```metadata title: Termina Monsters description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` ```css ``` {{frontCover}} ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # 5e Bestiary ___ ![homebrew mug](https://howlongtobeat.com/games/119400_Fear_&_Hunger_2_Termina.jpg?width=250) {position:absolute,top:-50px,right:0px,width:820px} \page {{toc # Table Of Contents - #### [{{ Janitor}}{{ 3}}](#p3) - #### [{{ villager (knives)}}{{ 4}}](#p4) - #### [{{ villager}}{{ 4}}](#p4) - #### [{{ villager (Pipe)}}{{ 5}}](#p5) - #### [{{ Rifleman}}{{ 5}}](#p5) - #### [{{ moonscorched (ghoul)}}{{ 6}}](#p6) - #### [{{ moonscorched}}{{ 6}}](#p6) - #### [{{ The Vile}}{{ 7}}](#p7) - #### [{{ decrepit priest}}{{ 8}}](#p8) - #### [{{ Headless hound}}{{ 9}}](#p9) - #### [{{ Fecal Hound}}{{ 9}}](#p9) - #### [{{ Woodsman}}{{ 10}}](#p10) - #### [{{ Death Mask}}{{ 11}}](#p11) - #### [{{ Needles}}{{ 12}}](#p12) - #### [{{ Ronteal }}{{ 13}}](#p13) - #### [{{ Rat hag}}{{ 14}}](#p14) - #### [{{ Ratkin }}{{ 14}}](#p14) - #### [{{ Ratkin Gang Leader}}{{ 15}}](#p15) - #### [{{ Frenzied Ratkin }}{{ 16}}](#p16) - #### [{{ Warrior Ratkin }}{{ 16}}](#p16) - #### [{{ Inquisitor }}{{ 17}}](#p17) - #### [{{ Bobby}}{{ 17}}](#p17) - #### [{{ Half-cocooned}}{{ 18}}](#p18) - #### [{{ Sew Job}}{{ 18}}](#p18) - #### [{{ Mob Leader}}{{ 19}}](#p19) - #### [{{ Bremen soldier}}{{ 20}}](#p20) - #### [{{ Beekeeper}}{{ 20}}](#p20) - #### [{{ Irrational Obelisk}}{{ 21}}](#p21) - #### [{{ Fallen cherub}}{{ 22}}](#p22) - #### [{{ Shadowy Figure}}{{ 22}}](#p22) - #### [{{ Father Donnovan Hugo}}{{ 23}}](#p23) - #### [{{ Gull Brother}}{{ 24}}](#p24) - #### [{{ Neighbour }}{{ 25}}](#p25) - #### [{{ Pillarman }}{{ 26}}](#p26) - #### [{{ crimson father }}{{ 27}}](#p27) - #### [{{ Owl cultist}}{{ 28}}](#p28) - #### [{{ Owl Sprite}}{{ 28}}](#p28) - #### [{{ Centaur}}{{ 29}}](#p29) - #### [{{ Stitches }}{{ 30}}](#p30) - #### [{{ Living Flesh}}{{ 30}}](#p30) }} {{toc - #### [{{ Poe}}{{ 31}}](#p31) - #### [{{ Moonless}}{{ 32}}](#p32) - #### [{{ Bellend}}{{ 33}}](#p33) - #### [{{ Mataneko-kone-Magnificat, Rancid the sergal }}{{ 34}}](#p34) - #### [{{ Bremen Elite}}{{ 35}}](#p35) - #### [{{ Bremen Flametrooper}}{{ 35}}](#p35) - #### [{{ Platoon}}{{ 36}}](#p36) - #### [{{ Sylvian Trooper}}{{ 37}}](#p37) - #### [{{ Per'kele}}{{ 38}}](#p38) - #### [{{ Iki-Turso}}{{ 39}}](#p39) - ### [{{ "New" Conditions}}{{ 40}}](#p40) - ### [{{ New Spells}}{{ 41}}](#p41) - ### [{{ New Maneuvers + diseases}}{{ 44}}](#p44) }} {{note, ##### Links to other funger content ***The Contestants*** https://homebrewery.naturalcrit.com/share/k-_VSml4SZFk : ***Moonscorched Contestants*** https://homebrewery.naturalcrit.com/share/DP6lfGtnVM-H : ***The Heartless One (& New Gods)*** https://homebrewery.naturalcrit.com/share/VgUe1JTN0qOH : ***Rher*** https://homebrewery.naturalcrit.com/share/6IbZ4Su06OzH : ***Sulfur*** https://homebrewery.naturalcrit.com/share/HzKaBL3S1YJn : ***Logic*** https://homebrewery.naturalcrit.com/share/5YFixak078bR : ***Sylvian*** https://homebrewery.naturalcrit.com/share/IEDJS273Pwqq : ***Gro-Goroth*** https://homebrewery.naturalcrit.com/share/u6Xky1X-lFEq : ***Vinushka*** https://homebrewery.naturalcrit.com/share/qnf5I9G8VQZZ : ***The God of the Depths*** https://homebrewery.naturalcrit.com/share/QbAAcVgcjtYt : ***The God of Fear & Hunger*** https://homebrewery.naturalcrit.com/share/zSZrw2WrOioz : ***Alll-Mer*** https://homebrewery.naturalcrit.com/share/LHkV6Uu_SQzP : ***Original funger monsters*** https://homebrewery.naturalcrit.com/share/0bgV5iO7enIx }} \page {{monster,frame ## Janitor *Medium fiend, chaotic evil* ___ **Armor Class** :: 11 (unarmored) **Hit Points** :: 82 (11d8+33) **Speed** :: 25ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|12 (+1)|16 (+3)|8 (-1)|12 (+1)|7 (-2)| ___ **Skills** :: Intimidation +2 **Senses** :: passive Perception 11 **Languages** :: common **Challenge** :: 3 (700 XP) ___ ***Lunatic.