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Ryser (Demigod of Malevolence)

Medium celestial, lawful evil

Armor Class 20
Hit Points 824 (20d12+160)
Speed 40 ft.
STR
16
(+3)
DEX
16
(+3)
CON
24
(+7)
INT
20
(+5)
WIS
16
(+3)
CHA
17
(+3)
Saving Throws Con +13, Wis +10
Skills perception +10, stealth +10,
Damage Resistances Cold, Lightning
Damage Immunities Necrotic
Condition Immunities Charmed
Senses passive Perception 19
Languages Common. Celestial, Draconic,
Challenge 20 (25,000 XP)

Spellcasting. The Ryser (Demigod of Malevolence) is a 10-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +14 to hit with spell attacks). Booming Blade, Toll the dead

Cantrips (at will): Booming Blade,

1st level (4 slots): Inflict Wounds

2nd level (3 slots): Ray of Enfeeblement, Shadow Blade

3rd level (3 slots): Call Lightning, Counter spell, Lightning Bolt, Vampire Touch

4th level: Blight, Death ward, Dimension Door

5th level (3 slots): Contagion, Hold Person, Modify Memory

6th level (2 slots): Chain Lightning, Disintegrate, Eyebite, Harm

7th level (2 slots): Symbol

8th level (1 slot): Maddening Darkness

9th level (1 slot): Meteor Swarm

Malevolence Stacks . Dc set by the amount of the stacks the person, everyone in a 15 ft. radius must make a Charisma save or become hostile to the creature, foregoing all logic and reason. This can be ended with anything that removes conditions

Mythic Action . Going back up to 30% of health. They let out a roar of thunder, and everyone in a 120ft radius circle must make a Charisma save or attack anyone with stacks of malevolence.

Legendary Resistance. If the demigod fails a saving throw, it can choose to succeed instead (3/day).

Actions

Malevolence knife . Attack: +13 to hit, reach 10ft, one target. Hit 13 (4d4)+3 half the damage is taken in malevolence stacks

Multiattack. Ryser makes 3 attacks: A long knife or 2 attacks of

Reactions

Wickedness . Take half the damage dealt into malevolent stacks

Legendary Actions

Vane . Deal spell damage instead in stacks of malevolence

Attack . Use a Malevolent knife attack

Benevolence . Consume all malevolent stacks in a 60 ft. radius. Ryser can use this as a malevolent force for everyone within a 30 ft. radius

Glorobor, the Stormscourge

Glorobor, the Stormscourge

Large dragon, chaotic evil

Armor Class 15 (natural armor)
Hit Points 176 (10d12)
Speed 50 ft
STR
20
(+5)
DEX
14
(+2)
CON
18
(+4)
INT
5
(-3)
WIS
9
(-1)
CHA
12
(+1)
Saving Throws Str +8, Con +7
Skills Athletics +8
Damage Resistances Lightning, Thunder
Damage Immunities None
Condition Immunities Charmed, Frightened
Senses passive Perception 16
Languages Common, Draconic, Undercommon
Challenge 8 (3,900 XP)

Aura of the Storm. Each creature that ends its turn within 5 feet of Glorobor must make a DC 14 Dex save or take 1d4 Lightning Damage.

Fatebroken. If Glorbor lands a critical hit, reality shatters as fate itself seems to bend to Glorbor's presence. After scoring a critical hit, Glorobor's next attack role can crit one below the current threshold. This effect stacks until an attack doesn't crit, in which the threshold resets back to normal.

Legendary Resistance. If the {name} fails a saving throw, it can choose to succeed instead (1/day).

Actions

Multiattack. Glorbor can use his multiattack to make a total of 3 attacks: Claw, Bite and Tail Spike respectively. Only after landing all three attacks, Glorbor can then use his next action to use his Lightning Breath.

Maw of the Scourge. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.

Scourging Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage and 1d4 lightning damage.

Tail Spike. Ranged Weapon Attack: +6 to hit, range [60/120] ft., one target. Hit: 6 (1d8 + 2]) piercing damage.

Lightning Breath. Glorobor channels the power of his master, exhaling lightning in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking [avg] (3d10 + 2) lightning damage on a failed save, or half as much on a successful one.

Mutilation. If Glorobor moves at least 20 feet straight toward a creature and then hits it with a Scourging Swipe on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Glorobor can make one Maw of the Scourge attack against it as a bonus action.

Reactions

Shell Defense. Glorobor can withdraw a part of his body into his shell as a reaction to an attack roll. Gaining +4 to his AC and dealing 1d4 lightning damage to the attacker. This lasts until the end of the attacker's turn.

Spike Release. If hit by a ranged attack, Glorobor can use his Tail Spike attack against that creature.

Legendary Actions

Wrath of the Unending Storm. A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point Glorbor can see within range directly above him. The spell fails if he can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When he cast the spell, choose a point he can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw (15). A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of his turns until the spell ends, he can use a bonus action to call down lightning in this way again, targeting the same point or a different one. If he is outdoors in stormy conditions when he cast this spell, the spell gives him control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. Costs 2 Actions.

Attack. Glorobor makes one Scourging Strike attack. Costs 1 Action.

Stormscourge. Glorbor makes one final attack, if less than 50 HP, Glorobor can use all 3 actions and his entire turn to channel the fury of the Storm. His shell begins to glow deep electric blue as his entire form begins to vibrate with electricity and the storm begins striking him, powering him up for a final blow. Glorobor channels this attack for one turn, all attacks having advantage during this time. If Glorobor isn't knocked unconscious during this time, he deals 8d6 Lightning Damage within a 100 foot circle centering on his location. Any creature caught in this circle must make a Dex 14 saving throw, taking half damage on a success. Any creature that failed this save is then Stunned for one turn. This ability can only be used once per day.

Therasym

Large monstrosity, chaotic neutral

Armor Class 24
Hit Points 534
Speed 30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws STR+ 6 DEX+ 6 CON+ 4 INT+ 9 WIS+ 6 CHA +4
Languages Common
Challenge 0 (10 XP)

Spellcasting. The Therasym is a 9-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +6 to hit with spell attacks).

Cantrips (at will): Vicious Mockery

1st level: Dissonant Whispers

Multi-Action. Can make 3 actions per turn

Aura: Mindquake. Causes all characters within 60ft to take 2dmg per die roll outside of a d20 to hit

Curse: Birth. Will spawn 10 Therasym air units every 2 turns, losing 10 speed

Mental Defense. Has advantage on status effects and saving throws

Actions

Id Insinuation. You unleash conflicting desires into a target's mind. The target must make a Wisdom saving throw or become incapacitated (or suffer a confusion-like effect, depending on the exact source publication). The target takes 1d12 psychic damage at the end of each of its turns and can repeat the save to end the spell.

Mind Sliver. You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw or take 3*D6 psychic damage and subtract 1d4 and from the next saving throw it makes before the end of your next turn.

Tasha’s Mind Whip. Lash out at a visible creature within 90 feet, forcing an Intelligence saving throw. Takes 3d6 psychic damage, loses reactions until the end of its next turn, and can only choose one on its next turn: a move, an action, or a bonus action.

Claws/Tail. Melee attack dealing 1d10+3 damage

Reactions

Shield. +5 AC

Overstimulation. Every 50dmg psychic pushback 30 ft pushing into a wall or debris causes stun, causes 5D3 damage on a failed INT save

Misdirection. . Using psionic mind tricks, the offending creature has to subtract 5 from a roll

Therasym Spawn (Ground)

Medium beast, neutral

Armor Class 15
Hit Points 225
Speed 50 ft.
STR
18
(+4)
DEX
15
(+2)
CON
15
(+2)
INT
18
(+4)
WIS
13
(+1)
CHA
13
(+1)
Saving Throws STR +4,DEX +2 CON +1, INT +4, INT +4, WIS +1, CHA +1
Skills Arcana +8, Perception +8, Religion +8
Damage Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 18
Languages Common
Challenge 9 (5,000 XP)

Spellcasting. The Therasym Spawn (Ground) is a 9-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +4 to hit with spell attacks).

Cantrips (at will): Vicious Mockery

Multi-Action. This creature can take two actions per turn.

Actions

Claw: . • Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (2d8 + 4) slashing damage.

Mind Sliver . You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw or take 3*D6 psychic damage and subtract 1d4 and from the next saving throw it makes before the end of your next turn.

Detect Thoughts. For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment.

Telepathic Bond. You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

Tasha’s Mind Whip. Lash out at a visible creature within 90 feet, forcing an Intelligence saving throw. Takes 3d6 psychic damage, loses reactions until the end of its next turn, and can only choose one on its next turn: a move, an action, or a bonus action.

Reactions

Misdirection. Using psionic mind tricks, the offending creature has to subtract 5 from a roll

Crude Oil Cube

Crude Oil Cube

Large ooze, unaligned

These creatures were crafted from natural oil pockets in the different planes, given life to corral what normally would be difficult to use

Armor Class 10
Hit Points 90
Speed 15 ft.
STR
15
(+2)
DEX
5
(-3)
CON
21
(+5)
INT
1
(-5)
WIS
6
(-2)
CHA
1
(-5)
Saving Throws Con +12
Skills Stealth +6
Damage Resistances BPS from nonmagical attacks
Damage Immunities Psychic, Acid
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Paralyzed, Frightened, Prone
Senses Blindsight 60ft, Passive Perception 8
Languages None
Challenge 3 (700 XP)

Rejuvenation. If the Cube is destroyed, it gains a new body in 1d6 days, restoring all its hit points. The new body appears within 5 feet of where the Cube was destroyed.

Heated Body. When a creature touches the Cube or hits it with a melee attack while within 5 feet of it, the creature takes 5 (1d4+2) fire damage.

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 10 (3d6) fire damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6) bludgeoning damage plus 8 (1d8+2) fire damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 21 (5d6) fire damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (3d6) poison damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Heatwave. The Cube releases a 30ft cone of harsh heatwaves. Any creature in the cone must make a DC 15 Dexterity saving throw or take 12 (2d6+2) fire damage

Iron Wendigo

Iron Wendigo

Medium construct, chaotic evil

Armor Class 18
Hit Points 125
Speed 40 ft.
STR
18
(+4)
DEX
20
(+5)
CON
16
(+3)
INT
8
(-1)
WIS
5
(-3)
CHA
5
(-3)
Saving Throws Str +8, Con +4, Dex +6
Skills Perception +4
Damage Resistances BPS from nonmagical attacks, Cold
Damage Immunities Necrotic, Poison
Condition Immunities Prone, Frightened, Charmed, Exhaustion, Poisoned, Deafened
Senses Passive Perception 15
Languages Understands Common
Challenge 5 (1,800 XP)

Blood Frenzy. The Wendigo has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Aggressive. As a bonus action, the Wendigo can move up to its speed toward a hostile creature it can see.

Magic Resistance. The {name} has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Wendigo makes either two Claw attacks or one Claw attack and one Bite attack

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+2) piercing damage plus 8 (1d8+2) necrotic damage

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12) slashing damage

Grinding Gears. The Wendigo releases a horrid screeching akin to the sound of gears grinding to a halt. Anything that can hear the Wendigo must make a DC 15 Wisdom saving throw or be frightened until the end of their turn. Can make saving throw again to end the effect each turn frightened

Reactions

Uncanny Dodge. When an attacker the Wendigo can see hits it with an attack, the Wendigo halves the damage taken from the attack. To do so, the Wendigo must be able to see the attacker.

