Avery's Enemy Encyclopedia

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Avery's Enemy Encyclopedia

Avery's Enemy Encyclopedia

Monsters included:

Bogeyman/Bugbear (whimsical fey)

Bloodrops (ooze swarms that attach to prey)

Bottle Walrus (glass shooting walrus)

Bubble Crab (elemental travelling magic-collectors)

Chameleon (chameleon people)

Chainmail Chainer (construct)

Deathgrip (people-riding age leecher)

Demons

Devils

Depths Ghost (sea dwelling monster of seaweed and coral)

Drop Bear (tree dwelling beast)

Dwarven Loader (carrying construct)

Dwarven Stone Sentinel (stone elemental dwarf)

Elven Archers (archer/hunter/bullseye)

Elven hunting companions (worg/bloodhalk)

Elven Mages

End men (mysterious beings from a dead world)

Eyebats (big eyes with bat wings, undead scouts)

Fairy flitter (valuable fleeing/teleporting animal)

Fae Fickle Muse (judgmental bard familiar)

Flesh smith (devil)

Frish (warrior/war head/paladin/priest) (underdark fish people, powerful belief)

Frish gods (Loopdeepmeet, a giant fish and Bleedroopseen, a swarm of rusted bloody weapons)

Halfling twins (adventerous duo)

Heed Demon (attention obsessed demon)

Hobgoblin (whimsical fey guards)

Hollows (burnt out undead and ignited sorcerers)

Hulking Digger (ancient dwarven mining construct)

Hush (silent wolf, sometimes intelligent)

Game Master (trickster spirit, plays games)

Goblin (food eating fey)

Glowing gold (lure slime)

Lake Sprite (invincible magic guardian)

Lilypad (sea floating trap)

Lonely Wretch (cursing tentacle blob)

Lugermosh (big stony frog creature which collects valuable for its master)

Lum-Bhaal acolyte/killer/warlock/abomination + temple features (murder cult)

Memoryhead (a living mess of memories)

Minith (small winged tactical raptor demon)

Nightmare blaster (flying skeletal demon)

Obsidian Prince (heir to thrones of earth and fire)

Oozes

Perfectors ("perfection" obsessed abberations)

Poisons Expert

Puppetmaster & Puppets (dungeon construct)

Rage Demon

Rebreather Gazer, Cyclops and Abyss Lurker (diving suit zombies)

Sandman (strange sleep inducing sand being)

Shell knight (mysterious and silent knight of the seas)

Slander (A fey copycat of famous people)

Smokebulb (fuel eating beast)

Spore Crawler (large mushroom turtle)

Stone Siren (Elven pride transformed monster)

Stormy Knight (lightning wielding mounted knight)

Swordancer (elven swordsman)

Templar (human/orc mage hunter)

Tethyrian (human) swashbuckler

Trunkneck (huge hidden tree-creature)

Troll (bridge dwelling riddler)

Wares Ghost (undead metchant)

Yuan-ti hydrakin (hydra-headed yuan-ti malison)

Triggers and unpleasantness

General D&D stuff. Fighting monsters, blood, skeletons, ect.

Starving (Hush)

Body horror kinda (Flesh smith)

Manipulation, abuse (nightmare blaster)

Gruesomeness in general, cults (Lum-Bhaal cult)

Cults, manipulation cannibalism mention (yuan-ti)

Clowns, kinda (Game Master)

Suffocation/Drowning (Sandman, Lugermosh, Depths ghost)

Impersonation/dopplegangers (Slander)

Eating of people, fey, bogeyman (whimsical fey)

Unfinished and planned:

Wall crawlers

Draw a perfector, smokebulb, trunkneck, hydrakin

Draw and replace images for game master, fairy flitter, spore crawler

Some necromancers

Balance frish priest and paladin?

All in all it's not the most perfect document! So take things with a grain of salt. Feel free to suggest anything.

Return to values of making monsters have interesting uses, and give more explicit tactics/motivations maybe

Other Monsters

Check out these as well!

https://thaqualm.tumblr.com/post/174301656657/titleknown-so-inspired-by-o-hybriditys-take https://www.gmbinder.com/share/-L34nqJSSVbdkg-6oVhk

By CR

Variable CR

  • Slander (template)

CR 1/8

  • Adventurer (Tethyrian Swashbucklers)
  • Dropbear
  • Dummy (Puppetmaster required)
  • Elven archer
  • Eyebat (undead support)
  • Frish Warrior
  • Hollow Husk
  • Hush
  • Lum-Bhaal Acolyte
  • String Spider (puppetmaster & mannequins support)

CR 1/4

  • Elven Bloodhawk
  • Elven Apprentice
  • Mannequin (puppetmaster required)

CR 1/2

  • Fae Fickle Muse
  • Minith demon
  • Model (puppetmaster required)
  • Goblin (whimsical fey)

CR 1

  • Bugbear/Bogeyman (whimsical fey)
  • Bubble Crab
  • Bottle Walrus
  • Chameleon Soldier
  • Deathgrip
  • Elven Hunter
  • Flesh Smith
  • Halfling Twins
  • Hobgoblin Mook (whimsical fey)
  • Lonely Wretch
  • Smokebulb
  • Spore Crawler
  • Puppetmaster

CR 2

  • Bloodrop Swarm (Oozes)
  • Dwarven Stone Sentinel
  • Eyebat Swarm (undead support)
  • Fairy Flitter (not a combat encounter)
  • Fae Fickle Muse (non combat)
  • Frish War Head
  • Lum-Bhaal Killer
  • Lum-Bhaal Warlock
  • Glowing Gold (Oozes)
  • Rebreather Gazer
  • Swashbuckler (Tethyrian Swashbucklers)

CR 3

  • Deathgrip Mage
  • Elven Worg
  • End Man
  • Hollow Flame
  • Loopdeepmeet (Frish gods)
  • Memoryhead
  • Stone Siren
  • Game Master (plays games, doesn't directly fight)
  • Hobgoblin Guard (Whimsical Fey)

CR 4

  • Depths Ghost
  • Elven Bullseye
  • Elven Swordancer
  • Frish Priest (support)
  • Heed Demon
  • Memoryhead Goner
  • Stormy Knight
  • Yuan-Ti Hydrakin

CR 5

  • Elven Mage
  • Frish Paladin
  • Lum-Bhaal Abomination
  • Poisons Expert
  • Sandman
  • Shell Knight
  • Templar
  • Troll (Whimsical Fey)
  • Trunkneck

CR 6

  • Dwarven Loader
  • Hollow Immolator
  • Rebreather Cyclops

CR 7

  • Chainmail Chainer
  • Lake Sprite (not a combat encounter)
  • Wares Ghost (not normally combat encounter)

CR 8

  • Lugermosh

CR 10

  • Bleedroopseen (Frish gods)
  • Nightmare Blaster
  • Obsidian Prince

CR 11

  • Perfector

CR 13

  • Hulking Digger

CR 14

  • Abyss Lurker

Folk of the Realm

Halfling Twins

Halfling twins are said to be ready to cause trouble from the moment they're born. Unlike most halflings, they tend to be adventerous and constant daredevils. It's not unheard of for them to become bandits, adventurers, and thieves. Halfling twins seem to have an uncanny connection which even they can't explain, as well as supreme luck. It's traditional to give halfling twins rhyming names.


Halfling Twins

Small humanoids, any chaotic alignment


  • Armor Class 13
  • Hit Points 60
  • Speed 25 ft

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 10 (0) 8 (-1) 7 (-2) 14 (+2)

  • Skills Deception +4, Acrobatics +7, persuasion +5, game sets +10
  • Damage vulnerabilities psychic
  • Languages Halfling
  • Challenge 1 (200 XP)

Better together. While the twins are together or adjacent to the same target, they gain advantage on attack rolls, reverse crits in their favour, and have multiattack. Effects that target one halfling's mind target both.

Worse apart. If they are seperated split their HP, remove the multiattack action and remove advantage on attack rolls.

Halfling Luck. Reroll critical misses once.


Actions

Multiattack. While the twins are together, they make two shank attacks at advantage.

Shank. +3 to hit. Hit: 5 (1d4+3) piercing damage.

Elven Archers

Wood elves have the keenest eyes in all the land.

Elven archer. Young elves that have taken up training in archery. They mainly attack from a fortified position, such as up in a tree or behind a palisade wall. They're not experienced warriors, but they can use a weapon.

Elven hunter. Prowls the forest in search of elusive prey, though the prey is not always beast. They stalk, hunt, and dash forwards if their prey flees, but back up if it attacks. They'll made liberal use of their mask of the wild to dissapear into the foilage.

Elven bullseye. Elven Bullseyes are masters of archery, identified by a bullseye painted over their right eye. They might be royal guards, defenders of civilisation, master hunters or heroes. An elven bullseye could shoot straight even if they were missing an eye. Their feet move as quickly as their arrows.


Elven archer

Medium humanoid, any alignment


  • Armor Class 12 (leather armor)
  • Hit Points 10
  • Speed 35 ft

STR DEX CON INT WIS CHA
10 (0) 12 (+1) 10 (0) 10 (0) 12 (+1) 10 (0)

  • Skills Athletics +2, Perception +3
  • Senses Passive perception 13, dimvision 60ft
  • Languages Elvish
  • Challenge 1/8 (25 XP)

Fey Ancestry. Advantage on saving throws against being charmed, and can't be put to sleep by magic.

Mask of the wild. Can attempt to hide even when only lightly obscured by tree branches, rain, ect.


Actions

Shortbow. +3 to hit, range 80/320ft. Hit: 4 (1d6+1) piercing damage.

Shortsword. +3 to hit, 5ft reach. Hit: 4 (1d6+1) piercing damage.


Elven Hunter

Medium humanoid, any alignment


  • Armor Class 12 (leather armor)
  • Hit Points 40
  • Speed 35 ft

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (0) 14 (+2) 8 (-1)

  • Skills Athletics +3, stealth +4, Perception +4, nature +2
  • Senses Passive perception 13, dimvision 60ft
  • Languages Elvish
  • Challenge 1 (200 XP)

Fey Ancestry. Advantage on saving throws against being charmed, and can't be put to sleep by magic.

Mask of the wild. Can attempt to hide even when only lightly obscured by tree branches, rain, ect.


Actions

Longbow. +4 to hit, range 150/600ft. Hit: 6 (1d8+2) piercing damage.

Hide. As a bonus action, the hunter makes a stealth check against the passive perception of those that can see it.

Shortsword. +4 to hit. Hit: 5 (1d6+2) piercing damage.

Track. The hunter follows prey, rolling a check at +4.

DC 5: Following tracks through snow or mud

DC 10: Tracking through forest

DC 15: Tracking after steps have been taken to remove tracks

DC 20: Track after rainfall

DC 24: Track when little or no evidence is left behind.


Elven Bullseye

Medium humanoid, any alignment


  • Armor Class 15 (studded leather armor)
  • Hit Points 70
  • Speed 35 ft

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (0) 16 (+3) 8 (-1)

  • Skills Stealth +6, Athletics +4, Perception +6, nature +3
  • Senses Passive perception 13, dimvision 60ft
  • Languages Elvish
  • Challenge 4 (1100 XP)

Fey Ancestry. Advantage on saving throws against being charmed, and can't be put to sleep by magic.

Mask of the wild. Can attempt to hide even when only lightly obscured by tree branches, rain, ect.

High ground. The bullseye does not half its movement speed while climbing, and climbs moderately difficult surfaces automatically.


Actions

Multiattack. The bullseye makes three longbow attacks (and a hide action).

Longbow. +6 to hit, range 150/600ft. Hit: 6 (1d8+3) piercing damage.

Hide. As a bonus action, the bullseye makes a stealth check against the passive perception of those that can see it then moves up to its full movement speed to reposition.

Caltrops. As a bonus action, the bullseye drops caltrops in a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn’t need to make the saving throw.

Reactions

Longbow. Upon being damaged by a ranged attack, the bullseye makes a longbow attack.


Elven Worg

Medium beast, unaligned


  • Armor Class 14 (hide + leather barding)
  • Hit Points 100
  • Speed 40 ft

STR DEX CON INT WIS CHA
14 (+3) 12 (+1) 12 (+1) 2 (-4) 16 (+3) 1 (-5)

  • Skills Perception +6
  • Senses Passive perception 16
  • Challenge 3 (700 XP)

Bloodhound. Automatically tracks creatures that are traveling normally, has advantage on checks which require smell.


Actions

Pounce. +6 to hit, reach 10ft. Hit: 13 (2d10+3) piercing damage. The target makes a DC 13 STR saving throw or is knocked prone with the worg on top of it. While the target is prone, the worg automatically hits.


Elven Bloodhawk

Small beast, unaligned


  • Armor Class 13
  • Hit Points 20
  • Speed 10ft, 30ft flying

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 8 (-1) 2 (-4) 16 (+3) 2 (-4)

  • Skills Perception +5
  • Senses Passive perception 15
  • Challenge 1/4 (50 XP)

Keen senses. Advantage on perception checks which require sight.

Flyby. The bloodhawk does not provoke opportunity attacks when flying.


Actions

Claws/beak. +3 to hit. Hit: 5 (1d4+3) piercing damage.

Dwarven Stone Sentinel

Some mountain dwarves that wander the deep places of the earth find themselves becoming one with them. Their body turns to stone and gravel, their mind turns to iron, their soul a fabulous gem. Needing no food or sleep, they unerringly guard the secret places of the dwarves for centuries. No one but a proud dwarf has the slightest chance of deterring them from their duty.

Duergar, the grey dwarves who live in the underdark, are especially prone to becoming stone sentinels.


Dwarven Stone Sentinel

Medium elemental, Lawful Neutral


  • Armor Class 13 (scale mail)
  • Hit Points 90
  • Speed 25ft

STR DEX CON INT WIS CHA
14 (+2) 10 (0) 14 (+2) 10 (0) 10 (0) 10 (0)

  • Skills Perception +2
  • Senses Darkvision 60ft, passive perception 12
  • Damage immunities poison, psychic
  • Condition immunities poisoned, charmed, frightened, petrified
  • Languages Dwarvish, Terran
  • Challenge 2 (450xp)

Actions

Multiattack. The sentinel makes 2 warhammer attacks.

Warhammer. Melee Attack: +4 to hit, Reach 5 ft, one target. Hit 7 (1d10+2) bludgeoning damage.

Tethyrian swashbucklers

The tethyrian humans of Waterdeep and surrounding towns in the center of the Sword Coast are prone to constant monster attacks and lawlessness. While most of the time this is successfully defended against, its not unusual for someone to take up a living as a treasure hunter, mercenary, or even pirate.

The many islands offshore from Waterdeep are guarded by terrible sea monsters but hold ancient wealth and secrets. Closer to the shore, trading ships and pirates carry adventurous souls in equal number.


Adventurer

Medium humanoid, any alignment


  • Armor Class 11
  • Hit Points 20
  • Speed 30ft

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (0) 10 (0) 10 (0) 10 (0)

  • Languages Tethyrian/Common
  • Challenge 1/8 (25xp)

Actions

Club/Dagger. Melee Attack: +3 to hit. Hit 3 (1d4+1) bludgeoning/piercing damage.


Swashbuckler

Medium humanoid, any chaotic alignment


  • Armor Class 14 (studded leather)/16 (+buckler)
  • Hit Points 50
  • Speed 30ft

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (0) 10 (0) 14 (+2)

  • Skills Acrobatics +4, deception +4, athletics +3
  • Languages Tethyrian, Common
  • Challenge 2 (450xp)

Actions

Multiattack. The swashbuckler makes two rapier attacks

Rapier. Melee Attack: +4 to hit, Reach 5 ft, one target. Hit 6 (1d8+2) piercing damage.

Hand crossbow. Ranged attack: +4 to hit, range 30/120ft. Hit: 5 (1d6+2) piercing damage.

Reactions

Risposte! When an opponent within range misses an attack, the swashbuckler makes a single weapon attack against them.

Poisons Expert

List of poisons

Murderer’s blood can only be obtained from the Lum-Bhaal cults and other scarce sources. Although Bhaal is a god of murder the origin of the liquid is not clear until one sees the abominations whose veins course with it. It is a direct and burning poison.

Dragon’s yawn is a silvery liquid produced by sleeping dragons. One use can be harvested by holding a bottle near a young dragon’s mouth over an entire night, but what fool would try? It makes the target fall asleep.

Special Delivery is a favorite of more overt assassins, but it’s main ingredient sickleweed only grows at the top of mountains. It is a powerful poison which stumbles the victim.

Butterbleed has killed royalty stretching back to ancient times. It’s made using an expensive concoction of flavourful herbs and salty animal poisons. It’s said to taste like chicken roasted to perfection with the richest savory sauce. The secret ingredient is a tiny drop of demon ichor.


Poisons Expert

Medium humanoid (human/drow), any evil alignment


  • Armor Class 15 (studded leather armor)
  • Hit Points 40
  • Speed 30ft

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 16 (+3) 10 (0) 7 (-2)

  • Saving Throws CON +5
  • Skills poison brewing, investigation +6, nature +9, deception +1
  • Languages Common
  • Challenge 5 (1800xp)

Poison Expert. The poison expert does not need to use an action to apply poison to a weapon.

