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Ragefire Chasm

Defeat the Searing Blade, Protect Orgrimmar from Threats Within

Overview
Prologue
Cleft of Shadow
Trogg Tunnels
Horde Staging Point
Main Passage
Oggleflint's Throne
Side Passages
Obsidian Climb
The Hungerer's Lair
Searing Cavern
Jergosh's Camp
Overlook
Mission Accomplished
Treasure
Monsters

Created by James Wiken

Special Thanks to

Blizzard Entertainment
Original dungeon design and characters, quest and adventure journal text, art assets, maps

wowhead.com
Dungeon, NPC, and item information, screenshots

Natural Crit
Developed using Homebrewery
Ragefire Chasm

R
agefire Chasm consists of a network of The Searing Blade must be dealt with before they have the
volcanic caverns that lie below the orcs' new time to gather enough power to deal real damage to
capital city of Orgrimmar. Recently, rumors Orgrimmar and its citizens.
have spread that a cult loyal to the demonic
Shadow Council has taken up residence within
the Chasm's fiery depths. This cult, known as Prologue
the Burning Blade, threatens the very Beneath the city of Orgrimmar lies this fiery chasm. Recently,
sovereignty of Durotar. The Warchief of the Horde, Garrosh a clan of troggs known as Ragefire Troggs have begun to
Hellscream, believes that a swift and brutal strike at the cult's appear in the chasm, from deep below the lava-filled tunnels.
lieutenants might serve as Orgrimmar's best defense. If Magatha Grimtotem, of the tauren people, attempted to make
they're not silenced, the dark powers emanating from peace with these creatures, but was met only with hostility. It
Ragefire Chasm could undo all that the orcs have fought to was clear that these troggs were not interested in diplomacy,
attain. and could potentially overwhelm the entire Horde if left
The adventurers have been sent to Ragefire to put down unchecked.
this shadowy cult.
Enemies Below
Overview Description
Ragefire Chasm is a dungeon designed for characters from There are enemies of the Horde beneath this very city,
levels 2 to 3. It is meant to be standalone and can be inserted adventurers.
into any campaign.
In this dungeon, the adventurers have been tasked with The Searing Blade plots to take Orgrimmar for their own,
investigating the reports of the Searing Blade gathering in and have already taken Ragefire Chasm! We need to storm
the lava filled tunnels beneath Orgrimmar. The Warchief their forces and retake what is ours!
wishes to put down these cultists before they can grow into a Go speak with Stone Guard Kurjack just inside Ragefire
real threat to the Horde. Chasm. He will have further orders for you.
To investigate this potential threat, Stone Guard Kurjack, Mechanics and Reward
an orc warrior, and Bovaal Whitehorn, a tauren shaman, have The Warchief gives you a letter that will give you access to
been sent to Ragefire Chasm with a small contingent of
Orgrimmar Defenders in tow. The Warchief has also sent Ragefire Chasm. Report to Stone Guard Kurjack to see how
missives to Orgrimmar, the Undercity, and Thunder Bluff you can assist with putting down this threat within.
asking for able-bodied adventurers loyal to the Horde to Once this quest is completed, Stone Guard Kurjack will
assist in this venture. The adventurers are to report to Stone offer the quests, "Repel the Invasion" and "Taragaman the
Guard Kurjack if they wish to help combat this potential Hungerer". Bovaal Whitehorn will also offer the quest,
threat residing below the heart of the Horde. "Elemental Tampering".