Noctis Linebreaker

Noctis Linebreaker

Medium humanoid (duegar), lawful evil

Duergar Linebreakers are heavily armored shock troops trained to smash through enemy formations and fortified defenses with enormous Shatterhammers. Clad in blackened steel with deep crimson markings, they advance with grim discipline rather than reckless fury. Some consume Ironheart fungus before battle, suppressing fear and pain to focus entirely on breaking the enemy line and opening the way for the Dominion’s forces.

Armor Class 19 (heavy plate)
Hit Points 78 (12d8+24)
Speed 25 ft.
STR
19
(+4)
DEX
10
(+0)
CON
16
(+3)
INT
10
(+0)
WIS
12
(+1)
CHA
9
(-1)
Saving Throws Str +7, Con +6
Skills Athletics +7, Perception +3
Damage Resistances Poison
Senses Darkvision 120 ft., passive Perception 13
Languages Dwarvish, Undercommon, Common
Challenge 5 (1,800 XP)

Duergar Resilience. Advantage on saving throws against poison; resistance to poison damage.

Unstoppable Advance. Advantage on checks and saves to resist being shoved, knocked prone, or forcibly moved.

Formation Breaker. Once per turn, deal an extra 1d8 damage when hitting a creature within 5 feet of another hostile creature.

Ironheart Trance — The Still Fury (1/Day). As a bonus action, enter a 1-minute trance. The Linebreaker gains advantage on Strength checks and Strength saves, advantage on saves against being frightened, and immunity to the charmed condition. Once per turn, a Shatterhammer hit deals an extra 1d6 damage. He cannot willingly end the trance early. When it ends, he cannot take reactions until the end of his next turn.

Actions

Multiattack. Make two Shatterhammer attacks.

Shatterhammer. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 11 (2d6 + 4) bludgeoning damage.

Armor-Breaking Blow (Recharge 5–6. Make one Shatterhammer attack. On a hit, deal an additional 3d8 bludgeoning damage, and the target must succeed on a DC 15 Strength save or fall prone.

Cleaving Charge. If the Linebreaker moves at least 15 feet straight toward a creature before hitting it with a Shatterhammer, the target must succeed on a DC 15 Strength save or be pushed 10 feet and knocked prone.

Reactions

Hold the Breach. When a creature within 5 feet attacks an ally, impose disadvantage on the attack roll if the Linebreaker can see the attacker.

Hellbrood Soldier

Hellbrood Soldier

Large monstrosity, unaligned

The primary combat caste of the Helbrood, bred for relentless aggression and coordinated hive warfare. Their desert-tan chitin shields deep crimson flesh, while black claws, secondary killing limbs, and a venomous scorpion tail make them deadly in close quarters. Soldiers hunt in coordinated packs, overwhelming enemies and targeting the wounded. Individually dangerous, they become devastating when directed by a Brood Warrior or Queen.

Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 40 ft., climb 30 ft.
STR
16
(+3)
DEX
14
(+2)
CON
15
(+2)
INT
4
(-3)
WIS
11
(+0)
CHA
5
(-3)
Skills Perception +2, Stealth +4
Damage Resistances poison
Condition Immunities frightened
Senses darkvision 60 ft., tremorsense 20 ft., passive Perception 12
Languages understands Helbrood pheromonal communication
Challenge 2 (450 XP)

Hive Mind. While within 60 feet of another Helbrood, the Soldier has advantage on saving throws against being charmed or frightened.

Climbing Predator. The Soldier can climb difficult surfaces, including ceilings, without making an ability check.

Four Eyes. The Soldier has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Soldier makes two attacks, one with its Bite and one with either its Claw or Tail Stinger.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Secondary Killing Limb. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the target is prone, the attack deals an additional 3 (1d6) damage.

Tail Stinger. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.

Osiran Dune Spearman

Osiran Dune Spearman

Medium humanoid, any alignment

The backbone of Osira’s army, equipped with long spears, khopesh blades, large oval shields, and bronze lamellar armor. They hold the front line, protect Sand Archers, and form disciplined shield walls to repel infantry and cavalry charges. Their strength lies in formation, endurance, and coordinated defense rather than individual prowess.

Armor Class 16 (lamellar armor, shield)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
14
(+2)
DEX
12
(+1)
CON
13
(+1)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Skills Athletics +4, Perception +2
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP)

Shield Wall. While the Dune Spearman is within 5 feet of at least one allied Dune Spearman wielding a shield, it gains +1 AC. If it is within 5 feet of two or more allied Dune Spearmen wielding shields, it instead gains +2 AC.

Desert Soldier. The Dune Spearman ignores difficult terrain caused by sand, loose earth, or extreme heat.

Brace. The Dune Spearman has advantage on opportunity attacks made against a creature that enters its reach.

Actions

Multiattack. The Dune Spearman makes two attacks, one with its spear and one with its khopesh, or two spear attacks.

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. The spear can be wielded with two hands to deal 6 (1d8 + 2) piercing damage.

Khopesh. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Spear Thrust. Reaction: When a creature enters the Dune Spearman's reach, the spearman can make one spear attack against it.

Osira Sand Archers

Osira Sand Archers

Medium humanoid, lawful neutral

Osira’s ranged infantry, armed with recurved composite bows, curved blades, and light desert armor. They weaken enemy formations with disciplined volleys, target vulnerable troops, and reposition quickly across desert terrain. They support Dune Spearmen from behind the front line and excel at harassing enemies from elevated positions.

Armor Class 14 (sudded leather)
Hit Points 22 (5d8)
Speed 30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws Dex +5
Skills Perception +4, Stealth +5, Survival +4
Senses passive Perception 14
Languages Common
Challenge 1/2 (100 XP)

Desert Skirmisher. The Sand Archer ignores difficult terrain caused by loose sand and desert rubble.

Volley Discipline. If the Sand Archer hasn't moved during its turn, its ranged weapon attacks ignore half cover.

Mobile Withdrawal. When a creature ends its turn within 5 feet of the Sand Archer, the archer can use its reaction to move up to 10 feet without provoking opportunity attacks.

Actions

Multiattack. The Sand Archer makes two attacks with its composite bow, or one attack with its curved blade.

Composite Bow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Curved Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Desert Shot (Recharge 5–6). The Sand Archer makes one composite bow attack. On a hit, the target takes an additional 4 (1d8) piercing damage, and its speed is reduced by 10 feet until the start of the archer's next turn.

Crownland Soldier

Crownland Soldier

Medium humanoid, lawful neutral

Professional infantrymen sworn to defend the Crownlands, these disciplined soldiers guard roads, protect settlements, garrison castles, and form the backbone of the royal army. Equipped with chainmail, shields, and arming swords, they fight in coordinated formations beneath the crimson banner of House Drakecrest. Unlike the poorly trained Mudfoot levies, Crownlands soldiers are trained to hold the line and protect their comrades, standing firm in the name of the Crown and the Dragon Pact.

Armor Class 17 (chainmail, shield)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
14
(+2)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Skills Athletics +4, Perception +2
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP)

Shield Formation. While the soldier is within 5 feet of at least one allied Crownlands soldier wielding a shield, it gains a +1 bonus to AC. This bonus is already included in the stat block's AC only when the condition is met; otherwise, its AC is 16.

Disciplined Soldier. The soldier has advantage on saving throws against being frightened while within 10 feet of an allied Crownlands officer or veteran.

Actions

Multiattack. The soldier makes two melee attacks with its arming sword only if you choose to use the veteran variant below. The standard soldier makes one attack.

Arming Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) if used with two hands.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) if used with two hands in melee.

Khaganate Drake Raptor

Khaganate Drake Raptor

Large beast, unaligned

Drake Raptors are swift, unfeathered reptilian predators bred by the Khaganate as scouts and cavalry mounts. Leaner and faster than Khagan War Drakes, they excel at reconnaissance, mounted archery, flanking maneuvers, and pursuing fleeing enemies. Fiercely loyal to trusted handlers, these beasts are prized clan assets and essential to the Khaganate’s doctrine of speed and encirclement.

Armor Class 14 (natural armor)
Hit Points 45 (6d10+12)
Speed 60 ft., climb 20 ft.
STR
16
(+3)
DEX
16
(+3)
CON
14
(+2)
INT
4
(-3)
WIS
14
(+2)
CHA
8
(-1)
Skills Perception +4, Stealth +5
Senses passive Perception 14
Challenge 2 (450 XP)

Beast of the Steppe. The raptor has advantage on Wisdom (Perception) checks that rely on sight or smell.

Trained War Mount. A trained Drake Raptor can be ridden by a willing creature of appropriate size. While mounted, it understands its rider's trained commands and can move and take its actions as directed. In combat, it acts on the rider's initiative.

Predatory Acceleration. If the raptor moves at least 20 feet straight toward a target and then hits it with a Claw attack on the same turn, the target takes an extra 7 (2d6) slashing damage.

Sure-Footed Hunter. The raptor has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The raptor makes two attacks: one with its Bite and one with its Claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Raking Pounce (Recharge 5–6). The raptor moves up to 20 feet toward a creature and makes one Claws attack. On a hit, the target must succeed on a DC 13 Strength saving throw or fall prone.

The Spore Lord

Medium humanoid, neutral evil

Armor Class 16 (natural armor)
Hit Points 132 (16d8 + 64)
Speed 3 m.
STR
10
(+0)
DEX
14
(+2)
CON
18
(+4)
INT
12
(+1)
WIS
18
(+4)
CHA
10
(+0)
Saving Throws Con +7, Wis +7
Skills Nature +4, Perception +7, Stealth +5
Damage Resistances Poison
Condition Immunities Poisoned
Senses passive Perception 17
Languages Common, Elvish, Druidic
Challenge 6 (2,300 XP)

Spellcasting. The The Spore Lord is a 2-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks).

Cantrips (at will): Druidcraft, Pison Spray

2nd level: Barkskin, Spike Growth (1/day each)

Actions

Multiattack. The Spore Lord makes two spore staff attacks. He can replace one attack with spore spawner if available.

Spore Staff. Melee Weapon Attack: +7 to hit, reach 1.5 m., one target. Hit: 9 (1d8+5) bludgeoning damage plus 10 (3d6) poison damage

Spore Spawner (Recharge 5-6). The Spore Lord causes the mushrooms present on the field within 18m. to erupt in a 1.5 m. radius area. A creature in the area when the mushrooms explode or that enters the area for the first time on a turn until the Spore Lord's next turn must make a DC15 saving throw of the following type :

1 - Red (flameburst). Dex saving throw. 3d10 fire damage on failure, half on success.

2 - Purple (Delirium Spores. Wis saving throw. On a failure the creature is poisoned and has disadvantage on attack rolls until the end of its next turn.

3 - Green (Paralyzing Spores). Con saving thrown. On a failure the creature is restrained until the end of its next turn.

4 - Black (Necrotic Spores). Con saving throw. 3d10 necrotic damage on a failure or half as much on a success. A humanoid creature reduced to 0 hit points by this damage rises as a Spore Zombie (1d4 for type) under the Spore Lord's control at the start of its next turn.

Reactions

Fungal Transplant. When hit with an attack, the Spore Lord switches place through the miscellium with a random mushroom in a 9 m. radius. half the damage is transfered to the mushroom.

Legendary Actions

Spore release. Each creature within 1.5 meter must succeed on a DC15 Con saving throw or take 7 (2d6) poison damage.

Lair action : When the Spore Lord reaches 50 or less hp. The Spore Lord is incapacitated and raises its AC to 24. It drains 2d6 + 4 hp from the closest mushroom each turn. When there is no mushroom left, it exits this state and calls onto all of its forces. Every other turn, it invokes either :

. From the ground rise 1d6 Weathered Spore Zombies (1d4 for the type and half hp) that act at the end of initiative order.