Drow. If the poisons expert is a drow, they have a DEX of +3, use a shortsword instead of a dagger (+6 to hit, d6+3 dam), have sunlight sensitivity, darkvision out to 120ft, acrobatics +9, can cast dancing lights and can cast faerie fire once per day. Their CR increases to 6.


Actions

Cunning Action. The poison expert can dash, disengage, or hide as a bonus action

Dagger. Melee attack: +5 to hit. Hit: 1d4+2 (4) piercing damage

Aim. The poisons expert gains advantage on their next ranged attack roll.

Blowgun. Ranged attack: +5 to hit. Hit: 3 piercing damage + poison

Poisons

Murderer’s blood (dagger) (10 uses): deals 5 (1d10) poison damage

Dragon’s Yawn (dart) (2 uses): The target makes a DC 13 CON save or falls asleep

Special Delivery (dart) (3 uses): The target takes 24 (6d8) poison damage and is poisoned, or half and they are not poisoned on a DC 13 CON saving throw

Butterbleed (ingested) (5 uses): An hour after ingesting the poison, the target makes a DC 13 CON saving throw or drops to 0 hit points. On a successful saving throw the target is poisoned and takes 3d10 poison damage. The saving throw is repeated each hour unless medical assistance or the antidote is obtained.

Antidote. The poisons expert also carries 1 antidote for each of the above poisons, which reverses the effects unless the target is dead.

Elven mages

The high elves and drow are not as free and capricious as the wood elves, and seem to assume superiority over anything but another elf. Many of them practise wizardry and darker arts, but regardless of the methods an elven mage does not consider other folks their equal.


Elven Apprentice

Medium humanoid (high elf), Any alignment


  • Armor Class 9
  • Hit Points 10
  • Speed 30ft

STR DEX CON INT WIS CHA
7 (-2) 8 (-1) 8 (-1) 14 (+2) 10 (0) 8 (-1)

  • Skills arcana +4, perception +2
  • Senses passive perception 12, darkvision 60ft
  • Languages Elven
  • Challenge 1/4 (50xp)

Fey Ancestry. The apprentice has advantage on saving throws against being charmed and can't be put to sleep by magic.

Spellcasting. The apprentice is an 1st level spellcaster. Its spellcasting ability is intelligence. The apprentice has the following spells prepared:

Cantrips (at will): fire bolt, prestidigitation, mending, mage hand

1st level (2 slots): magic missile, comprehend languages, identify

Unprepared spells: sleep, burning hands, disguise self


Actions

Fire bolt. Ranged Spell Attack: +4 to hit, Range 120ft, one target. Hit: 1d10 fire damage.

Magic Missile (2 uses). Three 1d4+1 (3) force damage magical darts are summoned and automatically deal damage to their target(s).


Elven Mage

Medium humanoid (high elf), Lawful Neutral


  • Armor Class 14 (mage armor)
  • Hit Points 40
  • Speed 30ft

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 8 (-1) 16 (+3) 12 (+1) 8 (-1)

  • Saving Throws INT +6, WIS +4
  • Skills arcana +6, history +6, perception +4
  • Senses darkvision 60ft
  • Languages elven, dwarvish, draconic
  • Challenge 5 (1,800xp)

Fey Ancestry. The mage has advantage on saving throws against being charmed and can't be put to sleep by magic.

Spellcasting. The mage is an 6th level spellcaster. Their spellcasting ability is intelligence. The mage has the following spells prepared:

Cantrips (at will): fire bolt, prestidigitation, minor illusion, mage hand, mending

1st level (3/4 slots): shield, comprehend languages, identify, mage armor

2nd level (3 slots): hold person, misty step, suggestion

3rd level (3 slots): lightning bolt, counterspell

Unprepared spells: *detect magic, arcane lock, shatter, nystul's magical aura, see invisibility, locate object, fly


Actions

Lightning Bolt.* All creatures within a 100ft line make a dexterity save (DC 14) or take 8d6 (25) lightning damage, or half on a failed save.

Hold Person. Target within 60ft makes WIS save (DC 14) or be paralysed for up to one minute. Can repeat saving throw at end of turn. (Concentration).

Firebolt. +6 to hit. Hit: 2d10 (10) fire damage.

Reactions

Shield. +5 to AC until the end of next turn

Elven swordancer

The elves, ever obsessed with art and beauty, bring it to even bloodshed.


Elven Swordancer

Medium humanoid (high elf), any alignment


  • Armor Class 17 (breastplate + swordancer)
  • Hit Points 55
  • Speed 30ft

STR DEX CON INT WIS CHA
10 (0) 18 (+4) 10 (0) 10 (0) 10 (0) 14 (+2)

  • Saving Throws DEX +8
  • Skills Perception +4, acrobatics +8, performance +6
  • Senses passive perception 14, darkvision 60ft
  • Languages Elven
  • Challenge 4 (1,100xp)

Swordancer. While wielding a finesse weapon one handed with nothing in the other hand, the swordancer gains +1 AC and doesn't provoke opportunity attacks.

Fey Ancestry. The swordancer has advantage on saving throws against being charmed and can't be put to sleep by magic.

Evasion. When subjected to a DEX saving throw, the swordancer takes half damage on a failed save and completely avoids the effects on a successful save.


Actions

Multiattack. The sword dancer makes 3 rapier attacks

Rapier.* Melee attack: +8 to hit. Hit: 1d8+4 (8) piercing damage.

Throwing dagger. Ranged attack: +8 to hit. Hit: 1d4+4 (6) piercing damage.

Reactions

Risposte! When an opponent within range misses an attack, the swordancer makes a single weapon attack against them.

Templar

Knights and paladins that hunt down and kill mages.


Templar

Medium humanoid (human/orc), Lawful Neutral/Evil


  • Armor Class 18 (plate armor)
  • Hit Points 80
  • Speed 30ft

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 12 (+1) Int (+12) 12 (+1) 8 (-1)

  • Saving Throws WIS +4
  • Skills Insight +4, investigation +4
  • Senses passive perception 11 (orc: darkvision 60ft)
  • Languages Common (orc: Orc)
  • Challenge 5 (1,800xp)

Mage Slayer. When the templar damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

The templar has advantage on saving throws against spells cast by creatures within 5ft of them.

The smell of sorcery. The templar can tell what spells have been cast in a small area in the last few days, as well as when they were cast.

The smell of lies. The templar has advantage on insight and investigation checks.


Actions

Multiattack. The templar makes 2 greatsword attacks.

Greatsword. Melee attack: +6 to hit, two targets within 5ft. Hit: 2d6+3 (9) slashing damage.

Aggressive. As a bonus action, the templar moves up to their speed towards an enemy that they can see.

Reactions

Mage Slayer. When a creature within 5ft of the templar casts a spell, the templar can use their action to make a melee weapon attack against that creature.

Chameleon

Chameleons are reptilian people with wilderness camouflage abilities superior to wood elves.

Look men, no hands! Their strangely shaped paws greatly hinder their societies in craftsmanship and architecture, so they focus honing their unique abilities, knowledge, and becoming masters of their environment. Chameleon craftsmen are highly valued, and wasting crafted resources is frowned upon.

Chameleon weapons. Soldiers and assassins typically carry blowguns or stone throwing daggers, holding them in one hand behind their back when they are camouflaging. While within chameleon territory caches of resources and tools can be located, in the wider world the chameleon must rely on suppliers. Ammo is collected teeth, fangs, stingers and barbs shaped correctly for blowguns with clay.


Chameleon soldier

Medium humanoid, any alignment


  • Armor Class 13
  • Hit Points 30
  • Speed 35ft, 35ft climbing

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (0) 14 (+2) 10 (0) 10 (0)

  • Saving Throws DEX +6, WIS +3
  • Skills acrobatics +6, stealth +9
  • Damage Vulnerabilities poison
  • Languages 'elven'
  • Challenge 1 (200xp)

Two paws, one tail, no hands The chameleon does not have hands as other humanoids and cannot use many items. Their tail can be used to hold things as their paws and gives them advantage on acrobatics checks.

Camouflage. The chameleon has advantage on stealth checks and can attempt to hide when only lightly obscured (such as by foliage). While not moving, the chameleon is invisible to creatures beyond 10ft.

Resupply. While within chameleon territory the chameleon can access hidden supply caches including items such as weapons, food, and medicine. When accessing a cache there is a 1 in 6 chance it contains a healing potion.


Actions

Blowdart. Attack Style: +6 to hit, Range 25ft/100ft, one target. Hit: 4 piercing damage + 1d6 poison damage (7).

Tongue. A target within 15ft makes a DC 14 DEX save or has one of their items stolen by the chameleon.

Stormy Knight

The stormy knight rides the realm upon his warhorse, terrorising the local villages and towns with an iron fist. None dare to stand up to him, as he has the favor of the lord and the power of lightning. dark grey horse barding, blue armor and a striking white cape give him the appearance of the lightning he wields.


Stormy Knight

Medium humanoid, Neutral Evil


  • Armor Class 18 (stormy knight's plate)
  • Hit Points 40
  • Speed 30ft

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 10 (0) 14 (+2) 8 (-1) 14 (+2)

  • Saving Throws STR +5, DEX +2
  • Skills intimidation +5, history +5
  • Senses passive perception 9
  • Languages Common
  • Challenge 4 (1,100xp) (CR 3 without horse)

Mounted. The stormy knight rides upon his warhorse, which acts on the same turn as him.

Spellcasting. The stormy knight is an 5th level spellcaster. Their spellcasting ability is intelligence. The stormy knight has the following spells prepared:

Cantrips (at will): shocking grasp, prestidigitation, minor illusion, mage hand, mending

1st level (4 slots): shield, thunderwave, unseen servant, charm person

2nd level (3 slots): hold person, suggestion

3rd level (2 slots): lightning bolt

Unprepared spells: illusory script, arcane lock, magic mouth, nystul's magical aura, see invisibility, locate object, knock


Actions

Lance. Melee attack: +5 to hit, Reach 10ft, one target. Hit: 1d12+2 (8) piercing damage. One handed while mounted. Disadvantage on opponents within 5ft.

Lightning bolt (2 spell slots): 100ft line, 5ft wide. Each creature in the line makes a DC 13 DEX save or takes 8d6 (25) lightning damage, or half on a successful save. The lightning ignites non-worn/carried objects.


Warhorse

Large beast, unaligned


  • Armor Class 18 (plate barding)
  • Hit Points 20
  • Speed 60ft

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

Trampling charge. If the horse moves at least 20ft straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Saddle. The stormy knight has advantage on any check to stay mounted.


Actions

Dash. The warhorse moves twice its speed this turn.

Disengage. The warhorse does not take opportunity attacks for the rest of its turn.

Dodge. Until its next turn attacks against the warhorse have disadvantage and it has advantage on DEX saving throws.

Hooves. Melee attack: +4 to hit. Hit: 2d6+4 (11) bludgeoning damage.

Bottle Walrus

Bottle Walruses look like regular walruses except they have clear tusks and white hide. They live on cold shores, and are terrors to the local halfling people. They can shoot hollow balls of glass from their mouth, through their tusks.

Bottle Walruses mostly ignore or fear creatures larger than themselves. White dragons sometimes make their lairs near hordes of bottle walruses (and occasionally feed on them). They target smaller creatures, and often knock aside or ignore obstacles to reach their target. Bottle walruses might try to attack medium human sized creatures, but not if they are outnumbered.


Bottle Walrus

Medium beast, Unaligned


  • Armor Class 13
  • Hit Points 80
  • Speed 15ft, 30ft swim

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 1 (-5) 6 (-2) 1 (-5)

  • Skills Stealth +2
  • Damage resistances cold
  • Challenge 1 (200xp)

Bottle Gland. With a DC 12 medicine or nature check, the glass-ball creating gland can be removed, and can make 1d12 balls. With a DC 22 result, the firing organ is removed as well. It sells for 8gp on its own, or 10gp with the firing organ.

Actions

Multiattack. The walrus makes a shove attack and a ball/stab attack.

Shove. The walrus makes a +3 roll contested by the target's Athletics or Acrobatics. If it succeeds, the target falls prone (or is pushed 5ft away).

Launch ball. Ranged/Melee Attack: +1 to hit, Reach 30/60 ft, one target. Hit 5 (1d8+1) bludgeoning damage + 3 (1d6) piercing damage.

Tusk stab. Melee Attack: +3 to hit, Reach 5 ft, one target. Hit 7 (1d12+3) piercing damage.

Bubble Crab

Bubble crabs initially look like a large collection of floating bubbles. Through a hole in the front and when the bubbles are removed however, the bubble crab is a giant red crab that walks along the floor. Swarms of bubble crabs can reach great heights and be disguised in the sky as a bubble cloud. These creatures originate on the elemental planes of air and water.

Splashing a bubble crab with a frothy liquid such as soapy water or beer is a good way to get rid of it, since it gains an excess of bubbles and floats up high into the air.

Adventures of their own The curious bubble crabs wander the world looking for magical things and exploring mysterious places. They're not above pilfering magical things from other creatures, and are very capricious in general. They will help others who can speak with them if it does not put them in excessive danger, and will gladly help others who promise them interesting magical secrets.


Bubble crab

Medium elemental, chaotic neutral


  • Armor Class 12 (natural armor)
  • Hit Points 30
  • Speed 30ft, flying 30ft, swimming 30ft

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (0) 10 (0) 16 (+3) 10 (0)

  • Saving Throws WIS +5
  • Skills religion +2, perception +7
  • Damage Vulnerabilities bludgeoning
  • Languages Aquan
  • Challenge 1 (200xp)

Bubble cloud. The area within 5ft of the bubble crab is heavily obscured, and attacks relying on sight against it have disadvantage. It can be blown away by a strong wind or popper by 5+ thunder damage and takes 1d6+1 rounds to regenerate.

Actions

Multiattack. The bubble crab makes two claw attacks

Claw. Melee attack: +3 to hit, Reach 5ft. Hit: 7 (1d10+2) piercing damage.

Bubble. An unwilling creature the bubble crab targets with 15ft makes a DC 11 DEX saving throw or is caught in a 5ft diameter bubble and immediately rises 10ft. Every round at the end of the creature's turn the bubble rises 10ft. It can be popped with a piercing weapon automatically. A falling creature takes 1d6 damage for every 10ft it falls and lands prone.

The bubble crab can instead use this ability to carry up to two medium creatures with it in its cloud.

Chainmail Chainer

Rusty chains make creaking jingles throughout the corridors of ancient fortresses, dungeons, and keeps. This construct is shaped like a bear that has been covered in rusted chainmail curtains complete with hanging shackles, and dark gaps that serve as eyes.

Chainmail chainers will attempt to jail a creature which it sees as intruding before attempting to kill it, though they are old and faulty, and will also attack creatures which attack it.


Chainmail Chainer

Large Construct, Lawful Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 175
  • Speed 30ft

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 4 (-3) 14 (+2) 8 (-1)

  • Skills Athletics +6
  • Damage immunities poison, psychic
  • Damage Vulnerabilities Piercing, thunder, adamantine weapons
  • Condition immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 30ft, passive Perception 12
  • Languages understands the language of its creator but can't speak
  • Challenge 7 (2,900 XP)

Weak standing. The chainmail chainer has disadvantage against being knocked prone.

Magic Resistance. The chainmail chainer has advantage on saving throws against magic.

Immutable form. The chainmail chainer's form cannot be changed by magical effects.

Actions

Multiattack. The chainmail chainer makes a slam attack and two shackle attack

Slam. Melee Weapon Attack: +6 to hit. Hit 19 (5d6+4) bludgeoning damage.

Shackle. Melee Weapon Attack: +6 to hit, reach 15ft., one creature. Hit: 7 (1d6+4) bludgeoning damage, and the target is grappled. The target can make a DC 15 Athletics check or STR saving throw to escape the grapple and deal 1d8 + STR damage to the chainmail chainer.

Deathgrip

Deathgrips are short, big headed, weak limbed monsters. They are the willingly transformed lords and ladies of old who wished to extend their life, and used dark arts to do so. They climb on the backs of creatures and clamp their huge toothy maws over the head and their hands over the heart of the victim. While in this position they can control the creature. The creature will not starve but is stuck in a hypnosis state. The creature still ages though, and faster, fueling the deathgrip’s life.

While technically they could use animals or even walk on their own if they wanted, they prefer the versatility and life extension of people.


Deathgrip

Small monstrosity, neutral evil


  • Armor Class 12 (not riding)/17 (riding)
  • Hit Points 20
  • Speed 30ft, 30ft climbing

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 10 (0) 10 (0) 12 (+1)

  • Skills deception +3, history +2, persuasion +3
  • Damage Vulnerabilities psychic, necrotic
  • Senses darkvision 60ft
  • Languages Their native language
  • Challenge 1 (200xp)

Jockey. Attacks against the deathgrip that miss will still hit its victim if the roll is above the victim's AC.

Sunlight Sensitivity. While in sunlight, the deathgrip (and its victim) has disadvantage on attack roles and ability checks which rely on sight.


