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Monster Archive

This document describes several normal monsters, including: 1) Deku Babas, large venus flytrap-like plants that lurk in forests and present a threat with their bite attack. 2) Bone Fly Swarms, swarms of undead insects that can overwhelm creatures and carry them away while flaying their flesh. 3) Additional monsters like Deku Baba Serpents, Giant Deku Babas, and Dodongos - a dragon-like creature with fire breath - are also summarized with their abilities.

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Joan P. Pereira
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0% found this document useful (0 votes)
188 views

Monster Archive

This document describes several normal monsters, including: 1) Deku Babas, large venus flytrap-like plants that lurk in forests and present a threat with their bite attack. 2) Bone Fly Swarms, swarms of undead insects that can overwhelm creatures and carry them away while flaying their flesh. 3) Additional monsters like Deku Baba Serpents, Giant Deku Babas, and Dodongos - a dragon-like creature with fire breath - are also summarized with their abilities.

Uploaded by

Joan P. Pereira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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NORMAL MONSTERS Deku Baba

Deku Babas are large, venus fly trap-like monsters that


The following are normal monsters. They lack lurk in deep, dark forests. Some are gigantic, presenting a
legendary actions or paragon features. more potent threat.

Deku Baba
Medium Plant, unaligned

Bone Fly Swarm Armor Class 15 (natural armor)


Hit Points 11 (2d8 + 2)
Bone Fly Swarms are swarms of undead insects that can Speed 0 ft.
overwhelm creatures and actually carry them away as they Str Dex Con Int Wis Cha
flay the flesh from their bones. 13 (+1) 12 (+1) 12 (+1) 1 (-5) 15 (+2) 1 (-5)
Skills Perception +6, Stealth +5
Bone Fly Swarm Damage Immunities acid
Large swarm of tiny undead, neutral evil Condition Immunities poisoned
Armor Class 15 (natural armor) Senses blind, passive perception 16
Hit Points 76 (17d10 - 17) Languages none
Speed 5 ft., fly 40 ft. Challenge 1/2 (100 XP)
Str Dex Con Int Wis Cha Natural Camouflage. Before a deku baba extends its stem, it
16 (+3) 16 (+3) 8 (-1) 9 (-1) 7 (-2) 2 (-4) appears to be a simple patch of weeds. Without proficiency in
the Nature skill and a DC 15 Wisdom (Perception) check, they
Skills Perception +1 aren’t discernable from any other plant.
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison Tremorsense. A deku baba cannot see, but it can sense any
Condition Immunities charmed, frightened, paralyzed, creature walking on the ground within 15 feet.
petrified, prone, restrained, stunned
Resourceful Death. When a deku baba reaches 0 hit points,
Senses blindsight 10 ft., darkvision 60 ft., passive perception
its body immediately stiffens and calcifies, becoming hard as
11
ironwood. Its stem can be used as a club, and its head
Languages --
contains seeds that are equivalent to sling bullets.
Challenge 5 (1,800 XP)
Blood Hunger. The swarm has advantage on melee attack Actions
rolls against any creature that doesn’t have all its hit points. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., target. Hit: 5
Flurry of Wings. As long as the swarm has at least half its hit (1d8 + 1) piercing damage, plus 3 (1d6) acid damage.
points, creatures inside the swarm can be seen but have total
cover, and must make a DC 14 Strength check to leave its
space. A creature within 5 feet of the swarm can pull a
creature or object out of the swarm as an action. Doing so
Deku Baba, Giant
Large Plant, unaligned
requires a successful DC 14 Strength check, and the creature
Armor Class 15 (natural armor)
making the attempt takes 17 (5d6) necrotic damage.
Hit Points 11 (2d8 + 2)
Swarm. The swarm can occupy another creature’s space and Speed 0 ft.
vice versa, and the swarm can move through any opening Str Dex Con Int Wis Cha
large enough for a Tiny insect. The swarm can’t regain hit 13 (+1) 12 (+1) 12 (+1) 1 (-5) 15 (+2) 1 (-5)
points or gain temporary hit points. Skills Perception +6, Stealth +5
Damage Immunities acid
Actions Condition Immunities poisoned
Overwhelm. As long as the bone fly swarm has at least half it Senses blind, passive perception 16
hit points, it may focus its attacks on a single Large or smaller Languages none
creature whose space it occupies. The creature makes a DC Challenge 4 (100 XP)
14 Dexterity saving throw, and is pushed to the nearest edge
of the swarm’s space on a success. On a failure, the swarm Natural Camouflage. Before a deku baba extends its stem, it
makes a free Bite attack against the creature and it is appears to be a simple patch of weeds. Without proficiency in
restrained and cannot breathe. All attacks the bone fly swarm the Nature skill and a DC 15 Wisdom (Perception) check, they
makes against the overwhelmed creature thereafter are aren’t discernable from any other plant.
automatically critical hits. When the swarm moves, the Tremorsense. A deku baba cannot see, but it can sense any
overwhelmed creature moves with it. An overwhelmed creature walking on the ground within 15 feet.
creature that succeeds on a DC 14 Strength check, as an
action, escapes and enters a space of its choice within 5 feet Resourceful Death. When a deku baba reaches 0 hit points,
of the swarm. its body immediately stiffens and calcifies, becoming hard as
ironwood. Its stem can be used as a club, and its head
Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one creatue contains seeds that are equivalent to sling bullets.
in the swarm’s space. Hit: 17 (5d6) necrotic damage, or 10
(3d6) necrotic damage if the swarm has half of its hit points Actions
or fewer. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., target. Hit: 5
(1d8 + 1) piercing damage, plus 3 (1d6) acid damage.
Deku Baba Serpent Dodongo
Unlike the normal deku baba, the serpent survives if its Dodongos are wingless dragon-like creatures with thick,
stem is detached, and continues to chase down its prey. armored backs, but weak and vulnerable tails.