. From cracks in the walls flow 1d4 Weathered Swarms of Spore Bees (half hp) that act at the end of initiative order. Swarms of Bees that come in contact fuse into one adding their hp pools into one.

One armed Vrykolakas

Large Undead (Vampire), chaotic evil

It is missing its right arm. It looks extremely famished. Chains are hanging from its collar.

Armor Class 14 (natural armor)
Hit Points 128 (12d10 + 60)
Speed 12m.
STR
20
(+5)
DEX
16
(+3)
CON
20
(+5)
INT
7
(-2)
WIS
12
(+1)
CHA
7
(-2)
Saving Throws Con+9
Skills Proficiency bonus +4
Damage Resistances necrotic, bludgeoning, piercing, and slashing
Condition Immunities exhausted, poisoned
Senses darkvision 36m, passive Perception 10
Languages Same as when living, can't speak
Challenge 7 (2,900 XP)

Regeneration. The Vrykolakas regains 1d10 hit points at the start of its turn. If the Vrykolakas takes fire, radiant damage or damage from holy water, this trait doesn't function on its next turn. The Vrykolakas dies only if it starts its turn with 0 hit points and doesn't regenerate or if it is in sunlight.

Spider Climb. The Vrykolakas can climb difficult surfaces, including upside down on ceilings, without needing an ability check.

Immutable Form. The Vrykolakas is immune to any spell or effect that would alter its form.

Vampire Weaknesses. The Vrykolakas has the following flaws :

. Sunlight Hypersensitivity. The creature takes 20 radiant damage when it starts its turn in sunlight. Wide in sunlight it has disadvantage on attack rolls and ability checks.

. Forbiddance. The Vrykolakas can't enter a residence without an invitation from one of the occupants.

. Harmed by running water. The Vrykolakas takes 20 acid damage if it starts its turn in running water.

. Stake to the heart. The Vrykolakas is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated.

Spawn possession. If the Vrykolakas is reduced to 0 hit point, its spirit travels to the nearest Vrykolakas spawn. After 1d4 days, the spawn body brutally transforms and the Vrykolakas is reborn in its place, appearing with all of its hit points.

Berserk.

Actions

Multiattack. The Vrykolakas makes 2 attacks: Bite and Claw.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage + 5 (1d8) necrotic damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 5) slashing damage and grapples the target (escape DC 15). The Vrykolakas can only grapple one target.

Latch. 1/day. The Vrykolakas makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the Vrykolakas latches onto the target, and maintains the grapple until its next turn. While bitten, the target is PARALYSED, has partial cover against attacks and other effects, and takes 2d8 necrotic damage at the start of each of the Vrykolakas's turns, which heals the Vrykolakas for double this amount of hit points. The Vrykolakas can only latch onto one creature at a time. The Vrykolakas lets go if he takes more than 30 hit points of damage before its next turn. If the Vrykolakas dies, a bitten creature is no longer grappled and remained paralysed for its next turn and gains 1 level of exhaustion. The bitten creature becomes cursed. If its hit points hit 0, it becomes a Vrykolakas spawn and regains half of its hit points. To lift the curse, a remove curse has to be performed.

Winged attack. Melee Weapon Attack: +9 to hit. The Vrykolakas winds up and deals a brutal blow to all enemies in front of him in a 3m radius, dealing 2d8+5 bludgeoning damage to all targets. All targets have to beat a DC 14 ATH check and if they fail, they are knocked prone. It turns around at the end of the strike and cannot attack anymore during this turn.

Legendary Actions

Growth Spurt. Before going Berserk (half hp), the Vrykolakas grows wings and dashes to the furthest corner, blowing out any torches or fires in a 15m radius. From then on, its speed is increased from 12m to 15m and it can use a winged attack. This movement opens opportunity attacks for anyone in the path of the creature.

Khaganate War Drake

Khaganate War Drake

Huge beast, unaligned

The Khagan War Drake is the elite ground mount of the Khagan's Honor Guard. Far larger and heavier than a Drake Raptor, it is bred to carry heavily armored warriors, withstand battlefield punishment, and smash into enemy formations. These are not dragons and cannot fly. They are living siege beasts: powerful, stubborn, and devastating at close range.

Armor Class 16 (natural armor)
Hit Points 114 (12d12+36)
Speed 60 ft.,
STR
20
(+5)
DEX
14
(+2)
CON
16
(+3)
INT
5
(-3)
WIS
14
(+2)
CHA
9
(-1)
Skills Athletics +8, Perception +5
Senses Darkvision 60 ft., passive Perception 15
Challenge 4 (1,100 XP)

War-Bred Endurance. The War Drake has advantage on Constitution saving throws made to resist exhaustion from forced marches or strenuous travel.

Trained War Mount. A trained War Drake can be ridden by a willing creature of appropriate size. While mounted, it understands its rider's trained commands and can move and take its actions as directed. In combat, it acts on the rider's initiative.

Trampling Charge. If the War Drake moves at least 20 feet straight toward a creature and hits it with a Gore attack on the same turn, the target takes an additional 7 (2d6) piercing damage and must succeed on a DC 16 Strength saving throw or fall prone. This trait represents a mounted charge, not a siege attack.

Sure-Footed Hunter. The War Drake has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The War Drake makes two attacks: one with its Bite and one with its Claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 3) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Gore. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Tail Sweep (Recharge 5–6). The War Drake sweeps its tail at one creature within 10 feet. The target must make a DC 15 Dexterity saving throw, taking 13 (2d8 + 4) bludgeoning damage on a failure, or half as much on a success. On a failed save, a Large or smaller target is also knocked prone.

Reactions

Protective Mount. When a creature the War Drake can see attacks its rider while the rider is mounted, the War Drake can impose disadvantage on the attack roll by threatening the attacker, provided the attacker is within 5 feet of the War Drake.

Dragonpact Warden

Dragonpact Warden

Medium, lawful neutral

Dragon Pact Wardens are the sworn lawkeepers of the ancient agreement between dragons and mortal civilizations. Unlike Dragon Knights, who fight for the Crownlands in war, Wardens enforce the Pact itself. They investigate dragon-related crimes, arrest poachers, mediate disputes between settlements and dragons, and punish anyone who threatens the balance between the two.

Armor Class 18 (plate armor)
Hit Points 85 (10d8+40)
Speed 30 ft.
STR
16
(+3)
DEX
12
(+1)
CON
18
(+4)
INT
13
(+1)
WIS
16
(+3)
CHA
14
(+2)
Saving Throws Con +6, Wis +5, Cha +4
Skills Athletics +5, Insight +5, Investigation +3, Intimidation +4, Perception +5, Persuasion +4
Senses passive Perception 15
Languages Common, Draconic, and one other language
Challenge 4 (1,100 XP)

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.

.

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Actions

Multiattack. The Warden makes two longsword attacks.

Pact Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) if used with two hands.

Binding Chain (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 10/20 ft., one Large or smaller creature. Hit: The target is grappled (escape DC 13) by the chain. Until the grapple ends, the target's speed is 0. The chain has no effect on a creature that is too large to restrain with it. The Warden can grapple only one creature with this chain at a time

Order of Detainment (Recharge 6). The Warden chooses one creature it can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be unable to take reactions until the end of its next turn. If the target has committed a violation of the Pact, the Warden may issue a clear verbal command such as “Drop your weapon” or “Stand down.” This is not magical compulsion; the target can still choose its actions.

Reactions

Interpose for the Innocent. When a creature within 5 feet of the Warden is hit by an attack, the Warden can use its reaction to reduce the damage by 1d10 + 3, provided it can see the attacker and the target.

Crownland Dragon Knight

Crownland Dragon Knight

Medium, neutral

Dragon Knights are among the most formidable warriors of the Crownlands. Each is bonded to a dragon and trained to fight from the saddle, engage enemy flyers, break infantry formations, and destroy siege weapons. Even without their dragons, they are elite warriors capable of holding their own against experienced adventurers.

Armor Class 19 (plate armor and shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
18
(+4)
DEX
14
(+2)
CON
16
(+3)
INT
11
(+0)
WIS
14
(+2)
CHA
15
(+2)
Saving Throws Str +7, Con +6, Wis +5
Skills Athletics +7, Animal Handling +5, Perception +5, Intimidation +5
Senses passive Perception 15
Languages Common
Challenge 5 (1,800 XP)

Dragon-Bonded Warrior. The knight has a telepathic bond with its dragon while they are within 1 mile of each other, provided they are on the same plane of existence. They can communicate simple thoughts and emotions through the bond.

Aerial Combatant. While mounted on its bonded dragon, the knight has advantage on checks and saves made to avoid being dismounted. The knight can mount or dismount its dragon by using 5 feet of movement.

Indomitable Resolve (1/Day). When the knight fails a saving throw, it can choose to succeed instead.

Royal Discipline. The knight has advantage on saving throws against being frightened while it can see its bonded dragon or an allied Crownlands officer.

Actions

Multiattack. The knight makes two attacks with its longsword, or two lance attacks while mounted.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used with two hands.

Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 4) piercing damage. The knight has disadvantage on attacks with the lance against targets within 5 feet unless mounted.

Shield Bash (Recharge 5–6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or fall prone.

BONUS ACTION.

Command the Bond. While mounted, the knight directs its dragon to reposition. The dragon can move up to half its flying speed without provoking opportunity attacks from creatures the knight can see. This does not grant the dragon an additional action.

Reactions

Protective Intercept. When a creature the knight can see attacks its bonded dragon while the knight is mounted, the knight imposes disadvantage on that attack by using its shield or weapon to interfere, provided the knight is within reach of the attacker.

Breach Marshal

Breach Marshal

Medium humanoid (duegar), lawful evil

Duergar Linebreakers are heavily armored shock troops trained to smash through enemy formations and fortified defenses with enormous Shatterhammers. Clad in blackened steel with deep crimson markings, they advance with grim discipline rather than reckless fury. Some consume Ironheart fungus before battle, suppressing fear and pain to focus entirely on breaking the enemy line and opening the way for the Dominion’s forces.

Armor Class 20 (plate and shield)
Hit Points 136 (16d8+64)
Speed 25 ft.
STR
20
(+5)
DEX
12
(+1)
CON
18
(+4)
INT
14
(+2)
WIS
16
(+3)
CHA
14
(+2)
Saving Throws Str +8, Con +7, Wis +6
Skills Athletics +8, Intimidation +5, Perception +6, Insight +6
Damage Resistances Poison
Senses Darkvision 120 ft., passive Perception 16
Languages Dwarvish, Undercommon, Common
Challenge 8 (3,900 XP)

Duergar Resilience. Advantage on saving throws against poison; resistance to poison damage.

Unyielding Advance. Advantage on checks and saves to resist being shoved, knocked prone, or forcibly moved.

Commanding Presence. Noctis allies of his choice within 30 feet who can hear him have advantage on saving throws against being frightened while he is conscious.

Noctis Commander. Once per turn when the Marshal hits a creature with a melee weapon, one Noctis ally within 15 feet of that creature can move up to 10 feet without provoking opportunity attacks.

Marshal's Oval Shield. While wielding his shield, his AC is 20. When a creature he can see hits him with a melee attack, he can use his reaction to reduce the damage by 1d10 + 5.

Veteran of the Breach. Once per turn, deal an extra 2d6 damage with a melee weapon attack against a creature within 5 feet of at least one other hostile creature.

Actions

Multi Attack. Make two gladius attacks.