Actions

Ride. +4 to hit a medium living creature. A riden target is under the control of the deathgrip. The target can attempt to resist the deathgrip's actions a number of times equal to their charisma modifier. To resist the deathgrip's actions, they roll a charisma saving throw with a DC of 13.

Bite. Melee attack: +4 to hit. Hit: 2d6+2 (8) piercing damage. Automatic critical hit on riden enemies.

Variant: Deathgrip mage (CR 3)

A deathgrip may have used their own arcane skill to turn into a deathgrip. A deathgrip mage is a 3rd level INT spellcaster. It has a attack bonus of +2, a save DC of 10, 4 1st level spell slots, 2 2nd level spell slots, and has the following spells in its spellbook: sleep, shield, suggestion, invisibility.

Depths Ghost

A depths ghost is a nightmarish creature that appears as a bed of coral walking on seaweed legs. The torso of the creature is made out of coral and the seaweed intertwines within this, forming its lengthy limbs. Two glowing yellow eyes and a gaping hole that resembles a mouth stare at its prey from the darkness. It's known to latch onto ships and drag sailors overboard into the sea. For this reason it's often rumored that depths ghosts are the remains of drowned sailors.
Pseudo constructs. Depths Ghosts can be revived (once) with a magic ritual often performed by sea hags and druids.


Depths Ghost

Medium Plant, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 100
  • Speed 20ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 11 (+1) 4 (-3)

  • Skills Stealth +4, Athletics +5
  • Damage Vulnerabilities Lightning
  • Senses darkvision 60ft, passive Perception 11
  • Languages -
  • Challenge 4 (1,100 XP)

Crocodile drag A grappled creature automatically moves where the depths ghost wishes it (within 15ft)

Rope chop If a critical hit in slashing damage is done to the depths ghost, an arm of the attacker's choice may be chopped off (for example, one suffocating a player). Thus, it loses its multiattack.

Actions

Multiattack. The Depths Ghost makes two attacks with Seaweed Whip or Constrict. If it is grappling a creature, it cannot use that arm for Seaweed Whip.

Seaweed Whip. Melee Weapon Attack: +5 to hit, reach 15ft., one target. Hit 15 (2d12 + 3) bludgeoning damage, and the target is grappled and restrained. A creature can take an action to make a Strength saving throw (DC 15) to escape the grapple.

Constrict. A creature that is in water (not nessecerily under water) and grappled by the depths ghost takes 2d12 + 3 damage on the depths ghost's turn and makes a DC 15 CON saving throw. If they fail the saving throw, they are suffocating.

Suffocation. When a creature is suffocating, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying.
Useful Remains. On a DC 14 Nature Check, it can be determined that the coral from a depths ghost's torso may be used to make 3 waterbreathing potions, and which pieces of coral are needed. The process is rather simple and just requires finely grinding up the coral and mixing it with animal fats or oils in water.
Servant Ritual On a DC 20 Nature check or religion check, it is revealed that a druid may spend two months reanimating a depths ghost. The requirements are: A fresh crocodile brain and heart (at the start of the ritual), the ritual takes place by the seaside (the creature may be moved afterwards), and a large variety of burnt grasses and fish fats in bonfires. The druid may spend 1000GP to speed this up to only 2 weeks.
The new depths ghost follows the orders of its master (which are delivered through prayers to Umberlee, goddess of the sea) as a construct would. The depths ghost may go weeks without food but requires a sizable pool of water to live past a few days.

Made by https://ffirbolg.tumblr.com/ for this monster!

Drop Bear

Dropbears live in forests with thick foliage or tall trees. They look like grey or brown bears that are about two and a half feet tall. Local people have many stories about scars they got from dropbears for outsiders to hear. They are fierce, bloodthirsty beasts who are not above attacking whole groups of people. They fear fire. Dropbear bounties can go for 1 or 2 silver a paw.

They sometimes will retreat as a group back up into the treetops and follow a group to ambush again if they were not very successful the first time.


Dropbear

Small beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 10
  • Speed 25ft, 25ft climbing

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (0) 1 (-5) 10 (0) 2 (-4)

  • Skills Acrobatics +5, Athletics +5
  • Challenge 1/8 (25xp)

Pillowy A dropbear can fall up to 20ft without taking any damage.


Actions

Drop. The drop bear rolls an acrobatics check against a DC of 10. If it succeeds, then it automatically makes a claw attack. If it fails, it takes fall damage (taking into consideration its Pillowy ability).

Claw. Melee Attack: +1 to hit, one target. Hit 3 (1d4+1) slashing damage.

Dwarven Loader

A loader is a dwarven construct built to carry resources, equipment and debris around dwarven mines and strongholds. It appears as a large, turtle shaped stone and metal construct with a dwarven face. They are very strong and extremely durable, built to withstand environmental hazards like magma and pits of acid. If a dwarf attempts to touch what the loader perceives as a valuable load, then it will give them a warning before acting to defending its package. Non-dwarves likely will not get the warning.

A dwarf with proper authority, such as being a noble, military commander or head workman may be able to command a dwarven loader. They can command it to do different work such as clearing a tunnel or carrying passengers, or even accessing the contents of its load. Some loads will require special permission though, like a badge, signed paperwork or command from a certain person.


Dwarven Loader

Large Construct, Unaligned


  • Armor Class 17
  • Hit Points 100
  • Speed 20ft, 5ft climbing

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 20 (+5) 2 (-4) 4 (-3) 1 (-5)

  • Saving Throws CON +9, STR +8
  • Damage Vulnerabilities adamantine weapons, picks
  • Damage Resistances bludgeoning piercing and slashing from non-magical or non-adamantine weapons
  • Damage Immunities fire, acid, poison, psychic
  • Condition immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60ft, tremorsense 10ft
  • Languages dwarven, limited speech
  • Challenge 6 (2,300xp)

Thunder immunity. The loader is immune to thunder damage from some dwarven sources, such as a hulking digger's moan.

Courier. The loader has advantage on perception checks to notice attempts to steal its load.

Immutable form. The loader's form cannot be changed by magical effects.


Actions

Slam. Attack Style: +4 to hit. Hit: 2d12+4 (16) bludgeoning damage.

Alert. The dwarven loader sounds an deep, warbling moan, potentially triggering random encounter rolls or alerting guards.

End Men

End men appear as humans but about 10ft tall, with long, boney limbs and neon purple eyes. They wear no clothes, and their skin is completely black, like looking at a void. When they are cut, they bleed a glowing purple sludge. If killed, they dissolve into it.

Mysterious motivations. End men wander aimlessly until they come across metal, which they collect and steal no matter how useless. Despite the tools they take, they never use any, and so fixed metal they may ignore or become furious over obtaining. They avoid fire, light, and places with lots of activity, so they rarely enter towns except for quiet villages at night.

End men that have had an item they wanted taken from them will hunt it. They magically have vague knowledge of its location, and the longer they are near it the more specific their knowledge is.

The metal that they obtain is taken through their portals and never returns. Sometimes it is used to build strange structures that form stable portals to their world.

A dead world. The end men's home dimension is a cold, desolate wasteland of smooth white rock islands floating in a void. Towers of jumbled metal are fused together by perfectors. The perfectors know little about the place or the end men, as they have been brought there themselves. Some perfectors think it paradise, everything in its proper place. Others think it maddening for the lack of challenge. Regardless, they are instructed by the end men to build the towers, with no other communication whatsoever. It's possible to follow an end man through its portal to their dimension, and hopefully back home.

The End of all things. Dwarves have the most encounters with end men due to low light and abundant metals in their environment. Many dwarves claim the end men have a strange resemblance to humans, or that end men seem to never steal from humans. Some dwarf sages theorize that the end men are what humans will become in some terrible future, a future which they work to bring closer. Whether this spawns from genuine philosophy or mistrust of humans is uncertain.


End Man

Large aberration, Unknown Alignment


  • Armor Class 13 (natural armor)
  • Hit Points 100
  • Speed 35ft

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 10 (+0) 10 (+0) 8 (-1) 4 (-3)

  • Damage Vulnerabilities fire
  • Damage Resistances cold
  • Damage Immunities necrotic
  • Condition Immunities Fear
  • Senses darkvision 60ft
  • Languages Deep Speech, but chooses not to speak
  • Challenge 3 (700 XP)

The End Of All Things. The end man does not require food, drink, sleep or air.

Actions

Clumsy Bash. Melee attack: +4 to hit. Hit: 1d6+4 (7) bludgeoning damage + 3d10 (15) necrotic damage

Wrench. The end man attempts to wrench a desired item away from an opponent. They engage in an athletics strength contest with the target to do so.

Teleport. The end man teleports to any location within 20ft. Any creatures or items it is touching are also transported.

Portal. The end man opens a bleak portal to their dimension. The portal stays open for 2 rounds.

Eyebat

An eye the size of a dwarf's head attached to bat wings. These troublesome undead swarm forgotten forests and dark dungeons. They aid undead in battle, not differentiating between different undead, even those that attack them.

Masterless spies Countless amounts of these things were made in a bygone age. They patrol, watch, and assault the adventurous few who step into their territories.

Strange pests Though they are frightening to look at, they are fairly harmless alone and can easily be taken down by a peasant. As they frequently stray from ancient ruins, they're known to many common people, through stories or direct encounters.

Cheap scouts Eye bats are easy to make, for those who know the disgusting recipe. A human eye (preferably from a curious person), a bat, and one of a variety of slightly magical ingredients (eye of newt, toe of frog, tongue of dog, ect) are boiled in a cauldron. Any small amount of necromantic magic is mixed into the brew, and an eyebat spawns from the burning water.

Banks of knowledge If a necromancer holds the eyebat in their hands, they can see what it has seen.


Eye Bat

Tiny undead, neutral evil


  • Armor Class 13
  • Hit Points 5
  • Speed flying 30ft

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 6 (-2) 2 (-4) 16 (+3) 1 (-5)

  • Skills Perception +5
  • Senses Darkvision 60ft, passive perception 15
  • Damage immunities necrotic, poison
  • Condition immunities poisoned
  • Languages Obeys infernal, abyssal, and its creator, can't speak
  • Challenge 1/8 (25xp)

Sentry. An eyebat can focus on one creature within 60ft at a time, which gives undead within 30ft of it advantage on attacks against that creature.

Sensitive to light Any amount of radiant or fire damage instantly destroys an eyebat.

Actions

Charge. Melee Attack: +3 to hit, Reach 5 ft, one target. Hit 1 bludgeoning damage. 1 recoil damage.


Eye Bat Swarm

Large undead swarm, neutral evil


  • Armor Class 10
  • Hit Points 90
  • Speed flying 30ft

STR DEX CON INT WIS CHA
10 (0) 18 (+4) 10 (0) 2 (-4) 20 (+5) 1 (-5)

  • Skills Perception +10
  • Senses Darkvision 60ft, passive perception 20
  • Damage vulnerabilities radiant, fire
  • Damage immunities necrotic, poison
  • Condition immunities poisoned
  • Languages Obeys infernal, abyssal, and their creator, can't speak
  • Challenge 2 (450xp)

Sentry swarm. An eyebat swarm grants advantage to any undead within 60ft attacking any creature within 60ft. If many undead are about, this can be summarised as +4 to hit instead of advantage.

Swarm. The swarm can occupy another creature's space and vice versa. This grants disadvantage on attacking creatures other than the eyebat swarm and lightly obscures the area. The swarm can move through any space big enough for a regular eyebat, but it takes 30ft of movement. The swarm can't gain hit points or temporary hit points.

Actions

Charge. Melee Attack: +3 to hit, Reach 5 ft, one target. Hit 9 (1d12+4) bludgeoning damage. 1d10 recoil damage.

Fairy Flitter

Fairy Flitters are rare sights around forests and jungles. They leave a short trail of sparkles wherever they go. Villages near a fairy flitter have rumors that its sparkles have miraculous effects on crops, and will pay as much as they can for it (sometimes hundreds of silver). Fairy flitter hide is used to make a Bag of Tricks, and its fur is a key ingredient in a number of potions.


Fairy Flitter

Tiny beast, Unaligned


  • Armor Class 14
  • Hit Points 4
  • Speed 30ft

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 18 (+4) 4 (-3) 12 (+1) 4 (-3)

  • Challenge 2 (450xp) (non combat)
  • Senses Truesight 5ft

Grabbing the fairy flitter. When within 5ft, the fairy flitter may be grabbed (even as an opportunity attack). The pursuer makes an athletics check contested by the fairy flitter's dexterity check. The fairy flitter may attempt to escape once, at disadvantage.

Actions

Dash. The fairy flitter moves twice its movement speed.

Teleport (Recharge 6). The fairy flitter teleports to a location 10ft away that it can see. It cannot do so if it is touching skin (including dead skin, such as leather).

http://www.cadnav.com/3d-models/model-37860.html

Fae Fickle Muse

Fickle muses are fey creatures that appear as cats wearing fancy clothes or sporting exquisite fur. They judge art and aid those who they believe have potential. Only the finest performances will garner their favor, but once they are acting as a familiar and muse for an artist they will not abandon them over a slight error. Their favorite performances are those that are unique takes on ones the are familiar with, such as a specific dance in a fey court or a religious ceremony from a ruin they reside in. However, if a particular act has been used to impress them and failed, they will not accept a similar act.


Fickle Muse

Tiny Fey, Neutral


  • Armor Class 12
  • Hit Points 10
  • Speed 40ft, climb 30ft

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 10 (0) 10 (-0) 16 (+3) 14 (+2)

  • Saving Throws CHA +5, WIS +6
  • Skills Perception +5, performance +8
  • Damage Vulnerabilities thunder
  • Senses passive perception 15
  • Languages Sylvan, Elven, Halfling
  • Challenge 2 (450xp) (noncombat), 1/2 (100xp) (combat)

Judgment. The fickle muse will judge performances. If the performance succeeds, it will become the performer's familiar. If it fails, a significantly different performance is required to gain its judgment again. Using a performance which is familiar to the fickle muse will grant advantage.

DC 20 Performance check.

Keen senses. The fickle muse has advantage on perception rolls when it is not distracted.

Innate Spellcasting. The fickle muse's innate spellcasting ability is charisma (spell save 13). It can innately cast the following spells, requiring no material components:

Cantrips (at will): prestidigitation, minor illusion, mage hand

1st level (3 slots): comprehend languages (can cast on others as well), thunderwave

Fiends

Demons

Heed Demon

Heed demons demand attention, praise, worship. They will stop at nothing to further their fame, bringing blinding lights and screaming sound to any occasion. Even when not performing for an audience they talk incessantly and seek one out, making them easy to see coming.

Pleasing a heed demon is a difficult task. They are hardly ever satisfied, and never for very long. Using over-the-top worship is the best way to satiate them for a time. Though they will be hesitant to harm an eager audience, they might attack if they think they'll lose the audience anyway.

Though their eyes appear large, heed demons can barely sense anything that isn't bright as a torch or loud as a yell.


Heed Demon

Medium Fiend, Chaotic Evil


  • Armor Class 11
  • Hit Points 80
  • Speed 30ft

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (0) 10 (0) 4 (-3) 16 (+3)

  • Saving Throws CHA +6
  • Skills Performance +6
  • Damage Vulnerabilities cold, psychic, necrotic
  • Damage Resistances thunder, radiant, lightning, fire
  • Condition Immunities sleeping,
  • Senses Passive perception 7
  • Languages Abyssal
  • Challenge 4 (1,100xp)

Blunt senses. The heed demon has disadvantage on perception to detect creatures and objects that are not in bright light or to hear things which are moving quietly.

Implode. When under the effect of Silence spell, Darkness spell, blinded condition or deafened condition, the heed demon takes 2d10 force damage at the start of each of its turns.


Actions

Multiattack. The heed demon makes a screeching sound attack and either a claw attack or a blinding light attack.

The heed demon may also cast thaumaturgy once per round.

Screeching sound. Creatures within a 30ft cone make a DC 14 CON saving throw or take 4d10 (20) thunder damage and are deafened for 1 hour, or half damage and are not deafened on a successful save.

Blinding light. Creatures within 10ft of the heed demon make a DC 10 CON saving throw or are blinded for 1 round.

Claw. Attack Style: +4 to hit. Hit: 1d10+1 (6) slashing damage + 1d10 (5) fire damage (11)

Thaumaturgy. The heed demon can cast thaumaturgy requiring no components.

Minith

A minith is a small, winged, raptor-like demons that are used as fodder frontlines in demonic armies, or skirmish groups. They tend to fly away after taking significant blows, but return to take a second or third fight with a target. They tend to act far more tactically in their secondary encounters, when they aren't being forced forward by stronger demons and are lower in numbers.


Minith Demon

Small fiend (demon), Chaotic Evil


  • Armor Class 12
  • Hit Points 15
  • Speed 40ft, 40ft flying

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 6 (-2)

  • Saving Throws DEX +5, INT +4
  • Skills Investigation +4
  • Damage Vulnerabilities psychic
  • Senses darkvision 60ft
  • Languages Abyssal
  • Challenge 1/2 (100 xp)

Pack tactics. The minith has advantage on all attack rolls against a creature if atleast one of the minith's allies is within 5ft of the creature and isn't incapacitated.

