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Race Against Doom - Level Adjustment - v1.2

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0% found this document useful (0 votes)
100 views6 pages

Race Against Doom - Level Adjustment - v1.2

Uploaded by

talanjones2000
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
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1

Race Against Doom


Level Adjustment Guide the listed range will face a tougher challenge
than parties at the highest level of the listed
Race Against Doom as written is an adventure range.
for 4 to 5 characters of 5th to 8th level. This If your party prefers easier combat, con-
companion guide will provide adjustments to the sider using the monsters from the next lowest
encounters to allow parties of any level to save the level range. If your party level is listed at the
town of Rockhearth! top of the level range, and you enjoy deadlier
The following pages provide a breakdown combat challenges, consider taking on the next
of creatures to incorporate in each encounter highest level range.
depending on the level of the party. If specific As this is a heavily themed adventure, this
monsters are being replaced, that will be spec- level adjustment guide provides modifications
ified in the description of the encounter Use to most of the creatures in the original version
the entries for the appropriate level range for of the adventure, instead of replacing the mon-
your party. sters. If your game uses XP values for defeated
The encounter modifications are balanced enemies, calculate XP by the overall challenge
to be a moderate threat for the average of the of the encounter at the party’s level.
listed level range. Parties at the lowest level of
Creatures by Difficulty
Level 1 Level 2-4

In this version, General Mors is not much In this version, General Mors is a centaur who
more than an upstart mercenary leader. He’s is on a rampage due to the destruction of his
spread tales of his might and conquest to home territory. Mors has gathered others
frighten rivals into submission, but his actual who are aligned with this cause, relying
accomplishments are minimal. He hopes more on hit-and-run tactics rather than open
winning the Sovereign Glaive will finally lend warfare to strike at his enemies. Recovering
some teeth to his ambitions. the Sovereign Glaive is a desperate gamble
that could turn the tide to his favor.
Night Patrol
Replace the creatures in the encounter with the Night Patrol
listed monsters. Replace the creatures in the encounter with the
• 1 acolyte listed monsters.
• 1 bandit • 1 spy

• 2 guards • 1 scout

• 1 jackal • 1 acolyte
• 2 giant weasels
Abyssal Sump
Replace the wild kelpies with the listed Abyssal Sump
monsters and modifications. Replace the wild kelpies with the listed
• 1 fishmen (MM pg. 198) monsters and modifications.
• 3 giant crabs • 4 sharkfolk (MM pg. 263)

• spawn more giant crabs instead of wild • spawn more sharkfolk instead of wild kelpies
kelpies
Race to the Glaive
Replace General Mors with the listed monster.
Race to the glaive • 1 centaur
Replace General Mors with the listed monster.
• 1 hobgoblin Replace the veterans with the listed monsters.
• 3 satyrs
Replace the veterans with the listed monsters.
• 1 drow Battle for the Glaive
• 2 tribal warriors Replace the lesser pit fiend with 1 barbed
devil with the following modifications.
Battle for the Glaive • replace Tail attack with Sovereign Glaive.
Replace the lesser pit fiend with 1 spined devil Melee Weapon Attack: +9 to hit, reach 10 ft. one
with the following modifications. target. Hit: 11 (1d10+6) slashing damage plus
13 (3d8) necrotic damage
• r eplace Fork attack with Sovereign Glaive.
Melee Weapon Attack: +5 to hit, reach 10 ft. one
target. Hit: 8 (1d10+3) slashing damage plus 4
(1d8) necrotic damage

3
Level 5-8 Battle for the Glaive
Replace the lesser pit fiend with 1 bone devil
with the following modifications.
General Mors has gained influence over a • CR 11
warband of orcs and goblinoids and promises • Multiattack: the bone devil makes two attacks
the small horde a great reward to help him with the Sovereign Glaive and one with its sting
defeat Queen Adriana. First he will use the
• replace Claw attack with Sovereign Glaive.
brutal humanoids to help secure a prize that Melee Weapon Attack: +11 to hit, reach 10 ft.
could bring ruin to the Queen’s kingdom and one target. Hit: 18 (2d10+7) slashing damage
pave the way for his conquest. plus 13 (3d8) necrotic damage

