——————————————————————CR 1/8——————————————————————
clanrat
Medium humanoid, chaotic evil
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Armor class 13 (shield)
Hit points 1
Speed 30ft
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Str 10 (+0) dex 12 (+1) con 10 (+0) int 10 (+0) wis 8 (-1) chr 8 (-1)
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Skills Acrobatics +3 Perception +3 Intimidation +1
Language- common Queekish
Senses passive perception 13 Darkvison 80ft
Challenge 1/8
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Seething swarm
After the 1st round of combat at the start of initiative and if there are still friendly clanrats in combat roll a number d4 and add that many clanrats to the combat, if the d4 rolls a 1 add zero clanrats.
If there is only 1 clanrat roll 1d4, and roll another 1d4 for every 10 friendly clanrats in combat.
actions
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Rusty blade: melee weapon attack: +3 to hit, reach 5ft., one target. Hit 1d4+1 slashing damage.
Shirime
Medium humanoid, chaotic Neutral
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Armor class 11
Hit points 4
Speed 30ft
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Str 10 (+0) dex 12 (+1) con 10 (+0) int 12 (+0) wis 10 (0) chr 12 (+1)
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Skills Persuasion +3
Language- common
Senses passive perception Darkvison 60ft
Challenge 1/8
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actions
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Eyebutt
The shirime bends over and shows the glowing eye in its butt to a creature within 5ft.
target makes a dc 15 con or wis save. On a failed save the target becomes frightened until the end of their next turn.
if the target fails by 10 or more the target is stunned until the end of their next turn.
a creature who passed the save within the last 24 hours is immune to eyebutt ability
——————————————————————CR 1/4——————————————————————
B1 battle droid
Medium construct, unaligned
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Armor class 14 (natural armor)
Hit points 8
Speed 30ft
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Str 10 (+0) dex 14 (+2) con 10 (+0) int 8 (-1) wis 10 (+0) chr 12 (+1)
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Damage immunities psychic, poison, Necrotic
Damage vulnerability Lightning
Condition immunities poisoned
Language- common,
Challenge ¼
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Weak as one deadly as a group
If the B1 is within 5ft of a friendly battle droid, it gain a +1 to it’s attack roll per friendly battle droid (to a max of +3)
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E-5 blaster rifle range weapon attack +4 to hit, range 100/120ft., one target. 1d8+2 fire damage
Cavegnome
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Small monstrosity
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Armor class 15
Hit points 10
Speed 5ft 30ft fly
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Str 7 (-2) dex 16 (+3) con 10 (+0) int 4 (-3) wis 12 (+1) chr 2 (-4)
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Skill Perception +3 Survival +3
Senses passive perception 13 darkvision 120ft
Languages cavegnome
Challenge 1/4
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Action
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Gnaw melee attack, +5 to hit, range 5ft, one target 1d6+3 slashing
On a hit the target must make a dc 10 con save. On a saved save the target takes 1d4 Necrotic damage at the start of their turn for a one minute as they bleed. If the target fails by 5 or more they are also infected
KAAW KAAW!! (Recharge 3–6)
Calls 1d4-1 (minimum of 1) cavegnomes to the battle, all cavegnome called in don’t act this round
Jawa
Small Humanoid, chaotic neutral
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Armor class 12 (robes of the jawa)
Hit points 10
Speed 25ft
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Str 8(-1) dex 12 (+1) con 10 (+0) int 14 (+2) wis 12 (+1) chr 14 (+2)
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Skills Perception +3 Survival +3 Persuasion +4 Sleight of Hand +3
Damage resistance fire, poison
Language- Jawaese, Jawa Trade Talk. understands common
Senses passive perception 13 Darkvison 60ft
Challenge ¼
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mask of the jawa
While wearing the mask of the jawa, the jawa has advantage on checks and saves against being blinded
Robes of the jawa
When the jawa takes fire damage while wearing the rods of the jawa, it takes 1d4 less fire damage
Salesman of the desert
Jawas have advantage on all chr checks when negotiating price
strong immune system
the jawas strong immune system gives them advantage on saves against being poisoned
Smell of the jawa
While in combat When a creature starts their turn within 5ft of the jawa, that creature must make a dc 10 con save or take 1d4 poison damage. Creatures unable to smell pass the save.
The odor is harmless to jawas
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Multiattack
The jawa can make two attacks with its Jawa ion rifle or tool club. Or the jawa can make one stun blast attack
Tool club. melee weapon attack: +1 to hit, reach 5ft., one target. Hit 1d4-1 Bludgeoning damage.
Jawa ion rifle. range weapon attack +3 to hit, range 25/40ft., one target. 1d4+1 Lightning damage
Stun blast. range weapon attack +3 to hit, range 25/40ft., one target. 1d4+1 Lightning damage
On a hit the target must make a dc 10 con save or be stunned until the end of their next turn, if the target is a Construct they have disadvantage on the save and they become paralyzed for 1d4 turns if they fail, a paralyzed Creature reroll the save at the end of there turn
——————————————————————CR 1/2——————————————————————
Dark Priest
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Medium Humanoid (human) lawful evil
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Armor class 13 (priest’s robe)
Hit points 15
Speed 30ft
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Str 10 (+0) dex 14 (+2) con 10 (+0) int 16 (+3) wis 14 (+2) chr 10 (+0)
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Skill Arcana +5 History +5 Religion +5
Senses passive perception 12
Languages common,
Challenge 1/2
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Call shot
A creature can target different parts of the Dark priest’s body, when a body takes enough damage it becomes broken. Each body part has a it’s own ac and a different effect after becoming broken. The hp of the Dark priest’s body parts is separate it's normal hp
Head: AC 16. If the head takes 5 points of damage the Dark priest dies
Right arm: AC 14. If the right arm takes 2 points of damage the arm becomes broken.
Left arm: AC 14. If the left arm takes 2 points of damage the arm becomes broken
Right leg: AC 14. If the right leg takes 2 points of damage the right leg becomes broken.
Left leg: AC 14. If the right leg takes 2 points of damage the right leg becomes broken.
The Dark priest can not use it’s lantern attack without any arms
If one leg is broken, the Dark priest’s movement speed is Becomes 15ft both legs are broken the Dark priest’s movement speed becomes 5ft and they become prone.
If both legs are broken the head’s ac goes down to 13
Action
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Lantern: (arm) Ranged Weapon Attack: +5 to hit, range 30ft., one target. Hit:1d8+3 fire damage.
Ones hit the target must make a DC 13 dex save or take 1d4 fire damage at the start of there next turn
Chant (head) (Recharge 5–6)
All non dark priest within 30ft of the dark priest who is not deafened must make a Dc 13 wisdom save, on a failed save the target dies.
The dark priest can not use chant until the start of it’s 3rd turn
Kamaitachi
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Small monstrosity
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Armor class 18
Hit points 15
Speed 60ft
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Str 12 (+1) dex 20 (+5) con 12 (+1) int 8 (-1) wis 12 (+1) chr 6 (-2)
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Skill Acrobatics +7 Perception +4 Stealth +7
damage resistances cold
Senses darkvision 60ft passive perception 14
Languages understands common
Challenge 1/2
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Spiky fur
if the Kamaitachi is hit with a unarmed attack the attacker takes 1 piercing
Blinding speed
while the kamaitchi is moving it is consider invisible
Pack of 3
a pack of Kamaitachi is made of 3, one knocker, a cutter and a healer
trip (knocker only)
when a Kamaitachi hits a creature with a sickle claw attack they must make a dc 15 con save or be knocked prone
Actions
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Multiattack (cutter only) the Kamaitachi can make two sickle attacks as a part of it’s attack action
sickle claws melee attack, +7 to hit, one tagert range 5ft, 1d4+5 slashing
Healing salve (healer only) the Kamaitachi can use its action to put a healing salve on a creature within 5ft of itself. The creature is healed of all slashing damage they took in the last round of combat
Termagant
Small Aberration, chaotic evil
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Armor class 13
Hit points 5
Speed 40ft
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Str 14 (+2) dex 14 (+2) con 12 (+1) int 6 (-2) wis 12 (+1) chr 2 (-4)
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Skills Acrobatics +4 Stealth +6 Perception +3 Intimidation +3 Survival +3
Condition immediate: charmed
Language-
Senses passive perception Darkvison
Challenge 1/5
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Hive mind
A creature with the hive mind ability can telepathically speak to other creature with the hive mind ability
Fast and agile
The termagant adds it’s dex mod to it’s initiative roll twice
Cunning bugger
The termagant has advantage on an attack roll against a creature if at least one of the termagant allies is within 5 feet of the creature and the ally isn't incapacitated
Loadout
A termagant will only have a Fleshborer, Spike Rifle, Spinefist, Shardlauncher, Strangleweb, or a Devourer
action
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Claws melee weapon attack: +5 to hit, reach 5ft., one target. Hit 1d4+2 slashing damage
Fleshborer Ranged Weapon Attack: +4 to hit, range 60/100ft., one target. Hit:1d6+2 piercing damage
On a hit the target must make a dc 15 con save or take 2d4 piercing as a Fleshborer beetle digs into the target.
Spike Rifle Ranged Weapon Attack: +4 to hit, range 100/200ft., one target. Hit:1d4+2 piercing damage.
After being hit the target will take 1d4 damage from bleeding at the start of their turn until they are healed.
Spinefist Ranged Weapon Attack: +4 to hit, range 30/60ft., one target. Hit:1d4+2 piercing damage.
On a hit the target must make a dc 15 con save or become paralyzed for 1 minute. The paralyzed creature can make another dc 15 con save to end the paralyzed early.
The termagant can make two Spinefist attacks as an action
Shardlauncher Ranged Weapon Attack: +4 to hit, range 60/100ft., one target. Hit:1d4+2 Bludgeoning damage.
Hit or miss all creatures within 5ft of the target must make a dc 15 dex save or take 2d6 fire damage
Strangleweb Ranged Weapon Attack: +4 to hit, range 30ft., one target.
On a hit the target is restrained, If the target is medium or smaller, by a sticky mesh of mucous-like strands.
A restrained creature can make a dc 18 str check to break free, if the creature fails the save they take 1d8 Bludgeoning for each time they failed.
Dealing 5 slashing damage to the mesh(AC 10) also frees the creature without harming it, ending the effect and destroying the mesh. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
As an action the termagant pull the restrained target 30ft. the termagant can not make an attack with the Strangleweb while a creature is restrained by the weapon
Devourer
As an action the Devourer hurles a shower of flesh-worms in a 15ft long 5ft wide line. All creatures in that line must make a dc 13 dex save, on a failed save the target must make a dc 15 con save or take 3d10 damage and they must make a dc 18 con save at the end of there turn or die
Reaction
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Keep the connection alive
When an enemy attacks, deals damage to, or moves within 5ft of a tyranid warrior, the termagant will use it’s reaction to move up to 30ft to the enemy
Run, live, run, hide, live, run!
When the termagant is disconnected from the hive mind it can use it’s reaction to move up to 30ft away from danger as it’s self-preservation instinct will take control
Hive Minds control
The great Tyranid hive mind can take control of a termagant and make it use it’s reaction to move it’s full movement speed to a target
Waniguchi
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Small monstrosity
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Armor class 14
Hit points 20
Speed 30ft
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Str 16 (+3) dex 15 (+2) con 13 (+1) int 4 (-3) wis 10 (+0) chr 4 (-3)
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Skill Athletics +5, Perception +2 Religion +1
damage resistances radiant
Senses blindsigth 30ft, passive perception 12
Languages
Challenge 1/2
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Actions
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Bite melee attack, +5 to hit, range 5ft, one target 1d4+3 piercing.
If a Waniguchi hits a creature of size Medium or smaller, the creature becomes grappled.
A grappled creature can make a dc 13 str check to get free as an action.
If a creature starts its turn grappled by the Waniguchi bite they take 1d6 thunder.
The Waniguchi can not use it’s bite attack if it is grappling a creature
Claws melee attack, +5 to hit, range 5ft, one target 1d4+3 slashing
———————————————————————CR 1———————————————————————
B2 super battle droid
Medium construct, unaligned
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Armor class 18 (natural armor)
Hit points 20
Speed 30ft
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Str 16 (+3) dex 14 (+2) con 14 (+2) int 10 (+0) wis 10 (+0) chr 8 (-1)
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Damage resistance fire
Damage vulnerability Lightning
Damage immunity poison Necrosis Psychic
Condition immunities poisoned
Language- common,
Challenge 1
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Repeating blast
Once per turn When the B2 super battle droid makes an attack with its twin blaster cannon, it can roll a 1d4, the super battle droid makes a number of attacks with twin blaster cannon equal to the Result of the d4
If the B2 super battle droid is equipped with two twin blaster cannons instead of a wrist rocket launcher they get a +2 to the 1d4
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Twin blaster cannon range weapon attack +4 to hit, range 100ft., one target. 1d4+2 fire damage.
Slam male weapon attack +5 to hit, range 5ft., one target. 1d12+3 Bludgeoning damage.
Wrist Rocket launcher
As an action the B2 super battle droid can launch a rocket out 200ft, all creatures within 20ft of where the rocket lands must make a dc 12 dex save or take 4d6 fire damage. Half as much on a pass.
A B2 super battle droid can only use the wrist rocket launcher 3 times a day
———————————————————————CR 2———————————————————————
Imp
Midtium aberration, Chaotic Neutral
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Armour class 16 (natural armour)
Hit points 24
Speed 35ft hover
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Str 8 (-1) dex 18 (+4) con 13 (+1) int 12 (+1) wis 13(+1) chr 8 (-1)
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Skill Intimidation +3
Senses passive perception 14
Challenge 2
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Abyssal slash. melee weapon attack: +6 to hit, reach 5ft., one target. hit 1d6+4 slashing damage.
On a hit the target must a dc con or take 1d4 necrotic damage at the start of their turn for 3 rounds. Dc is equal to the attack roll
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Bonus action
Abyssal blink
The imp teleports to an unoccupied space it can see within 30. if the imp teleports next to a creature it can make one claw attack at the creature with Advantage
Claws.
melee weapon attack: +6 to hit, reach 5ft., one target. hit 1d4+4 slashing damage.
If the imps hit a creature with a claw attack it can make a 2nd claw attack at the same creature if it has not used Abyssal blink this turn
Maneba
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Medium Aberrations. true Neutral
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Armor class 13
Hit points 50
Speed 20ft hoving
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Str 16 (+3) dex 16 (+3) con 10 (+0) int 13 (+1) wis 12 (+1) chr 10 (+0)
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Skill Perception +3 Athletics +5
Senses passive perception 13 darkvision 120ft
Damage immunity poison
Condition immunity poisoned
Languages common
Challenge 2
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Mess of tentacle
Due to the many tentacles of the Maneba it is near impossible to run from them.
The Maneba can always make an attack of opportunity against creatures who Disengage.
When the Maneba hits a creature with an attack of opportunity the creature’s speed becomes 0
Call shot
A creature can target different parts of the Maneba body, when a body takes enough damage it becomes broken. Each body part has a it’s own ac and a different effect after becoming broken
Head: AC 16: If the head takes 10 points of damage the maneba dies.
pair of Tentacles 1: AC 14: if the pair of Tentacles 1 10 points of damage the pair of Tentacles are broken and the maneba loses one of their tentacle whip attacks
pair of Tentacles 2 AC 14: if the pair of Tentacles 2 10 points of damage the pair of Tentacles are broken and the maneba loses one of their tentacle whip attacks
pair of Tentacles 3 AC 14: if the pair of Tentacles 3 10 points of damage the pair of Tentacles are broken and the maneba loses one of their tentacle whip attacks
If all 3 pair of tentacles are broken the maneba loses it’s mess of tentacles ability
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Multiattack
The maneba makes an attack with it’s bite and a number of Tentacle whip for each pair of Tentacles it still has
Bite (head): melee attack, +5 to hit, range 5ft, one target 1d6+3 piercing
On a hit the target must make a dc 10 con save or become poisoned
Tentacle whip (Tentacle pair): melee attack, +5 to hit, range 10ft, one target 1d8+3 slashing
Warlock engineer
Medium humanoid, chaotic evil
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Armor class 16 (Breastplate)
Hit points 25
Speed 30ft
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Str 12 (+1) dex 14 (+2) con 14 (+4) int 18 (+4) wis 13 (+1) chr 8 (-1)
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Skills Arcana +6 Perception +3 Intimidation +3
Language- common Queekish
Senses passive perception 13 Darkvison 80ft
Challenge 2
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More more warp energy!
The warlock engineer starts to overcharge their warplock musket with warp energy instead of moving.
The warlock engineer makes a dc 12 arcana check, on a pass the warplock musket deals maximum damage on the damage dice until the end of their turn. If they fail the warlock engineer takes 1d8+int mod damage and they can no longer attack with the warplock musket until the start of there next turn
Smart with guns
The warlock engineer’s can use there int in place of dex for attack and damage rolls made with firearms
actions
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warplock musket: range weapon attack +6 to hit, range 80/120ft., one target. 1d8+4 Force damage
on a critical hit The warplock musket ignores all negation other then immunity
Warpforged dagger: melee weapon attack: +4 to hit, reach 5ft., one target. Hit 1d4+2 magic slashing damage.
Poisoned-Wind Globe: range weapon attack +4 to hit, range 10/20ft., one target. 1d4 piercing damage
Hit or miss all creatures within 10ft of where the globe lands must make a dc 14 con save or take 3d6 poison damage as the poison breaks free of the globe. A poison cloud forms in that 10ft space for 1d4 turns. A creature who starts or ends there turn in the cloud must make the con dc or take 3d6 poison damage
Bonus action
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Sniper master
With the warlock engineer’s knowledge of firearms they are able to help their allies shoot better.
All friendly creatures within 10ft of the warlock engineer gain a +1 to attack rolls made with firearms until the start of the warlock engineer’s next turn or until the warlock engineer hit 0 hp
———————————————————————CR 3———————————————————————
BX commando droid
Medium construct, unaligned
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Armor class 16 (natural armor)
Hit points 30
Speed 35ft
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Str 10 (+0) dex 18 (+4) con 14 (+2) int 14 (+2) wis 14 (+2) chr 12 (+1)
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Skills acrobatics +8 athletics +2 perception +4 deception +5
Damage immunity poison Necrosis Psychic
Condition immunities poisoned Exhaustion
Language- common,
Challenge 3
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Head shot
A creature can choose to aim for the head of the commando droid. Due to the small head of the commando is, it has an AC of 18. When the head is hit by an attack the bx takes damage has if it was vulnerable to that damage type, as long as it is not immune to the damage
Weapon training
The BX commando droid is programmed on how to use all ranged and melee weapons
Voice mimicry
The BX commando droid can mimic any voice it has heard at least once. While the commando droid is mimicking a voice it has advantage on dissection checks made to pass it self off has that person, as long as the droid body isn’t visible
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Vibrosword melee weapon attack: +6 to hit, reach 5ft., one target. Hit 1d8+4 slashing damage.
E-5 blaster rifle range weapon attack +6 to hit, range 100/120ft., one target. 1d8+4 fire damage
Blaster sniper rifle range weapon attack +6 to hit, range 200/300ft., one target. 1d12+4 fire damage
Bonus action
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Reload
The BX commando droid can use its bonus action to reload a weapon it is proficient with
Reaction
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Flip around danger
When The BX commando droid is about to take damage from an attack or as the result of a saving throw that it can see, it can use its reaction to make a Acrobatics check vs the attack roll or the dc of the save.
If the acrobatic check is equal to or higher then the attack roll or save dc the commando droid takes half damage and moves 5ft without provoking opportunity of attack.
———————————————————————CR 4———————————————————————
Akaname
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Medium monstrosity, chaotic Neutral
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Armor class 15 (Natural Armor)
Hit points 50
Speed 30ft 30ft climb
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Str 13 (+1) dex 16 (+3) con 18 (+4) int 8 (-1) wis 10 (+0) chr 6 (-2)
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Skill Intimidation +2 Acrobatics +5 Stealth +5
damage immunity poison, acid
Condition immunity poisoned
Senses darkvision 60ft passive perception 10
Languages common
Challenge 4
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Covered in filth
if a creature hits the akaname with a melee attack they must make a dc 14 con save or be poisoned until the end of there next turn
Air of filth
if a creature starts or ends it’s turn within 10ft of the akaname they must make a dc 14 con save or take 2d6 poison damage
Actions
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Lick melee attack, +5 to hit, range 10ft, one target 2d6 acid
Trortur
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Medium human
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Armor class 14 (leather
Hit points 60
Speed 25
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Str 12 (+1) dex 16 (+3) con 12 (+1) int 14 (+2) wis 12 (+1) chr 8 (-1)
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Skill Sleight of Hand +5 Investigation +4 Medicine +5
Senses passive perception
Languages common
Challenge 4
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Knowledge of torture
The trortur knows just about every form of torture, and he knows where to hit to inflict the most pain on a target. The trortur lands a critical hit on a 19 or 20
The love of torture
The trortur has a sadistic love of inflicting pain. when the trortur deals damage to a creature who has blood, the trortur gains temp hp equal to the damage dealt
Call shot
A creature can target different parts of the trortur's body, when a body takes enough damage it becomes broken. Each body part has a it’s own ac and a different effect after becoming broken. The hp of the trortur's body parts is separate it's normal hp
Head: AC 18. If the head takes 10 points of damage, trortur dies.
Right arm: AC 15. If the right arm takes 10 points of damage the arm becomes broken.
Left arm: AC 15. If the left arm takes 10 points of damage the arm becomes broken.
Right leg: AC 15. If the right leg takes 10 points of damage the right leg becomes broken.
Left leg: AC 15. If the right leg takes 10 points of damage the right leg becomes broken.
If one leg is broken, the trortur’s movement speed becomes 15tf both legs are broken the guard’s movement speed becomes 5ft and they become prone
If both legs are broken the head’s ac goes down to 14
Action
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Torture’s knife melee attack, +5 to hit, range 5ft, one target 1d4+3 slashing
On a hit the target must make a dc 14 con save or gain the bleeding Condition for 1 minute, if the target falls by 5 or more one of their limbs become infection
———————————————————————CR 5———————————————————————
Brass contraption
Large contract, lawful neutral
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Armour class 20 (natural armour)
Hit points 50
Speed 15ft fly 15ft hover
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Str 13 (+1) dex 10 (+0) con 16 (+3) int 8 (-1) wis 18(+4) chr 4 (-3)
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Skills Perception +7 Intimidation +0
Damage resistance non-magical Bludgeoning, Piercing and slashing
Damage immunity Poison, Necrotic
Senses blindsigth 60ft passive perception 14
Challenge 5
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Sound of the bell
The brass contraption rings its bell to see through the sounds it makes.
If the brass contraption is deafened it also becomes blinded
Spike ball
The brass contraption can only have 3 spike balls Concert at one time.
Spike balls shot by the brass contraption will stay still until more are Conjured.
If a creature touches a spike ball they will take 1d8 piercing damage
Bell weak spot
The bell in the Center of the brass contraption.
if the bell is hit by an attack the attack acts as a critical hit, if the attack was already a critical hit then you get to add an additional damage dice.
The bell has an ac of 22
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Spiked shot. range weapon attack +7 to hit, range 120/150ft., one target. 4d6 Bludgeoning or Piercing damage
The brass contraption can make a number of spiked shot attacks equal to the number of spike balls it has conjured.
Summon
The brass contraption conjures up to 3 metal spike balls and moves 15ft, this movement does not provoke opportunity of attack
Droideka
Medium construct, unaligned
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Armor class 18 (natural armor)
Hit points 45
Speed 15ft 50ft rolling
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Str 14 (+2) dex 16 (+3) con 16 (+3) int 10 (+0) wis 12 (+1) chr 6) (-2)
—————————————
Skills athletics +5 perception +4
Damage vulnerability Lightning
Damage immunity poison Necrosis Psychic
Condition immunities poisoned, frightened
Language- common,
Challenge 5
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When the droideka is using its walking speed or is not moving, the droid will activate its deflector shields, this shield of energy has 30 hp and an 12 ac. While the shield is up whenever the droideka takes damage the shield will take the damage 1st. If the droideka’s shield is reduced to 0hp the droideka takes any remaining damage from the attack. The shield regains all hp at the start of the droideka’s turn.
If the droideka walks in a non-moving trap while the shield is up, only the droideka takes damage.
A creature making an attack within 5ft of the droideka and targets the droideka, the creature can choose to make the attack with disadvantage. An attack made in this way will go through the shield
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Multiattack. the droiddeka can make two attacks with it’s twin blaster cannons
twin blaster cannon. range weapon attack +6 to hit, range 80ft., one target. 1d10+4 fire damage
DSD1 Dwarf Spider droid
Medium construct, unaligned
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Armor class 16 (natural armor)
Hit points 40
Speed 30ft 30ft climb
——————————————
Str 14 (+2) dex 18 (+4) con 16 (+3) int 10 (+0) wis 16 (+3) chr 6 (-2)
——————————————
Skill Perception +6 Intimidation +4
Damage immunity poison Necrosis Psychic
Condition immunities blinded frightened poisoned Exhaustion
Senses blindsight 60ft
Language- common (understand)
Challenge 5
——————————————
Burrowing Spider
The DSD1 Dwarf Spider droid can use 10ft of movement to burrow up to 5ft into sand or dirt hiding under the ground. The DSD1 Dwarf Spider droid must use 5ft of movement to get out of the ground. The 1st attack made by the DSD1 Dwarf Spider droid after popping out of the ground is made with advantage if the target is unaware of the DSD1 Dwarf Spider droid
Self-destruct
When the DSD1 Dwarf Spider droid is reduced to 0 hp by a damage type other than lightning, the DSD1 will self-destruct. All creatures within 5ft of the DSD1 Dwarf Spider droid must make a dc 15 dex save or take 3d8 fire damage
——————————————
Multiattack
The DSD1 Dwarf Spider droid makes two rapid-fire blast or one high power blast
Rapid-fire blast. range weapon attack +7 to hit, range 150ft., one target. 1d10+4 fire damage
High power blast. range weapon attack +7 to hit, range 150ft., one target. 2d8+4 fire damage
Hit or miss all creatures within 5ft of the target must make a dc 15 dex save or take 1d10 fire damage.
If the target is of large size or large they alone must make the save with disadvantage, on a failed save the target takes 2d10 fire damage instead of one
Grey seer
Medium humanoid, chaotic evil
——————————————
Armor class 13 (leather)
Hit points 30
Speed 30ft
——————————————
Str 12 (+1) dex 14 (+2) con 10 (+0) int 16 (+3) wis 18 (+4) chr 14 (+2)
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Skills Arcana +6 Perception +7 Intimidation +5 Religion +6
Language- common Queekish
Senses passive perception 17 Darkvison 80ft
Challenge 5
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Will of the horned rat
Like them or not, following the grey seer’s orders is normally the right move.
All friendly skaven who are not deafened within 10ft of the grey seer gain a +4 to all saving throws while the grey seer is above 0 hit points
Hero phase
Once per combat the grey seer can take its turn at the start of the initiative
Action
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Warpstone staff: melee weapon attack: +4 to hit, reach 5ft., one target. Hit 1d4+1 Bludgeoning plus 1d4 Force damage.
Wither: range spell attack +7 to hit, range 80ft., one target. 2d6 Necrotic damage
After being hit by the spell the target must make a dc 15 con save or take another 2d6 Necrotic damage
Verminous Ruin (Recharge 5-6)
The grey seer summons a 15ft wide, 20ft tall wave of living rats in front of themself. The wave moves 40ft front in a straight line. All creatures in the path of the wave must make a dc 15 dex save or take 6d4 piercing damage, or half as much damage on a successful one.
If a creature fails the dex save they must make a dc 15 con save or take 3d8 poison damage and become poisoned until the end of their next turn, or half as much damage and are not poisoned on a successful one.
Jaggedjaw
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Medium beast. Chaotic Neutral
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Armor class 15
Hit points 80
Speed 45ft
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Str 16 (+3) dex 16 (+3) con 16 (+3) int 5 (-3) wis 14 (+2) chr 5 (-3)
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Skill Athletics +6 Perception +5 Survival +5 Intimidation +3
Senses passive perception 15 darkvision 30ft
Languages n/a
Challenge 5
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Bark of doom
The jaggedjaw are normally heard before they are seen, before rolling initiative all creatures who can hear the jaggedjaw’s bark must make a dc 13 wisdom save or they start to panic and must subtract 1d6 form their initiative roll.
Fur
Due to how hairy the jaggedjaw are don’t do well against fire.
a jaggedjaw takes an extra 1d4 fire damage when take fire damage
Keen Hearing and Smell.
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Call shot
A creature can target different parts of the jaggedjaw's body, when a body takes enough damage it becomes broken. Each body part has a it’s own ac and a different effect after becoming broken. The hp of the jaggedjaw's body parts is separate it's normal hp
Head: AC 20. If the head takes 20 points of damage the jaggedjaw dies.
Front paws: AC 16. If the Front paws takes 15 points of damage the Front paws becomes broken
Hind paws: AC 16. If the Hind paws takes 15 points of damage the Hind paws becomes broken and can not use Leaping maul
If both set of paws is broken, the jaggedjaw’s movement speed is Becomes 20ft.
If both set of paws are broken the head’s ac goes down to 15
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Bite (head): melee attack, +6 to hit, range 5ft, one target 2d6+3 piercing
On a hit the target must make a dc 14 con save or start bleeding for 1 minute.
On the start of a bleeding creature’s turn they take 1d4 Necrotic damage
If the target fails the save by 5 or more, or rolls a nat 1, the target is now infected.
An infected creature will dead in an hour if the infection is not removed or cured
Leaping maul (Hind paws) (Recharge 5–6)
The jaggedjaw leaping up to 20ft in a line and tries to maul the 1st creature in their path.
The creature must make a dc 13 dex save or take 10d10 piercing and become prone, a creature takes no damage and are not prone if they pass the save
The jaggedjaw can not use it’s Leaping maul ability until the start of it’s 3rd turn
kelpie
Large fey, chaotic evil
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Armor class 13
Hit points 120
Speed 60ft 60ft swim
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Str 20 (+5) dex 16 (+3) con 16 (+3) int 12 (+1) wis 12 (+1) chr 18 (+4)
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Skills Deception +7 Persuasion +7 Perception +4
Damage resistance cold
Damage vulnerability silvered weapons
Language- common Sylvan
Senses passive perception 14 Darkvison 60ft
Challenge 5
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Water horse
The Kelpie can breathe both underwater and on land.
The kelpie’s bite and hooves are not made with disadvantage.
While under water the Kelpie can make both a bite and hooves attack as part of it’s attack
Adhesive skin
When a creature touches the kelpie or hits it with an unarmed strike the kelpie can choose to make the creature stick to its skin, while stuck to the kelpie the creature is grappled.
A grappled creature can make a DC 20 str save as an action to break free of the grappled or cut off the stuck Body part as an action to break free
Horse power
Any creature grappled by the kelpie moves with the kelpie when it moves.
The kelpie moves normally while moving with grappled creatures
Long horse
The kelpie can grow longer to grapple more creatures with Adhesive skin. The kelpie can grow to a maximum of 50ft long with this ability
Drown
When the kelpie hits a creature underwater with a melee attack the creature must make dc 16 con save. On a failed save cut the creature’s hold breath time by half.
actions
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Bite: melee attack, +8 to hit, one target range 5ft, 2d10+5 piercing
Hooves: melee attack, +8 to hit, one target range 5ft, 2d6+5 bludgeoning
On a hit the target must make a Dc 16 str save or be knocked prone.
Underwater meal
The kelpie can use its action to eat an unconscious creature underwater.
It takes the kelpie 1 full turn to eat a creature of size medium or smaller, and 1 more turn for each size above medium
Human form
As an action the kelpie can transform into a human form, while in this form the kelpie as a 30ft walk and swim speed, and it can’t use its bite attack
Moonless
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Medium beast true Neutral
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Armor class 14
Hit points 70 hp
Speed 40ft
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Str 16 (+3) dex 18 (+4) con 14 (+2) int 6 (-2) wis 12 (+1) chr 6 (-2)
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Saving throw dex +7 wis +4
Skill Athletics +6 Perception +4 Survival +7 Intimidation +1
Damage immunity poison
Condition immunity poisoned, frightened
Senses passive perception 14 darkvision 80ft
Languages understands common
Challenge 5
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Fan of Rotten Meat
The moonless is immune to parasites
Mind of a beast
The moonless is immune to effects that lower her int, wis, and chr stats
Keen Hearing and Smell
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite
The moonless starts with bite, over time bite will be replaced with Jagged jaw, and later Jagged jaw will be replaced with Grim jaw, moonless max hp goes up by 20 every time she learns a new bite
Call shot
A creature can target different parts of the moonless's body, when a body takes enough damage it becomes broken. Each body part has a it’s own ac and a different effect after becoming broken. The hp of the moonless's body parts is separate it's normal hp
Head: AC 18. If the head takes 15 points of damage the moonless dies.
Front paws: AC 16. If the Front paws takes 15 points of damage the Front paws becomes broken
Hind paws: AC 16. If the Hind paws takes 15 points of damage the Hind paws becomes broken
If both set of paws is broken, the moonless’s movement speed is Becomes 20ft
If both set of paws are broken the head’s ac goes down to 14
Action
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Multiattack
The moonless can make two attacks as part of her action
bite (head): melee attack, +6 to hit, range 5ft, one target 2d4+3 piercing
On a hit the target must make a dc 14 con save or they start to bleed for 1 minute
Jagged jaw (head): melee attack, +7 to hit, range 5ft, one target 2d6+4 piercing
On a hit the target must make a dc 14 con save or they start to bleed for 1 minute
Grim jaw (head): melee attack, +8 to hit, range 5ft, one target 2d8+5 piercing
On a hit the target must make a dc 14 con save or they start to bleed for 1 minute.
On a hit the target must make a dc 18 wisdom save or become confusion until the end of there next turn
Kotengu
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Medium demon
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Armor class 14 (Leather)
Hit points 100
Speed 30ft 60ft fly
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Str 18 (+4) dex 16 (+3) con 16 (+3) int 12 (+1) wis 10 (+0) chr 12 (+1)
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Saving throws str +7 dex +6
Skill Athletics +7 Acrobatics +6 Perception +3 Intimidation +4
damage resistances non magical Bludgeoning, piercing and slashing
Senses darkvision 120ft passive perception 13
Languages common Infernal
Challenge 5
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Magic theft
The Kotengu steals weapons and magic items form temples and humans, the kotengu will normally have a +1 weapon and 1 uncommon magic item of the dms choose but they can have more or different items
Rampage
When the kotengu is knocked down to half hp or lower it will go into a rampage. While in this rampage state the kotengu does not add it’s proficiency bonus to its attack rolls but adds an extra damage dice on a hit
Your god won’t save you
The kotengu adds 1d4 to attack rolls made against monks, cleric, and paladin
Actions
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Multiattack the kotengu can make 3 attacks as a part of it’s attack action
Melee weapon: melee attack, +7 to hit, range 5ft, one target. Hit: 1d8+4 slashing.
Range weapon: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit:1d8 + 3 piercing damage
Claws: melee attack, +7 to hit, range 5ft, one target. Hit: 1d6+4 slashing.
bonus Actions
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human scum
As a bonus action the kotengu can speak of the horrific acts it has or will commit on humans. All humanoid creatures within 30ft who can hear the Kotengu must make dc 18 wisdom save or become frightened for the next minute, while frightened in this way the creature takes 1d4 Psychic damage at the start of their turn while conscious. If a creature passes the save they add 1d4 to attack rolls made to hit the kotengu for the next minute.
A creature frightened by this ability can remake the save at the end of their turn to end the frightened Condition early.
When a creature passes the save the dc for that creature goes down by 2
Grab
The kotengu can use its bonus action to grapple a medium or smaller creature with its claws
reactions
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Sadistic joy
When a humanoid who the kotengu can see fails a save, misses an attack, or takes damage the kotengu can revel in the failure and pain of the humanoid. The kotengu gains 2d6+3 temp hp
Prison guard
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Large monstrosity.
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Armor class 14
Hit points 150
Speed 35ft
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Str 22 (+6) dex 6 (-2) con 20 (+5) int 8 (-1) wis 8 (-1) chr 6 (-2)
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Skill Athletics +9 Perception +2 Survival +2 Intimidation +4
Senses passive perception 12 darkvision 60ft
Languages common
Challenge 5
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Post Mortem attack
After the Prison guard hits 0 hit points or if it is killed, the prison guard can use it’s movement speed to move closer to the closest creature and use it’s action make one melee attack
Call shot
A creature can target different parts of the Prison guard’s body, when a body takes enough damage it becomes broken. Each body part has a it’s own ac and a different effect after becoming broken. The hp of the Prison guard’s body parts is separate it's normal hp
Head: AC 20. If the head takes 50 points of damage the prison guard dies.
Right arm: AC 15. If the right arm takes 14 points of damage the arm becomes broken.
Left arm: AC 15. If the left arm takes 14 points of damage the arm becomes broken.
After the left arm is broken the guard can not use it’s mad dash ability
Stinger: AC 15. If the stinger takes 14 points of damage the arm becomes broken(can’t make stinger thrust attack)
Right leg: AC 15. If the right leg takes 14 points of damage the right leg becomes broken.
Left leg: AC 15. If the right leg takes 14 points of damage the right leg becomes broken.
If one leg is broken, the Guard’s movement speed is Becomes 20tf both legs are broken the guard’s movement speed becomes 5ft and they become prone.
If both legs are broken the head’s ac goes down to 14
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Multiattack
The Prison guard can make one meat cleaver hack and stinger thrust attack or tackle. or use its Mad Dash and a meat cleaver hack or Tackle attack.
meat cleaver hack (left arm): melee attack, +9 to hit, range 5ft, one target 1d12+6 slashing
If the meat cleaver hits the target, the target must make a dc con save equal to the damage dealt. On a failed save the target loses an arm
stinger Thrust (stinger): melee attack, +9 to hit, range 10ft, one target 2d8+6 piercing
Tackle (body): melee attack, +9 to hit, range 5ft, one target 1d8+6 Bludgeoning
Mad Dash (right arm) (Recharge 5–6)
The Prison guard can move up to 15ft before using its mad dash ability.
One creature within 5ft of the Prison guard must make a dc 13 dex save or take 10d10 Bludgeoning, a creature takes no damage if they pass the save.
The Prison guard can not use mad dash until the start of it’s 2nd turn
Ser Seymor
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Medium human
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Armor class (18 chainmail and chainhood
Hit points 120
Speed 30ft
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Str 20 (+5) dex 12 (+1) con 16 (+3) int 12 (+1) wis 14 (+2) chr 12 (+1)
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saving throws str +8 wis +5
Skill Athletics +8 Insight +5 Perception +5
Senses passive perception 15
Languages common
Challenge 5
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Call shot
A creature can target different parts of Ser Seymor's body, when a body takes enough damage it becomes broken. Each body part has a it’s own ac and a different effect after becoming broken. The hp of the Ser Seymor's body parts is separate it's normal hp
Head: AC 21. If the head takes points 20 of damage, Ser Seymor dies.
Right arm: AC 19. If the right arm takes 20 points of damage the arm becomes broken.
Left arm: AC 19. If the left arm takes 20 points of damage the arm becomes broken.
Right leg: AC 19. If the right leg takes 20 points of damage the right leg becomes broken.
Left leg: AC 19. If the right leg takes 20 points of damage the right leg becomes broken.
If one leg is broken, the Ser Seymor’s movement speed becomes 15tf both legs are broken the guard’s movement speed becomes 5ft and they become prone
If both legs are broken the head’s ac goes down to 18
Action
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Greatsword Vertical Sweep (arms): melee attack, +8 to hit, range 5ft, one target 2d6+5 slashing
On a hit the target loses an arm or a leg
Greatsword Horizontal Sweep (arms): melee attack, +8 to hit, range 5ft, 1-3 target 2d6+5 slashing
The Ser Seymor can target up to 3 creatures with Horizontal Sweep if all 3 targets are within 5ft of himself and within 5ft of at least one other target. Roll one attack roll and damage roll for all of the targets.
On a hit the target must make a dc 15 con save, if they fail roll 1d6 to determine the outcome
1: nothing happens
2: loses an arm
3: an arm gets infection
4: an arm gets infection
5: an leg gets infection
6: an leg gets infection
Tackle (body): melee attack, +8 to hit, range 5ft, one target 1d6+5 Bludgeoning
Stone golem
Large contract, lawful neutral
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Armour class 18 (natural armour)
Hit points 100
Speed 20ft
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Str 18 (+4) dex 6 (-2) con 18 (+4) int 8 (-1) wis 12(+1) chr 10 (+0)
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Skills animal handle +4 Athletics +7 Perception +4 Intimidation +3
Damage resistance Lightning non-magical Bludgeoning, Piercing and slashing
Damage immunity Poison, Necrotic
Senses passive perception 14
Challenge 5
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Made to protect
If the stone golem sees a creature attack or touch whatever the stone golem was made to protect and Guard before the end of their next turn, the golem can roll with advantage when attacking that creature. Even if the stone golem would have disadvantage, the golem will still roll with advantage.
Cracks under pressure
If the stone golem takes 30 or more points of damage in one turn the golem gets a shock to it’s “System” and becomes stunned until the end of its next turn
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Multiattack
The golem makes two attacks: one with its seismic slam and one with its lazer attack
Seismic slam. melee weapon attack: +7 to hit, reach 5ft., one target. hit( 2d8+4) Bludgeoning damage.
No matter if the attack hits or misses, all creatures other than the stone golem within 5ft of the seismic slam target must make a dc 15 con save or take 2d4 thunder damage.
This attack is made with disadvantage
Lazer. range weapon attack +7 to hit, range 35/120ft., one target. 2d6+4 fire damage.
No matter if the attack hits or misses, all creatures within 5ft of the lazer’s target must make a dc 15 dex save or take 2d6 fire damage.
This attack is made with disadvantage
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Reaction
Don’t touch that!
If the stone golem sees a creature attack or touch whatever the stone golem was made to protect and Guard. The stone golem can use its reaction to make a Seismic slam or lazer attack at the creature
Rat Ogors
Large monstrosity, chaotic evil
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Armor class 16
Hit points 80
Speed 30ft
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Str 22 (+6) dex 18 (+4) con 18 (+4) int 5 (-3) wis 8 (-1) chr 2 (-4)
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Skills Athletics +9 Acrobatics +7 Perception +2 Intimidation +3
Condition immunities: charmed frightened
Senses: passive perception 12 Darkvison 80ft
Language- understands Queekish
Challenge 5
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Bloodlust
If a creature within 15ft of the rat ogre, who is not a construct, takes damage the rat Ogors gains advantage on their next attack as there thirst for blood grows
Unleashed warp-fury
The warpstone hammered into the rat Ogor’s flesh crackles with volatile energies making the rat ogor go into a mad frenzy. Before the rat ogre attacks it can take 2d6+4 damage and make an extra two Claws, blades and fangs attacks if they only make melee attacks on there turn
Action
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Multiattack
The rat ogor can make 2 Claws, blades and fangs attacks or 1d6+1 warpfire gun attacks
Claws, blades and fangs: melee weapon attack: +9 to hit, reach 5ft., one target. Hit 2d6+6 slashing
Warpfire gun: range weapon attack +7 to hit, range 40/70ft., one target. 1d4+2 Force damage
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Black witch
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Medium monstrosity
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Armor class 14
Hit points 80
Speed 30ft fly 30ft hover
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Str 8 (-1) dex 16 (+3) con 13 (+1) int 20 (+5) wis 16 (+3) chr 10 (+0)
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Skill Arcana +8 Religion +8 Intimidation +3
Condition immunity frightened
Senses passive perception 13 darkvision 120ft
Languages common
Challenge 8
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pocket dimension
The black witch can make a small pocket dimension. The pocket dimension has no more than 7 15ft by 15ft by 15ft rooms. The rooms are connected by 10-30ft long 5ft wide hallways, the hallways are always dark and can not be illuminated.
One room can have a grave. When someone other than the black witch looks into the grave they will see themself in the grave. The creature must make a dc 16 wisdom save or become frightened until the start of their next turn, if they fail by 10 or more the creature is also paralyzed until the start of their next turn.
One room will have an exit out of the pocket dimension. When a creature leaves the pocket dimension in this they will appear in the same place they entered the pocket dimension or in the closest unoccupied space. Once a creature leaves they can not enter the pocket dimension in the same way they did before.
The black witch can place a 5-15ft entrance to the pocket dimension on a wall or floor, when a creature touches the pocket dimension they are pulled into it. An entrance can only be seen with a detect magic spell.
The black witch can move through the walls in the pocket dimension but she can not move more than 15ft away from the wall. The black witch can not cast a spell in the wall.
If the black witch dies in the pocket dimension her body and every she had on her will disappear
Spell casting
The black witch is a 8th-level spellcaster. Its spellcasting ability is int (spell save DC 16, +8 to hit with spell attacks). The black witch has the following spells prepared:
2nd level (at will): misty step
3rd level (at will): black orb
Call shot
A creature can target different parts of the black witch's body, when a body takes enough damage it becomes broken. Each body part has a it’s own ac and a different effect after becoming broken. The hp of the black witch's body parts is separate it's normal hp
Head: AC 20. If the head takes 20 points of damage the black witch dies.
Right arm: AC 15. If the right arm takes 20 points of damage the arm becomes broken.
Left arm: AC 15. If the left arm takes 20 points of damage the arm becomes broken.
The black witch can not cast black orb her left arm is broken
If both of her arms are broken her head’s ac becomes 14
Action
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Cast attack
The black witch can make a Ritual Knife attack and cast black orb as part of her action
Ritual Knife (right arm) melee attack, +6 to hit, range 5ft, one target 2d4+3 slashing.
On a hit the target must make a dc 15 con save or become poisoned for a minute.
If the target fails by 5 or more one of the targets arms or legs become infection
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Elite guard
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Large monstrosity.
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Armor class 18 (large Breastplate)
Hit points 300
Speed 35ft
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Str 22 (+6) dex 6 (-2) con 20 (+5) int 8 (-1) wis 8 (-1) chr 6 (-2)
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Saves str +10 con +9
Skill Athletics +10 Perception +3 Survival +3 Intimidation +6
Senses passive perception 13 darkvision 60ft
Languages common
Challenge 10
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Post Mortem attack
After the elite guard hits 0 hit points or if it is killed, the guard can use it’s movement speed to move closer to the closest creature and use it’s action make one melee attack
Call shot
A creature can target different parts of the Prison guard’s body, when a body takes enough damage it becomes broken. Each body part has a it’s own ac and a different effect after becoming broken. The hp of the Prison guard’s body parts is separate it's normal hp
Head: AC 26. If the head takes 42 points of damage the prison guard dies.
Right arm: AC 19. If the right arm takes 42 points of damage the arm becomes broken.
Left arm: AC 19. If the left arm takes 42 points of damage the arm becomes broken.
After the left arm is broken the guard can not use it’s mad dash ability
Stinger: AC 19. If the stinger takes 42 points of damage the arm becomes broken(can’t make stinger thrust attack)
Right leg: AC 19. If the right leg takes 42 points of damage the right leg becomes broken.
Left leg: AC 19. If the right leg takes 42 points of damage the right leg becomes broken.
If one leg is broken, the Guard’s movement speed becomes 20tf both legs are broken the guard’s movement speed becomes 5ft and they become prone.
If both legs are broken the head’s ac goes down to 18
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Multiattack
The elite guard can make one Rusty sword hack, one Morning star attack, and Armored stinger thrust attack or tackle. or use its Mad Dash and a Rusty sword hack or Tackle attack.
Rusty sword hack (left arm): melee attack, +10 to hit, range 5ft, one target 2d6+6 slashing
If the Rusty sword hits the target, the target must make a dc con save equal to the damage dealt. On a failed save the target loses an arm
Morning star (right arm): melee attack, +10 to hit, range 5ft, one target 2d6+6 Piercing.
If the morning star hits the target, the target must make a dc con save equal to the damage dealt. If the target fails roll 1d4 to determine the effect
1: Fracture arm (dm chooses if it’s the left or right arm)
2: Fracture leg (dm chooses if it’s the left or left leg)
3: leg infection (dm chooses if it’s the left or left leg)
4: Arm infection (dm chooses if it’s the left or right arm)
Armored stinger Thrust (stinger): melee attack, +10 to hit, range 10ft, one target 2d8+6 piercing
Tackle (body): melee attack, +9 to hit, range 5ft, one target 1d10+6 Bludgeoning
Mad Dash (right arm) (Recharge 5–6)
The elite guard can move up to 15ft before using its mad dash ability.
One creature within 5ft of the elite guard must make a dc 13 dex save or take 10d10 Bludgeoning, a creature takes no damage if they pass the save.
The elite guard can not use mad dash until the start of it’s 2nd turn
Iron Shakespeare
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Huge undead
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Armor class 20 (heavy plate)
Hit points 225
Speed 15ft
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Str 24 (+7) dex 6 (-2) con 20 (+5) int 6 (-2) wis 8(-1) chr 5 (-3)
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Skill Athletics +11 Intimidation +5
Damage resistance non-magical Bludgeoning, Piercing, and slashing
Damage immunity poison, Necrotic
Condition immunity Blindness, Confusion, poisoned
Senses passive perception 9 blindsight 120ft
Languages
Challenge 10
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Heavy armor
When the Iron Shakespeare takes Bludgeoning, Piercing, or slashing the damage is reduced by 3
Ignite
The Iron Shakespeare will ignite his right lantern arm at the end of his first turn, and his left lantern arm at the end of his second turn. While an arm is ignited, The Iron Shakespeare can replace a number of Lantern Smash attacks with Cinder attacks equal to the number of ignited arms he has.
Call shot
A creature can target different parts of the Iron Shakespeare’s body, when a body takes enough damage it becomes broken. Each body part has a it’s own ac and a different effect after becoming broken. The hp of the Iron Shakespeare’s body parts is separate it's normal hp
Head: AC 24. If the head takes 50 points of damage, Iron Shakespeare dies.
Right arm: AC 21. If the right arm takes 50 points of damage the arm becomes broken. When broken the iron Shakespeare can make one less attack
Left arm: AC 21. If the left arm takes 50 points of damage the arm becomes broken. When broken the iron Shakespeare can make one less attack
Right leg: AC 21. If the right leg takes 25 points of damage the right leg becomes broken.
Left leg: AC 21. If the right leg takes 25 points of damage the right leg becomes broken.
If one leg is broken, the Iron Shakespeare’s movement speed becomes 10tf both legs are broken the guard’s movement speed becomes 5ft and they become prone
If both legs are broken the head’s ac goes down to 20
Action
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Multiattack
The Iron Shakespeare can make two Lantern Smash attack as part of his action
Lantern Smash melee attack, +11 to hit, range 5ft, one target 2d10+7 Bludgeoning
On a hit the target must make a dc 15 con save or one of their limbs becomes Fractured
Cinder melee attack, +11 to hit, range 5ft, one target 2d10+7 Bludgeoning plus 2d8 fire
On a hit the target must make a dc 15 dex save or become Burning for 3 turns
Night fury
Large dragon, chaotic evil
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Armor class 18 (natural armor)
Hit points 70
Speed 30, 30ft claim 30ft swim 70 fly speed
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Str 18 (+4) dex 22 (+6) con 14 (+2) int 14 (+2) wis 16 (+3) chr 12 (+1)
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Saving throws str +8 dex +10 wis +7
Skills insight +7 Investigation +6 Perception +7 Stealth +14 History +6
Damage resistance fire, Lightning nonmagical bludgeoning, piercing and slashing
Damage vulnerability cold
Language-understands
Senses passive perception 17 darkvision 140ft blindsense 30ft
Challenge 10
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Night sky scales
While under the night sky the night fury has advantage on Stealth checks, if the night fury passes a stealth check while under the night sky it gains the benefits of the invisible Condition
Acute hearing
The night fury has advantage on perception checks that use hearing
Hold breath
The night fury can hold its breath for 15 minutes
Dive bomb
While flying downwards the night fury fly speed is doubled.
When the night fury makes a plasma blast attack after a dive bomb the attack gains an extra 1d8 damage dice
Flyby.
The night fury doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Plasma
When a creature with fire immunity takes fire damage from the night fury’s plasma blast they take damage as if they have fire resistance.
When a creature with fire resistance takes fire damage form the night fury’s plasma blast they take damage as if they have didn’t have fire resistance
Plasma recharge
After the night fury makes 6 attacks with it’s plasma blast it can not use any plasma blast for one turn
Fear of eels
When the night fury sees an eel it must make a dc 16 wisdom save with disadvantage or become frightened until it can pass the save at the end of its turn or until it can no longer see the eel
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Full power Plasma blast. Range weapon attack: +10 to hit, range 200ft., one target. Hit 2d10+6 fire damage.
On a hit or miss all creatures within 15ft of the target (including the target) must make a DC 18 dex save or take 2d10 fire damage. All non magic flammable objects that are not on someone’s person within 15ft of the target catch fire
Concussive Plasma blast. Range weapon attack: +10 to hit, range 200ft., one target. Hit 2d8+6 fire damage.
On a hit the target must make a dc 18 str save or be knocked prone
Stun Plasma blast. Range weapon attack: +10 to hit, range 200ft., one target. Hit 2d6+6 fire damage.
On a hit the target must make a dc 18 con save or be stun until the end of there next turn
Reflectly Plasma blast. Range weapon attack: +10 to hit, range 200ft., one target. Hit 1d8+6 fire damage.
If this attacks misses the target the night fury can reroll the attack with advantage at a different creature within 30ft of the target
bite. melee weapon attack: +8 to hit, reach 10ft., one target. Hit 1d10+4 piercing damage
Claw. melee weapon attack: +8 to hit, reach 10ft., one target. Hit 1d6+4 slashing damage.
Tail whip. melee weapon attack: +8 to hit, reach 10ft., one target. Hit 1d8+4 bludgeoning damage.
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Reaction
Wing shield
When a creature within 5ft of the night fury is targeted by an attack or if a creature within 5ft of the night fury has to make a str or dex save. The night fury can use it’s reaction to make the attack target the night fury or fail the save so the creature passes without taking damage
oni
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Huge Fiend
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Armor class 13
Hit points 200
Speed 30ft
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Str 22 (+6) dex 16 (+3) con 22 (+6) int 8 (-1) wis 10 (+0) chr 16 (+3)
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Saving throws str +10 con +10 chr +7
Skill Athletics +10 Intimidation +11 Survival +4
damage resistances non magical Bludgeoning, piercing and slashing
Damage immunity fire poison
Condition immunity poisoned frightened
Senses darkvision 120ft passive perception 10
Languages common, Infernal
Challenge 10
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Drunkard
Before the oni takes damage and before combat starts a creature can offer the oni alcohol, the oni must make a dc 15 wisdom save. On a failed save the oni takes the alcohol and drinks. While the oni drinks creatures can take a surprise round
The joy of killing
When the oni knocks a creature to 0 hp, the oni gain 1d10+4 temp hp
A true monster
When the oni knocks a creature to 0 hp all of the creature's allies who saw the oni knock the creature to 0 hp must make a dc 18 wisdom save or become frightened for a minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the oni’s true monster for the next 24 hours.
If the oni knocks the creature to 0 hp in the 1st round of combat the wisdom save is made with disadvantage
Actions
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Multiattack the oni can make 3 attacks as a part of it’s attack action, two with it’s kanabo or claws and one with it’s bite
Kanabō melee attack, +10 to hit, range 10ft, one target 2d10+6 bludgeoning.
When hit by the Kanabō the target must make a dc 18 str save or be knocked prone
Bite melee attack, +10 to hit, range 5ft, one target 2d8+6 Piercing.
If the oni bites a creature who is grappled by it, the creatures max hp is reduced by half of the damage dealt by the bite until they take a long rest or until they are healed by a 3rd level or higher spell
Claw melee attack, +10 to hit, range 5ft, one target 2d6+6 slashing
On a hit the target must make a dc 18 dex save or become grappled. The oni can not make a claw attack if there hands are full
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Eight-Handled Sword Divergent Sila Divine General Mahoraga
Large aberration, chaotic evil
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Armor class 18 (natural armor)
Hit points 700
Speed 40ft
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Str 30 (+10) dex 20 (+5) con 30 (+10) int 16 (+3) wis 18 (+4) chr 6 (-2)
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Saving throws str +19 dex +14 con +19
Skills acrobatics +14 athletics +19 intimidation +16 Perception +13
Condition immunities charmed, frightened
Senses passive perception 23
Challenge 530
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Legendary Resistance (3/Day).
If the mahoragafails a saving throw, it can choose to succeed instead.
Adaptation
when the mahoraga is effected by something the wheel over top of the mahoraga's head starts to spin
at the start of the mahoraga's turn the wheel makes 1 full rotation.
after a number of rotation the mahoraga adapts to part of that ability.
if effected by that ability again before the adaptation is gain the wheel needs to rotation1 less time
the number of rotation needed is equal to the level of the ability.
it takes two rotation to gain a damage immunity.
the mahoraga can only adapt to one thing at a time
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Multiattack
the mahoraga can make 5 attacks on it's turn only one can be sword of extermination and only one can be back hand
Sword of Extermination
melee weapon attack: +19 to hit, reach 5ft., one target. Hit 2d8+10 slashing damage. plus 4d8 Radiant
aberration take 8d8 Radiant instead of 4d8
back hand
melee weapon attack: +19 to hit, reach 5ft., one target. Hit 4d8+10 Bludgeoning
on a hit the target must make a dc 20 str save or be pushed 30ft and become prone.
if the target hits a wall they take damage as if they fall
unarmed attacks
melee weapon attack: +19 to hit, reach 5ft., one target. Hit 4d8+10 Bludgeoning
legendary actions
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The Eight-Handled Sword Divergent Sila Divine General Mahoraga can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Eight-Handled Sword Divergent Sila Divine General Mahoraga regains spent legendary
attack: the Eight-Handled Sword Divergent Sila Divine General Mahoraga makes a melee attack
Detect: The Eight-Handled Sword Divergent Sila Divine General Mahoraga makes a Wisdom (Perception) check.