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Saved Monsters (8/5)

Gup

Gup

Large ooze, neutral

This large, gelatinous, single-celled organism originally appeared near the northern coast of Ovra, at the swamp in the region. Adventurers noted smelling strawberries and other fruits when approaching. Although the smell is sweet, the taste of this organism is quite bitter. Known to perform mitosis when threatened, this creature uses its mass to cause harm more than its ooze-like body.

Armor Class 15 (Natural Armor)
Hit Points 132 (15d12 +22)
Speed 30 ft.
STR
16
(+3)
DEX
4
(-3)
CON
20
(+5)
INT
3
(-4)
WIS
5
(-3)
CHA
11
(+0)
Saving Throws STR +2 CON +4 INT -4 WIS -2
Skills Acrobatics +3, Athletics +1, Intimidation +1
Damage Resistances Bludgeoning, Lightning, Thunder,
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Passive Perception 8, Blindsight 60 ft. (blind beyond this point)
Languages --
Challenge 9 (5,000 XP)

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

Adhesive Body. The Gup can climb difficult surfaces, including upside down on ceilings, without needing an ability check.

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

Fluorescent Essence. The Gup can cause itself to emit Dim Light in a 40-foot radius. It can either begin or end this effect as a Bonus Action.

Actions

Pseudopod. Melee Weapon Attack: +X to hit where X is equal to the Gup's player companion’s spell attack roll modifier, reach 10 ft., one creature. Hit: 2d8+ the Gup's Strength modifier plus its companion’s proficiency bonus piercing damage.

Gip

Gip

Small ooze, neutral

This small, gelatinous, single-celled organism originally appeared near the northern coast of Ovra, at the swamp in the region. Adventurers noted smelling strawberries and other fruits when approaching. Although the smell is sweet, the taste of this organism is quite bitter. Known to perform mitosis when threatened, this creature uses its mass to cause harm more than its ooze-like body.

Armor Class 7 (Natural Armor)
Hit Points 31 (4d12 +6)
Speed 40 ft.
STR
10
(+0)
DEX
7
(-2)
CON
16
(+3)
INT
1
(-5)
WIS
5
(-3)
CHA
13
(+1)
Saving Throws STR -2 DEX +4 CON +2 INT -4 WIS -3 CHA +1
Skills Acrobatics +3, Athletics +1, Survival -3, Stealth +2
Damage Resistances Bludgeoning, Lightning, Thunder,
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Passive Perception 8, Blindsight 60 ft. (blind beyond this point)
Languages --
Challenge 3 (700 XP)

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

Adhesive Body. The Gip can climb difficult surfaces, including upside down on ceilings, without needing an ability check.

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

Fluorescent Essence. The Gip can cause itself to emit Dim Light in a 30-foot radius. It can either begin or end this effect as a Bonus Action.

Actions

Pseudopod. Melee Weapon Attack: +X to hit where X is equal to the Gip's player companion’s spell attack roll modifier, reach 5 ft., one creature. Hit: 1d6 + the Gip's Strength modifier plus its companion’s proficiency bonus piercing damage.

Geep

Geep

Medium ooze, neutral

This medium, gelatinous, single-celled organism originally appeared near the northern coast of Ovra, at the swamp in the region. Adventurers noted smelling strawberries and other fruits when approaching. Although the smell is sweet, the taste of this organism is quite bitter. Known to perform mitosis when threatened, this creature uses its mass to cause harm more than its ooze-like body.

Armor Class 9 (Natural Armor)
Hit Points 65 (8d12 +11)
Speed 35 ft.
STR
12
(+1)
DEX
6
(-2)
CON
18
(+4)
INT
1
(-5)
WIS
5
(-3)
CHA
12
(+1)
Saving Throws DEX +2 CON +3 INT -4 WIS -3
Skills Acrobatics +3, Athletics +1, Survival -1
Damage Resistances Bludgeoning, Lightning, Thunder,
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Passive Perception 8, Blindsight 60 ft. (blind beyond this point)
Languages --
Challenge 6 (2,300 XP)

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

Adhesive Body. The Geep can climb difficult surfaces, including upside down on ceilings, without needing an ability check.

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

Fluorescent Essence. The Geep can cause itself to emit Dim Light in a 40-foot radius. It can either begin or end this effect as a Bonus Action.

Actions

Pseudopod. Melee Weapon Attack: +X to hit where X is equal to the Geep's player companion’s spell attack roll modifier, reach 5 ft., one creature. Hit: 1d8 + the Geep's Strength modifier plus its companion’s proficiency bonus piercing damage.

CAVE DRAKE

CAVE DRAKE

Huge dragon, unaligned

Armor Class 17
Hit Points 168
Speed 40 ft. /burow 20ft. climb /40ft.
STR
19
(+4)
DEX
12
(+1)
CON
20
(+5)
INT
4
(-3)
WIS
12
(+1)
CHA
7
(-2)
Saving Throws str +8 / con+8
Skills Stealth +5 (+9 patient predator)
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 11
Languages Common
Challenge 8 (3,900 XP)

Patient Predator (False Appearance). The drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. While the drake remains motionless against a cavern wall or ceiling, it is completely indistinguishable from a natural stone formation. A creature must succeed on a DC 19 Intelligence (Investigation) or Wisdom (Perception) check to spot it.

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

Actions

Multiattack. The drake makes three attacks: one with its Bite and two with its Claws. It can replace one Claw attack with a Tail attack if a target is within range.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Caustic Breath (Recharge 5/6).. The drake exhales a spray of acid in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.

Your Bestiary

Hamilton the Giff

Hamilton the Giff

Medium humanoid, neutral

Armor Class 34 (This armor Grants Res to all damage except psychic )
Hit Points 126 (12d10)
Speed 40 ft.
STR
20
(+5)
DEX
22
(+6)
CON
17
(+3)
INT
14
(+2)
WIS
13
(+1)
CHA
10
(+0)
Saving Throws Str +9, Dex +6, Con +7, Int+1, Wis +6, Cha +1
Skills All 1 except: Acrobatics 5, Athletics 9, Intimidation 4, Sleight of Hand 6, Stealth 6.
Damage Resistances Slashing, Piercing, Bludgeoning, Radiant, Force, Thunder, Cold, Fire, Acid, Necrotic, Lightning,
Damage Immunities Slashing, Piercing, Bludgeoning from non-magical sources or silvered weapons
Senses passive Perception 13
Languages Common, Goblin
Challenge 12 (8,400 XP)

Close quarters shooting. Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Astral Spark. Astral Spark. Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a target with a simple or martial weapon, you can cause the target to take extra force damage equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest.

Hippo Build. You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Runic Shield. At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Indomitable . Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Actions

Multi-attack.. You make Three attacks with the angelic longsword +5. +14 to hit. range 5ft. On a hit, a target takes 1d10 +10 slashing damage, and 3d6 fire damage+3d6 Radiant damage.

Multi attack, ranged. You make 3 ranged attacks from your radiant break action shotgun +4. It's projectiles are "guiding bolt" as if cast at 4th level. range 120ft. On a hit, deal 7d6 +4 radiant damage and the next attack against the target has advantage.

Vulture

Vulture

Large monstrosity, neutral

Often touted as apex predators, vultures hunt alone. Almost no creature is of the menu for this preybird, as soon as you see the shadow of the flying nightmare from your peripheral, know that your end is nigh.

Armor Class 17 (Natural armour)
Hit Points 73 (8d12 + 25)
Speed Fly 60ft
STR
18
(+4)
DEX
16
(+3)
CON
16
(+3)
INT
12
(+1)
WIS
15
(+2)
CHA
10
(+0)
Saving Throws Dex +6, Str +8
Skills Athletic +8, Perception +10, Acrobatics +6
Damage Resistances Bludgeoning, Slashing, Cold
Condition Immunities Charmed, Grappled
Senses passive Perception 17
Languages Aaracokra
Challenge 7 (2,900 XP)

Flyby. The Vulture doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Propulsion. The Vulture doesn't fly through conventional means, instead using natural propulsors on its back to expel a powerful gust of gas. The Vulture can take the dash action as a bonus action.

Masked. All Vultures don very distinctive masks, the origin of these accessories are unkown. They seem to be made of bones, and they hide underneath them the true face of a Vulture. Taking off a Vulture's mask will cause it to become frightened of all creatures in a 50-foot radius, and it will take the disengage action as soon as possible.

Actions

Gas Expulsion. The Vulture expels repulsive gas in a 15-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw or be pushed 15 feet away and knocked prone.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: [14] [2d8 + 6] piercing damage.

Multiattack. The Vulture makes 2 attacks: [Beak, Gas Expulsion].

Kieran Fishlung

Medium Human, neutral good

Beast Master Ranger

Armor Class 10
Hit Points 40 (4d10)
Speed 30 ft.
STR
16
(+3)
DEX
14
(+2)
CON
13
(+1)
INT
8
(-1)
WIS
13
(+1)
CHA
12
(+1)
Saving Throws Str +3, Dex +3
Skills Animal Handling +3, History +1, Investigation +1, Perception +3, Stealth +4 and Survival +3
Senses Passive Perception 13
Languages Common
Challenge 4 (1,100 XP)

Currency. CP: 0 | SP: 0 | GP: 10 | PP: 0

Inventory. 50 Feet of Hemp Rope, Backpack, Bedroll, Breastplate, Dagger, Eyeglasses, Fishing Rod, Longsword, Mess Kit, Rations (10 Day), Tinderbox, Torches (10), Waterskin

Harvest the Water. You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.

Fishing Tale. You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions.

Tough. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Humanoid Favored Enemy. Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer. Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.

Dueling Fighting Style. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Ranger Companion. At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Actions

Speak with Animals. You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

Dagger. 1d4 piercing

THE RADIANCE: GOD OF EVERLASTING LIGHT

Large celestial, chaotic evil

Armor Class 99 (natural armor)
Hit Points 10053994 (9999d12 + 999)
Speed 99999999999ft ,fly speed 999999ft
STR
30
(+10)
DEX
22
(+6)
CON
25
(+7)
INT
28
(+9)
WIS
30
(+10)
CHA
28
(+9)
Saving Throws Str +19, Dex +15, Con +16, Int +18, Wis +19, Char +18
Skills Acrobatics +405, Deception +415, Insight +410, Investigation +410, Medicine +415, Perception +410, Performance +415, Persuasion +415, Religion +410, Stealth +405
Damage Resistances Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Magic Weapons; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness, Ranged Attacks, Damage Dealt By Traps; All, Bludgeoning from non magical attacks; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness, Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin); All damage but Force, Radiant, and Psychic, Damage of the type matching the animated breath's form (acid, cold, fire, lightning, or poison), Psychic (granted by Ruidium Armor)
Damage Immunities Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Magic Weapons; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness, Ranged Attacks, Damage Dealt By Traps; All, Bludgeoning from non magical attacks; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness, Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin); All damage but Force, Radiant, and Psychic, Damage of the type matching the animated breath's form (acid, cold, fire, lightning, or poison), Psychic (granted by Ruidium Armor)
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious
Senses passive Perception 99
Languages Common
Challenge 30 (155,000 XP)

Higher being. The radiance is a breed above other bugs, granting immunity to all magical effects which aren't damage (instantly killing it for example with a spell which specifies taht happens would not work)

Divine Retribution. The radiances attacks bypass any damage or condition immunities or resistances.

ASCENDED Spellcasting. The RADIANCE is a [X]-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 50, +50 to hit with spell attacks). It has the following spells prepared: Yes. (All spells have there levels lowered by 5)

Keen Sight. The RADIANCE'S has advantage on Wisdom (Perception) checks that rely on sight.

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

Flyby. The RADIANCE doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Illumination. The {name} sheds bright light in a 99999999999-foot radius and dim light for an additional 9999999999999999999 feet.

Unusual Nature. The RADIANCE doesn't require [sleep, air, or food].

Actions

Multiattack. The RADIANCE makes 4 attacks on its turn

BEAM BURST. Ranged Spell Attack: +50 to hit, create up to 5 1000 by 50ft beams rotating at any location around the RADIANCE, every target inside must make a DC 50 Dexterity saving throw, taking 5150 (100d100 + 50) radiant damage on a failed save and becoming blinded for 1 hour and paralyzed for a minute , or half as much on a successful one.

Teleport. The RADIANCE magically teleports to an unoccupied space it can see or sense.

SWORD BURST. Ranged Spell Attack: Releases swords in all 8 squares around the RADIANCE twice, any creature in a 99999999ft line from that is attacked +50 to hit, . Hit: 50600 (1000d100 + 100) Radiant damage and makes them incapacitated for a minute, can only attack opponents on the ground.

SWORD RAIN. Ranged Spell Attack: Releases swords in a viceral hail around the RADIANCE, any creature in a 99999ft square is attacked +50 to hit, . Hit: 2575 (50d100 + 100) Radiant damage.

Reactions

Divin. The {name} casts Counterspell at 9rd level against a spell being cast within 60 feet that it can see. If the spell is [X]rd level or lower, it fails. For a higher-level spell, the {name} makes an ability check using its spellcasting ability; on a success, the spell fails.

Denglong

Denglong

Medium dragon, neutral

The Denglong is said to have ten characteristics that resembles animals: horns like a deer, head like a camel, ears like a cat, eyes like a shrimp, mouth like a donkey, hair like a lion, neck like a snake, belly like a Shen, scales like a koi, front paws like an eagle, and rear paws like a tiger.

Armor Class 15 (natural armor)
Hit Points 35
Speed 30 ft. Fly 60 ft.
STR
11
(+0)
DEX
17
(+3)
CON
14
(+2)
INT
10
(+0)
WIS
14
(+2)
CHA
12
(+1)
Skills Perception +4, Stealth +4
Damage Immunities Radiant
Senses passive Perception 14
Languages Common
Challenge 2 (450 XP)

Spellcasting. The Denglong is a 1-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks).

Cantrips (at will): Word of Radiance

1st level (2 slots): Guiding Bolt

2nd level (2 slots): Branding Smite

3rd level (1 slot): Heavens Rebuke

Keen Sight. The Denglong has Advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The Denglong has Advantage on saving throws against spells and other magical effects.

Limited Telepathy. The Denglong can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

Multiattack. The Denlong makes 2 attacks, using Bite and Claw.

Bite. Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 2d4 + 3 piercing damage.

Claw. Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.

Reactions

Heavens Rebuke. Trigger: The Denglong takes damage. Response: The Denglong casts Heavens Rebuke at 3rd level. The creature that damaged the Denglong must succeed on a DC 14 Dexterity saving throw or take 4d10 radiant damage.

