D&D5 Recharged - Shadow of The Dragon Queen

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RECHARGED

Shadow of the Dragon Queen


Contents More Recharged!
Acolyte 4 Swarm of Quippers 8
Anhkolox 4 Treant 8
Archmage 4 Vampire 8
Bandit 4 Veteran 8
Bandit Captain 4 Warhorse 8
Black Pudding 4 Water Weird 8
Bone Devil 4 Wight 8
Bone Naga 4 Wraith 8
Bulette 4 Zombie 9
Commoner 4
Cyclops 4
Death Slaad 4
Draconians 5
Dragon Army Troops 5
Dragonnels 5
Flameskull 5
Ghast 5
Giant Octopus 5
Giant Scorpion 5
Giant Shark 5
Goblin 6
Green Slaad 6
Grick 6
Grick Alpha 6 Recharge 350 creatures in
Guard 6 Recharged: Monster Manual!
Half-Ogre 6
Hobgoblin 6
Hobgoblin Captain 6
Kalaman Soldier 6
Kansaldi Fire-Eyes 6
Kender Skirmisher 6
Knight 6
Lord Soth 6 Writer/Designer: Adam Hancock
Mage 7 Editor: E.R.F. Jordan
Manticore 7
Marid 7 Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms,
Merrow 7 Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards
of the Coast product names, and their respective logos are trademarks of
Mummy 7 Wizards of the Coast in the USA and other countries.
Noble 7
Ogre 7 This work contains material that is copyright Wizards of the Coast and/or
Plesiosaurus 7 other authors. Such material is used with permission under the Commu-
Purple Worm 7 nity Content Agreement for Dungeon Masters Guild.
Red Slaad 7 All other original material in this work is copyright 2023 by Adam Hancock
Scout 7 and published under the Community Content Agreement for Dungeon
Skeletal Knight 8 Masters Guild.
Slaad Tadpole 8

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T
he red dragon opens its fiery maw to placing renewed emphasis on rechargeable special
release a gout of flame. The blink dog abilities instead. Doing so might give you more con-
winks out of existence—only to appear trol over the flow of battle for storytelling purposes
next to you, ready to bite. The giant spider or to safeguard the lives of beloved PCs.
slings a sticky web at you, pinning your arms to the
cavern wall. These are rechargeable special abil- If you’d like to try replacing monsters’ critical hits
ities, and D&D 5th edition wouldn’t be the same with rechargeable abilities, this supplement allows
without them. But there should be more! you to do so for every creature in Dragonlance:
Shadow of the Dragon Queen.
Denoted by a formula like “Recharge 4–6” or “Re-
charge 6,” rechargeable special abilities mean that Apply as Needed
a creature can use it once and then must wait to Finally, you can put rechargeable special abilities
use it again. The ability has a random chance of re- on retainer. In other words, use them whenever
charging at the start of each of the creature’s turns. needed. There’s no need to use them on the crea-
You roll a d6, and if the roll is one of the numbers ture’s first turn or the moment they recharge. If the
in the recharge span, the creature regains use of battle is going especially poorly for the PCs, don’t
the special ability. use them at all. If the PCs gain the upper hand
right away, go ahead and use them as often as you
But only nine stat blocks unique to Dragonlance: wish.
Shadow of the Dragon Queen have a recharge-
able special ability. This versatile game mechanic
deserves more time in the sun. So, this supplement
Two-Part Abilities
aims to correct those omissions. Some rechargeable abilities have two or more
parts. These abilities all have “if…then” or “on a
There are 59 rechargeable special abilities in this hit…then” wording. The intent of these recharge-
supplement, one for each Dragonlance: Shadow able abilities is that if the conditional part of the
of the Dragon Queen creature that doesn’t already ability isn’t met (for example, the plesiosaur doesn’t
have one. They are appropriate to the creature’s hit with a Bite attack, so it doesn’t deal extra dam-
temperament and ecology, and often pair well with age), then the rechargeable ability isn’t expended
one or more of the creature’s other abilities. You and the creature can try again on its next turn.
can use these abilities however you like, but here From the players’ viewpoint, nothing out of the ordi-
are a few suggestions about how to incorporate nary has happened.
them into your home campaign.
Adventure Companions
Increase the Challenge Don’t use these rechargeable special abilities as
One sure-fire way to surprise and challenge your written for NPCs and other creatures that accom-
players is to simply add the rechargeable ability pany the party on their adventures. Their recharge
to the creature’s stat block with no other modifica- rate is too fast for an ally that’s there for combat
tions. Naturally, most creatures become noticeably after combat. An NPC who recovers an expended
more powerful this way. ability so often would quickly outshine the heroes.
If you do want an NPC or other creature to join
Use this method if your players consistently devas- the adventurers, make their abilities recharge less
tate combat encounters that are supposed to be ap- frequently, following the recommendations in this
propriate to their character level. Another reason to table:
use this method is to reinvigorate veterans whose
excitement and sense of wonder for the game have Recharge as an Enemy Recharge as an Ally
waned. (Recharge 4–6) (Recharges After a Short or
Long Rest)
Replace Monster Critical Hits
(Recharge 5–6) (Recharges After a Short or
Monsters and nonplayer characters score critical Long Rest)
hits in the same way player characters do. But re-
(Recharge 6) (Recharges After a Long
cent conversations about the future of D&D have
Rest)
suggested removing critical hits from monsters,