*** The Janitor has advantage on saving throws against being charmed or frightened : ***Masochist.*** If the janitor has taken damage since his last turn he has advantage on all attack rolls until the end of his next turn. ### Actions ***Multiattack*** The Janitor attacks with his kassara and then follows up with a stump slam. The janitor may replace any of these attacks with chemical spill. : ***Kassara.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) slashing damage If the target is a creature it must succeed on a DC 13 Constitution saving throw or suffer an arm or leg injury (janitor'schoice). : ***Stump slam.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) bludgeoning damage : ***Chemical spill.*** *Ranged Weapon Attack:* +3 to hit, range 20/60ft., one target. *Hit* 8 (2d6 + 1) acid damage. The target must make a DC 13 Constitution saving throw. A creature that fails its saving throw is blinded until the end of the Janitor's next turn. : ***White mold growth (1/Day).*** he janitor throws a handful of white mold on one creature within 60 feet of him that he can see. The target must make a DC 13 Strength saving throw. A creature that fails the save is restrained as the mold quickly grows over them, rooting them to the spot. The restrained creature must repeat the saving throw at the end of its next turn, becoming engulfed in mold on a failure or ending the effect on a success. An engulfed creature cannot see, cannot breathe, and is suffocating. An engulfed creature may use its action to make a DC 13 Strength check to remove themselves from the mold, ending the effect. Alternatively a creature within 5 ft. of the engulfed creature may make the check, but if the check fails they are restrained as if they had failed the initial saving throw against white mold growth. ### Reactions ***Deadened nerves.*** When The janitor takes damage he may reduce the damage taken by 9 (1d12+3) }} {{imageMaskEdge5,--offset:0%,--rotation:270, ![homebrew mug](https://fearandhunger.wiki.gg/images/7/76/Workshop_background.png) {position:absolute,top:234px,right:-463px,width:1380px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/e/e8/Janitor.png) {position:absolute,top:560px,right:0px,width:370px} ::::::::: {{note ##### Janitor Buff I decided to buff the janitor and give him a few new moves based on his job title, and the theory that he's the white mold killer. I did this because i assume youre using him the same way the game did, a solo introductory fight with no real consequences. If you don't like the additions you can remove ***Masochist***, ***White Mold Growth***, ***Chemical Spill***, and reduce his Hit Points to 52 to bring him down to CR 1 (200 XP) }} \page {{monster,frame ## villager (knives) *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 12 (unarmored) **Hit Points** :: 22 (5d8+0) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|13 (+1)|10 (0)|10 (0)|6 (-2)|5 (-3)| ___ **Senses** :: passive Perception 8 **Languages** :: common **Challenge** :: 1/2 (100 XP) ___ ***Lunatic.*** The villager has advantage on saving throws against being charmed or frightened : ***Mad Rush.*** If the villager moves at least 20 feet straight toward a target and then attacks it with a Manic Stab attack on the same turn, the villager makes an additional Manic stab attack against the same target ### Actions ***Manic Stab.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 3 (1d4 + 1) piercing damage and if the target is a creature it must make a DC 11 Constitution saving throw or begin bleeding (1d4, DC 11). }} {{monster,frame ## villager *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 11 (unarmored) **Hit Points** :: 31 (7d8+0) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|13 (+1)|10 (0)|10 (0)|6 (-2)|5 (-3)| ___ **Senses** :: passive Perception 8 **Languages** :: common **Challenge** :: 1/4 (50 XP) ___ ***Lunatic.*** The villager has advantage on saving throws against being charmed or frightened : ***Coinflip.*** The villager starts combat without Throw Beartrap being charged. At the end of the villager's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Throw Beartrap recharges. ### Actions ***Sickle.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 3 (1d4 + 1) piercing damage and if the target is a creature it must make a DC 11 Constitution saving throw or begin bleeding (1d4, DC 11). If a creature fails its save by 5 or more it also contracts sewer plague : ***Throw Beartrap (Recharge: Coinflip).*** The villager slides a beartrap under the feet of a creature within 20 ft. The creature must make a DC 11 dex save or take 2 (1d4) slashing damage, suffer a leg injury and have its speed reduced to zero until it is released from the trap. A creature can use its action to make a DC 13 Strength check, freeing itself on a success. Each failed check deals 1 piercing damage to the trapped creature. }} {{imageMaskCorner32,--offsetX:-35%,--offsetY:-46%,--rotation:13 ![](https://fearandhunger.wiki.gg/images/d/d3/Outskirts_background1.png){height:47%} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/2/24/Villager_%28Knives%29.png) {position:absolute,top:640px,right:290px,width:230px} ![homebrew mug](https://fearandhunger.wiki.gg/images/1/1b/Villager_%28Sickle%29.png) {position:absolute,top:660px,right:500px,width:200px} \page {{monster,frame ## villager (Pipe) *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 13 (natural armor) **Hit Points** :: 58 (9d8+18)) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|13 (+1)|14 (+2)|8 (-1)|6 (-2)|8 (-1)| ___ **Senses** :: passive Perception 8 **Languages** :: common **Challenge** :: 1 (200 XP) ___ ***Lunatic.*** The villager has advantage on saving throws against being charmed or frightened : ***Coinflip.*** The villager starts combat without Throw Beartrap being charged. At the end of the villager's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Throw Beartrap recharges. ### Actions ***Multiattack*** The villager attacks with its pipe and then makes a slam attack : ***Pipe.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 6 (1d8 + 2) bludgeoning damage and if the target is a creature it must make a DC 10 Constitution saving throw or be dazed until the end of its next turn : ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 4 (1d4 + 2) bludgeoning damage : ***Throw Beartrap (Recharge: Coinflip).*** The villager slides a beartrap under the feet of a creature within 20 ft. The creature must make a DC 12 dex save or take 2 (1d4) slashing damage, suffer a leg injury and have its speed reduced to zero until it is released from the trap. A creature can use its action to make a DC 13 Strength check, freeing itself on a success. Each failed check deals 1 piercing damage to the trapped creature. }} {{monster,frame ## Rifleman *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 12 (unarmored) **Hit Points** :: 35 (10d8-10) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |7 (-2)|14 (+2)|9 (-1)|10 (0)|8 (-1)|5 (-3)| ___ **Senses** :: passive Perception 9 **Languages** :: common **Challenge** :: 1/2 (100 XP) ___ ***Lunatic.*** The rifleman has advantage on saving throws against being charmed or frightened : ***Wild aiming.*** If the rifleman makes an attack, its speed becomes zero until the end of its turn. If the rifleman moves before shooting it has disadvantage on its attack rolls that turn. ### Actions ***Rifle .303 Mk I.