CCC-ODFC01-03 - Elders' Eyes Upon You PDF
CCC-ODFC01-03 - Elders' Eyes Upon You PDF
CCC-ODFC01-03 - Elders' Eyes Upon You PDF
Adventure Designer
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you’d like to portray an NPC or a tactic you’d like to
use in combat. Familiarize yourself with the
adventure’s appendices and handouts.
Welcome to Elders’ Eyes Upon You, part of the D&D WARNING: This adventure makes extensive use of
Adventurers’ League, and the Convention Created spellcasting monsters which use spells from
Content program. This adventure premiered at 1d4Con Xanathar’s Guide to Everything in addition to
2017, a local gaming convention in Martinsburg, West spells from the Player’s Handbook.
Virginia. This adventure is designed for three to Gather any resources you’d like to use to aid you in
seven 11th - 16th level characters, and optimized for running this adventure – such as notecards, a DM
five characters of 15th level. Characters outside of this screen, miniatures, and battlemaps.
level range cannot participate in this adventure. Ask the players to provide you with relavant
character information, such as name, race, class,
and level; passive Wisdom (Perception), and
anything specified as notable by the adventure
This adventure provides suggestions in making (such as backgrounds, traits, flaws, other passive
adjustments for smaller or larger groups, characters of skills, etc.)
higher or lower levels, and characters that are
otherwise a bit more powerful than the adventure is
optimized for. You’re not bound to these adjustments;
they’re here for your convenience. You have the most important role – facilitating the
To figure out whether you should consider adjusting enjoyment of the game for the players. You provide the
the adventure, add up the total levels of all the narrative and bring the words on these pages to life.
characters and divide the total by the number of To facilitate this, keep in mind the following:
characters (round an average level of X.5 or greater up, You’re Empowered. Make decisions about how the
otherwise round down). This is the group’s APL. To group interacts with the adventure; adjusting or
approximate the party strength for the adventure, improvising is encouraged, so long as you maintain the
consult the following table. adventure’s spirit. This doesn’t allow you to implement
house rules or change those of the Adventurers League,
DETERMINING PARTY STRENGTH however; they should be consistent in this regard.
Party Composition Party Strength Challenge Your Players. Gauge the experience level
3-4 characters, APL less than Very Weak of the players (not the characters), try to feel out (or
3-4 characters, APL equivalent Weak ask) what they like in a game, and attempt to deliver
3-4 characters, APL greater than Average the experience they’re after. Everyone should have the
5 characters, APL less than Weak opportunity to shine.
5 characters, APL equivalent Average Keep the Adventure Moving. When the game
5 Characters, APL greater than Strong starts to get bogged down, feel free to provide hints
6-7 characters, APL less than Average and clues to your players so they can attempt to solve
6-7 characters, APL equivalent Strong puzzles, engage in combat, and roleplay interactions
6-7 characters, APL greater than Very strong without getting too frustrated over lack of information.
This gives players “little victories” for figuring out good
Some encounters make include a sidebar that offers choices from clues. Watch for stalling - play loses
suggestions for certain party strengths. If a particular momentum when this happens. At the same time,
recommendation is not offered or appropriate for your make sure players don’t finish too early; provide them
group, you don’t have to make adjustments. with a full play experience.
SPELLCASTING SERVICES
Players with the acolyte background may call on the
Before you start play, consider the following: following temples during this adventure:
Read through the adventure, taking notes of Mulmaster: Azuth, Cyric, Loviatar, Mystra, Tymora
anything you’d like to highlight or remind yourself
of while the running the adventure, such as a way
CCC-ODFC01-03 Elders’ Eyes Upon You Page 2
Not for resale. Permission granted to print or photocopy this document for personal use only.
length of time, Shan has decided to call on trusted,
powerful adventurers to administer justice.