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A sect of the mysterious Shadow Council has also taken At the eastern end of the Cleft of Shadow, beside the tent of
refuge in this chasm. This sect is known as the Searing noted warlock, Arnak Fireblade, is the tunnel leading down
Blade, and is led by Taragaman the Hungerer, a felguard; into Ragefire Chasm. It is currently being guarded by a pair
Jergosh the Invoker, a powerful warlock; and Bazzalan, a of Orgrimmar Defenders who are tasked with preventing
satyr. From their dark hiding place, they plot to overthrow anyone from entering or exiting the fiery caverns below with
and destroy all that the Horde has built for themselves in explicit orders to the contrary. The adventurers can give the
these lands. letter they received from the Warchief to be admitted down
into Ragefire Chasm.
Cleft of Shadow
Hidden within the central plateau of Orgrimmar is the Cleft
of Shadow. Tents smelling of fire and brimstone and filled
with magical curiosities ring the cavern. Orcs and goblins are
gathered throughout the cavern. speaking in hushed tones
and discretely trading what are most likely illicit goods.
Residing within its magically lit caverns are many of the
Horde's practitioners of the fel and arcane schools of magic.
This includes the city's Arcane Enclave, who maintains
portals to faraway lands. Other less-than-savory denizens of
Orgrimmar make their home here as well.
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1. Trogg Tunnels Repel the Invasion
A clan of troggs known as Ragefire Troggs, originating from Description
deep below the lava-filled tunnels, made the shallowest
tunnels of this chasm their home. Magatha Grimtotem, of the This cavern was once a place of great honor. Young warriors
tauren people, attempted to make peace with these creatures, were taken here to slay an Earthborer worm for their first kill -
but was met only with hostility. something we Orcs remember for our entire lives.
More recently, the Ragefire Troggs have allied themselves The Burning Blade agents inside have enslaved the cave's
with the Searing Blade and prevent any outsiders from inhabitants and plan to launch a full-scale attack on Orgrimmar
venturing deeper into the cavern. For their loyalty, Oggleflint, along with their Trogg allies.
chieftain of the Ragefire Troggs, has been made a lieutenant
of the Searing Blade. If you strike down their Lieutenants, you may be able to
catch them unprepared and stop this invasion before it starts.
1a. Horde Staging Point Mechanics and Reward
Stone Guard Kurjack has identified the Searing Blade's top
Only minutes into the tunnels, the party sees Bovaal
Whitehorn, stone Guard Kurjack, and his defenders. The orc lieutenants, Jergosh the Invoker, Bazzalan, and Oggleflint.
soldiers are currently under attack by a group of 2d2 Molten Bring proof of their demise, and Kurjack will reward the party
Elementals. The "Searing Blade Enforcer" stat block can with 20 gp for each of them.
used to represent the Stone Guard Kurjack and the  
Orgrimmar Defenders during this encounter. Bovaal Taragaman the Hungerer
Whitehorn is currently maintaining a magical barrier and
cannot contribute to the fight. Description
Once the pack of attacking elementals is dispatched, the The Searing Blade has managed to summon a foul demon they
orc soldiers return to their guard posts. Stone Guard Kurjack call Taragaman the Hungerer to lead the first attack in their
and Bovaal Whitehorn greet the adventurers and explain the
current situation. takeover of Orgrimmar!
Their expedition has hit some difficulties and they are Make haste and slay Taragaman in the name of the Warchief!
currently doing all they can to keep the raging Molten Lok'tar ogar!
Elementals from spreading into the Cleft of Shadow. With the Mechanics and Reward
characters' help, however, they may be able to proceed with Defeat the Searing Blade's demonic champion and return its
their original mission. heart to Stone Guard Kurjack. The Stone Guard will reward the
Speaking to each member of the expedition will provide party with 40 gp for their service to Orgrimmar and the Horde.
the party with quests to assist the Horde with taking down
the Searing Blade. The orcs currently manning this staging  
point will be hesitant to leave Bovaal and Orgrimmar Elemental Tampering
unguarded. Description
Stone Guard Kurjack The Searing Blade's warlocks have enslaved Ragefire Chasm's
Bagran is a grizzled soldier within the Horde. Trusted for his elemental spirits, adventurers. They aren't a threat to the city
unquestionable loyalty to the Horde, the Warchief tasked him while my spell keeps them at bay, but I can't maintain it much
with taking down the Searing Blade occupying Ragefire longer.
Chasm. Bring me four of the Searing Bindings used to control them
The occupation of Ragefire Chasm is an affront to his
sense of honor. His primary concern is to dismantle the and I will release their spirits back into the Chasm.
leadership of the Searing Blade and prevent them from ever Mechanics and Reward
launching an invasion into Orgrimmar. He will send the Bovaal Whitehorn is doing all he can to keep the elementals of
adventurers to defeat the Searing Blade's most dangerous the chasm at bay. Bring him four Searing Bindings which drop
members with the quests "Repel the Invasion" and from Molten Elementals to bolster his barrier.
"Taragaman the Hungerer". Once all the bindings are delivered to him, Whitehorn will
reward the party with 20 gp.
Bovaal Whitehorn
Bovaal is a young tauren shaman looking to prove himself in
the Horde. As such, when the Warchief asked for volunteers
to delve into Ragefire Chasm he jumped at the chance.
What he saw in the fiery chasm beneath Orgrimmar
troubled him and now he works to calm the elementals
within it. He will offer the adventurers the quest, "Elemental
Tampering", to this end.

