Bestiary: Allies & Shadow Resistance
Stat blocks for the Dust-Skulkers, Dragonborne Enclave, and allied NPCs. These factions may fight alongside OR against the party depending on choices made.
BIG BOSS (Goblin Chieftain) -- Level 3
Unique NPC | CG | Small | Goblin | Humanoid
Chieftain of the Dust-Skulkers. Guards the mountain passes. Deeply afraid of Maliki's return. Pragmatic -- will fight the party if they threaten his people, ally with them if they help.
| Stat | Value |
|---|---|
| Perception | +11; darkvision |
| Languages | Common, Goblin, Draconic |
| Skills | Athletics +10, Intimidation +10, Stealth +9, Survival +11, Warfare Lore +8 |
| Str +3 | Dex +2 |
| Defense | Value |
|---|---|
| AC | 20 |
| HP | 50 |
| Fort | +11 |
| Speed | 25 ft |
Melee [1 action] Warhammer +11 (shove), Damage 1d8+5 bludgeoning Ranged [1 action] Composite Shortbow +10 (deadly d10, range 60 ft), Damage 1d6+3 piercing
Special Abilities
Goblin Scuttle [reaction] Trigger: An ally ends a move adjacent. Effect: Big Boss Steps.
Rally the Skulkers [2 actions] (auditory, mental) Big Boss lets out a rallying cry. All goblin allies within 30 ft gain +1 status bonus to attack rolls and saves vs Fear for 2 rounds.
Mountain Fighter: Big Boss ignores difficult terrain caused by rubble, loose stone, or uneven ground. He gains +2 circumstance bonus to Athletics checks to Shove or Trip in underground or mountain environments.
Desperate Last Stand: When reduced below 15 HP, Big Boss gains +2 to all attack rolls and deals +1d6 damage, but takes -2 to AC. He will fight to the death to protect Dust-Skulker children.
DUST-SKULKER GOBLIN WARRIOR (Level -1)
NPC | N | Small | Goblin | Humanoid
Standard Dust-Skulker foot soldier. Better scouts than fighters. Fiercely loyal to Big Boss.
| Stat | Value |
|---|---|
| Perception | +5; darkvision |
| Skills | Stealth +7, Survival +5, Acrobatics +5 |
| Str +1 | Dex +3 |
| Defense | Value |
|---|---|
| AC | 16 |
| HP | 6 |
| Fort | +3 |
| Speed | 25 ft |
Melee [1 action] Dogslicer +8 (agile, backstabber, finesse), Damage 1d6+1 slashing Ranged [1 action] Shortbow +8 (deadly d10, range 60 ft), Damage 1d6 piercing
Special Abilities
Goblin Scuttle [reaction] Step when an ally ends a move adjacent.
Tunnel Rat: These goblins can Squeeze at full speed and don't take penalties while Squeezing.
DUST-SKULKER SCOUT (Level 1)
NPC | N | Small | Goblin | Humanoid
The eyes and ears of the Dragonborne Enclave. Operates in pairs deep in the warrens.
| Stat | Value |
|---|---|
| Perception | +9; darkvision |
| Skills | Stealth +9, Survival +7, Nature +5, Acrobatics +7 |
| Str +0 | Dex +4 |
| Defense | Value |
|---|---|
| AC | 17 |
| HP | 15 |
| Fort | +5 |
| Speed | 30 ft |
Melee [1 action] Dogslicer +9 (agile, backstabber, finesse), Damage 1d6+2 slashing Ranged [1 action] Shortbow +9 (deadly d10, range 60 ft), Damage 1d6+1 piercing
Special Abilities
Sneak Attack: 1d6 precision damage to flat-footed creatures.
Vanish [1 action] If the scout is in dim light or darkness, it can Hide and then Stride up to half its speed without breaking stealth.
Warren Knowledge: These scouts know every tunnel, pipe-entrance, and hidden passage in the warrens. They can guide the party through the Undercity without chance of getting lost.
