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Extra Supplies Extra Food [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]

Extra Water [ ][ ][ ]

Food. Each day, if your party cannot acquire


food by means of foraging, purchase, etc.,
you must instead check off an extra food
box. If you cannot, you all go hungry for
that day.
Water. Each day, if your party cannot find
drinkable water, you must instead check off
an extra water box. If you cannot, you all go
without water that day.
Chase! Escape [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
Capture [ ][ ][ ]

Run! Make skill checks or take other actions to


get away.
Get Away or Get Caught! If all ten escape
boxes are checked, you get away. If all ten are
unchecked, check off a capture box at the end of
the round. If all three of those are checked you’ll
have to stand and fight.
Complications! At the end of your turn, roll
1d20 to determine a complication that will affect
the next creature in the initiative order. You or
that creature can spend inspiration to negate the
complication.
Range. Your enemies are 20 feet away from you
for each escape box checked.
Limited Air Suffocation [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]

Running Out. Check off one suffocation


box after every ___ minutes. If you perform
nothing but restful activity, check off a box
only half as often.
Hard to Breathe. If at least five suffocation
boxes are check, all party members have
disadvantage on attack rolls, saving throws,
and ability checks.
No Air. If all ten suffocation boxes are
checked, characters immediately begin to
suffocate, as if they had run out of breath.
Pursuing Enemy Pursuit Track [ ][ ][ ][ ][ ]

Pursuer. An enemy is on your tail! If all of


their pursuit boxes are checked, they
overtake you.
Speed. Check off ___ pursuit track boxed
after each day of travel.
Drow Scouts Pursuit Track [ ][ ][ ][ ][ ]

Pursuer. Drow scouts are on your tail! If all


of their pursuit boxes are checked, they
overtake you.
Swift. These scouts are fast. Check off a
pursuit track box after each day of travel.
Report. If the scouts overtake you and any
of them live, check off a pursuit box of the
Drow Main Force.
Drow Scouts Pursuit Track [ ][ ][ ][ ][ ]

Pursuer. Drow scouts are on your tail! If all


of their pursuit boxes are checked, they
overtake you.
Swift. These scouts are fast. Check off a
pursuit track box after each day of travel.
Report. If the scouts overtake you and any
of them live, check off a pursuit box of the
Drow Main Force.
Drow Main Force Pursuit Track [ ][ ][ ][ ][ ]
Replacement [ ][ ][ ][ ][ ]

Pursuer. The drow are closing in. If all of


their pursuit boxes are checked, they
overtake you.
Legion. If any Drow Scouts are killed,
check 1d4-1 (minimum 0) replacement
boxes. Each day, if there are dead scouts,
check another replacement box. Once all
five are checked, uncheck all of them and
the scouts are replaced with pursuit track
boxes checked equal to those of the Drow
Main Force.
Eldeth Feldrun Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ][ ]

Push Comes To Shove (1/Encounter). When


you hit a creature with a melee attack, if the
target is Large or smaller, Eldeth can push it 10
feet away from you. If she does, the target must
make a DC 12 Strength saving throw or fall
prone. The DC increases to 13 at 5th level, 14 at
11th level, and 15 at 17th level.
Shield Bearer. Eldeth can spend her inspiration
to force an enemy to reroll one attack against you
or an ally within 10 feet.
Guard (1/Encounter). If Eldeth is loyal, she can
interpose herself in front of an attack that would
hit you, taking the hit instead. If the attack deals
10 or more damage, Eldeth takes an injury.
Stool Inspiration [ ] Loyal [ ] Injuries [ ][ ]