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1b. Main Passage Roughly halfway up the tunnel, a stream of lava spills over the
pathway the party is using. The adventurers can make a DC
Through the center of the lava tunnel is an elevated path of 12 Athletics check to jump over the molten stream. If the
dark igneous rock. Glossy black shards of obsidian line the characters investigate the lava flow, they will notice that it is
edges the walkway, forming a razor-edged barrier between not constant in rate and width. The party can wait for when
the party and the bubbling magma below. Molten Elementals the lava stream wanes and cross then. If they do, they have
and Earthborers roam this section of the passageway, kicking advantage on the above check.
up dust and ash as they pass over the blackened stone The pathway continues south, deeper into Ragefire Chasm.
beneath them. Roll from this section's random encounter Ragefire Troggs, roam around this tunnel is small groups.
table to determine what monsters are here. Looking across the roiling magma below, narrow walkways
Random Encounter Table
can be seen lining the tunnel walls on both sides of the party.
Solitary Ragefire Troggs and Shamans can be seen walking
Roll Monsters these narrow paths.
1 3 Molten Elementals A group of two Ragefire Troggs and one Ragefire Shaman
2 1 Earthborer, 2 Molten Elementals
roams the upper pathway. Once these troggs is dealt with, the
party can continue into Oggleflint's Throne.
3 2 Earthborers, 1 Molten Elemental
4 3 Earthborers 1c. Oggleflint's Throne
The comparatively cramped tunnels open up into a more
open chamber. The temperature of this cave is noticeably
lower as no longer are the adventurers standing directly
Oggleflint above a river of magma.
Medium humanoid (trogg), chaotic neutral From this chamber, Oggleflint rules over the Ragefire
troggs. Recently he has added Lieutenant of the Searing
Armor Class 14 Blade to his titles. He is flanked by two Ragefire Troggs,
Hit Points 37 (5d8 + 15) acting as his personal guards.
Speed 30 ft. Ramps to the east and west slope down into the side
passages of the Trogg Tunnels. A smooth corridor of lava rock
STR DEX CON INT WIS CHA leads southwest to the Obsidian Climb.
16 (+3) 13 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2)
Oggleflint
Oggleflint and the troggs once ruled unchallenged in the
Skills Perception +4 depths of Ragefire Chasm until the Searing Blade cultists
Damage Resistances fire moved in. Too weak to drive away the Searing Blade,
Senses darkvision 120 ft., passive Perception 14
Condition Immunities charmed, frightened
Oggleflint and the troggs instead joined the cultists and now
Languages trogg, orc
stand guard near the entrance of Ragefire Chasm where they
Challenge 1 (200 XP) now wait patiently for any unwelcome guests to enter the
cave system.
Inspiring Presence. Friendly creatures within 15 ft.
Oggleflint (marked by a red skull on the map) is the
of Oggleflint gain a +1 bonus to attack and damage chieftain of the Ragefire troggs and is accompanied by his
rolls. personal guard of two Ragefire Troggs. He wields an
enchanted bone which he uses to attack his foes and "inspire"
Actions his subordinates. He will prioritize engaging multiple
enemies in melee to take advantage of his Cleaving Club.
Cleaving Club. Melee Weapon Attack: +5 to hit, When Oggleflint is defeated, the party can loot Oggleflint's
reach 5 ft., two targets. Hit: 6 (1d6 + 3) Inspirer.
bludgeoning damage.
Inspire (Recharge 3-6). Oggleflint can use a bonus
action to deal 3 (1d6) bludgeoning damage to a
friendly creature within melee range. That creature
gains one Inspiration die, a d6.
Once within the next 10 minutes, the creature can
roll the die and add the number rolled to one ability
check, attack roll, or saving throw it makes. The
creature can wait until after it rolls before deciding
to use the Inspiration die. Once the Inspiration die
is rolled, it is lost. A creature can have only one
Inspiration die at a time.

