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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.