Scuttlerz Tribe Deep in the Kino Forest, a tribe of goblins made a pact with the demon, Malphas. With demonic guidance and power, they may rise as a threat to other tribes... and the civilized world. Demonic Presence The Scuttlerz goblins were a spider-riding tribe of tree dwellers until a demon appeared to Kordic and gave him mystical dark power. With this power comes great ambition and a lust for spreading death and pain. Kordic The Slayer Medium humanoid, Lawful Evil Armor Class 18

18 Hit Points 72

72 Speed 25ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+2) 20 (+5) 14 (+2) 14 (+2) 8 (-1) ___ Condition Immunities None.

None. Resistances Necrotic, Fire

Necrotic, Fire Senses passive Perception 14

passive Perception 14 Languages Goblin, Infernal Horrifying Aura Any creature that starts its turn within 10 feet of Kordic must make a DC 14 Constitution save, or become Frightened. Saving against this makes you immune for 24 hours. Actions Darkfire Greatsword. Reach 5 feet. +6 hit. 2d6+4 slashing damage, +2 necrotic damage. Spellguard. Reaction. Magical projectiles which hit Kordic instead are reflected back at their source as an Acid Arrow (+4 to hit, 4d4 acid damage + 2d4 next turn). Soulbound. Reaction. Upon taking damage, Kordic may redirect that damage to a living ally within 30 feet. Stored Darkfire[6]. Cast fireball as necrotic damage. +4 to hit. 4d6 necrotic damage. Darkfire Bolt [5-6] Range 100 feet. +5 hit. 2d12+2 necrotic damage. Passes through up to one creature. Rise [6] Up to 4 non-undead corpses dead within 30 feet rise up as undead zombies under Kordic's control. Scuttler Reaver Small humanoid, Chaotic Evil Armor Class 16

16 Hit Points 45

45 Speed 40ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 10 (+0) 6 (-2) 14 (+2) 6 (-2) Condition Immunities Immobilize, Charm, Sleep

Immobilize, Charm, Sleep Languages Goblin, Infernal Actions Greatsword. +4 hit. 2d6+2 slashing. Silken Shadow [6] Reaction. When an attack would hit you, that attack misses. You teleport 5 feet, and your opponent makes a DC 12 dexterity check, or is disarmed. Harm Touch +5 hit, 5ft. Once per day. Deal 3d8+3 necrotic damage and the target gains exhaustion. Swift Shadow Once per day. For 2 rounds, you gain an extra attack and move at double speed. Scuttler Rider Chaotic Evil, large beast Armor Class 14

14 Hit Points 24

24 Speed 40 ft., 40ft. climbing STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 8 (-1) 8 (-1) 12 (+1) 2 (-4) Senses passive Perception 12 Actions Multiattack Scuttler Riders have two attacks, one Goblin Attack and one Spider attack, per round. Shortbow Ranged Weapon Attack: +4 to hit, reach 60ft., one target. Hit 1d6+2 piercing. Spider Venom Ranged Weapon Attack: +6 to hit, reach 20ft., one target. Hit 1d6 acid damage and the target must make a DC 16 Constitution saving throw or be Poisoned for 4 rounds. Web Ranged Weapon Attack: +6 to hit, reach 40ft., one target. Hit DC 14 dexterity saving throw or target is Restrained. DC 16 strength save to break the bonds, or can be cut.

Encounter An encounter with Kordic and his army may be tailored to your group and their situation. This can serve as a mini-climax to some existing story featuring goblins, or as a hook into the following encounters. Kordic, the Reavers, and the spider riders will raid any nearby settlements and press other nearby tribes into service. There may be divisions within the tribes that the players could exploit. Goblin Tribe Ideas Name Concept Scuttlerz Originally scouts and spider tamers, now demon possessed Bear Boyz Live in caves; strong, direct, defensive Yeller Fangs Nomadic pack hunters, survivalists, wolf pets Bloody Spearz Previous goblin power, war culture Wind Breakas Guerillas with wind magic and superior archery skills Maps