Hermitaur

Hermitaur

Medium Crustacean, neutral

Hermaitaur are hermit crab-like monsters with red carapaces and a thick white shell.

Armor Class 15
Hit Points 30
Speed 30 ft.
STR
10
(+0)
DEX
13
(+1)
CON
16
(+3)
INT
7
(-2)
WIS
12
(+1)
CHA
8
(-1)
Condition Immunities Cannot Be Blinded
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)

Amphibious. The Hermitaur can breathe air and water.

Reckless. At the start of each of its turns, the Hermitaur can gain Advantage on all melee weapon attack rolls during that turn, but attack rolls against it have Advantage.

Sand Camouflage. The Hermitaur has Advantage on Dexterity (Stealth) checks made to hide in Sandy terrain.

Relentless. When the Hermitaur is reduced to 0 Hit Points but not killed outright, it drops to 1 Hit Point instead. This trait doesn't work if the Hermitaur is subjected to Radiant damage or a Critical Hit.

Actions

Reckless Multiattack. While on Reckless, The Hermitaur makes 2 attacks, using Pincers.

Pincers. Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage, and the target has the Grappled condition (escape DC [10]).

Sand Spit. If there's a Sand nearby the Hermitaur can use its bonus action to swallow sand. If Hermitaur already swallowed a Sand the Hermitaur can use bonus action to spit it to blind a target (DC 13)

Reactions

Shell Cover. Trigger: The Hermitaur is hit by an attack. Response: The Hermitaur casts Shell Cover and gains a +2 bonus to AC, including against the triggering attack, until the start of its next turn.

Vaelthar Reaver

Vaelthar Reaver

Medium, chaotic evil

Armor Class 13 (natural armor)
Hit Points 95 (14d8 + 28)
Speed Speed 45 ft., climb 30 ft.
STR
15
(+2)
DEX
18
(+4)
CON
18
(+4)
INT
8
(-1)
WIS
10
(+0)
CHA
6
(-2)
Saving Throws Str +8, Dex +7, Con +7
Skills Athletics +8, Acrobatics +7, Intimidation +1, Perception +3
Damage Resistances necrotic, psychic
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 7
Languages Vaelari
Challenge 7 (2,900 XP)

Death Frenzy. When the Reaver is reduced to 0 hit points, it doesn't immediately die. Instead, it makes one final Chaos Axe attack against a creature within reach. After making the attack, the Reaver dies.

Chaos-Frenzied. The Reaver has advantage on saving throws against being charmed, frightened, stunned, or incapacitated. Additionally, the Reaver cannot willingly end its turn farther from an enemy than where it began its turn unless there are no enemies it can perceive.

Reckless Assault. At the start of its turn, the Reaver can gain advantage on all melee weapon attack rolls it makes during that turn. However, attack rolls against the Reaver have advantage until the beginning of its next turn.

Blood Frenzy. The Reaver has advantage on melee attack rolls against any creature that is bloodied. Additionally, when the Reaver reduces a creature to 0 hit points, it can immediately move up to half its speed and make one Axe attack as a bonus action.

Actions

Multiattack. The Reaver makes three attacks with its Chaos Axes. It can make two attacks with one axe and one with the other, or distribute them however it wishes.

Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d10 + 5 slashing damage plus 1d6 necrotic damage.

Bonus Actions.

Frenzied Charge. The Reaver moves up to its full movement speed toward a creature it can see. It can move through the spaces of hostile creatures during this movement, though each creature whose space it enters can make an opportunity attack against it. At the end of the movement, the Reaver can make one Chaos Axe attack. If that attack hits, the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Reactions

Violent Retaliation. When a creature within 10 feet of the Reaver hits it with a melee attack and is not currently being targetted by the Reaver, the Reaver can immediately make one Chaos Axe attack against that creature.

Warped Ratdra (hydra) Construct

Warped Ratdra (hydra) Construct

Large construct, neutral

Armor Class 19 (natural armor)
Hit Points 310 (20d12 + 180)
Speed 30 ft.
STR
26
(+8)
DEX
12
(+1)
CON
28
(+9)
INT
20
(+5)
WIS
9
(-1)
CHA
1
(-5)
Saving Throws STR+8, DEX+1, CON+9, INT+5, WIS+0, CHA-5
Skills perception + 14
Damage Resistances Slashing, Psychic
Damage Immunities Poison,
Condition Immunities Prone, Poisoned
Senses 24 Passive Perception, darkvision 60ft
Languages Rat
Challenge 17 (18,000 XP)

Multiple heads. when the hydra has more then one head it has advantage on saving throws against being blinded, deafened, stunned, charmed and knocked unconscious

Aromatic breath. Each effect lasts for 1 minute has a radius of 30ft different affects can be in the same area, each head has a different vial and only has two of each breathe attacks before needing to be rearmed

Actions

Aromatic breath Viper's kiss. Enemies that start their turn within the Aromatic's radius must make a Constitution saving throw or become poisoned until the start of their next turn, where they take 3d6 poison damage. On a successful save, the enemy will only take 2d6 poison damage.

Aromatic breath Drakkus's Breath. Enemies that start their turn or enter the Aromatic's radius must make a Dexterity saving throw or take 3d6 fire damage, or half as much on a success.

Aromatic breath Howler's Distillate. Enemies that start their turn or enter the Aromatic's radius must make a Dexterity saving throw or take 3d6 lightning damage, or half as much on a success.

Aromatic breath Somnolent Bloom. Enemies that start their turn or enter the Aromatic's radius start to become drowsy. They gain a -2 to their next attack roll, ability check, or saving throw. Once it has been expended, that enemy cannot be affected by this Aromatic until the start of their next turn.

Aromatic breath Euphoric Bloom. Allies that are within the Aromatic's radius have their senses sharpened. They gain a +2 to their next attack roll, ability check, or saving throw. Once it has been expended, that ally must wait until the start of their next turn to benefit from this Aromatic.

Poison Bite. melee weapon attack +13 to hit reach 10ft, one target. hit 19 (2d10+8) piercing damage and the target must make a DC 17 CON saving throw, taking 16 (3d10) poison damage on a failed save, or half on successful one

Crushing Maw. Melee weapon attack +13 to hit, reach 10ft, one target hit 30 (4d10+8) piercing damage

Slam. Melee weapon attack +13 to hit, reach 10ft, one target hit 15 (2d6+8) bludgeoning damage

Muitiattack . it ether uses two Aromatic breath attacks or bite and slam

Reactions

where you going. if a target leaves melee without disengaging make a opportunity attack with a bite

Legendary Actions

Little dance. when Rathu plays his viol he can do a little dance e dance

Mist-Tooth

Mist-Tooth

Medium beast, neutral

All attacks inflict bleedblight and arcaneblight This monster has a thick fog always around it in a 100ft radius There is only one misttooth in any given area it is silent as it circles it’s pray before attacking as it try's to split a group by dragging one away into the mist never taking head on fights

Armor Class 20
Hit Points 350
Speed 50 ft.
STR
22
(+6)
DEX
22
(+6)
CON
18
(+4)
INT
16
(+3)
WIS
16
(+3)
CHA
8
(-1)
Saving Throws STR +6, DEX +6, CON +4, INT +3, WIS +3. CHA -1
Skills Stealth +12
Damage Resistances Fire
Senses passive Perception 16, Tremorsense 100ft
Languages Common
Challenge 20 (25,000 XP)

Barbed Tail. if you are under the grappled condition from this creature at the start of your turn you take 2d4 piercing damage and your speed is halved until you successfully end the grappled condition

Tremorsense 100ft. A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures

Actions

Bite. +8 to hit does 2d10+8 as it’s two fangs Pierces the targets shoulder make a strength saving throw or be dragged deeper into the mist being separated from your party

Claw. +8 to hit does 2d12+6 as it claws the targets back twice

Reactions

wrap. as a reaction the creature can select up to 2 creatures within 10ft and innate a grapple action, in 5ft this action has advantage

Yorick, Shepherd of Souls

Yorick, Shepherd of Souls

Medium undead, neutral evil

Armor Class 18 (Plate)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
18
(+4)
DEX
12
(+1)
CON
16
(+3)
INT
3
(-4)
WIS
18
(+4)
CHA
9
(-1)
Saving Throws Con +6, Wis +7
Skills History +4, Perception +7, Religion +4
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 17
Languages Common
Challenge 8 (3,900 XP)

The Maiden of the Mist (1/Day). As a bonus action, Yorick summons a Wraith in an unoccupied space within 10 feet of him. The Wraith acts on Yorick's initiative, and lasts until reduced to 0 hit points or dismissed.

Last Rites. Yorick's weapon attacks are magical. When a creature dies within 20 feet of Yorick, a zombie rises in its space at the start of Yorick's next turn.

Actions

Multiattack. Yorick attacks twice with his gravedigger's sickle

Gravedigger's sickle. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage, plus 13 (3d8) necrotic damage. Yorick regains hit points equal to half the amount of necrotic damage dealt.

Dark Procession (Recharge 5–6). Yorick strikes the ground with his hand, raising a ring of spectral, semi-solid walls of bone and mist in a 15-foot-radius sphere centered on a point within 60 feet. The area becomes difficult terrain, and when a creature starts its trun in this area, it must succeed a DC 15 Strength saving throw or take 2d4 slashing damage and be restrained. A restrained creature takes an additional 2d4 slashing dmage at the beginning of each of its turns, and can use its action to make a DC 15 Strength saving throw. On a success, it frees itself. The wall (AC 12, 15 HP per 5-foot section, immune to necrotic and poison).

Procession of Ghouls (Recharge 5–6). Yorick slams his hand into the ground, summoning 1d4 Ghouls in unoccupied spaces within 30 feet of him.

Vaelthar Hunter

Vaelthar Hunter

Medium humanoid, neutral evil

Face and form obscured by it's heavy cloak, the Vaelthar Hunter is the terrifying scout and assasin for the Iron Dominion. These mysterious beings are rarely seen, and never lose a target. Hiding and attacking from the shadows, they rely on massive damage each turn to strike down their prey. When found, the Hunter simply activate's it's cloak and becomes invisible, letting it attack again with devistating damage. A Vaelthar Hunter's target rarely knows it is being hunted, until it is too late.

Armor Class 15 (Hunter's Cloak, Medium Armor)
Hit Points 110 (13d8 + 52)
Speed 40 ft., climb 30 ft.
STR
16
(+3)
DEX
20
(+5)
CON
18
(+4)
INT
14
(+2)
WIS
18
(+4)
CHA
8
(-1)
Saving Throws Dex +9, Con +8, Wis +8
Skills Perception +12, Stealth +13, Survival +8, Investigation +6
Damage Resistances Force, Necrotic, Psychic
Senses darkvision 120 ft., passive Perception 22
Languages Basic, Vaelari
Challenge 9 (5,000 XP)

Chaos Harded Physiology. The Hunter has resistance to force, necrotic, and psychic damage. Additionally, it has advantage on saving throws against spells and other magical effects.

Hunter's Camouflage. While the Hunter is not wearing heavy armor, it can attempt to Hide even when only lightly obscured by shadows, smoke, foliage, rubble, or similar terrain. The Hunter has advantage on Dexterity (Stealth) checks made while stationary. If the Hunter hasn't moved during its previous turn, creatures have disadvantage on Wisdom (Perception) checks made to locate it.

Hunter's Mark. As a bonus action the Hunter can choose a creature it can see within 300 ft and mystically mark it as its prey. For one hour, the Hunter deals an extra 2d6 damage to the target whenever it hits with a Sniper Rifle attack. The Hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) check it's target makes to find it. If the target drops to 0 hit points before this spell ends, the Hunter can use a bonus action on a subsequent turn to mark a new creature.

Perfect Shot. If the Hunter spends its entire turn without moving, it enters a state of perfect focus until the beginning of its next turn. While in this state: Its movement speed becomes 0. It has advantage on its next Sniper Rifle attack. The attack ignores half and three-quarters cover. The rifle's range is doubled. The Hunter cannot be surprised.

Actions

Multiattack. The Hunter makes one attack with its Sniper Rifle, or two attacks with its Hunting Knife.

Sniper Rifle. Ranged Weapon Attack: +3 to hit, range 300/1,200 ft., 1 target. Hit: 2d10+5 piercing damage. Cooldown: 1 shot. If the Hunter has advantage on the attack, the attack deals an additional 3d10 piercing damage. If the attack is against a target the Hunter has designated with Hunter's Mark, the attack does an additional 2d6 necrotic damage.

Hunting Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+5 piercing damage and 1d6 necrotic damage. If the Hunter has advantage on the attack, it deals an additional 2d6 damage.

Bonus Actions.

Ghost Step. The Hunter moves up to half its speed without provoking opportunity attacks. If it ends this movement in cover, darkness, or heavy obscurement, it can immediately attempt to Hide.

Hunting Cloak. As a bonus action, the Hunter activates its Chaos-powered cloaking system, becoming invisible for up to 1 minute. The invisibility ends immediately after the Hunter makes an attack or casts a spell. Recharge: 1/Long or Short Rest

Reactions

Evasive Instinct. When the Hunter is hit by an attack it can see, it can move up to 15 feet without provoking opportunity attacks and impose disadvantage on the triggering attack's damage roll. If the attack misses because of disadvantage, the Hunter can immediately attempt to Hide. Recharge: 1/round.

Vaelthar Hunter

Vaelthar Hunter

Medium humanoid, lawful evil

Face and form obscured by it's heavy cloak, the Vaelthar Hunter is the terrifying scout and assasin for the Iron Dominion. These mysterious beings are rarely seen, and never lose a target. Hiding and attacking from the shadows, they rely on massive damage each turn to strike down their prey. When found, the Hunter simply activates it's cloak and becomes invisible, letting it attack again with devistating damage. A Vaelthar Hunter's target rarely knows it is being hunted, until it is too late.

Armor Class 14 (Hunter's Cloak, Light Armor)
Hit Points 110 (13d8+52)
Speed 40 ft., climb 30 ft
STR
16
(+3)
DEX
20
(+5)
CON
18
(+4)
INT
14
(+2)
WIS
18
(+4)
CHA
8
(-1)
Saving Throws Dex +9, Con +8, Wis +8
Skills Perception +12, Stealth +13, Survival +8, Investigation +6
Damage Resistances Force, Necrotic, Psychic
Senses darkvision 120 ft., passive Perception 22
Languages Common, Vaelari
Challenge 9 (5,000 XP)

Chaos Harded Physiology.. The Hunter has resistance to force, necrotic, and psychic damage. Additionally, it has advantage on saving throws against spells and other magical effects.

