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Random Encounters: Dungeons: Dungeon Surface Through Level 3

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0% found this document useful (0 votes)
362 views16 pages

Random Encounters: Dungeons: Dungeon Surface Through Level 3

Uploaded by

Myty Dem
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

RANDOM ENCOUNTERS:

DUNGEONS



DUNGEON SURFACE THROUGH LEVEL 3


A series of random encounter tables to spice up the adventuring day.

A Dungeon Master’s Supplement

by [email protected]




DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 1
Random Encounters: Dungeons
This series of supplements provides Dungeon Surface/Entrance Encounters (Day)
Masters random encounter tables for a number of d12+d8 Encounter
environments. Random Encounters: Dungeons 2 1 gargoyle
focuses on underground/dungeon environments, 3 1d4 harpies
including large dungeon complexes, caves, and ruins. 4 1d4 black bears
The tables may also be used by the DM when 5 2d4 bloodhawks
creating random dungeons. This supplement has 6 1d4 giant poisonous snakes
tables for Dungeon Surface through Level 3. Other 7 1 swarm of ravens
supplements in this series include Dungeon Levels 4 8 1 thug and 2d4 bandits
9 Dwarf merchants*
through 7 and Dungeon Levels 8 through 11.
10 2d4 bandits
11 Ambient encounter (surface)*
Random Encounter 12
13
Human patrol*
Elf scouts*
Tables 14
15
2d4 stirges
Hermit*
Each table indicates the type and number of dice the 16 Adventuring party (Tier I)*
DM should role to determine what is encountered. 17 1d2 lions
Encounters marked with an asterisk (*) are detailed 18 1d4 cockatrice
further at the section following the encounter tables. 19 1d4 beserkers
Creature names in bold refer to stat blocks that 20 1 bandit captain and 2d4 bandits
appear in the Monster Manual.
Surface/Entrance Encounters (Night)
d12+d8 Encounter
Encounter Frequency 2 1 wight
Page 86 of the Dungeon Master’s Guide indicates the 3 1 werewolf and 1d4 wolves
frequency encounters should be checked: every 4 or 4 1d4 ghouls
5 1d4 panthers
8 hours, or once during the day and once during a
6 3d4 stirges
long rest. Roll a d20 to see if an encounter occurs,
7 1 bandit captain and 2d4 bandits
with a roll of 18 or higher indicating a random 8 1d4 giant wolf spiders
encounter. 9 3d4 bandits
10 2d4 wolves
The encounter tables typically use a range of 2 to 20 11 Ambient encounter (surface)*
that is generated using 1d12+1d8. Of course the DM 12 1 swarm of bats
may also select an appropriate encounter from the list 13 1 thug and 2d4 bandits
rather than rolling. 14 Elf scouts*
15 Hermit*
16 Adventuring party (Tier I)*
Surface/Entrance Tables 17 1d4 giant spiders
18 1d4 shadows
These tables assume the dungeon entrance is located
19 1 worg and 1d4 wolves
in or around ancient ruins or an otherwise 20 1 specter
abandoned structure. It is also assumed the dungeon
is on the fringe of civilization, such as the
borderlands of a kingdom, where banditry is Dungeon Tables
relatively common.
The following tables provide random encounters for
Separate tables are provided for day and night dungeon levels one though three. They may be rolled
encounters. In general, these tables should be every 4 or 8 hours, or once during the day and once
checked when the party first arrives at the dungeon during a long rest. They may also be rolled whenever
and once again when leaving. the party is making an inordinate amount of noise,
such as a pitched battle, or the use of a spell such as
thunderwave. An encounter occurs when an 18 or
higher is rolled on a d20.


Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 2
Dungeon Level 1 Dungeon Level 3
d12+d8 Encounter d12+d8 Encounter
2 2d4 flumphs 2 1 umber hulk
3 1 carrion crawler 3 1 otyugh
4 1d4 death dogs 4 1 xorn
5 1d4 rust monsters 5 1d4 displacer beasts
6 Dragons (Tier I)* 6 Dragons (Tier II)*
7 1d4 darkmantles 7 1d4 basilisks
8 1d4 worgs 8 Elementals*
9 Ambient encounter (dungeon)* 9 Ambient encounter (dungeon)*
10 Beasts (Tier I)* 10 Beasts (Tier III)*
11 Hazard, ooze, obstacle, trap or trick* 11 Hazard, ooze, obstacle, trap or trick*
12 Humanoids and giants(Tier I)* 12 Humanoids and giants(Tier III)*
13 Undead (Tier I)* 13 Undead (Tier III)*
14 1d4 harpies 14 1d4 hook horrors
15 Mephits* 15 1 salamander
16 Adventuring party (Tier I)* 16 Adventuring party (Tier II)*
17 1d4 cockatrice 17 Fiends and celestials (Tier II)*
18 Fiends and celestials (Tier I)* 18 1 roper
19 1d4 gas spores 19 1 gorgon
20 1 gibbering mouther 20 1 helmed horror

Encounter Details
Encounters marked with an asterisk from the
encounter tables are described below in alphabetical
order.

Adventuring party. Each adventuring party is made
up of a mix of NPCs as shown in the following
subtables. First, roll 2d4 to determine the number of
members in the adventuring party. Select or roll for
the race of each party member on the race table and
Dungeon Level 2 then select or roll for the party’s general alignment
d12+d8 Encounter on the party alignment table. This represents the
2 1 spectator overall alignment of the party; individual alignments
3 1d4 gricks may vary somewhat. Lastly, select or roll the type of
4 1d4 ettercaps NPC for each party member on the appropriate tier
5 1d4 phase spiders level table.
6 Dragons (Tier I)*
7 1 manticore
8 1 owlbear
9 Ambient encounter (dungeon)*
10 Beasts (Tier II)*
11 Hazard, ooze, obstacle, trap or trick*
12 Humanoids and giants(Tier II)*
13 Undead (Tier II)*
14 1d4 gargoyles
15 Mephits*
16 Adventuring party (Tier I)*
17 2d4 fire snakes
18 Fiends and celestials (Tier I)*
19 1 nothic
20 1 grell