Dwarven Gladius. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 9 (1d8 + 5) slashing or piercing damage.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 8 (1d6 + 5) bludgeoning damage. The target must succeed on a DC 16 Strength save or be pushed 5 feet.

Rally the Line (1/Day). Up to six Noctis allies within 30 feet who can hear him gain 12 temporary hit points and can use their reactions to move up to half their speed without provoking opportunity attacks.

BONUS ACTION.

Advance the Breach. Move up to half his speed toward a hostile creature he can see. This movement does not provoke opportunity attacks from creatures adjacent to Noctis allies.

Reactions

Marshal's Guard. Reduce damage from an attack that hits him by 1d10 + 5 while wielding his shield.

Punish the Opening. When a creature within his reach misses him with a melee attack, make one gladius attack against it.

Blackslag Horror

Blackslag Horror

Large elemental, neutral evil

Byproducts of Industrius' many cosmic factories given life and form, demolishing any form of life in their way

Armor Class 18 (Natural armor )
Hit Points 130 (12d10+60)
Speed 30 ft.
STR
22
(+6)
DEX
10
(+0)
CON
20
(+5)
INT
6
(-2)
WIS
10
(+0)
CHA
5
(-3)
Saving Throws Str +12, Con +8
Skills Perception +7
Damage Resistances BPS from nonmagical attacks
Damage Immunities Poison, Fire
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious, Frightened
Senses passive Perception 10
Languages Terran, Ferrous
Challenge 6 (2,300 XP)

Siege Monster. The Horror deals double damage to objects and structures.

Gone, but not Dead. When dropped to zero hit points, if it's core is not effectively destroyed, the Horror will come back in 1d4 days if sufficient materials lie around

Actions

Multiattack. The Horror makes two slam attacks

Slam. Melee Weapon Attack: +8 to hit, reach 10ft, one target. Hit: 15 (2d8+5) bludgeoning plus 8 (2d4+2) fire damage

Choking Breath (Recharge 5-6). The Horror exhales a cloud of hazardous soot and sulfur in a 30ft cone. Each creature inside must make a DC 15 Dexterity saving throw or take 20 (3d6+4) poison damage and suffer the poisoned effect until the end of their next turn. Half damage on success and suffers no other effects

Blastburn (Recharge 6). The Horror's body overheats and glows with eldritch burning magic, it then releases all this pent up heat in a fiery explosion in a 30ft radius centered on itself. Any creature in the radius must make a DC 18 Dexterity saving throw or take 22 (3d6+4) fire damage and be knocked back 10ft and be knocked prone. Half damage on success and suffers no other effects

Little Cinder

Little Cinder

Medium undead, neutral evil

After being killed by his supposed brothers in arms, his last thoughts were filled with hatred and bloodlust

Armor Class 16 (Metalwork )
Hit Points 80
Speed 30 ft.
STR
18
(+4)
DEX
15
(+2)
CON
16
(+3)
INT
11
(+0)
WIS
12
(+1)
CHA
12
(+1)
Saving Throws Str +6, Con +4
Skills Perception +4
Damage Resistances BPS from nonmagical attacks
Damage Immunities Fire
Condition Immunities Blinded, Deafened, Frightened, Charmed, Exhaustion
Senses Blindsight 60ft, Passive Perception 10
Languages Understands Common, Infernal
Challenge 4 (1,100 XP)

Magic Resistance. Cinder has advantage on saving throws against spells and other magical effects.

Aggressive. As a bonus action, Cinder can move up to its speed toward a hostile creature it can see.

Actions

Multiattack. Cinder makes two attacks: Two Claw attacks or one Claw attack and one Flamethrower attack

Claw. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 10 (2d6+2) slashing damage plus 8 (1d8+2) fire damage

Flamethrower (Recharge 4-6). Cinder fires a cone of flames in a 20ft cone. Any creature within the cone must make a DC 15 Dexterity saving throw or take 16 (3d6+4) fire damage

Overheat (Recharge 5-6). Cinder's body starts to heat up at an alarming rate, glowing a hazardous orange. Any creature within 20ft of him must make a DC 15 Dexterity saving throw or take 18 (2d6+2) fire damage

Reactions

Hellish Rebuke. Cinder casts Hellish Rebuke at 1st level in response to taking damage. The creature that damaged Cinder must make a DC 15 Dexterity saving throw, taking 2d10 fire damage on a failed save, or half as much on a successful one.

Melody Strummer

Medium humanoid, neutral good

Ultimate Opera Singer

Armor Class 20
Hit Points 300 (3D100)
Speed 35 ft.
STR
10
(+0)
DEX
25
(+7)
CON
10
(+0)
INT
20
(+5)
WIS
20
(+5)
CHA
30
(+10)
Saving Throws Str -5, Dex +15, Con -5, Int +10, Wis +10, Cha +15
Skills Acrobatics +20, Insight +8, Persuasion +10, Athletics +5, Performance +20.
Damage Immunities Psychic
Condition Immunities Frightened, Charmed, Magical sleep.
Senses Truesight 120 on her stage; passive Perception 20.
Languages Common, Elvish, Lantanese, Deep Speech
Challenge 12 (8,400 XP)

Star of the show. Spells with verbal components can not be cast while within 15ft of Melody.

Stage effects. Melody has advantage on saving throws against spells and other magical effects.

Waters grace. After taking a attack action Melody can move 20ft without provoking opportunity to attack.

Lightning dance. When Melody would take lightning damage, the damage will be redirected back at the creature who caused the damage.

Actions

Multiattack. Melody can make three kick attacks and can replace one with a stomp

Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (4D6 + 10) bludgeoning damage.

Stomp. Melody does a large Stomp in a circle around her with a radius of 10ft, all creatures in this will make a DC 22 Dex saving throw on failure taking 25 (3D12) bludgeoning and will gain the Prone condition, on success taking half damage.

Reactions

Actors reaction. When an attacker Melody can see hits it with an attack, Melody halves the damage taken from the attack. To do so, Melody must be able to see the attacker.

Cleansed (Blue Dragonborn Commoner)

Medium Humanoid Monstrosity (Green Dragonborn), chaotic evil

A poor commoner soul that was twisted into a mindless, Green Dragonborn by the Sorcerer Uliath using the Fell magic of the god Brezalus. They follow orders without question, but are mindless and destroy anything in their path. Strong despite their original selves having little to no training. All have been branded in 3 languages (Common, Draconic, and Fell Draconic) with "Though they be unworthy, they are now Cleansed."

Armor Class 13 (Corrupted Hide / Natural Armor)
Hit Points 22 (4D8 + 4)
Speed 30 ft.
STR
14
(+2)
DEX
12
(+1)
CON
12
(+1)
INT
6
(-2)
WIS
10
(+0)
CHA
8
(-1)
Saving Throws Str +6, Con + 4, Dex +4
Damage Immunities Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 60', Passive Perception 10
Languages Understands Draconic, but cannot speak
Challenge 1/2 (100 XP)

Mindless Obedience. The Cleansed follows the orders of its superiors without question. It cannot be compelled to act against a superior's direct command.

Acidic Blood. When the Cleansed takes piercing or slashing damage, any creature within 5 feet must succeed on a DC 11 Dexterity saving throw or take 5 acid damage.

Pack Tactics. The Cleansed has Advantage on an attack roll against a creature if at least one of the Cleansed's allies is within 5 feet of the creature and that ally isn't Incapacitated.

Actions

Multiattack. The Cleansed makes 2 attacks, using its Corrupting Claws

Corrupting Claw (Melee Weapon Attack). Corrupting Claw (Melee Weapon Attack). +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. DC 12 con save or they are poisoned. Descendants of Brezalus take half damage.

Corrupted Breath Weapon (Recharge 5-6). The Cleansed exhales noxious gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.

Kayako

Kayako

Medium undead, chaotic evil

Armor Class 15 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft., Climb 30 ft.
STR
16
(+3)
DEX
17
(+3)
CON
14
(+2)
INT
10
(+0)
WIS
15
(+2)
CHA
18
(+4)
Skills Stealth +6
Damage Resistances cold
Damage Immunities necrotic, poison, bludgeoning, piercing, and slashing from nonmagical attacks, charmed, frightened, exhaustion
Senses passive Perception 12, darkvision 60 ft.
Languages understands Common but doesn't speak
Challenge 6 (2,300 XP)

Cursed Tracker. Kayako knows the distance to and direction of any creature against who bears her curse, even if the creature and Kayako are on different planes of existence. If the creature being tracked by Kayako dies, Kayako knows.

Death Rattle . Kayako emits a constant, croak-like death rattle. A creature that starts its turn within 30 feet of Kayako that can hear it must make a DC 15 Wisdom saving throw or become frightened of Kayako for 1 minute. A creature that bears Kayako's curse has disadvantage on the save. While the target is frightened, it is incapacitated, its movement speed becomes 0, and Kayako has advantage on attack rolls made against it. The target can repeat its saving throw at the end of each of its turns, ending the frightened condition on a success. A creature that succeeds on its saving throw is immune to this effect for 24 hours

Kayako's Curse. A creature that starts its turn in the area where Kayako was murdered must succeed on a DC 15 Charisma saving throw or contract Kayako's Curse. A creature that succeeds on its saving throw is immune to Kayako's Curse for 1 hour. The curse lasts until it is removed with a remove curse spell.

Spider Climb. Kayako can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Undead Nature. Kayako does not require air, food, drink, or sleep.

Actions

Multiattack. Kayako makes two slam attacks. She can replace one of her slam attacks with a hair attack

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 11 (2d10) necrotic damage.

Kayako's Hair. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is restrained. A creature restrained in this way can't breathe and gains 1 level of exhaustion at the end of each of it's turns. A creature restrained in this way or another creature can use its action to make a DC 14 Strength check to end the restraint.

Manifestation. Kayako magically teleports, along with any equipment she is wearing or carrying, to an unoccupied space within 60 feet of a creature that bears her curse or back to the site of her murder. She can transport up to one incapacitated creature of Medium size or smaller

Ghost Step. Kayako can use a bonus action to magically teleport up to 30 feet to an unoccupied space that she can see.

Golden Chain Beast Master

Golden Chain Beast Master

Medium humanoid, unaligned

Beast Hunters are experienced operatives tasked with fighting dangerous quarry. Unlike poachers, they understand the anatomy and habits of unusual creatures and prepare specifically for each hunt.

Armor Class 14 (studded leather)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws Dex +4, Wis +4
Skills Animal Handling +4, Perception +4, Survival +4
Senses passive Perception 14
Languages Common
Challenge 1 (200 XP)

Beast Handler. The beastmaster has advantage on Wisdom (Animal Handling) checks made to control or calm beasts it has trained.

Coordinated Hunt. Once per turn, the beastmaster deals an extra 3 (1d6) damage when it hits a creature with a weapon attack if the target is within 5 feet of the beastmaster's trained companion and that companion isn't incapacitated.

Trained Companion. The beastmaster travels with a trained wolf that acts on its own initiative. The wolf obeys the beastmaster's commands and is friendly to the beastmaster and its allies. If the beastmaster is incapacitated, the wolf can act independently.

Actions

Multiattack. The beastmaster makes two attacks with its hunting axe or hand crossbow, in any combination.

Hunting Axe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Commanding Whistle (Recharge 5–6). The beastmaster signals its companion. The wolf can use its reaction to move up to half its speed and make one Bite attack.

Noctis Drow Legionnaires

Noctis Drow Legionnaires

Medium humaniod (drow), lawful evil

The Noctis Drow Legionnaire is the standard professional infantryman of the Noctis Dominion. Unlike ordinary Drow raiders, Legionnaires are trained to fight in disciplined formations, holding shields together and advancing under command.