Hunter's Camouflage.. While the Hunter is not wearing heavy armor, it can attempt to Hide even when only lightly obscured by shadows, smoke, foliage, rubble, or similar terrain. The Hunter has advantage on Dexterity (Stealth) checks made while stationary. If the Hunter hasn't moved during its previous turn, creatures have disadvantage on Wisdom (Perception) checks made to locate it.

Hunter's Mark.. As a bonus action the Hunter can choose a creature it can see within 300 ft and mystically mark it as its prey. For one hour, the Hunter deals an extra 2d6 damage to the target whenever it hits with a Sniper Rifle attack. The Hunter has advantage on any Wisdom (Perception) or Wisdom (Survival) check it's target makes to find it. If the target drops to 0 hit points before this spell ends, the Hunter can use a bonus action on a subsequent turn to mark a new creature.

Actions

Multiattack. The Hunter makes one attack with its Sniper Rifle, or two attacks with its Hunting Knife.

Sniper Rifle. Sniper Rifle. Ranged Weapon Attack: +3 to hit, range 300/1,200 ft., 1 target. Hit: 2d10+5 pierching damage. Cooldown: 1 shot. If the Hunter has advantage on the attack, the attack deals an additional 3d10 piercing damage. If the attack is against a target the Hunter has designated with Hunter's Mark, the attack does an additional 2d6necrotic damage.

Hunting Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+5 piercing damage and 1d6 necrotic damage. If the Hunter has advantage on the attack, it deals an additional 2d6 damage.

Bonus Actions.

Ghost Step. The Hunter moves up to half its speed without provoking opportunity attacks. If it ends this movement in cover, darkness, or heavy obscurement, it can immediately attempt to Hide.

Hunting Cloak. The Hunter activates its Chaos-powered cloaking system, becoming invisible for up to 1 minute. The invisibility ends immediately after the Hunter makes an attack or casts a spell. Recharge: 1/Long or Short Rest

Reactions

Evasive Instinct.. When the Hunter is hit by an attack it can see, it can move up to 15 feet without provoking opportunity attacks and impose disadvantage on the triggering attack's damage roll. If the attack misses because of disadvantage, the Hunter can immediately attempt to Hide. Recharge: 1/round.

Ifrit, Lord of the Inferno

Ifrit, Lord of the Inferno

Huge elemental, lawful evil

Ifrit is one of the primals, godlike entities given form by the desires of mortals. Dubbed the Lord of the Inferno for his affinity with the element of fire, he is the patron of the amalj’aa who call upon him for power and domination.

Armor Class 17 (natural armor )
Hit Points 218 (19d12 + 95)
Speed 30 ft.
STR
24
(+7)
DEX
13
(+1)
CON
20
(+5)
INT
12
(+1)
WIS
16
(+3)
CHA
16
(+3)
Saving Throws Con +11, Wis +9, Cha +9
Skills Insight +9, Intimidation +9, Perception +9
Damage Resistances acid, poison, bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities Fire
Condition Immunities charmed, paralyzed, petrified, poisoned
Senses Darkvision 120 ft.; passive Perception 19
Languages Draconic, Ignan; telepathy 100 ft.
Challenge 18 (20,000 XP)

Fire Adept. Ifrit’s spells and weapon attacks ignore resistance to fire damage.

Innate Spellcasting. Ifrit’s spellcasting ability is Charisma (spell saving throw DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: fire bolt 3/day each: fireball, scorching ray 1/day: fire storm

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

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

Magic Weapons. Ifrit’s natural weapons are magical.

Summon Fire Elementals (1/Day). As a bonus action, Ifrit magically summons two fire elementals. A summoned elemental appears in an unoccupied space within 60 feet of Ifrit and acts as an ally of its summoner. It remains for 1 minute, until it or its summoner dies, or until Ifrit dismisses it as a bonus action.

Tempering Aura. If an Amalj’aa, efreeti, or fire elemental starts its turn within 60 feet of Ifrit it must succeed on a DC 17 Charisma saving throw or be charmed by Ifrit for 24 hours. If it fails the save by 10 or more, it is charmed permanently instead. If a creature succeeds on its saving throw or the effect ends for it, that creature is immune to Ifrit’s Tempering Aura for 24 hours.

Actions

Multiattack. Ifrit makes two claw attacks

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage.

Crimson Cyclone (Recharge 5-6). Ifrit bursts into flame and charges forward in a 40-foot line that is 15 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 14 (4d6) bludgeoning damage and 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also falls prone.

Legendary Actions

Shift. Ifrit moves up to half his movement speed without provoking opportunity attacks.

Fire I. Ifrit innately casts fire bolt.

Fire II (Costs 2 Actions). Ifrit innately casts scorching ray.

Fire III (Costs 3 Actions). Ifrit innately casts fireball.

Legarde

Medium humanoid, lawful good

Armor Class 18 (Plate armour)
Hit Points 156 (12d10 + 36)
Speed 30 ft.
STR
20
(+5)
DEX
8
(-1)
CON
14
(+2)
INT
12
(+1)
WIS
10
(+0)
CHA
16
(+3)
Saving Throws Con + 6, Wis + 4
Skills Acrobatics, Intimidation, Religion, Perception
Senses passive Perception 14
Languages Common, Elven, Dwarvish
Challenge 1 (200 XP)

Spellcasting. The Legarde is a 12-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He casts spells from the paladin spell list

Cantrips (at will): Booming Blade, Mage Hand

1st level (4 slots): Find Familiar (Once per long rest, owl), Detect Magic (Can detect Duae mentis in specific scenarios), Protection from Evil and Good (Protects against mentis), Wrathful Smite, Shield of Faith, Sanctuary, Cure Wounds, Bless

2nd level (3 slots): Misty Step, Aid, Zone of Truth, Lesser Restoration, Find Steed

3rd level (3 slots): Revivify, Blinding Smite, Spirit Shroud, Dispel Magic, Beacon of Hope

Feat: Great Weapon Mastery. On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage

Feat: Magic Initiate (Wizard). Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Feat: War Caster. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Feat: Fey Touched. You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Divine Sense. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Divine Smite. Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health. By 3rd level, the divine magic flowing through you makes you immune to (non magical) diseases.

Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Courage. Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite. By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Channel Divinity. Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Devotion. Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Advanced Edge. Legard possesses the rare magical weapon "Advance Edge": This finely crafted kriegsmesser is perhaps dangerous in the hands of an amateur, but can only reach its full potential in those of a master swordsperson. Soldier’s Injury. While your character level is 1-5, this weapon deals 3d4 slashing damage. When you score a critical hit with this weapon, it deals an additional 1d4 slashing damage. Knight’s Fall. While your character level is 6-10, you have a +1 bonus to attack rolls made with this magic weapon and it deals 4d4 + 1 slashing damage. When you score a critical hit with this weapon, it deals an additional 1d4 + 1 slashing damage. Warlord’s Ruin. While your character level is 11-15, you have a +2 bonus to attack rolls made with this magic weapon and it deals 5d4 + 2 slashing damage. When you score a critical hit with this weapon, it deals an additional 1d4 + 2 slashing damage. Sovereign’s End. While your character level is 16-20, you have a +3 bonus to attack rolls made with this magic weapon and it deals 6d4 + 3 slashing damage. When you score a critical hit with this weapon, it deals an additional 1d4 + 3 slashing damage.

Actions

Multiattack. Legard can make 2 attacks in one action: Melee Weapon Attack +9 to hit, reach 5ft., one target. Hit: 17 (5d4 + 7) slashing damage, deal an extra 4 (1d4 +2) damage on crit

Endius Burns

Endius Burns

Small Gunslinger (Human Knight), neutral

A man of few words but many Actions, Endius is a proud follower of Lance and serves in the lands as the first commander of the Acrane spellcaster—one of the few in the nation to carry a Runelock weapon. Appraised as one of the land's most respected commanders and leaders.

Armor Class 20
Hit Points 150
Speed 40 ft.
STR
12
(+1)
DEX
20
(+5)
CON
17
(+3)
INT
20
(+5)
WIS
12
(+1)
CHA
12
(+1)
Damage Resistances Force, Slashing, and lighting
Senses passive Perception 10
Languages Common, Elfish, Goblin, Celestial, and dragonic
Challenge 1 (200 XP)

Burns' Runelock — The Argent Howl. Legendary Runelock Attack: +12 to hit Range: 120/360 ft. Damage: 1d12 + 7 piercing + 1d6 force The +12 comes from: +5 Dexterity +5 proficiency +2 magical weapon Endius can make two Runelock attacks with his Attack action. Arcane Conduit The Argent Howl counts as Endius's spellcasting focus. He can cast spells directly through the weapon. Instead of throwing a Fireball from his hand, for example, Endius might load a glowing Spellshot and release it from the Runelock. Mechanically, the spell works normally.

Spellcasting. The Endius Burns is a 1-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks).

Cantrips (at will): Fire Bolt, Ray of Frost, Shocking Grasp, Mage Hand, and Minor Illusion

1st level: Magic Missile Flavor: three glowing Spellshots simultaneously form around the Argent Howl

2nd level: Misty Step Essential. Endius disappears in a burst of silver arcane smoke and reappears elsewhere. Mirror Image Scorching Ray Hold Person

3rd level: 3rd Level Counterspell Probably his most important spell. Fireball Haste Lightning Bolt

4th level: Greater Invisibility Absolutely disgusting combined with his Runelock. Dimension Door Fire Shield Wall of Fire

Fighting Style — Archery. +2 to ranged weapon attack rolls. Already included in his Runelock's +12 attack. Second Wind Bonus Action. Recover: 1d10 + 5 HP Once per short rest. Action Surge Once per short rest, Endius gains another action. This is one of his strongest abilities.

Actions

Witch Hunter's Execution. 1/Long Rest Endius plants his feet and raises the Argent Howl. Silver runes rotate around its arcane channel as magical energy begins collapsing toward a single Spellshot. Choose one creature within 300 feet. Make one Runelock attack with advantage. Hit Normal Runelock damage +10d10 force damage If the target is concentrating on a spell, concentration automatically ends. If the creature can cast spells, it must make a: DC 18 Constitution Saving Throw On a failure, it cannot cast spells with verbal components until the end of Endius's next turn.

Unique Endius Ability — Arcane Deadeye. 1/Short Rest Bonus Action. Endius marks one creature he can see within 120 feet for 1 minute. Against that creature: Ignore half cover. Ignore three-quarters cover. Runelock attacks deal +1d8 force damage once per turn. Endius knows its location while it's within 120 feet unless magically hidden. His attacks ignore resistance to nonmagical weapon damage. Once during Arcane Deadeye, Endius can reroll one missed Runelock attack.

Corpse Bloom Petal

Medium plant, neutral

Armor Class 15 (Natural armour)
Hit Points 93 (4d10+3)
Speed 30 ft.
STR
14
(+2)
DEX
10
(+0)
CON
18
(+4)
INT
10
(-5)
WIS
14
(+2)
CHA
10
(+0)
Saving Throws Con +4, strength +4
Skills Stealth +10 in forested areas, perception +6 based on tremor sense
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Frightened, charmed, poisoned
Senses passive Perception 12
Languages Sylvan sign language, can understand common but cannot speak
Challenge 5 (1,800 XP)

Spellcasting. The Corpse Bloom Petal is a 4-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It casts spells inherent to it, casting at will

Cantrips (at will): Poison spray, acid splash

1st level (2 slots): Tasha's Caustic Brew, ray of sickness

2nd level (1 slot): Stinking cloud

3rd level (1 slot): Sickening Radiance

Sickening Sweetness . A corpse Bloom constantly emits a horrible smelling cloud of spores around itself, and any non-plant creature within 40ft of it must make a DC 13 constitution saving throw or become nauseous. Nausea makes creatures lose half their movement speed and grants them disadvantage on all con saving throws for it's duration.

Actions

Poison Breath. The Corpse Bloom Petal releases poison gas in a 15-foot radius around itself. Each creature in that area must make a DC 14 Constitution saving throw, taking 12 (2d10 + 4) poison damage on a failed save, or half as much on a successful one.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage.

Dice Goblin

Small Goblinoid, chaotic neutral

Armor Class 14 (patchwork armor)
Hit Points 85 (10d6 + 40)
Speed 30 ft.
STR
10
(+0)
DEX
16
(+3)
CON
18
(+4)
INT
12
(+1)
WIS
12
(+1)
CHA
18
(+4)
Saving Throws Dex +5, Con +6
Skills Sleight of Hand +7, Deception +4, Stealth +5
Senses Darkvision 60ft, passive Perception 11
Languages Common, Goblin
Challenge 3 (700 XP)

Sticky Fingers. Once on each of its turns when the Dice Goblin hits a creature, it can attempt to steal a small item. The target must succeed on a DC 13 Dexterity saving throw or drop or lose a small object (such as a potion, focus, or coin pouch).

Leave it to The Dice Gods. At the start of each of the Dice Goblin’s turns, it rolls the following dice, gaining benefits based on the results until the start of its next turn:

Actions

Multiattack. The Dice Goblin makes two attacks.

Dagger of Chance. Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 1d8 + 3 piercing damage and use the d8 rolled effect.

Sling of Odds. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target Hit: 1d8 + 3 bludgeoning damage and use the d8 rolled effect.

Bonus Action - Nimble Escape. The Dice Goblin takes the Disengage or Hide action.

Bonus Action - Loaded Reroll (Recharge 5–6). The Dice Goblin rerolls one of its dice and must use the new result.

Reactions

Loaded Dice. At the start of combat, the Dice Goblin rolls two d20s and records the results. When a creature the Dice Goblin can see within 60 feet makes an attack roll, ability check, or saving throw, the Dice Goblin can use its reaction to replace the roll with one of these recorded results.

Legendary Actions

. The Dice Goblin can take 2 legendary actions, choosing from the option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The Dice Goblin regains all expended legendary actions at the start of its turn

All or Nothing. The Dice Goblin rolls a d20 and gains the corresponding effect: 1–10. The Dice Goblin takes 1d6 psychic damage. 11–15. The Dice Goblin has advantage on its next attack roll. 16–19. The next time the Dice Goblin hits with an attack before the end of its next turn, the attack deals an extra 1d8 damage. 20. The Dice Goblin immediately takes one additional action.

False Hydra

False Hydra

Medium aberration, neutral evil

False hydras are insidious creatures that take root in communities as a result of rampant falsehood. They start as small lumps of white flesh, but quickly grow their grotesque forms to colossal proportions as they feed on humanoid victims.