Deku Baba Serpent Dodongo


Medium Plant, unaligned Large monstrosity, unaligned
Armor Class 15 (natural armor) Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12) Hit Points 101 (16d10 + 64)
Speed 0 ft. Speed 30 ft.
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
13 (+1) 12 (+1) 14 (+2) 1 (-5) 15 (+2) 1 (-5) 20 (+5) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 5 (-3)
Skills Perception +6, Stealth +5 Saving throws Str +8, Con +7
Damage Immunities acid Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities poisoned Damage Immunities Fire
Senses blind, passive perception 16 Senses Darkvision 60 ft., passive perception 10
Languages none Languages none
Challenge 1 (200 XP) Challenge 6 (2,300 XP)
Natural Camouflage. Before a deku baba serpent extends its Weak Point. You can target the dodongo’s weak point (its
stem, it appears to be a simple patch of weeds. Without tail or its insides) by imposing disadvantage on your own
proficiency in the Nature skill and a DC 15 Wisdom attack roll. If the attack hits, it bypasses the dodongo’s
(Perception) check, they aren’t discernable from any other damage resistances and immunities.
plant.
Actions
Tremorsense. A deku baba serpent cannot see, but it can
Fire Breath (Recharge 5-6). The dodongo exhales fire in a
sense any creature walking on the ground within 15 feet.
60-foot cone. Each creature in that area must make a DC
Resourceful Death. When a deku baba serpent reaches 0 hit 17 Dexterity saving throw, taking 21 (6d6) fire damage on
points, its body immediately stiffens and calcifies, becoming a failed save, or half as much on a successful one.
hard as ironwood. Its stem can be used as a club, and its head Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
contains seeds that are equivalent to sling bullets. creature. Hit: 31 (4d12 + 5) piercing damage, plus 7 (2d6)
Severed Movement. If a deku baba serpent takes slashing fire damage.
damage, its stem is severed and its movement speed changes
to 30 ft. as it slithers across the ground like a snake.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., target. Hit: 10
(2d8 + 1) piercing damage, plus 3 (1d6) acid damage.
Great White Minotaur Hunting Drake
One in one hundred thousand minotaurs are born a Great The Hunting Drake is a large, red draconic beast that looks
White Minotaur. They are believed to be descended from much like a wyvern. It is bred for the express purpose of
the gods and possess incredible strength, stamina, and a tracking down prey. They are often used to track escaped
canny ability to lead their fellows in battle. convicts and deserters of war.