Armor Class 18 (Noctis half-plate, shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws Dex +5, Wis +3
Skills Perception +3, Stealth +5
Senses darkvision 120 ft., passive Perception 13
Languages Common, Elvish, Undercommon
Challenge 3 (700 XP)

Sunlight Sensitivity. While in direct sunlight, the legionnaire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Noctis Discipline. The legionnaire has advantage on saving throws against being frightened while within 10 feet of at least one allied Noctis soldier.

Shield Wall. While the legionnaire is within 5 feet of at least one allied Noctis Legionnaire wielding a shield, it gains +1 AC.

Coordinated Advance. The legionnaire can move through the space of another allied Noctis soldier, provided that soldier isn't incapacitated. Noctis Legionnaires can therefore move in tightly packed formations without impeding one another.

Actions

Multiattack. The legionnaire makes two attacks, one with its Noctis glaive and one with its short sword, or two glaive attacks.

Noctis Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.

Reactions

Formation Step. The legionnaire moves up to 10 feet without provoking opportunity attacks, provided it ends this movement within 5 feet of another Noctis soldier. This represents the Legionnaires shifting their formation rather than fighting as individuals.

The Thing

The Thing

Large aberration, chaotic evil

Armor Class 15 (Natural Armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft., Burrow 20 ft., Climb 20 ft.
STR
19
(+4)
DEX
18
(+4)
CON
19
(+4)
INT
18
(+4)
WIS
19
(+4)
CHA
18
(+4)
Skills Deception +10, Perception +7, Stealth +7
Damage Resistances Cold
Condition Immunities Prone
Senses passive Perception 17, blindsight 10 ft., darkvision 60 ft.,
Languages It's languages are know by its assimilated victims, Deep Speech
Challenge 5 (1,800 XP)

Cellular Contagion . When a humanoid or beast takes damage from the Thing's pseudopod, claw, or bite attacks, it must make a DC 15 Constitution saving throw. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target is incapacitated, and the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any level of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a Thing. the transformation of the body can only be undone by a wish spell.

Hive Mind. The Thing is telepathically connected to all other Things on the same plane of existence as it.

Regeneration. The Thing regains 10 hit points at the start of its turn. If the Thing takes acid or fire damage, this trait doesn't function at the start of its next turn. The Thing dies only if it starts its turn with 0 hit points and doesn't regenerate

Unusual Nature . The Thing does not require air, food, drink, or sleep

Actions

Multiattack . The Thing can use its Frightful Presence. The Thing then makes three attacks with his pseudopods or two attacks with its claws.

Pseudopod. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit : 7 (1d4 + 4) piercing damage, the target is grappled (escape DC 14), and the target is subjected to the Thing's Cellular Contagion trait.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage, and the target is subjected to the Thing's Cellular Contagion trait.

Bite . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is subjected to the Thing's Cellular Contagion trait.

Frightful Presence. Each creature of the Thing's choice that is within 30 ft. of the Thing and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature succeeds on its saving throw or the effect ends for it, the creature is immune to the Thing's Frightful Presence for the next 24 hours.

Recombine. The Thing merges with another Thing that is the same size or smaller within 5 feet of it. If two Things of the same size merge together both are destroyed and a new Thing takes its place. The new Thing is one size category larger than the original and it has hit points equal to the total number of hit points the two things had remaining. If the new Thing is Huge or larger it has advantage on Strength ability checks, saving throws, as well as melee weapon attacks that use Strength, and its pseudopod, claw, and bite attacks deal an extra 7 (2d6) damage. If the other Thing that this Thing merges with is a size category smaller or vice versa, the smaller of the two Things is destroyed, and the remaining Thing gains temporary hit points equal to the number of hit points of the destroyed Thing had. Additionally, the Thing can make one claw or pseudopod attack as a bonus action on each of its turns. These benefits last for 1 hour or until the Thing uses its Recombine, Shape Change, or Split action.

Shape Change . The Thing polymorphs into a humanoid or beast that it has assimilated, or back into its true form. It reverts to its true form if it dies or if it uses its multiattack, Frightful Presence, Recombine, or Split actions. Any equipment it is wearing or carrying isn't transformed. In a new form, the Thing retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as its actions. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Split . If the Thing is Medium or larger, it splits into two new Things if it has at least 10 hit points. Each new Thing has hit points equal to half the original Thing's, rounded down. New Things are one size smaller than the original Thing.

Reactions

Reactive Split. When a Thing that is Medium or larger is subjected to any damage other than psychic, it can use its Split action.

The Shape

The Shape

Medium humanoid, chaotic evil

Armor Class 15
Hit Points 102 (12d8 + 48)
Speed 30 ft.
STR
18
(+4)
DEX
13
(+1)
CON
19
(+4)
INT
10
(+0)
WIS
16
(+3)
CHA
9
(-1)
Saving Throws Str +6, Con +6
Skills Intimidation +5, Perception +7, Stealth +7
Senses passive Perception 17
Languages Understands Common but doesn't speak
Challenge 5 (1,800 XP)

Brute. A melee weapon deals one extra die of its damage when Michael hits with it.

Fearless. Michael has advantage on saving throws against being charmed or frightened.

Legendary Resistance (3/Day). When Michael fails a saving throw, he can choose to succeed instead.

Relentless (recharges after a Short or Long Rest). If Michael takes 15 damage or less that would reduce him to 0 hit points, he is reduced to 1 hit point instead.

Stalker . Michael chooses a humanoid with which he is familiar and marks it as his quarry. Until he uses his bonus action to mark a new quarry, he deals an extra 1d6 damage to the target whenever he hits it with a weapon attack, and he has advantage on any Wisdom (Perception) or Wisdom (Survival) check he makes to find it. If the target drops to 0 hit points, Michael can use a bonus action on a subsequent turn to mark a new creature.

Surprise Attack. If Michael surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Unarmored Defense. While Michael is not wearing armor, his AC equals 10 plus his Dexterity modifier plus his Constitution modifier

Actions

Multiattack . Michael makes two attacks with his kitchen knife

Kitchen Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) Piercing damage

"Where Did He Go?". As a bonus action, Michael can hide as long as he is in dim light or darkness.

Razalis bloom

Medium humanoid, chaotic good

Ultimate Anime Protagonist, Standing by oh, so patiently this man built his bravery and persevered through the night so, ill pay in kind. Right here, by his side and if justice proves integral, ill help him fight!

Armor Class 20 (Natrual armor)
Hit Points 500 (5D100)
Speed 30 ft, fly 60 ft (Hover)
STR
25
(+7)
DEX
25
(+7)
CON
10
(+0)
INT
15
(+2)
WIS
15
(+2)
CHA
25
(+7)
Saving Throws Str +15, Dex +15, Con -5, Int +5, Wis +5, Cha +15
Skills Acrobatics +11, Insight +8, Persuasion +9, Athletics +6.
Condition Immunities Charmed, Exhausted, Frightened.
Senses passive Perception 30
Languages Common
Challenge 18 (20,000 XP)

My stats? they're better then yours. All attempts to determine Razalis's stats will come back showing him as a CR 999 enemy with 999 in every state, this includes spells like any attempt through magic however if the creature attempting this has true sight they will be able to see though the fake statistics

Even if broken... Razalis suffers no penalty's caused solely by physical pain, injury or being below half his hit point maximum. Effects that gain additional benefits against Bloodied or visibly wounded creatures treat Razalis as though he were not bloodied.

Truth most blinding. Razalis has advantage on Wisdom (Perception), and is immune to any spell that would alter his perception on reality

Ture power of Friendship. Razalis has advantage on an attack roll against a creature if at least one of the Razalis's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. Razalis makes two Hopeful dream attacks, if he started hovering this turn he can also take one Showdown Slash attack.

Hopeful dream. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (3D12 + 6) slashing damage.

Showdown Slash. Razalis does a large slash in a circle around him with a radius of 10ft, all creatures in this will make a DC 18 Dex saving throw on failure taking 25 (2D12) slashing, on success taking no damage.

Reactions

Try a little harder than that. Razalis uses his sword to block an incoming attack. It gains a +5 bonus to AC, including against the triggering attack, until the start of its next turn. if this is used to cause an attack to miss Razalis can then move 10ft directly after without provoking opportunity to attack.

That all you've got?. When an attacker Razalis can see hits it with an attack, Razalis halves the damage taken from the attack. To do so, Razalis must be able to see the attacker.

Legendary Actions

. Razalis has 3 Legendary Action points, which he regains at the start of his turn. He can take one Legendary action at a time at the end of another creatures turn

Everywhere all at once. Razalis magically teleports to an unoccupied space it can see within 30 feet. (costs 1 action)

One for all. Razalis moves up to 15ft without provoking opportunity to attack, towards a creature causing both him and the creature to make Str saving throws. if the opposing creture rolls higher they can make a free attack against Razalis. if Razalist rolls higher he makes a Hopeful dream attack. (cost 2 actions)

Big Nut, of the Nut Family

Big Nut, of the Nut Family

Large humanoid, chaotic neutral

"Big Nut, big brother to Little Nut and Son to Mama Nut and Papa Nut. His stature is unrivaled by any other in the Nut Family. Paired with his cybernetical integrated hydraulic Power Fists, there is not a thing in the Imperium or otherwise that Big Nut cannot bust." Designed by Garnet for the Withered Tavern Youtube Channel

Armor Class 18 (Rememberd to Bulk)
Hit Points 80
Speed 20 ft.
STR
18
(+4)
DEX
8
(-1)
CON
14
(+2)
INT
8
(-1)
WIS
8
(-1)
CHA
8
(-1)
Saving Throws Con +6
Damage Resistances Bludgeoning, Piercing, Slashing, Thunder
Damage Immunities Fire
Condition Immunities Grappled, Charmed, Hypnotised
Senses Passive Perception 8, Dark Vision 30 ft
Languages Low Gothic
Challenge 3 (700 XP)

Best Friends Forever. Big Nut can Re-Roll Damage Rolls against creatures that are "Marked for the Big Guy" so long as it deals Bludgeoning Damage. Whenever Big Nut makes successfully hits a Creature with a Melee Attack, that Creature is "Marked for Lil Man".

Strong And Stupid. Big Nut has advantage on saving throws against spells and other magical effects.

Follow Up. When Big Nut reduces a creature to 0 hit points with a melee attack on its turn, he can take a bonus action to move up to half its speed and make a free Attack Action, so long as there is a Viable Target. Furthermore, when Big Nut uses the "Uncanny Dodge" re-action, he can make a Strength Check against the attacker, the roll is against the target's Constitution Ability Score. If successful, Big Nut pushes them back 5ft and moves 5ft towards them.

Resident of Forge Phestus. A Creature with this feature gets +1 to hit rolls it makes for every friendly creature within 5ft of the target.

Genestealer Cultist. This Creature is apart of the Genestealer Cults. As such it has a slight telepathic connection to all friendly Genestealer Cultists within a 100 Yard Radius. This creature has advantage on Wisdom and Charisma Saving Throws made against people peering into it's thoughts and mind

Actions

Multiattack. Whenever Big Nut makes a Melee Attack with his Hydraulic Power Fists, he can chose to make two Attacks instead of only one.