Distraction. When the minith attacks a creature from stealth when another minith is within 10ft of the creature (and seen by it) if the minith hits it is a critical hit.


Actions

Bite. Melee attack: +4 to hit. Hit: 1d10+3 (8)

Rage Demon

Normally petrified cold husks until something disturbs them, awakened rage demons rage and spill their fiery blood everywhere until they are put down as a raging mess of fire and bloodshed or left to peter out.


Rage Demon

Medium fiend (demon), chaotic evil


  • Armor Class 14
  • Hit Points 200
  • Speed 35ft

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) +2 (14) 4 (-3) 4 (-3) 10 (0)

  • Damage Vulnerabilities cold
  • Damage Immunities fire
  • Condition Immunities charmed, sleep
  • Senses darkvision 20ft
  • Languages abyssal
  • Challenge 8 (3,900xp)

Fiery blood. When the rage demon is hit by a weapon attack, creatures within 5ft make a DC 15 DEX saving throw or take 2d10 fire damage, or half on a failed save.

The 5ft area the demon is standing in also becomes lit up with fire that does not extinguish until the demon is defeated or an hour has passed. Passing through the fire deals 2d10 fire damage, or half on a successful DEX save.

With a DC 15 nature check a 1d4 flasks of the blood can be harvested safely. When thrown as an improvised weapon, they deal 3d10 fire damage.

RAGE. Once per round when the demon deals damage to a creature, it increases a rage level. When it goes a round without dealing damage, it loses a rage level

  • Rage 1: Default
  • Rage 2: +1d10 fire damage on attack
  • Rage 3: 1d10 fire damage 10ft aura

Actions

Rip and Tear. Attack Style: +5 to hit. Hit: 3d10+5 (20) bludgeoning damage+ 3d10 (15) fire damage

Aggressive. The demon can move up to its speed towards an enemy as a bonus action.

Nightmare Blaster

The nightmare blaster can sow nightmares in sleeping people, and it is its preferred way of causing distress and chaos. The personalised nightmares it sticks can last for weeks or months, more than long enough for the demon's victims to become emotionally vunerable and suspectible to its psychic taunts and commands. As the demon targets more than one person in a community, the presence of a Nightmare Blaster causes rumors of a Nightmare Sickness.

Nightmare Blasters form when powerful draconic mortals end up in the chaotic hells, such as sorcerers and dragonborn. They torment fellow demons, even stronger ones, with nightmares that suggest the worst neverending pains should they disobey an order from the Nightmare Blaster. After many years, it swoops in and recruits its new minion.

In battle, they rely on their flight and curse laser to stay out of range and drop anyone who approaches them to the floor, preferably where their minions reside.


Nightmare Blaster

Large Fiend (demon), Chaotic Evil


  • Armor Class 15
  • Hit Points 190
  • Speed 30ft, 40ft flying

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 12 (+1) 10 (0) 10 (0) 16 (+3)

  • Saving Throws Charisma +7
  • Damage Resistances Piercing, One Elemental Type
  • Condition Immunities Fear
  • Languages Telepathy 100ft, Draconic, Abyssal
  • Challenge 10 (6000xp)

Actions

Multiattack. The Nightmare Blaster makes two claw attacks and one laser attack

Curse Laser. Ranged: +8, 150ft/300ft, one target. Hit: 24 (4d12) One Elemental Type. On a hit the target rolls a CHA saving throw (DC 15) or they Grovel (Prone) or Flee, Nightmare Blaster's choice.

Razor Claw. Melee: +8, Hit: 12 (3d8) slashing damage

-A friend

Devils

Flesh Smith

These devils haunt the lesser traveled places of the world, seeking humanoid flesh to make into armor hard as iron. They themselves are paradoxically made of their own armor, and can animate flesh armor as their servants. Flesh Armor is plate and cursed: when it is worn the armor fuses together trapping its wearer within. It is fully functional armor but very obviously disturbing and fiendish. It can be melted away with holy water.

Flesh smiths carry their regular (or flesh) smithing tools with them everywhere, typically in a leather backpack.

It’s possible to negotiate with a flesh smith (if you can transcend the language barrier) but their wants are mostly safety and ‘resources’ to practice their abominable craft. If someone crafts a finer item than the flesh smith, it is bound to them as their apprentice and servant. What purpose someone could have for a flesh smith though, is dubious.


Flesh Smith

Medium fiend (devil), lawful evil


  • Armor Class 18
  • Hit Points 33
  • Speed 25ft

STR DEX CON INT WIS CHA
14 (+2) 10 (0) 12 (+1) 14 (+2) 10 (0) 14 (+2)

  • Skills smithing, perception +2, investigation +4
  • Damage Vulnerabilities radiant, poison, silvered weapons
  • Senses darkvision 60ft
  • Languages Infernal
  • Challenge 1 (200xp)

Actions

Multiattack. The flesh smith makes two hammer attacks

Hammer. Melee attack: +4 to hit. Hit: 5 (1d6+2) bludgeoning damage.

Living armor. When the flesh smith creates armor, it may be animated by the flesh smith, identical except for:

  • It has 1 (-5) INT, 4 (-3) WIS, and 1 (-5) CHA
  • It cannot speak and only obeys the flesh smith
  • It has no skills and is a fiendish construct
  • Holy water attacks destroy the armor instantly
  • If a lawful evil creature very dedicated to a craft dies within 30ft of the living armor, it makes a DC 13 CHA saving throw or inhabits the armor, becoming a new flesh smith.

Frish

Frish are a strange people that live in the underdark. Frish look like an odd combination of halflings, fish, and frogs. They are not very powerful, but are very numerous. That said, there is no frish settlement larger than a few hundred. Whenever they become more than a trivial force in the underdark, powerful forces in the underdark such as the mindflayers, drow, or duergar wage a one sided war. These poor people live huddled and hungry where they can.

The power of belief Nearly every frish community has its own god or deity. Frish are an extremely faithful people, and easily see signs everywhere, regularly creating their own gods when an old one dies out for whatever reason. Though surface dwellers might think the frish foolish for giving some ancient statue or flash flood its own identity and personality, their smugness betrays them from learning the frish’s largest open secret: These gods are real. Their belief helps them find hope in their grim existence in the underdark, but the strange minds of the frish together can create something truly divine.

Battling brothers, fighting families Their incredibly powerful belief is not without its downfalls. Frish often find themselves fighting against other communities of frish, especially if their current deity is warlike or ambitious. It is not always about that though- more often they are forced into conflict for the sake of survival. Even in the underdark, some live with decadence. But not the frish. The true tragedy of the frish is that together they could fight against their egotistical oppressors, it’s unknown if it will ever happen.

Strange origins The mindflayers especially trod on the backs of frish. Frish brains are poisonous to them and they can create gods from nothing, which led to the fall of their empire in primordial times. The mindflayers have known the frish since before either of them came to this world, and their hate has only deepened since.


Frish adult commoner

Small humanoid aberration, any alignment


  • Armor Class 10
  • Hit Points 5
  • Speed 25ft

STR DEX CON INT WIS CHA
8 (-1) 10 (0) 10 (0) 12 (+1) 8 (-1) 8 (-1)

  • Saving Throws INT +3
  • Damage Vulnerabilities Lightning
  • Damage Resistances Psychic
  • Senses darkvision 120ft
  • Languages Undercommon, telepathy 0ft (touching)
  • Challenge 0 (0xp)

Sunlight sensitivity. The frish has disadvantage on attack rolls in sunlight. DC 10 CON save every hour they are in sunlight or takes one level of exhaustion.


Frish warrior

Small humanoid aberration, any alignment


  • Armor Class 12 (leather armor)
  • Hit Points 15
  • Speed 25ft, swim 30ft

STR DEX CON INT WIS CHA
10 (0) 12 (+1) 10 (0) 12 (+1) 8 (-1) 8 (-1)

  • Saving Throws INT +3
  • Damage Vulnerabilities Lightning
  • Damage Resistances Psychic
  • Senses darkvision 120ft, ethereal 30ft
  • Languages Undercommon, telepathy 0ft (touching)
  • Challenge 1/8 (25xp)

Sunlight sensitivity. The frish is blind in sunlight. DC 10 CON save every hour they are in sunlight or takes one level of exhaustion.

Actions

Spear. +3 to hit. Hit: 1d6 piercing damage.


Frish war head

Small humanoid aberration, any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 50
  • Speed 25ft, swim 30ft

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 12 (+1) 12 (+1) 8 (-1) 8 (-1)

  • Saving Throws INT +3
  • Damage Vulnerabilities Lightning
  • Damage Immunities Psychic
  • Senses darkvision 120ft, ethereal 30ft
  • Languages Undercommon, telepathy 0ft (touching)
  • Challenge 2 (450xp)

Sunlight sensitivity. The frish is blind in sunlight. DC 10 CON save every hour they are in sunlight or takes one level of exhaustion.

Actions

War head's Spear. +4 to hit. Hit: 1d6+2 piercing damage.

Psychic bolster. Any allied frish within 20ft gain one hit point, 0 hp frish revive.


Frish paladin

Small humanoid aberration, any alignment


  • Armor Class 14 (leather armor)
  • Hit Points 100 (strong will)
  • Speed 25ft, swim 30ft

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 16 (+3) 8 (-1) 14 (+2)

  • Saving Throws INT +6, CHA +5
  • Damage Vulnerabilities Lightning
  • Damage Immunities Psychic, radiant, necrotic
  • Senses darkvision 120ft, ethereal 30ft
  • Languages Undercommon, telepathy 30ft
  • Challenge 5 (1,800xp)

Sunlight sensitivity. The frish is blind in sunlight. DC 10 CON save every hour they are in sunlight or takes one level of exhaustion.

Sword of story. The paladin's weapon attacks are magical, but in the hands of anyone but a frish paladin the sword is a normal weapon.

Actions

Inherited Sword. +5 to hit. Hit: 6 (1d8+2) slashing damage + 15 (3d10) psychic damage.

Psychic bolster. Any allied frish within 20ft gain one hit point, 0 hp frish revive.

Thaumaturgy. The paladin shouts wih a supernaturally bolstered voice.

Reactions

Divine fury. A creature who damages the paladin makes a DC 14 CHR saving throw or takes 9 (3d6) radiant (Good deity), necrotic (Evil deity), or psychic (Neutral deity) damage.


Frish priest

Small humanoid aberration, any alignment


  • Armor Class 12 (leather armor)
  • Hit Points 35
  • Speed 25ft, swim 30ft

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 16 (+3) 8 (-1) 16 (+3)

  • Saving Throws INT +6, CHA +6
  • Damage Vulnerabilities Lightning
  • Damage Immunities Psychic, radiant, necrotic
  • Senses darkvision 120ft, ethereal 30ft
  • Languages Undercommon, telepathy 30ft
  • Challenge 4 (1,100xp)

Sunlight sensitivity. The frish is blind in sunlight. DC 10 CON save every hour they are in sunlight or takes one level of exhaustion.

Magic resistance. The priest has advantage on saving throws from magical effects.

Actions

Divine revive. An allied frish that the priest touches is healed by 10 points.

Thaumaturgy. The priest makes the floor rumble, fires roar, or some other supernatural phenomena happen to signify their god's power.

Curse. The priest curses a target within 30ft with the wrath of its god. The target makes a DC 20 CHR saving throw or the priest's god and paladins now know where the target is at all times. The target may repeat the saving throw after a long rest to remove the curse. Remove Curse, Nondetection and other similar magic also removes the curse. The target can feel someone watching them while they have the curse.

Reactions

Loyal subjects. When the priest is attacked, a loyal frish within 10ft forsees the attack and is hit by the attack instead (even if the roll would be a miss), moving into the priest's space and moving the priest 5ft.

Frish Gods

Frish gods can spawn from many things. Though they are nowhere as powerful as other gods, they both dwell on the same world as their followers and contain divine power. Bleedroopseen. Appears as a flurry of rusty weapons with a cloud of blood emanating from it. Bloodroopseen was conceived when a group of frish fleeing the death of their old god and the fury of drow soldiers happened upon a buried fort filled with weapons where they barricaded, praising their safe haven until the weapons themselves animated and impaled their sieging attackers. In times since the god has come to represent bloodshed more than safe haven.

Loopdeepmeet. A hungry frish family were prepared for starvation when the youngest, Blipblip, found a lake filled with fish. Loopdeepmeet is a large fish that also represents the lake. Swarms of fish spontaneously appear around Loopdeepmeet.

Other gods Many gods are well represented by the creatures in the monster manual! A dead tree might be an undead treant, a statue might be a stone golem or a spirit of a mushroom field spirit might manifest as a benevolent hag.


Loopdeepmeet

Huge celestial, Neutral good


  • Armor Class 13 (natural armor)
  • Hit Points 140
  • Speed swimming 35ft

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 14 (+2) 8 (-1) 16 (+3) 12 (+1)

  • Damage Vulnerabilities lightning
  • Senses darkvision 60ft
  • Languages Undercommon, celestial
  • Challenge 3 (700xp)

Actions

Multiattack. Loopdeepmeet makes one bite attack and one whirlpool attack

Bite. Melee attack: +3 to hit. Hit: 15 (4d6+3)

Whirlpool. Creatures swimming within 30ft of Loopdeepmeet take 1d6 bludgeoning damage.

Creatures make DC 13 CON and STR saving throws. Respectively if they fail they are not longer holding their breath (CON) (suffocating if underwater) and are drawn 10ft towards Loopdeepmeet (STR).


Bleedroopseen

Huge swarm of weapons (fiend), chaotic evil


  • Armor Class 14
  • Hit Points 300
  • Speed 30ft flying

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 10 (0) 6 (-2) 6 (-2) 18 (+4)

  • Saving Throws CHA +8, DEX +0
  • Skills intimidation +8
  • Damage Vulnerabilities adamantine weapons
  • Damage Immunities necrotic
  • Senses blindsight 30ft
  • Languages Undercommon, abyssal
  • Challenge 10 (5,900xp)

Circle of death. Any creature that enters Bleedroopseen's space takes 52 (12d8+4) weapon damage. The middle square of Bleedroopseen's token is safe the stand in, and Bleedroopseen may not attack a creature there (or move so that it is attacking the creature, although Bleedroopseen can fly up or down away from the target).


Actions

Thrust weapon. Melee attack: +8 to hit, Reach 10ft. Hit: 16 (2d12+4) piercing damage.

Game Master

Trickster spirits that challenge adventurous souls to games of chance. They appear as jesters wearing strange face paint and gaudy outfits. They exist for games, merriment, and mischief. They sometimes are agents of the gods of fate, and the fey lords of the feywild.

If attacked, they will run and cause as much mischeif for their pursuers as possible, even after they stop pursuing. They'll wet floors, loop around, warn enemies, trip them up and cover them in oil (then light them on fire).

Raphael Boyon at http://www.bohemond.fr/

"Moral of the story? Don't gamble. I'm poorer than the Gillian the drunkard and it's all because of a damn clown. Good joke when all's said, I guess."


Game Master

Medium Fey, Chaotic Neutral


  • Armor Class 14 (natural armor)
  • Hit Points 50
  • Speed 30ft, 15ft flying

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 10 (0) 14 (+2) 14 (+2) 16 (+3)

  • Skills Sleight of Hand +8, Deception +7, All games +6
  • Languages Gnomish, Halfling, Sylvan
  • Challenge 3 (700xp)

First to Three. Place a bet. The game master will attempt charades even with those it can't speak to. Roll a contest between the participants, with the higher roll winning. This is using the player's proficiency in gaming sets and the appropriate modifier (INT or WIS). First person to 3 wins. The game master will up the stakes and maybe even offer up their own magic items. It is possible for the game master to bet souls if they are sure enough they can win.

Focused Gambler. Advantage on saving throws against being charmed.

Magic Item. The game master carries a bad of tricks, bag of holding, deck of illusions, medellion of thoughts, or a robe of useful items.

Trick up my sleeve The game master has extra cards and loaded dice hidden in their sleeves to cheat with. They also carry various games like dice, playing cards, Three-Dragon Ante and rarely dragon chess (it's harder to cheat at), as well as gold (2d100). The game master likely also carries a couple of other items such as a water canteen, a tablecloth, a bag of ball bearings, caltrops or throwing daggers.


Actions

Fast Hands. The Game Master uses a bonus action to make a sleight of hand check (such as steal) or use an object.

Cheat. The Game Master rolls sleight of hand against the passive perception (or active perception, if they are looking out for cheating) to produce a perfect win.

Steal. The game master rolls a sleight of hand check (even if the target is aware) to take an item from someone such as their weapon, belt, or up to 300 of one kind of coin.

Dancing Lights. The Game Master casts dancing lights.

Hollows

People subjected to a terrible ritual during which they are lowered into the lava of a volcano to absorb its power. The soul is used as a catalyst, burning it to ash in the process. Most turn out as husks, undead empty of soul. They can be controlled by the mage who performed the ritual, but otherwise will seek to take the life which they are devoid of. Song, light, and

The goal of the ritual however is to produce Flames and Immolators, people with lost memories under the control of the mage who performed the ritual.


