Triboar Trail

This refers to the barely usable road between the High Road in the west and the Long Road in the east, at the town of Triboar. Sometimes the entire area between Neverwinter Wood and the northernmost base of the Sword Mountains is called Triboar Trail.   There are many potential dangers along the trail.
SRD

Bandit

Medium humanoid (any race), any non-lawful
Armor Class 12 (leather armor)
Hit Points 11 2d8+2
Speed 30ft

STR
11 0
DEX
12 +1
CON
12 +1
INT
10 0
WIS
10 0
CHA
10 0

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)


Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 1d8+1 piercing damage.


 

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

SRD

Bandit Captain

Medium humanoid (any race), any non-lawful
Armor Class 15 (studded leather)
Hit Points 65 10d8+20
Speed 30ft

STR
15 +2
DEX
16 +3
CON
14 +2
INT
14 +2
WIS
11 0
CHA
14 +2

Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Languages any two languages.
Challenge 2 (450 XP)


Actions

Multiattack. The captain makes three melee attacks; two with its scimitar and one with its dagger. OR the captain makes two ranged attacks with daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 1d4+3 piercing damage.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.


 

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.
More than treasure, a bandit captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

SRD

Black Bear

Medium beast, unaligned
Armor Class 11
Hit Points 19 3d8+6
Speed 40ft Climb: 30ft

STR
15 +2
DEX
10 0
CON
14 +2
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 1/2 (100 XP)


Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 slashing damage.


 
SRD

Boar

Medium beast, unaligned
Armor Class 11
Hit Points 11 2d8+2
Speed 40ft Burrow: -2ft

STR
13 +1
DEX
11 0
CON
12 +1
INT
2 -4
WIS
9 -1
CHA
5 -3

Senses passive Perception 9
Challenge 1/4 (50 XP)


Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 1d6 slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.


Actions

Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 slashing damage.


 

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