Armor Class 14 (natural armor)
Hit Points 95 (5d6+15+(number of Heads-1)*30)
Speed 10 ft.
STR
16
(+3)
DEX
14
(+2)
CON
16
(+3)
INT
12
(+1)
WIS
20
(+5)
CHA
8
(-1)
Skills Perception +8
Damage Resistances psychic
Senses passive Perception 18
Languages Any
Challenge 6 (2,300 XP)

Multiple Heads. The false hydra begins its life with one head, however, as it consumes more humanoid creatures the number of heads increases and it grows larger. Every time the false hydra grows a new head its maximum Hit Points are increased by 30. The number of creatures the false hydra must consume in order to grow another head also increases with each head that it grows. Consult the table below to determine how many humanoids the false hydra must consume to grow another head. If it grows 7 heads, the false hydra transforms into a Mature False Hydra after taking a long rest. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Extended Neck. The false hydra's heads have a sickeningly long neck. Each head can extend several hundred feet from it's body depending on the age of the false hydra. See the below table: Young (1-2 Heads): 120 ft. range Adult (3-4 Heads): 240 ft. range Mature (5-6 Heads): 480 ft. range Elder (7 Heads): 1240 ft. range

Actions

Multiattack. The false hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +6 (3+number of heads) to hit, reach 120ft., one creature. Hit: 7 (1d8 + 3 (number of heads)) piercing damage and the target is grappled.

Reactions

Reactive Heads. For each head the false hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Gup

Gup

Large ooze, neutral

This large, gelatinous, single-celled organism originally appeared near the northern coast of Ovra, at the swamp in the region. Adventurers noted smelling strawberries and other fruits when approaching. Although the smell is sweet, the taste of this organism is quite bitter. Known to perform mitosis when threatened, this creature uses its mass to cause harm more than its ooze-like body.

Armor Class 15 (Natural Armor)
Hit Points 132 (15d12 +22)
Speed 30 ft.
STR
16
(+3)
DEX
4
(-3)
CON
20
(+5)
INT
3
(-4)
WIS
5
(-3)
CHA
11
(+0)
Saving Throws STR +2 CON +4 INT -4 WIS -2
Skills Acrobatics +3, Athletics +1, Intimidation +1
Damage Resistances Bludgeoning, Lightning, Thunder,
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Passive Perception 8, Blindsight 60 ft. (blind beyond this point)
Languages --
Challenge 9 (5,000 XP)

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

Adhesive Body. The Gup can climb difficult surfaces, including upside down on ceilings, without needing an ability check.

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

Fluorescent Essence. The Gup can cause itself to emit Dim Light in a 40-foot radius. It can either begin or end this effect as a Bonus Action.

Actions

Pseudopod. Melee Weapon Attack: +X to hit where X is equal to the Gup's player companion’s spell attack roll modifier, reach 10 ft., one creature. Hit: 2d8+ the Gup's Strength modifier plus its companion’s proficiency bonus piercing damage.

Gip

Gip

Small ooze, neutral

This small, gelatinous, single-celled organism originally appeared near the northern coast of Ovra, at the swamp in the region. Adventurers noted smelling strawberries and other fruits when approaching. Although the smell is sweet, the taste of this organism is quite bitter. Known to perform mitosis when threatened, this creature uses its mass to cause harm more than its ooze-like body.

Armor Class 7 (Natural Armor)
Hit Points 31 (4d12 +6)
Speed 40 ft.
STR
10
(+0)
DEX
7
(-2)
CON
16
(+3)
INT
1
(-5)
WIS
5
(-3)
CHA
13
(+1)
Saving Throws STR -2 DEX +4 CON +2 INT -4 WIS -3 CHA +1
Skills Acrobatics +3, Athletics +1, Survival -3, Stealth +2
Damage Resistances Bludgeoning, Lightning, Thunder,
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Passive Perception 8, Blindsight 60 ft. (blind beyond this point)
Languages --
Challenge 3 (700 XP)

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

Adhesive Body. The Gip can climb difficult surfaces, including upside down on ceilings, without needing an ability check.

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

Fluorescent Essence. The Gip can cause itself to emit Dim Light in a 30-foot radius. It can either begin or end this effect as a Bonus Action.

Actions

Pseudopod. Melee Weapon Attack: +X to hit where X is equal to the Gip's player companion’s spell attack roll modifier, reach 5 ft., one creature. Hit: 1d6 + the Gip's Strength modifier plus its companion’s proficiency bonus piercing damage.

Geep

Geep

Medium ooze, neutral

This medium, gelatinous, single-celled organism originally appeared near the northern coast of Ovra, at the swamp in the region. Adventurers noted smelling strawberries and other fruits when approaching. Although the smell is sweet, the taste of this organism is quite bitter. Known to perform mitosis when threatened, this creature uses its mass to cause harm more than its ooze-like body.

Armor Class 9 (Natural Armor)
Hit Points 65 (8d12 +11)
Speed 35 ft.
STR
12
(+1)
DEX
6
(-2)
CON
18
(+4)
INT
1
(-5)
WIS
5
(-3)
CHA
12
(+1)
Saving Throws DEX +2 CON +3 INT -4 WIS -3
Skills Acrobatics +3, Athletics +1, Survival -1
Damage Resistances Bludgeoning, Lightning, Thunder,
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Passive Perception 8, Blindsight 60 ft. (blind beyond this point)
Languages --
Challenge 6 (2,300 XP)

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

Adhesive Body. The Geep can climb difficult surfaces, including upside down on ceilings, without needing an ability check.

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

Fluorescent Essence. The Geep can cause itself to emit Dim Light in a 40-foot radius. It can either begin or end this effect as a Bonus Action.

Actions

Pseudopod. Melee Weapon Attack: +X to hit where X is equal to the Geep's player companion’s spell attack roll modifier, reach 5 ft., one creature. Hit: 1d8 + the Geep's Strength modifier plus its companion’s proficiency bonus piercing damage.

Iron Herald

Huge construct, chaotic evil

Armor Class 24
Hit Points 399
Speed 50 ft.
STR
26
(+8)
DEX
14
(+2)
CON
24
(+7)
INT
11
(+0)
WIS
14
(+2)
CHA
14
(+2)
Saving Throws Str +14, Con +12, Cha +8
Skills Intimidation +8
Damage Resistances Fire
Damage Immunities B/S/P from non magic weapons, Poison, Psychic, Necrotic
Condition Immunities Prone, Exhaustion, Charmed, Paralyzed, Poisoned
Senses Darkvision 60ft
Languages Common, Draconic
Challenge 20 (25,000 XP)

Spikey Exterior. Any creature that makes a melee attack against the Herald must make a DC 18 Dex save or take 1d8 piercing damage

Steam Exhaust. The Heralds mechanical body exhumes puffs of steam all around it. Any creature within 5ft of the Herald will take 1d6 fire damage per turn inside

Bull Shift. When at 0 hit points, the Herald shifts into a full Bull form, only able to make melee and steam attacks

Conductor. The Heralds iron body allows it to channel lightning based attacks, allowing him to discharge it and power up his next Electric Prong attack

Actions

Multiattack (Giant Greatsword). The Herald can make two Swing attacks. Melee Weapon Attack: +12 to hit, reach 15ft. Hit: 2d12+10 slashing damage

Throwing Blade (Returning). Ranged Weapon Attack: +6 to hit, range 60ft. Hit: 1d10+8 slashing damage

Unarmed Strike. Melee Weapon Attack: +8 to hit, range 10ft. Hit: 1d8+8 bludgeoning damage and must make an opposed grapple save or take 2d8+8 piercing damage each turn grappled

Artillery Shout (Recharge 5-6). Ranged Weapon Attack: range 30ft cone, DC 21 Dex save. Hit: 3d12 piercing damage from bullet wounds

Buck (Bull form). Melee Weapon Attack: +8 to hit, range 5ft. Hit: 2d8+8 bludgeoning damage

Steam Huff (Bull form). Ranged Weapon Attack: range 30ft cone, DC 21 Dex save. Hit: 3d8 fire damage and is blinded until next turn

Electric Prong (Bonus action). Ranged Weapon Attack: +12 to hit, range 60ft. Hit: 1d6 piercing plus 3d10 lightning damage. As an action, the target can make a DC 18 Strength saving throw to remove a prong, taking 3d6 lightning damage on a fail. If they succeed, they take 2d6 lightning damage and remove the prong

Legendary Actions

Steam Cloud. The Herald let's off a bunch of excess steam in a 20ft radius. Any creature inside must make a DC 21 Dex save or take 2d6 fire damage and be blinded until next turn

Stomp. Any creature within 60ft must make a DC 21 Dex save or be knocked prone

Spiked Armor. Anyone withing 10ft must make a DC 21 Dex save or take 3d6 piercing damage from the now extended spikes

Bull in a China Shop (Bull form, Recharge 6). The Herald will go into a blind rage and start bucking wildly in a 30ft radius. Any creature inside must make a DC 21 Dex save or take 3d12+8 bludgeoning damage

Legendary Resistance (3/day). If The Herald fails a saving throw, he can choose to succeed instead

Rage (Recharge 6, both forms). The Herald goes into a furious rage, it's body glowing with intense heat, lasting for 1d4 rounds. The Herald takes half damage in its rage state Along with the usual damage it deals, it'll also deal 1d8 fire damage to anyone it melee attacks and anyone who melee attacks it

The Watcher

The Watcher

Gargantuan monstrosity, chaotic evil

The Watcher is a malevolent being, similar to the Wigan but enlarged and twisted beyond belief with evil power. It possesses a ravenous hunger and a sadistic, patient nature.

Armor Class 12 (Natural Armor)
Hit Points 500 (10d10+20)
Speed 10 ft.
STR
20
(+5)
DEX
18
(+4)
CON
16
(+3)
INT
4
(-3)
WIS
1
(-5)
CHA
1
(-5)
Saving Throws Str +8, Dex +7
Skills Acrobatics +7, Athletics +8
Damage Resistances Bludgeoning
Damage Immunities Psychic
Condition Immunities Prone, Charmed, Sleep
Senses passive Perception 20
Languages Common
Challenge 6 (2,300 XP)

Eldritch Resistance. Can automatically pass three int, wis, or cha saves before or after the roll within 1 day.

Amphibious. The {name} can breathe air and water.

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

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

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

Actions

Beak. Melee Weapon Attack: +[8] to hit, reach 5 ft., one target. Hit: 3d6+10 piercing damage.

Summon Tentacle Group. Summons a group of tentacles from nearby to appear in a location within 50 ft of the Watcher. There are 1-6 tentacles per space, roll a d6+1 never scoring more than 6 to determine the tentacle value. Each tentacle provides 8 health to the group, whenever the group loses an incriment of 8 it loses a tentacle. Each tentacle has the ability "interrupt" with 3 charges, to be able to take its turn after an opponent finishes their turn instead of sharing an initiative with the Watcher. The tentacles can take 1 action if having 3 or less tentacles and 2 if they have 4 or more. They can take the following actions: Lash- hit an enemy for 1d6+[number of tentacles] bludgeoning, if 4 or more tentacles hit with 2d6 Wrap- dc 13 str/dex save or be grappled Squeeze- deals 1d4 bludgeoning for each tentacle grappling Drag- move tenticles and a grappled charachter up to 5ft

Corrupted Piranha

Tiny beast, neutral evil

Twisted by unnatural forces, these once-natural creatures now bear the marks of ruin. Its scales are matted with black ichor, their eyes glow with a sickly green or pale violet, and bones pierce through flesh in unnatural angles. Some have fungal growths, others show signs of necrotic decay: open wounds that never bleed, yet never heal. Their movements are jerky, as if puppeted by something beneath the skin.

Armor Class 15 (Natural Armor)
Hit Points 2 (1d4-1)
Speed 0 ft., swim 40 ft.
STR
2
(-4)
DEX
16
(+3)
CON
11
(+0)
INT
1
(-5)
WIS
7
(-2)
CHA
2
(-4)
Saving Throws Con +2
Damage Resistances Vulnerable to Psychic damage.
Senses Passive Perception 10
Challenge 1 (200 XP)

Nectrotic Absorption. Whenever the Corrupted Piranha is subjected to Necrotic damage, it takes no damage and instead regains a number of Hit Points equal to the Necrotic damage dealt.

Corrupted Hide. The scales are leathery, bristling with spikes or dripping with slippery ichor. The Corrupted Piranha’s Armor Class had increased by 2.

Not in the Herd. The Corrupted Piranha automatically becomes hostile toward any creature except for the Beastmaster or other Corrupted Beasts.

Blood in the Water. The Corrupted Piranha will preferentially target those who have less than full HP from a nonmagical source

Water Breathing. The Corrupted Piranha can only breathe underwater.

Actions

Bite. Melee Attack: +5 (with Advantage if the target doesn't have all its HP), reach 5 ft. Hit: 1 Piercing.

Reactions

Chomp. If the Corrupted Piranha is attacked but not killed, it will make an Attack that, if successful, causes 1 Piercing damage and Grapples the target, causing an additional 1 Piercing damage per turn and reduces the target's speed by half.

Corrupted Hound

Small beast, neutral evil

Corrupted Hound: Twisted by unnatural forces, these once-natural creatures now bear the marks of ruin. Their fur is matted with black ichor, their eyes glow with a sickly green or pale violet, and bones pierce through flesh in unnatural angles. Some have fungal growths, others show signs of necrotic decay: open wounds that never bleed, yet never heal. Their movements are jerky, as if puppeted by something beneath the skin.

Armor Class 14 (Natural Armor)
Hit Points 12 (2d10+2)
Speed 60 Ft.
STR
12
(+1)
DEX
15
(+2)
CON
11
(+0)
INT
3
(-4)
WIS
12
(+1)
CHA
7
(-2)
Saving Throws Con +2
Damage Resistances Vulnerable to Psychic damage.
Senses Passive Perception 11
Challenge 1 (200 XP)

Nectrotic Absorption. Whenever the Corrupted Hound is subjected to Necrotic damage, it takes no damage and instead regains a number of Hit Points equal to the Necrotic damage dealt.

Corrupted Hide. The skin and fur is leathery, bristling with spikes or dripping with slippery ichor. The Corrupted Hound’s Armor Class had increased by 2.

Not in the Herd. The Corrupted Hound automatically becomes hostile toward any creature except for the Beastmaster or other Corrupted Beasts.