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 3
Race of Adventurer Each member of an adventuring party will have an
d12+d8 Race Explorer’s Pack (see page 151 of the Players
2 Dragonborn Handbook) in addition to their standard gear.
3 Forest Gnome Furthermore, each adventuring party may have
4 Rock Gnome miscellaneous treasure. Roll once for each party
5 Half-elf member on the Individual Treasure: Challenge 0-4
6 Mountain Dwarf and once for Gems/Art Objects/Magic Items on the
7 Hill Dwarf Treasure Hoard: Challenge 0-4 tables (pages 136
8-13 Human and 137 of the Dungeon Master’s Guide). Be sure to
14 High Elf
assign any magic items to appropriate party
15 Wood Elf
members.
16 Lightfoot Halfling

17 Stout Halfling
18 Half-orc Ambient encounter. A non-combat encounter that
19 Tiefling provides an opportunity to introduce atmosphere,
20 Drow Elf information, and/or roleplaying. Roll once on the
Encounter Type table, then the appropriate subtable.
Party Alignment Encounter Type
st nd
d6 1 Roll 2 Roll d4 Result
1-2 Chaotic Evil 1 Noises**
3-4 Lawful Good 2 Air**
5-6 Neutral Neutral 3 Odors**
4 Special
** Roll on appropriate table from pages 298 and 299 of the
NPC Statistics (Tier I) Dungeon Masters Guide.
d4+d8 NPC

2 Skald**
3 Adept** Special Encounter (Surface)
4 Conjurer** d12 Result
5 Acolyte 1 A booming roar in the distance.
6 Apprentice** 2 A humanoid skeleton covered with moss and
7 Bandit lichen. DC 14 Investigation check finds a
8 Guard Treasure Horde: Challenge 0-4 (Dungeon
9 Scout Master’s Guide page 137) beneath the skeleton.
10 Spy 3 Several rocks arranged in a star pattern.
11 Warrior** 4 A warm breeze carrying the strong scent of
12 Initiate** carrion.
** See Appendix A: New Nonplayer Characters. 5 A rhythmic thumping sound from beneath the
ground.
6 A chill breeze. DC 12 Perception check to detect
NPC Statistics (Tier II) a barely audible whisper on the wind.
d4+d8 NPC 7 Howling of wolves in the distance.
2 Evoker** 8 A cold fog rises suddenly, then dissipates after
3 Bandit Captain one minute.
4 Initiate** 9 Dancing lights in the distance.
5 Adept** 10 Sounds of twigs snapping.
6 Conjurer** 11 A charcoal sketch of a map made on a rock. DC
7 Spy 12 Investigation to determine it is a partial map
8 Warrior** of the first level of the dungeon.
9 Skald** 12 Sounds of screaming in the distance.
10 Berserker
11 Priest
12 Druid
** See Appendix A: New Nonplayer Characters.

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 4
Special Encounter (Dungeon) Beasts (Tier II)
d12 Result d8 Encounter
1 Screeching sounds. 1 3d4 giant wolf spiders
2 Minor tremor. DC 10 Dexterity check or fall 2 3d4 giant poisonous snakes
prone. 3 3d4 giant lizards
3 Sounds of moaning. 4 3d4 giant centipedes
4 Three balls of colored lights floating and 5 3d4 giant bats
blinking for one minute. 6 3d4 constrictor snakes
5 Smell of smoke. 7 2d4 giant spiders
6 Sounds of dripping water. 8 2d4 dire wolves
7 Sounds of footsteps. They stop if the party
attempts to determine their source.
8 Strong smell of fungus/earth.
Beasts (Tier III)
d6 Encounter
9 Flash of light, then distant rumbling sound.
1 3d4 giant spiders
10 A charcoal sketch of a map made on a wall,
2 3d4 dire wolves
floor or ceiling. DC 12 Investigation to
3 1 swarm of poisonous snakes
determine it is a partial map of the current level
4 3d4 giant toads
of the dungeon.
5 2d4 giant constrictor snakes
11 Sounds of laughing.
6 2d4 giant scorpions
12 A large puddle of potable water. 10% chance it
is a strong acid, enough to fill one vial.
Dragons. Roll once on the appropriate Dragons
table below.
Dragons (Tier I)
d8 Encounter
1 1 pseudodragon
2 1 wyrmling brass dragon
3 1 wyrmling copper dragon
4 1 wyrmling black dragon
5 1 wyrmling green dragon
6 1 wyrmling white dragon
7 1 wyrmling bronze dragon
8 1 wyrmling silver dragon


Beasts. Roll once on the appropriate Beasts table Dragons (Tier II)
below. d6 Encounter
1 1 wyrmling blue dragon
Beasts (Tier I) 2 1 wyrmling gold dragon
d12 Encounter 3 1 wyrmling red dragon
1 2d4 giant fire beetles 4 1 young white dragon
2 2d4 poisonous snakes 5 1 young brass dragon
3 2d4 giant rats 6 1 wyvern
4 2d4 stirges

5 1 swarm of rats
Dwarf merchants. A dwarf merchant (veteran) and
6 1 swarm of bats
7 1d4 giant wolf spiders
2d4 dwarf guards. The merchant has a wagon that is
8 1d4 giant poisonous snakes pulled by a mule. There is a 50% chance he has any
9 1d4 giant lizards given item listed under Adventuring Gear and a 30%
10 1d4 giant centipedes chance he has any given weapon and armor listed in
11 1d4 giant bats the Players Handbook. He is willing to sell these
12 1d4 constrictor snakes items at standard prices.



Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 5
Elementals. Roll once on the Elementals table Hazard, ooze, obstacle, trap or trick. Roll once on
below. the hazard, ooze, obstacle, trap or trick table, then
the appropriate subtable.
Elementals
d4 Encounter Hazard, Ooze, Obstacle, Trap or Trick
1 1 air elemental d10 Encounter
2 1 earth elemental 1-2 Dungeon Hazard**
3 1 fire elemental 3-4 Obstacle**
4 1 water elemental 5-6 Ooze
7-8 Trap**
Elf scouts. A party of 2d4 elf scouts led by 1 elf spy. 9-10 Trick**
The elves are patrolling the area, seeking to slay ** Roll on appropriate table from pages 297 and 298 of
wandering bands of evil humanoids. The elves do the Dungeon Masters Guide.
not readily reveal themselves to PCs, instead
preferring to observe them from a distance (roll Ooze
stealth checks versus the PC’s passive perception). d4 Encounter
However, if there are elves in the party, they will 1 1 black pudding
approach cautiously to inquire where the party came 2 1 gelatinous cube
from and where they are headed. There is a 50% 3 1d4 gray oozes
chance the scouts are carrying 1d4 potions of 4 1 ochre jelly
healing, and may be willing to sell them to the party
if they express interest in slaying the enemies of Hermit. A wandering human hermit (druid). There
elves (such as orcs and goblins, but also the evil is a 50% chance the hermit is mad. If mad, roll on the
denizens of the dungeon). Indefinite Madness table on page 260 of the Dungeon
Master’s Guide to determine how the hermit is
Fiends and celestials. Roll once on the appropriate afflicted. If not mad, the hermit may assist the party
Fiends and Celestials table below. if they are willing to destroy any aberrations they
encounter. Assistance may include showing them
Fiends and Celestials (Tier I) where local water sources are and safe places to
d6 Encounter camp as well as casting helpful spells.
1 2d4 lemures
2 2d4 manes
3 2d4 dretch
4 1 quasit
5 1 imp
6 1 spined devil

Fiends and Celestials (Tier II)
d12 Encounter
1 2d4 spined devils
2 1d4 hell hounds
3 1d4 nightmares
4 1d4 bearded devils
5 1 shadow demon
6 1 succubus/incubus
7 1 cambion
8 1 night hag
9 1 mezzoloth
10 1 barlgura
11 1 barbed devil Human patrol. A patrol of human soldiers
12 1 couatl consisting of 1 knight and 2d4 guards mounted on
warhorses. The soldiers come from the nearest
human city/settlement and will ask what business
the party has, where they come from and where they

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 6
are headed. If treated with respect, and if the party Humanoids and Giants (Tier III)
indicates they are willing to slay monsters, the patrol d8+d12 Encounter
may lend 1d3 guards to assist the party for 1d4 1 1 werebear
days. 2 2d4 orogs
3 2d4 wererats and 4d4 giant rats
Humanoids and giants. Roll once on the 4 1 wereboar
appropriate Humanoids and Giants table below. 5 3d4 bugbears
6 2d4 bugbears and 1 bugbear chief
7 1 hill giant
Humanoids and Giants (Tier I) 8 2d4 ogres
d20 Encounter
9 3d4 hobgoblins and 1 hobgoblin captain
1 1 half-ogre
10 4d4 hobgoblins and 2d4 bugbears
2 1d4 winged kobolds
11 4d4 gnolls and 3d4 giant hyenas
3 1d4 troglodytes and 1d4 giant lizards
12 3d4 gnolls and 1 gnoll Fang of Yeenoghu
4 1d4 troglodytes
13 1 ettin
5 2d4 kobolds and 2d4 giant rats
14 1 troll
6 2d4 kobolds and 1d4 boars
15 4d4 orcs and 1d4 ogres
7 2d4 kobolds and 2d4 giant weasels
16 3d4 orcs and 1 orc war chief
8 3d4 kobolds
17 1 weretiger
9 2d4 kobolds and 1 giant lizard
18 2d4 drow and 1 drow elite warrior
10 1d4 orcs
19 1d4 werewolves and 3d4 wolves
11 1d4 gnolls
20 1 half-red dragon veteran
12 1d4 hobgoblins
13 2d4 goblins

14 1d4 goblins and 1d4 wolves Mephits. Roll once on the Mephits table below.
15 1d4 goblins and 2d4 giant rats
16 1d4 goblins and 1 goblin boss Mephits
17 1d4 goblins and 1 hobgoblin d6 Encounter
18 1d4 goblins and 1d4 worgs 1 2d4 mud mephits
19 1 bugbear 2 2d4 smoke mephits
20 1d4 jackalweres 3 2d4 steam mephits
4 1d4 ice mephits
5 1d4 dust mephits
Humanoids and Giants (Tier II) 6 1d4 magma mephits
d20 Encounter

1 1 githyanki warrior
Undead. Roll once on the appropriate Undead table
2 2d4 duergar
3 1d4 wererats below.
4 1d4 bugbears and 1d4 hobgoblins
5 2d4 bugbears Undead (Tier I)
6 1d4 bugbears and 3d4 goblins d10 Encounter
7 2d4 orcs and 1 orog 1 2d4 crawling claws
8 3d4 orcs 2 2d4 skeletons
9 2d4 orcs and 1 orc Eye of Gruumsh 3 2d4 zombies
10 2d4 orcs and 1d4 half-ogres 4 1d4 shadows
11 2d4 gnolls and 1 gnoll pack lord 5 1 ghoul
12 3d4 gnolls 6 1 specter
13 2d4 gnolls and 1d4 giant hyenas 7 1 ghast
14 3d4 hobgoblins 8 1 minotaur skeleton
15 2d4 hobgoblins and 1d4 worgs 9 1 ogre zombie
16 2d4 hobgoblins and 3d4 goblins 10 1 will-o’-wisp
17 1d4 orogs
18 1d4 ogres
19 3d4 drow and 1d4 giant lizards
20 1 werewolf

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 7
Undead (Tier II)
d10 Encounter
1 1 mummy
2 4d4 skeletons
3 4d4 zombies
4 2d4 shadows
5 2d4 ghouls
6 1 wight
7 1 ghast and 1d4 ghouls
8 1d4 will-o’-wisps
9 1d4 ghasts
10 2d4 skeletons and 2d4 zombies

Undead (Tier III)
d10 Encounter
1 4d4 shadows
2 3d4 ghouls and 1d4 ghasts
3 2d4 ghasts
4 1d4 wights
5 1 banshee
6 1 bone naga
7 1 flameskull
8 1 ghost
9 1 revenant
10 1 wraith