Sinatra Pattern Stubber. 1d10 Piercing - Range 120ft/480ft, Reloading, Ammunition Sickle Mag/.50 cal, Rapidfire, Misfire (1-2)

Hydraulic Power Fists. Big Nut may use his Bonus Action before attacking with this weapon. If he does so, it doubles the amount of damage his next Attack deals to a target, however he cannot make any further attacks this turn. 2d6 Bludgeoning - One-handed, Large, Bulky, AP+

Reactions

Side Step. Whenever an attack Big Nut can see hits it with an attack, he makes a Dexterity Saving Throw at DC 14+, if failed he halves the incoming damage, if successful, the attack fails and Big Nut moves 5ft to the left or right.

Bloodknight Commander

Medium construct, neutral evil

Armor Class 21 (Natural Armor)
Hit Points 500 (50d8+250)
Speed 50 ft.
STR
24
(+7)
DEX
22
(+6)
CON
20
(+5)
INT
16
(+3)
WIS
16
(+3)
CHA
18
(+4)
Saving Throws Dex +10, Con +11.
Skills Perception +8, Athletics +17, Intimidation +14.
Damage Resistances Bludgeoning, Piercing, Slashing; Cold, Lighting, Force.
Damage Immunities Fire, Psychic, Necrotic.
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Petrified, Poisoned, Prone, Unconscious
Senses Passive Perception 18
Languages Understands Common but can't speak.
Challenge 20 (25,000 XP)

Legendary Resistance (3/day). If Igris fails a saving throw, it can choose to succeed instead.

Immutable Form. Igris is immune to any spell or effect that would alter its form.

Regeneration. Igris regains 50 hit points at the start of its turn. Igris dies only if it starts its turn with 0 hit points and doesn't regenerate.

Insanguinated Weapons. Igris's weapon attacks are magical. When Igris hits with any weapon, the weapon deals an extra [5d8] Fire damage (included in the attack).

Magic Resistance. Igris has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Igris makes three attacks with The First Edge and uses a Blood Transmutation in any order.

The First Edge. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 19 (3d6 + 7) Slashing damage, plus an additional 23 (5d8) Fire damage.

Blood Transmutation: Advance. Igris reduces it's hit points by 5, in exchange it moves up to its speed without provoking opportunity attacks.

Blood Transmutation: Armor. Igris reduces it's hit points by 10, in exchange increases its AC by 4 until the start of its next turn.

Blood Transmutation: Exile. Igris reduces it's hit points by 20, in exchange it banishes one creature it can see within 60ft for the next two turns.

Blood Transmutation: Vortex (Recharge 5-6). Igris reduces it's hit points by 30 to raise it's blade as it summons a vortex of blood all around itself causing it to rapidly ignite with a single slash in the air , each creature within 120 of Igris must make a DC 22 Dexterity saving throw. On a failed save, the creature takes 49 (11d8) Fire damage and has the stunned condition until the start of the champion's next turn. On a successful save, the creature takes half as much damage only.

Reactions

Blood Transmutation: Onslaught (1/day). When Igris is bloodied it can reduce it's hit points by 50 to let out a distorted and rage filled roar as it interrupts the current turn to make nine attacks with The First Edge, moving if necessary.

Legendary Actions

Blood Transmutation (Cost 1 Action). Igris uses one of its Blood Transmutations.

Sweeping Edge (Costs 2 Action). Igris makes one attack with The First Edge.

Sanguine Resurgence (Costs 3 Actions). Igris regains 30 hit points and recharges Blood Transmutation: Vortex.

The Fallen Paladin King Icarod

Medium humanoid, chaotic good

Armor Class 18 (Chest Plate)
Hit Points 64
Speed 30 ft.
STR
10
(+0)
DEX
11
(+0)
CON
10
(+0)
INT
11
(+0)
WIS
13
(+1)
CHA
18
(+4)
Saving Throws STR +4, DEX +4, CON +4, INT +4, WIS +9, CHA +12
Skills Athletics +4, Deception +4, Insight +1, Intimidation +8, Medicine +1, Performance +4, Persuasion +8, Survival +5
Condition Immunities Charmed, Frightened
Senses passive Perception 10
Languages Common, Drawven, Common Sign Language, Elvish, Orc, Infernal
Challenge 7 (2,900 XP)

Actions

King's Greatsword. King Icarod takes a swing with his greatsword. +4 Hit, 2d6 slashing damage.

Channel Divinity (2 slots). You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create. Refer to Legendary Actions below.

Legendary Actions

Channel Divinity: Abjure Foes. As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

Sacred Weapon: Imbue Weapon. When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.

Appa

Appa

Huge, lawful good

Unlike ordinary beasts, a sky bison understands spoken language, emotion, and intention. Appa's loyalty is deep, his temperament calm, and his response to danger swift and forceful. Though he is not a creature of battle in the way of dragons or warhorse, he can carry friends through impossible distances, weather storms aloft, and defend his rider with terrifying speed when pushed.

Armor Class 13 (natural armor )
Hit Points 76 (9d12 + 18)
Speed 20 ft., fly 50 ft.
STR
20
(+5)
DEX
10
(+0)
CON
14
(+2)
INT
8
(-1)
WIS
14
(+2)
CHA
12
(+1)
Saving Throws Wis +4
Skills Perception +4
Senses passive Perception 14
Languages understands Common, but can't speak
Challenge 2 (450 XP)

Trampling Bulk. Appa can move through the space of a medium or smaller creature, and that creature must succeed on a DC 15 Strength saving throw or be knocked prone. The creature also takes 7 (16 + 4) bludgeoning damage if it is prone after Appa moves through its space.

Actions

Headbutt. Melee Weapon Attack: =7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.

Aerial Dive. If Appa flies at least 20 feet straight toward a target and then hits it with a headbutt on the same turn, the target takes an extra 9 (2d8) bludgeoning damage and must succeed a DC 15 Strength saving throw or be knocked prone.

Air-Bending Gust. Once per short rest, Appa can expel a powerful burst of air in a 15-foot cone. Each creature in that area must make a DC 13 Strength saving throw. On a failed save, the creature is pushed up to 15 feet away from Appa and knocked prone. On a successful save, it is pushed 5 feet away only

Corrupted Vile Remorhaz

Corrupted Vile Remorhaz

Gargantuan monstrosity, chaotic evil

This Remorhaz has been corrupted by strong, vile magic.

Armor Class 21 (Natural Armor)
Hit Points 431 (26d12 + 200)
Speed 60 ft., burrow 40 ft.
STR
24
(+7)
DEX
13
(+1)
CON
21
(+5)
INT
8
(-1)
WIS
16
(+3)
CHA
10
(+0)
Saving Throws Con +10, Wis +8
Skills Athletics +12, Perception +8, Stealth +6,
Damage Resistances Necrotic
Damage Immunities Cold, Fire
Condition Immunities Blinded, Paralyzed, Poisoned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 18
Languages Abyssal, Primordial
Challenge 14 (11,500 XP)

Hellish Aura. A creature that touches the Remorhaz or hits it with a melee attack while within 5 feet of it takes (2d6) fire and (2d4) necrotic damage.

Magic Resistance. The Remorhaz has advantage on saving throws against spells and other magical effects.

Legendary Resistance. If the Remorhaz fails a saving throw, it can choose to succeed instead (3/day).

Multiattack. The Remorhaz can take any combinations of 2 of its actions.

Magical Sensitivity. The Remorhaz can sense the direction of any spell cast within 250ft * the spells level. It can also detect the presence of powerful magical items and artifacts within 5 miles

Legendary Action. The Remorhaz has 3 legendary actions it can use at the end of another creatures turn.

Trample. If the Remorhaz moves through your space for more than 20ft of its movement, make a Dex save, Fail- Prone. Pass - Nothing

Actions

Bite . Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.

Swallow . If the Remorhaz has a creature grappled, that creature becomes swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes (3d6) acid and (3d6) damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Paralyzing Stinger . Melee Weapon Attack: +12 to hit, reach 10ft, one target. Hit: 2d6 necrotic damage and the target makes a Con save (DC 17) on a success takes half damage, on a fail becoming paralyzed. The target can repeat this save at the end of their turn, ending the condition on a success. A creature with resistance or immunity to poison has advantage on this save

Vile Speech (Recharge 5-6). The Remorhaz utters a word in an unholy language, turning your minds and bodies in on themselves. Each creature that can hear the Remorhaz makes a Charisma save (DC 17). On a failure: Blood wells in the targets eyes (Blinded), they fall to the ground in pain (Prone). The target also takes 4d12 Psychic damage and gains one level of exhaustion. On a success: Half damage and the Blind and Prone conditions

Reactions

Quick Retreat. Trigger: the Remorhaz regurgitates a swallowed creature. Effect: Moves up to half its movement speed without taking opportunity attacks

Legendary Actions

Attack. The Remorhaz can use its Bite, Swallow, or Stinger attack once

Frenzy . Trigger - The Remorhaz drops below 150HP its AC drops by 2 and it gains an extra

Casper

Casper

Large beast, unaligned

Some heroes are born to conquer. Others are born to protect. When darkness threatens those he loves, Casper stands his ground.

Armor Class 15 (natural armor)
Hit Points 114 (12d10+48)
Speed 40 ft.
STR
18
(+4)
DEX
14
(+2)
CON
18
(+4)
INT
3
(-4)
WIS
16
(+3)
CHA
12
(+1)
Saving Throws Str +7, Con +7, Wis +6
Skills Athletics +7, Perception +9, Survival +6
Senses passive Perception 19
Languages Common
Challenge 5 (1,800 XP)

Keen Senses. Casper has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Guardian's Bond. Casper's protected creatures are his flock, shepherd, and companions he accepts (at the DM's discretion) He recognizes familiar sounds and scents without supernatural detection.

Defender of the Helpless. Casper has advantage on attack rolls against a creature he can see that has damaged one of his protected creatures since the end of Casper's previous turn.

Protector's Resolve (1/Day). When Casper is reduced to 0 hit points but not killed outright, he drops to 1 hit point instead.

Actions

Multiattack. Casper makes two bite attacks

Bite. Melee Attack Roll: +7, reach 5ft. Hit: 13(2d8+4) piercing damage. If the target is a large or smaller creature, it must succeed on a DC 15 Strength saving throw or have the Prone condition.

Defiant Bark (Recharge 5-6). Wisdom Saving Throw: DC15, each enemy Casper chooses within a 15-foot Emanation that can hear him. Failure: The target has the Frightened condition until the end of its next turn. Success: No effect.

Intercepting Charge. As a Bonus Action Casper moves up to half his speed toward a hostile creature he can see within 30ft of a protected creature he can see. He must end closer to that enemy, in an unoccupied space. This movement doesn't provoke Opportunity Attacks.

Against the Pack (1/Day). If at least three hostile creatures Casper can see are within 15ft of him, he can activate this ability for 1 minute as a bonus action. Ends early if Casper becomes incapacitated. Casper gains 15 temporary hit points. His speed increases by 10f. Once on each of his turns one bite attack deals an extra 7 (2d6) Piercing damage. Casper has Advantage on saving throws against being Frightened.

Reactions

Stand Behind Me. When another protected creature within 5ft of Casper would take damage from an attack made by a creature he can see, Casper reduces the damage to that creature by 11 (2d6 +4). Casper takes Force damage equal to the damage prevented. This damage ignores his resistances and immunities. Casper can't use this reaction while incapacitated.

Golden Chain Enforcer

Golden Chain Enforcer

Medium, neutral

Golden Chain Enforcers are the organization's common muscle. They collect debts, intimidate witnesses, guard black-market contacts, and deal with people who ask too many questions. They do not hunt dragons or acquire merchandise; they make sure the organization's business runs without interference.