Keen Smell. The Corrupted Hound has advantage on Wisdom (Perception) checks that rely on smell

Watchdog. The Corrupted Hound is aware of its surroundings even while it is asleep.

Locate. The hound chooses of a specific object, a material, a specific creature, or a type of creature that it has smelled before. The hound focuses on this target's scent until it takes this action again. If the target is within 30 ft of the hound, the hound pinpoints its location. If the target passed within 30 ft of the hound in the last day the hound discovers its trail and can begin to follow it. The hound can't locate a target or follow a trail that it cannot smell (e.g. a trail through running water).

Actions

Bite. Melee Attack: +2, reach 5 ft. Hit: 1d4 piercing damage and the target is grappled (DC 10).

Corrupted Badger

Tiny beast, neutral evil

Corrupted Badger: Twisted by unnatural forces, these once-natural creatures now bear the marks of ruin. Their fur is matted with black ichor, their eyes glow with a sickly green or pale violet, and bones pierce through flesh in unnatural angles. Some have fungal growths, others show signs of necrotic decay: open wounds that never bleed, yet never heal. Their movements are jerky, as if puppeted by something beneath the skin.____________________________

Armor Class 10 (Natural Armor)
Hit Points 4 (1d4+2)
Speed 35 ft., burrow 15 ft.
STR
4
(-3)
DEX
7
(-2)
CON
17
(+3)
INT
3
(-4)
WIS
10
(+0)
CHA
7
(-2)
Saving Throws CON +5
Skills Tremorsense 30 ft.
Damage Resistances Vulnerable to Psychic damage.
Senses Passive Perception 10
Challenge 1 (200 XP)

Nectrotic Absorption. Whenever the Corrupted Badger is subjected to Necrotic damage, it takes no damage and instead regains a number of Hit Points equal to the Necrotic damage dealt.

Corrupted Hide. The skin and fur is leathery, bristling with spikes or dripping with slippery ichor. The Corrupted Badger’s Armor Class had increased by 2.

Not in the Herd. The Corrupted Badger automatically becomes hostile toward any creature except for the Beastmaster or other Corrupted Beasts.

Tunneler. When the Corrupted Badger burrows, it can leave a tiny tunnel in its wake. Alternatively, it can burrow and leave a small tunnel in its wake. The Corrupted Badger can create 100 ft of tiny tunnels or 50 ft of small tunnels per minute.

Thick Skin. When the Corrupted Badger takes damage from an attack, a Magic Missile, or an effect that allows it to make a DEX save, the damage is reduced by 3. If the damage is reduced to 0, the effect is ignored.

Actions

Bite. Melee Attack: +0, reach 5 ft. Hit: 1 piercing, and the target is Grappled (DC 7). Until this grapple ends, the target takes 1 piercing damage per turn and its movement speed is halved. The Corrupted Badger can only bite one target at a time.

Corrupted Brown Bear

Large beast, neutral evil

Corrupted Bear: Twisted by unnatural forces, these once-natural creatures now bear the marks of ruin. Their fur is matted with black ichor, their eyes glow with a sickly green or pale violet, and bones pierce through flesh in unnatural angles. Some have fungal growths, others show signs of necrotic decay: open wounds that never bleed, yet never heal. Their movements are jerky, as if puppeted by something beneath the skin.

Armor Class 13 (Natural Armor)
Hit Points 30 (4d8+12)
Speed 50 ft., climb 40 ft.
STR
21
(+5)
DEX
12
(+1)
CON
17
(+3)
INT
3
(-4)
WIS
12
(+1)
CHA
7
(-2)
Saving Throws Con +5
Skills Perception +3, Stealth +3
Damage Resistances Vulnerable to Psychic damage.
Senses Passive Perception 13
Challenge 1 (200 XP)

Nectrotic Absorption. Whenever the Corrupted Bear is subjected to Necrotic damage, it takes no damage and instead regains a number of Hit Points equal to the Necrotic damage dealt.

Corrupted Hide. The skin and fur is leathery, bristling with spikes or dripping with slippery ichor. The Corrupted Bear’s Armor Class had increased by 2.

Not in the Herd. The Corrupted Bear automatically becomes hostile toward any creature except for the Beastmaster or other Corrupted Beasts.

Keen Smell. The Corrupted Bear has advantage on WIS (Perception) checks that rely on smell.

Reckless Attack. When the bear makes its first attack on its turn, it can decide to attack recklessly. Doing so gives it advantage on attack rolls using Strength until its next turn, but attack rolls against it gain advantage as well.

Actions

Multiattack. The Corrupted Brown Bear makes two attacks.

Bite. Melee Attack: +6, reach 5 ft. 1d6+4 piercing and the target is Grappled (DC 14).

Claws. Melee Attack: +6., Reach 5 ft. Hit: 1d6+4 slashing. If the target is a creature, it must succeed on a DC 14 STR save or be pushed 10 ft. and knocked prone.

Corrupted Moose

Large beast, neutral evil

Normal Moose: Common in colder, arboreal environments, the moose is a massive herbivore. Compared to deer, they are significantly hairier, with horns that closer resemble plows than tree branches. Very few natural beasts have the power to take one down, and even humanoids tend to have trouble with them._________________ Corrupted Moose: Twisted by unnatural forces, these once-natural creatures now bear the marks of ruin. Their fur is matted with black ichor, their eyes glow with a sickly green or pale violet, and bones pierce through flesh in unnatural angles. Some have fungal growths, others show signs of necrotic decay: open wounds that never bleed, yet never heal. Their movements are jerky, as if puppeted by something beneath the skin.____________________________

Armor Class 14 (Natural Armor)
Hit Points 30 (4d10+8)
Speed 60 ft., swim 40 ft.
STR
20
(+5)
DEX
12
(+1)
CON
16
(+3)
INT
2
(-4)
WIS
12
(+1)
CHA
7
(-2)
Saving Throws Con +5
Damage Resistances Vulnerable to Psychic damage.
Senses Passive Perception 11
Challenge 1 (200 XP)

Nectrotic Absorption. Whenever the Corrupted Moose is subjected to Necrotic damage, it takes no damage and instead regains a number of Hit Points equal to the Necrotic damage dealt.

Corrupted Hide. The skin and fur is leathery, bristling with spikes or dripping with slippery ichor. The Corrupted Moose’s Armor Class had increased by 2.

Not in the Herd. The Corrupted Moose automatically becomes hostile toward any creature except for the Beastmaster or other Corrupted Beasts.

Actions

Gore. Melee Attack: +4, reach 5 ft. Hit: 2d6+4 piercing.

Goring Charge. If the moose moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d6 damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Stomp. Melee Attack: +4., Reach 10 ft. Hit: 264+4 bludgeoning.

Reactions

Hit From Behind. If the Corrupted Moose is hit from behind (except sneak attacks), it uses its reaction to kick backward with both legs. Melee Attack: +4, reach 5 ft., 1d8+4 bludgeoning.

Nyx Lowen

Nyx Lowen

Tiny fey, chaotic neutral

Druid (Circle of Spores) Level: 3 Familiar: Vesper Adolescent Violet Faerie Dragon

Armor Class 15 (Feathered Scale Mail (Medium Armor))
Hit Points 28 (3D8)
Speed 10 ft. Walking 30 ft. Flying
STR
12
(+1)
DEX
12
(+1)
CON
16
(+3)
INT
10
(+0)
WIS
18
(+4)
CHA
9
(-1)
Saving Throws Str:+1, Dex:+1, Con:+3, Int:+2, Wis:+6, Cha:-1
Skills Athletics:+1, Acrobatics:+1, Sleight of Hand:+1, Stealth:+1, Arcana:+0, History:+0, Investigation:+0, Nature:+2, Religion:+0, Animal Handling:+6, Insight:+4, Medicine:+4, Perception:+6, Survival:+6, Deception:-1, Intimidation:-1, Performance:-1, Persusasion:-1,
Damage Resistances None
Damage Immunities None
Condition Immunities None
Senses Passive Perception 16
Languages Common, Sylvan, Thieves Cant, Druidic
Challenge 0 (10 XP)

Background. Witherbloom Student

Tool Prof. Herbalism Kit.

Equipmemt. Medium Armor (Scale Mail - Feathers), Wooden Bone Sickle "Wish Bone"

Feats. Mounted Combatant, Strixhaven Initiate

Spellcasting. The Nyx Lowen is a 3-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Prepare 7 Spells 2 Cantrips Spell Save DC: 8 + Wis Mod + Prof Bonus Spell Attack Modifier: Wis Mod + Prof Bonus

Cantrips (at will): Primal Savagery, Infestation, Chill Touch, Halo of Spores, Symbiotic Entity, Wild Shape, Spare the Dying

1st level (4 slots): Cure Wounds, Inflict Wounds, Fog Cloud, Faerie Fire, Absorb Elements, Charm Person, Create or Destroy Water, Detect Magic, Detect Poison and Disease, Earth Tremor, Entangle, Goodberry, Healing Word, Ice Knife, Jump, Longstrider, Protection from Evil and Good, Purify Food and Drink, Speak with Animals, Thunderwave, Animal Friendship, Beast Bond, Snare

2nd level (2 slots): Lesser Restoration, Blindness/Deafness, Wither and Bloom, Gentle Repose, Barkskin, Continual Flame, Darkvision, Dust Devil, Earthbind, Enhance Ability, Enlarge/Reduce, Flame Blade, Flaming Sphere, Hold Person, Locate Animals or Plants, Locate Object, Moonbeam, Pass without Trace, Protection from Poison, Skywrite, Spike Growth, Warding Wind, Air Bubble, Animal Messenger, Beast Sense, Dust Devil, Find Traps, Gust of Wind, Healing Spirit, Heat Metal

Faerie Fire (Does not count against prepared spells). Area: You fill a 20-foot cube within 60 feet with colorful light. Saving Throw: Targets inside must make a Dexterity saving throw against your Spell Save DC. The Benefit: Affected creatures glow. Any attack roll against an affected creature has Advantage if the attacker can see them. The Counter: Affected creatures cannot benefit from being Invisible

Fog Cloud (Free without using a spell slot). The Fog: You create a 20-foot-radius sphere of fog centered on a point you choose within range. The fog spreads around corners. Heavily Obscured: The area inside the cloud is heavily obscured. Any creature inside effectively suffers from the Blinded condition when trying to see something within or through the fog. Environmental Interaction: A moderate wind (at least 10 miles per hour) disperses the fog after 1 round. Range: 120 ft Duration: Concentration 1 hour

Actions

Cast Spell. Can cast a lvl 1 or lvl 2 spell.

Cast Cantrip. Can cast a cantrip.

Activate Symbiotic Entity. Spend a wild shape to gain 12 temporary hit points and spore buffs. Spore Buffs: Every time you hit a creature with a melee weapon attack, you deal an extra 1d6 necrotic damage. For example, attacking with your "Wish Bone" Sickle will deal 1d4 + 1 slashing damage + 1d6 necrotic damage. Halo of Spores: When an enemy enters a space within 10 feet of you, or starts its turn there, you can use your Reaction to deal 1d4 necrotic damage (or 2d4 if Symbiotic Entity is active). They must fail a DC 14 Constitution save to take the damage. Duration: 10 Minutes or until all temporary hits points are lost.

Wild Shape. Transform into a CR 1/4 Beast. Duration: druid lvl halved rounded down.

Attack. Swing your "Wish Bone" Sickle (+3 to hit, 1d4+1 slashing). If Symbiotic Entity is active, add +1d6 necrotic damage.

Dash. Double your speed.

Disengage. Move away safely.

Hide. Move to Cover: Use your movement to get behind a wall, obstacle, or heavy obscurity. Use Your Action: State that you are taking the Hide action. Roll Stealth: Roll a d20 and add your Stealth modifier (+1 for your character).The DM Secret Check: The Dungeon Master compares your total roll against the Passive Perception of the enemies (or an active Perception check if an enemy is actively searching for you).Success: If your roll beats their Perception, you are officially hidden.

Dodge. Disadvantage on Attacks: Until the start of your next turn, any attack roll made against you has Disadvantage—if you can see the attacker. Advantage on Dexterity Saves: Any Dexterity saving throws you make before your next turn are rolled with Advantage.

Interact. You can interact with one object during your move or your main action without spending any extra resources.

Reactions

Halo of Spores. When an enemy enters a space within 10 feet of you, or starts its turn there, you can use your Reaction to deal 1d4 necrotic damage (or 2d4 if Symbiotic Entity is active). They must fail a DC 14 Constitution save to take the damage.

Opportunity Attack. If an enemy walks away from your melee reach without disengaging, you can strike them with your sickle.

Janus, The Albino Wolf

Janus, The Albino Wolf

Large beast, neutral

Formerly the corrupted companion of a being known as The Cruel Beastmaster, Janus is a loyal companion to those that freed him.

Armor Class 15 (Natural Armor)
Hit Points 77 (8d10+24)
Speed 50 ft.
STR
17
(+3)
DEX
15
(+2)
CON
16
(+3)
INT
4
(-3)
WIS
14
(+2)
CHA
7
(-2)
Saving Throws Dex +4
Skills Stealth +4
Damage Resistances Radiant
Condition Immunities Blinded
Senses Darkvision 60 ft, Passive Perception 14
Languages Common
Challenge 7 (2,900 XP)

Blind on One Side. Janus has Disadvantage on Wisdom (Perception) checks that rely on sight.

Keen Hearing and Small. Janus has Advantage on Wisdom (Perception) checks that rely on hearing and smell.

Albino Hide. Janus is resistant to Radiant damage and immune to the Blinded condition.

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 2d8+3 Piercing damage. If the target is Prone, Janus automatically scores a critical hit on a roll of 19-20.

Leap and Pin. Melee Attack Roll: +5, reach 15 ft. Hit: Janus leaps on the target in a direct line of sight, knocking the target Prone and initiating a Grapple.

Brutal Charge. Janus can move up to half his speed without provoking Opportunity Attacks, if he is moving toward an enemy.

Howl of the Foresaken (Recharges 5-6). Janus lets out a deep, resonant howl that Rallies nearby beasts and Frightens nearby enemies. Up to two beasts of Janus' choosing within 60 ft. gain 10 temporary hit points and Advantage on their next Attack. Up to two enemies in the same range are Frightened (WIS DC 12) for 1 minute, and may re-attempt the Saving Throw at the beginning of each turn.