The Barrow of Leth'alas Background Map Locations of Note Creatures Possessed goblin Medium humanoid, lawful evil Armor Class 14

14 Hit Points 24

24 Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 7 (-1) Condition Immunities

Senses passive Perception 14

passive Perception 14 Languages Infernal, Goblin

Infernal, Goblin Challenge Possessed. When the creature dies, it spawns a Quasit at its location. Actions Battleaxe. +5 to hit. 1d10+4 slashing damage. Hurl Flame. +5 to hit. 150ft range. 2d6 fire damage. Reykot, the Plant Fiend Giant fiend / plant, neutral evil Armor Class 14

14 Hit Points 60

60 Speed 10ft. STR DEX CON INT WIS CHA 22 (+5) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 7 (-1) Condition Immunities Prone, Poison

Prone, Poison Damage Resistance Necrotic, Psychic

Necrotic, Psychic Senses passive Perception 14

passive Perception 14 Languages Infernal Actions Reykot may attak twice per turn. Once with its bite, and once with its tongue. Fire Bite. Range 20ft. +6 to hit. 1d12+5 fire damage. Fire Lash. +5 to hit. 50ft range. 1d6 +3 piercing damage plus 1d8 fire damage. Ekytoth, the Plant Fiend Giant fiend / plant, neutral evil Armor Class 14

14 Hit Points 80

80 Speed 10ft. STR DEX CON INT WIS CHA 22 (+5) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 7 (-1) Condition Immunities Prone, Poison

Prone, Poison Damage Resistance Necrotic, Psychic

Necrotic, Psychic Senses passive Perception 14

passive Perception 14 Languages Infernal Actions Ekytoth may attak twice per turn. Once with its bite, and once with its tongue. It may use two lair actions per round. Bite. Range 20ft. +6 to hit. 1d12+5 piercing damage. Tongue Lash. +5 to hit. 50ft range. 1d6 +3 damage. Target must make a DC 14 Dexterity check or be Restrained. Lair Action Generate Pod: Generate a Spore Pod along its vines (by Ekytoth) Detach Vine: Generate a Hell Viper vine along its vines (by Reykot) Flurry of Thorns: Ekytoth and Reykot hurl thorns at their enemies. All creatures within 60 feet must make a DC 14 Dexterity saving throw, or take 1d8 fire plus 1d8 necrotic plus 3d6 piercing damage on a failed save, or half as much on a successful.

Hell Vine Giant plant, neutral evil Armor Class 14

14 Hit Points 10

10 Speed 40ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 10 (+0) - (-) - (-) - (-) Condition Immunities

Immunity Fire

Fire Languages None Actions Restrain. +5 to hit. Target must make a DC 14 Dexterity saving throw or be Restrained and take 1d6 piercing damage. Hellish Constriction +5 to hit. The target must be Restrained. The target takes 3d6 fire damage. Spore Pod Giant plant, neutral evil Armor Class 14

14 Hit Points 4

4 Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 7 (-1) Condition Immunities

Vulnerability Fire

Fire Languages None

None Special: Upon death, Spore Pod uses its Spore Cloud ability on everything within 5 feet. The spores remain in the area for 1 minute unless blown away. Actions Spore Cloud. +4 to hit. Range: 5ft. Target must make a DC 14 Constitution Saving throw or be Poisoned for 1 minute. Poison Spray. +5 to hit. Range: 20 ft. 1d8 poison damage. Possessed Human Medium humanoid, Lawful evil Armor Class 16

16 Hit Points 30

30 Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 6 (-2) 1 (-4) 19 (+5) 1 (-4) 10 (+0) Condition Immunities None

None Senses passive Perception 15

passive Perception 15 Languages Common, Infernal

Common, Infernal Challenge Death Blow. When hit points drops to 0, immediately makes an attack of opportunity against an enemy within 5 feet. Possessed. When the creature dies, it spawns a Quasit at its location. Actions Whip. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 2d4+3 Rise [6] Any living creature that was killed in the last minute, within 60 feet, rises under the command of the demon as an undead construct with 1 hit point. No creature so animated may be animated again in this way.

