Calculator
Medium humanoid (human), lawful evil
- Armor Class 12 (15 with mage armor)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 8 (-1)
- Saving Throws Int +5
- Skills Arcana +5, Investigation +5
- Senses passive Perception 11
- Languages Binary, Common, Javascrypt, PHP, Python
- Challenge 2 (450 XP)
Actions
Spellcasting. The Calculator is a 6th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Calculator has the following spells prepared:
Cantrips (at will): eldritch blast, guidance, message, on/off
1st level (4 slots): infallible relay, mage armor, remote access, shield
2nd level (3 slots): arcane hacking, digital phantom, spiritual weapon
3nd level (3 slots): haywire, invisibility to cameras, protection from ballistics
Reactions
Divide by Zero (2/Day). When the Calculator sees another creature within 60 feet of itself casting a spell, he can try to nullify the spell's formation. The creature must succeed on a DC 13 saving throw using the spell's spellcasting ability, or the spell fails and is wasted.
Calendar Man
Medium humanoid (human), lawful evil
- Armor Class 13 (calendar armor)
- Hit Points 32 (5d8+10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 14 (+2) 10 (+0) 8 (-1) 14 (+2)
- Skills Deception +4, Performance +4, Persuasion +4
- Senses passive Perception 9
- Languages Common
- Challenge 2 (450 XP)
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack. The Calendar Man makes two attacks with his Calendar Gun.
Calendar Gun (365 Shots). Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target. Hit:: 8 (1d12 + 2) piercing damage. The Calendar Man can cause one of the following additional effects determined by the damage die:
1 - New Year: Calendar Man makes one extra attack.
2 - Valentine's Day: The target become charmed by the Calendar Man until someone does anything harmful to it.
3 - Carnival: The target is incapacitated and can't do anything but dance.
4 - April Fools: The target trips over a banana peel and falls prone.
5 - Olympic Day: The target takes 1d8 fire damage and become burned. A burning target takes 1d4 fire damage at the start of each of it's turns until the fire is put out using an action.
6 - Flag Day: The target become restrained by flags.
7 - Independence Day: The target become blinded by fireworks.
8 - Tooth Fairy Day: The target takes 1 force damage, loses one tooth and gains 1 gold coin.
9 - Peace Day: Calendar Man gains 1d12 temporary hit points.
10 - Halloween: The target become frightened by the Calendar Man.
11 - Day of the Dead: The target takes 1d12 necrotic damage.
12 - Christmas: The target takes 1d10 cold damag and its speed is reduced by 10 feet until the end of it's next turn.
Each effect can only be used once per short rest.
Catman
Medium humanoid (human), lawful evil
- Armor Class 15
- Hit Points 36 (8d8)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 20 (+5) 11 (+0) 11 (+0) 16 (+3) 14 (+2)
- Skills Acrobatic +7, Stealth +7, Animal Handling +5, Perception +5, Survival +5, Intimidation +4
- Senses passive Perception 15
- Languages Common
- Challenge 3 (700 XP)
Hydrophobia Catman is frightened of water.
Evasion. If Catman is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided he isn't incapacitated.
Keen Smell. The Catman has advantage on Wisdom (Perception) checks that rely on smell.
Sneak Attack (1/Turn). The Catman deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Catman that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Rejuvenation (9 times only). If the Catman is destroyed, it regains all its hit points in 1 hour.
Actions
Multiattack. The Catman makes two attacks.
Catclaws. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Catarang. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit:: 7 (1d4 + 5) piercing damage.
Reactions
Uncanny Dodge. Catman halves the damage that he takes from an attack that hits him. He must be able to see the attacker.
Clock King
Medium humanoid (human), lawful evil
- Armor Class 12 (14 with shield of fate)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 10 (+0)
- Saving Throws Int +5
- Skills Investigation +5, Perception +3
- Senses passive Perception 13
- Languages Common
- Challenge 3 (700 XP)
Actions
Clock-Hand Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Spellcasting. The Clock King is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Clock King has the following spells prepared:
Cantrips (at will): booming blade, fire bolt, guidance, message
1st level (4 slots): alarm, gift of alacrity, shield of fate, silvery barbs
2nd level (3 slots): fortune's favor, hold person, misty step
3nd level (3 slots): glyph of warding, haste, slow
Reactions
Restore Balance (2/Day). When a creature Clock King can see within 60 feet of him is about to roll a d20 with advantage or disadvantage, he can use his reaction to prevent the roll from being affected by advantage and disadvantage.