Great White Minotaur Hunting Drake


Large monstrosity, chaotic evil Large Dragon, unaligned
Armor Class 16 (natural armor) Armor Class 16 (natural armor)
Hit Points 178 (17d10 + 85) Hit Points 136 (13d10+65)
Speed 40 ft., climb 40 ft. Speed 30 ft., fly 60 ft.
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
20 (+5) 11 (+0) 20 (+5) 10 (+0) 16 (+3) 11 (+0) 22 (+6) 17 (+3) 20 (+5) 4 (-3) 20 (+5) 7 (-2)
Saving throws Str +9, Con +9 Skills Perception +5, Darkvision 60 ft.
Skills Athletics +14, Perception +10 Damage Resistances Fire
Senses darkvision 60 ft., passive perception 20 Senses Passive Perception 15
Languages Abyssal, Common Languages understands Draconic but cannot speak.
Challenge 9 (5,000 XP) Challenge 6 (2,300 XP)
Charge. If the minotaur moves at least 10 feet straight Ultimate Hunter. If the hunting drake catches the scent of a
toward a target and then it hits it with a gore attack on the creature, it can automatically track the creature without an
same turn, the target takes an additional 11 (2d10) piercing ability check. However, if the trail is more than 3 days old, or
damage. If the target is a creature, it must succeed on a DC 16 if there has been rain or a similar event within the last 3 days,
Strength saving throw or be pushed away 10 feet and then the hunting drake loses the scent and cannot continue
knocked prone. tracking.
Labyrinthine Recall. The minotaur can perfectly recall any
path it has traveled.
Actions
Reckless. At the start of its turn, the minotaur can gain Multiattack. The hunting drake makes two attacks when it
advantage on all melee weapon attack rolls it makes during takes the attack action: one with its bite and one with its
that turn, but all attack rolls against it have advantage until claws.
the start of its next turn.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Actions Hit: 17 (2d10+6) piercing damage.
Multiattack. The minotaur makes three melee attacks, one of Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
which may be its Gore. Hit: 15 (2d8+6) slashing damage.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 18 (3d8 + 5) Bludgeoning damage.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 21 (3d10 + 5) Piercing damage.
Monstrous Leadership (Recharges after a Short or Long
Rest). For 1 minute, the great white minotaur can utter a
special command or warning whenever a nonhostile
monstrosity it can see within 30 feet makes an attack roll or
saving throw. The creature can add a d4 to its roll provided it
can hear and understand the great white minotaur. A
creature can only benefit from one Leadership die at a time.
This effect ends if the great white minotaur is incapacitated.
Hyperborean Owlbear Mangle
Hyperborean owlbears are avatars of nature, born of the Mangles are composite undead creatures; dozens of bodies
icy lands beyond the north wind. all stuck together into a single composite creatures. They
are lurkers and ambush predators, seeking out the weak
Hyperborean Owlbear before they attack the strong.
Large elemental, unaligned
Armor Class 15 (natural armor) Mangle
Hit Points 157 (15d10 + 75) Large undead, neutral evil
Speed 40 ft., swim 40 ft.
Armor Class 13
Str Dex Con Int Wis Cha Hit Points 104 (11d10+44)
20 (+5) 15 (+2) 20 (+5) 7 (-2) 14 (+2) 10 (+0) Speed 30 ft., climb 30 ft.
Saving throws Con +8 Str Dex Con Int Wis Cha
Skills Perception +5 16 (+3) 16 (+3) 18 (+4) 4 (-3) 14 (+2) 2 (-4)
Damage Immunities cold
Skills Stealth +9
Condition Immunities exhaustion
Damage Resistances bludgeoning and piercing damage from
Senses darkvision 60 ft., passive perception 15
nonmagical weapons.
Languages auran
Senses passive perception 12, darkvision 60 ft.
Challenge 7 (2,900 XP)
Languages understands general concepts, but cannot speak.
Keen Sight and Smell. The owlbear has advantage on Challenge 5 (1,800 XP)
Wisdom (Perception) checks that rely on sight or smell.
All-Around Vision. The mangle cannot be surprised.
Hyperborean Guardian. When the hyperborean owlbear is
Composite Creature. Whenever the mangle takes damage
within 5 feet of another hyperborean creature that is
from a slashing weapon, some of its pieces are lost, and its hit
attacked, it can use its reaction to impose disadvantage on
point maximum is reduced by the amount of slashing damage
that attack.
dealt.
Actions Silent Predator. Mangles gain advantage on stealth checks.
Multiattack. The hyperborean owlbear makes 2 attacks, one
with its beak and one with its claws.
Arctic Shriek. The hyperborean owlbear lets out a shriek Actions
accompanied by a rush of icy wind. All creatures caught in a Multiattack. A mangle can make up to 5 attacks each round.
30-foot cone originating from the owlbear must make a DC Surprise Attack. Once, during the surprise round, if the
16 constitution saving throw. On a failure, they take 21 (6d6) mangle hits an enemy with an attack, it deals an additional 14
cold damage and become deafened for 1 minute. Success (4d6) damage.
reduces the cold damage by half and negates the deafened
condition. Consume. A mangle may use its action to feed and consume
one dead creature within 5 feet of it. This restores 1d10+4 hit
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one points to the mangle. If this healing would surpass the
creature. Hit: 21 (3d10 + 5) piercing damage plus 7 (2d6) mangle’s hit point maximum, then the mangle’s hit point
cold damage. maximum is increased by the excess amount.
Claws. Type of Attack: +8 to hit, reach 5 ft., one creature. Hit: Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
14 (2d8 + 5) slashing damage, plus 7 (2d6) cold damage. Hit: 6 (1d6+3) bludgeoning damage.
Nightkin Polar Owlbear
Nightkin are small, goblin-like creatures with black skin The polar owlbear is an owlbear that has evolved to
and blue, glowing fangs, eyes, and claws. They are vegan survive and thrive in an arctic environment. They are
creatures, but will attack anyone who comes near their stealth hunters capable of fighting on both land and sea.
grove.
Polar Owlbear
Nightkin Large monstrosity, unaligned
Small humanoid (nightkin), unaligned Armor Class 14 (natural armor)
Armor Class 15 (natural armor) Hit Points 123 (13d10 + 52)
Hit Points 7 (2d6) Speed 40 ft., swim 30 ft.
Speed 30 ft., climb 30 ft. Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha 20 (+5) 15 (+2) 19 (+4) 4 (-3) 12 (+1) 7 (-2)
10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 8 (-1) Skills Perception +3, Stealth +4
Skills Stealth +6 Damage Resistances cold
Senses Darkvision 120 ft., passive perception 10 Senses darkvision 60 ft., passive perception 13
Languages Nightkin Languages --
Challenge 1/4 (50 XP) Challenge 4 (1,100 XP)
Pack Tactics. The nightkin has advantage on attack rolls Keen Sight and Smell. The owlbear has advantage on
against a creature if at least one of the nightkin’s allies is Wisdom (Perception) checks that rely on sight or smell.
within 5 feet of the creature and the ally isn’t incapacitated. Arctic Hunter. When in a snowy environment, the polar
Venomous Tail. Female Only. The female nightkin has a barb owlbear has advantage on Dexterity (Stealth) checks.
on her tail that injects venom into an attacked target. Once
this venom has been injected, the nightkin must complete a
Actions
long rest before she can use it again. Multiattack. The polar owlbear makes two attacks: one with
its beak and one with its slam.
Actions Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. creature. Hit: 10 (1d10 + 5) Piercing damage.
Hit: 5 (1d6+2) slashing damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Tail Spike. Female Only. Melee Weapon Attack: +4 to hit, creature. Hit: 14 (2d8 + 5) Bludgeoning damage. A creature
reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage and 9 hit by this attack must make a DC 15 Strength saving throw.
(3d6) poison damage. On a failure, it falls prone.
Redead Sahuagin, Tropical
Redead are special undead who can unleash a terrifying Tropical sahuagin have evolved to survive in and around
scream, paralyzing their foes with fear. coral reefs. They are stealthy undersea pirates, and use
their venomous bite and claws to attack, rather than
Redead manufactured weapons.
Medium undead, Neutral Evil
Armor Class 8 Sahuagin, Tropical
Hit Points 93 (11d8 + 44) Medium humanoid (sahuagin), lawful evil
Speed 15 ft. Armor Class 12 (natural armor)
Str Dex Con Int Wis Cha Hit Points 22 (4d8 + 4)
17 (+3) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3) Speed 30 ft., swim 40 ft.
Saving throws Wis +0 Str Dex Con Int Wis Cha
Damage Immunities poison 13 (+1) 11 (0) 12 (+1) 12 (+1) 13 (+1) 9 (-1)
Condition Immunities poisoned Skills Stealth +4, Perception +5
Senses Darkvision 60 ft., passive perception # Senses darkvision 120 ft., passive perception 15
Languages understands the languages it knew in life, but Languages Sahuagin
cannot speak Challenge ½ (100 XP)
Challenge 2 (450 XP)
Blood Frenzy. The sahuagin has advantage on melee attack
Sunlight Hypersensitivity. A redead takes 20 radiant rolls against any creature that doesn’t have all its hit points.
damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability Limited Amphibiousness. The sahuagin can breathe air and
checks. water, but it needs to be submerged at least once every 4
hours to avoid suffocating.
Undead Fortitude. If damage reduces the redead to 0 hit
points, it must make a Constitution saving throw with a DC Octopus Telepathy. The tropical sahuagin can magically
of 5 + the damage taken, unless the damage is radiant or command any octopus within 120 feet of it, using a limited
from a critical hit. On a success, the redead drops to 1 hit telepathy.
point instead.
Underwater Camouflage. The tropical sahuagin has
Actions advantage on Dexterity (stealth) checks made while
underwater.
Paralyzing Shriek. The redead lets out a terrifying shriek.
A single creature within 30 feet must make a DC 14 Actions
Wisdom saving throw, becoming paralyzed for 1 minute.
Multiattack. The sahuagin makes two melee attacks: one
The target can repeat the saving throw at the end of each
with its bite and one with its claws.
of its turns, ending the effect on itself on a success. The
redead cannot use this feature again until it completes a Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
short or long rest. Hit: 3 (1d4 + 1) piercing damage, plus 3 (1d6) poison
damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., target.
Hit: 21 (4d8 + 3) bludgeoning damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) slashing damage, plus 3 (1d6)
Tactics poison damage.
Redeads are almost completely immobile until a living
creature comes within 30 feet. At that point, it uses its
Paralyzing Shriek and proceeds to attack the target
until the target is dead or the redead has fallen. Redead
are single-minded in their loathing of the living, and
seek only to destroy them at any cost.
While redeads are often found in groups, they do not act
as a group. If one redead falls, others will not take
notice. If, however, a creature draws the attention of
multiple redeads at once, they can become quite
dangerous and intimidating.
Skaevling Thunderbird
Skaevlings are man-bats that live in caves and abandoned Thunderbirds are divine servants, and carry the storm
buildings. At night, they scavenge for easy prey, paralyzing with them wherever they may fly. Their lair is considered
it with their shriek before swooping in for the kill. to be the tops of mountains surrounded by storm clouds.