Night Patrol
Replace the creatures in the encounter with the
listed monsters.
• 1 hobgoblin captain
• 1 cult fanatic
• 2 bugbears
• 1 hobgoblin

Abyssal Sump
Replace the wild kelpies with the listed
monsters and modifications.
• 3 giant constrictor snakes
• 1 snakefolk pureblood (MM pg. 310) with
30 ft. swim speed and the Amphibious trait.
• spawn more giant constrictor snakes instead
of wild kelpies

Race to the Glaive


Replace the veterans with the listed monsters .
• 1 orc eye of the war god
• 2 dire wolves

Make the listed changes to General Mors.


• CR 5
• HP 82 (11d8 + 33)
• Multiattack: Mors makes two attacks with
Talon
• Talon +2. sword of wounding property
functions once per turn, as written in the DMG
• Second Wind restores 1d10+11 HP

4
Level 13 - 16 Battle for the Glaive
Replace the lesser pit fiend with 1 pit fiend
with the following modifications.
General Mors has traveled to distant lands • replace Mace attack with Sovereign Glaive.
and has recruited a small tribe of giant-kin Melee Weapon Attack: +17 to hit, reach 15 ft.
to his service. He supplements his brutish one target. Hit: 22 (2d10+11) slashing damage
force with skilled mercenaries, and has even plus 13 (3d8) necrotic damage
trained a triceratops to serve as a devastating
mount.

Night Patrol
Replace the creatures in the encounter with the
listed monsters.
• 1 ettin
• 1 helmed horror
• 1 knight
• 1 mage
• 1 troll

Abyssal Sump
Make the listed modifications to the wild
kelpies.
• CR 5
• HP 91 (14d8 + 28)
• Damage Resistances: bludgeoning, piercing,
and slashing from nonmagical attacks
• Multiattack: the wild kelpie makes 3 attacks
with its hooves and may use its fey charm in
place of one of those attacks.

Race to the Glaive


Replace the veterans with the listed monsters.
• 2 ettins
• 1 triceratops (Mors uses the triceratops as a
mount)

Make the listed changes to General Mors.


• CR 11
• AC 20 (+2 adamantine plate)
• adamantine plate negates critical hits against
Mors
• Multiattack: Mors makes four attacks with
Talon
• Second Wind (2/short rest)

5
Level 17 - 20 Battle for the Glaive
Replace the lesser pit fiend with 1 pit fiend
with the following modifications.
General Mors is not a human at all, but a • CR 22
rakshasa who has come to the Material plane • HP 412 (33d10 + 231)
searching for magical artifacts to add to the
• Prof bonus +7
collection on his home plane. Mors cares
nothing for the conquest, as it is only a front • increase all saving throws, DCs, and listed
for his true goal, but the drow he’s allied with attack bonuses by 1
will be more than pleased to take the spoils • replace Claw attack with Sovereign Glaive.
of war. Melee Weapon Attack: +18 to hit, reach 15 ft.
one target. Hit: 22 (2d10+11) slashing damage
plus 13 (3d8) necrotic damage
Night Patrol
Replace the creatures in the encounter with the
listed monsters.
• 1 drider
• 1 drow elite warrior
• 1 drow mage
• 1 half-red dragon veteran
• 1 drow wizard

Abyssal Sump
Replace the wild kelpies with 1 grick alpha
and the following modifications.
• Tentacles: on a hit, the target is also grappled
(escape DC 15). The grick alpha may grapple
up to two creatures of Medium size or smaller
• spawn more grick alphas instead of wild
kelpies

Race to the Glaive


Replace the veterans with the listed monsters.
• 1 drider
• 1 drow priestess,
• 1 astral raider zerth (MM pg. 161) (describe
the astral raider as another drow)

Replace General Mors with the listed monster.


• rakshasa

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