A couple of years ago, the Cults of Elemental Evil were For more information on devastation orbs, consult
causing all sorts of havoc in the area around Mulmaster, the Princes of the Apocalypse hardcover adventure. For
as well as within the city itself (DDEX02-01 – DDEX02- more information on Mulmaster and the Brotherhood
16), culminating in the Battle of Mulmaster (DDEP2), of the Cloaks, consult the State of Mulmaster for
when all four elemental cults joined forces to assault information prior to the Battle of Mulmaster and The
the city. Using devastation orbs, they wreaked untold City of Danger: Reconstruction for information following
havoc on the once proud city, including the destruction the battle. Both articles are available on the
of the valuable harbor and waterfront districts. Adventurers’ League website and through the DM’s
Hundreds of Mulmaster’s Soldiery, City Watch, and Guild.
Cloaks died in the battle, along with thousands of During this adventure, the characters receive Shan’s
Mulmaster’s citizens, as the cults unleashed the quest to eliminate the Heartshadows, “travel” to the
elemental fury of the magical bombs known as difficult and unforgiving terrain of the high Earthspur
devastation orbs. Thus weakened, the city was unable mountains, then assault the base the Heartshadows
to say ‘No’ when agents of the Thayan Empire offered have reinforced with numerous followers before
to help with rebuilding. fighting the two traitors for control of the missing orb.
Unbeknownst to most everyone, a squad of Cloaks,
working with some adventurers, captured one of the
devastation orbs during the battle. Somehow, it was
damaged in the fight without being set off. When the
Cloaks brought it to Rastol Shan, head of the MEMBER OF THE CLOAKS
Brotherhood, he promoted them and swore them to As a member of the Brotherhood of the Cloaks, Rastol
secrecy with magically binding oaths. The adventurers Shan can demand your presence. Instead, he has
he executed, except for one, who had fallen in love with chosen to request it politely. Give these players the
one of the Cloaks, and was willing to be magically appropriate note.
bound as well. Shan quickly set the now bound Cloaks
to studying the orb, hoping to unlock elemental secrets HERO OF MULMASTER
to improve the effectiveness of elemental spells, or use Rastol Shan contacts people who have served the city of
an understanding of how the orbs directly channeled Mulmaster in the past, most likely in the adventures of
the fury of the elemental planes into the Prime Material Season 2: Elemental Evil, especially people with the
to decrease the magical requirements of opening a Story Award To Wear the Cloak who are not members
planar portal. He would need any advantage he could of the Brotherhood of the Cloaks, or individuals who
get to eventually drive the Thayans from his city. participated in DDEX2-14: The Sword of Selfaril and did
After about a year of study, the leader of the team, not receive the Persona Non Grata story award, or
Brinora Heartshadow, nee Fogoreth, and the DDEP2: Mulmaster Undone. Give these players the
adventurer, Richard Heartshadow, her new husband, appropriate note.
slaughtered the team in the middle of a meeting with
skills and weapons they had not previously FAMOUS MERCENARY
demonstrated, and then fled the Tower of Arcane Might Tales of your prowess have reached the ears of one
and apparently the remains of the city. Richard died of such as this, as has your reputation for getting things
his wounds afterwards, but was brought “back” by the done. As the leader of the Brotherhood of the Cloaks,
primordial powers they had chosen to serve, in the sort Rastol Shan commands riches and resources in
of joke cruel gods might play. Rastol Shan was occupied significant amounts, despite the current state of
by first the demonic incursion in the Underdark, and Mulmaster. In exchange for service, he’d likely be
then by retaking Phlan, and the mysterious events that willing to part with some of them. Or maybe owe you a
winter, but he did not forgive, and he did not forget. It favor. Give these players the appropriate note.
took him some time, but using various methods of
scrying, he eventually located what he believes to be Faction Hooks: If the players wish to consult with their
the two renegades. Unable to leave the city for any faction after receiving Shan’s note, use the following
information.
HARPERS
The Brotherhood of the Cloaks contains numerous
Harper agents and those sympathetic to the Harper
cause. Additionally, helping Shan can only mean
weakening Thay’s grip on the city of Mulmaster, which
would not be a bad thing.
LORDS ALLIANCE
Thay’s grip on Mulmaster is stifling the rightful heirs to
the city and its power. There are rumors Shan wants to
move against them, but no one can put stock in such
things, can they? There are always rumors, after all.
Find out.