Rapport Spores (3/Long Rest). Every


living creature with 2 or more Intelligence
within 10 feet of you can communicate
telepathically with one another for 1 hour
while they are within 30 of each other.
Distress Spores. By spending its
inspiration, Stool can grant you and your
allies within 30 feet advantage on a
Dexterity saving throw against one effect.
Invigorating Spores (1/Short Rest). If
Stool is loyal, it can produce spores that
grant you or an ally within 10 feet temporary
hit points equal to 1d4 + your level.
Shuushar the Awakened Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Otherworldly Perception. Shuushar knows


and can tell you the location of any invisible
or ethereal creature within 30 feet of you.
Enlightenment. By spending his
inspiration, Shuushar can cast the augury
spell.
Sanctuary (1/Short Rest). If Shuushar is
loyal, he can cast the sanctuary spell on a
willing creature within 30 feet of you. The
save DC of the spell is 12, increasing to 13
at 5th level, 14 at 11th level, and 15 at 17th
level.
Shuushar the Unawakened Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Otherworldly Perception. Shuushar knows


and can tell you the location of any invisible
or ethereal creature within 30 feet of you.
Strike. When you hit with a melee attack,
Shuushar can spend his inspiration to strike
your foe. Your attack deals an additional
1d8 piercing damage. This damage improves
to 2d8 at 5th level, 3d8 at 11th level, and
4d8 at 17th level.
Curse (1/Short Rest). If Shuushar is loyal,
he can cast the bane spell. The save DC of
the spell is 12, increasing to 13 at 5th level,
14 at 11th level, and 15 at 17th level.
Buppido Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Fearless. Buppido’s unshakable confidence


rubs off on his allies. You have advantage
on saving throws against being frightened.
Desensitized. Buppido has seen it all. When
you would gain a level of madness, Buppido
can spend his inspiration to prevent you
from gaining that madness.
Already Got A Friend. If Buppido is loyal,
you have advantage on saving throws
against being charmed.
Prince Derendil Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Way With Animals. Derendil grants you


advantage on Wisdom (Animal Handling)
checks.
Rend. When you hit with a melee attack,
Derendil can spend his inspiration to take the
opportunity to tear into you foe. Your attack
deals an additional 2d6 slashing damage. This
damage improves to 4d6 at 5th level, 6d6 at
11th level, and 8d6 at 17th level.
Beastly Fury. If he is loyal, the prince’s great
strength and sharp claws aid you better in
battle. When making a melee attack, you score
a critical hit on a 19-20.
Jimjar Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Gambler (1/Encounter). By making a bet


with Jimjar on the outcome of an action, you
or an ally within 30 feet of you can add 1d4
to any ability check. The bet must be made
before rolling.
Deep Pockets. By spending his inspiration,
Jimjar can produce almost any object, so
long as he could carry it in his pockets, and
its value is no more than 50 gp.
I Bet You Can Do It (1/Long Rest). If
Jimjar is loyal, he can encourage you,
granting you advantage on any attack roll,
saving throw, or ability check.
Ront Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Wary. Ront is a skilled warrior, ready to


pounce at any time. You can take an additional
reaction during each round, which can be used
only to make an opportunity attack.
Crush. When you roll damage with a melee
weapon attack, Ront can spend his inspiration
to cause the weapon’s damage dice, and his
Smash ability if applicable, to deal maximum
damage. He can do this even after you roll
damage, before applying it.
Smash (1/Turn). If Ront is loyal, you can deal
an additional 1d4 damage when you hit with a
melee attack.
Sarith Kzekarit Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Underdark Guide. Sarith provides advantage


on any Wisdom (Survival) checks you make to
navigate in the Underdark, and Intelligence
checks made to identify Underdark flora and
fauna.
Restorative Salve. Sarith’s knowledge of
Underdark fungi allow him to cure some
ailments. If he spends his inspiration, he can
produce an effect identical to a lesser
restoration spell on you or an ally within 10
feet, though it is nonmagical.
Friends In Low Places. If he is loyal, Sarith
can introduce you to a trusted contact in almost
any Underdark settlement you travel to.
Topsy and Turvy Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Stealthy. When you roll Dexterity (Stealth),


your result cannot be lower than 12. This
improves to 13 at 5th level, 14 at 11th level,
and 15 at 17th level.
Backstab. When you hit a creature within 30
feet with an attack, Topsy and Turvy can
spend their inspiration to cause your attack to
deal 2d4 additional piercing damage. This
damage improves to 4d4 at 5th level, 6d4 at
11th level, and 8d4 at 17th level.
Pack Tactics (1/Encounter). If they are loyal,
Topsy and Turvy can grant you advantage on a
single attack roll during each of your turns for
two consecutive rounds.
Yuk Yuk and Spiderbait Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Alert. The Web Runners grant you advantage