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 8
Appendix A: New Nonplayer Characters
Apprentice Conjurer
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 10 Armor Class 11 (14 with mage armor)
Hit Points 9 (2d8) Hit Points 22 (5d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 10 (+0) 10 (+1) 13 (+1) 10 (+0) 15 (+2) 12 (+1) 10 (+0)

Skills Arcana +4, History +4 Skills Arcana +4, History +4


Senses passive Perception 10 Senses passive Perception 10
Languages any one language Languages any two languages
Challenge 1/4 (50 XP) Challenge 1 (200 XP)

Spellcasting. The apprentice is a 1st-level spellcaster. It Spellcasting. The conjurer is a 3rd-level spellcaster. It
spellcasting ability is Intelligence (spell save DC 12; +4 to spellcasting ability is Intelligence (spell save DC 12; +4 to
hit with spell attacks). The acolyte has the following spells hit with spell attacks). The conjurer has the following
prepared: spells prepared:
Cantrips (at will): acid splash, fire bolt, shocking grasp
1st level (3 slots): burning hands, magic missile, shield Cantrips (at will): acid splash, poison spray, prestidigitation
1st level (4 slots): mage armor, fog cloud, grease
Actions 2nd level (2 slots): flaming sphere, web
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5
ft., or range 20/60 ft., one target. Hit: 2 (1d4) piercing Actions
damage. Quaterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8)
Apprentices are junior arcane spellcasters, usually bludgeoning damage if used with two hands to make a
serving more powerful spellcasters, such as a mage. They melee attack.
perform a variety of tasks for their masters, and are
always looking for ways to increase their magical powers. Conjurers focus their studies on the art of conjuration,
bringing forth objects and creatures from thin air. They
Adept commonly have a familiar as a companion, as described in
the spell.
Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt)
Hit Points 22 (4d8+4) Evoker
Speed 30 ft. Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA Armor Class 11 (14 with mage armor)
10 (+1) 10 (+0) 12 (+1) 12 (+1) 15 (+2) 13 (+1) Hit Points 31 (7d8)
Speed 30 ft.
Skills Medicine +4, Religion +3 STR DEX CON INT WIS CHA
Senses passive Perception 12 10 (+1) 13 (+1) 10 (+0) 16 (+3) 12 (+1) 11 (+0)
Languages any one language
Challenge 1 (200 XP) Skills Arcana +5, History +5
Senses passive Perception 11
Spellcasting. The adept is a 3rd-level spellcaster. It Languages any three languages
spellcasting ability is Wisdom (spell save DC 12; +4 to hit Challenge 2 (450 XP)
with spell attacks). The adept has the following spells
prepared: Spellcasting. The evoker is a 5th-level spellcaster. It
spellcasting ability is Intelligence (spell save DC 13; +5 to
Cantrips (at will): light, sacred flame, thaumaturgy hit with spell attacks). The evoker has the following spells
1st level (4 slots): cure wounds, guiding bolt, command prepared:
2nd level (2 slots): prayer of healing, spiritual weapon
Cantrips (at will): fire bolt, light, ray of frost, shocking grasp
Actions 1st level (4 slots): mage armor, burning hands, magic
missile, thunderwave
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 2nd level (3 slots): scorching ray, shatter
target. Hit: 3 (1d6) bludgeoning damage. 3rd level (2 slots): fireball, lightning bolt

Adepts are protectors of their faith, seeking to serve their
god through acts of service, worship and spreading their Actions
faith’s doctrine. Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5
ft., or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing
damage.

Evokers are masters of the elements, bending them to
their will, often with destructive effect.

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 9
Initiate Actions
Medium humanoid (any race), any lawful alignment Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Armor Class 14 one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2)
Hit Points 27 (5d8+5) slashing damage if used with two hands to make a melee
Speed 40 ft. attack.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 10 (+0) 15 (+2) 10 (+0) Skalds find inspiration from song, often chanting or
signing while wielding a sharp blade or casting spells to
Skills Acrobatics +4, Athletics +3, Perception +4 charm and confuse.
Senses passive Perception 14
Languages any one language
Challenge 1 (200 XP)
Warrior
Unarmored Defense. While the initiate is wearing no Medium humanoid (any race), any alignment
armor and wielding no shield, its AC includes its Wisdom Armor Class 14 (scale mail)
modifier. Hit Points 39 (6d8+12)
Speed 30 ft.
Unarmored Movement. While the initiate is wearing no STR DEX CON INT WIS CHA
armor and wielding no shield, its walking speed increases 15 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
by 10 feet (included in its speed).
Skills Acrobatics +4, Performance +6, Persuasion +6
Senses passive Perception 12
Actions Languages any one language
Multiattack. The monk makes two melee attacks. Challenge 1 (200 XP)

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 Actions
ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
Multiattack. The warrior makes two melee attacks or two
ranged attacks.
Reactions
Parry. The initiate adds 2 to its AC against one melee or Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
ranged weapon attack that would hit it. To do so, the target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2)
initiate must see the attacker. slashing damage if used with two hands to make a melee
attack.
Initiates are followers of monastic orders, seeking
enlightenment through achieving harmony with their Longbow. Ranged Weapon Attack: +2 to hit, range
mind, body and spirit. 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

Warriors can be found wherever a strong arm is needed.
Skald They may be mercenaries, brigands, or officers in an
Medium humanoid (any race), any alignment organized army.
Armor Class 14 (chain shirt)
Hit Points 27 (5d8+5)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 15 (+2)

Skills Athletics +4, Performance +6, Persuasion +6


Senses passive Perception 12
Languages any three languages
Challenge 1 (200 XP)

Spellcasting. The skald is a 3rd-level spellcaster. It
spellcasting ability is Charisma (spell save DC 12; +4 to hit
with spell attacks). The skald has the following spells
prepared:

Cantrips (at will): friends, vicious mockery
1st level (4 slots): charm person, cure wounds, faerie fire,
thunderwave
2nd level (2 slots): hold person, shatter