Condiment King
Medium humanoid (human), chaotic evil
- Armor Class 10
- Hit Points 4 (1d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 10 (+0) 10 (+0) 6 (-2) 8 (-1)
- Senses passive Perception 8
- Languages Common
- Challenge 0 (0 XP)
Actions
Sauce Gun Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: The target is smeared with ketchup or mustard.
Crazy-Quilt
Medium humanoid (human), lawful evil
- Armor Class 13 (color helmet)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 12 (+1)
- Skills Performance +3
- Damage Vulnerabilities psychic
- Condition Immunities blinded
- Senses passive Perception 10
- Languages Common
- Challenge 1/4 (50 XP)
Bright Vision The Crazy-Quilt is Blinded to anything that isn't covered in bright and colorful light
Color Helmet The Crazy-Quilt wears a special device
that casts bright and colorful light in a 60-foot cone. It can also be used as a spellcasting focus.
Actions
Spellcasting. The Crazy-Quilt is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Crazy-Quilt has the following spells prepared:
Cantrips (at will): dancing lights, friends, light, message
1st level (4 slots): charm person, color spray, faerie fire, detect magic
2nd level (3 slots): blindness, enthrall, suggestion
Reactions
Warding Flare (2/Day). The Crazy-Quilt interpose light between himself and an attacking enemy. When Crazy-Quiltis attacked by a creature within 30 feet of it that it can see, it can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
Dr. Phosphorus
Medium elemental, chaotic evil
- Armor Class 13 (natural armot)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 12 (+1) 16 (+3) 9 (-1) 8 (-1)
- Skills Arcana +6, Investigation +6, Intimidation +2
- Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities cold, poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned
- Senses passive Perception 9
- Languages Common
- Challenge 5 (1,800 XP)
Radiation Absorption. Whenever the Dr. is subjected to fire or radiant damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.
Radiation Aura. At the start of each of the Dr.'s turns, each creature within 10 feet of it takes 5 (1d10) radiant damage. A creature also takes 5 (1d10) radiant damage from touching the Dr. or from hitting it with a melee attack while within 10 feet of it.
Actions
Spellcasting. The Polka-Dot Man is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Dr. has the following spells prepared:
Cantrips (at will): fire bolt, frostbite, sacred flame, word of radiance
1st level (4 slots): burning hands, guiding bolt, hellish rebuke
2nd level (3 slots): aganazzar's scorcher, heat metal, scorching ray
3nd level (3 slots): fireball
4nd level (1 slots): sickening radiance
Egghead
Medium humanoid (human), lawful evil
- Armor Class 12
- Hit Points 32 (5d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 16 (+3) 8 (-1) 14 (+2)
- Saving Throws Int +5, Wis +1, Cha +4
- Skills Investigation +5, Perception +3, Deception +4, Persuasion +4
- Senses passive Perception 9
- Languages Common, Egg
- Challenge 2 (450 XP)
Actions
Spellcasting. Egghead is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Egghead has the following spells prepared:
Cantrips (at will): encode thoughts, message, mind sliver
1st level (4 slots): alarm, ray of sickness, grease, tasha's hideous laughter
2nd level (3 slots): detect thoughts, mind spike, tasha's mind whip
3nd level (3 slots): glyph of warding, intellect fortress, stinking cloud
Eraser
Medium humanoid (human), lawful evil
- Armor Class 13 (eraser helmet)
- Hit Points 27 (6d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 16 (+3) 14 (+2)
- Skills Stealth +4, Investigation +3, Perception +5, Survival + 5
- Senses passive Perception 15
- Languages Common
- Challenge 2 (450 XP)
Eraser Helmet. The Eraser has advantage on Wisdom (Survival) checks to cover any tracks that any creature leaves behind.
Sneak Attack (1/Turn). The Eraser deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Eraser that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Actions
Multiattack. The Eraser makes two melee attacks.