on Wisdom (Perception) checks, or +5 to
Passive Perception, to avoid being surprised.
Bait And Switch. When an enemy misses you
with a melee attack, Yuk Yuk and Spiderbait
can spend their inspiration to allow you to
make a weapon attack against that enemy as
your reaction.
Surf The Web. If Yuk Yuk and Spiderbait are
loyal, your movement speed is doubled so long
as you are traveling down a slope or other
incline, and you have advantage on saves and
checks to avoid falling over or losing your
balance.
Fargas Rumblefoot Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Explorer. Fargas can quickly lead you


across rough and confusing terrain, as is
common in the Underdark. Your group’s
travel speed is not slowed by difficult
terrain.
Fool’s Luck. Fargas can spend his
inspiration to allow you to reroll a failed
saving throw.
Quick. If Fargas is loyal, your movement
speed is increased by 5 feet.
Glabbagool Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ][ ]

Big and Slow. You take up a 10-foot square, your


movement speed is reduced to 20 feet, but you always
have half cover. No creature can pass through your
space.
Surprise Cube. When an enemy steps within 5 feet of
you, Glabbagool can spend its inspiration to force the
creature to make a DC 15 Wisdom (Perception) check.
The creature takes 3d6 acid damage on a failed check,
or half as much on a successful one.
Matter Over Mind. If Glabbagool is loyal, he
overshadows your mind’s presence. Your mind cannot
be read, and you have advantage on saving throws
against effects that deal psychic damage.
Dawnbringer Inspiration [ ] Loyal [ ]

Magic Item. Dawnbringer is a sweet magic


sword and can be used as such. She can only
be assigned to whoever is attuned to her.
Restoration. Dawnbringer can spend her
inspiration to cast lesser restoration.
Here Comes The Sun (1/Long Rest). If she
is loyal, Dawnbringer can cast the daylight
spell.
Hemeth Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ][ ]

Arms Dealer. You have advantage on


Wisdom and Charisma checks made when
negotiating the terms of a deal or price.
Death Dealer. Hemeth can spend his
inspiration to allow you to make a single
weapon attack.
Sharpened Weapons. If Hemeth is loyal,
you have a +1 bonus to weapon attack rolls.
Pelek Inspiration [ ] Loyalty [ ]

Telekinesis. Pelek can cast mage hand, but


can’t otherwise interact with the world.
Intervention. Pelek can spend his
inspiration to intervene in your favor,
allowing you to reroll one attack roll or
saving throw.
Friendly Ghost. If Pelek is loyal, you have
advantage on saving throws against being
charmed.
Rumpadump Inspiration [ ] Loyal [ ] Injuries [ ][ ]

Rapport Spores (3/Day). Every living creature with 2


or more Intelligence within 10 feet of you can
communicate telepathically with one another for 1
hour while they are within 30 of each other.
Nasty Spores. When you hit a creature with a weapon
attack, Rumpadump can spend its inspiration to cause
the target to make a DC 12 Constitution saving throw,
taking 3d6 poison damage on a failed save, or half as
much on a successful one. The DC is 13, and the
damage 5d6, at 5th level, improving to DC 14 and 8d6
at 11th level, and DC 15 and 10d6 at 17th level.
Unflappable. If Rumpadump is loyal, you have
advantage on saving throws against being frightened.
Edylyn Mizzrym Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ][ ]

Web (1/Short Rest). Edylyn casts web.