Reyna Fronz Medium tiefling Warlock Armor Class 14

14 Hit Points 40

40 Speed 30ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 14 (+2) 9 (-1) 18 (+4) Condition Immunities

Senses passive Perception 14

passive Perception 14 Languages Common, Infernal, Goblin

Common, Infernal, Goblin Challenge 3 Hellish Rebuke. As a reaction, you may cast Hellish Rebuke once per day. Hellish Resistance. You have resistance to fire damage. Dark One's Own Luck. Can add a d10 to a saving throw once per day. Dark One's Blessing. You can temporary hp = 11 when you kill a hostile creature. Actions Eldritch Blast. Ranged Spell Attack: +7 to hit, reach 120ft., two beams, 1d10+4 / 1d10+4. Choose two of.... Armor of Agathys. You gain 15 temporary hp. Any creature that hits you with a melee attack takes 15 cold damage. Crown of Madness. Wisdom saving throw (DC 16) or become charmed. Make a melee attack against a creature other than itself that I choose. Lightning Bolt. Line 100 feet long and 5 feet wide. Dexterity saving throw (DC 16) or take 8d6 lightning damage. Half on save. Black Eye Small construct Armor Class 10

10 Hit Points 14

14 Speed 0ft. Darkening Draw. Any magical projectile which comes in range is drawn in by the Eye. If more than 20 damage is absorbed this way, the eye's range doubles. Evil Aura. Any non-evil creatures within its aura feel uncomfortable and have disadvantage on attacks and saving throws. Divine healing is reduced by half, and undead and fiends have advantage to resist the effects of Turning. Goblin Flesh Golem (Korzo) Large construct, unaligned Armor Class 9

9 Hit Points 93(1d4 + 5)

93(1d4 + 5) Speed 30ft. STR DEX CON INT WIS CHA 17 (+4) 16 (+3) 15 (+3) 9 (+0) 13 (+2) 1 (-4) Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses passive Perception 17

passive Perception 17 Languages Infernal, Goblin

Infernal, Goblin Challenge 7 (210 XP) Berserk. Whenever the golem takes fire damage, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. The golem deals 1d4 extra fire damage. Once the golem goes berserk, it continues to do so until it is destroyed. If the golem is on fire, it continues to be berserk until the fire is extinguished. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 16 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes additional fire damage, the golem might go berserk again. Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Nimble Flesh. The golem may use its reaction to have advantage on a dexterity saving throw. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Loot Manual of Golems: Goblin. A goblin-hide bound book, written in infernal with smatterings of goblin, with notes detailing the creation of a goblin flesh golem. Such a golem requires 1000g in material components, a week's worth of dedicated study, preparation, and assembly, and 20 dead goblin corpses. Must be a 7th level spell caster. Cloak of Shifting Shadows. When you pull the hood up in dim light, Wisdom (Perception) checks made to see you have disadvantage. You may also use the Shadow Step ability once per day (see: Way of Shadow). Attunement Required.

Moonlit Stabbers Backstory These guys are an up and coming crew. They are a regionally known (within Kino) group of assassins operating over the last year with a perfect record. Some notable kills include: A priest of Basso who had unpaid gambling debts in Lokden.

A lieutenant of the city guard in Haven, no public reason given.

Two middling merchants in Ubersfurt, possibly over refusal to pay their supplier.