ZHENTARIM
The goody-two-shoes are sending their agents, and we
still have a lot of people left in the ghettos who were
hurt hard by the destruction wrought on the city. If we
can make friends with Shan, he can certainly help us
help those among the family who need it most. And
besides, he’s not a cheapskate – I bet you get paid really
well for whatever it is he wants.
Each character and accompanying creature that 20+ The creature passes through the battle
breathes must immediately make a DC 12 Constitution without damage.
saving throw as the abrupt change in air pressure and 17-19 The creature is attacked by one side or the
temperature tries to damage their bodies. Creatures other, decided randomly. +11 to hit, 8 (1d8+4)
with pressure or altitude adaptation, such as goliaths or piercing damage or +9 to hit, 8 (1d8+4)
tritons, have advantage on this saving throw. If the slashing plus 5 (2d4) acid, cold, fire, lightning
player remembers to state that they are breathing out, or thunder damage.
the DC of the save is only 10. Failure on the save is 10 14-16 The creature sideswipes one of the griffons,
(3d6) force damage. The damage is doubled if they fail dealing 35 bludgeoning damage to both
the save by more than 5. creatures.
10-13 As the results of both 14-16 and 17-19.
Each character can take 1 action or bonus action as they <10 The creature slams headlong into one of the
fall. If they wish to gain better control of their dive, griffons, dealing 60 bludgeoning damage to
they can make a DC 15 Strength (Athletics) or Dexterity both creatures. (This will kill the griffon – it
(Acrobatics) check as their action. Creatures with a fly and its rider join the descent in an
uncontrolled manner – they do not live.)
XP AWARD
You are a mere second or two from the ground,
If the characters all survive the approach to the fortress,
traveling a rate that will surely mean your doom if award each party member 500 XP.
the HALFF runestone fails in its singular purpose.
B6. KENNEL
This room is a kennel for the hell hounds and winter
wolves, and smells appropriate to that purpose. The
most impressive feature is straw training dummies that
have been chewed, burned, and frozen. They are
worthless now.
TREASURE
With sufficient ability to transport it, the oil in barrels
can be sold for 40 gp.
TREASURE
Lightning Bow (Requires attunement):
TREASURE
As part of the support structure for the damaged
devastation orb, Brinora was charging elemental gems
for her soldiers to use. The gems that are not charged
worth 1000 gp. Warden can be retrieved from Richard’s
Chaos Warped.
You’re not sure how, but you woke up in the middle of
one of the elemental planes, totally lost, your mind
scrambled, but with only a single thought – you have to
get home. Consult the Adventurers League FAQ for the
most up to date information on getting back to the
Material Plane.
Shan’s Troubleshooter.
Rastol Shan has taken a personal interest in your career
with the Brotherhood of the Cloaks. He has given you a
signet ring that indicates his respect for your talents.
You gain an additional rank within the Cloaks
organization. Additionally, you are considered to be a
citizen resident of Mulmaster with respect to the
Community Service downtime activity.
Actions
Multiattack. The elemental makes two slam attacks.
Actions Actions
Multiattack. The cultist makes two attacks with its Dagger. Melee or Ranged Weapon Attack: +5 to hit,
scimitar. reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2)
piercing damage.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6+3) slashing damage. Source: Mage, Monster Manual
Saving Throws Int +7, Wis +4 Saving Throws Int +7, Wis +4
Skills Arcana +7, History +7, Religion +7 Skills Arcana +7, History +7, Religion +7
Senses passive Perception 11 Senses passive Perception 11
Languages Common, Draconic, Elvish, Primordial Languages Common, Draconic, Elvish, Primordial
Challenge 6 (2300 XP) Challenge 6 (2300 XP)
War Caster. The geomancer has advantage on Elemental Adept. Spells cast by a hydromancer ignore
Constitution saves to prevent loss of concentration. resistance to acid damage. Additionally, when the spell
The geomancer can use a single target, one action spell deals acid damage, if the dice roll is a 1, the
on a target that provokes an opportunity attack from it. hydromancer treats the dice roll as a 2.