Tentacle Rod (1/Encounter). Edylyn makes three melee
attacks against a creature within 15 feet of you. The attacks
have +9 to hit and deal 1d6 bludgeoning damage. If all three
attacks hit, the target must make a DC 15 Constitution saving
throw. On a failure, the creature's speed is halved, it has
disadvantage on Dexterity saving throws, and it can't use
reactions for 1 minute. Moreover, on each of its turns, it can
take either an action or a bonus action, but not both. At the
end of each of its turns, it can repeat the saving throw, ending
the effect on itself on a success.
Healing Magic. Edylyn can spend her inspiration to cast cure
wounds as a 2nd level spell or to cast lesser restoration.
Insect Plague (1/Long Rest). If she is loyal, Edylyn casts
insect plague.
Sladis Vadir Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Animal Messenger (3/Long Rest). Sladis


casts animal messenger.
Druidcraft. Sladis can cast druidcraft at
will.
Barkskin. Sladis can spend his inspiration
to cast barkskin on you. His concentration
cannot be broken.
Goodberry. Sladis can spend his inspiration
to cast goodberry.
Speak With Animals. If he is loyal, you
and Sladis can speak with animals as if they
shared a language with you.
Rystia Zav Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Trap (1/Short Rest). Rystia sets a hunting


trap (PHB p. 152) in a space adjacent to you.
Like A Book. When you make a Wisdom
(insight) check, after rolling but before
determining the result, Rystia can spend her
inspiration to cause the result to be 25.
Sneak Attack (1/Encounter). If Rystia is
loyal, when you hit a creature within 30 feet of
you with an attack, if the attack had advantage
or there is an ally within 5 feet of the target
and the attack did not have disadvantage, you
can cause the attack to deal 2d6 additional
damage. This damage improves to 4d6 at 5th
level, 6d6 at 11th level, and 8d6 at 17th level.
Zilchyn “Zilch” Q’Leptin Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Misty Step (1/Encounter). You teleport up


to 30 feet to an unoccupied space Zilch can
see.
Lightning Bolt. Zilch can spend his
inspiration to cast lightning bolt (DC 16).
Evard’s Black Tentacles (1/Long Rest). If
he is loyal, Zilch can cast Evard’s black
tentacles (DC 16).
Peebles Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Aberration Expert. You have advantage on


checks to remember information about
aberrations, and you deal an additional 1d6
damage when you hit an aberration with an
attack.
Blur. Peebles can spend his inspiration to
cast blur on you. His concentration cannot
be broken.
Emergency Surgery (1/Short Rest). If
Peebles is loyal, before you make a death
save, you can instead choose to have a roll
of 20, but you gain a level of exhaustion.
Amarith Coppervein Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Net (1/Short Rest). Amarith throws a net (see


PHB, p. 148) with a +7 bonus to the attack
roll.
Critters. Amarith can spend her inspiration to
unleash distracting tiny animals on a creature
within 15 feet. The creature suffers
disadvantage on its next attack roll before the
end of its next turn, and if it is concentrating,
must make a DC 17 Constitution saving throw
or lose concentration.
Zoo Keeper. If she is loyal, Amarith’s
knowledge of dangerous beasts causes
opportunity attacks against you to suffer
disadvantage.
Ougalop Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Jumpy. You have a +2 bonus to initiative


rolls.
Gotcha! Ougalop can attempt a grapple on
your behalf by spending his inspiration. This
grapple does not require you to have any
free hands, and has a +7 bonus.
Slippery. If Ougalop is loyal, you have
advantage on ability checks and saving
throws made to avoid or escape a grapple or
other restraint.
.
Kinyel Druu’giir Inspiration [ ] Injuries [ ][ ][ ]
Excess Payment: _______

Cunning Mobility (1/Encounter). You can move


up to half your speed. This movement does not
provoke opportunity attacks.
Poison. When you hit a creature with a weapon
attack, Kinyel can spend her inspiration to cause the
target to make a DC 13 Constitution saving throw,
taking 2d6 poison damage on a failed save, or half
as much on a successful one. The DC is 14, and the
damage 4d6, at 5th level, improving to DC 15 and
7d6 at 11th level, and DC 16 and 9d6 at 17th level.
Contract Kill. When you hit a creature with a
weapon attack, Kinyel can cause the attack to deal
1d6 points of additional piercing damage for every
250 gp in excess payment you spend, to a maximum
of 4d6.
Hanne Hallen Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Ghost Sounds. Hanne can cast minor


illusion, but only to create auditory illusions.
Frost Magic. When you hit with an attack,
Hanne can spend her inspiration to chill the
target, causing it to suffer disadvantage on
its next attack roll, and reducing its
movement speed by 10 feet, each until the
end of its next turn.
Shield (1/Short Rest). If she is loyal, Hanne
can protect you with magic when you would
be hit by an attack, increasing your Armor
Class by 5 until the start of your next turn.
This may cause the attack to miss.
Kurr Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ][ ]