Pointy Shoes Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Pistol (15 Shots). Ranged Weapon Attack: +4 to hit, range 50/150 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Spellcasting. The Eraser casts one of the following spells, using wisdom as the spellcasting ability (spell save DC 13):
2/day each: sleep (as 2th-level spell), nystul's magic aura, pass without trace
Bonus Actions
Cunning Action. On each of its turns, the Mime can use a bonus action to take the Dash, Disengage, or Hide action.
Gentleman Ghost
Medium undead, lawful evil
- Armor Class 11
- Hit Points 45 (10d8)
- Speed 0 ft., fly 40 ft. It can hover.
STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
- Skills Acrobatic +3, Sleight of Hand +3, Stealth +3, Deception +5, Intimidation +5, Performance +5, Persuasion +5
- Damage Immunities Acid, Cold, Fire, Lightning, Necrotic, Poison, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks of Weapons Not Wielded by Royalty or Virgins.
- Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses Darkvision 60 Ft., passive Perception 11
- Languages Common
- Challenge 4 (1,100 XP)
Ethereal Sight The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Spellcasting. The Gentleman Ghost casts one of the following spells, using charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):
At will: chill touch, eldritch blast (2 beams), friends, invisibility, speak with dead
2/day each: arms of hadar, cause fear, inflict wounds, find steed, summon undead
Possession (Recharge 6). One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Kabuki Twin
Medium humanoid (human), lawful evil
- Armor Class 13
- Hit Points 27 (6d8)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 15 (+2)
- Saving Throws Dex +4
- Skills Acrobatics +4, Stealth +4, Performance +4, Intimidation +4
- Senses passive Perception 12
- Languages Common
- Challenge 1 (200 XP)
Sneak Attack (1/Turn). The twin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the twin that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Actions
Multiattack. The twin makes two melee attacks.
Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing or Slashing damage.
Bonus Actions
Cunning Action. On each of its turns, the twin can use a bonus action to take the Dash, Disengage, or Hide action.
King Tut
Medium humanoid (human), lawful evil
- Armor Class 11 (pharaoh helmet)
- Hit Points 32 (5d8+10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 14 (+2)
- Skills History +4, Investigation +4, Intimidation +4, Persuasion +4
- Senses passive Perception 9
- Languages Common, Egyptian
- Challenge 1 (200 XP)
Dark Devotion. Tut has advantage on saving throws against being charmed or frightened.
Pack Tactics. Tut has advantage on an attack roll against a creature if at least one of the his allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack. Tut makes one flail attack and one short sword attack.
Flail Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Short Sword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bonus Actions
Judgement of the Pharaoh (Recharge 5-6). One creature Tut can see within 30 feet of it can use its reaction to make a melee attack if it can hear him.
Reactions
Parry. Tut adds 2 to its AC against one melee attack that would hit it as a reaction.
Killer Moth
Medium humanoid, lawful evil
- Armor Class 17 (motharmor)
- Hit Points 75 (10d8 + 30)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 16 (+3) 10 (+0) 10 (+0) 14 (+3)
- Saving Throws Dex +6
- Skills Athletics +2, Acrobatics +6, Persuasion +4
- Senses darkvision, passive Perception 10
- Languages Common
- Challenge 4 (1,100 XP)
Actions
Multiattack. The Killer Moth makes two attacks
Automatic Rifle (30 Shots). Ranged Weapon Attack: +6 to hit, range 80/240 ft., one target. Hit:: 13 (2d8+4) piercing damage.
Burst Fire. Instead of a normal single-target attack, Killer Moth can also use he's rifle to spray a 10-foot-cube area within the weapon's range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the 13 (2d8+4) piercing damage. This action uses ten pieces of ammunition.
Coccoon Gun (Recharge 5–6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by a coccoon. As an action, the restrained target can make a DC 15 Strength check, bursting the cocoon on a success. The coccoon can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Sawed-off Shotgun (2 Shots). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit:: 15 (2d10+4) piercing damage, or 9 (1d10+4) piercing damage if the target it's within the weapon maximum range.
Bonus Actions
Yes Gun Rule. Immediately after making an attack roll or a damage roll with a firearm, the Killer Moth can roll a d10 and add the number rolled to the total.
