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Ash and Blood: The Shifting Pit

Adventure Overview
This modular one-shot takes place within the Shifting Pit, a grand arena designed for high-intensity combat encounters and adaptable spectacle. The adventure is divided into three escalating stages, each testing the players’ strategy, resourcefulness, and endurance under shifting battlefield conditions.

The first stage pits the party against another team of adventurers in a race for their equipment and early survival. The second and third stages introduce increasingly powerful creatures and environmental hazards, allowing for dynamic, cinematic combat that evolves with each round.

Each version of the adventure is designed for a different level tier — Levels 5, 8, and 11 — with enemy rosters, arena hazards, and pacing adjusted to match the intended challenge rating. The modular structure allows you to run a single level tier as a full one-shot, or link multiple tiers together as an ongoing championship arc.

When preparing this adventure, reference the sections in the article: Arena Features and Stage and Stage Setup — to assist in establishing the environment, hazards, and flow of each encounter. When running the adventure, reference the Running the Adventure section for adventure flow, descriptions and dialogue.

For the arena’s broader history, lore, and significance within the Federation of Ar’Mahn, see The Shifting Pit article attached at the end of this document.

Adventure Flow

  1. Stage One — Rival Combatants
    The adventurers enter the arena stripped of their gear, facing an opposing team of equally matched fighters. Their first objective is to reclaim their equipment by scaling the scaffolding and outmaneuvering their rivals before the hazards of the arena turn against them.
  2. Stage Two — The Menagerie of Beasts
    This stage begins after a set length of time, rather than immediately following the first. As the crowd cheers and the arena shifts to its next configuration, new beasts and monstrous foes are released onto the sands. Combat intensifies as the environment becomes fully active and the crowd’s influence begins to shape the outcome.
  3. Stage Three — The Grand Spectacle
    After a short recovery period, the champions face the final trial — a battle of endurance and resolve against a singular, legendary foe or devastating pair. By this point, the true test lies not only in strength, but in how well the party can adapt and persevere through the fatigue of successive fights.
  4. Aftermath — Victory or Ash
    Surviving combatants are celebrated by the Lord of the Cycle and the watching tribes. Whether the players rise as Federation legends or collapse beneath the shifting sands, their deeds echo through the crowd’s roar and the annals of the Shifting Pit.

Miniatures

This adventure uses the following bundles for terrain - Note: There are many different enemies which can be used, so I am not including them in this section.

  • Loot Studios - Crimson Sand Arena
  • Crimson Sand Arena terrain
  • All Arena Features
  • Scaffolding - I used a set of modular scaffolding I found on MyMiniFactory, but any sort of climbable, multi-layered structure will work.
  • Enemies - Whatever you have available :p

Arena Features

Feature Scaling

  • Baseline (Level 5 adventure): The values listed for each hazard are the lvl 5 adventure values.
  • Level 8: upgrade one die size for damage (d8→d10, d10→d12), and +1 to all DCs
  • Level 11: Add 1 dice to the baseline dice value for damage (1d8→2d8, 1d10→2d10, 2d8→3d8, etc.), and +3 for all DCs

Shifting Spike Tiles

Beneath the arena sand lie six mechanical tiles fitted with jagged steel spikes. Each round, the runes below grind and shift, causing some tiles to extend while others retract. Combatants can cross them carefully at their own risk or charge through and bleed for the effort. Being shoved, tripped, or caught as the spikes move is where the real danger lies

Feature Type: Environmental Hazard (Mechanical)
Quantity: 6 total, each covering a 10-foot square.
Layout: Evenly spaced on either side of the arena.

Mechanics

On Initiative Count 20, roll 1d6 for each spike tile:

  • Even result: The tile changes state — extended spikes retract, or retracted spikes extend.
  • Odd result: No change.

When Extended

  • The area counts as difficult terrain.
  • A creature may move through the area normally, taking 1d8 piercing damage per 5 feet of movement through it.

Forced Movement

  • Shoved or Thrown In: A creature forced into an extended spike tile takes 1d8 piercing damage.
  • A creature who falls more than 10ft onto extended spikes takes 1d8 piercing damage per 10ft of movement

When State Changes

  • Any creature standing on a tile when it retracts or extends takes 1d10 piercing damage as the metal grinds violently around their feet.

Spiked Pillars

Six iron pillars line the center of the arena, wrapped in retractable blades that flare outward at the start of every round. Anyone too close when the spikes extend is met with a sudden flash of metal and pain, while those thrown into the pillars are simply torn apart by the cruel design. As the battles grow more intense, the mechanisms hum hotter and faster — first wreathed in fire, then lashing out with chains to drag the unwary into their embrace.

Feature Type: Environmental Hazard (Mechanical)
Quantity: 6 total, evenly spaced around the arena

Mechanics:

Forced Movement

  • Shoved or Thrown Into a Pillar:
    A creature that is pushed, thrown, or otherwise forced into contact with a spiked pillar takes 1d8 piercing damage.

On Initiative Count 15

The spikes along all pillars extend outward in a sudden, grinding motion.

  • Any creature within 10 feet of a pillar must make a DC 14 Dexterity saving throw.
  • On a failure, the creature takes 1d8 piercing damage as the spikes lash outward.
  • On a success, they take no damage

The Lord’s Favor and Crowds Scorn

The Lords Favour - In the Shifting Pit, death is

From a gilded balcony above the blood-soaked sands, the Lord watches with sharp eyes and sharper judgment. Each act of valor, cunning, or restraint earns a spark of admiration — a raised goblet, a measured nod, or a booming declaration that shakes the crowd. In this arena, glory is not just won with the sword, but with spectacle.