Thunderbird
Huge Monstrosity, unaligned
Skaevling Armor Class 16 (natural armor)
Medium monstrosity, neutral evil Hit Points 175 (13d12 + 91)
Armor Class 15 (natural armor) Speed 30 ft., fly 90 ft.
Hit Points 49 (9d8 + 9) Str Dex Con Int Wis Cha
Speed 10 ft., fly 60 ft. 16 (+3) 17 (+3) 24 (+7) 15 (+2) 16 (+3) 14 (+2)
Str Dex Con Int Wis Cha Saving throws Constitution +12
15 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 5 (-3) Skills Perception +8
Skills Perception +3 Damage Immunities lightning, thunder
Senses Blindsight 60 ft., passive perception 13 Senses darkvision 120 ft., passive perception 18
Languages Can communicate with other skaevlings. Languages Understands, but cannot speak common
Challenge 3 (700 XP) Challenge 13 (10,000 XP)
Echolocation. The skaevling can’t use its blindsight while Lightning Aura. Any creature that ends its turn within 15
deafened. feet of the thunderbird takes 22 (5d8) lightning damage.
Keen Senses. The skaevling has advantage on Wisdom Flyby. The thunderbird doesn’t provoke opportunity attacks
(Perception) checks that rely on hearing. when it flies out of an enemy’s reach.

Actions Actions
Multiattack. The skaevling makes two claw attacks, or a claw Multiattack. The thunderbird makes one beak attack and one
attack and a bite attack. talons attack.
Flyby. The skaevling does not provoke an opportunity attack Thunderous Shriek (Recharge 5-6). All creatures within 30
when it flies out of an enemy’s reach. feet of the thunderbird must succeed on a DC 18 Constitution
Supersonic Shriek (Recharge 5-6). The skaevling lets out a saving throw, taking 27 (6d8) thunder damage on a failed
horrific screeching sound that forces every non-skaevling save, or half as much damage on a successful one. In addition,
within 30 feet that can hear it to succeed on a DC 13 Dexterity on a failed save, affected creatures are stunned until the end
save or take 13 (3d8) sonic damage and become of the thunderbird’s next turn.
incapacitated and deafened for 1d4 rounds. If the creature Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one
succeeds on their saving throw, they take half damage and creature. Hit: 16 (3d8 + 3) piercing damage, plus 9 (2d8)
are not incapacitated or deafened. A creature that fails its lightning damage.
save may attempt a new save at the end of each of its turns to
end the incapacitated and deafened effect. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 16 (3d8 + 3) piercing damage, plus 9 (2d8)
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. lightning damage.
Hit: 11 (2d8 + 2) slashing damage. If this attack hits, the
skaevling may make attempt to grapple the target for free. Lair Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one willing So long as the thunderbird is in its lair, on initiative count 20
creature, or one creature grappled by the skaevling. Hit: 13 (losing initiative ties), the thunderbird takes a lair action to
(2d10 + 2) piercing damage. cause the following effect:
 A bolt of lightning strikes a single creature the
thunderbird can see within 120 feet. The creature must
succeed on a DC 18 Dexterity saving throw, taking 18
(4d8) lightning damage, or half as much on a successful
save.
Tortured Soul Vampire Spawn “Lasher”
Tortured Souls are zombies raised through a ritual where Lashers are vampire spawn that are designed to hit hard
they are infused with acid. They can expel this acid at will, and fast from stealth. They have poisonous veins that slide
and explode into acidic bursts when killed. out of their arms and act as whips against enemies.

Tortured Soul Vampire Spawn “Lasher”


