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Friends & Foes Stats for The Elephant's Heart DnD One Shot

Updated: Nov 11, 2023


Yara holds the Elephant's Heart gem in the moonlight.

Stats for Enemies and NPCs Players Will Encounter in this Free DnD One Shot Adventure


Contents

Friends & Foes Stats


An Abyssal Lion


Abyssal Lion

Medium Monstrosity, Neutral Evil

Speed: 50 ft.

Hit Points: 33 (6d8 + 6)

Armor Class: 12


STR 16 (+3)

DEX 14 (+2)

CON 13 (+1)

INT 5 (-3)

WIS 12 (+1)

CHA 5 (-3)


Skills:

  • Perception +5

  • Stealth +6

Damage Resistances: Bludgeoning, Piercing, and Slashing from Non Magical Attacks while in Dim Light or Darkness


Senses: Darkvision 60 ft., Passive Perception 15

Challenge: 2 (450 XP)

Proficiency Bonus: +2


Ethereal Awareness. The Abyssal Lion can see ethereal creatures and objects.


Sunlight Weakness. While in bright light created by sunlight, the Abyssal Lion has disadvantage on attack rolls, ability checks, and saving throws.


Actions: The lion makes one attack with either it’s bite or claws.


Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Claws: Claw. Melee


Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Bonus Actions


Shadow Blend: While in dim light or darkness, Abyssal Lions become invisible. The invisibility lasts until the lions use a bonus action to end it or until they attack, are in bright light, or are incapacitated.


Running Leap: With a 10-foot running start, the lion can long jump up to 25 feet or high jump up to 10 feet.



Taurus the Prince of Thieves

Taurus

Human Thief, Chaotic Neutral Speed: 30 | Climb 30

Hit Points: 36 (5d8 + 5) Armor Class: 15 (Leather Armor)


STR 10/+0 DEX 16/+3 CON 12/+1 INT 14/+2 WIS 13/+1 CHA 10/+0


Skills:

  • Acrobatics +7

  • Deception +2

  • Investigation +6

  • Perception +3

  • Sleight of Hand +7

  • Stealth +7

Attacks:

Scimitar: Hit: +6 | Damage: 1d6 + 3 Dagger: Hit: +6 | Damage: 1d4 + 3 | Range 20/60 Heavy Crossbow: Hit: +6 | Damage: 1d10 + 3 | Range 100/400


Black Lotus Powder: Taurus can use his action to blow a 15’ cone of black lotus powder from a tube he carries on his belt. He can do this only once. A creature that inhales it must make a DC 15 Constitution save or take 6D6 damage and be poisoned or half damage on a successful save. A creature poisoned by the Black Lotus takes 1D6 damage at the beginning of each of their turns until they die or succeed at a DC 15 Constitution saving throw.


Features:

  • Sneak Attack: Taurus deals an extra 3d6 damage on attacks made with advantage or when the target has another enemy within 5 feet of it.

  • Fast Hands: Taurus can use his bonus action to make a Sleight of Hand or Use an Object action.

  • Second-Story Work: despite his corpulent appearance, Tarus can climb faster than most.

  • Thieves' Cant: Taurus is fluent in Thieves' Cant, a secret language used among criminals.

  • Cunning Action: Taurus can take a bonus action on each of his turns in combat that can be used to Dash, Disengage, or Hide.

  • Uncanny Dodge: when an attacker that Taurus can see hits him with an attack, he can use his reaction to halve the attack’s damage.


A Sword Storm attacks a traveler on a field.

Sword Storm

Medium swarm of Tiny constructs, unaligned

Speed: fly 60 ft. (hover)

Hit Points: Special, See Damage immunities.

Armor Class: 12 (natural armor)

Damage Immunities: The Sword Storm can only be ended by a Dispel Magic spell or other power that ends magical effects. On a successful hit, a sword can be caught or knocked to the ground. It will raise back into the air at the start of its next turn if not restrained. If a sword is shattered, its pieces will continue to attack.

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned


Senses: blindsight 60 ft., passive Perception 10

Challenge 3: (1,100 XP)

Languages: none

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny sword. A third level Dispel Magic spell will end the Storm of Swords.


Restricted: The Sword Swarm cannot leave the Armory.


Actions: The Sword Storm can make three slash or disarm attacks.


Sword Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.


Disarm. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Strength saving throw or drop one held object.



Stygian Gem Spider

Stygian Gem Spider

Tiny beast, unaligned

Speed: 20 ft., climb 20 ft.

Hit Points: 1 (1d4 - 1)

Armor Class: 10


STR: 2 (-4)

DEX: 16 (+3)

CON: 8 (-1)

INT: 1 (-5)

WIS: 10 (+0)

CHA: 2 (-4)


Skills: Stealth +5


Senses: Darkvision 60 ft., passive Perception 15

Languages: None

Challenge: 0 (10 XP)


Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Invisible Threat: The spider is hard to see and gains advantage on attack rolls against a target who fails to notice it with a successful passive perception check.