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 10
Appendix B: Random Equipment
The following tables may be used to add variety to 96-00 Breastplate; 16 Greatsword. Melee
Greatsword, Weapon Attack: +4 to hit,
the weapons and armor for some of the more reach 5 ft., one target. Hit:
common humanoids, giants and NPCs. Where handaxe 12 (3d6+2) slashing
applicable, substitute stats are provided to reflect damage.
the changes in equipment from what is provided in Handaxe. Melee or Ranged
Weapon Attack: +4 to hit,
the Monster Manual or in this supplement. The reach 5 ft., or range 20/60
default equipment is always listed first. Entries with ft., one target. Hit: 9
a dash (-) represent no change from the default stats. (2d6+2) slashing damage in
melee or 5 (1d6+2) slashing
damage at range.
Humanoids and Giants
Drow
Bugbear d100 Equipment AC Actions
d100 Equipment AC Actions
01-40 Chain shirt; - -
01-30 Hide armor, - -
shortsword,
shield;
hand crossbow
Morningstar, Rapier. Melee Weapon
41-60 Chain shirt; -
javelin Attack: +4 to hit, reach 5
rapier, hand
31-40 Chain shirt, 17 Longsword. Melee Weapon ft., one target. Hit: 6
Attack: +4 to hit, reach 5 crossbow (1d8+2) piercing damage.
shield;
ft., one target. Hit: 11 61-85 Studded 14 Light crossbow. Ranged
Longsword, (2d8+2) slashing damage. leather armor; Weapon Attack: +4 to hit,
light hammer Light hammer. Melee or range 80/320, one target.
Ranged Weapon Attack: +4 shortsword, Hit: 6 (1d8+2) piercing
to hit, reach 5 ft., or range light crossbow damage.
20/60 ft., one target. Hit: 7 86-96 Scale mail; 16 Glaive. Melee Weapon
(2d4+2) bludgeoning Glaive, dagger Attack: +2 to hit, reach 10
damage in melee or 4 ft., one target. Hit: 5 (1d10)
(1d4+2) bludgeoning slashing damage.
damage at range. Dagger. Melee or Ranged
41-65 Hide armor; 14 Spear. Melee or Ranged Weapon Attack: +4 to hit,
Spear, Weapon Attack: +4 to hit, reach 5 ft., or range 20/60
reach 5 ft., or range 20/60 ft., one target. Hit: 4
handaxe ft., one target. Hit: 11 (1d4+2) piercing damage.
(2d8+2) piercing damage in 96-00 Breastplate; 16 Rapier. Melee Weapon
melee or 4 (1d6+2) piercing rapier, whip Attack: +4 to hit, reach 5
damage at range. ft., one target. Hit: 6
Handaxe. Melee or Ranged (1d8+2) piercing damage.
Weapon Attack: +4 to hit, Whip. Melee Weapon
reach 5 ft., or range 20/60 Attack: +4 to hit, reach 10
ft., one target. Hit: 9 ft., one target. Hit: 4
(2d6+2) slashing damage in (1d4+2) slashing damage.
melee or 5 (1d6+2) slashing
damage at range.
66-85 Ring mail; 14 Halberd. Melee Weapon Gnoll
Halberd, Attack: +4 to hit, reach 10 d100 Equipment AC Actions
ft., one target. Hit: 13
javelin (2d10+2) slashing damage. 01-30 Hide armor, - -
86-95 Chain shirt; 15 Flail. Melee Weapon shield; Spear,
Flail, sling Attack: +4 to hit, reach 5 longbow
ft., one target. Hit: 11 31-40 Chain shirt; 14 Greatsword. Melee
(2d8+2) bludgeoning Greatsword, Weapon Attack: +4 to hit,
damage. reach 5 ft., one target. Hit:
Sling. Ranged Weapon longbow 9 (2d6+2) slashing damage.
Attack: +4 to hit, range 41-65 Hide armor, - Battleaxe. Melee Weapon
30/120 ft., one target. Hit: shield; Attack: +4 to hit, reach 5
4 (1d4+2) bludgeoning ft., one target. Hit: 6
damage. Battleaxe, (1d8+2) slashing damage.
javelin