Black Knight

Black Knight

Medium humanoid, unaligned

Armor Class 24
Hit Points 400
Speed 40 ft.
STR
22
(+6)
DEX
17
(+3)
CON
20
(+5)
INT
12
(+1)
WIS
18
(+4)
CHA
16
(+3)
Saving Throws Con +9, Wis +8
Damage Resistances Necrotic, Radiant
Damage Immunities Slashing, Bludgeoning, and Piercing from nonmagical weapons
Condition Immunities Charmed, Frightened, Stunned
Senses Darkvision 120ft., Blindsight 30ft.
Languages None
Challenge 1 (200 XP)

Legendary Resistance. If the Black Knight fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Black Knight has Advantage on saving throws against spells and other magical effects.

Defense Form. BA - During this form, all damage received is reduced by half, however you have disadvantage on all checks based on Dex.

Offense Form. BA - During this form, you deal an extra 10 (2d10) damage of your weapons type and gain +3 to hit and saves, however all attacks towards you are at advantage. No disadvantage on stealth.

Actions

Multiattack. The Black Knight makes 3 attacks, using The Monolith

The Monolith. Melee Attack Roll: +12, Reach 5ft. Hit: 20 (3d8 + 6) Bludgeoning damage plus 7 (2d6) Radiant damage

Reactions

Parry. Trigger: The Black Knight is hit by a melee attack roll while holding a weapon. Response: The Black Knight adds 6 to its AC against that attack, possibly causing it to miss.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the Black Knight can expend a use to take one of the following actions. The Black Knight regains all expended uses at the start of each of its turns.

Tactical Retreat.. Move without provoking opportunity attacks.

Lunge.. The Black Knight moves up to half its Speed, and it makes one attack using The Monolith

Darth Vader (Episode V-VI)

Darth Vader (Episode V-VI)

Medium humanoid, lawful evil

The emperors right hand

Armor Class 25
Hit Points 450
Speed 35 ft.
STR
32
(+11)
DEX
18
(+4)
CON
28
(+9)
INT
22
(+6)
WIS
22
(+6)
CHA
26
(+8)
Saving Throws Strength +16, Constitution +15, Wisdom +12, Charisma +13, Dexterity, +10
Skills Intimidation (A) +12
Senses passive Perception 18
Languages Common
Challenge 30 (155,000 XP)

Power Die. 10d12

Spellcasting. The Darth Vader (Episode V-VI) is a 20-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +0 to hit with spell attacks). 40 FP

Cantrips (at will): Push, Pull, Saber Throw, Force Jump, Burst of Speed, Force Sense

1st level: Mind Trick, Force Leap, Force Speed

2nd level: Force Slam, Force Repulse, Telekinetic Grip

3rd level: Force Choke, Force Barrier, Force Crush

4th level: Force Wave, Force Rage, Force Drain

5th level: Mass Force Choke, Devastating Force Choke, Dark Side Maelstrom

Lord of the Sith. Enemies within 30 feet have disadvantage against fear and on concentration checks Persuasion checks have disadvantage

Cybernetic Perfection. Immune to fear and being paralyzed Automatically Succeed a saving throw once per turn Critical hits become normal hits (during first phase)

The Emperor's Fist. When Vader reduces a creature to 0 HP, regain 3 FP and 1 power die

Actions

Lightsaber Attack A. 3d12 plasma damage.

Multiattack A. 2d8 plasma damage (4 strikes)

Hunt the Prey BA. Choose a target creature, against that creature gain +2 to attack rolls, +1 damage for each successful hit maximum of 10, lose extra damage upon targeting another creature. Mark lasts until creature death. Marked creatures cannot disengage and whenever they move, vader immediately moves half his speed

Reactions

Deflection. Reduced ranged weapon damage by 1d10+26, if reduced to zero, redirect attack to any target, automatically hits

Relentless Advance . Whenever Vader moves towards his marked target, ignore difficult terrain, movement cannot be reduced, gain 10 temp HP

Legendary Actions

"I Find Your Lack of Faith Disturbing". After another creatures turn immediately take one of the following actions: one lightsaber attack with, Force push, Move full speed (opportunity attacks automatically miss), Force Choke

"You Don't Know the Power of the Dark Side". The first time Vader reaches 0 HP, recover 225 HP and recover 20 FP and all power die. Lose all advantage buffs, -2 to each stat. Lightsaber attacks deal 4d12 damage

Xild, Kobold Necromancer

Small humanoid, lawful evil

Driven mad by the whispers of an ancient skeletal titan buried in the deep reaches, Xild the Bone-Spitter rose from an obscure tunnel drudge to a fanatic cult leader after unearthing a shattered obsidian relic. Believing the legendary dragon’s lingering shade chose him to restore its physical glory, Xild bound necrotic energy to his will—earning his moniker from the grisly practice of gnawing cursed bones to spit lethal magic. Surrounded by zealous kobold defenders and shambling constructs, he now directs every drop of his dark power into a frantic, high-stakes ritual to reanimate the ancient dragon's massive remains, desperate to complete the resurrection and crown his tribe as the rightful heralds of a newly risen, immortal god.

Armor Class 13 (16 with Mage Armor)
Hit Points 45 (10d6 + 10)
Speed 30 ft.
STR
7
(-2)
DEX
16
(+3)
CON
12
(+1)
INT
16
(+3)
WIS
10
(+0)
CHA
8
(-1)
Saving Throws Con +3, Int +5
Skills Arcana +5, Religion +5
Senses Darkvision 60ft., Passive Perception 10
Languages Common, Draconic
Challenge 3 (700 XP)

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

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

Necromantic Focus (Ritual). Requires 4 total rounds of uninterrupted concentration to complete the ritual. Standard concentration rules apply (DC 10 or half damage taken). If concentration breaks, the ritual is delayed by 1 round, but progress is not reset.

Spellcasting. Cold is a 5-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared: [list of spells].

CAVE DRAKE

CAVE DRAKE

Huge dragon, unaligned

Armor Class 17
Hit Points 168
Speed 40 ft. /burow 20ft. climb /40ft.
STR
19
(+4)
DEX
12
(+1)
CON
20
(+5)
INT
4
(-3)
WIS
12
(+1)
CHA
7
(-2)
Saving Throws str +8 / con+8
Skills Stealth +5 (+9 patient predator)
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 11
Languages Common
Challenge 8 (3,900 XP)

Patient Predator (False Appearance). The drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. While the drake remains motionless against a cavern wall or ceiling, it is completely indistinguishable from a natural stone formation. A creature must succeed on a DC 19 Intelligence (Investigation) or Wisdom (Perception) check to spot it.

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

Actions

Multiattack. The drake makes three attacks: one with its Bite and two with its Claws. It can replace one Claw attack with a Tail attack if a target is within range.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Caustic Breath (Recharge 5/6).. The drake exhales a spray of acid in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.

Dark Lieutenant of Filth

Medium fiend, chaotic evil

Ghastly Servant of Dark Lords

Armor Class 15 (Natural Armor)
Hit Points 77 (14d8+42)
Speed Walk 30 ft. Burrow 15 ft.
STR
13
(+1)
DEX
15
(+2)
CON
16
(+3)
INT
19
(+4)
WIS
14
(+2)
CHA
13
(+1)
Saving Throws WIS +5, CON, +7
Skills Religion +7, Arcana +7, Deception +4
Damage Resistances Necrotic, Acid
Damage Immunities Poison
Condition Immunities Poisoned
Senses Perception 10
Languages Common, Abyssal
Challenge 7 (2,900 XP)

Spellcasting. The Dark Lieutenant of Filth is a 9-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +8 to hit with spell attacks).

Cantrips (at will): Acid Splash, Infestation, Mold Earth

1st level (4 slots): Grease, Inflict Wounds, Ray of Sickness, Shield

2nd level (4 slots): Maximilian’s Earthen Grasp, Melf’s Acid Arrow, Web

3rd level (3 slots): Erupting Earth, Gaseous Form, Stinking Cloud

4th level (3 slots): Blight, Sickening Radiance, Vitriolic Sphere

5th level (1 slot): Contagion

Uncanny Telepathy. The Lieutenant can telepathically communicate with other lieutenants, Cairnax, and hordes under his command if they are within eyesight. If they are out of eyesight but within 2 miles, the Lieutenant needs to focus on communicating with them as if he were concentrating on a spell.

Actions

Melee. Staff of Disease +4 to hit, 1d8+1 Bludgeoning +1d4 Poison damage

Pestilent Form (Bonus Action Recharge 6). (At the start of each turn while the form is active, roll a d4, on a 1 this form ends) The Lieutenant takes on the form of pestilence itself. This form grants the following benefits: The Lieutenant gains a fly speed, his spell save DC increases by one, and the Lieutenant gains advantage on spell attack rolls

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.

Dark Lieutenant of Pain

Medium fiend, neutral evil

Ghastly Servant of Dark Lords

Armor Class 18 (Plate)
Hit Points 119 (14d8+56)
Speed 30 ft.
STR
18
(+4)
DEX
11
(+0)
CON
18
(+4)
INT
11
(+0)
WIS
14
(+2)
CHA
15
(+2)
Saving Throws WIS +5, CHR +5
Skills Athletics +7, Intimidation +5, Deception +5
Damage Resistances Necrotic
Senses Perception 10
Languages Common, Abyssal
Challenge 7 (2,900 XP)

Spellcasting. The Dark Lieutenant of Pain is a 5-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +8 to hit with spell attacks).

1st level (4 slots): Command, Compelled Duel, Dissonant Whispers

2nd level (3 slots): Ray of Enfeeblement, Blindness/Deafness

3rd level (2 slots): Fear, Vampiric Touch

Uncanny Telepathy. The Lieutenant can telepathically communicate with other lieutenants, Cairnax, and hordes under his command if they are within eyesight. If they are out of eyesight but within 2 miles, the Lieutenant needs to focus on communicating with them as if he were concentrating on a spell.

Sadism. If the Lieutenant does more than 15 points of damage to a creature on his turn, The number required for a critical hit drops by 1. This effect stacks to a maximum of -5. If the Lieutenant makes a critical hit, the number required for a critical hit returns to 20. The damage dealt by a critical hit does not trigger this trait

Actions

Multi attack. The Lieutenant makes two attacks with his Scourge of Torment +7 to hit 2d6+4 slashing

Reactions

Unholy Smite. Trigger: Perform a critical hit on a creature. Result: the target cannot gain hit points for 1d4 rounds

Vigil Halberdiers

Gargantuan humanoid, lawful good

Bulwark against unholy wretches

Armor Class 18 (Plate Armor)
Hit Points 220 (15d20+60)
Speed 25 ft.
STR
18
(+4)
DEX
8
(-1)
CON
18
(+4)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws STR, +7, CON+7
Skills Athletics +5, Intimidation +2
Damage Resistances Radiant
Senses Passive Perception 10
Languages Common
Challenge 7 (2,900 XP)

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde can take one reaction on every turn in combat.

Multi-Attack . The horde makes four attacks with Spears, or two attacks if the horde has half its hit points or fewer.

Horde Immunities (Conditional). The horde gains immunity to the following conditions: charmed, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned, and unconscious. These immunities can be suspended if the horde is entirely within an area of effect (Ex. the Stinking Cloud Spell, with the entirety of the horde within it could still give the horde the Poisoned condition). An AoE damage spell that envelopes the horde causes the horde to become vulnerable to that damage type for that spell, an AoE spell that does not envelope the horde entirely gives the horde resistance to that damage type.

Actions

Blessed Halberd. The Horde makes up to four Blessed Halberd Attacks +7 to hit, 1d10 Slashing +1d4 Radiant damage

Bastion of Benevolence (Recharge 5-6). Each creature of the hordes choice within 10 feet must make a constitution DC(15) save or take 4d10 slashing, and 4d8 radiant damage, half damage on a success. An Undead, Fiend, Or Aberration who fails this save is Turned until the end of their next turn.

Bane of The Wicked. The Horde may forgo one, two, or three Blessed Halberd attacks to gain the following benefits on the remaining attacks (DC 15) Undead, Fiends, and Aberrations have disadvantage on this save. Additionally, every attack forgone using this feature adds 1d4 Radiant Damage to the subsequent attacks on that turn.

- See No Evil (One Attack) . The target(s) have disadvantage on all attack rolls against Good Aligned creatures until the end of their next turn, as they look to the ground in shame and fear

-No Retreat for the Wicked (Two Attacks). The target(s) speed is reduced to 0. The target(s) can repeat the save at the end of every subsequent turn

-Penance (Three Attacks). The target(s) falls prone until the start of their next turn (no save). If the target fails the Bane of the Wicked save, it may only make an action, bonus action, or reaction on its next turn.

Reactions

Polearm Mastery. As a reaction to a hostile creature or horde entering a space within 10 feet of the Halberdier, make an attack of opportunity using the Blessed Halberd

Vigil Slayers

Gargantuan humanoid, chaotic good

Slaughterers of The Profane

Armor Class 16 (Unarmored Defense)
Hit Points 215 (16d20+72)
Speed 35 ft.
STR
20
(+5)
DEX
16
(+3)
CON
18
(+4)
INT
8
(-1)
WIS
12
(+1)
CHA
8
(-1)
Saving Throws DEX +6, Con +7
Skills Athletics +8, Intimidation +2, Perception +4
Damage Resistances Non-magical B/S/P, Radiant
Senses Passive Perception 13
Languages Common
Challenge 5 (1,800 XP)

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde can take one reaction on every turn in combat.

Multiattack. The horde makes four attacks, or two attacks if the horde has half its hit points or fewer.

Horde Immunites. The horde gains immunity to the following conditions: charmed, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned, and unconscious. These immunities can be suspended if the horde is entirely within an area of effect (Ex. the Stinking Cloud Spell, with the entirety of the horde within it could still give the horde the Poisoned condition). An AoE damage spell that envelopes the horde causes the horde to become vulnerable to that damage type for that spell, an AoE spell that does not envelope the horde entirely gives the horde resistance to that damage type.

Actions

Holy Maul. The horde makes up to 4 melee attacks with their Mauls +8 to hit, 2d6+5 Bludgeoning, + 1d4 Radiant

Divine Bloodlust. Each creature of the horde's choice in the horde's space must make a DC 15 Dexterity saving throw. On a failed save, a creature takes (12d6) Bludgeoning damage, and (6d4) Radiant damage, or (6d6) Bludgeoning and (3d4) Radiant damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage. Undead, Fiends, and Aberrations have disadvantage on this save

Fury of Justice (Bonus Action Recharge 5-6). The Slayers enter a state of fury. At the start of each turn, roll a d6, on a 1 the fury ends, on any other number the fury continues. The effects of the fury are as follows, The strength score of the Slayers increases by 2, their movement increases by 10ft, the number required for a critical strike is decreased by 1, or 2 if the target is an Undead, Fiend, or Aberration, and critical strikes deal one additional set of dice. Additionally, the DC for Divine Bloodlust increases to 17. The horde cannot roll to recharge the Fury of Justice until the current one has concluded.