Contracted from their base in Haven to kill the players. It is rumored they use trained animals to kill for them. Potentially wolves or big cats. Actually, they are a guild of lycanthropes of different types. Ferdinand has a contact that can induce lycanthropy in certain animals for a price, and he's put together this team of elite assassins with special powers. Ferdinand can cure the team of lycanthropy periodically to prevent it from being too damaging to their psyche, though they retain control of themselves. They prevent the spread of lycanthropy through their attacks to the extent possible. Brock is an example of somebody who went too far - Brock was a full member of the team, but he succumbed to the drill bear's rage and they couldn't find him in time to remove the lycanthropy curse and let its effects wear off. By the time they found him, he was a bit insane, but still effective in battle. Members Blaze (Brian) A werewolf barbarian. Hair is dyed red, with a stylish pointy goatee. He's cocky and aggressive to a fault, and likes to trash talk. Brian was a drunken barbarian from the mountains to the North, visiting the city and known for his strength, when he was approached by Ferdinand. Luna A werewolf monk. Luna was already a werewolf for hire when she met Ferdinand, and her skills gave him the idea to create a team of lycanthropes. Ursula A wererat thief. Ursula is a petite human with bucked teeth and an elaborate black hair braid. She likes to drink and party, and wears a hip flask. Ferdinand A weremammoth cleric of The Keeper. Barrel-chested, usually smoking a fat cigar. He is cold, businesslike, and doesn't like to show off his cleric powers. Ferdinand was running an underground temple in Haven, running a crooked casino when it was smashed to bits by the city guard. He escaped and hired Luna to kill the detective who planned the raid. Impressed by her skill, Ferdinand sought out magical assistance to form a squad of were-assassins. Brock A weredrillbear Barbarian. He has gone insane with the spirit of a drill bear raging inside of him. The team keeps him manacled at all times and unleashes him when they go into combat. He remains in hybrid drill bear form at all times. Smells like blood, ragged clothes and missing teeth, with a simmering inner rage. Blaze Werewolf barbarian, level 6 Armor Class 16 (no armor, 10+4+1+1)

16 (no armor, 10+4+1+1) Hit Points 42

42 Speed 40ft. as human, 50ft. as wolf STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 18 (+4) 11 (+0) 14 (+2) 10 (+0) Condition Immunities none

none Senses passive perception +6

passive perception +6 Languages Common

Common Damage Immunity physical from nonmagical weapons that aren't silvered Keen Hearing and Smell. The werewolf has advantage on Wisdom (perception) checks for hearing or smell. Danger Sense. Advantage on dexterity saving throws. Actions Multiattack. Blaze makes two attacks per round. Bite. +6 to hit, reach 5ft. Hit (1d8+3) piercing damage. If the target is humanoid, DC 12 CON save or be cursed with werewolf lycanthropy. Greatsword. +7 to hit, reach 5ft. Hit (2d6+3) slashing damage. Rage. Twice per day. +2 damage on attacks.

Luna Werewolf monk, level 6 Armor Class 17 (no armor, 10+4+1+1)

17 (no armor, 10+4+1+1) Hit Points 36

36 Speed 45ft. as human, 55ft. as wolf STR DEX CON INT WIS CHA 18 (+4) 19 (+4) 13 (+1) 11 (+0) 14 (+2) 8 (-1) Condition Immunities none

none Senses passive perception +6

passive perception +6 Languages Common

Common Damage Immunity physical from nonmagical weapons that aren't silvered Keen Hearing and Smell. The werewolf has advantage on Wisdom (perception) checks for hearing or smell. Ki. 6 ki points. Ki Features. Ki save DC is 12. You can make two unarmed attacks as a bonus action, take the dodge action, or use the Disengage or Dash action as a bonus action. Shadow Features. Use 2 ki points to cast darkness or silence. When you enter dim light or darkness, as a bonus action you can teleport up to 60 fet into an unoccupied space also in dim light or darkness. Deflect Missiles. Use your reaction to deflect or catch a missile. 1d10+4+6. If damage reduced to 0, you catch the missile. Can spend 1 ki point to make an attack as part of the same reaction. (+7 to hit, range 20/60). Actions Multiattack. Luna makes two attacks per round, with a bonus unarmed attack action. Bite. +6 to hit, reach 5ft. Hit (1d8+3) piercing damage. If the target is humanoid, DC 12 CON save or be cursed with werewolf lycanthropy. Claw. +7 to hit, reach 5ft. Hit (1d6+4) slashing damage. Ferdinand Weremammoth cleric, level 5 Armor Class 18 (splint mail)