3
takes 35 (10d6) necrotic damage and is poisoned

Creatures A–Z
This section contains at least one rechargeable
for 1 minute. On a successful save, a creature takes
half as much damage and isn’t poisoned. A poi-
soned creature can repeat its saving throw at the
special ability for each creature in Dragonlance: end of each of its turns, ending the effect on itself
Shadow of the Dragon Queen that doesn’t have on a success.
one. They/them pronouns are used when referring
to Humanoids and humanoid-like creatures. Bone Naga
Bone Transplant (Recharge 5–6). The naga re-
Acolyte pairs damage to itself by magically taking bones
Divine Eminence (Recharge 5–6). The acolyte from a Medium or larger inanimate corpse within
makes a melee weapon attack while expending a 30 feet of it. The naga regains 30 hit points and the
spell slot, causing their first hit within the next min- corpse is destroyed.
ute to deal an extra 5 (2d4) radiant damage to one
target. Bulette
Sinkhole (Recharge 5–6). While burrowing, the
Anhkolox bulette opens a circular sinkhole in the earth above
Impale (Recharge 5–6). The anhkolox makes two it. The sinkhole has a width of 10 feet and a depth
Claw attacks. If the anhkolox moved at least 30 feet of up to 30 feet. A creature standing on the surface
straight toward the target immediately before at- where the sinkhole appears must succeed on a DC
tacking, the target takes an extra 14 (4d6) piercing 16 Dexterity saving throw or fall into it. A creature
damage on a hit. takes 3 (1d6) bludgeoning damage for every 10 feet
it falls.
Archmage
Arcane Recovery (Recharge 6). The archmage The sides of the sinkhole are sheer and require
recovers expended spell slots. The spell slots can a successful DC 15 Strength (Athletics) check to
have a combined level of 9, and none of the slots scale.
can be of 6th level or higher.
Commoner
Bandit Run (Recharge 5–6). Until the start of their next
Cleave (Recharge 5–6). The bandit makes a Scimi- turn, the commoner’s speed increases by 10 feet,
tar attack. On a hit, the bandit then makes an attack and they can take the Dash or Disengage action as
against another creature within their reach. a bonus action.

Bandit Captain Cyclops


Inspiring Words (Recharge 5–6). The captain Fury (Recharge 5–6). The cyclops uses their Mul-
gives an inspiring shout to one of their allies within tiattack. If the cyclops is missing any hit points or
30 feet who can hear them. The chosen creature targets a creature they have witnessed cast a spell,
gains 4 temporary hit points (a number equal to they deal 7 (2d6) extra damage on each hit.
the captain’s Charisma modifier + their proficiency
bonus). Death Slaad
The death slaad has both of these two special abil-
Black Pudding ities:
Growth Spurt (Recharge 6). If the pudding is Me-
dium or smaller, it grows to become one size larger Mold Chaos (Recharge 5–6). The slaad casts the
and doubles its current hit points. mold earth cantrip, using Constitution as its spell-
casting ability.
Bone Devil
Stench of Decay (Recharge 5–6). The devil re- Necrosis (Recharge 5–6). The slaad emits shad-
leases an odor like a decaying corpse. Each crea- owy, corrupting evil in a 10-foot radius. Each
ture within 5 feet of it must make a DC 16 Con- creature in that area must make a DC 16 Wisdom
stitution saving throw. On a failed save, a creature saving throw. On a failed save, the creature takes