Armor Class 13 (reinforced leather armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
14
(+2)
DEX
13
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
11
(+0)
CHA
12
(+1)
Saving Throws Str +4
Skills Athletics +4, Intimidation +3, Perception +2
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP)

Pack Tactics. The enforcer has advantage on an attack roll against a creature if at least one of the enforcer's allies is within 5 feet of the creature and the ally isn't incapacitated.

Intimidating Presence. The enforcer has advantage on Charisma (Intimidation) checks made to threaten or coerce a creature when at least one other Golden Chain member is visible to the target.

Criminal Resolve. The enforcer has advantage on saving throws against being frightened while at least one allied Golden Chain member is within 30 feet and isn't incapacitated.

Actions

Multiattack. The enforcer makes two melee attacks with its cudgel or shortsword.

Cudgel. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Menacing Threat (Recharge 5–6). The enforcer targets one creature within 30 feet that can see and hear it. The target must succeed on a DC 11 Wisdom saving throw or become frightened of the enforcer until the end of the enforcer's next turn. A target that succeeds is immune to this enforcer's Menacing Threat for 24 hours.

Maxwell

Medium humanoid, lawful evil

Armor Class 18 (enchanted robes)
Hit Points 2000
Speed 40 ft.
STR
11
(+0)
DEX
12
(+1)
CON
18
(+4)
INT
13
(+1)
WIS
18
(+4)
CHA
15
(+2)
Saving Throws -1 strength, con +7 int+2 wis+7
Damage Resistances Poison
Damage Immunities necrotic
Condition Immunities can't be charmed.
Senses passive Perception 15
Languages Common, undead, goblin, troll, draconic.
Challenge 20 (25,000 XP)

Spellcasting. The Maxwell is a 20-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +7 to hit with spell attacks).

Cantrips (at will): Toll the Dead

1st level: Dissonant Whispers, Inflict Wounds, Sanctuary, Ray of Sickness

2nd level: Ray of Enfeeblement, Hold Person, Silence, Blindness/Deafness

3rd level: Animate Dead, Revivify, Stinking Cloud, Bestow Curse

4th level: Blight, Banishment, Phantasmal Killer, Confusion

5th level: Raise Dead, Contagion, Cloudkill, Dominate Person

6th level: Circle of Death, Harm, Chain Lightning

7th level: Resurrection, Finger of Death

8th level: Abi-Dalzim’s Horrid Wilting, Clone, Dominate Monster

9th level: True Resurrection, Power Word Kill

Magic Resistance. The {name} has advantage on saving throws against spells and other magical effects.

Legendary Resistance. If the {name} fails a saving throw, it can choose to succeed instead (3/day).

Undead Fortitude. If damage reduces the {name} to 0 hit points, it must make a Constitution saving throw unless the damage is radiant or from a critical hit. On a success, the {name} drops to 1 hit point instead.

Fey Ancestry. The {name} has advantage on saving throws against being charmed, and magic can't put the {name} to sleep.

Reactions

Shield. The {name} casts Shield in response to being hit by an attack. It gains a +5 bonus to AC, including against the triggering attack, until the start of its next turn.

Absorb Elements. The {name} casts Absorb Elements in response to taking acid, cold, fire, lightning, poison, or thunder damage. It gains resistance to that damage type until the start of its next turn, and its next melee weapon attack deals an extra [X]d6 damage of that type.

Legendary Actions

Paralyzing Touch. The {name} makes a melee spell attack against one creature. On a hit, the target is paralyzed for 1 minute. Costs 1 Action.

Salem Hag

Medium fiend, neutral evil

Hell bent on making Spring the home of a new god, these witches gather and spread disease to gain magic prowess. Each wander with split shadows.

Armor Class 17 (Natural Armour)
Hit Points 112 (15d8 +5)
Speed 30 ft.
STR
18
(+4)
DEX
15
(+2)
CON
16
(+3)
INT
16
(+3)
WIS
14
(+2)
CHA
16
(+3)
Skills Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
Condition Immunities Charmed
Senses Darkvision 120 Ft., passive Perception 16
Languages Abyssal, Common, Infernal, Primordial
Challenge 5 (1,800 XP)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile 2/day each: plane shift (self only), ray of enfeeblement, sleep

Magic Resistance.. The hag has advantage on saving throws against spells and other magical effects.

Salem Hag Items. A Salem hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

Actions

Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage.

Change Shape. . The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. . The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Stella'Pura Infliction. If target is prone, the Hag can inflict the Stella'Pura disease as an action. Target must make a DC 18 Con saving throw, or be permanently diseased. Target has automatic 2 levels of exhaustion and the poisoned conditioned. Target can make DC 18 Con saving throws at the start of their turn to cure the poison, but target will continue to gain levels of exhaustion unless Greater Healing is cast or two long rests are taken.

Lupus Carnifex

Large monstrosity, chaotic evil

without his luck the monstrum has tuned wolfgang into a monster.

Armor Class 20
Hit Points 300
Speed 45 ft.
STR
30
(+10)
DEX
30
(+10)
CON
20
(+5)
INT
0
(-5)
WIS
0
(-5)
CHA
0
(-5)
Saving Throws Str +10, Dex +10, Con +10, Int -5, Wis -5, Cha -5.
Skills Acrobatics +15, Athletics +20, Intimidation +26.
Damage Resistances Necrotic, Posion, Lightning, Thunder.
Condition Immunities Charmed, Exhausted, Posined.
Senses passive Perception 20
Languages Deep speech.
Challenge 18 (20,000 XP)

Keen Smell. The Lupus Carnifex has advantage on Wisdom (Perception) checks that rely on smell.

Keen Sight. The Lupus Carnifex has advantage on Wisdom (Perception) checks that rely on sight.

Sunlight Sensitivity. While in sunlight, the Lupus Carnifex has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Death Burst. When the Lupus Carnifex dies, it explodes in a burst. Each creature within 10 feet of it must make a DC 15 Dex saving throw, taking 25 (2D10 + W5) Fire damage on a failed save, or half as much on a successful one.

Immutable Form. The Lupus Carnifex is immune to any spell or effect that would alter its form.

Actions

Multiattack. The Lupus Carnifex makes 3 attacks: One Breath and two Bite and or Claw.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2D10 + 5) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (2D10 + 5) slashing damage.

Lightning Breath. The Lupus Carnifex exhales lightning in a 20-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 30 (3D10 + 5) lightning damage on a failed save, or half as much on a successful one.

Reactions

Shield. The Lupus Carnifex casts Shield in response to being hit by an attack. It gains a +5 bonus to AC, including against the triggering attack, until the start of its next turn.

Hellbrood Brood Warrior

Hellbrood Brood Warrior

Large monstrosity, unaligned

When the scout detects a creature it can see beginning an attack against a Noctis ally within 30 feet, it can issue a sharp warning. The ally gains a +2 bonus to AC against that attack, potentially causing it to miss. The scout must be conscious and able to communicate.

Armor Class 17 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft., climb 30 ft.
STR
19
(+4)
DEX
14
(+2)
CON
17
(+3)
INT
6
(-2)
WIS
13
(+1)
CHA
7
(-2)
Saving Throws Str +7, Con +6, Wis +4
Skills Perception +4, Athletics +7
Damage Resistances poison
Condition Immunities frightened
Senses darkvision 120 ft., tremorsense 30 ft., passive Perception 14
Languages understands Helbrood pheromonal communication
Challenge 5 (1,800 XP)

Hive Mind. While within 60 feet of another Helbrood, the Brood Warrior has advantage on saving throws against being charmed or frightened.

Climbing Predator. The Brood Warrior can climb difficult surfaces, including ceilings, without making an ability check.

Four Eyes. The Brood Warrior has advantage on Wisdom (Perception) checks that rely on sight.

Royal Guard. While within 10 feet of the Queen or a Helbrood Worker tending the Queen's nursery, the Brood Warrior gains a +2 bonus to damage rolls. This bonus represents its heightened defensive aggression around critical hive assets.

Chitinous Carapace. The Brood Warrior's thick armor protects its vulnerable flesh. It has advantage on ability checks and saving throws made to resist being shoved or knocked prone.

Actions

Multiattack. The Brood Warrior makes two attacks, one with its Bite and one with either its Claw or Tail Stinger.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage

Primary Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Secondary Killing Limb. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is prone, it takes an additional 3 (1d6) damage

Tail Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn

Reactions

Barbed Retaliation. When a creature within 10 feet hits the Brood Warrior with a melee attack, the Brood Warrior can make one Secondary Killing Limb attack against that creature

Noctis Kenku Scout

Noctis Kenku Scout

Small humanoid (kenku), lawful evil

Noctis Kenku Scouts are the eyes and ears of the Dominion's armies. They specialize in reconnaissance, tracking enemy movements, identifying weak points, and relaying battlefield intelligence. Unlike Dire Bat Riders, who dominate the vertical battlefield, Kenku Scouts work along the flanks, rear approaches, tunnels, ravines, and concealed ground routes. They are trained to observe before engaging. A Kenku Scout who returns with the enemy's formation, command structure, and marching route is worth more to a Noctis commander than one who dies fighting at the front.

Armor Class 15 (studded leather armor)
Hit Points 32 (7d6 + 7)
Speed 30 ft.
STR
10
(+0)
DEX
17
(+3)
CON
12
(+1)
INT
12
(+1)
WIS
16
(+3)
CHA
10
(+0)
Saving Throws Dex +5, Wis +5
Skills Acrobatics +5, Investigation +3, Perception +5, Sleight of Hand +5, Stealth +7, Survival +5
Senses Darkvision 60 ft., passive Perception 15
Languages Common
Challenge 1 (200 XP)

Mimicry. The scout can imitate sounds it has heard, including voices, cries, animal calls, and simple noises. A creature hearing the imitation can identify it as imitation with a successful DC 13 Wisdom (Insight) check.

Cave Stalker. The scout has advantage on Dexterity (Stealth) checks made in darkness, dim light, or rocky underground terrai

Skirmisher. The scout doesn't provoke opportunity attacks when it moves out of a creature's reach if it made a melee attack against that creature during the same turn.

Reconnaissance Specialist. The scout has advantage on Wisdom (Survival) checks made to track creatures underground and on Intelligence (Investigation) checks made to interpret military camps, patrol routes, or signs of an approaching force.

Silent Signals. The scout can communicate simple tactical information to allied Noctis creatures through coded clicks, whistles, gestures, and mimicry. Allies familiar with Noctis signals can understand these messages without the scout needing to speak a shared language.

Actions

Multiattack. The scout makes two attacks, using its Shortsword or Hand Crossbow in any combination.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Marked Target (Recharge 5–6). The scout identifies one creature it can see within 120 feet. Until the start of the scout's next turn, the first attack made against that creature by each of up to two Noctis allies has advantage, provided those allies can see or otherwise locate the target. The scout must be able to communicate the target's location to those allies.

BONUS ACTION.

Hide. The scout takes the Hide action.

Disengage. The scout takes the Disengage action.

Break Contact. The scout moves up to half its speed toward cover or concealment it can see. This movement does not provoke opportunity attacks from creatures it can see.

Reactions

Warning Cry. When the scout detects a creature it can see beginning an attack against a Noctis ally within 30 feet, it can issue a sharp warning. The ally gains a +2 bonus to AC against that attack, potentially causing it to miss. The scout must be conscious and able to communicate.

