Old Ones

by theobjection

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Old One Warrior

large giant, chaotic evil


  • Armor Class 16 (chain shirt)
  • Hit Points 47 (5d10 + 20)
  • Speed 40 feet

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 11 (+0) 9 (-1) 10 (+0)

  • Skills Athletics +6, Stealth +5
  • Senses passive Perception 9
  • Languages Languages
  • Challenge 2 (450 xp)

Regeneration. The Warrior regenerates 1 hit point each round unless it takes necrotic damage or dies.

Nyctophobia. If unable to see, the One One attacks targets at random or runs toward the nearest source of light. 1d4 turns after regaining ability to see, the effect ends.

Actions

Greatsword. Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 11 (2d6 + 4) slashing damage.


Old One Bodygrifter

large giant, chaotic evil


  • Armor Class 14 (studded leather)
  • Hit Points 73 (7d10 + 35)
  • Speed 30 feet

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 13 (+1) 12 (+1) 10 (+0)

  • Saving Throws CON + 7
  • Skills skills
  • Damage Vulnerabilities necrotic
  • Senses passive Perception 11
  • Languages Languages
  • Challenge 3 (700 XP)

Regeneration. The Old One regenerates 1 hit point each round unless it takes necrotic damage or dies.

Nyctophobia. If unable to see, the Old One attacks targets at random or runs toward the nearest source of light. 1d4 turns after regaining ability to see, the effect ends.

Bodybuilding. Bodygrifters always have 1d4 + 1 Old One Mutations.

Actions

Greatsword. Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 11 (2d6 + 4) slashing damage.

d8 Loot
1 Arm, make a 1d4 + 4 unarmed strike as part of action.
2 Arm, make a 1d4 + 4 unarmed strike during attack.
3 Leg, increase speed by 10 and AC by 2.
4 Leg, increase speed by 10 and AC by 2.
5 Mouth, increase regeneration to 2d6.
6 Eye, bonus action, recharge 5-6, WIS 13 or attack an ally.
7 Light organ, provides light within 20 and +1d4 warriors in party.
8 Head, +20 HP, passive perception 16.

Vampire

Medium, Chaotic Neutral


  • Armor Class 18 (14 if blinded)
  • Hit Points 91 (16d8 + 32)
  • Speed 20 ft, 40 ft fly

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 15 (+2) 6 (-2) 18 (+4) 11 (+0)

  • Saving Throws STR +6, DEX +7
  • Skills Stealth +11, Perception +10
  • Condition Immunities blinded
  • Senses passive Perception 19
  • Challenge 6 (2,300 XP)

Echolocation. If and only if the vampire is deafened, it becomes blinded. Unless it is blinded in this way, it adds its wisdom modifier to its armor class.

Nimble Flyer. Attacks against the vampire have disadvantage against it while it is flying.

Actions

Multiattack. The Vampire makes two claw attacks and a bite attack.

Bloodsucker Bite. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target makes a CON saving throw (DC = hitpoints reduced). If it fails, it gains a level of exhaustion.

Quadridigital Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Earsplitting Screech (Recharge 6). Each creature in a 60 ft. cone must make a DC 14 Constitution saving throw or take 14 (4d6) thunder damage and be stunned (save ends). A creature that fails the save at end of turn is dazed until the end of their next turn and takes an additional 7 (2d6) piercing damage. A creature that succeeds the initial save takes half as much damage and isn't stunned.

 

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