Kite Man
Medium humanoid (human), lawful evil
- Armor Class 13
- Hit Points 27 (6d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 8 (-1)
- Saving Throws Dex +5
- Skills Acrobatic +5, Investigation +4, Perception +4
- Senses passive Perception 14
- Languages Common
- Challenge 2 (450 XP)
Glide. When Kite Man falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.
Actions
Multiattack. The Kite Man makes two attacks
Sniper Rifle (5 Shots). Ranged Weapon Attack: +5 to hit, range 80/240 ft., one target. Hit:: 14 (2d10+3) piercing damage.
Man-Bat
Large monstrosity, neutral evil
- Armor Class 15 (natural armor)
- Hit Points 82 (11d8 + 33)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 6 (-2)
- Saving Throws Str +5, Dex +5, Con +5, Int +4
- Skills Athletics +5, Stealth +5, Investigation +4, Nature +4, Medicine +4, Perception +4
- Damage Vulnerabilities thunder
- Damage Resistances bludgeoning, piercing, slashing
- Senses blindsight 60 ft., passive Perception
- Languages Common
- Challenge 3 (700 XP)
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Multiattack. The Man-Bat makes one claw attack and one bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the werebat gains temporary hit points equal to the damage dealt.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the Man-Bat can grapple the target (escape DC 13)
Batfriend. The Man-Bat can cast Animal Friendship at will (DC 12), but only on bats.
Mime
Medium humanoid (human), neutral evil
- Armor Class 12
- Hit Points 27 (6d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
- Skills Stealth +4, Performance +4
- Senses passive Perception 12
- Languages understands Common but can't speak
- Challenge 2 (450 XP)
Sneak Attack (1/Turn). Mime deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Mime that isn't incapacitated
and the mime doesn't have disadvantage on the attack roll.
Actions
Silencer Pistol (15 Shots). Ranged Weapon Attack: +4 to hit, range 50/150 ft., one target. Hit: 9 (2d6 + 2) piercing damage. while hidden, an attack with this weapon will not give away Mime's position to creature's she's hidden from.
Spellcasting. Mime casts one of the following spells, requiring no verbal components and using charisma as the spellcasting ability (spell save DC 13):
At will: shocking grasp (2d8), vicious mockery (2d4)
2/day: silence, shield
Bonus Actions
Cunning Action. On each of its turns, mime can use a bonus action to take the Dash, Disengage, or Hide action.
Orca
Large monstrosity, neutral evil
- Armor Class 15 (natural armor)
- Hit Points 67 (9d8 + 27)
- Speed 30 ft. swim 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 17 (+3) 14 (+2) 14 (+2) 8 (-1)
- Saving Throws Str +5, Con +5
- Skills Athletics +5, Nature + 4, Perception +4, Survival + 4
- Damage Resistances cold, bludgeoning, piercing, slashing
- Senses blindsight 60 ft., passive Perception 14
- Languages Common
- Challenge 4 (1,100)
Reckless. At the start of its turn, Orca can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Multiattack. Orca makes two melee attacks
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If Orca moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 9 (2d8) bludgeoning damage.
Polka-Dot Man
Medium humanoid (human), chaotic evil
- Armor Class 13 (polka-dot armor)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 12 (+1) 16 (+3) 10 (+0) 13 (+1)
- Senses passive Perception 10
- Languages Common
- Challenge 4 (1,100 XP)
Wild Magic. Each time the Polka-Dot Man casts a spell (including cantrips), there is an accompanying surge of wild magic; roll on the Wild Magic Surge table in the Player's Handbook to determine the wild magic effect.
Actions
Baseball Bat Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Spellcasting. The Polka-Dot Man is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Polka-Dot Man has the following spells prepared:
Cantrips (at will): fire bolt, frostbite, light, sword burst
1st level (4 slots): chaos bolt, color spray, shield
2nd level (3 slots): cloud of dagger, misty step
3nd level (3 slots): fireball, fly, tidal wave
Professor Pyg
Medium humanoid (human), neutral evil
- Armor Class 13
- Hit Points 37 (5d8+15)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+2) 10 (+0) 16 (+3) 16 (+3)
- Skills Furtividade + 4, Medicine +5, Perception +5, Survival +5, Intimidation +5, Performance +5
- Senses passive Perception 15
- Languages Common
- Challenge 3 (700 XP)
Actions
Multiattack. The pyg makes two attacks.