Medium undead, neutral evil Medium undead, neutral evil
Armor Class 8 Armor Class 14 (natural armor)
Hit Points 39 (6d8+24) Hit Points 33 (6d8+6)
Speed 30 ft. Speed 30 ft.
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 6 (-2) 14 (+2) 3 (-4) 6 (-2) 5 (-3) 16 (+3) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 8 (-1)
Saving Throws Wis +0 Saving Throws Dex +5, Wis +2
Damage Immunities poison Skills perception +2, stealth +8
Condition Immunities poisoned Damage Resistances necrotic; bludgeoning, piercing, and
Senses darkvision 60 ft., passive perception 8 slashing from nonmagical weapons.
Languages it cannot speak, but understands any languages it Senses darkvision 60 ft. passive perception 12
knew in life. Languages the languages it knew in life
Challenge 1/2 (100 XP) Challenge 4 (1,100 XP)
Acidic Flesh. A creature that deals piercing damage with a Regeneration. The vampire regains 10 hit points at the start
weapon attack to a tortured soul gets acid on their weapon. of its turn if it has at least 1 hit point and isn’t in sunlight or
Their next attack with that weapon, so long as it hits before running water. If the vampire takes radiant damage or
the end of their next turn, deals an additional 1d4 acid damage from holy water, this trait doesn’t function at the
damage. start of its next turn.
Death Burst. When the tortured soul dies, it explodes in a Spider Climb. The vampire can climb on difficult surfaces,
burst of acid that deals 10 (3d6) acid damage to all creatures including upside-down on ceilings, without needing to make
within 10 feet. A successful DC 12 Dexterity save halves this an ability check.
damage. It may also choose to burst like this as a reaction
Vampire Weaknesses. The vampire has the following flaws:
whenever it takes acid damage.
Forbiddance: The vampire can’t enter a residence without
Grappler. Tortured souls gain advantage on all Strength an invitation from one of the occupants.
(Athletics) checks made to grapple. Harmed by Running Water. The vampire takes 20 acid
damage when it ends its turn in running water.
Actions Stake to the Heart. The vampire is destroyed if a piercing
Vomit Acid. A tortured soul may vomit acid on a creature weapon made of wood is driven into its heart while it is
which it is grappling as an action, dealing 10 (3d6) acid incapacitated in its resting place.
damage. 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, one of which
can be a bite attack.
Entangling Lash. If a lasher hits a creature with its blood
lash attack, it may use a bonus action to attempt to grapple
the foe using the blood lash. A creature grappled this way can
escape normally. If the lasher is grappling a creature, it
cannot use its blood lash attack. It may then retract the blood
lash as a bonus action on its turn to drag the grappled
creature adjacent to it (a DC 13 Strength saving throw
prevents this).
Blood Lash. Melee Weapon Attack: +5 to hit, reach 15 ft., one
target. Hit: 6 (1d6+3) slashing damage plus 10 (3d6) poison
damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by the vampire, or
restrained. Hit: 6 (1d6+3) piercing damage plus 7 (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 creature completes a long rest. The
target dies if its hit point maximum is reduced to 0.
Vampire Spawn “Hulk” Zombie, Necro-Tank
Hulks can survive in sunlight due to a thick bone-armor Necro-Tank zombies are literal tanks filled with necrotic
that covers their entire bodies. They act as daytime energy. They can pass it onto their allies, granting them
guardians and enforcers. great strength in combat.

Vampire Spawn “Hulk” Zombie, Necro-Tank


Medium undead, neutral evil Medium undead, neutral evil
Armor Class 17 (natural armor) Armor Class 8
Hit Points 90 (12d8+36) Hit Points 52 (7d8+21)
Speed 30 ft. Speed 30 ft.
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+4) 10 (+0) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 12 (+1) 6 (-2) 16 (+3) 10 (+0) 6 (-2) 5 (-3)
Saving Throws Strength +7, Wisdom +3 Saving Throws Wis +0
Skills perception +3 Damage Immunities necrotic, poison
Damage Resistances necrotic; bludgeoning, piercing, and Condition Immunities poisoned
slashing from nonmagical weapons. Senses darkvision 60 ft., passive perception 8
Senses Darkvision 60 ft., passive perception 13 Languages it cannot speak, but understands any languages it
Languages the languages it knew in life knew in life.
Challenge 8 (3,900 XP) Challenge 2 (450 XP)
Regeneration. The vampire regains 10 hit points at the start Necrotic Aura. A necro-tank emits an aura of necrotic energy
of its turn if it has at least 1 hit point and isn’t in sunlight or that grants all undead within 30 feet advantage on saving
running water. If the vampire takes radiant damage or throws against effects that turn undead.
damage from holy water, this trait doesn’t function at the
Undead Fortitude. If damage reduces the zombie to 0 hit
start of its next turn.
points, it must make a constitution saving throw with a DC of
Vampire Weaknesses. The vampire has the following flaws: 5 + the damage taken, unless the damage is radiant or from a
Forbiddance: The vampire can’t enter a residence without critical hit. On a success, the zombie drops to 1 hit point
an invitation from one of the occupants. instead.
Harmed by Running Water. The vampire takes 20 acid
damage when it ends its turn in running water. Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Actions Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) necrotic
damage.
Multiattack. The vampire makes two attacks, one of which
can be a bite attack. Necrotic Transfer. As a bonus action, a necro-tank can
transfer some of its necrotic energy to an undead within 30
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
feet. That creature’s next attack deals 7 (2d6) additional
Hit: 28 (4d10+4) bludgeoning damage.
necrotic damage. The necro-tank cannot use this ability on
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing itself.
creature, or a creature that is grappled by the vampire, or
restrained. Hit: 7 (1d6+4) piercing damage plus 7 (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 creature completes a long rest. The
target dies if its hit point maximum is reduced to 0.
Non-Player Characters Bandit Enforcer
Bandit enforcers are the soldiers of a crime syndicate.
The following monsters are actually Non-Player They are strong and mean, and get even more dangerous
Characters, or NPCs, such as bandits, soldiers, and mages. when close to death.
They are presented with both standard and abbreviated
stat blocks. Bandit Enforcer
Medium humanoid, chaotic evil

Arcanist Armor Class 13 (armor)


Hit Points 75 (10d8 + 30)
Arcanists are powerful spellcasters with access to a wide Speed 30 ft.
variety of elemental magicks. Str Dex Con Int Wis Cha
15 (+2) 10 (+0) 16 (+3) 11 (+0) 10 (+0) 8 (-1)
Arcanist Saving throws Str +4
Medium humanoid, Lawful neutral Skills Athletics +4, Intimidation +1
Armor Class 15 (mage armor) Senses passive perception 10
Hit Points 60 (11d8 + 11) Languages Common
Speed 30 ft., fly 30 ft. (hover) Challenge 2 (450 XP)
Str Dex Con Int Wis Cha Banditry. The bandit can take the dash or disengage action as
9 (-1) 15 (+2) 13 (+1) 17 (+3) 15 (+2) 10 (+0) a bonus action on each of its turns.
Saving throws Wis +5 Bloodied Fury. When the enforcer is brought below 15 hit
Skills Arcana +9, Investigation +6 points, it has advantage on attack rolls. In addition, it deals an
Damage Resistances cold, lightning, fire extra 7 (2d6) damage to any target it hits with a melee attack.
Senses passive perception 12
Languages Common, Draconic Actions
Challenge 5 (1,800 XP) Multiattack. The enforcer makes two melee attacks.
Mage Armor. As long as the arcanist remains conscious, its
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
AC is equal to 13 + its Dexterity modifier, unless it would be
target. Hit: 7 (1d10 + 2) slashing damage.
increased above that through other means.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
Arcane Flight. The arcanist can fly at a speed of 30 feet per
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
round, and can hover at will.