Antidote (1/Encounter). Kurr ends the


poisoned condition on you or an ally within
10 feet of you.
In Self Defense. When you take damage
from a creature, Kurr can spend his
inspiration to allow you to, as your reaction,
make a weapon attack against the creature
that damaged you.
Path of Peace. If Kurr is loyal, when you
take the Dodge action, you also gain
resistance to all damage until the start of
your next turn.
Gash Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]

Rampage. When you drop a living creature


to 0 hit points, Gash can spend his
inspiration to allow you to move up to half
your speed and make a single melee weapon
attack.
My Flesh For You (1/Round). If Gash is
loyal, he can interpose himself in front of an
attack that would hit you, taking the hit
instead. If the attack deals 10 or more
damage, Gash takes an injury.
Grin Ousstyl Inspiration [ ] Injuries [ ][ ][ ]

Magic Missile (1/Encounter). Grin casts


magic missile.
Apprentice. When you deal damage with a
spell, Grin can spend his inspiration to cause
you to deal 3d6 additional damage to all
damaged targets.
Cloudkill (1/Long Rest). Grin casts
cloudkill (DC 16).
Zelraun Roaringhorn Inspiration [ ] Injuries [ ][ ][ ]

Magic Missile. Zelraun casts magic missile,


firing only one missile.
Time Stop (1/Long Rest). Zelraun can
spend his inspiration to cast time stop. You
and your assigned companions can act
during the spell.
Counterspell (1/Encounter). Zelraun casts
counterspell as a 5th level spell (+5
spellcasting ability bonus).
Torea Strayl Inspiration [ ] Injuries [ ][ ][ ][ ]

Hammer of War. Torea strikes in time with


your attacks. You have +1 to melee attack
and damage rolls.
Lay on Hands. Torea can spend her
inspiration to heal you or an ally within 10
feet by 40 hit points.
Aura of Protection. You have a +2 bonus
to all saving throws.
Morista Malkin Inspiration [ ] Injuries [ ][ ][ ]

Scoutmaster. Your movement speed is


increased by 5 feet.
Honed Reflexes. When you roll initiative,
Morista can spend her inspiration to allow
you to reroll, taking the better result. If she
does and you are surprised, you are no
longer surprised.
Longshot (1/Turn). When you hit with a
ranged attack, you deal an additional 1d8
piercing damage.
Khalessa Draga Inspiration [ ] Injuries [ ][ ][ ]

Spymaster. You have advantage on


Dexterity (Stealth) and Charisma
(Deception) checks.
Uncanny Dodge. When you are hit by an
attack, Khalessa can spend her inspiration to
cause you to take only half damage.
Sneak Attack (1/Turn). When you hit a
creature within 30 feet of you with an attack,
if the attack had advantage or there is an ally
within 5 feet of the target and the attack did
not have disadvantage, you can cause the
attack to deal 2d6 additional damage.
Aljanor Keenblade Inspiration [ ] Injuries [ ][ ][ ][ ][ ]

Knight’s Blade (1/Turn). When you hit


with a melee attack, you deal an additional
1d8 slashing damage.
Knight’s Shield. When you take damage
from an attack, Aljanor can spend his
inspiration to take the hit instead. If the
damage dealt by the attack is 10 or more,
Aljanor takes an injury.
Knight’s Armor. Aljanor provides you a +1
bonus to armor class.
Davra Jassur Inspiration [ ] Injuries [ ][ ][ ]

Evasion. If you are subjected to an effect


that allows you to make a Dexterity save to
take half damage, you take no damage on a
successful save, and half damage on a
failure.
Vanish. Davra can spend her inspiration to
cause you to turn invisible until the end of
your next turn, or until you attack or cast a
spell.
Assassinate (1/Encounter). When you hit a
creature within 30 feet of you with an attack,
you can cause the attack to become a critical
hit.
Shield Guardian Injuries [ ][ ][ ][ ][ ][ ]

Amulet. The shield guardian can only be


assigned to a creature attuned to its amulet.
Shield (1/Round). When you are attacked,
after the roll but before the effects are
applied, the shield guardian can grant you a
+2 bonus to AC against that attack, possibly
causing it to miss.
Bound (1/Encounter). When you take
damage, the shield guardian can cause you
to take half of that damage instead. If the
damage prevented in this way is 10 or more,
the guardian takes an injury.
Veteran Squad Injuries [ ][ ][ ][ ]

Assault. When you hit with an attack, you


deal an additional 3 points of damage. This
bonus is reduced to 2 if the squad has two
or more injuries.
Phalanx (1/Encounter). The veterans form
a defensive perimeter. Attacks against you
have disadvantage until the start of your
next turn.
Loss of Soldiers. The squad cannot recover
from injuries.
Dwarven Scouts Injuries [ ][ ][ ]

Spotters. You have advantage on Wisdom


(Perception) checks, which grants you +5 to
your passive Perception.
Fire At Will (1/Encounter). When you hit
with an attack, you deal an additional 2d8
piercing damage. This bonus damage is
reduced to 1d8 if the scouts have two
injuries.
Loss of Soldiers. The scouts cannot recover
from injuries.
Dwarven Scouts Injuries [ ][ ][ ]

Spotters. You have advantage on Wisdom


(Perception) checks, which grants you +5 to
your passive Perception.
Fire At Will (1/Encounter). When you hit
with an attack, you deal an additional 2d8
piercing damage. This bonus damage is
reduced to 1d8 if the scouts have two
injuries.
Loss of Soldiers. The scouts cannot recover
from injuries.
Dwarven Guards Injuries [ ][ ][ ]

Support. When you hit with an attack, you


deal an additional 2 points of damage. This
bonus is reduced to 1 if the guards have two
injuries.
Block (1/Encounter). The guards can
interpose themselves in front of an attack
that would hit you, taking the hit instead. If
the attack deals 10 or more damage, the
guards take an injury.
Loss of Soldiers. The guards cannot recover
from injuries.
Dwarven Guards Injuries [ ][ ][ ]

Support. When you hit with an attack, you


deal an additional 2 points of damage. This
bonus is reduced to 1 if the guards have two
injuries.
Block (1/Encounter). The guards can
interpose themselves in front of an attack
that would hit you, taking the hit instead. If
the attack deals 10 or more damage, the
guards take an injury.
Loss of Soldiers. The guards cannot recover
from injuries.
Spies Injuries [ ][ ][ ]

Stealthy. When you roll Dexterity (Stealth),


your result cannot be lower than 15.
Sneak Attack (1/Encounter). When you hit
a creature within 30 feet of you with an
attack, if the attack had advantage or there is
an ally within 5 feet of the target and the
attack did not have disadvantage, you can
cause the attack to deal 3d6 additional
damage. This bonus damage is reduced to
2d6 if the spies have an injury, and to 1d6 if
they have two injuries.
Loss of Soldiers. The spies cannot recover
from injuries.
Spies Injuries [ ][ ][ ]

Stealthy. When you roll Dexterity (Stealth),


your result cannot be lower than 15.
Sneak Attack (1/Encounter). When you hit
a creature within 30 feet of you with an
attack, if the attack had advantage or there is
an ally within 5 feet of the target and the
attack did not have disadvantage, you can
cause the attack to deal 3d6 additional
damage. This bonus damage is reduced to
2d6 if the spies have an injury, and to 1d6 if
they have two injuries.
Loss of Soldiers. The spies cannot recover
from injuries.
Thugs Injuries [ ][ ][ ]