Cirurgical Cleaver. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 3) slashing damage plus 9 (2d8) necrotic damage. If the target is a creature, it suffers a lingering wound that causes it to take 2 (1d4) necrotic damage at the start of each of its turns. Each time the pyg hits the wounded target with this attack, the damage dealt by the wound increases by 2 (1d4). The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom (Medicine) check.
Emergency Surgery. The pyg can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this action again until it finishes a short or long rest.
In The Pursuit of Perfection. The pyg can force a incapacitated creature withim 5 ft. of him to make a DC 15 Constitution Saving Throw. If the Saving Throw fails the creature is forced into surgery which after 10 turns will transform it into a dollotron under the pyg's control. The surgery is interrupted if the pyg takes damage during the procedure, the creature survives with a random lingering wound.
Bonus Actions
Dollotron Inspiration (3/Day). On each of its turns, the pyg can inspire one of his abominable creations through his dark opera singing. Pyg can use its bonus action on his turn to choose one dollotron within 60 feet of the pyg that can hear him. That creature gains one Inspiration die, a d6. The dollotron can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Once the Inspiration die is rolled, it is lost. The dollotron can have only one Inspiration die at a time.
/columnbreak
Ratcatcher
Medium humanoid (human), lawful evil
- Armor Class 13
- Hit Points 32 (5d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 10 (+0) 18 (+4) 12 (+1)
- Skills Stealth +4, Animal Handling +5, Survival +5
- Damage Resistances poison
- Senses passive Perception 13
- Languages Common
- Challenge 1 (200 XP)
Actions
Spellcasting. The Ratcatcher casts one of the following spells, using wisdom as the spellcasting ability (spell save DC 14, +6 to hit):
At will: acid splash, poison spray, infestation (rats), animal friendship (only on rats), animal messenger (only on rats)
2/day each: detect poison and disease, ray of enfeeblement, ray of sickness, summon beast (Land only), tasha's caustic brew
Sportsmaster
Medium humanoid (human), lawful evil
- Armor Class 17 (hockey equipment)
- Hit Points 58 (9d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 8 (-1) 11 (+0) 10 (+0)
- Skills Athletics +5, Acrobatics +4, Perception +2
- Senses passive Perception 12
- Languages Common
- Challenge 3 (700 XP)
Brute. Brute: A melee weapon deals one extra die of its damage when the Gladiator hits with it (included in the attack).
Actions
Multiattack. The Sportsmaster makes two attacks.
Hammer (Flail). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) blugeoning damage.
Saber (Rapier). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage at melee or 6 (1d6 + 3) piercing damage at ranged.
Longbow. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage at ranged.
Net. Melee Weapon Attack: +5 to hit, reach 5/15 ft., one larger or smaller target. Hit: A creature hit by the net is Restrained. A creature can use its Action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, Ending the Effect and destroying the net. A creature can make only one Attack regardless of the number of attacks you can normally make.
Explosive Hockey Puck (Recharge 5–6). The Sportsmater shoot a explosive hockey puck up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.
Reactions
Parry. Sportsmater adds +2 bonus to its AC against one melee attack that would hit it as a reaction.
Tarantula
Medium humanoid (human), lawful evil
- Armor Class 13
- Hit Points 27 (6d8)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 15 (+2)
- Skills Acrobatics +5, Stealth +5, Investigation +3, Deception +4, Perception +4
- Senses passive Perception 14
- Languages Common
- Challenge 2 (450 XP)
Sneak Attack (1/Turn). Tarantula deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Tarantula that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Actions
Multiattack. Tarantula makes two melee attacks.
Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Pistol (15 Shots). Ranged Weapon Attack: +4 to hit, range 50/150 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Bonus Actions
Cunning Action. On each of its turns, Tarantula can use a bonus action to take the Dash, Disengage, or Hide action.