Mechanics

When a player impresses the Lord — through honor, skill, or style — they gain the Lord’s Favor.
This can occur once per round per combatant, at the DM’s discretion or triggered by notable acts (see examples below).

ActionDescription
Defeating a foe with a decisive or stylish strikeA crowd-pleaser; flair counts.
Showing mercy or chivalryThe Lord values restraint and poise.
Creative or tactical brillianceClever use of terrain or abilities.
Addressing or saluting the Lord mid-combatRequires Charisma (Persuasion or Performance) DC 15.
Rallying or defending allies in a heroic momentMeasured composure in chaos.

When Favor is Gained

Roll 1d4 to determine the Lord’s Reward.

d4EffectDuration
1 — Blessed TokenThe Lord tosses a golden token into the pit. The recipient gains Inspiration and 5 temporary hit points.
2 — Grace of the LordThe Lord calls for restraint. Attacks made against the favored creature have disadvantage until the start of that creature’s next turn.1 round
3 — Roar of ApprovalThe Lord’s booming praise bolsters the combatant. That creature gains advantage on attack rolls until the start of their next turn.1 round
4 — Command of TriumphThe Lord’s raised hand signals blessing. The favored creature gains +2 AC until the start of their next turn.1 round

The Crowd’s Scorn

The roar of the crowd is not always praise. They crave honor, spectacle, and courage — not cruelty or cowardice. When a combatant stoops too low, the cheers twist into jeers. Sand and refuse rain down from the stands as the audience turns against the dishonored, their hatred as sharp as the blades on the arena floor.

Mechanics

When a player angers or disappoints the crowd through acts of cruelty, cowardice, or arrogance, they draw the Crowd’s Scorn.
This can occur once per round per combatant, at the DM’s discretion or triggered by notable acts (see examples below).

ActionDescription
Attacking or killing a downed or helpless opponentSeen as dishonorable and wasteful.
Refusing to engage for extended periods or retreating from clear advantageThe crowd despises passivity; tactical repositioning is fine, but avoidance draws jeers.
Insulting or mocking the audience or the LordArrogance turns admiration into fury.
Fleeing from combat in fear or abandoning alliesThe crowd wants bravery, not panic.
Failing a showy or boastful act (Performance/Charisma check)Pride punished by humiliation.

When Scorn is Gained

Roll 1d4 to determine the Crowd’s Retaliation.

d4EffectDuration
1 — Thrown DebrisThe mob hurls stones and refuse. The creature must make a Dexterity saving throw (DC 13) or take 1d6 bludgeoning damage (scaling by level: 1d8 at level 8, 2d6 at level 11).Instant
2 — Booing DistractionThe deafening jeers rattle the combatant. They make all attack rolls and saving throws with disadvantage until the start of their next turn.1 round
3 — Bloodlust of the CrowdThe next attack made against the scorned creature is made with advantage. If the target has Inspiration, they lose it immediately.Until the start of the scorned creature’s next turn
4 — Shamed and ExposedThe crowd’s rage shakes the fighter’s confidence. Their AC is reduced by 2 until the start of their next turn.1 round

Banners of Fortune and Despair

Six tall banners rise along the edge of the arena, their colored silks snapping in the heat. Each bears a different sigil — half-forgotten gods, noble crests, or strange runic symbols. The crowd howls with delight when a combatant dares to grasp one, for the banners are said to hold the favor of fate itself. Yet as many have learned, fortune’s touch can burn as easily as it blesses.

Mechanics

A combatant adjacent to a flag may use their Bonus action to attempt to invoke its blessing. Doing so is a bold spectacle — the crowd erupts, the Lord leans forward, and fate decides the rest. When a player touches a flag:

  • Roll 1d6 on the Banners of Fortune and Despair Table below.
  • Once a banner has been activated, it becomes inert for 2 rounds.(I suggest removing it and placing a dice in its place, then tick it down every round)
  • A creature can only benefit from one banner effect at a time.
d6ResultEffect
1 — The Banner Lies StillThe flag flutters weakly. Nothing happens.
2 — Light of Renewal (Blessing)The flag glows in soft gold. The creature regains 1d8 + 3 hit points.
3 — Wind of Speed (Blessing)A sharp gust bursts outward. The creature’s movement speed increases by 10 ft and they can Disengage once as a bonus action this round.
4 — Stone of Endurance (Blessing)The banner pulses with crimson light. The creature gains resistance to bludgeoning, piercing, and slashing damage until the start of their next turn.
5 — Wrath of the Arena (Curse)The ground erupts with forceful energy. The creature immediately takes 2d8 force damage.
6 — Mark of Scorn (Curse)The flag blackens as the crowd erupts in fury. The creature immediately gains the Crowd’s Scorn (roll on that table to determine the effect).

Stages and Stage Setup

Stage One

Stage 1 — Rival Combatants

Summary:
Stage 1 begins the arena trials. Two adventuring parties—each stripped of weapons, armor, spell foci, and magical items—are hurled into the pit before the roaring crowd. Their gear rests in a locked chest atop the Target Structure, forty feet in the air and ten feet away from the Main Structure, the only safe climbable scaffold.