Spellcasting. The mage is a 9th level spellcaster. Its Spellcasting. The mage is a 9th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7 to spellcasting ability is Intelligence (spell save DC 15, +7 to
hit with spell attacks). The mage has the following hit with spell attacks). The mage has the following
wizard spells prepared: wizard spells prepared:
Cantrips (at will): chill touch, mold earth, light, poison Cantrips (at will): acid splash, mold earth, light, ray of
spray frost
st st
1 level (4 slots): chromatic orb, earth tremor, mage 1 level (4 slots): chromatic orb, mage armor, shield
armor, shield 2nd level (3 slots): Melf’s acid arrow, misty step,
2nd level (3 slots): earthbind, hold person, shatter Snilloc’s snowball swarm
3rd level (3 slots): counterspell, erupting earth, slow rd
3 level (3 slots): counterspell, tidal wave, wall of
4th level (3 slots): greater invisibility, stoneskin water
5th level (1 slots): wall of stone 4th level (3 slots): greater invisibility, vitriolic sphere,
watery sphere
Actions 5th level (1 slots): cone of cold
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) Actions
piercing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2)
Source: Mage, Monster Manual piercing damage.
Magic Weapons. The myrmidon’s weapon attacks are Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
magical. target. Hit: 8 (1d8+4) piercing damage.
Water Susceptibility. For every 5 feet the myrmidon Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
moves in water, it takes 2 (1d4) cold damage. target. Hit: 11 (2d6+4) slashing damage.
Leadership (Recharges after a Short or Long Rest). For Fire Breath (Recharge 6). The mephit exhales a 15-foot
1 minute, the knight can utter a special command or cone of fire. Each creature in that area must succeed
warning whenever a nonhostile creature that it can see on a DC 10 Dexterity saving throw, taking 7 (2d6) fire
with 30 feet of it makes an attack roll or a saving throw. damage on a failed save, or half as much damage on a
The creature can add a d4 to its roll provided it can hear successful one.
and understand the knight. A creature can benefit from
only one Leadership die at a time. This effect ends if Source: Magma Mephit, Monster Manual
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.
Actions
Multiattack. Richard makes three attacks with Icicle.
Saving Throws Int +7, Wis +5 Saving Throws Int +5, Wis +3
Skills Arcana +7, Deception +3, Insight +5, Stealth +6 Skills Arcana +5, Deception +2, Insight +3, Stealth +5
Senses Click here to enter text. passive Perception 12 Senses passive Perception 13
Languages Common, Draconic, Infernal, Primordial, Languages Common, Draconic, Infernal, Primordial,
Thayan Thayan
Challenge 6 (2300 XP) Challenge 4 (1100 XP)
Potent Cantrips. When the apprentice casts an
Spellcasting. The acolyte is an 11th level spellcaster evocation cantrip and misses, or the target succeeds on
who uses Intelligence as its spellcasting ability (spell its saving throw, the target still takes half the cantrip’s
save DC 15, +7 to hit with spell attacks). The acolyte has damage but suffers no other effects.
the following wizard spells prepared:
Cantrips (at will): fire bolt, minor illusion, Sculpt Spells. When the apprentice casts an evocation
prestidigitation, shocking grasp spell that affects other creatures that it can see, it can
st
1 level (4 slots): chromatic orb, mage armor, magic choose a number of those creatures equal to 1 + the
missile, shield level of the spell to succeed on their saving throws
2nd level (3 slots): mirror image*, phantasmal force*, against the spell. Those creatures take no damage if
scorching ray they would normally take half damage from the spell.
3rd level (3 slots): counterspell, fireball, hypnotic
pattern* Spellcasting. The apprentice is a 6th level spellcaster
th
4 level (3 slots): confusion, greater invisibility*, that uses Intelligence as its spellcasting ability (spell
phantasmal killer* save DC 13, +5 to hit with spell attacks). The apprentice
5th level (2 slots): hold monster, mislead* has the following spells prepared from the wizard list:
6th level (1 slots): Otto’s irresistible dance Cantrips (at will): fire bolt*, mage hand, light*,
*Illusion spell of 1st level or higher shocking grasp*
st
1 level (4 slots): mage armor, magic missile*, shield,
Actions thunderwave*
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 2nd level (3 slots): Aganazzar’s scorcher*, misty step,
ft., one target. Hit: 4 (1d8) bludgeoning damage. scorching ray*
3rd level (3 slots): counterspell, dispel magic, fireball*
Reactions * Evocation spell
Illusory Self (Recharges after a Short or Long Rest).