4
45 (10d8) necrotic damage and is frightened of
the slaad for 1 minute. On a successful save, the
Dragonnels
creature takes half as much damage and isn’t fright-
ened. A frightened creature can repeat its saving
Dragon Army Dragonnel
throw at the end of each of its turns, ending the Scalding Breath (Recharge 5–6). The dragonnel
effect on itself on a success. exhales scalding air in a 20-foot cone. Each crea-
ture in that area must make a DC 11 Dexterity sav-
Draconians ing throw, taking 14 (4d6) fire damage on a failed
save, or half as much damage on a successful one.
Baaz Draconian
Wasteland Dragonnel
Quick Disguise (Recharge 5–6). The draconian
hastily creates a disguise for themself. They must Slowing Breath (Recharge 5–6). The dragonnel
have access to an article of clothing or piece of fab- exhales gas in a 20-foot cone. Each creature in that
ric, a disguise kit, a prop (such as a weapon, staff, area must succeed on a DC 11 Constitution saving
or jewelry), or other materials with which to create throw. On a failed save, the creature can’t use re-
their disguise. Once they are disguised in this way, actions, its speed is halved, and it can’t make more
they affect a new personality and mannerisms. If than one attack on its turn. In addition, the creature
a wary creature suspects something is amiss, the can use either an action or a bonus action on its
draconian has advantage on any Charisma (Decep- turn, but not both. These effects last until the start
tion) check they make to avoid detection. of the dragonnel’s next turn.

Bozak Draconian Flameskull


Sorcerous Might (Recharge 6). The draconian Arcane Recovery (Recharge 6). The flameskull
makes a Trident or Lightning Discharge attack and recovers expended spell slots. The spell slots can
uses Spellcasting. When they cast a spell in this have a combined level of 3. The flameskull then
way, it does not expend a use of that spell. makes a Fire Ray attack as a bonus action.

Kapak Draconian Ghast


Bad Flyer (Recharge 6). The draconian gains a Demonic Words (Recharge 5–6). The ghast
flying speed of 30 feet for 1 minute. The draconian shouts to each of its allies within 30 feet who can
falls at the end of a turn if they’re airborne and the hear it. Each ally immediately recharges its special
only thing holding them aloft is their flying speed. ability. This ability can’t be recharged by the De-
monic Words of other creatures.
Sivak Draconian
Flyby Strike (Recharge 5–6). The draconian uses Giant Octopus
their Multiattack and then immediately flies out of
Squeeze (Recharge 6). The octopus squeezes
an enemy’s reach without provoking opportunity
through a space that a Small creature could fit
attacks.
through, provided it is wearing and carrying noth-
ing.
Dragon Army Troops
Dragon Army Soldier Giant Scorpion
Venom Spray (Recharge 5–6). Ranged Weapon
Draconic Blessing (Recharge 5–6). The soldier
Attack: +3 to hit, range 30/60 ft., one creature. Hit:
throws a javelin, which is consumed in a burst of
The target must make a DC 12 Constitution saving
flame, forming a line 5 feet wide that extends out
throw, taking 22 (4d10) poison damage on a failed
from the soldier to a target within 30 feet. The tar-
save, or half as much damage on a successful one.
get and each creature in the line must make a DC
12 Dexterity saving throw, taking 2d6 fire damage
on a failed save, or half as much damage on a suc-
Giant Shark
cessful one. Feeding Frenzy (Recharge 5–6). If a creature
within 120 feet is missing any of its hit points, the
shark makes two Bite attacks.