The match is a brutal race: whoever reaches their chest first re-arms their entire team, seizing a decisive advantage.

Stage 1 is timed however, and when the timer runs out, stage 2 begins, and a beast is released upon the arena and it kills without prejudice.

DM Overview

  • Arena Features: Shifting Spike Tiles, Spiked Pillars, Banners of Fortune and Despair are inactive for Stage 1.
  • Both parties start unarmed at opposite sides of the arena.
  • The Main Structure must be climbed (DC 12 Athletics per section of scaffold).
  • A 10-ft leap (DC 13 Athletics) bridges the gap to the Target Structure.
  • The Target Structure’s supports sear to the touch, preventing any creature from climbing it.
  • Wards around the arena prevent flight until after a players team has reached the chest on the target structure.
  • When a creature touches the chest at the top of the Target Structure, their team’s equipment materializes as though they were wearing it, in a flash of runic light.
  • The rival team must still reach the chest to equip themselves.
  • Weapons, shields and some useful items can be scavenged from racks and small chests scattered around the ground level—mundane, temporary tools to survive until armed.
  • At the end of round 6, Stage 2 begins, releasing a beast into the arena who joins the fight against both parties.
  • The spiked pillars and shifting spikes are rearranged for this stage. Place the pillars around the outside of the arena and the shifting spikes around the scaffolding (the spikes are extended for the duration of Stage 1).

Weapons/Armour Racks and Chests

Place racks and chests randomly dispersed around the main structure. A player may use grab an item off the racks as a free action, or as a bonus action for a chest.

  • Weapon Rack - Any mundane martial weapon
  • Armour Rack - Just shields as donning armour would not be possible in the time
  • Chest - for each chest, put either one random item, or chosen item from each of the following charts in each chest:
ItemDescriptionEffect
Potion of HealingStandard red liquid.Heals 2d4 + 2 HP.
Potion of Greater HealingThicker, darker red.Heals 4d4 + 4 HP.
Salve of Stamina (common, single-use)Oily ointment applied to the chest.Removes one level of exhaustion or grants advantage on the next Constitution saving throw.
Draught of Resolve (uncommon)Pale blue potion that glows faintly.Grants +1 AC for 1 minute.
Smoke Capsule (consumable)Small clay ball filled with soot.Creates a 10-ft-radius smoke cloud (heavily obscured, lasts 1 round).
ItemDescriptionEffect
Necklace of Fireballs (1 Bead)Simple bronze chain with a single glowing bead.The bead can be thrown as an action to cast Fireball (DC 15).
Flask of Burning Sand (rare, 1 use)Golden glass vial filled with glowing grains.Shatter to deal 3d6 fire damage in a 10-ft radius (Dex save DC 14 half).
Oil of Sharpness (single weapon dose)Shimmering liquid stored in a sealed vial.Coating a weapon grants +1 to attack and damage rolls for 1 minute.
Dust of Blinding (consumable)Coarse, glittering sand.Thrown in a creature’s face (range 10 ft), DC 13 Con save or blinded until end of next turn.
Alchemist’s Fire (2 flasks)Standard adventuring gear.1d4 fire damage per round (Dex save DC 10 to extinguish). Perfect for spectacle.
ItemDescriptionEffect
Climber’s GlovesReinforced leather gloves with iron studs and a faint magical hum.Grants advantage on Strength (Athletics) checks made to climb for 1 hour.
Rope of Tenacity (common)A rope enchanted to dig its ends into surfaces when commanded.Grants advantage on the next Athletics check made to climb, swing, or hold position.
Arena Snare (consumable)Simple, enchanted rope loop.When placed, creates a Dex save DC 13 trap that restrains the first creature that steps on it.
Horn of Valor (common, single-use)Brass horn engraved with battle scenes.Blowing it grants all allies within 30 ft advantage on their next attack roll.
Dust of Daring (consumable)Crimson powder inhaled like spice.Gain advantage on all Charisma (Performance or Intimidation) checks for 1 minute.

Round 1 ends when either one team is defeated, or 6 rounds have passed. Either way, at the start of round 7, the arena magically shifts in an instance, removing the scaffolding and replacing all the pillars and spike traps to their standard locations. The chest is place in the center of the arena, if either team has not yet reached it.

Stage 2 — The Menagerie of Beasts

Trigger:
Stage 2 begins at the end of Round 6 of Stage 1.
At the start of Round 7, the arena resets to its standard configuration as the scaffolding vanishes and Arena Features magically appear in their rightful places.
All Arena Features (spike tiles, pillars, flags, Favor/Scorn) are now fully active.


DM Overview

  • The crowd’s chant rises into a thunderous countdown as the gates below the Lord’s balcony rumble open.
  • Choose an opponent from the Stage 2 Encounter List appropriate to the party’s level.
  • Roll initiative for the new creature(s) as they appear.
  • The beast attacks without allegiance, striking the nearest target or whatever drew its attention last.
  • If members of the rival team remain alive, they may attempt temporary alliances, deceit, or betrayal.

Stage 2 ends when the beast and the opposing team are both defeated.

Aftermath & Healing

At the end of stage 2 the players get an opportunity to spend hit dice to replenish hit points.

Stage 3 — The Grand Spectacle


Stage 3 begins immediately after the Stage 2 healing phase.
The sand still smolders, the air thick with heat and iron.