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1d. Side Passages 3. The Hungerer's Lair
Narrow side passages line the tunnel walls in the Trogg As the party makes its way deeper into Ragefire Chasm, its
Tunnels. Ragefire Troggs and Shamans patrol the banks of finds itself at the banks of a massive underground lake of fire
these passages, scavenging what they can from the cavern and molten rock. Several platforms of blackened rock dot the
floors. At the end of the western side tunnel, the path turns surface of this lake all connected by a series of natural
upwards and is capped by a hidden chamber. This is a trogg bridges. Distributed amongst the platforms around the edge
residence, and contains 2d2 Ragefire Troggs that will attack of the cavern are 3 (2d2) groups of Searing Blade members.
any intruders. The party must return to Oggleflint's Throne to Roll from this section's random encounter table for each
safely leave these passages. group to determine which cult members are in the cavern.
2. Obsidian Climb Random Encounter Table
Roll Monsters
Leading north out of the Trogg Tunnels is another elevated
pathway composed of dark igneous rock. Counterintuitively, it 1 3 Searing Blade Enforcers
slopes upwards as the party moves deeper into the magma- 2 1 Searing Blade Warlock, 2 Searing Blade Cultists
filled chasm. Much like the tunnels before it, the climb is 3 1 Searing Blade Warlock, 2 Searing Blade Enforcers
illuminated by the flow of this magma. About halfway up the
climb a dip in the path causes the lava to pool. This obstacle 4 3 Searing Blade Cultists
is wide than the one the adventurers faced below and they 5 2 Searing Blade Enforcers, 2 Searing Blade Cultists
must succeed on a DC 14 Athletics check to safely cross. As
before, the size of this pool ebbs over time and if the 6 2 Searing Blade Warlocks
adventurers notice this fact, they can roll the check with
advantage. These groups keep a wide berth from the central platform
Once past this obstacle, a fiery vista off to the right of the where a fearsome felguard, Taragaman the Hungerer, stands
party presents itself. Spouts of lava spray molten rock high vigil. If the party moves onto the central platform, the mighty
into the air and the Trogg Tunnels can be seen below. demon will attack them. Any cultists still in the chamber will
Molten Elementals and Earthborers patrol this stretch of cheer on their champion. If the felguard is defeated, they will
Ragefire Chasm. Along the obsidian climb are 3 (2d2) pairs flee in terror, either back into the Obsidian Climb or deeper
of one Molten Elemental and one Earthborer. They are into the cave system.
distributed fairly uniformly along the pathway. Two paths lead deeper into Ragefire Chasm from this
At the top of the climb is the path turns west and leads into chamber. From the southwestern platform, the party can take
a chamber littered with broken elementals and earthborers. the main and more clearly seen passage into the Jerogsh's
Members of the Searing Blade can be heard in the next Camp. A hidden path leading from the western platform will
cavern, practicing their profane magics. Continuing south of allow the adventurers to find the Overlook.
this chamber leads into The Hungerer's Lair.

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Taragaman the Hungerer
Taragaman the Thought to be the leader of the Searing Blade, Taragaman
the Hungerer hides within the fiery depths of Ragefire
Hungerer Chasm, using his demonic influence to corrupt the citizens of
Large fiend (demon), chaotic evil Orgrimmar. In reality, the leaders of the Searing Blade are
Bazzalan and Jergosh, this felguard is expendable bait to lure
Armor Class 14 adventurers in to their death.
Hit Points 51 (6d10+18) Taragaman the Hungerer (marked by a yellow skull on the
Speed 30 ft. map) is a fearsome felguard, feared by friends and foes alike.
He will launch his enemies towards their fiery demise.
When Taragaman the Hungerer is defeated, the party may
STR DEX CON INT WIS CHA loot Cursed Felblade and Taragaman the Hungerer's heart.
16 (+3) 13 (+1) 16 (+3) 9 (-1) 12 (+1) 10 (+0)