5
a Battleaxe attack against another creature within
Goblin reach.
Fury of the Small (Recharge 5–6). When the gob-
lin hits a Medium or larger creature with an attack, Hobgoblin
the goblin deals an extra 3 (1d6) damage. Spite (Recharge 5–6). The hobgoblin makes a
melee weapon attack against a creature. On a hit,
Green Slaad the target has disadvantage on the next attack roll
The green slaad has both of these two special abil- it makes in the next minute.
ities:
Hobgoblin Captain
Mold Chaos (Recharge 5–6). The slaad casts the Words of Warning (Recharge 5–6). The hobgob-
mold earth cantrip, using Constitution as its spell- lin gives a cautionary shout to each of their allies
casting ability. within 30 feet who can hear them. Each target at-
tempts to parry the next attack made against it this
Hurl through Limbo (Recharge 6). The slaad round, adding 2 to its AC against the attack, pro-
makes a melee attack. Instead of dealing damage, vided that the target is wielding a melee weapon.
the slaad instantly transports the target to Limbo.
The creature disappears and hurtles through a Kalaman Soldier
twisting, chaotic landscape.
Sentinel Strike (Recharge 6). The soldier makes a
At the end of the slaad’s next turn, the target re- Longsword attack. On a hit, each of the soldier’s al-
turns to the space it previously occupied, or the lies within 5 feet of the target can make one melee
nearest unoccupied space. If the target is not a weapon attack against the target as a reaction.
slaad, it takes 55 (10d10) psychic damage as it
reels from its bewildering experience.
Kansaldi Fire-Eyes
Immolate (Recharge 5–6). As a reaction taken
Grick when a creature within 90 feet that is on fire takes
Drop (Recharge 5–6). The grick drops from a fire damage, Kansaldi casts the immolation spell
height of at least 20 feet straight onto a target, then on it (save DC 16).
makes a melee weapon attack. On a hit, the target
takes an extra 9 (2d8) damage, and if the target is
Kender Skirmisher
a creature, it must succeed on a DC 12 Strength Loud Taunt (Recharge 6). The kender loudly
saving throw or be knocked prone. launches a barrage of insults at a creature they
can see within 60 feet of themself. If the target can
Grick Alpha hear the kender, the target must succeed on a DC
Drop (Recharge 5–6). The grick drops from a 12 Wisdom saving throw or all creatures within 20
height of at least 20 feet straight onto a target, then feet of the kender have advantage on attack rolls
makes a melee weapon attack. On a hit, the target against the target until the start of the kender’s next
takes an extra 18 (4d8) damage, and if the target turn.
is a creature, it must succeed on a DC 15 Strength
saving throw or be knocked prone. If the target is
Knight
prone, the grick then makes a Beak attack against Oath (Recharge 5–6). The knight pledges an oath
it as a bonus action. to win this battle for their cause, then makes a
weapon attack as a bonus action. The knight deals
Guard an extra 7 (2d6) damage on their first hit within the
Vigilance (Recharge 5–6). The guard makes a next minute.
Wisdom (Perception) check. On a failure, they re-
roll the die and must use the new roll.
Lord Soth
Cataclysmic Power (Recharge 5–6). Each Undead
Half-Ogre within 120 feet of Lord Soth, including himself, is
Cleave (Recharge 5–6). The ogrillon makes a wreathed in magical fire for 1 minute. At the start
Battleaxe attack. On a hit, the ogrillon then makes of each of a target’s turns, each non-Undead crea-

6
ture within 5 feet of it takes 7 (2d6) fire damage,
and flammable objects in the aura that aren’t being
Noble
worn or carried ignite. A non-Undead creature that Cutting Remark (Recharge 5–6). The noble
touches a target or hits it with a melee attack takes makes a witty, injurious remark about a creature
7 (2d6) fire damage. within 30 feet. If the target can hear the noble and
it has fewer hit points than the noble or the noble
Mage hit the target in the previous round, the target must
Arcane Recovery (Recharge 6). The mage recov- make a DC 13 Charisma saving throw. The target
ers expended spell slots. The spell slots can have a takes 7 (3d4) psychic damage on a failed save, or
combined level of 5. half as much damage on a successful one.

Manticore Ogre
Vicious Mockery (Recharge 5–6). The manticore Reckless (Recharge 5–6). The ogre makes a me-
denigrates its foes and promises swift death. It lee weapon attack with advantage, but attack rolls
casts the vicious mockery spell (spell save DC 11; against them have advantage until the start of their
4d4 psychic damage). next turn.

Marid Plesiosaurus
Water Fountain (Recharge 6). The marid mag- Thrash (Recharge 5–6). The plesiosaurus makes
ically sprays water in a 20-foot radius. Each a Bite attack. On a hit, the plesiosaurus whips its
creature in that area must make a DC 16 Dexter- head side to side to tear at the target, dealing an
ity saving throw. On a failure, a target takes 10 extra 16 (3d10) slashing damage.
(3d6) bludgeoning damage and, if it is Medium or
smaller, is pushed up to 5 feet away from the marid
Purple Worm
and knocked prone. On a success, a target takes The purple worm has one of these two special abil-
half as much damage and is neither pushed nor ities:
knocked prone.
Detect Life (Recharge 6). The worm can sense the
Merrow presence of creatures up to 1 mile away. It knows
Abyssal Gaze (Recharge 5–6). The merrow draws the general direction of the creatures but not their
magic from Demogorgon to create a magical gaze, exact locations.
which it turns toward one creature it can see within
120 feet. The target must succeed on a DC 10 Feeding Frenzy (Recharge 5–6). If a creature
Wisdom saving throw or suffer one of the following within 120 feet is missing any of its hit points, the
effects (choose one or roll a d6): worm makes two Bite attacks and one Stinger at-
tack.
1–3: Beguiling Gaze. The target is charmed by
the merrow until the start of the merrow’s next
Red Slaad
turn. The red slaad has both of these two special abili-
ties:
4–6: Hypnotic Gaze. The target is stunned until
the start of the merrow’s next turn or until the Implant (Recharge 5–6). The slaad makes one
merrow is no longer within its line of sight. Claw attack. On a hit, the slaad makes two addi-
tional Claw attacks.
Mummy
Marked for Death (Recharge 5–6). The mummy Mold Chaos (Recharge 5–6). The slaad casts the
moves 20 feet toward a frightened or paralyzed mold earth cantrip, using Constitution as its spell-
creature. The mummy then makes a Rotting Fist casting ability.
attack as a bonus action.
Scout
Hunter’s Mark (Recharge 5–6). The scout marks
one creature within 90 feet as their quarry and then