Running the Adventure

Stage One

Stage 1 — Rival Combatants

Introduction:

The gates grind open, spilling sunlight and the deafening roar of the crowd into the corridor. You step forward onto the scorching sands — two lines of combatants walking side by side, your party in one, your rivals in the other. The arena unfolds before you: a vast oval of rune-marked sand glowing faintly beneath the desert sun. Two towering wooden structures rise from its heart — one a broad scaffold of platforms and beams, the other a slender tower crowned with a single chest glinting in the light. Beyond the walls, banners of the Rishaan Tribe ripple against the blue of the distant sea.

From the grand balcony above, a robed figure steps forward beneath a crimson canopy — Delegate Saarin Rhun of the Rishaan Tribe, his voice booming across the Pit through arcane amplification.

“Champions of Jakaatha! By decree of the Hall of Delegation, and in honor of the Federation of Ar’Mahn, I welcome you to the Shifting Pit! Today, the sands bear witness to your resolve — stripped of steel, stripped of comfort, you stand as equals beneath the desert sun. Reclaim your arms, seize your glory, and show us the strength that unites our tribes! For in triumph, you honor not only yourselves, but the spirit of Ar’Mahn itself!

AR’MAHN VEL’KORA THERON!”

The crowd explodes into thunderous applause as the signal horns blare and the Trial of Ash and Blood begins.

End of the 6th round read:

The crowd begins to cheer louder briefly, as those cheers turn to counting. In unison, you hear the crowd chant "FIVE, FOUR, THREE, TWO, ONE!!!!!". Immediately following that, the gates crash open and *insert stage 2 combatants* emerge into the arena with ferocity and menace.

Stage 2

Roll initiative for the new combatants and continue on with the encounter. The creatures added will attack either players on NPC's.

Entertain the players if they attempt to create a temporary truce with the opposing side. Allow for DC 13 Persuasion or Intimidation checks. Remember, these opponents are intelligent creatures and are a team of their own, invested in their own survival. If they feel their greatest chance of survival is to team up with the players, allow it to happen. Also note that they could feel it is in their best interest to betray that truce.

Start of the 7th round read:

The glowing runes beneath the sand ignite once more, spreading radiant light across the arena floor. The air shimmers with heat as the enchanted sands begin to flow, reshaping the battlefield in smooth, sweeping motion. The scaffolding and platforms dissolve into motes of light before vanishing entirely.

When the light fades, the Shifting Pit has transformed. Several banners ring the arena, each pulsing with a faint magical glow in the colors of the Federation tribes. Two rows of spiked pillars now run the length of the arena’s center, their metal tips glinting under the sun. Across the sands, large stone tiles rise and settle — some with spikes extended, others lying flat and smooth, their edges still humming with latent energy.

The crowd roars in anticipation as the shifting sands fall still once again.

Stage 2 ends when the beast and the opposing team are both defeated.

Aftermath & Healing

When the final foe of Stage 2 falls, the arena quiets.
The sand glows faintly gold as the Lord rises and declares:

“The blood debt is paid — let the worthy breathe again!”

Radiant energy fills the arena, revitalizing combatants. Players may use any number of hit dice to regain hit points, as if they completed a short rest. This phase lasts 1 minute.

Stage 3

Lord’s Announcement:

The Lord rises, his jeweled staff gleaming in the firelight.

“You have climbed. You have bled. You have proven your mettle before the eyes of the worthy.”

He spreads his arms wide; the crowd answers with a deafening cheer.

“But every trial ends the same way — in the shadow of something greater.
Before you stands no rival, no equal, but a creature of legend, a beast whose name is carved into the very stones of this pit.”

“Survive this… and you will leave these sands reborn as champions of the arena.
Fail, and the beast will drink your story as it has so many before.”

He slams his staff down.
“Release… the final trial!”

The gates then creak open as the final challenge storms through the gate.

After the final beast is slain

Closing Address — The Lord’s Benediction

As the final foe falls and the arena quiets, the roar of the crowd swells to a deafening crescendo. Drums pound, horns echo through the terraces, and from the grand balcony above, Delegate Saarin Rhun rises once more beneath the crimson canopy.

“Champions of Jakaatha! You have fought beneath the unrelenting sun and upon the shifting sands — and you have endured! Today, the Pit has tested your courage, your unity, and your will to rise again when all else sought to bury you. In blood and in ash, you have proven that the spirit of Ar’Mahn yet burns bright!”

He raises a hand, and the crowd falls silent as his voice deepens, carried by magic across the arena.

“Let this day stand as testament to the strength of our Federation — to those who fight not for conquest, but for unity. May your names be remembered among the honored, and your triumphs sung across the sands for generations to come!”

“AR’MAHN VEL’KORA THERON!”

The crowd erupts in thunderous applause as banners unfurl from the terraces and golden light sweeps across the arena, sealing another chapter of glory within the Shifting Pit.

Player Information

Character Creation

Edition: 5e

Level:

  • Tier 1 — Level 5 Characters
  • Tier 2 — Level 8 Characters
  • Tier 3 — Level 11 Characters

Stats: Point Buy

Gear:
Starting Gear per PHB
1 × set of mundane armor (any type)
+1 Weapon, Armour OR Shield — 1 × Free

Magic Item Points:

  • Tier 1 ( Lvl 5 ): 4 points
  • Tier 2 ( Lvl 8 ): 6 points
  • Tier 3 ( Lvl 11 ): 8 points

Item Values:
Potion of Healing — 1 point
Uncommon Item — 2 points
Rare Item — 3 points
Very Rare Item — 4 points

Adventure Resources

Battle Maps

Stage 1 - Scaffolding Setup

Stage 2&3 - No Scaffolding

Stages

Below is stages 1-3, separated by level difficulty.