Damage Resistances bludgeoning, piercing, and


4. Searing Cavern
slashing from nonmagical attacks used as the true headquarters of the Searing Blade, this
Damage Immunities fire cavern holds a once hidden enemy of the Horde. It is here
Condition Immunities charmed, exhaustion, that they perform their forbidden magics, twisting and
frightened, grappled, paralyzed, prone, restrained corrupting the elements with demonic taint. The true masters
Senses darkvision 60 ft., passive Perception 11 of the Searing Blade, Jergosh the Invoker and Bazzalan, wait
Languages Abyssal, Orc within, weaving their dark plans and plotting the destruction
Challenge 2 (200 XP) of the city above.
Actions 4a. Jergosh's Camp
Multiattack. Taragaman can make two attacks. Entering Searing Cavern via the main passage leads to the
Uppercut. Melee Weapon Attack: +5 to hit, reach
Searing Blade's primary encampment. Guarding this passage
10 ft., one target. Hit: 10 (2d6 + 3) slashing is a patrol of cult members (roll from last section's Random
damage and the target must succeed on a DC14 Encounter Table). They will defend the camp in the next
Strength saving throw or be knocked back 15 ft. chamber from any intruders.
Once through this passage, the party is in a large open
Fire Nova. All creatures within 10 ft. must succeed
on a DC 13 Dexterity saving throw or take 9 (2d8)
cavern illuminated by lava flows and magical braziers. A high
fire damage.
cliff rings the west and south walls of the chamber. Much of
this cave is filled with tents and supplies arrayed around a
large orb glowing blood red. Standing in front of the orb is
Jergosh the Invoker, flanked by two Searing Blade Cultists.
Upon seeing the adventurers, Jergosh will open a demonic
portal, spirting the blood orb into another realm. He and his
companions then attack the party. If the characters defeat
Jergosh and have not explored the Overlook yet, they will
hear laughter and feel a demonic presence coming from the
clifftop.
Jergosh the Invoker
Jergosh the Invoker rejected the ideals of the orcs and
practices the dark and demonic arts of the warlock. A leader
of the Searing Blade Cultists, Jergosh dwelled within
Ragefire Chasm, concocting a scheme dangerous enough
that drew the attention of Thrall himself.
Jergosh the Invoker (marked by a blue skull on the map) is
an orc warlock clad in black and violet robes. He will fling
curses and afflictions upon his enemies from afar.
When Jergosh the invoker is defeated, the party may loot
Robe of Evocation.

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Bazzalan
Jergosh the Invoker Bazzalan leads the Searing Blade cultists along with Jergosh
the Invoker. His motives are unclear, but like all satyr, he is a
Medium humanoid (orc), chaotic evil swift and cunning foe.
Armor Class 14
Bazzalan (marked by a green skull on the map) is a satyr
Hit Points 32 (5d8+10)
rogue. He swings fast and hits enemies with sinister strikes
Speed 30 ft. and deadly poisons
When Bazzalan is defeated, the party may loot Bazzalan's
Blade.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 14 (+2) 11 (+0) 11 (+0) 16 (+3) Mission Accomplished
Skills Perception +2
With the Searing Blade leadership dismantled, the party has
Damage Resistances necrotic completed its mission in Ragefire Chasm. The adventurers
Senses darkvision 60 ft., passive Perception 12 may return to Stone Guard Kurjack and Bovaal Whitehorn to
Condition Immunities charmed, frightened collect their rewards for any quests completed for them.
Languages Orc The brave actions of the characters have ended a potential
Challenge 1 (200 XP) danger to Orgrimmar that threatened to boil up from within.
The Warchief will be pleased to see this issue resolved and
Actions will smile upon those who saw the deed done.
Immolation. One hostile target within 40 ft. must
succeed on a DC 12 Constitution saving throw or
they take 7 (2d6) fire damage at the start of their Bazzalan
turns. This throw may be repeated at the end of the Medium fiend (demon), chaotic evil
target's turns to end this effect.
Armor Class 14
Curse of Weakness. One hostile target within 40 ft. Hit Points 33 (6d8+6)
must succeed on a DC 12 Charisma saving throw Speed 40 ft.
or gain a -5 penalty to their Strength, Dexterity, and
Constitution ability scores until the end of their
next turn. STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 14 (+2)