Hollow Husk

Medium Undead, Neutral Evil


  • Armor Class 9
  • Hit Points 6
  • Speed 25ft

STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 6 (-2) 2 (-4) 10 (0) 4 (-3)

  • Damage Vulnerabilities radiant
  • Damage Resistances fire, poison
  • Condition Immunities charmed, frightened
  • Senses darkvision 120ft
  • Challenge 1/8 (25xp)

Actions

Leech life. Attack Style: +3 to hit. Hit: 1d6+1 (4) bludgeoning damage + 1d6 (3) necrotic damage (7).


Hollow Flame (dwarf)

Medium Monstrosity, Neutral Evil


  • Armor Class 11
  • Hit Points 75
  • Speed 25ft

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (0) 10 (0) 10 (0)

  • Saving Throws CON +4
  • Damage Vulnerabilities cold
  • Damage Resistances poison
  • Damage Immunities fire
  • Senses darkvision 60ft
  • Languages dwarvish
  • Challenge 3 (700xp)

Actions

Multiattack. The hollow flame makes 2 attacks.

Flaming Fist. Melee attack: +4 to hit. Hit: 1d6+2 (5) bludgeoning damage + 3d10 (15) fire damage (20).

Fire flick. Ranged attack: +2 to hit. Hit: 3d10 (15) fire damage.


Hollow Immolator (dwarf)

Medium Monstrosity, Neutral Evil


  • Armor Class 11
  • Hit Points 120
  • Speed 25ft

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 10 (0) 14 (+2) 16 (+3)

  • Saving Throws CON +8, INT +4, WIS +6, CHA +7
  • Damage Vulnerabilities cold
  • Damage Resistances poison
  • Damage Immunities fire
  • Senses darkvision 120ft
  • Languages dwarvish
  • Challenge 6 (2,300xp)

Heat Aura. In combat, creatures within 10ft of the immolator make a DC 16 CON save their turn. On a failed save, the creature takes 2d10 (10) fire damage. On a successful save, half as much. Flammable objects in the area may start smoldering.


Actions

Multiattack. The immolator makes 2 attacks.

Flaming Fist. Melee attack: +7 to hit. Hit: 1d10+3 (8) bludgeoning damage and 3d10(15) fire damage (23).

Fire Flick. Ranged attack: +5 to hit. Hit: 3d10(15) fire damage.

Hulking Digger

Ever digging, the moan and pickaxes of the hulking digger echo throughout ancient dwarven mines. Hulking diggers are akin to a giant spiderlike dwarf made of stone and metal. They let out deep moans often, digging constant new tunnels throughout the depths of the world. Gold ore is left in its wake, but those non-dwarves who stuff it in their backpack may meet its devastating pickaxes. Woe the extraordinary person who cross it, for the hulking digger attacks things with draconic and elemental power. Perhaps it senses the wealth in their blood.


Hulking Digger

Huge Construct, Unaligned


  • Armor Class 18
  • Hit Points 200
  • Speed 30ft

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 1 (-5) 12 (+1) 1 (-5)

  • Saving Throws STR +8
  • Damage vulnerabilities thunder, adamantine weapons
  • Damage Resistances weapon damage from non-adamantine weapons
  • Damage Immunities poison, psychic, necrotic
  • Condition Immunities blinded, charmed, frightened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 120ft, tremorsense 30ft
  • Challenge 13 (10,000xp)

Wake of stone. The area around the hulking digger is very likely to be entirely difficult terrain due to rubble. Large or bigger creatures are not affected by the rubble.


Actions

Multiattack. The hulking digger makes two pickaxe attacks and one moan.

Adamantine pickaxe. Attack Style: +8 to hit, Reach 10ft, one target. Hit: 29 (8d6+5) piercing damage. The 5ft area floor that the weapon targets turns into difficult terrain.

Moan. Creatures within 10ft of the hulking digger make a DC 14 CON save or take 20 (4d10) thunder damage, or half on a failed save. Only flesh is affected by this moan.

Hush

A hush is a corrupt beast that looks like an emancipated wolf. Hushes are always lead by an Alpha Hush, who is as smart as a man and has a haunting, whispering voice (Int 10 (+0), telepathy 10ft). Alpha hushes are cunning and cruel, directing the regular hushes. Alpha hushes arise whenever there is a lack of one in a hush pack, and create more hushes by infecting common wolves. Given a good deal, alpha hushes might work for/with a humanoid, most often bandits and other rural criminals. Hushes are said to be the ghosts of wildmen's starved dogs (or, if more knowledgeable, ghosts of wolves that die of infection).


Hush

Medium monstrosity, Unaligned


  • Armor Class 13
  • Hit Points 5
  • Speed 30ft

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 4 (-3) 3 (-4) 12 (+1) 6 (-2)

  • Skills Stealth +6 (also completely silent)
  • Damage Immunities cold
  • Senses darkvision, blindsight 30ft
  • Languages -
  • Challenge 1/8 (25 XP)

Silent. A hush never makes any noise.

Sunlight Sensitivity. A hush has disadvantage on attack rolls in sunlight.

Actions

Bite. Melee Attack: +4 to hit, Reach 5 ft, one target. Hit 7 (2d4+2) piercing damage. The target must succeed on a DC 7 CON save or be stunned for 1 round.

Lake Sprite

Lake sprites rise from mountain lakes that have a magic (including magic items) in them. They appear like fairies made of water with icicle wings and claws. A lake sprite will protect the magic of the lake loyally.

Nearly invincible. The true strength of the lake sprite is that it can only be destroyed by an ancient bronze weapon from before mortals weaved magic into metal. Anything else and it will reform instantly from the lake water.

Ancient prisoners. Those who test a lake sprite may find themselves a frozen statue in the lake. They can be thawed out sometimes, but if they are exceptionally old they may have lost their memories or be dead.


Lake Sprite

Tiny fey, lawful neutral


  • Armor Class 13
  • Hit Points 5
  • Speed 40ft flying, 40ft swimming

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 10 (0) 10 (0) 10 (0) 10 (10)

  • Damage Immunities All except from weapons from before mortals weaved magic into metal
  • Condition Immunities grappled
  • Senses blindsight 60ft
  • Languages Sylvan, druidic (water ripples)
  • Challenge 7 (2,900)

Mountain's eternal soul. The sprite has an anti-magic field out to 30ft.

Actions

Icicles. Ranged attack: +5 to hit, Range 30ft, two targets with 5ft. Hit: 7 (1d8+3) piercing damage + 12 (2d12) cold damage.

Freeze. The lake sprite targets a creature within 5ft, who makes a DC 10 STR saving throw or has their movement speed halved, rounded down. If the target fails by 5 or more they are frozen solid.

art by ffirbolg.tumblr.com

Lilypad

Lilypads are giant lilypads, about 10ft in diameter, that float along the surface of swamps and oceans. They present a lure: their most recent capture laying down unconscious in the middle of the lilypad. When someone approaches the lure it attacks with vines and toxins. If it acquires a new prisoner, the old prisoner is swallowed by the flower in the center. It can be a desperate blessing to be attacked by a lilypad, as one has a chance of being rescued by others instead of drowning. A lilypad’s flower often contains belongings of previous people it has eaten.


Lilypad

Large Plant, Unaligned


  • Armor Class 10
  • Hit Points 90
  • Speed 10ft float

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (0) 1 (-5) -3 (4) 1 (-5)

  • Condition Immunities blinded, prone
  • Senses blindsight 5ft
  • Challenge 3 (700xp)

Lilypad. Creatures can walk in the lilypad’s space and along the its surface without difficulty.

Vines. The lilypad has 4 vines. 3 of them are normally used for combat in its multiattack. The vine which is attached to its prisoner may be targeted with slashing damage. It has 10 AC and 10 HP.

Sneak attack. When the lilypad makes an attack before anyone else it deals 1d8 extra damage.


Actions

Multiattack. The Lilypad makes 3 attacks with its vines

Whip. Melee attack: +4 to hit, Reach 10ft, one target. Hit: 1d8+2 (6) bludgeoning damage and the target is grappled.

Puff. Melee attack: +4 to hit, Reach 10ft, one target. Hit: 1d12 (6) poison damage and the target makes a DC 12 CON saving throw or falls asleep.

Constrict. A grappled target takes 1d8+2 (6) bludgeoning damage.

Swallow. A grappled target makes a DC 12 STR saving throwor is swallowed by the flower. While swallowed the target is restrained. The target takes 9 (3d6) acid damage at the start of each of the lilypad's turns and may use their action to repeat the saving throw. Only one target may be swallowed at a time.

Lonely Wretch

Lonely wretches appear from the shadows of deserted dwellings. It appears as an undulating purple mass of tentacles with randomly placed pleading eyes. The lonely wretch can curse others with its presence. They wait at the edge of bright light for their chance to cling to someone.


Lonely Wretch

Small abberation, neutral/neutral evil


  • Armor Class 10
  • Hit Points 10
  • Speed 10ft climbing

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 5 (-1) 6 (-2) 4 (-3)

  • Damage Vulnerabilities fire, radiant
  • Condition Immunities prone, grappled
  • Senses darkvision 120ft
  • Challenge 1 (200xp)

Actions

Cling. Melee attack: +2 to hit, Reach 5ft, one target. Hit: 1d10 acid damage and the target is stunned for 1 round. The target is also affected by the Clinging Curse.

Clinging Curse. Whenever the cursed creature is alone, the lonely wretch will reappear in the shadows nearby. The lonely wretch is invisible and intangible to all other creatures and will only attack the cursed target. The lonely wretch does not give XP when it spawns from the clinging curse. The lonely Clinging Curse can be removed by giving the lonely wretch a companion.

-art by ffirbolg.tumblr.com

Lugermosh

Lugermoshes are huge, froglike, stony skinned creatures that are the result of some twisted mage's experiments on regular frogs.

Treasure Chests Their bulky human-like tongues are incredibly sticky, and often contain the belongings (and corpse) of previous victims or plunders. Things put in their mouth are preserved. A lugermosh's purpose is to collect wealth (and sometimes other things) for its master. Without a master, they often wonder the world hoarding what they can in their mouths before they can't fit any more.

A lugermosh may present the objects on its tongue in an effort to lure other creatures to it. It will attempt to Lick opponents before Leaping onto them, as crashing them may damage valuables.


Lugermosh

Huge monstrosity, Unaligned


  • Armor Class 16
  • Hit Points 190
  • Speed 20ft, 20ft swim

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 6 (-2) 16 (+3) 1 (-5)

  • Damage vulnerabilities cold, thunder, adamantine weapons, warpicks, pickaxes
  • Challenge 8 (4000xp)

Actions

Multiattack. The walrus makes a shove attack and a ball/stab attack.

Lick. The Lugermosh targets a 5ft square adjacent to it DC 15 DEX save or are trapped on the Lugermosh's tongue in its mouth. DC 20 to remove self or another creature from the tongue. If the Lugermosh dies or decides so, all objects on its tongue are no longer stuck. A creature can breathe for 1d2+CON rounds before it drops to 0 hit points and is dying. This time resets any time the lugermosh opens i's mouth, such as to make another Lick attack.

Crush. The Lugermosh deals 5d10 damage to the objects and creatures in its mouth (only in desperation).

Leap. The Lugermosh leaps atleast 20ft up in the air and lands in a spot within 50ft. All creatures within the area it lands must make a DC 15 DEX saving throw or take 51 (8d10) bludgeoning damage, as well as be restrained under its body (unless it moves). It can jump in a lower-roofed space but it only does 5d10 and takes 1d10 damage.


Lum-Bhaal Cult

Lum-Bhaals are cultists that worship Bhaal, god of murder. They are often people who were brought in with the cult’s true purpose hidden, or murderers and outlaws that have turned to worshipping Bhaal to get away with their deeds.

The traditional Lum-Bhaal outfit is composed of hide armor, an executioner's hood with 13 drops of blood (or red droplet glass/gems) on it, and a battleaxe. This outfit brings the Lum-Bhaals luck when committing their crimes and the obvious benefit of obscuring one's identity if they live within regular society. The inner sanctums of their temples are decorated with the skulls of their victims, which hold the magic of their blood sacrifices steady.

Though Bhaal is not a powerful god, and the cultists are few, the great power of blood sacrifice and ancient occult techniques has provided the cult with much magical power that has otherwise been lost to the centuries. In particular, Lum-Bhaal temples are immune to divination magic (only the temples, members outside the temples have no protection) Bhaal also often appeals to murderers of a high class, even if they avoid doing the dirty work themself. For this reason many nobles, guild masters, and even royalty can be found with connections to Bhaal.

They are practised in travelling far from their hidden temples as not to be found out or pick too often from a particular village.

The Lum-Bhaal cult despises hydra-worshipping yuan-ti cults, as their texts claim it was made specifically to defeat the champion Lum-Bhaal Birel Siannodel who could not kill it no matter how many heads she cut off.

Their tactics in active combat outside of their lair are usually to run away to assassinate later. When running isn't an option, they try to block the exit and overwhelm their enemies with direct attacks and shoves.

Lum-Bhaal Acolyte

Medium Humanoid, Any Evil Alignment


  • Armor Class 12
  • Hit Points 10
  • Speed 30ft

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (0) 10 (0) 10 (0) 12 (+1)

  • Saving Throws Charisma +3
  • Languages Regional
  • Challenge 1/8 (25xp)

Actions

Melee Handaxe. Melee: +3 to hit, Hit: 4 (1d6+1) slashing damage

A symbol of Bhaal

Lum-Bhaal Killer

Medium Humanoid, Any Evil Alignment


  • Armor Class 14
  • Hit Points 60
  • Speed 30ft

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 12 (+1) 8 (-1) 14 (+2)

  • Skills Athletics +5, stealth +4
  • Saving Throws Charisma +4
  • Languages Regional
  • Challenge 2 (450xp)

Predator's Assurance. The Lum-Bhaal Killer has advantage on the next attack towards any creature it damaged on the previous round.

Magic Weapon. Lum-Bhaal Killers often carry cursed weapons bestowed upon them by their leader. These weapons, once they have tasted blood, compel the user to finish their foe (DC 16 wisdom save to resist).

Assassin's Blood The Lum-Bhaal carries a vial of the "assassin's blood" poison. It appears as a vial of blood and must be ingested to work. It deals 1d12 damage and poisons the target for 24 hours, unless a DC 10 CON save is made in which case it deals half damage and isn't poisoned. A Lum-Bhaal Killer typically sticks around incase the poison doesn't finish the job.


Actions

Battleaxe. Melee: +5 to hit, Hit: 8 (1d10+3) slashing damage


Lum-Bhaal Warlock

Medium Humanoid, Any Evil Alignment


  • Armor Class 12
  • Hit Points 30
  • Speed 30ft

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 14 (+2) 14 (+2) 16 (+3)

  • Saving Throws Charisma +5
  • Skills Deception +5, Persuasion +5
  • Languages Regional, Abyssal, Infernal
  • Challenge 2 (450xp)

Spell Slots. 1st level (4), 2nd level (3)

Unholy book. The Lum-Bhaal Warlock's spellbook is warded against good aligned creatures, who take 1d12 necrotic damage if they open it. The spells contained inside are darkvision, thaumaturgy, unholy chill, inflict wounds, shield of faith, hold person, command


Actions

Handaxe. Melee: +2 to hit, Hit: 3 (1d6) slashing damage.

Unholy Chill. A black cloud flows along the floor towards a target within 60ft, who makes a DEX save of 13 or takes 1d8 necrotic damage. (VS) (cantrip, sacred flame)

Shield of Faith. As a bonus action, the Lum-Bhaal Warlock delivers blessings and grants +2 AC to a target for 10 minutes. (Concentration) (1st level) (VSM - a bit of holy text)

Thaumaturgy. The Lum-Bhaal Warlock makes a threat with supernatural backing such as floor rumbling.

Inflict Wounds. Melee: +4 to hit, 3d10 necrotic damage. The Lum-Bhaal warlock touches a target and dry wounds spring from their skin. At 2nd level or higher, this spell deals 1d10 additional damage for each spell slot level above the first. (1st level) (VS)

Command. The Lum-Bhaal Warlock delivers a single word command such as Drop, Flee, Halt, Approach or Grovel to a target within 60ft. The target must understand the language, and makes a DC 13 saving throw or follows the command and ends its turn on its next turn. (1st level) (V)

Hold Person. The Lum-Bhaal Warlock points an iron bar at a target within 60ft, who makes a DC 13 WIS saving throw or is Paralysed for 1 minute. At the end of each of its turns the target may make another saving throw to end the effect. (Concentration) (VSM - A small straight piece of iron) (2nd level)


Lam-Bhaal Abomination

When 13 sacrifices are made to Bhaal simultaneously alongside dark rites, a loyal murderer may bath in the falling blood and be transformed into a monster. Lum-Bhaal Abominations feel no pain, and can keep fighting right up until their body literally cannot move. Their skin is dark like shadow and deep crimson bones glow underneath. They are mostly kept in Lum-Bhaal temples except in extraordinary circumstances.

The Lum-Bhaal Abominations do not eat, drink, or sleep.