Ventriloquist
Medium humanoid, lawful evil
- Armor Class 14
- Hit Points 75 (10d8 + 30)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 16 (+3) 10 (+0) 8 (-1) 14 (+3)
- Saving Throws Dex +6
- Skills Intimidation +5, Deception +5, Persuasion +5
- Senses darkvision, passive Perception 9
- Languages Common
- Challenge 3 (700 XP)
Scarface. Scarface is the Ventriloquist's dummy. It has AC 11, 28 Hit Points and is immune to poison and psychic damage. If the Ventriloquist starts his turns without Scarface on his hand, he becomes incapacitated.
Actions
Multiattack. The ventriloquist makes two attacks
Tommy Gun (30 Shots). Ranged Weapon Attack: +6 to hit, range 80/240 ft., one target. Hit:: 13 (2d8+4) piercing damage.
Burst Fire. Instead of a normal single-target attack, the ventriloquist can also use he's gun to spray a 10-foot-cube area within the weapon's range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the 13 (2d8+4) piercing damage. This action uses ten pieces of ammunition.
Bonus Actions
Say Hello to My Little Friend (3/Day). Immediately after making an attack roll or a damage roll with a firearm, the ventriloquist can roll a d10 and add the number rolled to the total.
Reactions
Shape Up, Ye Dog (3/Day). Whenever a friendly creature within 30 feet of Scarface that can hear it misses with an attack, it can yell perilous threats to allow that creature to reroll the attack roll.
Zebra-Man
Medium humanoid (human), neutral evil
- Armor Class 15 (zebra armor)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 8 (-1)
- Skills Arcana +5, Stealth +4, Investigation +5
- Senses passive Perception 11
- Languages Common
- Challenge 1 (200 XP)
Actions
Spellcasting. The-Zebra Man is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Zebra-Man has the following spells prepared:
Cantrips (at will): gust, mage hand, message
1st level (4 slots): catapult, feather fall, magnify gravity, thunderwave
2nd level (3 slots): earthbind, gust of wind, warding wind
3nd level (3 slots): pulse wave, slow
Zodiac Master
Medium humanoid (human), lawful evil
- Armor Class 13 (zoadiac armor)
- Hit Points 32 (5d8+10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 14 (+2)
- Skills Stealth +4, Insight +4, Deception +4
- Senses passive Perception 9
- Languages Common
- Challenge 2 (450 XP)
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack. The Zodiac Master Man makes two attacks with his Zodiac Gun.
Zodiac Gun (365 Shots). Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target. Hit:: 8 (1d12 + 2) piercing damage. The Zodiac Master can cause one of the following additional effects determined by the damage die:
1 - Aries: The target takes 1d4 bludgeoning damage and is pushed 10 ft away from you.
2 - Taurus: The target takes 1d8 bludgeoning damage and is pushed 20 ft away from you.
3 - Gemini: The Zodiac Master makes one extra attack.
4 - Cancer: The target takes 1d6 piercing damage and becomes grappled by a bunch of crabs (DC 12 to escape).
5 - Leo: The target become frightened by the Zodiac Master.
6 - Virgo: The target become charmed by the Zodiac Master until someone does anything harmful to it.
7 - Libra: The Zodiac Master gains temporary hit points equal to the damage it dealt.
8 - Scorpio: The target takes 1d6 poison damage and become poisoned.
9 - Sagittarius: The Zodiac Master can attempt to damage another creature within 5 feet of the original target with the same attack. If the original attack roll would hit the second creature, it takes damage.
10 - Capricorn: The target takes 1d6 bludgeoning damage and is pushed 15 ft away from you
11 - Aquarius: The target takes 1d8 ice damage and become incapacitated (DC 12 to escape).
12 - Pisces: The Target takes 1d10 bludgeoning damage and is knocked prone.
Each effect can only be used once per short rest.
Arkham's Escaped Prisoner (Thug)
Medium humanoid (human), neutral evil
- Armor Class 10
- Hit Points 32 (5d8+10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 10 (+0) 8 (-1) 11 (+0)
- Skills Intimidation +2
- Senses passive Perception 9
- Languages Common
- Challenge 1 (200 XP)
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack. The thug makes two melee attacks.
Nailed Bat. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Knife. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Pistol (15 Shots). Ranged Weapon Attack: +2 to hit, range 50/150 ft., one target. Hit:: 7 (2d6) piercing damage.