Vigil Crusaders

Gargantuan humanoid, lawful good

Holy Warriors, intent on defending the Innocent

Armor Class 19 (Splint and a Shield)
Hit Points 182 (15d20+24)
Speed 30 ft.
STR
18
(+4)
DEX
12
(+1)
CON
15
(+2)
INT
10
(+0)
WIS
12
(+1)
CHA
17
(+3)
Saving Throws WIS +5, CHR +6
Skills Religion +3, Insight +4
Damage Resistances Radiant, Necrotic
Condition Immunities Frightened, Disease
Senses passive Perception 10
Languages Common, Celestial
Challenge 7 (2,900 XP)

Horde Immunities (Conditional). The horde gains immunity to the following conditions: charmed, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned, and unconscious. These immunities can be suspended if the horde is entirely within an area of effect (Ex. the Stinking Cloud Spell, with the entirety of the horde within it could still give the horde the Poisoned condition). An AoE damage spell that envelopes the horde causes the horde to become vulnerable to that damage type for that spell, an AoE spell that does not envelope the horde entirely gives the horde resistance to that damage type.

Horde Spellcasting. The horde can sacrifice one of its attacks to cast one spell with a casting time of one action. If the casting time is one bonus action the horde may cast it without sacrificing an attack. It can only cast one spell per turn. The horde can only have one Concentration spell cast at a time, and Concentration spells affect the horde as if it were one creature. The horde has advantage on CON saves to maintain this Concentration

Spellcasting. The Vigil Crusaders is a 6-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks).

Cantrips (at will): Sacred Flame

1st level (6 slots): Cure Wounds, Protection from Evil and Good, Divine Smite, Divine Favor

2nd level (4 slots): Lesser Restoration, Prayer of Healing

3rd level (2 slots): Crusader’s Mantle, Revivify

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde can take one reaction on every turn in combat.

Multiattack. The horde makes four attacks, or two attacks if the horde has half its hit points or fewer.

Paladin Aura. The Horde, and all friendly creatures within 10 feet of it gain a bonus to their saving throws equal to the Hordes CHR modifier (+3)

Actions

Holy War Hammer. The horde makes up to four attacks with their war hammers +7 to hit, 1d8+4 B +1d4 Radiant

Lay on Hands (Bonus action). The horde has a pool of 120 hit points worth of lay on hands they can expend to heal the horde or another creature within 5 feet. The horde can also expend 5 hit points to end the poisoned or blinded condition on a creature.

Rebuke the Unholy (Recharge 5-6). The Horde of Crusaders present their holy symbols and speak words of power to castigate the wretched. All undead, fiends, and aberrations within 60 feet of the horde must make a wisdom save (DC 14) or take 5d8 Radiant damage and be Turned. A creature that passes takes half damage only

Vigil Rangers

Gargantuan humanoid, neutral good

A band of scouts for The Vigil, experts in hunting down vile creature

Armor Class 16 (Studded leather)
Hit Points 127 (12d20+32)
Speed 40 ft. Walking 20 ft. Climb
STR
8
(-1)
DEX
19
(+4)
CON
15
(+2)
INT
14
(+2)
WIS
16
(+3)
CHA
10
(+0)
Saving Throws DEX +5, WIS +3
Skills Perception +5, Survival +5, Stealth +7
Damage Resistances Radiant
Senses passive Perception 15
Languages Common
Challenge 6 (2,300 XP)

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde can take one reaction on every turn in combat.

Multi-Attack . The horde makes four attacks with daggers or longbows, or two attacks if the horde has half its hit points or fewer.

Horde Immunities (Conditional). The horde gains immunity to the following conditions: charmed, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned, and unconscious. These immunities can be suspended if the horde is entirely within an area of effect (Ex. the Stinking Cloud Spell, with the entirety of the horde within it could still give the horde the Poisoned condition). An AoE damage spell that envelopes the horde causes the horde to become vulnerable to that damage type for that spell, an AoE spell that does not envelope the horde entirely gives the horde resistance to that damage type.

Crossbow Experts. The Vigil Rangers ignore the loading properties on their Holy Heavy Crossbow. The vigil rangers do not have disadvantage on ranged attacks made in melee range

Expert Disengage. Vigil Rangers movement does not provoke opportunity attacks

Actions

Holy Heavy Crossbow. The Horde makes up to four Heavy Crossbow attacks 100/400 +7 to hit, 1d10+4 piercing +1d4 Radiant

Volley . Target, a point the horde can see or can be indirectly fired upon within 100 feet. Each creature within 30 feet of that point makes a dexterity save (DC 15) on a fail takes 6d10 piercing damage and 6d4 radiant damage, on a success takes half damage. When the horde is reduced to less than half HP this damage decreases to 4d10 and 4d4. Creatures and hordes with shields have advantage on this save

Short Sword. The horde takes up to four short sword attacks to creatures within melee range. +7 to hit, 1d6+4 piercing

Marked For Death (Bonus Action, Recharge 5-6). The Rangers mark a target (which can be an individual or a horde). The horde takes an additional 1d6 Radiant damage/attack. The d20 test required to CRIT is reduced by 1, or by 2 if the target is an Undead, Fiend, or Aberration. The Vigil Rangers can only have one target marked in this way at a time, but they may roll to recharge this ability at the start of every turn

Horde of Bowmen

Huge humanoid, unaligned

A horde of medium sized bowmen

Armor Class 14 (Leather armor)
Hit Points 138 (12d20+12)
Speed 30 ft.
STR
8
(-1)
DEX
16
(+3)
CON
12
(+1)
INT
11
(+0)
WIS
12
(+1)
CHA
10
(+0)
Saving Throws DEX +5, WIS +3
Skills Perceptopm +4, Survival +4
Senses passive Perception 14
Languages Common
Challenge 4 (1,100 XP)

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde can take one reaction on every turn in combat.

Multi-Attack . The horde makes four attacks with daggers or longbows, or two attacks if the horde has half its hit points or fewer.

Horde Immunities (Conditional). The horde gains immunity to the following conditions: charmed, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned, and unconscious. These immunities can be suspended if the horde is entirely within an area of effect (Ex. the Stinking Cloud Spell, with the entirety of the horde within it could still give the horde the Poisoned condition). An AoE damage spell that envelopes the horde causes the horde to become vulnerable to that damage type for that spell, an AoE spell that does not envelope the horde entirely gives the horde resistance to that damage type.

Actions

Longbow. The Horde makes up to four Longbow attacks 150/600 +5 to hit, 1d8+3 piercing

Volley . Target, a point the horde can see or can be indirectly fired upon within 150 feet. Each creature within 30 feet of that point makes a dexterity save (DC 13) on a fail takes 6d8 damage, on a success takes half damage. When the horde is reduced to less than half HP this damage decreases to 4d8. Creatures or Hordes with shields have advantage on this save

Dagger. The horde takes up to four dagger attacks to creatures within melee range. +5 to hit, 1d4+3 piercing

Reactions

Disengage. When the Horde of Bowmen take a melee opportunity attack, that attack is made with disadvantage, and the horde has resistance to the damage of that attack if it is nonmagical bludgeoning, slashing, or piercing

Horde of Axe Men

Gargantuan humanoid, unaligned

A horde of 12-20 Medium sized humanoids.

Armor Class 14 (Hide Armor)
Hit Points 162 (12d20+36)
Speed 30 ft.
STR
18
(+4)
DEX
16
(+3)
CON
16
(+3)
INT
8
(-1)
WIS
12
(+1)
CHA
8
(-1)
Saving Throws Str +6, Con +6
Skills Athletics +6, Survival +3, Perception +3
Damage Resistances Non-magical B/S/P (Conditional)
Condition Immunities charmed, frightened, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned, and unconscious (Conditional)
Senses Passive Perception 13
Languages Common
Challenge 5 (1,800 XP)

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde can take one reaction on every turn in combat.

Multiattack. The horde makes four attacks, or two attacks if the horde has half its hit points or fewer.

Actions

Battle Ax. The horde makes up to 4 melee attacks with their battle axes +6 to hit, 1d10+3 Slashing

War Cry (Recharge 4-6). All creatures of the hordes choice within 120 feet must make a wisdom save (DC 11) and have their movement speed reduced to 0 until the start of the Axe Men's next turn

Frenzy. Each creature of the horde's choice in the horde's space must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 45 (8d10) slashing damage, or 23 (4d8) slashing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.

Reactions

Primal Rage. As a reaction to taking non-magical bludgeoning, slashing, or piercing damage, the horde can gain resistance to those damage types until the start of its next turn. This feature can be used 3 times per long rest

Horde of Spearmen

Huge humanoid, unaligned

A horde of medium sized Spearmen

Armor Class 18 (Chainmail + Shield)
Hit Points 150 (12d20+24)
Speed 30 ft.
STR
16
(+3)
DEX
9
(-1)
CON
16
(+3)
INT
10
(+0)
WIS
12
(+1)
CHA
12
(+1)
Saving Throws STR, +5, CON+4
Skills Athletics +5, Intimidation +2
Senses Passive Perception 11
Languages Common
Challenge 4 (1,100 XP)

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde can take one reaction on every turn in combat.

Multi-Attack . The horde makes four attacks with Spears, or two attacks if the horde has half its hit points or fewer.

Horde Immunities (Conditional). The horde gains immunity to the following conditions: charmed, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned, and unconscious. These immunities can be suspended if the horde is entirely within an area of effect (Ex. the Stinking Cloud Spell, with the entirety of the horde within it could still give the horde the Poisoned condition). An AoE damage spell that envelopes the horde causes the horde to become vulnerable to that damage type for that spell, an AoE spell that does not envelope the horde entirely gives the horde resistance to that damage type.

Actions

Spear. The Horde makes up to four Spear attacks +5 to hit, 1d6+3 Piercing

Bloodbath. Each creature of the horde's choice within 5 feet of the horde must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.

Reactions

Hold The Line. As a reaction to a hostile creature or horde entering a space within 5 feet of the spearmen, make a STR save (DC 13) or have speed reduced to 0 and take 1d6 Piercing Damage, or half on a success. A mount or horde of mounted creatures has disadvantage on this save

Horde of Swordsmen

Huge humanoid, unaligned

A horde of medium sized Swordsmen

Armor Class 17 (Chain Shirt + Shield)
Hit Points 150 (12d20+24)
Speed 30 ft.
STR
16
(+3)
DEX
14
(+2)
CON
14
(+2)
INT
9
(-1)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws STR, +5, CON+4
Skills Athletics +5, Intimidation +2
Senses Passive Perception 10
Languages Common
Challenge 4 (1,100 XP)

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde can take one reaction on every turn in combat.

Multi-Attack . The horde makes four attacks with Longswords, or two attacks if the horde has half its hit points or fewer.

Horde Immunities (Conditional). The horde gains immunity to the following conditions: charmed, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned, and unconscious. These immunities can be suspended if the horde is entirely within an area of effect (Ex. the Stinking Cloud Spell, with the entirety of the horde within it could still give the horde the Poisoned condition). An AoE damage spell that envelopes the horde causes the horde to become vulnerable to that damage type for that spell, an AoE spell that does not envelope the horde entirely gives the horde resistance to that damage type.

Actions

Longsword. The Horde makes up to four Longsword attacks +5 to hit, 1d8+3 Slashing

Hand-Axe Volley. Target, a point the horde can see within 30 feet. Each creature within 30 feet of that point makes a dexterity save (DC 13) on a fail takes 8d6 damage, on a success takes half damage. When the horde is reduced to less than half HP this damage decreases to 4d6

Bloodbath. Each creature of the horde's choice in the horde's space must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) slashing damage, or 18 (4d8) slashing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.

Aldric Thornmere

Large humanoid, lawful good

Appearance: A broad-shouldered older man with silver-streaked hair, a neatly trimmed beard, and an old scar running from his left temple to his jaw. He wears a dark green guildmaster's coat reinforced with leather and carries an ornate, weathered longsword. Personality: Calm, authoritative, and surprisingly warm. Aldric treats guild members like family but has little patience for reckless adventurers. Reputation: Known throughout the region as a former adventurer who survived expeditions that killed entire parties.

Armor Class 20 ((Masterwork Half-Plate)
Hit Points 187 (22d8+88)
Speed 30 ft.
STR
20
(+5)
DEX
16
(+3)
CON
18
(+4)
INT
16
(+3)
WIS
18
(+4)
CHA
18
(+4)
Saving Throws STR +9, DEX +7, CON +8, CHA +8
Skills Athletics +9, Insight +8, Intimidation +8, Perception +8, Survival +8
Senses passive Perception 10
Languages Common, Elvish, Dwarvish, Sylvan
Challenge 12 (8,400 XP)

Spellcasting. The Aldric Thornmere is a 1-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +4 to hit with spell attacks).

1st level (3 slots): Cure Wounds

Actions

Multiattack. Aldric makes three attacks with Thornbreaker.

Thornbreaker. +10 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage plus 4 (1d8) force damage. Against Fey creatures, Thornbreaker deals an additional 7 (2d6) radiant damage.

Guildmaster's Challenge — Recharge 5–6. Aldric points toward one creature within 60 feet. The creature must succeed on a DC 16 Wisdom saving throw or become Marked by the Guild for 1 minute. While marked: Aldric has advantage on attacks against the creature. The creature has disadvantage on attacks against creatures other than Aldric. Whenever the marked creature damages one of Aldric's allies, Aldric can move up to half his speed toward it without provoking opportunity attacks. The creature can repeat the saving throw at the end of each of its turns.

Reactions

Parry. Aldric adds +4 to his AC against one melee attack that would hit him. He must see the attacker and be wielding Thornbreaker.

Not Today. When an ally within 30 feet would be reduced to 0 HP, Aldric can move up to 30 feet toward them and make one Thornbreaker attack against the attacker. If the attack hits, the ally instead drops to 1 HP.

Legendary Actions

Move. Aldric moves up to half his movement without provoking opportunity attacks.

Strike. Aldric makes one Thornbreaker attack.

Command — Costs 2 Actions. One ally within 60 feet that can hear Aldric may immediately make one weapon attack or move up to half their speed.