Stage 1 uses stat blocks for 6 enemies, scaled appropriately to each adventure level.

For stages 2 and 3, there are suggestions for each adventure level, but you can choose your own that works best for you. I recommend adding additional factors into the encounter to either hinder or enhance enemies - ie... 2 creatures are chained together, a dragon has clipped wings and is unable to fly, an enchantment on creatures makes them share damage etc...

Level 5 Enemies

Stage 1 - Choose a number of the following equal to the amount of players in the party.

Rogar Ironmark
Medium humanoid (any race), lawful neutralXP 450
Armor Class 15 (breastplate, shield)Hit Points 45 (6d8 + 18)
Speed 30 ft
STR 15 (+2) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 11 (+0)
Saving Throws Str +4, Dex +4, Con +5Skills Athletics +4, Perception +3, Intimidation +2
Senses passive Perception 13Languages Common plus one other
Challenge 2 (450 XP)
Multiattack. Rogar makes two melee attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) slashing.
Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft, one target. Hit: 7 (1d8 + 3) piercing.
Parry (Reaction). Adds +2 AC against one melee attack that would hit.
Defender’s Stand (Reaction). When a creature within 5 ft is attacked, Rogar imposes disadvantage on that roll.
Tactics. Protects Sister Mira and Velra; holds front line on the Main Structure.
Kaela the Swift
Medium humanoid (any race), neutralXP 450
Armor Class 15 (studded leather)Hit Points 45 (6d8 + 18)
Speed 35 ft
STR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 11 (+0)
Saving Throws Dex +5, Con +5Skills Acrobatics +5, Stealth +5, Perception +3
Senses passive Perception 13Languages Common plus one other
Challenge 2 (450 XP)
Multiattack. Kaela makes two melee attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing.
Dagger. Ranged Weapon Attack: +5 to hit, range 30/90 ft, one target. Hit: 5 (1d4 + 3) piercing.
Shadowstep Feint (Bonus Action). Moves 10 ft without provoking; next attack this turn has advantage.
Parry (Reaction). Adds +2 AC against one melee attack that would hit.
Tactics. Acrobatic and unpredictable; focuses on harrying climbers and isolated targets.
Thorn Greystag
Medium humanoid (any race), chaotic neutralXP 450
Armor Class 15 (leather armor)Hit Points 45 (6d8 + 18)
Speed 30 ft
STR 13 (+1) DEX 15 (+2) CON 16 (+3) INT 10 (+0) WIS 13 (+1) CHA 10 (+0)
Saving Throws Dex +4, Con +5Skills Stealth +4, Survival +3, Perception +3
Senses passive Perception 13Languages Common, Elvish
Challenge 2 (450 XP)
Multiattack. Thorn makes two ranged attacks.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft, one target. Hit: 7 (1d8 + 3) piercing.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing.
Pinning Shot (Recharge 5–6). On a hit, target must succeed DC 13 Str save or speed −10 ft until end of its next turn.
Tactics. Keeps distance; focuses fire on weakened or fleeing opponents.
Medium humanoid (any race), lawful neutralXP 450
Armor Class 16 (chain shirt, shield)Hit Points 45 (6d8 + 18)
Speed 30 ft
STR 13 (+1) DEX 12 (+1) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 12 (+1)
Saving Throws Wis +4, Con +5Skills Insight +4, Religion +2, Medicine +4
Senses passive Perception 12Languages Common, Celestial
Challenge 2 (450 XP)
Multiattack. Mira makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning + 1d4 radiant (Blessed Strike).
Healing Benediction (1/Encounter). Bonus action: Restore 10 HP to a creature within 30 ft.
Spellcasting (3rd level). DC 13, +5 to hit. Prepared: Guidance, Sacred Flame, Bless, Cure Wounds, Shield of Faith, Spiritual Weapon, Hold Person.
Tactics. Buffs Rogar early with Bless; uses Spiritual Weapon to pressure climbers.
Medium humanoid (any race), chaotic neutralXP 450
Armor Class 13 (Mage Armor)Hit Points 40 (6d8 + 12)
Speed 30 ft
STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 15 (+2) WIS 12 (+1) CHA 11 (+0)
Saving Throws Int +4, Wis +3Skills Arcana +4, Perception +3
Senses passive Perception 13Languages Common, Draconic
Challenge 2 (450 XP)
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d8 + 1) bludgeoning.
Spellcasting (3rd level). DC 13, +5 to hit. Prepared: Fire Bolt (2d10), Scorching Ray, Misty Step, Shield, Burning Hands (2d6).
Flame Surge (1/day). 15 ft cone, DC 13 Dex save, 2d8 fire damage (half on success).
Tactics. Maintains range; uses Misty Step to escape grapples or reach elevation for Fire Bolt.
Medium humanoid (any race), neutral evilXP 450
Armor Class 16 (hide armor, shield)Hit Points 55 (7d8 + 21)
Speed 30 ft
STR 17 (+3) DEX 12 (+1) CON 16 (+3) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Saving Throws Str +5, Con +5Skills Athletics +5, Intimidation +2
Senses passive Perception 10Languages Common
Challenge 2 (450 XP)
Multiattack. Darrow makes two melee attacks.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 8 (1d10 + 3) bludgeoning.
Crushing Blow (Recharge 5–6). One attack deals double damage; target must succeed DC 13 Str save or be knocked prone.
Tactics. Lumbering brute; pins foes for Kaela or Rogar to finish.