When a creature the acolyte can see makes an attack Actions
roll against him, the acolyte can interpose an illusory Dagger. Melee or Ranged Weapon Attack: +5 to hit,
duplicate between the attacker and itself. The attack reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3)
automatically misses, then the illusion dissipates. piercing damage.
Source: Rath Moder, Hoard of the Dragon Queen Source: Azbara Jos, Hoard of the Dragon Queen
Saving Throws Int +8, Wis +5 Saving Throws Str +6, Con +4
Skills Arcana +12, History +12 Skills Arcana +5, Deception +1, Insight +2, Perception
Damage Resistances necrotic +2, Religion +5
Senses passive Perception 11 Senses passive Perception 12
Languages Common, Draconic, Elvish, Netherese, Languages Common, Infernal, Thayan
Primordial, Thayan Challenge 3 (700 XP)
Challenge 9 (5,000 XP) Fey Ancestry. The Thayan Knight has advantage on
Grim Harvest (1/turn). When the necromancer reduces saving throws against being charmed, and magic can’t
a creature that is neither a construct nor undead to 0 put it to sleep.
hit points with a spell of 1st level or higher, the
necromancer regains hit points equal to twice the War Magic. When a Thayan Knight casts a cantrip using
spell’s level, or three times the spell’s level if the spell is its action, it can make a single weapon attack as a bonus
a necromancy spell. action.
Spellcasting. The necromancer is an 12th- level Weapon Bond. Provided its longsword is on the same
spellcaster. Its spellcasting ability is Intelligence (spell plane, a Thayan Knight can take a bonus action to
save DC 16, +8 to hit with spell attacks). The teleport it to its hand.
necromancer has the following wizard spells prepared:
Cantrips (at will): chill touch*, light, mage hand, Spellcasting. A Thayan Knight is a 10th level spellcaster
prestidigitation, shocking grasp that uses Intelligence as its spellcasting ability (spell
1st level (4 slots): false life*, mage armor, ray of save DC 13, +5 to hit with spell attacks). A Thayan
sickness*, shield Knight has the following spells prepared from the
nd
2 level (3 slots): blindness/deafness*, misty step, see wizard list:
invisibility Cantrips (at will): booming blade, lightning lure
rd
3 level (3 slots): counterspell, dispel magic, fear, 1st level (4 slots): absorb elements, feather fall, shield
vampiric touch* 2nd level (3 slots): blur, misty step, see invisibility
4th level (3 slots): blight*, greater invisibility
5th level (3 slots): dominate person, mislead Actions
6th level (1 slots): circle of death* Multiattack. A Thayan Knight attacks twice with its
*Spell is a necromancy spell longsword or dagger.
Damage Resistances acid; bludgeoning, piercing, and Damage Resistances acid; bludgeoning, piercing, and
slashing from nonmagical attacks slashing from nonmagical weapons
Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, Condition Immunities paralyzed, petrified, poisoned,
petrified, poisoned, prone, restrained, unconscious prone
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Aquan Languages Primordial
Challenge 5 (1,800 XP) Challenge 7 (2900 XP)
Water Form. The elemental can enter a hostile Magic Weapons. The myrmidon’s weapon attacks are
creature’s space and stop there. It can move through as magical.
space as narrow as 1 inch wide without squeezing.
Actions
Freeze. If the elemental takes cold damage, it partially Multiattack. The myrmidon makes three trident
freezes; its speed is reduced by 20 feet until the end of attacks.
its next turn.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Actions target. Hit: 7 (1d6+4) piercing damage.
Multiattack. The elemental makes two slam attacks.
Freezing Strikes (Recharge 6). The myrmidon uses
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one Multiattack. Each attack that hits deals an extra 5
target. Hit: 13 (2d8 + 4) bludgeoning damage. (1d10) cold damage, and the target’s speed is reduced
by 10 feet until the end of the myrmidon’s next turn.
