Intended Party Level: 4-5 (4 to 5 player characters)
Encounter Difficulty: Hard to Deadly (depending on ambush positioning and lighting)
Total Adjusted XP: ~5,200 XP (adjusted for multiple combatants)
Roster:
– 1x Drow Commander: Captain Malaggar Do’Vael (CR 5; 7th-Level Battle Master Fighter)
– 2x Drow Shadow-Snipers: (CR 2 each; 4th-Level Arcane Archers)
– 3x Orc Conscripts: Vanguard, Breaker, and Skirmisher (CR 1 each; 3rd-Level Champion Fighters)
Combatant Stat Blocks & Roster

Commander Malaggar Do’Vael (Recurring Villain Option)
Medium humanoid (elf), neutral evil
– Armor Class: 18 (+1 Mithral Breastplate, +1 Shield of Umbral Crest)
– Hit Points: 59 (7d10 + 14)
– Speed: 30 ft.
Ability Scores:
– STR: 11 (+0)
– DEX: 18 (+4)
– CON: 14 (+2)
– INT: 13 (+1)
– WIS: 12 (+1)
– CHA: 14 (+2)
Attributes & Senses:
– Saving Throws: Str +3, Dex +7, Con +5
– Skills: Acrobatics +7, Athletics +3, Insight +4, Perception +4, Stealth +7
– Senses: Superior Darkvision 120 ft., Passive Perception 14
– Languages: Elvish, Undercommon, Common, Orc
– Challenge: 5 (1,800 XP) | Proficiency Bonus: +3
Traits & Innate Magic:
– Fey Ancestry: Advantage on saves against being charmed; magic cannot put him to sleep.
– Sunlight Sensitivity: Disadvantage on attack rolls and Perception checks that rely on sight while in direct sunlight.
– Innate Spellcasting: Charisma-based (Spell save DC 13): At will: Dancing Lights; 1/day each: Darkness, Faerie Fire.
– Special Equipment: Cloak of Elvenkind (Stealth checks have advantage; Perception checks to see him have disadvantage).
– Maneuvers (4 Superiority Dice, d8s): Malaggar knows Riposte, Menacing Attack, Disarming Attack, and Commanding Strike (DC 15).
– Action Surge (1/Short Rest): Take an additional action on his turn.
– Second Wind (1/Short Rest): Bonus action to heal 1d10 + 7 HP.
Actions:
– Multiattack: Makes two melee attacks with the Hollow-Fang Rapier, or two ranged attacks with his hand crossbow.
– Hollow-Fang Rapier (+1 Rapier): Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 3 (1d6) necrotic damage.
– +1 Hand Crossbow: Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Reactions:
– Shield of Umbral Crest (Recharge 5-6): When hit by an attack, Malaggar can impose disadvantage on the attack roll as a reaction, projecting a flash of shadowy webbing that dissipates the force.
– Riposte: When a creature misses him with a melee attack, expend one superiority die to make a melee weapon attack against the creature (+8 to hit; deals weapon damage + 1d8).
Drow Shadow-Snipers (2)
Medium humanoid (elf), neutral evil
– Armor Class: 14 (Studded Leather)
– Hit Points: 31 (4d10 + 4)
– Speed: 30 ft.
Ability Scores:
– STR: 10 (+0)
– DEX: 16 (+3)
– CON: 12 (+1)
– INT: 14 (+2)
– WIS: 11 (+0)
– CHA: 12 (+1)
Attributes & Senses:
– Saving Throws: Str +2, Dex +5, Con +3
– Skills: Perception +2, Stealth +7, Survival +2
– Senses: Superior Darkvision 120 ft., Passive Perception 12
– Languages: Elvish, Undercommon
– Challenge: 2 (450 XP each) | Proficiency Bonus: +2
Traits:
– Fey Ancestry & Sunlight Sensitivity: Standard drow traits.
– Boots of Elvenkind: Footsteps make no sound; advantage on Stealth checks relying on moving silently.
– Arcane Shot (2/Short Rest, DC 12):
– Shadow Arrow: Deals an extra 2d6 psychic damage, and target must make a DC 12 Wisdom save or be unable to see anything beyond 5 feet until the end of its next turn.
– Grasping Arrow: Brambly shadowy vines wrap the target. Deals +2d6 slashing damage; speed is reduced by 10 ft. Taking move action deals 2d6 slashing damage unless removed (DC 12 Athletics action).
Actions:
– +1 Shadow-Strung Shortbow: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus Drow Poison (DC 13 Con save or poisoned for 1 hour; fail by 5+ = unconscious).
– Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 6 (1d6 + 3) piercing damage.
Orc Conscripts (3)
Medium humanoid (orc), chaotic evil | Challenge 1 (200 XP each)
– Hit Points: 28 each (3d10 + 6) | Speed: 30 ft.
– Abilities: Aggressive (bonus action close-in), Second Wind (1d10+3), Action Surge, Improved Critical (19-20).
– Saves: Str +5, Con +4 | Senses: Darkvision 60 ft., Passive Perception 10.
Orc 1: The Vanguard
– AC: 16 (Chain Shirt, Shield)
– Attacks: Flail (+5 to hit, 1d8 + 5 bludgeoning; Dueling style) or Javelin (+5 to hit, 1d6 + 3 piercing).
– Role: Primary line-breaker targeting spellcasters.
Orc 2: The Breaker
– AC: 17 (Chain Shirt, Shield, Defense style)
– Attacks: Battleaxe (+5 to hit, 1d8 + 3 slashing) or Handaxe (+5 to hit, 1d6 + 3 slashing).