Stage 2 - Choose or roll to determine

d6Encounter NameCreaturesIndividual CRsTotal Encounter CR
1The Twin Furies2 × Manticore3, 3≈ 6
2Sky and Stone1 × Griffon, 1 × Chimera2, 6≈ 8
3The Roaring Kin2 × Owlbear3, 3≈ 6
4The Webbed Abyss1 × Phase Spider, 3 × Giant Spider3, 1, 1, 1≈ 6
5Venom and Fang1 × Basilisk, 1 × Manticore3, 3≈ 6
6The Echoing Maw2 × Hook Horror3, 3≈ 6

Stage 3 - Choose or roll to determine

d6Encounter NameCreaturesIndividual CRsTotal Encounter CR
1The Frozen Legion1 × Frost Giant, 1 × Ogre8, 2≈ 9
2The Lord of Bonefire1 × Bone Devil9≈ 9
3The Endless Maw1 × Frost Salamander9≈ 9
4The Verdant Doom1 × Treant9≈ 9
5The Skyborne Scion1 × Young Dragon (any color)9≈ 9
6The Twin Tempests1 × Fire Elemental, 1 × Water Elemental5, 5≈ 9

Level 8 Enemies

Stage 1

Medium humanoid (any race), lawful neutralXP 1,100
Armor Class 17 (half plate, shield)Hit Points 93 (11d8 + 44)
Speed 30 ft
STR 17 (+3) DEX 14 (+2) CON 18 (+4) INT 10 (+0) WIS 12 (+1) CHA 13 (+1)
Saving Throws Str +6, Con +7Skills Athletics +6, Perception +3, Intimidation +3
Senses passive Perception 13Languages Common, one other
Challenge 4 (1,100 XP)
Multiattack. Rogar makes two melee attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 9 (1d8 + 5) slashing.
Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft, one target. Hit: 8 (1d8 + 4) piercing.
Parry (Reaction). Adds +3 AC against one melee attack that would hit.
Defender’s Rally (1/Rest). As a bonus action, Rogar and allies within 10 ft gain 10 temporary hit points.
Tactics. Defensive cornerstone of the team. Protects Sister Mira and anchors the field.
Medium humanoid (any race), chaotic neutralXP 1,100
Armor Class 16 (studded leather)Hit Points 75 (10d8 + 30)
Speed 40 ft
STR 13 (+1) DEX 18 (+4) CON 16 (+3) INT 11 (+0) WIS 12 (+1) CHA 11 (+0)
Saving Throws Dex +7, Con +6Skills Acrobatics +7, Stealth +7, Perception +4
Senses passive Perception 14Languages Common, one other
Challenge 4 (1,100 XP)
Multiattack. Kaela makes three attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) piercing.
Dagger. Ranged Weapon Attack: +7 to hit, range 30/90 ft, one target. Hit: 6 (1d4 + 4) piercing.
Shadowstep Feint (Bonus Action). Move up to 15 ft without provoking; next attack has advantage.
Riposte (Reaction). When missed by a melee attack, make one attack against that creature.
Tactics. Hyper-mobile duelist who controls the scaffolds; targets ranged attackers or weakened foes.
Medium humanoid (any race), neutralXP 1,100
Armor Class 15 (leather armor)Hit Points 85 (10d8 + 40)
Speed 35 ft
STR 13 (+1) DEX 18 (+4) CON 18 (+4) INT 10 (+0) WIS 13 (+1) CHA 10 (+0)
Saving Throws Dex +7, Con +7Skills Stealth +7, Survival +5, Perception +5
Senses passive Perception 15Languages Common, Elvish
Challenge 4 (1,100 XP)
Multiattack. Thorn makes three ranged attacks.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft, one target. Hit: 9 (1d8 + 5) piercing.
Pinning Shot (Recharge 5–6). On a hit, target must succeed DC 15 Strength save or be restrained until the end of Thorn’s next turn.
Tactical Withdraw (Reaction). When targeted by a melee attack, Thorn may move 10 ft without provoking opportunity attacks.
Tactics. Uses height advantage, traps, and cover. Prioritizes casters or climbers.
Medium humanoid (any race), lawful neutralXP 1,100
Armor Class 18 (chain mail, shield)Hit Points 80 (10d8 + 40)
Speed 30 ft
STR 13 (+1) DEX 12 (+1) CON 18 (+4) INT 10 (+0) WIS 16 (+3) CHA 14 (+2)
Saving Throws Wis +6, Con +7Skills Insight +6, Religion +3, Medicine +6
Senses passive Perception 13Languages Common, Celestial
Challenge 4 (1,100 XP)
Multiattack. Mira makes two melee attacks.
Mace. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d6 + 5) bludgeoning + 1d6 radiant.
Healing Benediction (Recharge 5–6). As a bonus action, Mira restores 15 HP to a creature within 30 ft.
Spellcasting (6th level). DC 14, +6 to hit. Prepared: Guidance, Sacred Flame, Bless, Spiritual Weapon, Hold Person, Spirit Guardians, Revivify.
War Priest (1/turn). When Mira takes the Attack action, she may make one weapon attack as a bonus action.
Tactics. Stays near Rogar; uses Spirit Guardians to dominate central ground.
Medium humanoid (any race), chaotic neutralXP 1,100
Armor Class 14 (Mage Armor)Hit Points 70 (10d8 + 30)
Speed 30 ft
STR 10 (+0) DEX 14 (+2) CON 16 (+3) INT 17 (+3) WIS 12 (+1) CHA 12 (+1)
Saving Throws Int +6, Wis +4Skills Arcana +6, Perception +4
Senses passive Perception 14Languages Common, Draconic
Challenge 4 (1,100 XP)
Spellcasting (7th level). DC 15, +7 to hit. Prepared: Fire Bolt (2d10), Scorching Ray, Misty Step, Fireball (1/day), Shield, Wall of Fire (1/day).
Flame Surge (Recharge 5–6). 15 ft cone, DC 15 Dex save, 3d10 fire damage (half on success).
Combustion Veil (Reaction). When hit by a melee attack, attacker takes 5 (1d10) fire damage.
Tactics. Keeps distance, controlling space with Fireball and Wall of Fire.
Medium humanoid (any race), lawful evilXP 1,100
Armor Class 17 (scale mail, shield)Hit Points 110 (13d8 + 52)
Speed 30 ft
STR 18 (+4) DEX 12 (+1) CON 18 (+4) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Saving Throws Str +7, Con +7Skills Athletics +7, Intimidation +3
Senses passive Perception 10Languages Common
Challenge 4 (1,100 XP)
Multiattack. Darrow makes two melee attacks.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) bludgeoning.
Crushing Blow (Recharge 5–6). One attack deals double damage and knocks the target prone (DC 15 Str save).
Unstoppable (1/Rest). As a bonus action, Darrow ends one condition on himself (except unconscious).
Tactics. Charges into the thick of combat, smashes through scaffolds or spike tiles without hesitation.

Stage 2

d6Encounter NameCreaturesIndividual CRsTotal Encounter CR
1The Twin Breaths1 × Animated Breath (Acid), 1 × Animated Breath (Poison)10, 10≈ 11
2The Coven’s Champion1 × Annis Hag, 1 × Hill Giant6, 5≈ 11
3The Scourge of Wings1 × Chimera, 2 × Manticore6, 3, 3≈ 11
4The Minds Beneath1 × Mind Flayer, 2 × Nothic7, 2, 2≈ 11
5The Shattered Kin1 × Hill Giant, 1 × Stone Giant5, 7≈ 11
6The Coil of Storms1 × Behir11≈ 11

Stage 3

d6Encounter NameCreaturesIndividual CRsTotal Encounter CR
1The Scion Ascendant1 × Adult Dragon (any color)14≈ 14
2The Eye Unblinking1 × Beholder13≈ 14
3The Devourer Below1 × Remorhaz, 1 × Umber Hulk11, 5≈ 14
4The Maw of the Earth1 × Purple Worm15≈ 14–15
5The Primal Reign1 × Tyrannosaurus Rex, 1 × Giant Ape8, 7≈ 14
6The Daughters of Night1 × Annis Hag, 1 × Fate Hag, 1 × Night Hag6, 9, 5≈ 14

Level 11 Enemies

Stage 1

Medium humanoid (any race), lawful neutralXP 2,300
Armor Class 18 (plate, shield)Hit Points 142 (15d8 + 75)
Speed 30 ft
STR 19 (+4) DEX 14 (+2) CON 20 (+5) INT 10 (+0) WIS 14 (+2) CHA 14 (+2)
Saving Throws Str +8, Con +9Skills Athletics +8, Intimidation +5, Perception +4
Senses passive Perception 14Languages Common plus one other
Multiattack. Rogar makes three melee attacks.
Longsword. +8 to hit, reach 5 ft, one target. Hit: 10 (1d8 + 6) slashing.
Shield Bash (Bonus Action). +8 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4) bludgeoning and target must succeed on a DC 16 Str save or be knocked prone.
Parry (Reaction). Adds +3 AC against one melee attack that would hit.
Warlord’s Rally (1/Rest). As a bonus action, Rogar and allies within 15 ft gain 15 temporary HP and +1 attack rolls for 1 round.
Tactics. Controls the center, protects his allies, and times his rally for the crowd’s roar.
Medium humanoid (any race), chaotic neutralXP 2,300
Armor Class 17 (studded leather)Hit Points 115 (14d8 + 56)
Speed 45 ft
STR 13 (+1) DEX 20 (+5) CON 18 (+4) INT 11 (+0) WIS 12 (+1) CHA 13 (+1)
Saving Throws Dex +9, Con +8Skills Acrobatics +9, Stealth +9, Perception +5
Senses passive Perception 15Languages Common plus one other
Multiattack. Kaela makes three attacks.
Shortsword. +9 to hit, reach 5 ft, one target. Hit: 9 (1d8 + 5) piercing.
Whirlwind Slash (1/Rest). Each creature of Kaela’s choice within 5 ft must make a DC 16 Dex save or take 12 (2d8 + 3) slashing.
Shadowstep Feint (Bonus Action). Move 20 ft without provoking; next attack has advantage and deals +7 damage if it hits.
Riposte (Reaction). When missed by a melee attack, make one attack against that creature.
Tactics. Strikes from height or shadow, darting in and out like a storm of steel.
Medium humanoid (any race), neutralXP 2,300
Armor Class 16 (leather armor + agility)Hit Points 120 (16d8 + 48)
Speed 35 ft
STR 14 (+2) DEX 20 (+5) CON 17 (+3) INT 10 (+0) WIS 14 (+2) CHA 11 (+0)
Saving Throws Dex +9, Con +7Skills Stealth +9, Perception +6, Survival +6
Senses passive Perception 16Languages Common, Elvish
Multiattack. Thorn makes three ranged attacks.
Longbow. +9 to hit, range 150/600 ft, one target. Hit: 10 (1d8 + 6) piercing.
Hunter’s Volley (Recharge 5–6). Make one attack against each enemy within range (up to 3 targets).
Pinning Shot (Recharge 4–6). On hit, target must succeed DC 16 Str save or be restrained until end of Thorn’s next turn.
Evasive Step (Reaction). When hit by a ranged attack, move 10 ft and halve damage.
Tactics. Relentless and precise; uses high ground to pin casters and support.
Medium humanoid (any race), lawful neutralXP 2,300
Armor Class 19 (chain mail, shield)Hit Points 130 (15d8 + 75)
Speed 30 ft
STR 14 (+2) DEX 12 (+1) CON 20 (+5) INT 11 (+0) WIS 18 (+4) CHA 14 (+2)
Saving Throws Wis +8, Con +9Skills Insight +8, Religion +4, Medicine +8
Senses passive Perception 14Languages Common, Celestial
Spellcasting (9th level). DC 16, +8 to hit. Prepared: Sacred Flame, Bless, Cure Wounds, Spirit Guardians, Dispel Magic, Revivify, Flame Strike, Mass Healing Word.
Mace. +7 to hit, reach 5 ft, one target. Hit: 9 (1d6 + 6) bludgeoning + 1d8 radiant.
Divine Resurgence (Recharge 5–6). As a bonus action, Mira restores 20 HP to allies within 20 ft and removes one condition.
War Priest (1/turn). When Mira takes the Attack action, she can make one extra attack as a bonus action.
Tactics. Unshakable anchor and moral core of the Blades; turns the battle with Spirit Guardians and timed heals.
Medium humanoid (any race), chaotic neutralXP 2,300
Armor Class 15 (Mage Armor)Hit Points 105 (14d8 + 42)
Speed 30 ft
STR 10 (+0) DEX 16 (+3) CON 16 (+3) INT 19 (+4) WIS 13 (+1) CHA 12 (+1)
Saving Throws Int +8, Wis +5Skills Arcana +8, Perception +5
Senses passive Perception 15Languages Common, Draconic
Spellcasting (10th level). DC 16, +8 to hit. Prepared: Fire Bolt (3d10), Scorching Ray, Fireball, Misty Step, Wall of Fire, Cone of Cold, Shield.
Flame Surge (Recharge 5–6). 15 ft cone, DC 16 Dex save, 4d10 fire damage (half on success).
Combustion Veil (Reaction). When hit by a melee attack, attacker takes 10 (3d6) fire damage.
Inferno Core (1/Rest). When reduced below half HP, erupts in flame; each creature within 10 ft takes 10 (3d6) fire damage.
Tactics. Pyromaniac arena favorite; combines Misty Step and Wall of Fire to reshape the battlefield.
Medium humanoid (any race), lawful evilXP 2,300
Armor Class 18 (scale mail, shield)Hit Points 155 (17d8 + 85)
Speed 30 ft
STR 20 (+5) DEX 12 (+1) CON 20 (+5) INT 10 (+0) WIS 12 (+1) CHA 10 (+0)
Saving Throws Str +9, Con +9Skills Athletics +9, Intimidation +3
Senses passive Perception 11Languages Common
Multiattack. Darrow makes two melee attacks.
Maul. +9 to hit, reach 5 ft, one target. Hit: 13 (2d6 + 6) bludgeoning.
Crushing Blow (Recharge 5–6). One attack deals double damage and knocks target prone (DC 17 Str save).
Unstoppable (1/Rest). As a bonus action, Darrow ends one condition on himself and gains advantage on Strength checks for 1 minute.
Arena Rampage (Recharge 5–6). Move up to half speed and make one attack against each creature he can reach.
Tactics. A crowd favorite for sheer ferocity — shatters pillars and throws opponents into spike tiles for cheers.

Stage 2

d6Encounter NameCreaturesIndividual CRsTotal Encounter CR
1The Infernal Engine1 × Hellfire Engine16≈ 15–16
2The Winter’s Brood1 × Adult White Dragon, 1 × Young White Dragon13, 6≈ 15
3The Pyric Maw1 × Hydra, 1 × Fire Elemental8, 5≈ 15
4The Devourer’s Depths1 × Dire Troll, 1 × Giant Crocodile13, 5≈ 15
5The Garden of Ash1 × Corpse Flower, 2 × Assassin Vine8, 3, 3≈ 15
6The Iron Colossi2 × Warforged Titan9, 9≈ 15–16

Stage 3


Articles under Ash and Blood: The Shifting Pit

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