4b. Overlook Damage Resistances necrotic


Entering the Searing Cavern via the hidden passage leads to Senses darkvision 60 ft., passive Perception 11
the Overlook. This passageway is guarded by more members Condition Immunities charmed, frightened
of the Searing Blade (roll from last section's random Languages Abyssal, Orc
encounter table) and leads to the cliffs overlooking the Dark Challenge 1 (200 XP) Magic Resistance. The satyr
has advantage on saving throws against Spells
Shaman Camp from the west and south. See the above and other magical effects.
section for a description of the camp below. At the end of the
cliffs is Bazzalan, a red skinned satyr and the second leader
of the Searing Blade. He is accompanied by two Searing Actions
Blade Enforcers. Multiattack. Bazzalan can make two Sinister Strikes
Sinister Strike. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage and the target must succeed on a DC 12
Dexterity saving throw or take 3 (1d6) necrotic
damage.
Poison. All creatures in a 15 ft. cone must succeed
on a DC 12 Constitution saving throw or take 9
(2d8) poison damage and become poisoned until
the end of their next turn.

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Treasure
This section provides descriptions for the treasure found
within Ragefire Chasm. The source of each of these items is
given in the above sections.
         Bazzalan's Blade
            weapon (scimitar), uncommon (requires attunement)
A light demon-forged scimitar once wielded by Bazzalan.
When an attack made with this weapon hits a creature, it
must succeed on a DC 13 Dexterity saving throw or take 1d4
necrotic damage.
         Cursed Felblade
            weapon (greatsword), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with
this magic weapon.
When you hit a target using this weapon and have an attack
roll at least 5 greater than its AC, it is knocked back 10 ft.
Curse. This weapon is cursed. Attuning to it curses you
until you are targeted by the remove curse spell or similar
magic. Removing the weapon fails to end the curse on you.
Demonic whispers creep into the edge of your mind. Over
time, you become more bloodthirsty and violent towards any
around you.
         Oggleflint's Inspirer
            weapon (club), uncommon (requires attunement)
The weapon has 3 charges and regains all expended charges
daily at dawn.
You can use a bonus action and a charge to deal 1d6 plus
your Strength modifier bludgeoning damage to a friendly
creature within melee range. That creature gains one
Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the
die and add the number rolled to one ability check, attack roll,
or saving throw it makes. The creature can wait until after it
rolls the d20 before deciding to use the Inspiration die, but
must decide before the DM says whether the roll succeeds or
fails. . Once the Inspiration die is rolled, it is lost. A creature
can have only one Inspiration die at a time.
         Robe of Evocation
            Wondrous item, uncommon (requires attunement)
This robe is a deep red and imbued with Evocation magic.
While you wear this robe, you gain a +2 bonus to attack
and damage rolls for Evocation spells.

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Monsters
This section includes stat blocks for all non-boss monsters
found in Ragefire Chasm. These monsters can be used either
by using the Random Encounter Tables found in each section
or building your own encounters.

Earthborer
Medium beast, unaligned

Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 3 (-4)
Ragefire Shaman
Damage Immunities poison, acid Medium humanoid (trogg), chaotic neutral
Damage Resistances fire
Senses tremorsense 60 ft. passive Perception 10 Armor Class 11
Languages — Hit Points 16 (3d8 + 3)
Challenge 1/2 (100 XP) Speed 30 ft.

