——————————————————————CR 1/4——————————————————————
Cavegnome
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Small monstrosity
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Armor class 15
Hit points 10
Speed 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
——————————————————————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
———————————————————————CR 2———————————————————————
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
———————————————————————CR 4———————————————————————
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, 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 (arm) 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———————————————————————
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 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 14
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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
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
Call shot
A creature can target different parts of the moonless 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 are 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
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 15
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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, 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
———————————————————————CR 8———————————————————————
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 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
——————————————————————CR 10——————————————————————
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
Action
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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