The Sunless Citadel Bossfight

1316 with barkskin
448d8 + 8
+1(11)
30 ft.
MODSAVE
STR10+0+0
DEX12+1+1
CON13+1+1
MODSAVE
INT12+1+1
WIS16+3+3
CHA11+0+0

Skills Medicine +5, Nature +3, Perception +5

Senses Passive Perception 15

Languages Common, Druidic, Sylvan

Actions


Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination.

Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage.

Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage.

Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

At Will: Druidcraft, Speak with Animals

2/Day Each: Entangle, Thunderwave

1/Day Each: Animal Messenger, Longstrider, Moonbeam

13
112d8 + 2
+0(10)
30 ft.
MODSAVE
STR14+2+2
DEX10+0+0
CON12+1+1
MODSAVE
INT10+0+0
WIS14+2+2
CHA11+0+0

Skills Medicine +4, Religion +2

Senses Passive Perception 12

Languages Common, Draconic, Gnomish, Goblin

Traits


Channel Divinity: Turn Undead. As an action, Erky may present his holy symbol and speak a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from Erky as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Erky can use this feature once after each short or long rest.

Actions


Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage.

Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage.

Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability:

At Will: Light, Thaumaturgy

11
184d8
+1(11)
30 ft.swim 30 ft.
MODSAVE
STR12+1+1
DEX13+1+1
CON11+0+0
MODSAVE
INT2-4-4
WIS10+0+0
CHA3-4-4

Skills Perception +2, Stealth +4

Senses Darkvision 30 ft., Passive Perception 12

Languages --

Traits


Amphibious. The frog can breathe air and water.

Standing Leap. The frog’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.

Actions


Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11).

Swallow. The frog swallows a Small or smaller target it is grappling. While swallowed, the target isn’t Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can’t use Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition.

At the end of the frog’s next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn’t kill it, the frog disgorges it, causing it to exit Prone.

16Barkskin trait
132d8 + 4
+3(13)
30 ft.
MODSAVE
STR11+0+0
DEX13+1+1
CON14+2+2
MODSAVE
INT16+3+3
WIS14+2+2
CHA9-1-1

Skills Arcana +5, Insight +4, Persuasion +1

Senses Passive Perception 12

Languages Common, Draconic, Goblin

Traits


Barkskin. Sharwyn’s AC can’t be lower than 16.

Special Equipment. Sharwyn has a spellbook that contains the spells listed in her Spellcasting trait, plus detect magic and silent image.

Spellcasting. Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): light, prestidigitation, ray of frost

1st level (2 slots): color spray, magic missile, shield, sleep

Tree Thrall. If the Gulthias Tree dies, Sharwyn dies 24 hours later.

Actions


Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Wand of Entangle (7 charges). Entangle DC 13

Notes


Entangle. Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.

Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.

Ray of Frost. A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.

18chain mail, shield
193d8 + 6
-1(9)
30 ft.
MODSAVE
STR16+3+3
DEX9-1-1
CON14+2+2
MODSAVE
INT10+0+0
WIS13+1+1
CHA14+2+2

Skills Athletics +5, Perception +3

Senses Passive Perception 13

Languages Common

Traits


Barkskin. Sir Braford’s AC can’t be lower than 16.

Special Equipment. Sir Braford wields Shatterspike, a magic longsword that grants a +1 bonus to attack and damage rolls made with it (included in his attack).

Tree Thrall. If the Gulthias Tree dies, Sir Braford dies 24 hours later.

Actions


Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Reactions


Protection. When a creature Sir Braford can see attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll.