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Maddox Kahn

Medium humanoid, chaotic neutral

The leader of the guided ones cult, Maddox works under Bel, a demon that promises to give back his late son after he repays the debt of his soul. Maddox pretends to be a guide for his followers while secretly stealing all their sacrifices to pay back to Bel. Has major Stockholm syndrome towards Bel.

Armor Class 15
Hit Points 150 (15d8 +60)
Speed 30 ft.
STR
10
(+0)
DEX
14
(+2)
CON
18
(+4)
INT
16
(+3)
WIS
17
(+3)
CHA
20
(+5)
Saving Throws Wis +7, Cha +9, Con +8
Skills Deception +9, Insight +7, Intimidation +9, persuasion +9, Religion +7
Damage Resistances Necrotic, psychic
Condition Immunities Frightened, Charmed
Senses passive Perception 13
Languages Common, Infernal, Abyssal
Challenge 9 (5,000 XP)

Phase two - “Bel has heard me”. When Maddox drops below 40 hit points, his demonic patron begins possessing him. His eyes turn completely black, his jaw distends unnaturally, and his voice becomes layered with another voice. He gains: Hellish speed: His speed becomes 40ft Aura of madness: Creatures that start their turn within 10 feet of Maddox must make a DC 17 Wisdom saving throw or have disadvantage on attack rolls until the beginning of their next turn. THE LAST SERMON: Maddox raises his hands and screams “HE HAS ALWAYS BEEN LISTENING.” every creature within 60ft must make a DC 17 wisdom saving throw On a failure, they take 8d8 psychic damage and become stunned until the end of their next turn On a success, they take half damage and aren’t stunned. If at least one creature fails the saving throw, Maddox regains 30 hit points.

Demonic Patron. Maddox’s soul is bound to a powerful demon. Whenever he would be reduced to 0 hit point, he can make a DC 15 Constitution saving throw. On a success, he instead drops to 1 hit point and his body briefly manifests demonic features. Once this happens, he can’t use it again until he finishes a long rest.

Unhinged Revelation. Maddox’s insanity makes him extremely difficult to predict. At the start of each of his turns, roll a d6 1. Laughing fit - He laughs uncontrollably and has a disadvantage on his next attack. 2. Prophecy - He whispers a seemingly nonsensical prophecy. Until his next turn, attacks against him have disadvantage. 3. Sudden violence - He immediately makes one Demonic Crozier attack against the nearest creature. 4. False Mercy - He offers an enemy salvation. One creature within 30 feet must succeed on a DC 17 wisdom save or become frightened until the end of its next turn. 5. Divine ecstasy - He gains 10 temporary hit points. 6. The demon speaks - his voice becomes monstrous. Each creature within 15 feet must make a DC 17 Wisdom save, taking 4d6 psychic damage on a failure, or half as much on a success.

Actions

Multi-attack. Maddox makes two attacks with his Demonic Crozier, or he uses one attack and casts one cantrip.

Demonic Crozier . Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 1d8 +5 bludgeoning damage, 2d6 necrotic damage.

The Brand of the faithful . Ranged spell attack: +9 to hit, range 60ft, one creature. Hit: 4d8 necrotic damage, and the target is marked with a glowing demonic symbol until the end of Maddox’s next turn. While marked, the creature has disadvantage on saving throws against Maddox’s abilities.

Sacrificial Command. Maddox chooses one allied cultist within 60ft. The cultist immediately moves up to its speed and makes one weapon attack. The cultist then takes 3d6 psychic damage.

BEHOLD YOUR GOD. Recharge 5-6 Maddox tears open his robes, revealing the symbol of the guided ones carved into his flesh. Every creature within 30 feet must make a DC 17 Wisdom saving throw. On a failure, a creature takes 6d8 psychic damage and is frightened for 1 minute. On a success, it takes half damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns.

Whispered Prayer. (Bonus action) Maddox whispers to Bel and regains 10 hit points

Come closer, child. One creature within 30 feet that can hear Maddox must succeed on a DC 17 wisdom saving throw or be compelled to move up to 15 feet towards him.

Legendary Actions

Crozier attack. Maddox makes one demonic crozier attack

Cackle . One creature within 30 feet must succeed on a DC 17 wisdom saving throw or become frightened until the end of its next turn

General brant, the rogue killer

General brant, the rogue killer

Medium humanoid, chaotic neutral

Armor Class 25 (Unarmored Defense, holy Restriction))
Speed 60 ft., climb 60 ft.
STR
26
(+8)
DEX
30
(+10)
CON
28
(+9)
INT
16
(+3)
WIS
22
(+6)
CHA
14
(+2)
Saving Throws Str +17, Dex +19, Con +18, Wis +15
Skills Acrobatics +19, Athletics +17, Perception +24, Stealth +19
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, thunder, acid, thunder, cold
Condition Immunities Charmed, Frightened, Poisoned, Blinded, Deafened
Senses Truesight 120 ft., Passive Perception 34
Languages Common
Challenge 30 (155,000 XP)

Heavenly Restriction (The Ultimate Counter).. General brant possesses zero magical presence, making him entirely immune to any spell or effect that detects thoughts, location, or magical auras. Additionally, he cannot be granted Disadvantage on attack rolls, and creatures cannot gain Advantage on attack rolls against him.

Flawless senses. Brants hyper-acute senses allow him to track air currents and vibrations. He does not rely on sight; hiding from him using mundane or magical invisibility is impossible. He ignores the benefits of half and three-quarters cover.

Preternatural Reflexes.. Brant has three reactions per round. If he is forced to make a Dexterity saving throw to take only half damage from an effect (such as Fireball or a dragon's breath), he instead takes no damage if he succeeds, and only half damage if he fails. If a rogue uses Evasion within 60 feet of him, Toji's sheer speed allows him to immediately move up to half his speed and make one melee attack against that rogue as a free reaction.

Actions

Multiattack. Brant utilizes his Inverted Spear of Heaven or Split Soul Katana. He makes four attacks: one with the Chain of circles and three with either the Inverted Spear or Split Soul Katana.

Inverted spear of heaven. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) piercing damage plus 27 (6d8) force damage. If the target is concentrating on a spell or has any magical active magical effects (like Invisibility, Mirror Image, or Haste), those effects instantly end.

soul split katana. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) slashing damage plus 18 (4d8) necrotic damage. This attack ignores all forms of damage resistance and temporary hit points. A creature hit by this weapon cannot regain hit points until the start of brants next turn.

Chains of circle . Melee or Ranged Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 15 (2d4 + 10) slashing damage. If the target is Medium or smaller, it is Grappled (escape DC 25) and pulled directly into an unoccupied space adjacent to brant.

Reactions

Immaculate aim. When a creature misses Toji with a ranged or melee weapon attack, Toji can immediately move up to 20 feet without provoking opportunity attacks and make one melee attack against the attacker.

Reflection. When Toji is hit by a ranged weapon attack, the damage he takes from the attack is reduced by 1d10 + 40. If the damage is reduced to 0, Toji catches the projectile and throws it back at the attacker or another target within 60 feet (+19 to hit, 2d10+10 damage).

Legendary Actions

Ghost step. Toji moves up to his speed without provoking opportunity attacks.

Strike. Toji makes one weapon attack.

Unleash spirits (Costs 2 Actions). Toji releases a swarm of glowing spirits into a 30-foot radius centered on himself. The area becomes heavily obscured for all creatures except Toji until the end of his next turn.

Mythic Actions: Phase 2 (The Sorcerer Killer Unleashed). When Toji is reduced to 0 hit points, he doesn't die. Instead, his Heavenly Restriction pushes his physical form past its limits. He resets to 450 hit points, clears all negative conditions, and immediately uses his glowing spirits. For the next hour, he gains access to his Mythic Actions.

Glowing spirit Distraction (mythic action). Toji floods the battlefield with hundreds of small curses. Every creature within 60 feet of Toji must make a DC 25 Constitution saving throw or be Blinded and Deafened by the swarming entities until the start of Toji's next turn.

Perception Blitz (Costs 2 Actions) (mythic action). Toji moves with such extreme speed that he effectively teleports up to 60 feet to an unoccupied space next to a creature. He then makes two attacks with the Split Soul Katana. If both attacks hit, the target must succeed on a DC 25 Constitution saving throw or be Stunned until the end of their next turn.

Nowhere to Run (Costs 3 Actions) (mythic action) . Toji swings the Inverted Spear of Heaven attached to the endless Chain of Circles in a massive 60-foot cone. Every creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) force damage on a failed save, or half as much on a successful one. Features like Evasion cannot be used against this saving throw.

Grukhal Bonebreaker, Hill Giant

Grukhal Bonebreaker, Hill Giant

Huge giant, chaotic evil

15 ft tall. On the lowks, ugly as hell

Armor Class 16 (Scavenged plate scraps)
Hit Points 126 (12d12 + 48)
Speed 40 ft.
STR
21
(+5)
DEX
8
(-1)
CON
18
(+4)
INT
6
(-2)
WIS
10
(+0)
CHA
8
(-1)
Saving Throws Str +8, Con +7
Skills Athletics +8
Senses passive Perception 10
Languages Common
Challenge 5 (1,800 XP)

Bloodied Fury. The first time Grukhal drops to 63 HP or fewer, he roars in a rage. His speed increases to 50 ft. for the rest of the fight.

Actions

Multiattack. Grukhal makes two Greatclub attacks or two Rock attacks

Greatclub.. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Warlord's Bellow (Recharge 10).. Grukhal bellows in a 30-ft. cone. Each creature in the area must make a DC 15 Constitution saving throw. On a failure, a creature takes 7 thunder damage and is frightened until the end of its next turn. On a success, it takes half damage and isn't frightened.

Legendary Actions

Ground Slam (Costs 1 Action).. Grukhal stomps. Each creature within 10 ft. must succeed on a DC 16 Strength saving throw or take 4 bludgeoning damage and be knocked prone.

Snatch and Hurl (Costs 2 Actions).. Grukhal targets one Medium or smaller creature within 10 ft. That creature must succeed on a DC 16 Strength saving throw or be grabbed and thrown up to 20 ft. in a direction of Grukhal's choice. It takes 5 bludgeoning damage and lands prone.

Picket Ship

Large construct, any alignment

Ship stat block for SW5e

Armor Class 9 (Deflection)
Hit Points 45 (7d10+7)
Speed 350ft/200ft turning
STR
14
(+2)
DEX
14
(+2)
CON
12
(+1)
INT
10
(+0)
WIS
14
(+2)
CHA
8
(-1)
Saving Throws Con +3, Wis +4
Skills Maneuver +4, Probe +2, Scan +4
Senses Passive Scan 10
Languages Common
Challenge 1 (200 XP)

Quick Charge Shields. 30 shield points, regen 15, 7 shield dice

Actions

Laser Cannon (All Arcs). +4 Ranged (1000/4000), 1d10+2 energy damage, Overheat 4, Power

Tractor Beam (Forward Arc). Each ship or object of your size or smaller within 600ft in the firing arc must make a Strength saving throw (DC 12). On a failed save, a ship is tractored. An object automatically fails this saving throw. As a bonus action, a crewmember can move a tractored ship or object in any direction. A ship or object two or more sizes smaller than you can be moved up to 200 feet, a ship or object one size category smaller than you can be moved up to 100 feet, and a ship or object your size can be moved up to 50 feet. If at the end of this movement the ship or object strikes another ship or object, it must make a Dexterity saving throw. An object automatically fails this saving throw. On a failed save, they both take 1d4 kinetic damage. As an action, a crewmember at the helm of the tractored ship can repeat the saving throw, ending the effect on a success. The saving throws are made with disadvantage if the ship is smaller than you. If you attempt to tractor a ship or object larger than you, you can choose to gain the tractored condition and move yourself. You can end the tractor beam at any time (no action required).

Arc Trooper

Arc Trooper

Medium humanoid, lawful good

Advanced Recon Commando

Armor Class 14
Hit Points 34
Speed 45 ft
STR
14
(+2)
DEX
18
(+4)
CON
16
(+3)
INT
12
(+1)
WIS
14
(+2)
CHA
12
(+1)
Languages Common
Challenge 1 (200 XP)

Clone Wars Veteran. The ARC Trooper has advantage on Initiative rolls and cannot be surprised while conscious.

Rigorous Training . The ARC ignores the first instance of being frightened, charmed, or intimidated each combat.

Combat Instincts . Once each turn, after moving at least 10 feet, the ARC Trooper gains one of the following benefits: • Advantage on its next attack. • +2 AC until the start of its next turn. • Ignore half and three-quarters cover on its next ranged attack.

Jet Pack Training. ARC troopers can fly as part of their movement

Actions

Dual DC-17 Blaster Pistols. +7 to hit Range 60/180 ft. Hit: 1d8 + 4 Energy Damage If both pistol attacks hit the same target during the turn, the target cannot take reactions until the start of the ARC Trooper's next turn.

DC-15A Blaster Carbine. +7 to hit Range 100/300 ft. Hit: 1d10 + 4 Energy Damage

Multi Attack. The ARC Trooper makes two DC-17 Blaster Pistol or DC-15A Carbine attacks, in any combination.

Vibro Knife. +6 to hit Reach 5 ft. Hit: 2d4 + 4 Piercing Damage

EMP Grenade (BA). Range 60 ft. 10-foot radius Creatures: Constitution Save DC 15 Droids: Constitution Save DC 15 with disadvantage. Failure: • 3d8 Lightning Damage • Cannot take reactions until the end of its next turn.

Tactical Reposition (BA). Move up to 15 feet. This movement does not provoke opportunity attacks.

Wartime Inspiration (BA). Choose one allied Republic soldier within 30 feet. That ally may immediately: • Move up to half its speed, or • Gain advantage on its next attack before the end of its next turn.

Reactions

Combat Reflexes. When a hostile creature moves within 20 feet of the ARC Trooper, make one ranged or melee weapon attack against that creature.

Cover Fire. When an ally within 20 feet is targeted by a ranged attack, impose disadvantage on that attack. Once per round.

BX Series Commando Droid

BX Series Commando Droid

Medium, lawful evil

Armor Class 16
Hit Points 32
Speed 60 ft
STR
12
(+1)
DEX
20
(+5)
CON
14
(+2)
INT
16
(+3)
WIS
10
(+0)
CHA
8
(-1)
Saving Throws Dex +8, Constitution +5, Intelligence +4
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)

Tactical Processor . Advantage on initiative rolls

Infiltration Programming . Advantage on Stealth Checks and Deception Checks

Agile Chassis. Opportunity Attacks are made with disadvantage

Combat Analysis . The first time each turn the BX misses a creature, its next attack against that creature gains advantage. Once Per Round

Self Preservation Protocol (L). The first time the BX would be reduced to 0 HP, it instead drops to 1 HP. Immediately: • Move full speed • Use Combat Leap. • Make one weapon attack. Once per encounter.

Actions

Multi Attack. Make 2 attacks with the E-5 Blaster Carbine (1d8 + 5) Range 50/250 ft, +8 to hit

Vibro Sword. +8 to hit, reach 5ft 2d6 +5 slashing damage

Wrist Dart Launcher (Recharge 5-6). 30 ft range DC 15 Constitution save, on failure creature takes 2d6 piercing and 2d6 poison damage, on a save take half damage.

Thermal Detonator . Range 60 ft. 15-foot radius. Dexterity Save DC 15. Failure- 5d6 Explosive Damage Success- Half damage.

Combat Leap (BA). Jump up to 20 feet in any direction. This movement ignores difficult terrain and does not provoke opportunity attacks.

Cloaking Burst (Recharge 6). Becomes invisible until it attacks or start of its next turn

Reactions

Uncanny Dodge . When hit by a melee attack, reduce the damage by 1d10 + 5 If reduced to 0 damage, the BX may immediately move 10 feet.

Counter Strike . When a creature misses the BX with a melee attack, the BX makes one Vibrosword attack against that creature.

Ice Beast

Ice Beast

Huge fiend, chaotic evil

Armor Class 16 (natural)
Hit Points 126 (12d12 + 48)
Speed 40 ft., Fly 60 ft. (hover)
STR
19
(+4)
DEX
12
(+1)
CON
18
(+4)
INT
11
(+0)
WIS
14
(+2)
CHA
12
(+1)
Saving Throws Str +7, Con +7, Wis +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Condition Immunities Charmed, Frightened, Frozen, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal
Challenge 7 (2,900 XP)

Frigid Aura. Any creature that starts its turn within 10 feet of the Beast takes 3 (1d6) cold damage and has its speed reduced by 10 feet until the start of its next turn.

Deep Freeze. The Beast’s cold abilities inflict Chill. When a creature is hit by an attack or fails a saving throw against an ability that causes Chill, it gains 1 stack of Chill. If a creature reaches 3 stacks of Chill, it becomes Petrified (frozen in solid ice) until the end of its next turn. All stacks are lost when the creature is frozen or if it takes no cold damage for 1 minute or if they take fire damage.

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

Glacial Fissure Intermission (Triggered at 84 HP and 42 HP). When the Beast is reduced to these health thresholds, it immediately shifts phases: It becomes immune to all damage and flies 40 feet into the air, out of melee reach. It summons 3 Ice Clan Imps (use Ice Mephit stats) into the arena. At the start of its next turn, it unleashes a Frost Wave (see Legendary Actions).The intermission ends, and its damage immunity vanishes, as soon as all 3 minions are destroyed.

Actions

Multiattack. The Beast makes two attacks: one with its Frozen Swing and one with its Slam.

Frozen Swing. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) cold damage. The target must succeed on a DC 15 Constitution saving throw or gain 1 stack of Chill.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Freezing Breath (Recharge 5–6). The Beast exhales a blast of freezing wind in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 27 (6d8) cold damage and gains 2 stacks of Chill. On a successful save, a creature takes half as much damage and gains 1 stack of Chill.

Legendary Actions

Move. The Beast moves up to its speed without provoking opportunity attacks.

Icicle Impact (Costs 2 Actions). The Beast leaps or flies up and slams down at a point it can see within 30 feet. Each creature within 10 feet of that point must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) piercing damage from exploding icicles and gain 1 stack of Chill.

Frost Wave (Costs 3 Actions; Only Available During Intermission. The Beast sweeps a 15-foot-wide, 60-foot-long line of crushing ice across the floor. Creatures in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) cold damage and being knocked prone on a failure. A creature that succeeds takes half damage and isn't knocked prone.

Plague Monk Censer-Bearer

Plague Monk Censer-Bearer

Medium humanoid, chaotic neutral

A Plague Censer-Bearer is a suicidal Skaven religious fanatic of Clan Pestilens, warriors chosen from amongst the ranks of the Plague Monks to wield a Plague Censer into battle as a reward for their unquestioning devotion to their faith and cause.

Armor Class 16
Hit Points 60 (6d10+6)
Speed 25 ft.
STR
13
(+1)
DEX
15
(+2)
CON
20
(+5)
INT
11
(+0)
WIS
13
(+1)
CHA
18
(+4)
Saving Throws Dex +7, Con +10, Cha +7
Skills Sleight of Hand +3, Stealth +3
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Poisoned, Disease, Frightened, Charmed
Senses Darkvision 60 ft., Passive Perception 14
Languages Queekish, Common (Reikspiel)
Challenge 2 (450 XP)

Warpstone Incense. Creatures that enter or start their turn within 15ft of the Plague Monk have to make a DC 14 Con save. On failure, the creature begins to suffocate, becomes Poisoned, and may contract a terrible warp-infused disease. On success, nothing.

Pain Immunity. Have advantage on Constitution saving throws.

Actions

Multiattack. The Censer-bearer makes two flail attacks.

Plague Censer (Flail). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) Bludgeoning/Piercing damage + 6 (2d6) Acid damage.

Zealous Furry. The Plague Monk swings wildly with their flail all around them. Make 4 attacks at random targets (even at friendly creatures) within 10ft of the Plague Monk with a +3 to hit. Creatures within 15 feet make a DC 14 Constitution save. On failure, take 2d6 Acid dmg, become Poisoned and begin Suffocating. On success, half dmg and no Poisoned or Suffocation.

Daemonette of Slaanesh

Daemonette of Slaanesh

Medium fiend, chaotic evil

A Daemonette, known also as one of the "Children of Slaanesh," the "Debauched Ones," the "Bringers of Joyous Degradation" and the "Decadent Seekers," is a Lesser Daemon of Slaanesh, the Chaos God of pleasure and pain, and the most numerous of all the Dark Prince's servants.

Armor Class 16
Hit Points 32 (3d10+2)
Speed 40 ft.
STR
10
(+0)
DEX
15
(+2)
CON
12
(+1)
INT
10
(+0)
WIS
8
(-1)
CHA
14
(+2)
Saving Throws Dex +6, Cha +6
Skills Acrobatics +6, Stealth +6, Performance +6, Persuasion +6
Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
Senses passive Perception 15
Languages Dark Tongue (Infernal), Common (Reikspeil)
Challenge 2 (450 XP)

Evasion. If the Daemonette is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Daemonette instead takes no damage on a successful save and half damage on a failed save.

Fluid Movement. The first attack roll each round against the Daemonette is at disadvantage as it moves in odd and unnatural ways. The ability resets at the end of the Daemonette's turn.

Hypnotic Glamour. When seeing the Daemonette for the first time, make a DC 15 Wisdom save. On failure, you become enamored with the Daemonette and cannot take hostile actions against it. You may re-roll the save at the start of your turn or an ally can assist you on their turn. If the Daemonette attacks you, you immediately “succeed” the save. On success, the Daemonette’s glamour has no effect on you and you see the true grotesque nature of its appearance.

Actions

Multiattack. The Daemonette makes two Rend attacks.

Rend. Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Slashing damage. Target must also make a DC 14 Constitution saving throw or gain the Bleeding trait.

Exalted Daemonette of Slaanesh

Exalted Daemonette of Slaanesh

Medium fiend, chaotic evil

None can say what unearthly delights an Exalted Daemonette is believed to bring to the soul, but, upon the reeking field of battle, pain is the gift they bring. When a battle is done, Exalted Daemonettes stride amongst the fallen and bring their souls to Slaanesh's palace in the Realm of Chaos

Armor Class 18
Hit Points 58 (5d12+4)
Speed 40 ft.
STR
13
(+1)
DEX
18
(+4)
CON
13
(+1)
INT
12
(+1)
WIS
10
(+0)
CHA
16
(+3)
Saving Throws Dex +8, Cha +7
Skills Acrobatics +8, Stealth +8, Performance +7, Persuasion +7
Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
Condition Immunities Charmed, Poisoned
Senses Passive Perception 17
Languages Dark Tongue, Common (Reikspeil)
Challenge 4 (1,100 XP)

Evasion. If the Exalted Daemonette is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Exalted Daemonette instead takes no damage on a successful save and half damage on a failed save.

Fluid Movement. The first attack roll a creature makes against the Exalted Daemonette is at disadvantage as it moves in odd and unnatural ways.

Hypnotic Glamour. When seeing the Exalted Daemonette for the first time, make a DC 17 Wisdom save. On failure, you become enamoured with the Daemonette and cannot take hostile actions against it. You may re-roll the save at the start of your turn, or an ally can assist you on their turn. If the Daemonette attacks you, you immediately “succeed” the save. On success, the Daemonette’s glamour has no effect on you, and you see the true grotesque nature of its appearance.

Actions

Multiattack. The Exalted Daemonette makes three Rend attacks.

Rend. Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) Slashing damage. Target must also make a DC 14 Constitution saving throw or gain the Bleeding trait.

Fiend of Slaanesh

Fiend of Slaanesh

Large fiend, chaotic evil

Fiends of Slaanesh are base creatures that, when they enter the mortal world, scour the Chaos Wastes in search of victims (innocent or otherwise) to torment. Barely above the mutated mortal predators that share the same grounds in terms of intellect, these bestial Daemons are vicious omnivores, taking great pleasure in sampling the flesh of their still-living victims

Armor Class 16
Hit Points 66 (6d10+4)
Speed 45 ft.
STR
15
(+2)
DEX
18
(+4)
CON
15
(+2)
INT
9
(-1)
WIS
10
(+0)
CHA
12
(+1)
Saving Throws Dex +8
Skills Acrobatics +8, Sleight of Hand +8, Stealth +8
Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
Senses Passive Perception 15
Languages Understands Dark Tongue but cannot speak
Challenge 4 (1,100 XP)

Evasion. If the Fiend is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Fiend instead takes no damage on a successful save and half damage on a failed save.

Fluid Movement. The first two attack rolls each round against the Fiend are at disadvantage as it moves in odd and unnatural ways. Resets at the end of the Fiend's turn.

Actions

Multiattack. The Daemonette makes three Rend attacks or two Rend attacks and one Stinger attack.

Rend. Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 12 (1d8+4) Slashing damage. Target must also make a DC 16 Constitution saving throw or gain the Bleeding trait.

Stinger (Recharge 5-6). The Fiend makes an attack roll (+6 to hit) at a target within 15ft with its large stinger. Target takes 1d10+4 Piercing damage and must make a DC 14 Constitution saving throw or become paralyzed.

Albino Stormvermin

Albino Stormvermin

Medium humanoid, lawful neutral

The Albino Stormvermin are among the greatest and most disciplined military forces within the Under-Empire, selected at birth for their albino colouration and trained by the Council of Thirteen to be near-incorruptible and loyal bodyguards.

Armor Class 18
Hit Points 65 (5d12+5)
Speed 35 ft.
STR
16
(+3)
DEX
18
(+4)
CON
16
(+3)
INT
12
(+1)
WIS
15
(+2)
CHA
12
(+1)
Saving Throws Str +6, Dex +9, Con +6, Wis +6
Skills Athletics +8, Perception +6, Intimidation +6
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 15
Languages Queekish, Common (Reikspiel)
Challenge 4 (1,100 XP)

Rat Vanguard. When Albino Stormvermin first enter into melee range of a hostile creature, they may use their reaction to make two attack rolls at an enemy.

Loyal Bodyguards. Can use their reaction to parry an attack made at their master if they are within 10ft of their master. The parry increases the target's AC by 5.

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

Keen Smell. The Albino Stormvermin has Advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The Albino Stormvermin makes three attacks with the current melee weapon or one melee weapon attack and one crippling strike.

Shortsword + Shield. Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 10 (1d6+4). Slashing damage. As a bonus action, can make a shield bash attack: +8 to hit, reach 5ft., one target. Hit: 5 (1d4+3) Bludgeoning damage, DC 15 strength save or be pushed 5 ft., away from the Stormvermin.

Halberd. Melee Attack Roll: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12+4) Slashing damage.

Staggering Strike (Recharge 4-6). The Albino Stormvermin makes a devastating strike upon one target within melee weapon range. Upon a hit, the target makes a DC 15 Strength save or becomes Staggered. The attack also does an additional 2d6 damage.

Stormvermin

Stormvermin

Medium humanoid, chaotic neutral

The Stormvermin are the dark brown or black-furred elite of Skaven military might. Stormvermin are, to an individual, larger than the average Skaven, well-muscled, and proficient in the use of various weapons and armour. They are aggressive by nature and prone to overt displays of prowess to intimidate those around them.

Armor Class 16
Hit Points 40 (4d10+4)
Speed 30 ft.
STR
13
(+1)
DEX
16
(+3)
CON
14
(+2)
INT
10
(+0)
WIS
12
(+1)
CHA
10
(+0)
Saving Throws Str +3, Dex +5, Con +4, Wis +3
Skills Athletics +3, Perception +3
Senses Darkvision 120 ft., Passive Perception 13
Languages Queekish, Common (Reikspiel)
Challenge 2 (450 XP)

Rat Vanguard. When Stormvermin first enter into melee range of a hostile creature, they may use their reaction to make an attack.

Keen Smell. The Stormvermin has Advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The Stormvermin has Advantage on an attack roll against a creature if at least one of the Stormvermin's allies is within 5 feet of the creature and that ally isn't Incapacitated.

Actions

Multiattack. The Stormvermin makes two attacks with whichever weapon they are currently wielding.

Shortsword + Shield. Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3). Slashing damage. As a bonus action, can make a shield bash attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4+1) Bludgeoning damage, DC 13 strength save or be pushed 5 ft., away from the Stormvermin.

Halberd. Melee Attack Roll: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) Slashing damage.

Keep Fighting. The Stormvermin shouts out and attempts to embolden Clanrats and even Slave rats around them. Clanrats and Slaverats within 60ft get +2 to hit, +5ft of movement. Additionally, any Clanrats or Slaverats currently affected by cowardly have the condition removed; they do not receive the previously mentioned buffs.

Gor

Gor

Medium humanoid, chaotic evil

Gors are among the most common and numerous breeds of the mutant Beastmen race. Large, powerful, and numerous, they form the spine of all the warherds living within the entirety of the wider world of Mallus today. Whilst their appearance varies a great deal, they all nonetheless combine some animalistic features with those of Mankind. Yet, it is the horns that all Gors possess that separate them from other lesser breeds of Beastmen.

Armor Class 14
Hit Points 36 (3d12+4)
Speed 35 ft.
STR
15
(+2)
DEX
13
(+1)
CON
14
(+2)
INT
8
(-1)
WIS
14
(+2)
CHA
8
(-1)
Saving Throws Str +4, Con +4
Skills Athletics +4, Perception +4, Stealth +3
Senses Darkvision 60 ft., Passive Perception 14
Languages Beast Tongue (Broken Dark Tongue)
Challenge 1 (200 XP)

Keen Smell. The Gor has Advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The Gor has Advantage on an attack roll against a creature if at least one of the Gor's allies is within 5 feet of the creature and that ally isn't Incapacitated.

Actions

Multiattack. The Gor makes two attacks: Either Dual Handaxe or Battleaxe attacks

Dual Handaxes. Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 9 (2d8+2) Slashing damage.

Battleaxe. Melee Attack Roll: +4 to hit, reach 10 ft., one target. Hit: 6 (1d10+2) Slashing damage, target makes a DC 14 Con save or becomes Bleeding.

Rallying Cry. The Gor inspires nearby Brays and Ungors by blasting a warhorn or producing a low guttural howl. Brays and Ungors within 60 ft. of the Gor gain +2 to hit and 2d4+2 temp HP.

Horn Charge. The Gor leans over and charges at an enemy using up to their full movement. Target makes a DC 14 Dex save and, on failure, takes 2d8+2 Bludgeoning Dmg and now must make a DC 16 Str save or become prone.

Norscan Berserker

Norscan Berserker

Medium humanoid, chaotic evil

Marauder Berserkers are driven by one thing alone: a lethal intent to inflict unparalleled brutality upon their enemies. Like all Marauders, they are unrelenting combatants who habitually take what their own lands cannot provide from lesser men, but are set apart by their bizarre pre-battle rituals and unequalled fanaticism for killing. They immerse themselves in a psychotic state of mind before a fight, always consuming vast quantities of beer and indulging in head-butting contests prior to entering the battlefield. Once they see their enemies, they attack without regard for their own lives, wild-eyed and frothing at the mouth. Upon reaching their target, the Berserker turns into a human whirlwind – with an axe in each hand, he spins, chops, and dismembers with a strength only achievable by a madman.

Armor Class 12
Hit Points 30 (3d10+3)
Speed 35 ft.
STR
14
(+2)
DEX
14
(+2)
CON
16
(+3)
INT
7
(-2)
WIS
6
(-2)
CHA
6
(-2)
Saving Throws Str +5, Con +6
Skills Athletics +5, Intimidation +4
Senses passive Perception 9
Languages Norscan, Common (Reikspiel)
Challenge 1 (200 XP)

Aggressive. As a bonus action, the Norscan Berserker Hunter can move up to its speed toward a hostile creature it can see.

Reckless. At the start of its turn, the Norscan Berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage.

Bloodied Frenzy. While Bloodied, the Berserker has Advantage on attack rolls and saving throws. When they enter this state, they may use a Reaction to make 1 attack at an enemy within range. Attacks against the Berserker have advantage.

Actions

Multiattack. The Norscan Berserker makes two attacks: two Dual-wield hadaxe attacks or two Greataxe attacks.

Dual-wield Handaxes. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6+2) Piercing damage.

Battleaxe. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d10+2) Slashing damage.

Second Wind. The Norscan Berserker channels their inner fury to keep fighting, and they regain 2d10+3 HP.

Norscan Marauder Hunter

Norscan Marauder Hunter

Medium humanoid, chaotic evil

Marauder Hunters are those among the Norscan tribes who, facing exile in the cold and barren lands of the north, have become adept at hunting the monstrous beasts of that rugged land to sustain themselves

Armor Class 11 (Leather or Fur Armour)
Hit Points 20 (2d10+2)
Speed 35 ft.
STR
13
(+1)
DEX
14
(+2)
CON
15
(+2)
INT
10
(+0)
WIS
14
(+2)
CHA
7
(-2)
Saving Throws Dex +5, Con +3
Skills Athletics +3, Perception +5, Stealth +5
Senses passive Perception 14
Languages Norscan, Common (Reikspiel)
Challenge 1 (200 XP)

Sure-Footed. The Norscan Marauder Hunter has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Aggressive. As a bonus action, the Norscan Marauder Hunter can move up to its speed toward a hostile creature it can see.

Brutal Ambush. When the Marauder Hunter attacks from stealth or attacks a target that has their back turned, they get advantage on the attack. The attack also crits on 18-20 for stealth attacks and 19-20 for flank attacks.

Actions

Javelins. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., range 30ft/120ft., one target. Hit: 6 (1d6+3) Piercing damage.

Handaxes. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., range 20ft/60ft., one target. Hit: 6 (1d6+3) Piercing damage. Can make an additional melee attack as a bonus action if dual-wielding.

Brutal Throw. The Norscan Marauder Hunter winds up to throw their weapon with primal fury, to take a ranged attack at -5. If that attack hits, they deal an additional +10 to the attack's damage

Corrupted Giant Bat

Corrupted Giant Bat

Large beast, unaligned

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

Armor Class 15 (Natural Armor)
Hit Points 25 (4d10)
Speed 10 ft., fly 60 ft.
STR
15
(+2)
DEX
16
(+3)
CON
11
(+0)
INT
2
(-4)
WIS
12
(+1)
CHA
6
(-2)
Saving Throws Con +2
Damage Resistances Vulnerable to Psychic damage.
Senses Blindsight 60 ft., Passive Perception 11
Challenge 1 (200 XP)

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

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

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

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

Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 1d6 + 2 piercing damage.

Claw Multiattack. 2 Melee Weapon Attacks: +4, reach 5 ft. Hit: 1d6 piercing damage.

Swarm of Corrupted Bats

Swarm of Corrupted Bats

Medium Swarm of Tiny Beasts, unaligned

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

Armor Class 14 (Natural Armor)
Hit Points 22 (5d8)
Speed 0 ft., fly 30 ft.
STR
5
(-3)
DEX
15
(+2)
CON
12
(+1)
INT
2
(-4)
WIS
12
(+1)
CHA
4
(-3)
Saving Throws Con +3
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses Blindsight 60 ft., Passive Perception 11
Challenge 1 (200 XP)

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

Corrupted Hide. The skin and fur is leathery, bristling with spikes or dripping with slippery ichor. The Swarm of Corrupted Bats’ Armor Class has increased by 2.

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

Echolocation. The swarm can't use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +4, reach 0 ft., one creature in the swarm's space. Hit: 2d6 piercing damage, or 1d6 piercing damage if the swarm has half of its hit points or fewer.

Mummering Elk

Mummering Elk

Large construct, neutral

Huge, majestic elk whose hooves cause the ground to whisper. Seeing one is a blessing: hearing the whispers..... are a warning. Diet: plants, flowers, and clovers Predators: Wolfs, bears, cougars and tigers behavior: majestic, head strong, skittish reproduction: they mate with the other mummering deer (female) the deer can have about 1-2 babies. as babies they are called calves. The have faint glow as they are just born but as they grow up, they gain their signature white glow and whispers. the whispers are of the dead or ancient gods/goddesses talking.

Armor Class 10
Speed 60ft.
STR
16
(+3)
DEX
16
(+3)
CON
14
(+2)
INT
13
(+1)
WIS
10
(+0)
CHA
5
(-3)
Saving Throws Str+4, Dex+2, Con+1, Int+2, Wis+2, Cha+1
Senses passive Perception 10
Languages Common
Challenge 4 (1,100 XP)

Magic Resistance. The {name} has advantage on saving throws against spells and other magical effects.

Fey Ancestry. The {name} has advantage on saving throws against being charmed, and magic can't put the {name} to sleep.

Reactions

Deflect Missiles. The {name} can deflect or catch a missile when hit by a ranged weapon attack. The damage is reduced by [X]. If reduced to 0, the {name} catches the missile and can spend [X] ki to throw it back with a ranged attack.

Misty Escape. When the {name} drops to 0 hit points outside its resting place, it doesn't die. Instead, it transforms into a cloud of mist, takes 0 damage, and moves at its speed toward its resting place, where it reverts and is Stunned for [X] hours. It can't transform again until it finishes a long rest there.

Moss Serpent

Moss Serpent

Medium beast, neutral

Moss serpents are snake covered in moss that blooms tiny flowers when calm but releases toxic spores when threatened. mostly slithering from tree to tree they sometimes hunt on the ground. Behavior: shy, calm, and non-aggressive Diet: Small mammals and birds but due to size can eat bigger animals

Armor Class 10
Hit Points 25
Speed 30 ft.
STR
15
(+2)
DEX
16
(+3)
CON
10
(+0)
INT
14
(+2)
WIS
14
(+2)
CHA
8
(-1)
Saving Throws STR+1, Dex+3, Con+2, Int+2, Wis+3, Cha+1
Skills Stealth+10
Damage Immunities poison
Senses passive Perception 10
Languages none
Challenge 3 (700 XP)

Nimble Escape. The {name} can take the Disengage or Hide action as a bonus action on each of its turns.

Aggressive. As a bonus action, the {name} can move up to its speed toward a hostile creature it can see.

Sneak Attack. Once per turn, the {name} deals an extra [X] ([NdM]) 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 {name} that isn't incapacitated and the {name} doesn't have disadvantage on the attack roll.

Assassinate. During its first turn, the {name} has advantage on attack rolls against any creature that hasn't taken a turn. Any hit against a surprised creature is a critical hit.

Actions

Bite. Melee Weapon Attack: +[bonus] to hit, reach 5 ft., one target. Hit: [avg] ([NdM + W]) piercing damage.

Multiattack. The {name} makes [number] attacks: [list of attacks].

Constrict. Melee Weapon Attack: +[bonus] to hit, reach 5 ft., one creature. Hit: [avg] ([NdM + W]) bludgeoning damage, and the target is grappled (escape DC [X]). Until this grapple ends, the target is restrained.

Swallow. The {name} makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, has total cover against attacks and other effects outside the {name}, and takes [avg] ([NdM]) [type] damage at the start of each of the {name}'s turns. The {name} can have only one creature swallowed at a time. If the {name} dies, a swallowed creature is no longer restrained and can escape from the corpse using [X] feet of movement, exiting prone.

Ifrit, Lord of the Inferno

Ifrit, Lord of the Inferno

Huge elemental, lawful evil

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

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

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

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

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

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

Magic Weapons. Ifrit’s natural weapons are magical.

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

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

Actions

Multiattack. Ifrit makes two claw attacks

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

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

Legendary Actions

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

Fire I. Ifrit innately casts fire bolt.

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

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

Shale, The stone wyrm king

Shale, The stone wyrm king

Huge Orium Dragon, neutral good

Created and fathered by the Val'Kar, Shale is a great dragon of the Mountains. Protector of the Titian's crown, he serves his mountain lands and dragon gods. Protector of the Mountains, Leader of the Wyrms, and Breaker of the winds.

Armor Class 24 (Good Luck Mate)
Speed 40 ft., burrow 50 ft., climb 30 ft.
STR
22
(+6)
DEX
12
(+1)
CON
22
(+6)
INT
17
(+3)
WIS
17
(+3)
CHA
15
(+2)
Saving Throws Str +12, Con +11, Wis +8
Skills Athletics +12, Perception +8
Damage Resistances Fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned, prone
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 18
Languages Common, Celestial, Elfish, and Dragonic
Challenge 15 (13,000 XP)

Stone king. While Shale is touching stone, he cannot be forcibly moved unless he chooses to be. He also has advantage on Strength and Constitution saving throws while standing on stone.

Tremorsense Hunter. Shale automatically knows the location of any creature touching the same stone surface within 120 feet. Invisibility doesn't hide you from him.

Siege Monster. Shale deals double damage to structures and objects. The Labyrinth walls are not protection.

Royal Stone Plates. Shale's body is covered in enormous overlapping stone scales. Critical hits against Shale become normal hits. However, whenever Shale takes thunder damage, this protection shuts off until the beginning of his next turn.

Actions

Multiattack. Shale makes two attacks: one Bite and one Tail Slam or one Bite and one Crushing Coil.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft. Hit: 24 (3d10 + 7) piercing damage. The target must succeed on a DC 20 Strength save or be pushed 10 feet.

tail whip. Melee Weapon Attack: +12 to hit, reach 20 ft. Hit: 20 (3d8 + 7) bludgeoning damage. The target must make a DC 20 Strength save. On a failure, it is knocked prone and pushed 15 feet. If the creature strikes a wall or solid structure, it takes an additional 7 (2d6) bludgeoning damage.

Crushing coil. Melee Weapon Attack: +12 to hit, reach 10 ft. Hit: 23 (3d10 + 7) bludgeoning damage. The creature becomes grappled and restrained. Escape DC: 20 While restrained, the creature takes 14 (2d6 + 7) bludgeoning damage at the start of each of its turns. Shale can restrain only one creature this way at a time.

Legendary Actions

King's Burrow. Shale crashes beneath the stone floor and burrows up to 50 feet. He then erupts violently from the ground. Creatures within 15 feet of the eruption must make a DC 19 Dexterity saving throw. Failure: 27 (6d8) bludgeoning damage, knocked prone, and thrown up to 10 feet. Success: Half damage and no knockdown. Shale does not provoke opportunity attacks during this movement.

Shale's Earthshatter. Recharge 5–6 Shale slams his body into the Labyrinth floor. Every creature within 30 feet must make a DC 19 Dexterity saving throw. On a failure: 31 (7d8) bludgeoning damage and the creature falls prone. On a success: Half damage. Additionally, Shale creates three 10-foot sections of broken terrain within 60 feet. Those areas become difficult terrain. Now he's physically rewriting the battlefield.

Roar of the Stone King. Recharge 6 Shale releases a thunderous roar that resonates through every Labyrinth wall. Creatures of Shale's choice within 60 feet must make a DC 18 Constitution saving throw. On failure: 27 (6d8) thunder damage and the creature is stunned until the end of its next turn. Success: Half damage and no stun. Any normal stone object or structure in the area also cracks or shatters.

Kieran Thornberry

Medium Human, neutral good

Beast Master Ranger

Armor Class 17 (Scalemail)
Hit Points 36 (4d10)
Speed 30 ft.
STR
16
(+3)
DEX
16
(+3)
CON
14
(+2)
INT
8
(-1)
WIS
12
(+1)
CHA
10
(+0)
Saving Throws Str +5, Dex +5
Skills Animal Handling +3, Athletics +5, Intimidation +2, Nature +1, Stealth +5, Survival +3
Senses Passive Perception 11
Languages Common & Orcish
Challenge 4 (1,100 XP)

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

Inventory. 50 Feet of Hemp Rope, Backpack, Bedroll, Mess Kit, Tinderbox, Torch (x10), Ration (x10 Days), Waterskin

Spellcasting. The Kieran Thornberry is a 1-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).

1st level: Cure Wounds, Hunter’s Mark, Speak with Animals

Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Medium Armor Master. Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. Also when you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Favored Enemy. You have advantage on Wisdom (Survival) checks to track humanoids, as well as on Intelligence checks to recall information about them. You choose one additional favored enemy at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer. While traveling for an hour or more in an urban area, you gain the following benefits. Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.

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

Primeval Awareness. Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Ability Score Improvement. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Actions

Dagger. 1d4+5, +5 to hit. Finesse, Thrown (20/60), Light

Longsword. 1d8+5, +5 to hit. Versatile (1d10)

The Mason

The Mason

Medium elemental, neutral evil

A completely normal soldier from the outside. But, try to fight him, and you'll soon find yourself fighting with the a creature made entirely out of sand and magic

Armor Class 15 (Natural Armor)
Hit Points 117 (18d8 + 36)
Speed 60 ft., burrow 30ft., fly 30ft. (hover)
STR
10
(+0)
DEX
16
(+3)
CON
12
(+1)
INT
7
(-2)
WIS
14
(+2)
CHA
12
(+1)
Saving Throws Dex +6
Skills Perception +5, Stealth +6
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60ft., tremorsense 60ft., passive Perception 10
Languages Auran, Terran
Challenge 3 (700 XP)

Sand Form. The Mason can move through a space as narrow as 1 inch wide without squeezing. In addition, the Mason can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must succeed on a DC Constitution saving throw. A creature that ends its turn inside the Mason's space must also make the saving throw. On a failed save, a creature is blinded for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the blindness on a success.

Dispersal. As a bonus action, the Mason can disperse or end its dispersal. While dispersed, the Mason is Gargantuan, its space is lightly obscured, enemies have disadvantage on attack rolls against it, and it is indistinguishable from a cloud of dust, but it cannot make attacks and it automatically fails strength saves and ability checks.

Glass. If the Mason takes more than 15 fire damage at once, it partially glasses; its speed is reduced by 5ft for 1 minute.

Mud. If the Mason is hit by no less than 1kg of water or any other liquid, it partially solidifies; it has disadvantage on Strength and Constitution saving throws and ability checks for 1 minute.

Undetectable in Sandstorms. While the Mason is heavily obscured by sand or dust, it is invisible and it can't be sensed by blindsight or tremorsense.

Multiattack. The Mason makes two Sand Claw attacks

Actions

Sand Claw. . Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (3d6 + 5) slashing damage. If the target does not have any allies within 5ft of it, the sand swirls around it and the attack deals 5 (2d6) bonus slashing damage.

Baron Asier

Baron Asier

Medium High Elf, unaligned

Baron Asier was not simply trained for combat and to lead, he was molded to be an unwavering warrior. He spent the better part of his first 100 years of life training for battle. He was raised to be versatile, fearless, and became a formidable foe to anyone who crossed his path.

Armor Class 16 (Elven Plate)
Hit Points 152
Speed 35 ft.
STR
20
(+5)
DEX
16
(+3)
CON
14
(+2)
INT
18
(+4)
WIS
12
(+1)
CHA
16
(+3)
Saving Throws Wis+4, Dex+7
Skills Perception +7
Damage Resistances Bludgeoning
Condition Immunities Magical Sleep
Senses passive Perception 16
Languages Common, Elvish
Challenge 6 (2,300 XP)

Spellcasting. The Baron Asier is a 3-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +7 to hit with spell attacks).

2nd level (2 slots): Misty Step (30 ft)

3rd level (1 slot): Cone of Cold (60 ft cone, Con DC, 8d8)

Ethereal. If reduced to 0 hit points, Baron Asier becomes an ethereal mist of himself. He must regain strength before materializing again.

Action Surge (2 uses per combat). Take another action immediatly.

Actions

Spear Jab (10 ft Reach). +8 to hit, 1d10+5 piercing damage. On hit, the spear explodes dealing an additional 1d6+4 radiant damage. Spear reappears in Asier's hand.

Spear Throw (Up to 120 ft). +7 to hit, 1d10+5 piercing damage. On hit, the spear explodes dealing an additional 1d6+4 radiant damage. Spear reappears in the Asier's hand.

Shield Bash (Bonus Action). +8 to hit, 1d6+5 bludgeoning. On hit, target must succeed a Dex Save throw DC 12. On fail, target is knocked prone.

Reactions

Shield of the Dawn (2 Uses per Combat). Reduce incoming damage by 1d12+2

Dawn Warden

Dawn Warden

Medium High Elf, unaligned

These Elven Warriors are not simply trained for combat, they are molded to be unwavering warriors who spend the better part of their first 100 years of life training of battle. They are versatile, they are fearless, and they are formidable foes.

Armor Class 15 (Elven Plate)
Hit Points 108
Speed 35 ft.
STR
18
(+4)
DEX
16
(+3)
CON
14
(+2)
INT
14
(+2)
WIS
12
(+1)
CHA
14
(+2)
Saving Throws Wis+4, Dex+7
Skills Perception +7
Damage Resistances Bludgeoning
Condition Immunities Magical Sleep
Senses passive Perception 16
Languages Common, Elvish
Challenge 4 (1,100 XP)

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

2nd level (2 slots): Misty Step (30 ft)

Relentless. If reduced to 0 hit points, the Dawn Warden may make one more attack before dying (No action required).

Action Surge (2 uses per combat). Take another action immediatly.

Actions

Spear Jab (10 ft Reach). +7 to hit, 1d10+4 piercing damage. On hit, the spear explodes dealing an additional 1d6+2 radiant damage. Spear reappears in the Dawn Warden's hand.

Spear Throw (Up to 120 ft). +7 to hit, 1d10+4 piercing damage. On hit, the spear explodes dealing an additional 1d6+2 radiant damage. Spear reappears in the Dawn Warden's hand.

Shield Bash (Bonus Action). +7 to hit, 1d6+4 bludgeoning. On hit, target must succeed a Dex Save throw DC 12. On fail, target is knocked prone.

Reactions

Shield of the Dawn (2 Uses per Combat). Reduce incoming damage by 1d12+2

Hamilton the Giff

Hamilton the Giff

Medium humanoid, neutral

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

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

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

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

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

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

Actions

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

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

Vulture

Vulture

Large monstrosity, neutral

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

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

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

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

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

Actions

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

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

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

THE RADIANCE: GOD OF EVERLASTING LIGHT

Large celestial, chaotic evil

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

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

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

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

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

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

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

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

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

Actions

Multiattack. The RADIANCE makes 4 attacks on its turn

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

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

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

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

Reactions

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

Denglong

Denglong

Medium dragon, neutral

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

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

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

Cantrips (at will): Word of Radiance

1st level (2 slots): Guiding Bolt

2nd level (2 slots): Branding Smite

3rd level (1 slot): Heavens Rebuke

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

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

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

Actions

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

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

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

Reactions

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

Hermitaur

Hermitaur

Medium Crustacean, neutral

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

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

Amphibious. The Hermitaur can breathe air and water.

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

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

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

Actions

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

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

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

Reactions

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

Vaelthar Reaver

Vaelthar Reaver

Medium, chaotic evil

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

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

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

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

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

Actions

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

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

Bonus Actions.

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

Reactions

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

Warped Ratdra (hydra) Construct

Warped Ratdra (hydra) Construct

Large construct, neutral

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

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

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

Actions

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

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

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

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

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

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

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

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

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

Reactions

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

Legendary Actions

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

Mist-Tooth

Mist-Tooth

Medium beast, neutral

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

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

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

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

Actions

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

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

Reactions

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

Yorick, Shepherd of Souls

Yorick, Shepherd of Souls

Medium undead, neutral evil

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

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

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

Actions

Multiattack. Yorick attacks twice with his gravedigger's sickle

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

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

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

Vaelthar Hunter

Vaelthar Hunter

Medium humanoid, neutral evil

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

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

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

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

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

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

Actions

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

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

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

Bonus Actions.

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

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

Reactions

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

Vaelthar Hunter

Vaelthar Hunter

Medium humanoid, lawful evil

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

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

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

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

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

Actions

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

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

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

Bonus Actions.

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

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

Reactions

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

Legarde

Medium humanoid, lawful good

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

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

Cantrips (at will): Booming Blade, Mage Hand

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Actions

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

Endius Burns

Endius Burns

Small Gunslinger (Human Knight), neutral

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

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

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

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

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

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

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

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

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

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

Actions

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

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

Corpse Bloom Petal

Medium plant, neutral

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

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

Cantrips (at will): Poison spray, acid splash

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

2nd level (1 slot): Stinking cloud

3rd level (1 slot): Sickening Radiance

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

Actions

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

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