Bruisers. When you hit with an attack, you


deal an additional 2 points of damage. This
bonus is reduced to 1 if the thugs have an
injury.
Gang Up (1/Encounter). You gain
advantage on one melee attack roll you
make.
Loss of Soldiers. The thugs cannot recover
from injuries.
Thugs Injuries [ ][ ][ ]

Bruisers. When you hit with an attack, you


deal an additional 2 points of damage. This
bonus is reduced to 1 if the thugs have an
injury.
Gang Up (1/Encounter). You gain
advantage on one melee attack roll you
make.
Loss of Soldiers. The thugs cannot recover
from injuries.
Giant Riding Lizard Loyal [ ] Injuries [ ][ ][ ]

Mount. The Giant Riding Lizard functions as


a Large mount with a speed of 30 feet and a
climb speed of 30 feet.
Climbing Saddle. You can strap yourself into
your saddle, or unstrap yourself, as an action.
While strapped in, you have advantage on
checks and saves made to avoid dismounting,
and you do not risk falling while climbing.
Sticky Tongue (1/Encounter). If the lizard is
loyal, when you hit with a melee attack, you
can also grapple the target (Escape DC 15).
This grapple does not require you to have any
free hands.
Giant Riding Lizard Loyal [ ] Injuries [ ][ ][ ]

Mount. The Giant Riding Lizard functions as


a Large mount with a speed of 30 feet and a
climb speed of 30 feet.
Climbing Saddle. You can strap yourself into
your saddle, or unstrap yourself, as an action.
While strapped in, you have advantage on
checks and saves made to avoid dismounting,
and you do not risk falling while climbing.
Sticky Tongue (1/Encounter). If the lizard is
loyal, when you hit with a melee attack, you
can also grapple the target (Escape DC 15).
This grapple does not require you to have any
free hands.
Giant Riding Lizard Loyal [ ] Injuries [ ][ ][ ]

Mount. The Giant Riding Lizard functions as


a Large mount with a speed of 30 feet and a
climb speed of 30 feet.
Climbing Saddle. You can strap yourself into
your saddle, or unstrap yourself, as an action.
While strapped in, you have advantage on
checks and saves made to avoid dismounting,
and you do not risk falling while climbing.
Sticky Tongue (1/Encounter). If the lizard is
loyal, when you hit with a melee attack, you
can also grapple the target (Escape DC 15).
This grapple does not require you to have any
free hands.
Giant Riding Lizard Loyal [ ] Injuries [ ][ ][ ]

Mount. The Giant Riding Lizard functions as


a Large mount with a speed of 30 feet and a
climb speed of 30 feet.
Climbing Saddle. You can strap yourself into
your saddle, or unstrap yourself, as an action.
While strapped in, you have advantage on
checks and saves made to avoid dismounting,
and you do not risk falling while climbing.
Sticky Tongue (1/Encounter). If the lizard is
loyal, when you hit with a melee attack, you
can also grapple the target (Escape DC 15).
This grapple does not require you to have any
free hands.
Giant Riding Lizard Loyal [ ] Injuries [ ][ ][ ]

Mount. The Giant Riding Lizard functions as


a Large mount with a speed of 30 feet and a
climb speed of 30 feet.
Climbing Saddle. You can strap yourself into
your saddle, or unstrap yourself, as an action.
While strapped in, you have advantage on
checks and saves made to avoid dismounting,
and you do not risk falling while climbing.
Sticky Tongue (1/Encounter). If the lizard is
loyal, when you hit with a melee attack, you
can also grapple the target (Escape DC 15).
This grapple does not require you to have any
free hands.
Earth Elemental Loyal [ ] Injuries [ ][ ][ ][ ][ ][ ]