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 11
Javelin. Melee or Ranged Battleaxe, Attack: +2 to hit, reach 5
Weapon Attack: +4 to hit, dagger ft., one target. Hit: 5 (1d10)
reach 5 ft., or range 30/120 slashing damage.
ft., one target. Hit: 5 Dagger. Melee or Ranged
(1d6+2) piercing damage. Weapon Attack: +4 to hit,
66-85 Ring mail; 14 Pike. Melee Weapon reach 5 ft., or range 20/60
Pike, handaxe Attack: +4 to hit, reach 10 ft., one target. Hit: 4
ft., one target. Hit: 7 (1d4+2) piercing damage.
(1d10+2) piercing damage.
Handaxe. Melee or Ranged
Weapon Attack: +4 to hit, Hill Giant
reach 5 ft., or range 20/60 d100 Equipment AC Actions
ft., one target. Hit: 5 01-40 Greatclub, - -
(1d6+2) slashing damage.
86-95 Chain shirt; 14 Flail. Melee Weapon rock
Attack: +4 to hit, reach 5 41-65 Spear, rock - Spear. Melee or Ranged
Flail, longbow Weapon Attack: +8 to hit,
ft., one target. Hit: 6
(1d8+2) bludgeoning reach 10 ft., or range 20/60
damage. ft., one target. Hit: 18
96-00 Scale mail; 15 Glaive. Melee Weapon (3d8+5) piercing damage
Attack: +4 to hit, reach 10 two-handed melee or 15
Glaive, (3d6+5) piercing damage
ft., one target. Hit: 7
longbow (1d10+2) bludgeoning ranged.
damage. 66-85 Maul, rock - Maul. Melee Weapon
Attack: +8 to hit, reach 10
ft., one target. Hit: 26
Goblin (6d6+5) bludgeoning
d100 Equipment AC Actions damage.
86-96 Ring mail; 14 Greataxe. Melee Weapon
01-30 Leather armor, - - Attack: +8 to hit, reach 10
Greataxe, rock
shield; ft., one target. Hit: 24
Scimitar, (3d12+5) slashing damage.
shortbow 96-00 Chain mail; 16 Greatsword. Melee
Shortsword. Melee Greatsword, Weapon Attack: +8 to hit,
31-40 Chain shirt; 15 reach 10 ft., one target. Hit:
Shortsword, Weapon Attack: +4 to hit, rock
reach 5 ft., one target. Hit: 26 (6d6+5) slashing
light crossbow 5 (1d6+2) piercing damage. damage.
Light crossbow. Ranged
Weapon Attack: +4 to hit,
range 80/320, one target.
Hit: 6 (1d8+2) piercing Hobgoblin
damage. d100 Equipment AC Actions
41-65 Leather armor, - Shortsword. Melee
Weapon Attack: +4 to hit, 01-30 Chain mail, - -
shield; shield;
reach 5 ft., one target. Hit:
Shortsword, 5 (1d6+2) piercing damage. Longsword,
sling Sling. Ranged Weapon longbow
Attack: +4 to hit, range 31-40 Splint; 17 Greatsword. Melee
30/120 ft., one target. Hit: Weapon Attack: +3 to hit,
4 (1d4+2) bludgeoning Greatsword,
reach 5 ft., one target. Hit:
damage. longbow 8 (2d6+1) slashing damage.
66-85 Hide armor; 14 Spear. Melee or Ranged 41-65 Chain mail, - Spear. Melee or Ranged
Spear, dagger, Weapon Attack: +2 to hit, Weapon Attack: +3 to hit,
reach 5 ft., or range 20/60 shield;
shortbow reach 5 ft., or range 20/60
ft., one target. Hit: 4 (1d8) Longsword, ft., one target. Hit: 5
piercing damage two- spear (1d6+1) piercing damage.
handed melee or 3 (1d6) 66-85 Chain mail; 16 Glaive. Melee Weapon
piercing damage ranged. Attack: +3 to hit, reach 10
Dagger. Melee or Ranged Glaive,
ft., one target. Hit: 6
Weapon Attack: +4 to hit, handaxe (1d10+1) slashing damage.
reach 5 ft., or range 20/60 Handaxe. Melee or Ranged
ft., one target. Hit: 4 Weapon Attack: +3 to hit,
(1d4+2) piercing damage. reach 5 ft., or range 20/60
86-95 Hide armor, 16 Javelin. Melee or Ranged ft., one target. Hit: 4
shield; Weapon Attack: +4 to hit, (1d6+1) slashing damage.
reach 5 ft., or range 30/120 86-95 Chain mail, 14 Morningstar. Melee
Scimitar, ft., one target. Hit: 5
javelin shield; Weapon Attack: +3 to hit,
(1d6+2) piercing damage. reach 5 ft., one target. Hit:
96-00 Chain shirt; 15 Battleaxe. Melee Weapon Morningstar, 5 (1d8+1) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 12
javelin Javelin. Melee or Ranged Handaxe. Melee or Ranged
Weapon Attack: +3 to hit, Weapon Attack: +6 to hit,
reach 5 ft., or range 30/120 reach 5 ft., or range 20/60
ft., one target. Hit: 4 ft., one target. Hit: 11
(1d6+1) piercing damage. (2d6+4) slashing damage.
96-00 Splint; 17 Whip. Melee Weapon 96-00 Ring mail; 14 Greataxe. Melee Weapon
Longsword, Attack: +3 to hit, reach 10 Greataxe, Attack: +6 to hit, reach 5
ft., one target. Hit: 3 ft., one target. Hit: 18
whip (1d4+1) slashing damage. javelin, net (2d12+5) slashing damage.
Net. Ranged Weapon
Attack: +6 to hit, range
Kobold 5/15 ft., one target. Hit: -
d100 Equipment AC Actions (special).
01-30 Dagger, sling - -
31-40 Leather armor; 13 Shortsword. Melee Orc
Shortsword, Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: d100 Equipment AC Actions
shortbow 5 (1d6+2) piercing damage. 01-30 Hide armor; - -
Shortbow. Ranged Weapon Greataxe,
Attack: +4 to hit, range javelin
80/320, one target. Hit: 5 Warhammer. Melee
(1d6+2) piercing damage. 31-40 Chain shirt; 14
Warhammer, Weapon Attack: +5 to hit,
41-65 Dagger, dart - Dart. Ranged Weapon reach 5 ft., one target. Hit:
Attack: +4 to hit, range spear 8 (1d10+3) bludgeoning
20/60, one target. Hit: 4 damage.
(1d4+2) piercing damage. Spear. Melee or Ranged
66-85 Leather armor; 13 Shortsword. Melee Weapon Attack: +5 to hit,
Shortsword, Weapon Attack: +4 to hit, reach 5 ft., or range 20/60
reach 5 ft., one target. Hit: ft., one target. Hit: 7
sling 5 (1d6+2) piercing damage. (1d8+3) piercing damage
86-95 Leather armor, 15 Shortsword. Melee two-handed melee or 6
shield; Weapon Attack: +4 to hit, (1d6+3) piercing damage
reach 5 ft., one target. Hit: ranged.
Shortsword, 5 (1d6+2) piercing damage.
dagger 41-65 Hide armor, 15 Battleaxe. Melee Weapon
Light crossbow. Ranged shield; Attack: +5 to hit, reach 5
96-00 Chain shirt; 15 ft., one target. Hit: 7
Dagger, light Weapon Attack: +4 to hit, Battleaxe,
range 80/320, one target. (1d8+3) slashing damage.
crossbow javelin
Hit: 6 (1d8+2) piercing Pike. Melee Weapon
damage. 66-85 Ring mail; 14
Pike, handaxe Attack: +5 to hit, reach 10
Ogre ft., one target. Hit: 8
d100 Equipment AC Actions (1d10+3) piercing damage.
01-40 Hide armor; - - Handaxe. Melee or Ranged
Weapon Attack: +5 to hit,
Greatclub, reach 5 ft., or range 20/60
javelin ft., one target. Hit: 6
41-65 Hide armor; - Spear. Melee or Ranged (1d6+3) slashing damage.
Spear, Weapon Attack: +6 to hit, 86-95 Hide armor; - Longsword. Melee Weapon
reach 5 ft., or range 20/60 Longsword, Attack: +5 to hit, reach 5
handaxe ft., one target. Hit: 13 ft., one target. Hit: 8
(2d8+4) piercing damage longbow (1d10+3) slashing damage.
two-handed melee or 11 Longbow. Ranged Weapon
(2d6+4) piercing damage Attack: +3 to hit, range
ranged. 150/600 ft., one target. Hit:
Handaxe. Melee or Ranged 5 (1d8+1) piercing damage.
Weapon Attack: +6 to hit, 96-00 Chain mail; 16 Greatsword. Melee
reach 5 ft., or range 20/60 Greatsword, Weapon Attack: +5 to hit,
ft., one target. Hit: 11 reach 5 ft., one target. Hit:
(2d6+4) slashing damage. heavy 10 (2d6+3) slashing
66-85 Hide armor; - Battleaxe. Melee Weapon crossbow damage.
Battleaxe, Attack: +6 to hit, reach 5 Heavy crossbow. Ranged
ft., one target. Hit: 15 Weapon Attack: +3 to hit,