18 (splint mail) Hit Points 65 (+20hp)

65 (+20hp) Speed 30ft. as human, 40ft. as mammoth STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 15 (+2) 15 (+2) 19 (+4) 15 (+2) Condition Immunities none

none Languages Common

Common Damage Immunity physical from nonmagical weapons that aren't silvered Trample. If Ferdinand hits after moving 20 feet with a gore attack, the target must make a DC 16 strength check or be knocked prone. If knocked prone, Ferdinand may make a Stomp attack. Actions Gore. +5 to hit. 2d8+5 piercing damage. If the target is humanoid, DC 12 CON save or be cursed with mammoth lycanthropy. Stomp. +5 to hit, reach 5ft. Hit (2d8+2) bludgeoning damage. Cleric Spells. 4/3/3. Spell list to include (1) Cure Wounds, Healing Word, Sanctuary, Charm Person (2) Hold Person, Silence, (3) Beacon of Hope, Mirror Image Channel Divinity. Invoke Duplicity - create a mirror image that lasts 1 minure (concentration). Channel Divinity: Cloak of Shadows. Become invisible until the end of your next turn. Become visible if you attack or cast a spell.

Brock Weredrillbear barbarian, level 6 Armor Class 14 (no armor, 10+2+2+1)

14 (no armor, 10+2+2+1) Hit Points 48

48 Speed 40ft. as human, 35ft. as drillbear STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 12 (+2) 7 (-2) 8 (-1) 7 (-2) Senses passive perception +3

passive perception +3 Languages Common

Common Damage Immunity physical from nonmagical weapons that aren't silvered Danger Sense. Advantage on dexterity saving throws. Insane. Brock has a 10% chance to attack the nearest enemy without regard for friend or foe. Increases to 50% when Brock is bloodied. Actions Multiattack. Brock makes two attacks per round. Bite. +6 to hit, reach 5ft. Hit (1d8+3) piercing damage. If the target is humanoid, DC 12 CON save or be cursed with weredrillbear lycanthropy. Drill Claws. +9 to hit, reach 5ft. Hit (2d10+5) piercing damage. Rage. Twice per day. +2 damage on attacks. Loot Blaze. Attunement Required. Boots of Lesser Speed - they are lined with rabbit fur. As "Boots of Speed", but for 1 minute. Ferdinand. +1 Mace. Brock. Amulet of Health. Ursula Wererat thief, level 6 Armor Class 16 (no armor, 10+4+1+1)

16 (no armor, 10+4+1+1) Hit Points 29

29 Speed 30ft. as human, 40ft. as rat STR DEX CON INT WIS CHA 9 (-1) 20 (+5) 13 (+1) 14 (+2) 11 (+0) 13 (+1) Condition Immunities none

none Senses passive perception +3

passive perception +3 Languages Common

Common Damage Immunity physical from nonmagical weapons that aren't silvered Keen Smell. The wererat has advantage on Wisdom (perception) checks for smell. Sneak Attack. Once per turn, you can deal an extra 3d6 damage if you have advantage on the attack roll. Cunning Action. You can take a bonus action once per turn - Dash, Disengage, or Hide. Uncanny Dodge. When an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Assassinate. During its first turn, assassins have advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against the surprised creature is a critical hit. Actions Multiattack. Ursula makes two attacks per round. Bite. +3 to hit, reach 5ft. Hit (1d4-1) piercing damage. If the target is humanoid, DC 12 CON save or be cursed with werewolf lycanthropy. Shortbow. +8 to hit, reach 80/320. 1d6 piercing. Poison Arrow[5,6]. Same as shortbow, but the creature must save DC 15 constitution or become Poisoned. Save ends. If they fail to clear the poison after 3 rounds, they become blind. Claw. +7 to hit, reach 5ft. Hit (1d6+4) slashing damage.