Whelm (Recharges 4-6). Each creature in the
elemental’s space must make a DC 15 Strength saving Source: Water Elemental Myrmidon, Princes of the
throw. On a failure, a target takes 13 (2d8 + 4) Apocalypse
bludgeoning damage. If it is Large or smaller, it is also
grappled (escape DC 14). Until this grapple ends, the
target is restrained and unable to breathe unless it can
breathe water. If the saving throw is successful, the
target is pushed out of the elemental’s space.
The elemental can grapple one Large or up to two
Medium creatures at one time with this ability. At the
start of each of the elemental’s turns, each grappled
target takes 13 (2d8 + 4) bludgeoning damage. As an
action, a creature within 5 feet of the elemental can pull
a creature or an object out of it by succeeding on a DC
14 Strength check.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6+4) piercing damage. If the target is
a creature, it must succeed on a DC 14 Strength saving
throw or be knocked prone.
Damage Resistances bludgeoning, piercing, and Damage Resistances acid; bludgeoning, piercing, and
slashing from nonmagical attacks. slashing from nonmagical attacks
Damage Immunities fire, poison Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Ignan Languages Aquan
Challenge 5 (1,800 XP) Challenge 5 (1,800 XP)
Fire Form. The elemental can move through a space as Water Form. The elemental can enter a hostile
narrow as 1 inch wide without squeezing. A creature creature’s space and stop there. It can move through as
that touches the elemental or hits it with a melee attack space as narrow as 1 inch wide without squeezing.
while within 5 feet of it takes 5 (1d10) fire damage. In
addition, the elemental can enter a hostile creature’s Freeze. If the elemental takes cold damage, it partially
space and stop there. The first time it enters a freezes; its speed is reduced by 20 feet until the end of
creature’s space on a turn, that creature takes 5 (1d10) its next turn.
fire damage and catches fire; until someone takes an
action to douse the fire, the creature takes 5 (1d10) fire Actions
damage at the start of each of its turns. Multiattack. The elemental makes two slam attacks.
Illumination. The elemental sheds bright light in a 30- Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
foot radius and dim light in an additional 30 feet. target. Hit: 13 (2d8 + 4) bludgeoning damage.
Water Susceptibility. For every 5 feet the elemental Whelm (Recharges 4-6). Each creature in the
moves in water, or for every gallon of water splashed on elemental’s space must make a DC 15 Strength saving
it, it takes 1 cold damage. throw. On a failure, a target takes 13 (2d8 + 4)
bludgeoning damage. If it is Large or smaller, it is also
Actions grappled (escape DC 14). Until this grapple ends, the
Multiattack. The elemental makes two touch attacks. target is restrained and unable to breathe unless it can
breathe water. If the saving throw is successful, the
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target is pushed out of the elemental’s space.
target. Hit: 10 (2d6 + 3) fire damage. If the target is a The elemental can grapple one Large or up to two
creature r a flammable object, it ignites. Until a Medium creatures at one time with this ability. At the
creature uses an action to douse the fire, the target start of each of the elemental’s turns, each grappled
takes 5 (1d10) fire damage at the start of each of its target takes 13 (2d8 + 4) bludgeoning damage. As an
turns. action, a creature within 5 feet of the elemental can pull
a creature or an object out of it by succeeding on a DC
Source: Fire Elemental, Monster Manual 14 Strength check.
Damage Resistances bludgeoning, piercing, and Damage Resistances acid; bludgeoning, piercing, and
slashing from nonmagical weapons slashing from nonmagical weapons
Damage Immunities fire, poison Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, Condition Immunities paralyzed, petrified, poisoned,
prone prone
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Primordial Languages Primordial
Challenge 7 (2900 XP) Challenge 7 (2900 XP)
Illumination. The myrmidon sheds bright light in a 20- Magic Weapons. The myrmidon’s weapon attacks are
foot radius and dim light in a 40-foot radius. magical.
HERO OF MULMASTER
FAMOUS MERCENARY
Fire
Water
Air
Earth
Chaos
Chaos Warped.
You’re not sure how, but you woke up in the middle of
one of the elemental planes, totally lost, your mind
scrambled, but with only a single thought – you have to
get home. Consult the Adventurers League FAQ for the
most up to date information on getting back to the
Material Plane.