GOBLIN WOLF RIDER (Level 1)
NPC | N | Small | Goblin | Humanoid (mounted on Wolf)
Dust-Skulker cavalry. Used for patrol and rapid response in the warrens.
| Stat | Value |
|---|---|
| Perception | +7; darkvision |
| Skills | Acrobatics +7, Nature +5, Stealth +7 |
| Str +1 | Dex +3 |
| Defense | Value |
|---|---|
| AC | 17 |
| HP | 18 |
| Fort | +5 |
| Speed | 25 ft (35 ft mounted) |
Melee [1 action] Horsechopper +7 (reach 10 ft, trip, versatile P), Damage 1d8+1 slashing Ranged [1 action] Shortbow +9 (deadly d10, range 60 ft), Damage 1d6 piercing
Special Abilities
Mounted Mobility: While mounted, the wolf rider doesn't trigger reactions from movement (like Attack of Opportunity) when the mount Strides.
Goblin Scuttle [reaction] Step when ally ends move adjacent.
Ride-By Attack [2 actions] The wolf rider commands the mount to Stride. At any point during the movement, the rider makes a melee Strike.
WOLF (Riding Wolf) -- Level 1
Use this for Dust-Skulker mounts and wild wolves.
| Stat | Value |
|---|---|
| Perception | +7; scent (imprecise 30 ft) |
| Skills | Acrobatics +7, Athletics +6, Stealth +7, Survival +7 |
| Str +2 | Dex +3 |
| Defense | Value |
|---|---|
| AC | 16 |
| HP | 24 |
| Fort | +8 |
| Speed | 35 ft |
Melee [1 action] Jaws +9, Damage 1d6+2 piercing plus Knockdown
Knockdown [1 action] Requirement: Hit with Jaws this turn. Attempt to Trip the target (no free hand needed).
Pack Attack: Extra 1d4 damage to targets within reach of the wolf's allies.
ELDER RYKAR (Dragonborne Tribal Elder) -- Level 5
Unique NPC | CG | Medium | Dragonborn | Humanoid
Leader of the Dragonborne Enclave. Descendant of Glaurung's direct bloodline. Values blood over gold. Distrusts Ratfolk. Will fight the party if they slaughter goblins; potential powerful ally if they earn her trust.
| Stat | Value |
|---|---|
| Perception | +13 |
| Languages | Common, Draconic, Goblin |
| Skills | Athletics +13, Intimidation +13, Diplomacy +10, Survival +13, Warfare Lore +11 |
| Str +4 | Dex +1 |
| Defense | Value |
|---|---|
| AC | 23 |
| HP | 78 |
| Resistances | Fire 5 (draconic heritage) |
| Fort | +13 |
| Speed | 25 ft |
Melee [1 action] Glaive +14 (deadly d8, forceful, reach 10 ft), Damage 2d8+6 slashing Melee [1 action] Claw +14 (agile), Damage 1d6+6 slashing
Special Abilities
Dragon Breath [2 actions] (arcane, evocation, fire) Rykar breathes a 30-ft cone of fire dealing 4d6 fire damage (DC 22 Basic Reflex save). She can use this once every 1d4 rounds.
Matriarch's Command [1 action] (auditory, mental) All Dragonborne allies within 60 ft gain +1 status bonus to attack rolls and +2 to damage until the start of Rykar's next turn.
Ferocious Charge [2 actions] Rykar Strides up to double her speed and makes a glaive Strike at the end. If the Strike hits, she deals an extra 1d8 damage.
Impulsive Fury: When an ally within 30 ft is reduced to 0 HP, Rykar immediately gains +2 to attack rolls and damage for 1 round, but takes -2 to AC.
Weakness - Her Young: If Dragonborne children or non-combatants are threatened, Rykar abandons tactical thinking and charges directly at the threat. She becomes immune to Fear but cannot use defensive actions.
DRAGONBORNE WARRIOR (Level 2)
NPC | CG | Medium | Dragonborn | Humanoid
Enclave infantry. The martial "Shield" that guards the mountain passes.
| Stat | Value |
|---|---|
| Perception | +8 |
| Languages | Common, Draconic |
| Skills | Athletics +10, Intimidation +8, Survival +8 |
| Str +4 | Dex +1 |
| Defense | Value |
|---|---|
| AC | 19 (scale mail + heavy shield) |
| HP | 36 |
| Resistances | Fire 3 |
| Fort | +9 |
| Speed | 20 ft (armored) |
Melee [1 action] Battleaxe +10, Damage 1d8+4 slashing Melee [1 action] Shield Bash +10, Damage 1d6+4 bludgeoning
Special Abilities
Shield Block [reaction] Hardness 5, HP 20 (BT 10).