Armor Infiltration: The spider can crawl into small gaps in armor to bypass the target's armor class.


Actions:


Paralyzing Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage and the target must make a DC 11 Constitution saving throw or be paralyzed for 1 hour. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.


Yara

Yara

Yara is an ancient sorcerer who has preserved his life in a manner similar to a lich. Instead of constructing a phylactery and suffering undeath, Yara has preserved his life by using the Elephant’s Heart gem to enslave and steal the life force from the Great Old One Yag-kosha. As long as Yag-kosha lives, Yara can be temporarily destroyed, but within days he will regenerate. Once Yog-kosha is killed by cutting out his heart and squeezing his blood over the Elephant’s Heart, Yara begins aging and can suffer true death.


Medium Human, Neutral Evil

Speed: 30 ft.

Hit Points: 135 (18d8 + 54)

Armor Class:17 (ring of protection +2)


STR: 11 (+0)

DEX: 16 (+3)

CON: 16 (+3)

INT: 20 (+5)

WIS: 14 (+2)

CHA: 16 (+3)


Saving Throws: Con +10, Int +12, Wis +9


Skills: Arcana +19, History +12, Insight +9, Perception +9


Damage Resistances: cold, lightning, and necrotic from magical sources


Damage Immunities: poison; bludgeoning, piercing, and slashing from non magical attacks


Condition Immunities: Yara can not be charmed or frightened in his layer.


Senses: truesight 120 ft., passive Perception 19

Challenge: 18 (20,000 XP)


Languages: Common, Celestia, Abyssal, Infernal, Draconic


Legendary Resistance (3/Day). If Yara fails a saving throw, he can choose to succeed instead.


Rejuvenation. If Yara is killed or destroyed and Yoga-kosha lives, he regenerates in 1D4 days.


Spellcasting: Yara is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Yara has the following wizard spells prepared:


Cantrips (at will): mage hand, prestidigitation, ray of frost


1st level (4 slots): detect magic, identify, mage armor, magic missile


2nd level (3 slots): detect thoughts, mirror image, misty step


3rd level (3 slots): counterspell, fly, lightning bolt


4th level (3 slots): banishment, fire shield, stoneskin


5th level (3 slots): cone of cold, scrying, wall of force


6th level (1 slot): globe of invulnerability


7th level (1 slot): reverse gravity


8th level (1 slot): mind blank


9th level (1 slot): time stop


Actions:


Parasitic Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. On a successful hit, a black cord of negative energy tethers Yara to the target. Whenever he takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Yara takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until the start of Yara’s next turn or until Yara or the target is no longer in the tower. Yara can only be tethered to one creature at a time.


Legendary Actions:

Yara can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yara regains spent legendary actions at the start of his turn.


Cantrip. Yara casts a cantrip.


Parasitic Touch.


Vile Curse (Costs 3 Actions). Yara targets one creature it can see within 30 feet of himself. The target must succeed on a DC 18 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.


Layer Action:

On initiative count 20 (losing initiative ties), Yara can teleport to the Teleportation Room on Level 5, and from there, to any other room in the tower.


Yag-kosha

Yag-kosha

Yag-kosha is a tragic and pitiable figure. He is a denizen of the Elder World and has been greatly weakened by torture and torment by his captors. His body is that of a huge human male, but his head is like that of an elephant.

Large Celestial, Lawful Neutral

Speed: 30 ft.

Hit Points: 150

Armor Class: 15 (natural armor)


STR: 22 (+6)

DEX: 9 (−1)

CON: 17 (+3) INT: 18 (+4) WIS: 20 (+5) CHA: 20 (+5)


Skills: Perception +10, Arcana +8, Insight +10

Senses: Darkvision 120 ft., passive Perception 20 Languages: All

Innate Spellcasting: Yag-kosha's spellcasting ability is Charisma (spell save DC 18). He can cast the following spells at will:

  • Detect Magic

  • Mage Hand

  • Minor Illusion

Challenge: 6 (2,300 experience)


Peaceful Nature: Yag-kosha is not interested in combat. If attacked, he will defend himself, but he will not pursue his attackers. He is more interested in conversing with those who enter his chamber and seeking their help in ending his suffering.


Actions: Yag-kosha makes two attacks, one with his tusks and one with his fists.


Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) piercing damage. On a successful hit the creature must make a dexterity save or be knocked prone.

Smash. Melee Weapon Attack: +8 to hit, reach 5 ft., Hit: 11 (1d10 + 6) bludgeoning damage.



Contents

Friends & Foes Stats


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