Lum-Bhaal Abomination

Medium Monstrosity, Any Evil Alignment


  • Armor Class 15 (natural armor)
  • Hit Points 140
  • Speed 30ft

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 14 (+2) 6 (-1) 16 (+3)

  • Skills Athletics +6, stealth +5
  • Saving Throws STR +6, CON +7, CHA +6
  • Senses Darkvision 60ft
  • Languages Regional, Abyssal, Infernal
  • Challenge 5 (1800xp)

Predator's Assurance. The Lum-Bhaal Killer has advantage on the next attack towards any creature it damaged on the previous round. It does not get two advantage attacks in a row against a single target, but does against separate targets.

Heart of Darkness. 20ft around the Lum-Bhaal Abomination's heart (and thus themself) is shrouded in dim light (disadvantage on perception checks). Torches dim, sunlight is weaker and magical light of 1st level or lower falters. This property is retained until the heart is shredded.

Magic Weapon. Lum-Bhaal Killers nearly always carry cursed greataxes which when drawn compel the user to kill (DC 17 to resist, can retry every minute).

Murderer's Blood When the Lum-Bhaal Abomination is damaged, the attacker must make a DEX saving throw or take 1d10 acid damage, or half on a successful save.


Actions

Multiattack. The Lum-Bhaal Abomination makes two greataxe attacks.

Greataxe. Melee: +6 to hit, Hit: 9 (1d12+3) slashing damage.


Lum-Bhaal Temples

Lum-Bhaal lairs, regardless of if they are ancient Bhaal temples or renovated areas, often have magical safeguards over them. Lum-Bhaal temples are designed for defence against mass amount of enemies and are filled with traps designed for many enemies. There are many secret corridors (with peepholes) while the open areas are largely linear and filled with traps, allowing the cultists to surround and ambush their enemies.

Pillar rooms (Open area)

Worship rooms that are large but filled with wide pillars every 10ft, effectively making the room a grid of 5ft corridors. They force organised groups to split up and Lum-Chaal cultists to surround individual people easily. They are shrouded in darkness, and can only be filled with dim light out to 5ft. Magical light of 1st level or lower are dimmed.

There are sometimes open cages on the sides of the rooms, for quick storing of recently aquired victims. These rooms are often near the entrance.

Acid Pit (Open Area)

Empty rooms that have peepholes and manually activated acid pits (activated from behind secret doors). There are also often portculli to make properly escaping the acid pit room difficult. While the acid isn't strong enough to take down a seasoned soldier, it can deal enough to drastically change the tide of a siege.

The acid is 1ft deep and does 1d10 damage per round. The rooms are typically 10ft-15ft wide as well as deep, there is enough places around the walls for two people to stand flat against the wall. There are also torch scones to possibly hang onto.

Secret doors at the side of the room may be opened to throw rocks or shoot arrows at people who survive.

Secret Doors

The secret doors are one way, with some going into the open rooms and one going out. They act like simple stone doors, but have no obvious way to open them on one side. They have peepholes.

Channeling room (Secret room)

This room is locked by a DC 15 lock. It contains several skulls, cursed idols, and a ritual circle drawn in blood. Destroying the skulls or consecrating the area weakens or disables a warlock's power. It may also disable the magic of a room.

Cursed Idols (Secret room)

Gold statuettes of Bhaal upon pillars. They deal 1d12 necrotic damage when touched by a non-evil aligned creature. Worth 10gp each, but caution to those who try to sell them (at least, without melting them down). Can be touched indirectly, such as with a stick, but not with a glove.

Acid Pot

A ceramic pot filled with acid, the bizarre remains of previous cultists. Splashing the acid or throwing the pot at someone counts as an improvised weapon attack and does 1d10 acid damage.

Ritual Room (Secret room)

Large room that contains a stage with an altar, 13 (vertical) sacrificial tables on pillars in the center, and chandeliers.

Living Area

A large area with a roof open to the sky. The roof may be wound closed, upon which it looks like a normal hillside/mountainside/ect from afar. There are many alcoves where people live, and a farming area in the middle.

Strange, red fruit shaped like pears grow on trees here. They grow very fast, but eating them fills the mind with nightmares and cruel thoughts at night. This only helps the masters of the cults control the unloyal, who are wracked with guilt and sure they could never re-enter society.

Memoryhead

Amalgamations of lost memories, appearing as a mess of different visions of people, times and places. No wise person would attempt to extract secrets and lore from them. They attempt to offload their memories onto others, in particular unpleasant ones, but also secrets that should have been told or things that do not want to be forgotten.


Memoryhead

Small to large Undead, Chaotic neutral


  • Armor Class 13
  • Hit Points 55
  • Speed 30ft

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 22 (+6)

  • Damage Vulnerabilities psychic
  • Damage Resistances all except psychic
  • Condition Immunities blinded, deafened, grappled, paralyzed, petrified, restrained
  • Senses truesight 20ft, no senses beyond 20ft
  • Languages Understands many, but can speak none
  • Challenge 3 (700xp)

Non-lethal. The memoryhead can deal damage and incapacitate but cannot kill a creature.

Memories. A memory the memoryhead gives or takes cannot be forgotten or remembered without the memoryhead giving it back, magic, or some manner of therapy.


Actions

Share memory. A creature within 10ft makes a DC 14 CHA save or takes 1d10+6 (11) psychic damage.

Share trauma. A creature within 10ft makes a DC 14 CHA save or takes 5d10+6 (32) psychic damage.

Absorb memory. A creature within 10ft makes a DC 14 CHA save or takes 2d10+6 (16) psychic damage and the memoryhead is healed for the same amount.

Distant comfort. The memoryhead reluctantly gives up one of its comforting memories. A creature within 10ft gains 1d10+6 HP. The creature makes a DC 14 CHA save or takes 1d10+6 damage, or half on a failed save.

Memoryhead Goner

Traumatic memories that no longer belong or have any use to anyone. Make no mistake, these are not memories of horrible experiences.

They are the trauma itself.


Memoryhead Goner

Small to large monstrosity, Chaotic evil


  • Armor Class 13
  • Hit Points 55
  • Speed 30ft

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 22 (+6)

  • Damage Vulnerabilities psychic
  • Damage Resistances all except psychic
  • Condition Immunities blinded, charmed, deafened, grappled, paralyzed, petrified, restrained
  • Senses truesight 20ft, no senses beyond 20ft
  • Languages Understands many, but can speak none
  • Challenge 4 (1,100xp)

Memories. A memory the memoryhead gives or takes cannot be forgotten or remembered without the memoryhead giving it back, magic, or some manner of therapy.


Actions

Inflict trauma. A creature within 10ft makes a DC 14 CHA save or takes 5d10+6 (32) psychic damage.

Eat memory. A creature within 10ft makes a DC 14 CHA save or takes 2d10+6 (16) psychic damage and the memoryhead is healed for the same amount.

Some memories

A chaotic frenzy on the front lines of a bloody war.

Years of dull hopelessness focused into a sharp pain.

A lifelong dream being shattered.

Being subject to a powerful noble with no compassion or mercy.

A terrible secret of bloodied hands and a buried body.

A collection of short sightings of a strange creature doing something odd or disturbing.

Years of working on a certain kind of mechanism or magic.

Mental maps of places walked through regularly.

A valuable secret that has been waiting to be shared.

A warm dinner shared with a family that has been distant for so long.

Obsidian Prince

The obsidian prince is the heir to a throne of efreeti, fire elementals, and dao, earth elementals. Though born an artist, the warring tendencies of their parents have tragically drawn the obsidian prince to battle to prove themself. The prince appears as a young adult human in a beautiful royal cloak, but when it is cast aside the cloak the prince is obsidian form the shoulders down, with red magmatic veins glowing beneath the surface.


Obsidian Prince

Medium Elemental, Chaotic Neutral


  • Armor Class 14 (natural armor)
  • Hit Points 180
  • Speed 30ft

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 14 (+2) 8 (-1) 18 (+4)

  • Saving Throws CON +8, INT +6, WIS +3, CHA +8
  • Skills art, athletics +7, persuasion +8, performance +8
  • Damage Vulnerabilities bludgeoning, cold
  • Damage Resistances acid
  • Damage Immunities fire
  • Senses darkvision 120ft, passive perception 9
  • Languages Terran, Ignan
  • Challenge 10 (5,900xp)

Volatile body. Whenever the obsidian prince takes non-cold/psychic damage every creature within 10ft must makes a DC 16 DEX save or take 1d10+4 (9) piercing damage and 1d10 (5) fire damage from obsidian shards (14).

A creature that touches the obsidian prince takes 2d10+4 (16) fire damage per round.

If the obsidian prince dies, every creature within 30ft must make a DC 16 DEX save or take 4d10+4 (24) piercing damage and 3d10+4 (19) fire damage as the prince explodes into a thousand shards.


Actions

Multiattack. The obsidian prince makes two scimitar attacks.

Scimitar. Melee attack: +7 to hit. Hit: 1d6+3 (6) slashing damage and 3d10 (15) fire damage.

Oozes

Bloodrops

Bloodrops (blood drops) are slimes which are about the size of an apple, crimson red, and dangerous in numbers. They leap onto prey and squeeze under their armor to get to cloth and flesh. Bloodrops absorb water rapidly, and a bloodrop touching more than a few drops of water will pop it. Bloodrops exposed to very warm heat (such as within a foot of a torch, or next to a campfire) also melt it. Bloodrops naturally spawn in places where blood and magic flow readily, such as a battlefield in the feywild or a blood sacrifice altar in an unholy temple.


Bloodrop Swarm

Medium swarm of tiny oozes, unaligned


  • Armor Class 12
  • Hit Points 15
  • Speed 20 ft, climb 20ft

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 1 (-5) 1 (-5) 6 (+2) 1 (-5)

  • Damage vulnerabilities fire
  • Damage resistances cold, weapon damage
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60ft (blind beyond this radius)
  • Challenge 2 (450 XP)

Trash and bash A single bloodrop may be popped by hitting self and dealing 1 point of damage to the swarm and self. Multiple bloodrops may be destroyed by taking an action to thrash about, dealing 1d6+STR damage to the swarm and self.


Actions

Leap. The bloodrops leap and attach to a target unless they make a DC 12 DEX saving throw. They slide into cracks in armor and do 1 acid damage per hit point the swarm has per round.

Glowing Gold

Glowing gold is a transparent slime that corrodes a wide variety of things-but not stone nor metal. Gold attracts these creatures, and when they consume it (or any metal) it starts glowing. Glowing gold slimes live in dark dungeons and sometimes mines, presenting an enticing lure for foolish adventurers. Some creatures even keep these in their vaults and hordes, using their glow as a warning for themselves and a trap for thieves. Once a glowing gold starts moving, it becomes slightly more opaque.

Dead or impotent glowing gold slime is used in the creation of glowing magic items.


Glowing gold

Medium ooze, unaligned


  • Armor Class 8
  • Hit Points 80
  • Speed 15 ft

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 16 (+3) 2 (-4) 4 (-2) 1 (-5)

  • Damage vulnerabilities cold, slashing, necrotic
  • Damage Resistances acid, bludgeoning, radiant
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 30ft (blind beyond this radius)
  • Challenge 2 (450 XP)

Lure. Metal inside the glowing gold produces 15ft of dim light. The effect of the slime remains atleast a couple days after death.

Invisibility. If it stays completely still for an entire round, the glowing gold slime turns invisible and remains so until it starts moving again.

Dust of Invisibility. Skilled alchemists can turn a collected glowing gold slime corpse into 1d4 uses of dust of invisibility. If they don't already know how to do it, they must make a DC 15 check with their alchemist's kit or fail to use the corpse properly. They can turn it into 1d4 uses of flash dust with ease, which acts like the slime's Flash ability.


Actions

Pseudopod. +4 to hit. Hit: 2d8+3 (12) acid damage.

Flash. Every creature within 20ft that had their eyes open must make a DC 13 CON save or be blinded for 1d4 rounds.

Perfectors

Perfectors are tall humanoid-like things with thick, blubbery limbs. They have no head, but their regular sized torso is made of adamantine. In the center of their torso is an eye surrounded by a dozen insect-like adamantine limbs with incredibly sharp points. They communicate in one word sentences and only respond to questions, not statements.

Obsession with perfection Perfectors smooth the surfaces around them with their adamantine limbs. The area around a perfectors lair can often be so smooth it's slippery. They also carve some places into strange shapes which calm their bizarre minds. Their obsession puts them at ends with the "imperfect (in body and mind)" beings native to this world who enter their territory.

Strange allies, terrible enemies Most perfectors actually do not bare any ill will towards mortal folk, just preferring they would keep their distance. Despite their isolationist nature, perfectors sometimes aid those that seek their help. Perfectly shaped objects for magical rituals and uncanny crafting are within the perfector's capabilities. It loves a challenge, and likely will rise to one if given. Some evil ones though hate living beings because their elitist gaze classifies them as inconvenient and disgusting.


Perfector

Medium Abberation, Any alignment (mostly neutral)


  • Armor Class 17
  • Hit Points 150
  • Speed 20ft

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 10 (+0) 14 (+2) 20 (+5) 5 (-3)

  • Damage Vulnerabilities lightning, acid
  • Damage Immunities force
  • Condition Immunities sleeping, unconscious, exhaustion
  • Senses darkvision 30ft
  • Languages telepathy 120ft
  • Challenge 11 (7,200xp)

Actions

Multiattack. The perfector makes 4 deconstruct attacks

Deconstruct. Melee attack: +8 to hit. Hit: 16 (3d8+4) slashing or piercing damage. The perfector may target armor and un-wielded items with this instead of the creature wearing it. If the perfector destroys the armor it falls off at the end of the perfector's turn.

Gouge (internal deconstruct). A creature the perfector has grappled takes 40 (12d6+4) piercing damage.

Reactions

Perfect risposte. When a creature attacks the perfector, it deflects all damage unless the creature is wielding an adamantine weapon.

Possessor Possessor

Spirits that stalk those who take possessions from the deceased. They lay dormant until some greedy graverobber takes more than they need, then announces it's presence with the sound of ghostly, distant tinkling coins. It stalks the party on the ethereal plane with the occasional tinkle of coin sounding off, before appearing with the sound of spilled lootbags and possesses the thief. It does so when there is an opportunity to steal something and frame the thief such as:
-Stealing another party member's goods and running off deep into a dungeon
-Arriving in town, openly robbing people and causing havok

The Possessor Possessor uses the stats of the Ghost from the Monster Manual, Basic Rules or Player's Handbook.

Puppetmaster & Mannequins

Lasting from the times of yore, wood still fresh and strings still taught, the puppetmasters defend their lair from intruders.

Impossible spider webs Puppetmasters are wooden and stone beings connected intricately to an underground complex. Using strings which are mind bogglingly complex and peeking out from thousands of cracks in the dungeon walls, puppetmasters control puppets, which appear as mannequins until they are jerked to life by the puppetmaster to attack intruders.


Dummy

Medium Construct, Unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 7
  • Speed 25 ft, 25ft flying

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) - (-) - (-) - (-)

  • Damage Vulnerabilities slashing, fire
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned, paralyzed
  • Senses The puppetmaster can see through its eyes
  • Challenge 1/8 (25 XP)

String cut. A critical hit with a slashing weapon instantly destroys this and the nearest puppet.

Actions

Slam. Melee Attack: +0 to hit, reach 5 ft, one target. Hit 2 (1d4) bludgeoning damage.


String Spider

Tiny beast, Unaligned


  • Armor Class 10
  • Hit Points 1
  • Speed 10 ft, 10ft climbing

  • Senses Darkvision 30ft, the puppetmaster can see through its eyes
  • Challenge 1/8 (25 XP)

Actions

String Weave. (1 minute) The string spider restores 1 hp to a puppet, even a destroyed one.


Mannequin

Medium Construct, Unaligned


  • Armor Class 13 (wooden shield)
  • Hit Points 35
  • Speed 25 ft, 25ft flying

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) - (-) - (-) - (-)

  • Damage Vulnerabilities slashing, fire
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned, paralyzed
  • Senses The puppetmaster can see through its eyes
  • Challenge 1/4 (50 XP)

String cut. A critical hit with a slashing weapon instantly destroys this and the nearest puppet.

Actions

Club. Melee Attack: +4 to hit, reach 5 ft, one target. Hit 4 (1d4+2) bludgeoning damage.


Model

Medium Construct, Unaligned


  • Armor Class 12 (wooden shield)
  • Hit Points 65
  • Speed 40 ft, 40ft flying

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) - (-) - (-) - (-)

  • Damage Vulnerabilities slashing, fire
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned, paralyzed
  • Senses The puppetmaster can see through its eyes
  • Challenge 1/2 (100 XP)

String cut. A critical hit with a slashing weapon instantly destroys this and the nearest puppet.

Actions

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

Web. One target makes a DC 12 STR saving throw or is grappled by strings. Strings have AC 12 & 8HP.

Puppetmaster dungeon

A puppetmaster's lair is covered in what seem like spiderwebs, but are likely frayed parts of strings or actual strings actively being used. A puppetmaster can be in any number of underground complexes, but is often restricted to a particularpart of that complex (often living or working areas, if the place was originally designed to be inhabited by living people).