Actions Reactions
Parry. The enforcer adds 2 to its AC against one melee attack
Fireball. Once per long rest, the arcanist can throw a ball of
that would hit it. To do so, the enforcer must see the attacker
flame up to 150 feet. It detonates into a 20-foot radius sphere
and be wielding a melee weapon.
that deals 21 (6d6) fire damage to all creatures caught
within. Creatures that succeed on a DC 15 Reflex save only
suffer half damage.
Arcane Bolt. Ranged Spell Attack: +6 to hit, range 60/300 ft.,
one creature. Hit: 40 (9d8) force damage.
Shocking Grasp. Melee Spell Attack: +6 to hit, reach 5 ft., one
creature. Hit: 40 (9d8) lightning damage.

Reactions
Gaseous Form. Once per long rest, when the arcanist would
suffer damage, it may use its reaction to reduce the damage
by half and transform into gas for 1 minute. As long as the
arcanist is gaseous, it cannot take actions, but cannot suffer
damage. It may travel through and inhabit any spaces that a
gas could inhabit. It may transform back into a solid form as
an action on its turn.
Bandit Rake Bandit Specialist
Rakes are thieves and burglars, hired to acquire tools and Specialists are assassin-illusionists that hare hired to deal
objects desired by the crime boss. They fight well in with obstinate people and problems without making a lot
groups, and are especially adept when they catch an of noise, in the way that thugs or enforcers might.
enemy by surprise.
Bandit “Specialist”
Bandit Rake Medium humanoid, neutral evil
Medium humanoid, neutral evil Armor Class 12 (15 with mage armor)
Armor Class 13 (armor) Hit Points 77 (14d8 + 14)
Hit Points 13 (3d8) Speed 30 ft.
Speed 30 ft. Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha 9 (-1) 14 (+2) 12 (+1) 18 (+4) 10 (+0) 11 (+0)
8 (-1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0) Saving throws Int +6, Wis +2
Skills Acrobatics +3, Sleight of Hand +3 Skills Acrobatics +4, Stealth +4
Senses passive perception 11 Senses passive perception 10
Languages Common Languages Common
Challenge 1/4 (50 XP) Challenge 3 (700 XP)
Banditry. The bandit can take the dash or disengage action as Banditry. The bandit can take the dash or disengage action as
a bonus action on each of its turns. a bonus action on each of its turns.

Backstab. Once per turn, the rake can deal an additional 3 Backstab. Once per turn, the specialist can deal an additional
(1d6) damage to creature it hits with a melee weapon attack, 17 (5d6) damage to creature it hits with a melee weapon
if that creature has yet to act in combat, or if that creature is attack, if that creature has yet to act in combat, or if that
within 5 feet of one of the rake’s allies. creature is within 5 feet of one of the rake’s allies. The
specialist can also deal this damage on a ranged attack
Actions against a creature who has yet to act in combat.
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one Spellcasting. The specialist is a 5th-level spellcaster. Its
target. Hit: 4 (1d4 + 2) piercing damage. spellcasting ability is Intelligence (Spell Save DC 14), +6 to hit
Hand Crossbow. Ranged Weapon Attack: +3 to hit, range with spell attacks). The specialist has the following wizard
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. spells prepared:
Cantrips (at will): blade ward, mage hand, minor illusion
1st level (4 slots): disguise self, mage armor, silent image
2nd level (3 slots): invisibility, knock, suggestion
3rd level (2 slots): fly, major image,

Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Bandit Thug Grippli Monk
Bandit thugs are rabble. They’re common street-toughs Grippli monks live in jungles, building monasteries in
who are handed a beat stick and pointed in a direction. treetops and becoming guardians of the tropical woods.
These are the kinds of brutes that shake down a shopkeep,
not smart, but tough. Grippli Monk
Small humanoid (grippli), Neutral Good
Bandit Thug Armor Class 15
Medium humanoid, chaotic evil Hit Points 55 (10d6 + 20)
Armor Class 11 (armor) Speed 30 ft., climb 30 ft.
Hit Points 26 (4d8 + 8) Str Dex Con Int Wis Cha
Speed 30 ft. 10 (+0) 15 (+2) 14 (+2) 10 (+0) 17 (+3) 13 (+1)
Str Dex Con Int Wis Cha Saving throws Dex +4
12 (+1) 8 (-1) 14 (+2) 8 (-1) 10 (+0) 12 (+1) Skills Acrobatics +6, Athletics +4, Perception +5, Stealth +4
Skills Intimidation +3 Senses darkvision 60 ft., passive perception 15
Senses passive perception 10 Languages Common, Grippli
Languages Common Challenge 1 (200 XP)
Challenge 1/4 (50 XP) Treetop Stride. The grippli has advantage on all athletics and
Banditry. The bandit can take the dash or disengage action as acrobatics checks made to climb and jump.
a bonus action on each of its turns. Zen Mastery. So long as it does not wear armor or wield a
weapon, the grippli monk adds its Wisdom bonus to Attack
Actions rolls in place of its Strength or Dexterity bonus, and also adds
Rough ‘em Up. A single creature within 30 feet of the thug its Wisdom Bonus to its Armor Class.
that can see and hear it, and has taken damage from the thug
or one of its allies, must succeed on a DC 11 Wisdom saving Actions
throw or become frightened for 1 minute. The creature can Multiattack. The grippli monk makes two unarmed strikes.
repeat the saving throw at the end of each of its turns, ending
the effect on a success. If a creature’s saving throw is Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
successful or the effect ends for it, the creature is immune to one creature. Hit: 4 (1d4 + 2) bludgeoning damage, plus 3
the thug’s Rough ‘em Up for the next 24 hours. (1d6) poison damage.