Aldric's Resolve — Costs 3 Actions. Aldric ends one condition affecting himself or an ally within 30 feet.

The mycotic seed

Medium undead, neutral

The center of the mycotic system. Once upon a time it was a person, but after letting the seed of corruption in, their only goal in life is to spread the colony and absorb as many creatures and places as possible. Its intrinsic connection to the mycotic system makes them very hard to surprise.

Armor Class 14
Hit Points 161
Speed 40 ft.
STR
18
(+4)
DEX
14
(+2)
CON
18
(+4)
INT
17
(+3)
WIS
16
(+3)
CHA
19
(+4)
Damage Resistances Necrotic; Psychic
Damage Immunities Poison; Charmed; Exhaustion; Frightened; Paralized; Poisoned; Stunned
Senses passive Perception 13
Languages Common
Challenge 7 (2,900 XP)

Regeneration. The Mycotic seed regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn't function at the start of its next turn. Its body is destroyed only if it starts its turn with 0 Hit Points and doesn't regenerate

Body control. If the target has been afected by spore bomb and has and accumulated -5 effect, the Seed can control one of its offensive actions and redirect it towards anyone it chooses. The Seed can only choose one creature per one of its turns unless a creature has a -10 of spore bomb effect, then its basically under the Seed's control.

Actions

Multiattack. The Seed makes two Suffocate attacks

Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 1d8 Necrotic Damage.

Weak Spore Bomb. (Recharge 5-6). Constitution Saving Throw: DC 10, each creature in a 30ft range from where the fungus infected person can see, with a 10 ft radius center is affected. Failure: 2d6 Necrotic damage, and the target has a -1 disadvantage going forward to any saving thow against any type of Spore Bomb, unless they regain all their hit points via a rest or a healing spell; healing potions do not remove this disadvantage.

Suffocate. Melee attack roll: +8, reach 10ft. Hit: 1d10+5 Bluggeoning damage plus 3d6 Necrotic damage. If the target equals or is smaller than the Seed, it has the Grappled condition (escape DC 15). Until the grapple ends, the target is suffocating. The Seed can have up to two targets Grappled in this way at a time.

Invitation. Charisma Saving Throw: DC 17 (minus any effect caused by a Spore Bomb), each creature in a 60ft Cone. Failure: The Target is teleported inside the revenats space, and receives damage akin to a Weak Spore Bomb but without the saving throw each Seed's turn. The trapped creature has disadvantage to escape (Dexterity Saving Throw: 15).

Cairnax - The Hammer of Hell

Large undead, neutral evil

Undead Champion, Returned From Hell for Vengeance

Armor Class 23 (+3 Plate & Flying Shield)
Hit Points 400 (40d12+140)
Speed 40
STR
28
(+9)
DEX
10
(+0)
CON
24
(+7)
INT
16
(+3)
WIS
15
(+2)
CHA
19
(+4)
Saving Throws Str +14, Con +12, Wis +7, Chr +9
Skills Athletics +14, Perception +13, Intimidation, +10
Damage Resistances Bludgeoning, Slashing, Piercing, Acid, Cold, Fire, Lightning, Thunder
Damage Immunities Poison, Necrotic
Condition Immunities Charmed, Poisoned, Frightened
Senses Passive Perception 23
Languages Common, Draconic, Infernal, Abyssal
Challenge 20 (25,000 XP)

Spellcasting. The Cairnax - The Hammer of Hell is a 5-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +15 to hit with spell attacks).

Cantrips (at will): Toll the Dead, Chill Touch

1st level (4 slots): Absorb Elements, Command, Dissonant Whispers, Wardaway

2nd level (3 slots): Blindness/Deafness, Darkness, Hold Person, Ray of Enfeeblement

3rd level (2 slots): Fear, Hunger of Hadar, Speak with Dead, Stinking Cloud, Vampiric Touch

Poisonous Presence. Any creature that starts its turn within 10 feet of Cairnax must succeed a DC 20 Constitution save or be Poisoned until the start of its next turn (This trait is tied to Cairnax's Armor of Pestilence)

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

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

Regeneration. Cairnax regains 10 hit points at the start of its turn. If Cairnax takes Radiant damage, or is within 5 feet of a holy symbol, this trait doesn't function on its next turn. Cairnax dies only if it starts its turn with 0 hit points and doesn't regenerate. (This ability is tied to his armor, the Armor of Pestilence)

True Sight. Cairnax has True Sight out to 40 feet. (This ability is tied to his helmet, the Visage of Terror)

Legendary Actions. Carinax can make 2 legendary actions per round of combat

Actions

Multiattack. Cairnax uses Frightful Prescence, then makes three attacks with Nightfall. He may replace two attacks with one of his spells from Spellcasting

Nightfall (Two-Handed Mace). Melee Weapon Attack +14 to hit reach 10ft, 23 (3d8+8) bludgeoning damage plus 14 (4d6) necrotic damage. The target must succeed a DC 15 Constitution Save or have the Blinded Condition until the end of their next turn. A target only be effected by this once per turn.

Frightful Prescence. Each creature of Cairnax's choice within 120 feet must succeed a DC 18 Wisdom save or be frightened for 1 minute. A frightened creature can repeat the save at the end of each of their turns. (This ability is tied to his helmet, The Visage of Terror)

The Wailing of The Hells (Recharge 5-6). Cairnax opens a rift to the Hells. Each creature within a 60 foot emanation must make a constitution saving throw (DC 18) on a fail taking 6d6 Psychic and 6d6 Cold damage and gain the Stunned Condition until the end of their next turn. On a success take only half damage. (This ability is tied to his cloak, The Shroud of Malice)

Reactions

Parry. Cairnax adds +5 to its AC against one melee attack that would hit it. To do so, Cairnax must see the attacker and be wielding a melee weapon.

Vampiric Retaliation. Cairnax Casts Vampiric touch as a reaction to a hostile creature leaving his range. When cast in this way, the target becomes grappled if the spell attack hits. The target can escape the grapple with a Strength (Athletics) or Dexterity (Acrobatics) check against the Grapple DC 17

Legendary Actions

Shroud of Darkness (1 Action). Cairnax Casts Darkness on himself. (This ability is tied to his cloak, the Shroud of Malice)

Pounce (1 Action). Cairnax moves up to half his movement speed and makes one attack with Nightfall.

Execute the Feeble (2 Actions). All Creatures within 120' of Cairnax who are frightened take 6d8 Psychic damage. If they are below half health this increases to 6d12

Vampire Sorcerer

Medium undead, neutral evil

Armor Class 18 (natural armor)
Hit Points 134 (18d8 + 53)
Speed 30 ft.
STR
18
(+4)
DEX
18
(+4)
CON
18
(+4)
INT
17
(+3)
WIS
14
(+2)
CHA
20
(+5)
Saving Throws DEX +8, WIS +5, CHA +9
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks made by Unsilvered Weapons
Senses Darkvision 120ft, Passive Perception 17
Languages the languages it knew in life
Challenge 12 (8,400 XP)

Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance (2/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Regeneration. The vampire regains 15 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

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

Immortality. After being killed, the vampire is considered dead until the following night, when it will raise from the dead to serve its master once more. This ability can be nullified and send the vampire into forever death if the final damage done to the vampire is damage from exposure to the sun, piercing damage from a wooden weapon that was driven into its heart, or fire damage. If the vampire is exposed to the sun or piercing damage from a wooden weapon driven into its heart or fire damage is done to the vampire while it is in its temporary state of death after being killed, the vampire is immediately sent into forever death.

Vampire Weaknesses. Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. | Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water. | Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Claws (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5ft, one creature. Hit: (2d6 + 4) slashing damage. Instead of dealing damage, the vampire may grapple the target (escape DC 16).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5ft, one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d4 + 4) piercing damage plus (2d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire thrall under the vampire’s control.

Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Reactions

Move. After taking damage, the vampire may move up to its speed without provoking opportunity attacks.

Legendary Actions

(2/Round).

Claws. The vampire makes one Claws attack.

Bite. The vampire makes one Bite attack

Sacrifice Underling (Costs 2 Actions). The vampire may choose to steal the lifeforce from a lower-level vampire underling within 30ft. The vampire regains hit points equal to the target vampire's remaining hit points, whereupon the targeted lower-level vampire underling is instantly sent to forever death.

Unholy Thicket (Costs 2 Actions). The vampire causes thorns of malice to erupt out of the ground in a 20ft radius centered on themselves. Any non-vampire creatures on the ground within this area must make a Dexterity saving throw (DC 15), taking (3d6) piercing damage and (3d6) necrotic damage on a failed save or half as much damage on a successful one.

Summon Vampire Thralls (Costs 2 Actions).

Vampire Thrall

Medium undead, neutral evil

Armor Class 14 (natural armor)
Hit Points 26 (4d6 + 12)
Speed 30 ft.
STR
16
(+3)
DEX
14
(+2)
CON
14
(+2)
INT
8
(-1)
WIS
8
(-1)
CHA
12
(+1)
Saving Throws DEX +5, CHA +2
Skills Perception +2, Stealth +5
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks made by Unsilvered Weapons
Senses Darkvision 60ft, Passive Perception 9
Languages the languages it knew in life
Challenge 2 (450 XP)

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

Immortality. After being killed, the vampire is considered dead until the following night, when it will raise from the dead to serve its master once more. This ability can be nullified and send the vampire into forever death if the final damage done to the vampire is damage from exposure to the sun, piercing damage from a wooden weapon that was driven into its heart, or fire damage. If the vampire is exposed to the sun or piercing damage from a wooden weapon driven into its heart or fire damage is done to the vampire while it is in its temporary state of death after being killed, the vampire is immediately sent into forever death.

Vampire Weaknesses. Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. | Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water. | Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +5 to hit, reach 5ft, one creature. Hit: (2d4 + 3) slashing damage. Instead of dealing damage, the vampire may grapple the target (escape DC 12).

Bite. Melee Weapon Attack: +5 to hit, reach 5ft, one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d4 + 3) piercing damage plus (2d4) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Vampire Subordinate

Medium undead, neutral evil

Armor Class 16 (natural armor)
Hit Points 80 (10d8 + 35)
Speed 30 ft.
STR
18
(+4)
DEX
16
(+3)
CON
16
(+3)
INT
16
(+3)
WIS
12
(+1)
CHA
18
(+4)
Saving Throws DEX +7, WIS +2, CHA +5
Skills Perception +5, Stealth +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks made by Unsilvered Weapons
Senses Darkvision 120ft, Passive Perception 14
Languages the languages it knew in life
Challenge 6 (2,300 XP)

Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

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

Immortality. After being killed, the vampire is considered dead until the following night, when it will raise from the dead to serve its master once more. This ability can be nullified and send the vampire into forever death if the final damage done to the vampire is damage from exposure to the sun, piercing damage from a wooden weapon that was driven into its heart, or fire damage. If the vampire is exposed to the sun or piercing damage from a wooden weapon driven into its heart or fire damage is done to the vampire while it is in its temporary state of death after being killed, the vampire is immediately sent into forever death.

Vampire Weaknesses. Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. | Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water. | Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Claws (Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5ft, one creature. Hit: (2d4 + 4) slashing damage. Instead of dealing damage, the vampire may grapple the target (escape DC 15).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +6 to hit, reach 5ft, one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d4 + 4) piercing damage plus (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire thrall under the vampire’s control.

Reactions

Move. After taking damage, the vampire may move up to its speed without provoking opportunity attacks.

Spore Pup

Spore Pup

Small beast, unaligned

Art By Catilus

Armor Class 12 (Natural Armor)
Hit Points 5 (1d6)
Speed 30 ft.
STR
8
(-1)
DEX
14
(+2)
CON
14
(+2)
INT
10
(+0)
WIS
8
(-1)
CHA
20
(+5)
Skills Perception +3, Stealth +3
Condition Immunities Poison, Charm
Senses passive Perception 12
Challenge 0 (10 XP)

Mushroom Colony. Once per day, a random Mushroom will sprout on the Spore Pup's head, giving a random effect from the list below.

Green Cap. While the Spore Pup has the Green Cap, all healing within 10ft of the Spore Pup gets 1d6 added to the roll; this roll can't be affected by any modifiers. This Mushroom has a separate effects when eaten.

Red Cap. While the Spore Pup has the Red Cap, it constantly leaks highly flammable spores into the air around it within a 15ft sphere that disperses over 10 minutes. This Mushroom has a separate effect when eaten.

Black Cap. While the Spore Pup has the Black Cap, it can take an action to shake its head and release a cloud of black spores that creates a zone of darkness within a 15ft sphere that lasts 10 minutes. This Mushroom has a separate effect when eaten.

Purple Cap . While the Spore Pup has the Purple Cap, all creatures that breathe Air and that are within 30ft become neutral to the Spore Pup and can't make any moves that would put the Spore Pup at risk. This Mushroom has a separate effect when eaten.

White Cap. While the Spore Pup has the White Cap, it has a heightened sense of danger; if the Spore Pup were to receive lethal damage, it instead gets teleported to a random location within 30ft and goes invisible. The invisibility lasts until the Spore Pup is out of danger or for 30 minutes.

Keen Hearing and Smell.. The Spore Pup has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite.. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d4 - 1) piercing damage.

Libra

Libra

Medium celestial, lawful neutral

Armor Class 15 (Natural Armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR
12
(+1)
DEX
12
(+1)
CON
15
(+2)
INT
17
(+3)
WIS
16
(+3)
CHA
15
(+2)
Saving Throws Int +6, Wis +6
Skills Arcana +6, Insight +6
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses passive Perception 10
Languages Common
Challenge 7 (2,900 XP)

Spellcasting. The Libra is a 1-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks).

Cantrips (at will): Mage Hand

Equilibrium. Whenever a creature within 30 feet of Libra would make an attack roll, saving throw, or ability check with advantage or disadvantage, Libra can use her reaction to equalize the gravitational scales. The roll is made normally instead, negating both advantage and disadvantage.

Innate Spellcasting. Libra's spellcasting ability is Intelligence (spell save DC 14). She can innately cast the following spell, requiring no components: At will: mage hand (the hand is invisible and can lift up to 30 pounds)

Actions

Multiattack. Libra makes two Gravity Pull attacks.

Gravity Pull. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) force damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 15 feet in a straight line toward Libra or slammed down onto the ground, being knocked prone.

Gravity Crush (Recharge 5–6). Libra shifts her golden scales, rapidly increasing gravitational pressure in a 20-foot-radius sphere centered on a point she can see within 60 feet. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 24 (7d6) force damage, is knocked prone, and its movement speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no additional effects.