Dungeon master The puppetmaster, aside from controlling puppets, can shut and open doors and gates, light or smother wall lamps, activate mechanical traps, and knock light things around.

Co-existing creatures For some reason, a great number of beasts and strange creatures can manage to slip past a puppetmaster's defences. Spiders are actively accommodated and protected by it. Maybe the puppetmaster was never designed to specifically attack them, maybe it decides that they won't steal the treasures of the place, or maybe it's just deteriorated over the decades and centuries, despite the still smooth outer layer. It's unknown how it happens, but it's possible for a puppetmaster to appear in a dungeon it wasn't originally built into.

Weak points Some secret rooms contain bundles and massive collections where strings route through a dungeon. When cleaved through ruthlessly, a puppetmaster's control over an entire section of a dungeon can be removed. It takes years, maybe even decades for string spiders to restore these points, as opposed to the hours or days it takes to restore puppets.

Strange lairs The place where the puppetmaster itself resides is a strange place covered with strings and regular sized puppets. Here, ontop of the throne its gigantic body is built into, the puppetmaster makes inscrutable decisions behind its silent face, the commands sent through the strings which centralize on its shoulders.


Puppetmaster

Huge Construct, Lawful Neutral


  • Armor Class 15 (thick wood)
  • Hit Points 140
  • Speed 0ft

STR DEX CON INT WIS CHA
14 (+2) 28 (+9) 14 (+2) 20 (+5) 16 (+4) 10 (0)

  • Damage Immunities poison
  • Condition Immunities exhaustion, frightened, petrified, poisoned, paralyzed
  • Senses Darkvision 60ft, passive perception 14
  • Challenge 1 (200 XP)

  • Immobile The puppetmaster automatically fails dex saving throws, and has a movement speed of 0ft.
  • Spider's Den The entire area in the puppetmaster's lair counts as difficult terrain (half movement). An action may be made with a slashing weapon to remove a 5ft square of the obstructing strings.
  • Glass Eye. The Puppetmaster has a single giant glass eye in its head. If they eye is detroyed, the puppetmaster is destroyed. To climb to the puppetmaster's eye requires an acrobatics or athletics check with a DC of 16.
  • Eye Ranged Armor Class 16
  • Eye Melee Armor Class 8
  • Eye Hit Points 25
  • Eye damage vulnerabilities bludgeoning

Actions

Multiattack. The puppetmaster makes 2 puppet swarm attacks and 1 web attack.

Puppet swarm. Ranged Attack: +4 to hit, reach 150 ft, one target. Hit 6 (1d8+2) bludgeoning damage.

Web. One target makes a DC 12 STR saving throw or is grappled by strings. Strings have AC 12 & 8HP.

Rebreather

Rebreathers walk the ocean floors, undead in strange cloth, metal and glass suits. Their spherical metal helmets have a dirty circle window that looks like as a singular large eye, from which an unnatural green glow flows from. (To be blunt but clear, this is a degraded old-school diving suit, still well above the technological level of medieval times.)

Their guiding force compels them to collect rare things of the sea, including people, and bring them back to their ocean lair. They may try to avoid damaging their captures too much, preferring to paralyse and chain them.


Rebreather Gazer

Medium Undead, Neutral evil


  • Armor Class 15
  • Hit Points 70
  • Speed 25ft, 25ft swimming

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 2 (-4) 4 (-3) 1 (-5)

  • Damage Vulnerabilities lightning
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 30ft
  • Challenge 2 (450xp)

Actions

Multiattack. The rebreather makes one gaze attack and one slam attack

Green Gaze. A target the rebreather can see within 30ft makes a DC 10 WIS saving throw or is frightened until the end of the target's next turn.

Gauntlet slam. Melee attack: +3 to hit. Hit: 1d4+3 (5) bludgeoning damage

Harpoon. (recharge 4-6) -1 to hit, range 40/80ft, 9 (3d6) piercing damage

Chain. The rebreather makes an athletics contest with a grappled target to chain them (DC 20 to burst). While chained, they are grappled and restrained. The gazer can only have 1 person chained at a time.


Rebreather Cyclops

Huge Undead Giant, Neutral evil


  • Armor Class 15
  • Hit Points 150
  • Speed 20ft, 20ft swimming

STR DEX CON INT WIS CHA
22 (+6) 6 (-2) 16 (+7) 2 (-4) 4 (-3) 1 (-5)

  • Damage Vulnerabilities lightning
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 30ft
  • Challenge 6 (2,300xp)

Actions

Multiattack. The rebreather makes one gaze attack and one slam, grab or chain attack

Green Gaze. A target the rebreather can see within 30ft makes a DC 10 WIS saving throw or is paralysed until the end of the target's next turn.

Gauntlet slam. Melee attack: +6 to hit. Hit: 8d6+6 (30) bludgeoning damage

Grab. The rebreather makes a STR check against a target’s athletics or acrobatics check to grapple it.

Crush. The rebreather deals 42 (10d6+6) damage to a grappled creature.

Chain. The rebreather automatically restrains a grappled target in chains (DC 20 to burst). While chained, they are grappled and restrained. The cyclops can only have 4 people chained at a time.

Rebreather Abyss Lurker

Where this creature came from, who made it like this, and what it used to be are questions lost to eons. It trawls the ocean floor and deep underground caves searching for people and bodies to take back to its lair. From its lair, rebreathers emerge, clad in their bizarre suits.

The Abyss Lurker appears as a crustacean-like creature clad in the same style of suit as other rebreathers wear. A stronger yellow light flows from its suit's windows. It fruitlessly searches for something other than more creatures to transform, and being caught in its glowing gaze shares the abyss lurker's experience of being lost.

Abyss Lurker Lair

Abyss Lurker lairs are based in underwater caves near geothermal vents. The vents are strangely devoid of life, thanks to the presence of the abyss lurker. Strange structures are carved into the rocks, vents and even ores in the walls of the caves. Rebreathers use these structures to create or fix the suits that they wear from the materials in the surrounding ocean. In addition, caves and rooms are often carved directly into the vents where odd structures are built. Perhaps meant to control the flow of energy, or serve as some kind of alien art.

If the abyss lurker is killed, with a DC 10 arcana check and a DC 10 nature check, the Deep Sun can be removed from the corpse. It has the same effects as it normally has but in a 60ft radius unless covered. If the effect is focused somehow it takes an action to aim. People that keep the deep sun with them when they sleep experience dreams of a dark world filled with a shallow ocean and bobbing yellow lights. An attuned user can make the deep sun not deal psychic damage, but attuning to the orb forever changes the user.

Please check this out! It includes a cool piece of art the monster was based off. https://bynineb.tumblr.com/post/178549530643/abysss-specter-nobody-knows-who-created-this


Rebreather Abyss Lurker

Huge Undead Aberration, Lawful Evil


  • Armor Class 17
  • Hit Points 230
  • Speed 40ft, 40ft swimming

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 18 (+4) 16 (+3) 16 (+3) 7 (-2)

  • Saving Throws INT +7, CON +4
  • Skills perception +7
  • Damage Vulnerabilities lightning, radiant
  • Damage Immunities poison
  • Condition Immunities exhausted, poisoned
  • Senses darkvision 120ft
  • Languages Understands Deep Speech, but can't speak
  • Challenge 14 (11,500xp)

Deep Sun. The abyss lurker casts dim light in a 40ft cone. At the start of each of its turns it can change where the cone is pointing. Living creatures within the cone make a DC 17 WIS saving throw. On a failed save they take 3d10 (15) psychic damage and are paralysed, or take half damage and are not paralysed on a successful saving throw. The abyss lurker can choose not to deal psychic damage.

Two heads. One of the abyss lurker's heads is its primary claw. The abyss lurker has advantage on perception checks, saving throws against being blinded, charmed, stunned, and knocked unconscious.


Actions

Multiattack. The abyss lurker makes a clamp and a pinch attack; or a light from beyond action and a pinch attack.

Claw clamp. Melee attack: +9 to hit. Hit: 4d12+5 (30) piercing damage and the target is grappled. The abyss lurker can only grapple one target at a time and cannot use claw clamp while it has a creature grappled.DC 19 STR save to escape.

Claw pinch. Melee attack: +9 to hit. Hit: 3d12+5 (24) piercing damage.

Crush. The abyss lurker deals 4d12+5 (30) to a target it has grappled.

The light from beyond. The abyss lurker touches a dead creature or a creature at 0 hit points. The creature rises as a rebreather under the abyss lurker's control with only a slam attack.

Sandman

Spawned from the sand of a lonely beach, the mysterious and disturbing sandman lumbers across the coast. A sandman chases and puts to sleep (and occasionally, kills) any creature it sees or hears. While not necessarily deadly, an encounter can leave someone vulnerable to wild animals and other hostile inhabitants of the wilderness.

Overwhelmed Elementals In truth, a sandman is just a misunderstood being who's energies originate on the elemental plane of earth. In the material plane, the sandman is exposed to the noisy and fast moving waking world which never seems to stop or rest. Some sandmen may collect gold and other minerals from those it finds, as it passes for food for some denizens of its home plane. Of course, a sandman not need be a good aligned being. They might also be bound by a mage's spell.

Tyrannical enforcers On the elemental plane of earth, Sandmen serve as pacifiers and law enforcers for the slaver Dao genies.


Sandman

Medium elemental, Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 130
  • Speed 20ft, 20ft burrow (sand only)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 8 (-1) 10 (0) 14 (+2)

  • Skills Athletics +6
  • Damage Vulnerabilities slashing, fire, force, thunder
  • Damage Resistances poison
  • Senses darkvision 120ft, tremorsense 30ft
  • Languages Terran
  • Challenge 5 (1800 XP)

Actions

Sleep dust. The sandman blows sparkling sand in a 15ft cone. Creatures within this cone must make a DC 15 CON save or fall asleep.

Smother. The sandman engages a creature within 5ft in a grappling contest (automatically wins if the creature is asleep, but wakes them up). The creature smothered (grappled) by the sandman immediately starts suffocating and falls to 0 hit points within 1 + CON rounds. They must engage the sandman in another grappling (athletics) contest to escape the smother.

Slam. Melee Attack: +6 to hit, reach 5 ft, one target. Hit 8 (1d10+3) bludgeoning damage.

Shell Knight

Shell Knights walk the ocean floor and swim beneath the surface, enforcing their mysterious code and doing good where they can. They appear as many overlapping shells, with a jagged-edge shell shield.

Saviors of sailors Shell knights can open up their shells to reveal their hollow fleshy insides, where they can store a person and vent water so the occupant can breathe. They have many pincers on the inside which secrete calming poisons. They also protect sailors against carnivorous animals.

Slayers of sailors Their unclear and rigorously followed code sometimes brings them to odds with other beings. Some Shell Knights may even become evil with enough bad run ins and decisions. Indeed, this is very likely to happen if they reside near mermaids and other sea dwelling people. Even if they are communicated with, they refuse to share their code.

  • "Anyone who falls in the water must be returned to shore."
  • "The meat eating beasts of the water must be vanquished when at odds with those of the land, and the merpeople."
  • "The merpeople must be vanquished when at odds with those of the land."
  • "The people of the land must be vanquished when they hunt the great beasts of the water."
  • "Once something has touched the ocean floor, it may not be retrieved by those of the land."

Despite their codes (of which these are only few and examples), most shell knights try to be good and serve the people of the world.


Shell Knight

Medium Plant, Lawful Good/Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 130
  • Speed 30ft, 30ft swimming

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 10 (0) 10 (0) 14 (+2) 14 (+2)

  • Skills Athletics +6
  • Damage Vulnerabilities Bludgeoning, poison
  • Senses passive Perception 11
  • Languages Druidic (written)
  • Challenge 5 (1,800 XP)

Breathable insides. Any creature inside the shell knight has air to breath. They must make DC 10 CON saves each round if they do not wish to be pacified (calmed/charmed) by the shell knight's poisons. Failing 3 checks pacifies the target for an hour. DC 16 to force a shell knight open from the inside, which deals 1d20 + STR damage to the shell knight on a success.

If working as a team with the shell knight, the shell knight and occupant may use each of their abilities when relevant, but the shell knight counts as heavy armor for the occupant.

Calming Poisons. 1d8 uses of a dead shell knight's poisons may be extracted with a DC 12 nature check. They deal 1d6 damage and charm a person for a short time (DC 10 CON save), or if applied carefully (difficult) a use is not consumed and the target makes just the charm save. Failing 3 saves pacifies a target for an hour.

Actions

Multiattack. The shell knight makes two attacks shield attacks.

Shield bash. Melee Weapon Attack: +6 to hit. Hit 9 (2d6+3) bludgeoning damage. The target makes a DC 16 STR saving throw or is knocked prone or pushed 5ft back, shell knight's choice.

Shield edge. Melee Weapon Attack: +6 to hit. Hit 9 (2d6+3) slashing + 1d6 poison damage. The target makes a DC 10 CON saving throw or is charmed for 1 round. If 3 saves are failed, the target is charmed for an hour, but may make the save again if the shell knight deals damage to them.

Slanders

Living Legends When stories about a person are made and spread around, these stories can manifest as beings in the feywild, land of the fairies, and very rarely in the land the stories come from.

Colorful bodies Slanders are exceptionally bright and colorful, often possessing green skin and golden hair. They are easily differentiated from the original person, but are often still confused (rumours are powerful, they spawned the slander in the first place didn't they?).

Colourful personalities Slanders are often more fantastic and nearly always more charismatic (whether that be in a good or bad sense) and act cartoonishly. In rare cases, the slander's exceptional charisma can lead to it being very powerful through people telling stories about it as opposed to the creature it is impersonating.

Dying Slanders A person who is exceptionally famous may have multiple Slanders, but they last only as long as the legend. A fading slander loses its color and becomes shades of grey until it disappears, sometimes to the shadowfell. A slander can be defeated by out-performing it in front of an audience, in which case the original's charisma score increases by one point.


(Veteran) Slander

Medium Fey, Chaotic Neutral


  • Armor Class 17 (splint)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (0) 11 (0) 18 (+4)

  • Saving throws Charisma +6
  • Skills Athletics +2, perception +2
  • Senses passive perception 12
  • Languages The languages of the storytellers and original, as well as sylvan and elvish
  • Challenge 3 (700 XP)

Legendary Weapon. The slander carries the well known equipment of its original including magic items, but these are immaterial.

Veteran This slander is based off the Veteran statblock from the monster manual.


Actions

Multiattack. The veteran (slander) makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

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

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

Heavy Crossbow. Ranged Attack: +3 to hit, Reach 100/400 ft, one target. Hit 5 (1d10) piercing damage.

Slander Template

  • Type changes to fey, alignment changes to chaotic neutral
  • Charisma +8 (+4)
  • Charisma saving throw proficiency
  • Languages include both the original's, the storeytellers' (often multiple), as well as sylvan and elvish
  • The slander carries the well known equipment of the original including magic items, but these are immaterial.


Smokebulb

Smokebulbs are creatures with 3 strong legs, a large bulbous body, stony skin, a claw, and 3 ‘chimneys’ rising out of it’s head. It shovels fuel into it’s gaping, furnace-like maw for food. A smokebulb can spit coals and embers to attack, and the area around it is constantly filled with smoke and ash. A hungry Smokebulb is a dangerous thing as it seeks any nearby flammable objects with a life-risking desperation, including the hair, clothes, and spears of nearby creatures.

Some people try to 'tame' smokebulbs, but it has no concept of moderation and will eat anything it can.

Smokebulb eggs contain a spark of life, which is used to create many fire producing magic items.

Smokebulb

Medium beast, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 80
  • Speed 25ft

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 1 (-5) 6 (-2) 1 (-5)

  • Damage vulnerability cold
  • Damage resistances fire
  • Challenge 1 (200xp)

Actions

Ash Puff. The smokebulb emits a puff of smoke and ash, heavily obscuring the area within 10ft for 1d4 rounds and blinding anyone within 5ft who fails a DC 13 CON save for the same amount of rounds.

Fire spit. Ranged/Melee Attack: +3 to hit, Reach 15/30 ft, one target. Hit 6 (1d10+1) fire damage.

Claw. Melee Weapon Attack: +4 to hit, Reach 5 ft, one target. Hit 6 (1d8+2) piercing damage.


Spore Crawler

These large turtles, if not provoked, are not particularly hostile. However, they terrorize small communities in the deep forests and deep caves where they live. Gnomes and wood elves often cannot live the easy life they wish if a spore crawler wonders around poisoning wildlife and eating crops.

Spore crawlers are often taken as pets by people and even creatures immune to poison, such as green dragons or yuan-ti. Some druids and dryads keep them on patrol as a deterrent to magical springs and mushroom groves.