javelin (2d10+4) slashing damage. range 100/400, one target.
86-96 Hide armor; - Maul. Melee Weapon Hit: 6 (1d10+1) piercing
Maul, handaxe Attack: +6 to hit, reach 5 damage.
ft., one target. Hit: 18
(4d6+4) bludgeoning
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 13
Troglodyte Bandit
d100 Equipment AC Actions d100 Equipment AC Actions
01-40 Bite, claw - - 01-30 Leather armor; - -
41-65 Bite, claw, - Javelin. Melee or Ranged Scimitar, light
javelin Weapon Attack: +4 to hit, crossbow
reach 5 ft., or range 30/120 Longbow. Ranged Weapon
ft., one target. Hit: 5 31-40 Leather armor; -
Scimitar, Attack: +3 to hit, range
(1d6+2) piercing damage. 150/600 ft., one target. Hit:
66-85 Bite, claw, - Battleaxe. Melee Weapon longbow 5 (1d8+1) piercing damage.
battleaxe Attack: +4 to hit, reach 5 Shortsword. Melee
ft., one target. Hit: 7 41-65 Leather armor; -
Shortsword, Weapon Attack: +3 to hit,
(1d10+2) slashing damage. reach 5 ft., one target. Hit:
86-96 Bite, claw, - Morningstar. Melee shortbow 4 (1d6+1) piercing damage.
morningstar Weapon Attack: +4 to hit, Shortbow. Ranged Weapon
reach 5 ft., one target. Hit: Attack: +3 to hit, range
6 (1d8+2) piercing damage. 80/320, one target. Hit: 4
96-00 Bite, claw, - Longsword. Melee Weapon (1d6+1) piercing damage.
longsword Attack: +4 to hit, reach 5 Shortsword. Melee
ft., one target. Hit: 7 66-85 Leather armor, 14
shield; Weapon Attack: +3 to hit,
(1d10+2) slashing damage. reach 5 ft., one target. Hit:
Shortsword,
sling
4 (1d6+1) piercing damage.
Sling. Ranged Weapon
Attack: +3 to hit, range
Nonplayer Characters 30/120 ft., one target. Hit:
3 (1d4+1) bludgeoning
damage.
86-95 Chain shirt; 14 -
Acolyte Scimitar, light
d100 Equipment AC Actions
crossbow
01-40 Club - - Rapier. Melee Weapon
96-00 Chain shirt, 16
41-65 Leather armor, 13 Mace. Melee Weapon Attack: +3 to hit, reach 5
Attack: +2 to hit, reach 5 shield; Rapier,
shield; Mace ft., one target. Hit: 5
ft., one target. Hit: 3 (1d6) dagger (1d8+1) piercing damage.
bludgeoning damage. Dagger. Melee or Ranged
66-85 Leather armor; 11 Spear. Melee or Ranged Weapon Attack: +3 to hit,
Spear, dagger Weapon Attack: +2 to hit, reach 5 ft., or range 20/60
reach 5 ft., or range 20/60 ft., one target. Hit: 3
ft., one target. Hit: 4 (1d8) (1d4+1) piercing damage.
piercing damage two-
handed melee or 3 (1d6)
piercing damage ranged. Beserker
Dagger. Melee or Ranged
Weapon Attack: +2 to hit, d100 Equipment AC Actions
reach 5 ft., or range 20/60 01-30 Hide armor; - -
ft., one target. Hit: 2 (1d4) Greataxe
piercing damage. 31-40 Hide armor; - Battleaxe. Melee Weapon
86-96 Ring mail; 14 Mace. Melee Weapon Battleaxe, Attack: +5 to hit, reach 5
Mace, light Attack: +2 to hit, reach 5 ft., one target. Hit: 8
ft., one target. Hit: 3 (1d6) longbow (1d10+3) slashing damage.
crossbow bludgeoning damage. Longbow. Ranged Weapon
Light crossbow. Ranged Attack: +3 to hit, range
Weapon Attack: +2 to hit, 150/600 ft., one target. Hit:
range 80/320, one target. 5 (1d8+1) piercing damage.
Hit: 4 (1d8) piercing 41-65 Hide armor; - Longsword. Melee Weapon
damage. Longsword, Attack: +5 to hit, reach 5
96-00 Ring mail, 16 Mace. Melee Weapon ft., one target. Hit: 8
Attack: +2 to hit, reach 5 handaxe (1d10+3) slashing damage.
shield; Mace,
ft., one target. Hit: 3 (1d6) Handaxe. Melee or Ranged
light hammer bludgeoning damage. Weapon Attack: +5 to hit,
Light hammer. Melee or reach 5 ft., or range 20/60
Ranged Weapon Attack: +2 ft., one target. Hit: 6
to hit, reach 5 ft., or range (1d6+3) slashing damage.
20/60 ft., one target. Hit: 2 66-85 Hide armor; - Greatsword. Melee
(1d4) bludgeoning damage. Greatsword Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit:
10 (2d6+3) slashing
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 14
86-95 Chain shirt; 14 Warhammer. Melee Scout
Warhammer, Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: d100 Equipment AC Actions
dagger 8 (1d10+3) bludgeoning 01-40 Leather armor; - -
damage. Shortsword,
Dagger. Melee or Ranged longbow
Weapon Attack: +5 to hit, Sling. Ranged Weapon
reach 5 ft., or range 20/60 41-65 Leather armor, 15
shield; Attack: +4 to hit, range
ft., one target. Hit: 5 30/120 ft., one target. Hit:
(1d4+3) piercing damage. Shortsword, 4 (1d4+2) bludgeoning
96-00 Chain shirt; 14 Maul. Melee Weapon sling damage.
Maul Attack: +5 to hit, reach 5 Dagger. Melee or Ranged
ft., one target. Hit: 19 66-85 Chain shirt; 15
Dagger, Weapon Attack: +4 to hit,
(4d6+3) bludgeoning reach 5 ft., or range 20/60
damage. longbow ft., one target. Hit: 4
Guard (1d4+2) piercing damage.
d100 Equipment AC Actions 86-96 Chain shirt; 15 Shortbow. Ranged Weapon
01-30 Chain shirt, - - Shortsword, Attack: +4 to hit, range
80/320, one target. Hit: 5
shield; Spear shortbow (1d6+2) piercing damage.
31-40 Scale mail; 15 Shortsword. Melee 96-00 Chain shirt; 15 Rapier. Melee Weapon
Shortsword, Weapon Attack: +3 to hit, Attack: +4 to hit, reach 5
reach 5 ft., one target. Hit: Rapier,
light crossbow ft., one target. Hit: 6
4 (1d6+1) piercing damage. longbow (1d8+2) piercing damage.
Light crossbow. Ranged
Weapon Attack: +3 to hit,
range 80/320, one target. Spy
Hit: 5 (1d8+1) piercing d100 Equipment AC Actions
damage.
41-65 Ring mail, 16 Dagger. Melee or Ranged 01-40 Shortsword, - -
shield; Spear, Weapon Attack: +3 to hit, hand crossbow
reach 5 ft., or range 20/60 41-65 Leather armor, 15 Rapier. Melee Weapon
dagger ft., one target. Hit: 3 Attack: +4 to hit, reach 5
shield; Rapier,
(1d4+1) piercing damage. ft., one target. Hit: 6
Halberd. Melee Weapon hand crossbow (1d8+2) piercing damage.
66-85 Scale mail; 15
Halberd, mace Attack: +3 to hit, reach 10 66-85 Chain shirt; 15 Light crossbow. Ranged
ft., one target. Hit: 6 Shortsword, Weapon Attack: +4 to hit,
(1d10+1) slashing damage. range 80/320, one target.
Mace. Melee Weapon light crossbow Hit: 6 (1d8+2) piercing
Attack: +3 to hit, reach 5 damage.
ft., one target. Hit: 4 86-96 Chain shirt; 15 Rapier. Melee Weapon
(1d6+1) bludgeoning Rapier, light Attack: +4 to hit, reach 5
damage. ft., one target. Hit: 6
Longsword. Melee Weapon crossbow (1d8+2) piercing damage.
86-95 Chain mail; 16
Longsword, Attack: +3 to hit, reach 5 Light crossbow. Ranged
ft., one target. Hit: 6 Weapon Attack: +4 to hit,
heavy (1d10+1) slashing damage. range 80/320, one target.
crossbow Heavy crossbow. Ranged Hit: 6 (1d8+2) piercing
Weapon Attack: +3 to hit, damage.
range 100/400, one target. 96-00 Chain shirt, 17 Rapier. Melee Weapon
Hit: 6 (1d10+1) piercing shield; Rapier, Attack: +4 to hit, reach 5
damage. ft., one target. Hit: 6
Flail. Melee Weapon hand crossbow (1d8+2) piercing damage.
96-00 Chain mail, 18
shield; Flail, Attack: +3 to hit, reach 5
ft., one target. Hit: 5
dagger (1d8+1) bludgeoning
damage.
Dagger. Melee or Ranged
Weapon Attack: +3 to hit,
reach 5 ft., or range 20/60
ft., one target. Hit: 3
(1d4+1) piercing damage.



Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 15
Warrior
d100 Equipment AC Actions
01-30 Scale mail; - -
Battleaxe,
longbow
31-40 Scale mail, 16 Morningstar. Melee
shield; Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit:
Morningstar, 6 (1d8+2) piercing damage.
light hammer Light hammer. Melee or
Ranged Weapon Attack: +4
to hit, reach 5 ft., or range
20/60 ft., one target. Hit: 4
(1d4+2) bludgeoning
damage.
41-65 Scale mail, 16 Longsword. Melee Weapon
shield; Attack: +4 to hit, reach 5
ft., one target. Hit: 6
Longsword, (1d8+2) slashing damage.
dagger Dagger. Melee or Ranged
Weapon Attack: +4 to hit,
reach 5 ft., or range 20/60
ft., one target. Hit: 4
(1d4+2) piercing damage.
66-85 Chain mail; 13 Pike. Melee Weapon
Pike, handaxe Attack: +4 to hit, reach 10
ft., one target. Hit: 7
(1d10+2) piercing damage.
Handaxe. Melee or Ranged
Weapon Attack: +4 to hit,
reach 5 ft., or range 20/60
ft., one target. Hit: 5
(1d6+2) slashing damage.
86-95 Chain mail, 18 Longsword. Melee Weapon
shield; Attack: +4 to hit, reach 5
ft., one target. Hit: 6
Longsword, (1d8+2) slashing damage.
dagger Dagger. Melee or Ranged
Weapon Attack: +4 to hit,
reach 5 ft., or range 20/60
ft., one target. Hit: 4
(1d4+2) piercing damage.
96-00 Splint; 17 Warhammer. Melee
Warhammer, Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit:
longbow 7 (1d10+2) bludgeoning
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. RANDOM ENCOUNTERS: DUNGEONS 16

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