Noctis Dire Bat Rider

Noctis Dire Bat Rider

Medium humanoid (drow), lawful evil

Elite aerial scouts and skirmishers of the Noctis Dominion, these drow warriors ride enormous, blind cave bats adapted to the dark caverns of the World Spine. Clad in blackened armor and violet-black cloaks fastened with distinctive Veyr clasps, they exploit vertical terrain to scout enemy positions, harass archers and siege crews, and launch devastating diving attacks against exposed officers and flanks. Coordinating with Kenku Scouts and the Noctis legions, they strike from above before vanishing into the cavern darkness. They are not designed for prolonged melee, but for controlling the skies beneath the mountains and turning a ground assault into an encirclement.

Armor Class 17 (half plate)
Hit Points 65 (10d8 + 20)
Speed 30 ft., climb 20 ft.
STR
14
(+2)
DEX
18
(+4)
CON
14
(+2)
INT
11
(+0)
WIS
15
(+2)
CHA
12
(+1)
Saving Throws Dex +7, Wis +6
Skills Acrobatics +7, Perception +6, Stealth +10, Survival +6
Senses Darkvision 120 ft., passive Perception 16
Languages Elvish, Undercommon, and Common
Challenge 1 (200 XP)

Fey Ancestry. The rider has advantage on saving throws against being charmed, and magic cannot put it to sleep.

Sunlight Sensitivity. While in sunlight, the rider has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Cavern Stalker. The rider has advantage on Dexterity (Stealth) checks made in dim light, darkness, or rocky underground terrain.

Aerial Training. The rider is proficient in mounted combat and can fight from its Dire Bat without making ability checks for ordinary maneuvering. It can use a one-handed weapon while mounted and wield its lance effectively during a dive.

Black Descent. Once per turn, if the rider or its mount moves at least 20 feet toward a target before the rider hits it with a melee weapon attack, the target takes an extra 7 (2d6) damage. This damage represents the combined momentum of the diving mount and the rider's strike.

Noctis Targeting. The rider has advantage on Wisdom (Perception) checks to locate enemy creatures carrying bright lights, operating siege weapons, or giving audible commands in a cavern. This does not reveal creatures that are otherwise hidden without an appropriate check.

Actions

Multiattack. The rider makes two attacks, choosing from Noctis Lance, Curved Shortsword, and Hand Crossbow.

Noctis Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If wielded with two hands while the rider is not mounted, the damage is 13 (2d8 + 4). The rider does not receive an additional damage bonus merely for being mounted; Black Descent provides its dive damage.

Curved Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Hooking Lance. (Recharge 5–6). Melee Weapon Attack: +7 to hit, reach 10 ft., one Large or smaller creature. Hit: 9 (1d10 + 4) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet in a direction chosen by the rider. If the target is pulled off a ledge, it can use its reaction to grab the edge if one is within reach.

BONUS ACTION.

Shadow Drop. While mounted, the rider directs its Dire Bat to descend at least 20 feet toward a creature it can reach. The mount does not provoke opportunity attacks from that creature during this movement. If the rider hits the creature with a melee weapon attack before the end of the turn, it can apply Black Descent.

Break Away. The rider commands its Dire Bat to fly up to half its flying speed without provoking opportunity attacks from creatures the rider can see. The mount must be able to fly and have a clear path.

Reactions

Evasive Banking. When a ranged weapon attack hits the rider or its mount, the rider can impose disadvantage on the attack roll if the attacker is within 60 feet and the mount can move. The rider must direct the mount to move up to 10 feet immediately before the attack resolves. This movement does not provoke opportunity attacks. If the mount cannot move, the reaction has no effect.

Briarback Boar

Briarback Boar

Large beast, unaligned

Briarbacks are a massive breed of wild boar native to the oldest and most overgrown regions of the Veilwood. Their thick hides are covered in coarse black-brown hair, scars, and tangled briars that become embedded in their backs as they force their way through dense vegetation. Fiercely territorial and nearly fearless, Briarbacks were once simply dangerous forest beasts. Over generations, the Redcaps learned to ride them, creating a brutal form of shock cavalry that can charge through terrain where conventional mounts cannot.

Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 40 ft.
STR
19
(+4)
DEX
12
(+1)
CON
15
(+2)
INT
3
(-4)
WIS
10
(+0)
CHA
6
(-2)
Skills Perception +2
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)

Briar Hide. The Briarback's thick hide and tangled vegetation protect it from attacks. A creature that hits the Briarback with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage from its embedded thorns and briars.

Forest Charger. The Briarback ignores nonmagical difficult terrain caused by plants, roots, undergrowth, and similar vegetation.

Relentless. If the Briarback takes damage that would reduce it to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it drops to 1 hit point instead. The Briarback can't use this trait again until it finishes a short or long rest.

Actions

Tusks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Briar Charge. If the Briarback moves at least 20 feet straight toward a creature and then hits it with its Tusks attack on the same turn, the target takes an additional 7 (2d6) piercing damage and must succeed on a DC 14 Strength saving throw or be knocked prone.

Trample. The Briarback moves up to its speed in a straight line. It can move through the space of a Medium or smaller creature. That creature must make a DC 14 Dexterity saving throw. On a failure, the creature takes 10 (2d6 + 3) bludgeoning damage and falls prone. On a success, it takes half damage and isn't knocked prone. The Briarback can use Trample only once per turn.

Verazanoth

Large undead, chaotic evil

Armor Class 21 (natural armor)
Hit Points 300
Speed 40 ft.
STR
18
(+4)
DEX
18
(+4)
CON
21
(+5)
INT
24
(+7)
WIS
20
(+5)
CHA
18
(+4)
Saving Throws Con +16, Int +18, Dex +8
Skills Perception +18, Arcana +30, Athletics +18
Damage Resistances Radiant, Cold
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned,
Senses passive Perception 20
Languages Common
Challenge 20 (25,000 XP)

Spellcasting. The Verazanoth is a 19-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +17 to hit with spell attacks).

Cantrips (at will): fire-bolt, ray of frost, toll the dead

1st level (6 slots): Ray of Sickness, Magic Missile, Shield, Chromatic Orb

2nd level (4 slots): Scorching Ray, Suggestion, Crown of Madness, Hold Person

3rd level (4 slots): Animate Dead, Bestow Curse, Fireball, Lightning Bolt, Counterspell

4th level (4 slots): Banishment, Blight, Wall of Fire, Phantasmal Killer, Festering Blast

5th level (4 slots): Cloudkill, Dominate Person, Cone of Cold, Scrying

6th level (2 slots): Disintegrate, Create Undead, Eyebite, Chain Lightning

7th level (2 slots): Finger of Death, Void Star, Power Word Pain

8th level (1 slot): Power Word Stun, Iron Body

9th level (1 slot): Wail of the Banshee, Power Word Kill, Detonate

Legendary Resistance. If Verazanoth fails a saving throw he can choose to succeed (3 per day)

Undead Fortitude. If damage reduces Verazanoth to 0 hit points, it must make a Constitution saving throw unless the damage is fire or from a critical hit. On a success, Verazanoth drops to 1 hit point instead.

Unholy Harboring. At the beginning of every turn Verazanoth begins to channel necrotic energy into a orb. This can be stopped with a 5th level dispel magic or dealing 50 damage in one moment to Verazanoth

Wail of The Dammed . If Unholy Harboring is uninterrupted before returning to Verazanoths turn he unleashes a blast of Necrotic energy that reaches 200ft in every direction. Each creature within the radius must make a Constitution saving throw taking 12d12 damage on and gaining one level of exhaustion on a failed save, on a success the creature suffers no effects.

Actions

Multiattack. Verazanoth makes 2 Claw attacks and 1 Cantrip Cast

Claw. Melee Claw Attack: +16 to hit, reach 5 ft., one target. Hit: 13 (2d12 + 7) necrotic damage.

Cantrip Cast. Casts any cantrip

Reactions

Counterspell.

Legendary Actions

Quickened spell. Verazanoth casts a spell of sixth level or lower Costs 4 Actions.

Cantrip. Verazanoth casts a cantrip. Costs 1 Action.

Attack. Verazanoth makes one [attack] attack. Costs 1 Action.

Possessed Gargoyles

Medium fiend, neutral

Dozens of stone gargoyles scatter the regions. Ever observant, rumours spread that these statues can move and watch travelling parties of adventurers, gathering information and keeping tabs on those travelling routes.

Armor Class 17 (Stone Skin)
Hit Points 70 (8d8 +6)
Speed 30 ft.
STR
14
(+2)
DEX
5
(-3)
CON
18
(+4)
INT
13
(+1)
WIS
17
(+3)
CHA
12
(+1)
Saving Throws Con +5 Wis +4
Skills Insight +5
Damage Resistances Piercing, slashing
Senses Passive Perception 17
Languages Common
Challenge 4 (1,100 XP)

Possessed Stone. One spirit controls every gargoyle in a region. Once per turn, the possession can cross to another available gargoyle within 120 feet. Each statue has 90 HP.

Keen Sight. The Possessed Gargoyle has advantage on Wisdom (Perception) checks that rely on sight.

Unusual Nature. The Possessed Gargoyle doesn't require sleep, air, or food.

Actions

Vessel Hop. As an action, the spirit possessing a gargoyle can jump to another available gargoyle within 120 feet. The new gargoyle must be able to move and be above 1 hit point.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3d8 bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d10 bludgeoning damage.

Petrifying Gaze. When a creature that can see the Possessed Gargoyle's eyes starts its turn within 15 feet of the Possessed Gargoyle, the Possessed Gargoyle can force it to make a DC 14 Constitution saving throw if the Possessed Gargoyle isn't incapacitated and can see the creature. On a failed save, the creature begins to turn to stone and is restrained; it must repeat the save at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Reactions

Panic Hop. If the vessel the Spirit possessing the gargoyle drops to 0 HP, the spirit jumps to the nearest available vessel.

Yule Cat

Huge fey, neutral evil

The haggered chill of Christmas punishment. It stalks through blizzards, stealing the souls of children not blessed with new clothes.

Armor Class 15
Hit Points 175 (15d10 + 25)
Speed 40 ft.
STR
20
(+5)
DEX
20
(+5)
CON
13
(+1)
INT
8
(-1)
WIS
9
(-1)
CHA
9
(-1)
Saving Throws Str +7 Dex +8
Skills Perception +5
Damage Resistances Cold
Senses Passive Perception 14
Languages Common
Challenge 7 (2,900 XP)

Keen Smell. The Yule Cat has advantage on Wisdom (Perception) checks that rely on smell.

False Appearance. While the Yule Cat remains motionless, it is indistinguishable from an ordinary object.

Amorphous. The Yule Cat can move through a space as narrow as 1 inch wide without squeezing.

Nimble Escape. The Yule Cat can take the Disengage or Hide action as a bonus action on each of its turns.

Fey Ancestry. The Yule Cat has advantage on saving throws against being charmed, and magic can't put the {name} to sleep.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3d10 piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8 slashing damage.

Trample. Each creature in the Yule Cat's space must make a DC 14 Dexterity saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much on a successful one.

Cold Breath. The Yule Cat exhales cold in a 20 ft cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 3d10 cold damage on a failed save, or half as much on a successful one.

Swallow. The Yule Cat makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, has total cover against attacks and other effects outside the Yule Cat, and takes 4d8 piercing damage at the start of each of the Yule Cat's turns. The Yule Cat can have only one creature swallowed at a time. If the Yule Cat dies, a swallowed creature is no longer restrained and can escape from the corpse using 10 feet of movement, exiting prone.

Reactions

Deflect Missiles. The Yule Cat can deflect or catch a missile when hit by a ranged weapon attack. The damage is reduced by 2d8.

Legendary Actions

Freezing Touch. The Yule Cat makes a melee spell attack against one creature. On a hit, the target is frozen in place for 1 minute. Costs 1 Action.