Actions STR DEX CON INT WIS CHA


Earthborer Acid. Melee Weapon Attack: +4 to hit, 10 (0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 11 (+0)
reach 5 ft., one target. Hit: 7 (2d6) acid damage,
and if the target is wearing nonmagical metal Skills Perception +4
armor, its armor is partly corroded and takes a Damage Resistances fire
permanent and cumulative -1 penalty to the AC it Senses darkvision 120 ft., passive Perception 14
offers. The armor is destroyed if the penalty Languages trogg, orc
reduces its AC to 10. Challenge 1/2 (100 XP)
 

Molten Elemental Actions


Medium elemental, chaotic neutral Lightning Bolt. Ranged Spell Attack: +4 to hit, range
45/90 ft., one target. Hit: 5 (1d10) lightning
Armor Class 14 damage.
Hit Points 22 (3d8+9)
Speed 30 ft. Healing Wave (Recharges after a Long Rest). All
friendly creatures within 15 ft. of the shaman regain
5 (2d4) hit points.
STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 16 (+3) 7 (-2) 12 (+1) 6 (-2)

Damage Vulnerabilities bludgeoning


Damage Immunities fire
Damage Resistances piercing, and slashing from
nonmagical attacks
Senses tremorsense 60ft., darkvision 60 ft., passive
Perception 11
Languages understands Ignan but can't speak it
Challenge 1/2 (100 XP)

Actions
Molten Fist. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit:* 5 (1d6 + 2) bludgeoning
damage plus 3 (1d6) fire damage.

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Searing Blade Cultist
Medium humanoid (orc), chaotic evil

Armor Class 13
Hit Points 19 (3d8+6)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 14 (+2) 9 (-1) 14 (+2) 11 (+0)

Senses darkvision 60 ft., passive Perception 12


Languages Orc
Challenge 1/2 (100 XP)

Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
Curse of Agony. One hostile target within 40 ft.
Ragefire Trogg must succeed on a DC 12 Wisdom saving throw or
take 7 (2d6) necrotic damage.
Medium humanoid (trogg), chaotic neutral
 
Armor Class 13
Hit Points 19 (3d8 + 6)
Searing Blade Enforcer
Medium humanoid (orc), chaotic evil
Speed 30 ft.
Armor Class 14
STR DEX CON INT WIS CHA Hit Points 26 (4d8+8)
Speed 30 ft.
14 (+2) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 11 (+0)

Skills Perception +2 STR DEX CON INT WIS CHA


Damage Resistances fire 15 (+2) 12 (+1) 15 (+2) 9 (-1) 14 (+2) 11 (+0)
Senses darkvision 120 ft., passive Perception 12
Languages trogg, orc
Senses darkvision 60 ft., passive Perception 12
Challenge 1/2 (100 XP)
Languages Orc
Challenge 1/2 (100 XP)
Actions
Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., Actions
one target. Hit: 6 (1d8 + 2) slashing damage.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 2) bludgeoning damage.
Shield Slam. One hostile target within melee range
must succeed on a DC 12 Constitution saving
throw or become Stunned until the end of their
next turn.

CLASSIC | DUNGEONS | RAGEFIRE


CHASM
12
Searing Blade Warlock Voidwalker
Medium humanoid (orc), chaotic evil Medium fiend (demon), chaotic evil

Armor Class 12 Armor Class 13


Hit Points 16 (3d8+3) Hit Points 22 (3d8+9)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 13 (+1) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 13 (+1)

Senses darkvision 60 ft., passive Perception 11 Damage Vulnerabilities radiant


Languages Orc Damage Immunities necrotic
Challenge 1/2 (100 XP) Damage Resistances piercing, and slashing from
nonmagical attacks
Senses darkvision 60 ft., passive Perception 10
Actions Languages Abyssal, language of its summoner
Shadow Bolt. Ranged Spell Attack: +4 to hit, range Challenge 1/2 (100 XP)
120 ft., one target. Hit: 5 (1d10) necrotic damage.
Summon Voidwalker (Recharges after a Long Rest). Actions
The Warlock summons a friendly Voidwalker within Shadow Strike. Melee Weapon Attack: +4 to hit,
10 ft. of them. It follows the warlock's orders and reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning
shares their initiative. damage plus 2 (1d4) necrotic damage.
Taunt. One hostile target within melee range must
succeed on a DC 12 Charisma saving throw or they
have disadvantage on attack rolls made against
targets other than the demon. This throw may be
repeated at the end of the target's turns to end this
effect.

CLASSIC | DUNGEONS | RAGEFIRE


CHASM
13

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