Dragon Breath [2 actions] 15-ft cone, 2d6 fire damage, DC 18 Basic Reflex. Usable once every 1d4 rounds.
Shield Wall: When adjacent to another Dragonborne warrior, both gain +1 circumstance bonus to AC.
DRAGONBORNE SKIRMISHER (Level 1)
NPC | CG | Medium | Dragonborn | Humanoid
Light fighters and outriders for the Enclave.
| Stat | Value |
|---|---|
| Perception | +7 |
| Skills | Athletics +7, Stealth +6, Survival +7 |
| Str +3 | Dex +2 |
| Defense | Value |
|---|---|
| AC | 17 (leather armor) |
| HP | 22 |
| Resistances | Fire 2 |
| Fort | +7 |
| Speed | 25 ft |
Melee [1 action] Spear +8 (thrown 20 ft), Damage 1d6+3 piercing Ranged [1 action] Longbow +7 (deadly d10, range 100 ft, volley 30 ft), Damage 1d8+1 piercing
Special Abilities
Dragon Breath [2 actions] 15-ft cone, 1d6 fire damage, DC 16 Basic Reflex. Usable once every 1d4 rounds.
Nimble Retreat [reaction] Trigger: An enemy misses the skirmisher with a melee Strike. Effect: The skirmisher Steps.
FRED (Goblin Vendor/Informant) -- Level 0
Unique NPC | N | Small | Goblin | Humanoid
Heinrich's "eyes and ears" and fish vendor. Survived the Gear Icon takeover by hiding in the plumbing. Has the only surviving map of the Palace sub-basement. Cowardly but observant.
| Stat | Value |
|---|---|
| Perception | +8; darkvision |
| Languages | Common, Goblin, Gnomish |
| Skills | Stealth +7, Deception +5, Society +4, Survival +6, Gear Icon Lore +8 |
| Str -1 | Dex +3 |
| Defense | Value |
|---|---|
| AC | 14 |
| HP | 8 |
| Fort | +2 |
| Speed | 25 ft |
Melee [1 action] Fish Knife +5 (agile, finesse), Damage 1d4-1 slashing
Special Abilities
Non-combatant: Fred will flee at the first sign of combat. He never fights willingly.
Gear Icon Memory: Fred can answer questions about the Gear Icon's layout with a DC 12 Gear Icon Lore check. On a critical success, he remembers secret passages.
"The Fish Must Flow": Fred carries 2d6 Cavern-Blind Trout at any time, worth 3-5 GP each.
Panic Reveal: If Intimidated (DC 14), Fred reveals critical information -- the state of the fish supply, threats to the Symbiosis, or rumors from the warrens.
HIGH CHIEF GROGUL (Goblin Border Leader) -- Level 2
Unique NPC | N | Small | Goblin | Humanoid
Border sentinel commander. Encountered during the Goblin Frame-up quest. Fights to protect his people.
| Stat | Value |
|---|---|
| Perception | +9; darkvision |
| Skills | Athletics +9, Intimidation +8, Survival +9, Stealth +7 |
| Str +3 | Dex +2 |
| Defense | Value |
|---|---|
| AC | 19 |
| HP | 30 |
| Fort | +9 |
| Speed | 25 ft |
Melee [1 action] Greatclub +10 (backswing, shove), Damage 1d10+4 bludgeoning Ranged [1 action] Javelin +8 (range 30 ft), Damage 1d6+4 piercing
Special Abilities
"Hold the Line" [1 action] (auditory, mental) All goblin allies within 30 ft gain +1 AC and +1 to saves vs Fear for 1 round.
Goblin Scuttle [reaction] Step when ally ends move adjacent.
Desperate Sacrifice: If Grogul is reduced to 0 HP while goblin children are present, he stays standing at 1 HP for 1 additional round, then falls. He uses this round to shout for evacuation.