7
makes a weapon attack against it as a bonus action. • The vampire’s reflection, normally invisible, be-
The scout deals 3 (1d6) extra damage to a marked comes visible in a mirror or on another reflective
target the next time they hit it with a weapon at- surface.
tack, and they have advantage on any Wisdom (Per- • The vampire becomes visible if within 30 feet of
ception) or Wisdom (Survival) check they make to a residence it cannot enter due to its Forbiddance
find the marked target within the next hour. trait.
Skeletal Knight • Humanoid children can see through this invisibil-
ity.
Dreadful Aspect (Recharge 5–6). Each creature
of the skeletal knight’s choice within 30 feet of the Veteran
skeletal knight must make a DC 14 Wisdom saving
throw if it can see the skeletal knight. On a failed Experienced (Recharge 5–6). The veteran makes
save, the target is frightened of the skeletal knight a weapon attack. They then make an Intelligence
for 1 minute. If a creature frightened by this ef- check opposed by the target’s Wisdom check. If the
fect ends its turn more than 30 feet away from the veteran wins the contest, the veteran makes attack
skeletal knight, it can make another Wisdom saving rolls against the target with advantage, and has
throw, ending the effect on itself on a success. advantage on saving throws originating from the
target. The effect lasts for 1 minute.
Slaad Tadpole
Slither (Recharge 5–6). Until the end of its next
Warhorse
turn, the slaad’s speed increases by 10 feet and it Courageous Leap (Recharge 5–6). The horse
can take the Dash or Disengage action as a bonus moves at least 20 feet straight towards a Medium
action. or smaller creature or obstacle and jumps over it
without provoking opportunity attacks from the tar-
Swarm of Quippers get for the rest of this turn.
Disorient (Recharge 5–6). A creature occupying Water Weird
the swarm’s space must succeed on a DC 13 Wis-
dom saving throw or be blinded and deafened until Death Roll (Recharge 5–6). The water weird
the end of its next turn. violently twists. When it does so, the water weird
chooses one of the following effects:
Treant • A creature the water weird is grappling takes 21
Command Nature (Recharge 5–6). Plant crea- (4d8 + 3) bludgeoning damage.
tures that can see or hear the treant can make a • If a creature grappled by the water weird is un-
melee weapon attack as a reaction. The treant then derwater and cannot breathe water, it runs out of
makes a Slam attack. breath and begins suffocating.

Vampire Wight
The vampire has one of these two special abilities: Hold the Line (Recharge 5–6). The wight makes
two melee weapon attacks. If the wight hits a crea-
Control Weather (Recharge 6). The vampire can ture with either attack, the target takes an extra 4
alter the weather in a 6-mile radius centered on (1d8) damage, and the creature’s speed becomes 0
its lair. The change in weather is immediate and until the end of its next turn.
lasts 1 minute, or until the vampire’s concentration
ends; otherwise, the effect is identical to the control Wraith
weather spell.
Implosion (Recharge 6). The wraith’s body mo-
mentarily collapses in on itself, creating a vacuum
Fallible Invisibility (Recharge 6). The vampire
that extinguishes small fires and pulls objects and
becomes invisible for 1 hour. Anything the vampire
creatures toward the wraith. A creature within 30
is wearing or carrying is invisible as long as it is
feet of the wraith must make a DC 14 Strength
on the vampire’s person. The invisibility ends if the
saving throw. On a failed save, a creature takes
vampire attacks or casts a spell. The invisibility can
22 (4d10) necrotic damage and is pulled 15 feet
be circumvented by three things:
toward the wraith. If this places the target in the

8
same space as the wraith, the creature takes 5
(1d10) force damage and is then shunted to an un-
occupied space within 5 feet. On a successful save,
a creature takes half as much damage and isn’t
pulled.

Zombie
Fast (Recharge 5–6). Until the end of its next turn,
the zombie’s speed increases by 10 feet and it can
take the Attack action as a bonus action.

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