Beat Stick. Melee Weapon Attack: +3 to hit, reach 5 ft., one Tongue Lash. Ranged Weapon Attack: +5 to hit, reach 15 ft.,
target. Hit: 4 (1d6 + 1) bludgeoning damage. one creature. Hit: 7 (2d6) poison damage.
Magician Muscular Puncher
Magicians are hedge mages. Their magic may not be the Muscular punchers are powerful, stylish combatants that
most powerful, but they make up for it with versatility and whirl through the air, taking down foes with great speed
creativity. and efficiency.

Magician Muscular Puncher


Medium humanoid, chaotic neutral Medium humanoid (human), Lawful Neutral
Armor Class 15 (mage armor) Armor Class 11
Hit Points 9 (2d8) Hit Points 102 (12d8 + 48)
Speed 30 ft. Speed 30 ft.
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
8 (-1) 15 (+2) 10 (+0) 10 (+0) 11 (+0) 16 (+3) 17 (+3) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 12 (+1)
Skills Acrobatics +4, Arcana +2 Saving throws Str +5, Con +6
Senses passive perception 10 Skills Athletics +7
Languages Common Senses passive perception 11
Challenge 1/4 (50 XP) Languages Common
Mage Armor. As long as the magician remains conscious, its Challenge 3 (700 XP)
AC is equal to 13 + its Dexterity modifier, unless it would be Magic Punches. The Muscular Puncher’s punch attack is
increased above that through other means. considered magic for the purposes of bypassing resistance or
immunity.
Actions
Hedge Magic. The magician can create minor magical effects Actions
at the GM’s discretion (flashing lights, minor sounds, illusory Dragon Punch. The muscular puncher may launch itself into
flower petals) anywhere within 10 feet of itself. These effects the air with its punch attack, traveling up to its speed in a
cannot deal damage, but can be used to blind or deafen a direct line. If the muscular puncher falls from this distance, it
creature until the end of the magician’s next turn (DC 13 takes falling damage normally.
Constitution saving throw negates).
Haymaker. When the muscular puncher makes a punch
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. attack, it may choose to suffer disadvantage on its attack roll.
or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing If the attack hits, it deals double damage.
damage.
Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 24 (6d6 + 3) type damage.
Priest
Priests are holy clerics, usually leaders of local temples.
They can heal their allies and protect them in combat.

Priest
Medium humanoid, neutral good
Armor Class 15 (scale mail)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
Str Dex Con Int Wis Cha
12 (+1) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 12 (+1)
Saving throws Wis +5
Skills Persuasion +3, Religion +4
Damage Resistances radiant
Senses passive perception 13
Languages Common, Celestial
Challenge 3 (700 XP)
Divine Strike. All of the priest’s melee weapon attacks deal
an additional 3d8 radiant damage.
Divine Aura. So long as the priest is not frightened, all
creatures within 10 feet (including the priest) gain advantage
on all saving throws against fear effects.

Actions
Healing Burst. Once per short or long rest, the priest can
heal 18 (4d8) hit points to all creatures within 10 feet
(including the priest.
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 1) type damage, plus 13 (3d8) radiant
damage.
BOSS MONSTERS
The following monsters are all considered “boss Gohma
monsters.” They do not have abbreviated stat blocks, and Gohma is a massive arthropod, with a single eye that fires
may be paragon or legendary monsters. deadly beams of heat. It can spawn larvae to aid it in
combat, as well.
Crime Boss
A bandit crime boss is exceptionally skilled at commanding
Gohma
Huge monstrosity, chaotic evil
a group of bandits. They function as leaders of crime
Armor Class 17 (natural armor)
syndicates in towns and cities. Hit Points 138 (12d12 + 60)
Speed 40 ft., climb 40 ft.
Bandit Crime Boss Str Dex Con Int Wis Cha
Medium humanoid, lawful evil 18 (+4) 10 (+0) 20 (+5) 12 (+1) 16 (+3) 6 (-2)
Armor Class 14 (modifiers) Saving throws Str +8, Con +9
Hit Points 117 (18d8 + 36) Skills Athletics +12, Perception +11
Speed 30 ft. Damage Resistances bludgeoning, piercing, slashing
Str Dex Con Int Wis Cha Damage Immunities poison
11 (+0) 18 (+4) 14 (+2) 16 (+3) 14 (+2) 16 (+3) Condition Immunities poisoned
Saving throws Dex +7, Int +6 Senses darkvision 120 ft., tremorsense 60 ft.,
Skills Acrobatics +7, Deception +6, Persuasion +6 passive perception 21
Senses passive perception 12 Languages Sylvan, Undercommon
Languages Common, +2 languages Challenge 10 (5,900 XP)
Challenge 5 (1,800 XP) Spider Climb. Gohma can climb on walls and ceilings
Banditry. The bandit can take the dash or disengage action as normally, using its climb speed.
a bonus action on each of its turns. Weak Point: Eye. Whenever Gohma uses its Eye Beam
Backstab. Once per turn, the crime boss can deal an action, its weak point becomes vulnerable until the start of
additional 17 (5d6) damage to creature it hits with a melee its next turn. You can target Gohma's weak point at this
weapon attack, if that creature has yet to act in combat, or if time by imposing disadvantage on your own attack roll. If
that creature is within 5 feet of one of the rake’s allies. The the attack hits, it bypasses Gohma's damage resistances
Crime Boss can also deal this damage on a ranged attack and immunities.
against a creature who has yet to act in combat.
Actions
Master of Tactics. The crime boss can use the Help action as Multiattack. Gohma makes 2 claw attacks.
a bonus action. If it uses the Help action to aid an ally with an
attack, it has a range of 30 ft., instead of 5 ft. Eye Beam (Recharge 5-6). Gohma opens its central eye
and unleashes a harsh beam of energy, targeting either a
Actions single creature within 120 feet, or a 60-foot cone. If it
Multiattack. The Crime Boss makes 2 melee attacks. targets a single creature, Gohma makes an attack roll with
a +7 bonus against the target, dealing 56 (16d6) fire
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. damage on a hit. If it instead targets a 60-foot cone, all
Hit: 8 (1d8 + 4) piercing damage. creatures within the cone must make a DC 18 Dexterity
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range saving throw, taking 31 (9d6) fire damage on a failed save,
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. or half as much on a successful one.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Legendary Actions creature. Hit: 31 (5d10+4) piercing damage.
The crime boss has 1 legendary action. He can use it only at the
end of another creature’s turn. The crime boss regains spent Legendary Actions
legendary actions at the start of his turn. Gohma can take 3 legendary action, choosing from the
Attack. The crime boss makes a single attack with its rapier options below. Only one legendary action can be used at
or hand crossbow. a time, and only at the end of another creature’s turn.
Gohma regains spent legendary actions at the start of
Help. The crime boss uses the Help action to aid an ally. its turn.
Spawn Larvae (Recharge 5-6). Gohma spawns 3 Gohma
Larvae adjacent to it. They act only when Gohma uses the
Control Larvae legendary action.
Control Larvae. Gohma controls 1 of her larvae, causing it
to take its turn.
Gohma Larva Grippli Zen Master
Small monstrosity, chaotic evil
Armor Class 15 (natural armor) The Zen Master is the leader of the Grippli Monastery.
Hit Points 7 (2d6) They train other grippli in their ways, and assist in the
Speed 30 ft., climb 30 ft. defense of the monastery itself and the jungle that
Str Dex Con Int Wis Cha surrounds it.
12 (+1) 12 (+1) 10 (+0) 3 (-4) 8 (-1) 6 (-2)
Skills Acrobatics +5, Perception +1 Grippli Zen Master
Damage Immunities poison Small humanoid (grippli), Neutral Good
Condition Immunities poisoned Armor Class 17
Senses darkvision 60 ft., tremorsense 30 ft., Hit Points 117 (18d6 + 54)
passive perception 11 Speed 30 ft., climb 30 ft.
Languages understands sylvan and undercommon
Str Dex Con Int Wis Cha
Challenge 1/2 (100 XP)
12 (+1) 15 (+2) 16 (+3) 10 (+0) 20 (+5) 13 (+1)
Spider Climb. The gohma larva can climb on walls and
Saving throws Dex +6
ceilings normally, using its climb speed.
Skills Acrobatics +8, Athletics +7, Perception +8, Stealth +5
Actions Senses darkvision 60 ft., passive perception 18
Languages Common, Grippli
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Challenge 7 (2,900 XP)
creature. Hit: 8 (2d6 + 1) piercing damage.
Treetop Stride. The grippli has advantage on all athletics and
acrobatics checks made to climb and jump.
Zen Mastery. So long as it does not wear armor or wield a
weapon, the grippli zen master adds its Wisdom bonus to
Attack rolls in place of its Strength or Dexterity bonus, and
also adds its Wisdom Bonus to its Armor Class.