– Role: Chokepoint anchor taking the brunt of melee.
Orc 3: The Skirmisher
– AC: 16 (Chain Shirt, Shield)
– Attacks: War Pick (+5 to hit, 1d8 + 3 piercing) or Javelin (+5 to hit, 1d6 + 3 piercing).
– Role: Bodyguard for Orc 2 or Commander Malaggar using Protection reaction to impose disadvantage on attacks against them.
Battlefield & Environment

– Chasm / Ledge Elevation: The chamber or cavern features a split elevation. The two drow snipers are positioned 15-20 feet up on a limestone ledge accessible only by rough rock climbing (DC 13 Athletics) or a secured silk rope.
– Hunting Traps: Two disguised iron hunting traps are placed in the narrow floor passage (DC 14 Perception to spot; DC 13 Dex save or take 1d4 piercing damage and stop moving; DC 13 Str check to break free).
– Light Conditions: Total darkness. The drow exploit their 120-foot darkvision to engage before parties with torches or 60-foot darkvision can pinpoint them.
Combat Tactics
1. Round 1 (Ambush & Pin):
– Snipers open from elevated concealment with poisoned arrows. Target primary spellcasters or archers with Grasping Arrow to root them in place.
– Commander Malaggar casts Darkness centered on a light source or party backline, or drops Faerie Fire across the vanguard.
– The three Orcs activate Aggressive as a bonus action, surging 60 feet directly into the frontline to pin the melee characters. Orc 3 stays adjacent to Orc 2, screening attacks with his shield.
2. Round 2 (Pressure & Disruption):
– Orcs expend their Action Surge early to overwhelm players before defensive buffs come up.
– Malaggar uses Commanding Strike to grant an Orc an extra hit, or steps into melee with Menacing Attack to frighten high-damage martials.
– Snipers fire Shadow Arrow to blind whoever is carrying an active light spell or torch.
Recurring Villain Mechanics: Malaggar’s Escape Plan
If reduced below 18 hit points or if both snipers and two orcs fall, Malaggar prioritizes survival:
1. Shadow Smokescreen: Drops Darkness at his own feet.
2. Disengage / Action Surge: Expends his Action Surge (if unused) or Second Wind, breaks line of sight, and uses the advantage from his Cloak of Elvenkind and +7 Stealth to vanish into pre-mapped side tunnels or fissures.
3. Collapsing Shunt: Pulls a prepared piton or explosive mine charge that collapses the immediate 10-foot bottleneck behind him, leaving the surviving orc conscripts to be slaughtered as rearguard fodder.
Modular Hooks & Earth Elemental Tie-In
Standalone Variant:
– The Slaver Patrol: Malaggar’s squad is a deep-recon capture unit sent to secure surface specimens, miners, or caravans.
– The Route-Map: In his pack is an annotated parchment detailing deep trade corridors and supply caches heading toward an Underdark outpost.
Tie-In: “The Geode Trap / Quartz-Cleft”:
– The Elemental Link: Malaggar carries an Etched Obsidian Key and a New Drow Rune-Collar and Rune Ledger in hopes or re- re-binding the Unbound Earth Elemental.
– The Mining Operation: The orcs carry fresh rough smoky quartz pried directly from the Quartz-Cleft geode walls.
– Narrative Integration:
– If played BEFORE the Elemental encounter: The party defeats or drives off Malaggar and finds the fractured rune ledger. They discover the Drow were excavating a massive elemental node; breaking the patrol causes the elemental in the lower chamber to break loose of its shattered tether.
– If played AFTER the Elemental encounter: Malaggar was the binding officer returning to investigate why his seismic mining elemental went silent. Seeing the party covered in geode dust and quartz fragments, he orders the squad to eliminate the interlopers.
Loot Breakdown
Commander Malaggar:
– Currency: 45 gp, 65 sp, 18 pp
– Equipment & Valuables: +1 Mithral Breastplate (no Stealth disadv.), +1 Shield of Umbral Crest, Hollow-Fang Rapier (+1, +1d6 necrotic), +1 Hand Crossbow, Cloak of Elvenkind, 2x vials of Drow Poison, 1x Potion of Healing, Obsidian Key
– Notes: Carries the binding ledger and map to the Quartz-Cleft rift.
Drow Snipers (x2):
– Currency: 12 gp, 20 sp (combined)
– Equipment & Valuables: 2x +1 Shadow-Strung Shortbows, 2x Boots of Elvenkind, 2x Hunting Traps, 34 poisoned arrows
– Notes: Silent hunters; boots and bows are prime salvage.
Orc 1 (Vanguard):
– Currency: 6 gp, 14 sp, 22 cp
– Equipment & Valuables: Flail, 3x Javelins, Chain Shirt, Wooden Shield, notched iron arm torque, crude whetstone
– Notes: Torque marks 14 kills.
Orc 2 (Breaker):
– Currency: 4 gp, 9 sp, 11 cp
– Equipment & Valuables: Battleaxe, Handaxe, 2x Javelins, Chain Shirt, Hide Shield, loaded knucklebone dice
– Notes: Belt buckle has Underdark slaver’s brand.
Orc 3 (Skirmisher):
– Currency: 8 gp, 5 sp
– Equipment & Valuables: War Pick, 4x Javelins, Chain Shirt, Iron Buckler, 30 ft hemp rope, brass ring key, uncut smoky quartz chunk (~10 gp value)
– Notes: Mined quartz from the geode chamber.





