) to sleep. Roleplaying Sarith

Innate Spellcasting. The Drow Mage (Necromancer) innate A part of the drow wonders if he shouldn’t try and assert
himself more on the humanoids. Another part thinks that it is
spellcasting ability is Charisma (spell save DC 12). It can innately not worth the effort and is happy with his current status. When
cast the following spells, requiring no material components: the characters invade the upper level of the Cragmaw Hideout,
he will do nothing to interfere or support the humanoid in the
 At will: dancing lights defense of their lair. After all the mother of the goblins is always
pregnant and a couple more corpses(human or goblinoids
 1/day each: darkness, faerie fire alike) could always come useful. If the PCs enter into his part of
the catacombs, he will reluctantly defend them by sending his
Spellcasting. The Drow Mage (Necromancer) is a 5th level undead minion. Only if the heroes really enter into his private
chamber he will confront them directly, always trying to put
spellcasters that uses Intelligence as Its spellcasting ability (spell some undead between him and the PCs and ready to cast
save DC13; +5 to hit with spell atacks). The Drow Mage knows ‘Misty Step’ and run away if in danger.
the following spells from the wizard's spell list:

 Cantrips (at will): chill touch, mage hand, faerie fire,
mending

 1st Level (4 slots): false life*, mage armor, ray of sickness

 2nd Level (3 slots): crown of madness, ray of
enfeeblement, misty step

 3rd Level (2 slots): animate dead*, vampiric touch*

Grim Harvest. When a Drow Mage (Necromancer) kills a
creature that is neither a construct nor undead with a spell of
1st level or higher, the Drow Mage (Necromancer) regains hit
points equal to twice the spell's level or three times If it is a
necromancy spell.

Actions

Quarterstaff. Melee Weapon attack: +1 to hit, reach 5ft, one
target. Hit: 3 (1d8-1) bludgeoning damage.

Drow Mages (Necromancers) hunger for arcane power and
dwell in isolated places, where they can perform terrible
magical experiments without interference.

Not for resale. Permission granted to print or photocopy this document for personal use only. The Drow Necromancer V1.1 11

APPENDIX III: MONSTERS

Crawling Claw Swarm of Bats

Tiny undead, neutral evil Medium swarm of Tiny beasts, unaligned

Armor Class 12 Armor Class 12
Hit Points 2 (1d4) Hit Points 22 (5d8)
Speed 20ft., climb 20ft. Speed 0ft, fly30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5(-3) 10(+0) 4(-3) 5(-3) 15(+2) 10(+0) 2(-4) 12(+1) 4(-3)
13(+1) 14(+2) 11(+0)

Damage Immunities poison Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, exhaustion, poisoned
Turn Immunity The claw is immune to effects that turn undead Condition Immunities charmed, frightened, paralyzed, petrified,
Senses Blindsight 30ft, passive Perception 10 prone, restrained, stunned
Languages understands Common but can’t speak Senses blindsight 60ft, passive Perception 11
Challenge 0(10XP) Languages -
Challenge 1/4(50XP)
Actions
Echolocation. The Swarm can't use its blindsight while deafened.
Claw. Melee Weapon attack: +3 to hit, reach 5ft, one target. Keen Hearing. The swarm has advantage on Wisdom (Perception)
Hit: 3 (1d4+1) bludgeoning or slashing damage (claw’s choice). checks that rely on hearing.
Swarm. The swarm can occupy another creature's space and vice
Goblin Skeleton versa, and the swarm can move through any opening large
enough for a Tiny bat. The swarm can't regain hit points or gain
Medium undead, lawful evil temporary hit points.

Actions

Bites. Melee Weapon attack: +4 to hit, reach 5ft, one creature in
the swarm space. Hit: 5 (2d4) piercing damage or 2 (1d4) piercing
damage if the swarm has half of its hit points or fewer.

Armor Class 13
Hit Points 15 (2d8+6)
Speed 30ft.

STR DEX CON INT WIS CHA Zombie
6(-2) 8(-1) 5(-3)
10(+0) 16(+3) 16(+3) Medium undead, neutral evil

Damage Vulnerabilities bludgeoning Armor Class 8
Damage Immunities poison Hit Points 22 (3d8+9)
Condition Immunities exhaustion, poisoned Speed 20ft.
Senses Darkvision 60ft, passive Perception 9
Languages understands the languages it knew in life but can’t STR DEX CON INT WIS CHA
speak 13(+1) 6(-2) 16(+3) 3(-4) 6(-2) 5(-3)
Challenge 1/4(50XP)
Saving Throws Wis +0
Actions Damage Immunities poison
Condition Immunities poisoned
Shortsword. Melee Weapon attack: +5 to hit, reach 5ft, one Senses Darkvision 60ft, passive Perception 8
target. Hit: 5(1d6+3) piercing damage.

Actions

Slam. Melee Weapon attack: +3 to hit, reach 5ft, one target. Hit:
4 (1d6+1) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. The Drow Necromancer V1.1 12


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