Actions
Multiattack. The grippli zen master makes three unarmed
strikes.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 7 (2d4 + 2) bludgeoning damage, plus 7
(2d6) poison damage.
Tongue Lash. Ranged Weapon Attack: +8 to hit, reach 15 ft.,
one creature. Hit: 14 (4d6) poison damage.

Reactions
Zen Parry. The grippli zen master may add 3 to its Armor
Class against a single melee or ranged weapon attack. To do
so, the grippli zen master must be able to see the attack
coming and be unarmed.

Legendary Actions
The grippli zen master has 1 legendary action. It can use it only
at the end of another creature’s turn. The grippli zen master
regains spent legendary actions at the start of its turn.
Evasive Dash. The grippli zen master moves up to its speed.
Attacks of opportunity made against it during this movement
have disadvantage.
Samhain
Samhain is a blood demon, dedicated to the blood goddess
La Magra. He is featured in the Night of Samhain
adventure.

SAMHAIN
Medium fiend (demon), chaotic evil
Armor Class 11
Hit Points 91 (14d8 + 28)
Speed 30 ft., fly 40 ft.
Str Dex Con Int Wis Cha
16 (+3) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 18 (+4)
Saving throws Con +5, Cha +7
Skills Deception +7, Persuasion +7
Damage Resistances cold, fire, lightning
Damage Immunities poison, necrotic
Condition Immunities exhaustion, charmed, frightened, poisoned
Senses darkvision 120 ft., passive perception 11
Languages Common, Abyssal, Telepathy 100 ft.
Challenge 6 (2,300 XP)
Magic Resistance. Samhain has advantage on all saving throws
made against spells and other magic effects.
Bloodlust. Once per round, when Samhain deals damage to
creatures, it feeds him and makes him stronger. Every time he
deals damage to a creature, he regains 1d10+# hit points. This
cannot exceed his maximum hit points.
Innate Spellcasting. Samhain’s spellcasting ability is Charisma
(spell save DC 15). Samhain can innately cast the following spells,
without material components.
1/day each: fireball, haste
2/day each: hold person, invisiblity (self only), misty step

Actions
Multiattack. Samhain may fire up to 3 necrotic bolts.
Blood Drain. If Samhain is connected to a creature with his Blood
Spike, he may drain them as an action, dealing 21 (6d6) necrotic
damage. The target’s hit point maximum is reduced by the damage
dealt, and Samhain regains a number of hit points equal to the
damage dealt. A creature whose maximum hit points are brought to
0 with this ability dies.
Necrotic Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., 1 target.
Hit: 9 (1d10 + 4) necrotic damage.
Blood Spike. Ranged Weapon Attack: +4 to hit, range 40 ft., 1 target.
Hit: 12 (2d10 + 1) piercing damage. The spike sticks in the target,
and a long vein-like rope connects Samhain to the target. The spike
can be removed as an action, and the vein can be cut with a
slashing weapon. Samhain takes no damage if the vein is cut.
Samhain can fire 5 blood spikes before he must complete a long
rest to re-grow them.

Legendary Actions
Samhain can take 1 legendary action. He can use it only at the end of
another creature’s turn. Samhain regains spent legendary actions at
the start of his turn.
Blood Drain. Samhain drains blood, as if he took the Blood Drain
action.

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