Spore crawler's mushrooms and blood can be used as an anesthetic, a fact not lost on the communities that live near these exotic creatures. DC 5 nature to recognise, DC 10 to brew (with the proper tools). A failed brewing roll will make the target poisoned until they take a long rest and

In battle, the Spore Crawler is often just there as a passively supporting creature. If it is directly attacked though, it will burrow and approach through dirt then bite when it senses someone nearby. Unless it is cornered, it will flee at half health. The spore crawler retreats its limbs into its shell as necessary (this is taken into account by AC and Burrower)

From Felix Colgrave's "The Elephant Garden"

Spore Crawler

Large beast, Unaligned


  • Armor Class 15
  • Hit Points 120
  • Speed 10ft, burrow 10ft

STR DEX CON INT WIS CHA
18 (+4) 2 (-4) 18 (+4) 1 (-5) 6 (-2) 1 (-5)

  • Damage Vulnerabilities Fire, pickaxes, warpicks
  • Damage Immunities Poison
  • Senses darkvision 60ft, tremorsense 5ft
  • Challenge 1 (200xp)

Burrower. While the spore crawler's bottom half is burrowing (only in dirt), it appears as a dirt mound of mushrooms and has an AC of 20, but cannot Bite.

Poison Cloud. The 10ft area around the Spore Crawler is lightly obscured.

Any creature that enters or starts its turn within 10ft of the spore crawler must make a DC 14 CON saving throw. If the saving throw is failed, the creature is poisoned for 1d4 rounds. If the throw is failed by 5 or more, the creature is also blinded for that duration.

Closing eyes and/or holding breath is a valid strategy to deal with this.

Explosive! If the spore crawler is exposed to strong fire (eg a torch, but not a spark or firebolt) it explodes. Creatures within 20ft of the spore crawler must make a DC 14 DEX saving throw or take 1d20 piercing damage from shrapnel, taking half damage on a successful save. Creatures next to the Spore Crawler take 4d6 fire damage or half on a successful save.

A spore crawler that died through non-explosive means can have the explosive material collected from it with a DC 14 medicine check in one hour. It only does the fire damage, not the shrapnel damage.

Broken shell The Spore Crawler cannot regain more than half HP.


Actions

Bite. Melee: +4 to hit. Hit: 9 (1d10 + 4) piercing damage

Stone Siren

When a human lives their life filled with anger, pride, greed, usually the most that will happen is their skin will pale, their brow wrinkle. But the elves as descendants of fey can hold their pride for decades, even centuries. When this happens, the elf can turn into a stone siren. Although this mostly happens to high elves and drow, it's not unheard of for wood elves to become stone sirens.

Stone cold hearts The grey, rocky skin of a stone siren signifies an elf that has become a danger to the people around them. Stone sirens are most often cast out, where they look for opportunities to prove their superiority over others, caring none for "lesser" lives and feelings. Their repressed emotions are drawn into their hearts, which becomes a moonstone.

Hunted by mages Mages, especially those from the high elf settlements most stone sirens come from, may try to get the stone siren assassinated. Their hearts are extremely valuable for a mage, as the manifest emotion can be teased from the moon stone. That said, carving out a person's heart simply for arcane gain is a despicable act.

Cracked shells Exceptional personalities of the most heroic and heartfelt caliber have in legends turned a stone siren back into an elf, or even a human. The newly emotional person is often described as happy and lively.


Stone Siren

Medium fey, Chaotic Evil


  • Armor Class 13 (natural armor)
  • Hit Points 100
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 10 (0) 12 (+1) 10 (0)

  • Skills Perception +3, acrobatics +4, athletics +4
  • Saving Throws CON +5, INT +2, WIS +3, CHA +2
  • Damage Vulnerabilities psychic
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, petrified
  • Senses passive perception 13
  • Languages Elven
  • Challenge 3 (700 XP)

Bottled up heart The stone siren's heart is a moonstone worth 50gp. It is used in creating various magical items.


Actions

Multiattack. The stone siren makes a song attack and two shortsword attacks.

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

Longbow. +4 to hit, Range 150/300ft, one target. Hit 6 (1d8+2) piercing damage

Siren's Song The stone siren sings a word or phrase which manifests as emotion within 30ft.


Siren Songs

Fear Creatures within 15ft must make a DC 13 WIS saving throw or be frightened for 1 round.

Anger Creatures within 15ft must make a DC 13 WIS saving throw or attack a creature in the most readily available manner (this can be the stone siren, and the stone siren will even use this to demand a fight).

Awe Creatures within 15ft must make a DC 13 WIS saving throw or be charmed by the stone siren for 1 minute, or until the siren stops singing the Awe song. They may repeat the saving throw if the siren deals damage to them or an ally.

Trunkneck

Trunknecks are peaceful, but powerful, forest dwelling creatures. They bury their rooty bodies under the ground and leave their tree trunk like necks poking above the canopy throughout the day, and wander curiously during the night. Their heads have small, white, waxy eyes and a bare few green leaves on top. They fear fire, but are not particularly vulnerable to it because unless extremely old they are mostly composed of healthy bark. They are attracted to colorful bunches of objects, which can hold their attention for a few hours before they look for something else. Should anyone climb their neck, they are very inattentive but may thrash around if they are awake (or awoken).

Woe the Lumberjack who doesn't inspect a tree they're about to axe, or doesn't heed the local druid's threats.

The leaves on top of a trunkneck's head are used in the creation of a staff of the woodlands, as well as superior potions of healing.


Trunkneck

Huge plant, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 180
  • Speed 30ft, burrow 5ft

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 20 (+5) 1 (-5) 4 (-3) 1 (-5)

  • Saving throws Strength +9
  • Senses darkvision 30ft, Passive perception 7
  • Challenge 5 (1800xp)

Distraction. If there is a bunch of colorful objects in the trunkneck's vision, it has disadvantage on attacks and trash.

Climbing the trunkneck. DC 13 athletics to get onto the body, DC 22 athletics (or DC 16 if asleep) to climb the neck.


Actions

Stomp. Melee: +6 to hit. Hit: 42 (6d12 + 6) piercing damage

Charge. The Trunkneck moves twice its normal movement speed. Any creatures in its way that are large or smaller must make a

DC 9 DEX saving throw or take 30 (5d12) damage or a

DC 16 STR saving throw to sufficiently divert/slow down the charge or the trunkneck continues its charge and take 30 (5d12) damage.

Thrash. As a bonus action the trunkneck makes a strength roll contested with all creatures climbing it to throw them off. Those on the body fall off and take 1d10 damage, those one the neck are flung 3d10ft away and take 2d10 damage.

Wares Ghost

A hooded figure with a heavy backpack emerges from a previously empty room with lantern on a long metal pole. "Coin to spare?" they ask with a raspy voice. Wares ghosts are undead who wander quiet places, ever looking for a good bargain. They seemingly appear and disappear into midair, ever touting their convenient goods for sale. They never let anyone get within 10ft of them.

The wares ghost carries a variety of useful and not so useful supplies, as well as one magic item (not including its lamp) and some junk. It charges double for all its items. It also has knowledge of the place it resides, and sometimes a map.


Wares Ghost

Medium undead, Lawful neutral


  • Armor Class 12
  • Hit Points 80
  • Speed 30ft, 30ft hover

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 10 (0) 14 (+2) 10 (0) 14 (+2)

  • Skills persuasion +8, perception +3
  • Damage Vulnerabilities radiant
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed
  • Senses darkvision 60ft, passive perception 13
  • Languages common, the languages it knew in life
  • Challenge 7 (2,900xp)

Actions

Multiattack. The wares ghost makes a pole attack and a shadow light attack.

Lamp pole. Melee attack: +5 to hit, Reach 10ft, one target. Hit: 4 (1d8) bludgeoning damage + 10 (2d10) necrotic damage.

Shadow light. Every creature within 15ft of the wares ghost makes a DC 13 CON saving throw or takes 10 (2d10) fire damage + 10 (2d10) necrotic damage, or half on a failed save.

Greater invisibility. The wares ghost casts greater invisibility on itself, normally after moving our of site unless desperate, and starts hovering to quieten its movement.

Darkness (3/day). The wares ghost casts darkness.

Reactions

Get back! When a creature enters its reach, the wares ghost makes a shove attack with its lamp pole.

Whimsical Fey

Born from stories, legends, children's tales, fey hide in shadows to hear fearful wail.
Hide your bread, stuff your cabbage, do not let the goblin ravage.

Goblins

As implied by the name, goblins live to gobble up any and all food they can get their hands on. They do have standards, they won't eat rot- but their standards aren't much higher than that. They care not for mortal conventions and don't see eating a party's supplies even an inconvenience, even if explained to that the party will starve without it. A goblin is however, true to their word. But only their word, adventurers should be careful how they phrase things.

Trolls

The rivers and canyons of the world may hold danger still after a bridge is built over them. When night falls, those who attempt to cross may find themself face to face with a hulking behemoth. "Answer me these riddles dummy, or you'll be going straight to my tummy!". Under shadow trolls cannot die but should they be exposed to the sun, a troll will turn to stone. They fear a number of things like fire and lightning, but this doesn't mean they will back down.

Bugbears

The bogeyman come real, bugbears feed off children's fear and never show themselves to adults. They hide under beds, in closets, and behind windows and doors on dark nights. They can walk and crawl through walls, which they use to avoid being seen except by children. If seen by an adult a bugbear will attempt to strangle them until they either lose consciousness or die. Halflings, however, have a way with bugbears that even can get them to give up on attacking an adult who has seen them.

Hobgoblins

Blue skinned and significantly bigger than a regular goblin, hobgoblins mostly live in the realm of the fey. They are fey magic weaved into being to act as soldiers and guards for the fey lords. When they are brought into the mortal realm, either through a mage's summoning or a magical accident, they seek to guard doors and hallways. One might bypass a hobgoblin by offering them answering their riddle (if they don't have a master), making a promise to them to touch nothing past their post, or offering them a decadent meal.


Goblin

Small fey, chaotic neutral


  • Armor Class 12
  • Hit Points 20
  • Speed 25ft

STR DEX CON INT WIS CHA
8 (-2) 14 (+2) 8 (-1) 12 (+1) 8 (-1) 10 (-1)

  • Senses darkvision 60ft, passive perception 9
  • Languages elven, sylvan, halfling, common
  • Challenge 1/2 (100 XP)

Actions

Gob. The goblin makes a sleight of hand check to eat as much food as it can fit in its mouth (2 pounds, 1 ration, or an entire day worth of food)

Bamf! The goblin teleports to a place it can see within 10ft.

Claw. Melee Attack: +2 to hit, reach 5 ft, one target. Hit 5 (1d6+2) slashing damage.

Reactions

Bamf! The goblin avoids an attack or DEX saving throw by teleporting to a place it can see within 10ft.


Troll

Huge fey, lawful evil


  • Armor Class 15
  • Hit Points 85
  • Speed 30ft

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 14 (+2) 10 (0) 8 (-1)

  • Skills Athletics +7
  • Damage vulnerabilities lightning, fire, acid, radiant
  • Senses darkvision 60ft, passive perception 10
  • Languages elven, sylvan, common
  • Challenge 5 (1800 XP)

Fee Fi Fo Fum. The troll has advantage on perception checks that rely on smell.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll is damaged by one of its vulnerabilities, this trait doesn't function till the troll's next turn. If the troll takes 15 slashing damage in one turn, roll a d6. If it lands 4-6, an arm is severed and it loses one arm attack. The troll may flee beneath its bridge, and regains this arm on a short or long rest.

Bridge lurker. The troll only comes out from beneath its bridge during the night. The troll makes a DC 18 check to avoid being turned to stone for every round it is exposed to sunlight. Any creature that attempts to cross its bridge when it can come out will be confronted by the troll and forced to solve its riddles or be eaten by the troll.

Actions

Multiattack. The troll makes two arm attacks and one bite attack.

Claw. +7 to hit. 11 (2d6+4) slashing damage.

Grab. The troll makes an athletics contest with a creature. If it succeeds the creature is grappled.

Throw. The troll throws a grappled creature it is holding up to 40ft away, and it takes 20 (3d10+4) bludgeoning damage.

Bite. The troll bites a grappled creature for 7 (1d6+4) damage.


Bugbear (Bogeyman)

Medium fey, chaotic neutral/evil


  • Armor Class 13
  • Hit Points 80
  • Speed 30ft

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 8 (-1) 10 (0) 12 (+1)

  • Skills Stealth +7, intimidation +3
  • Damage vulnerabilities radiant
  • Senses darkvision 60ft, passive perception 10
  • Languages sylvan, language of child victim
  • Challenge 1 (200 XP)

Shadowman. The bugbear has resistance to all damage except fire and radiant in dim or dark light.

Suprise attack. The bugbear deals 7 (2d6) extra damage to creatures which haven't had a turn in combat yet.

Actions

Strangle. The bugbear makes an athletics (STR) contest with an adult that has seen it. If it wins, the target is grappled and the bugbear deals 9 (1d12+3) bludgeoning damage. The bugbear automatically deals damage to a creature that has not yet broken out of its grapple.

Wall walk. The bugbear touches a wall no thicker than 5ft that is in dim or dark light. It can walk through the wall this round.


Hobgoblin mook

Medium fey, lawful neutral


  • Armor Class 13 (Chain shirt)
  • Hit Points 70
  • Speed 30ft

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (0) 10 (0) 10 (0) 10 (0)

  • Senses darkvision 60ft, passive perception 10
  • Languages elven, sylvan, common
  • Challenge 1 (200 XP)

Fey promise. If a creature breaks a promise to the hobgoblin (typically Not To Touch Anything past the door it is guarding) it is instantly teleported in front of the hobgoblin, or to a spot designated by the hobgoblin that it can see within 60ft (typically within a cell, shackles, or pit if those are available).

Skeleton key. The hobgoblin has a key made of bone which can open any mundane door once a day, but only when the hobgoblin uses it.

Actions

Multiattack. The hobgoblin makes two spear attacks.

Spear. +3 to hit. 5 (1d8+1) piercing damage.


Hobgoblin guard

Medium fey, lawful neutral


  • Armor Class 15 (half plate)
  • Hit Points 110
  • Speed 30ft

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (0) 10 (0) 10 (0)

  • Senses darkvision 60ft, passive perception 10
  • Languages elven, sylvan, common
  • Challenge 3 (700 XP)

Fey promise. If a creature breaks a promise to the hobgoblin (typically Not To Touch Anything past the door it is guarding) it is instantly teleported in front of the hobgoblin, or to a spot designated by the hobgoblin that it can see within 60ft (typically within a cell, shackles, or pit if those are available).

Skeleton key. The hobgoblin has a key made of bone which can open any mundane door once a day, but only when the hobgoblin uses it.

Actions

Multiattack. The hobgoblin makes two pike attacks.

Pike. +4 to hit, reach 10ft. 7 (1d10+1) piercing damage.

Reactions

Stay back! If a creature approaches within 5ft of the hobgoblin, the hobgoblin makes a shove attack which ends the attacker's turn if successful.


Yuan-Ti

People who have kept or learnt the secrets of ancient empires, using strange and terrible rituals to turn themselves into snake creatures. To non-yuan-ti they wish to recruit, they mask as a cult, bringing in the vulnerable and angry then gradually bringing them closer to the truth until they're either truly indoctrinated or in too deep.

Objectivists Yuan-Ti philosophy states that emotions are pointless, and that reason is the way to true power. They take pride in thinking nothing of anyone that isn't a yuan-ti as meat (though in reality they extremely rarely actually perform cannibalism). Ultimately, all it takes to survive or even 'believe' in groups is to want more power and control over others.

Yuan-Ti Hydrakin

A kind of Yuan-Ti Malison with many necks atleast a foot long upon which sit serpent heads. Exactly as it sounds.


Yuan-Ti Hydrakin

Medium Monstrosity, Neutral Evil


  • Armor Class 11 (natural armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30ft, 30ft swimming

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 14 (+2) 16 (+3) 16 (+3)

  • Skills Deception +5, Stealth +5, perception +5
  • Damage Immunities. Poison
  • Condition Immunities. Poisoned
  • Senses. Darkvision 60ft, passive perception 15
  • Languages Common, Yuan-Ti
  • Challenge 4 (1100xp)

Better than one. The hydrakin by default has 2 heads. While it has more than one head, the hydra has advantage against being blinded, charmed, deafened, frightened, and knocked unconscious. All heads share vaguely the same consciousness, but may manifest in different ways.

Better than two. Whenever the hydrakin takes 10 or more slashing damage in a single turn, one of its heads is decapitated. If all its heads die, the hydrakin dies. At the end of its turn, it grows two heads for each one of its heads that was decapitated, unless it has taken fire damage since its last turn. The hydra regains 5 hit points for each head regrown in this way.

Shapechanger The yuan-ti can use its action to transform into a multi-headed medium snake or back into its true form. Any equipment it is wearing or carrying isn't transformed. It doesn't change if it dies.

Innate Spellcasting.

At will: animal friendship (snakes only)

3/day: suggestion (save 13)

Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.

Watching Warrior. The hydrakin has advantage on opportunity and ranged attacks.


Actions

Multiattack. The hydrakin makes as many bite attacks as it has heads.

Bite. Melee attack: +5 to hit, reach 5ft., one creature. Hit: 5 (1d4+3) piercing damage + 7 (2d6) poison damage.

Longbow. +5 to hit, range 150/600ft, one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.

 

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