Stone Fists (1/Turn). When you hit a


creature within 20 feet of you with an attack,
the attack deals an additional 2d8
bludgeoning damage.
Tank It (1/Encounter). If the elemental is
loyal, when you are hit by an attack, the
earth elemental can take the hit instead. If
the attack deals 10 or more damage, the
elemental takes an injury.
Svirfneblin Archers
Artillery. When you hit with an attack, you
deal an additional 2 points of damage.
Svirfneblin Archers
Artillery. When you hit with an attack, you
deal an additional 2 points of damage.
Svirfneblin Archers
Artillery. When you hit with an attack, you
deal an additional 2 points of damage.
Svirfneblin Archers
Artillery. When you hit with an attack, you
deal an additional 2 points of damage.
Svirfneblin Archers
Artillery. When you hit with an attack, you
deal an additional 2 points of damage.
Ghosts
Intervention (1/Long Rest). The ghosts
intervene in your favor, allowing you to
reroll one attack roll or saving throw.
Ghosts
Intervention (1/Long Rest). The ghosts
intervene in your favor, allowing you to
reroll one attack roll or saving throw.
Ghosts
Intervention (1/Long Rest). The ghosts
intervene in your favor, allowing you to
reroll one attack roll or saving throw.
Ghosts
Intervention (1/Long Rest). The ghosts
intervene in your favor, allowing you to
reroll one attack roll or saving throw.
Ghosts
Intervention (1/Long Rest). The ghosts
intervene in your favor, allowing you to
reroll one attack roll or saving throw.
Modron March Injuries [ ][ ][ ][ ]

Support. When you hit with an attack, you


deal an additional 2 points of damage. This
bonus is reduced to 1 if the march has two
injuries.
March of the Machines. You and your
group can travel at a fast pace without
penalty to Wisdom (Perception) checks or
Passive Perception.
Loss of Soldiers. The march cannot recover
from injuries.
Myconid Warriors Injuries [ ][ ][ ][ ][ ]

Multiple Assignment. The myconid


warriors are assigned to the whole party at
once. They take injuries only from their
Protection ability.
Protection (1/Round). When a party
member would be hit by an attack, the
myconid warriors can protect them, taking
the hit instead. If they do, they take one
injury.
Loss of Soldiers. The warriors cannot
recover from injuries.
Carrion Crawler Loyal [ ] Injuries [ ][ ][ ]

Mount. The Carrion Crawler functions as a


Large mount with a speed of 30 feet and a climb
speed of 30 feet.
Climbing Saddle. You can strap yourself into
your saddle, or unstrap yourself, as an action.
While strapped in, you have advantage on checks
and saves made to avoid dismounting, and you do
not risk falling while climbing.
Tentacles (1/Short Rest). If the crawler is loyal,
when you hit with a melee attack, 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. The target can repeat the
saving throw at the end of each of its turns,
ending the poison on itself on a success.
Hook Horror Age [ ][ ] Injuries [ ][ ]

Echolocation. The hook horror can


communicate the location of anything it can
see with its 60-foot blindsight.
Climber. If the hook horror has at least one
age box checked, climbing does not cost you
additional movement.
Hooks (1/Encounter). If the hook horror
has at least one age box checked, when you
hit a creature within 30 feet with an attack,
you can deal an additional 1d6 piercing
damage. If two age boxes are checked, the
damage is 2d6 instead.
Red Wyrmling Age [ ][ ] Injuries [ ][ ]

Bite (1/Encounter). When you hit a creature


with a melee attack, you can deal an additional
1d6 piercing damage. If at least one age box is
checked, you also deal an additional 1d6 fire
damage.
Fire Breath (1/Encounter). If it has at least
one age box checked, the wyrmling exhales
fire in a 15-foot cone. Each creature in that
area must make a DC 12 Dexterity saving
throw, taking 4d6 fire damage on a failed save,
or half as much damage on a successful one. If
two age boxes are checked, the DC is 13 and
the damage is 7d6.
Basilisk Age [ ][ ] Injuries [ ][ ]

Poison (1/Encounter). When you hit a


creature with a melee attack, you can deal an
additional 1d6 poison damage. If at least one
age box is checked, the damage is 2d6 instead.
Petrifying Gaze (1/Short Rest). If at least one
age box is checked, the basilisk can force a
creature it can see, that can see it, to make a
DC 9 Constitution saving throw. On a failed
save, the creature is restrained, and must repeat
the save at the end of its next turn, becoming
petrified on a failed save, or ending the effect
on a success. If two age boxes are checked, the
DC is 12.

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