*** *Ranged Weapon Attack:* +4 to hit, range 80/320ft., one target. *Hit* 11 (2d10 + 2) piercing damage }} {{note ##### Rifleman are very dangerous at low level It'd be a good idea to use them in areas the players have cover, and to let them know the damage dice of guns when they make their characters. }} {{imageMaskEdge5,--offset:12%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/8/85/House_background.png) {position:absolute,top:600px,right:-50px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/7/74/Villager_%28Pipe%29.png) {position:absolute,top:640px,right:90px,width:200px} ![homebrew mug](https://fearandhunger.wiki.gg/images/8/8b/Rifleman.png) {position:absolute,top:660px,right:260px,width:190px} \page {{monster,frame ## moonscorched (ghoul) *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 14 (natural armor) **Hit Points** :: 65 (10d8+20) **Speed** :: 35ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|12 (+1)|14 (+2)|8 (-1)|4 (-3)|7 (-2)| ___ **Skills** :: Intimidation +2 **Condition immunities.** :: poisoned **Senses** :: passive Perception 7 **Languages** :: common **Challenge** :: 1 (200 XP) ___ ***Lunatic.*** The moonscorched has advantage on saving throws against being charmed or frightened ### Actions ***Multiattack.*** The ghoul makes two claw attacks, and bites once. : ***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 4 (1d4 + 2) slashing damage : ***Nasty bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 6 (1d8 + 2) piercing damage If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or contract Sewer plague. }} {{monster,frame ## moonscorched *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 11 (unarmored) **Hit Points** :: 22 (9d8-18) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|12 (+1)|6 (-2)|10 (0)|4 (-3)|4 (-3)| ___ **Senses** :: passive Perception 7 **Languages** :: common **Challenge** :: 0 (10 XP) ___ ***Lunatic.*** The moonscorched has advantage on saving throws against being charmed or frightened ### Actions ***Tear face.*** The Moonscorched's claws its own face apart, and takes 11 (2d10) damage. Each creature within 60 ft. who can see this must make a DC 11 wisdom saving throw or be frightened until the end of their turn. On failure of 5 or more a creature must use its action on its turn to dash and move as far away from the moonscorched as possible. If a creature's saving throw is successful, the creature is immune to the moonscorched's tear face for the next 24 hours. }} {{imageMaskEdge5,--offset:0%,--rotation:330 ![homebrew mug](https://fearandhunger.wiki.gg/images/7/73/Slums_background1.png) {position:absolute,top:354px,right:-63px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/4/43/Moonscorched_%28Female%29.png) {position:absolute,top:380px,right:10px,width:130px} ![homebrew mug](https://fearandhunger.wiki.gg/images/6/6b/Moonscorched_%28Ghoul%29.png) {position:absolute,top:570px,right:180px,width:210px} ![homebrew mug](https://fearandhunger.wiki.gg/images/6/6a/Moonscorched_%28Male%29.png) {position:absolute,top:380px,right:110px,width:130px} \page {{monster,frame ## The Vile *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 14 (leather apron and mask) **Hit Points** :: 127 (17d8+51) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|14 (+2)|16 (+3)|7 (-2)|11 (0)|14 (+2)| ___ **Damage resistances** :: Psychic **Damage Vulnerability** :: Poison **Senses** :: passive Perception 8 **Languages** :: common **Challenge** :: 4 (1,100 XP) ___ ***Lunatic.*** The Vile has advantage on saving throws against being charmed or frightened : ***Leaking fumes*** Any creature that starts its turn within 5 feet of the Vile must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Leaking fumes of the Vile for 1 hour. : ***Pigskin gasmask.*** The vile wears a gas mask. So long as he does, he is immune to all inhaled poisons, such as his own pesticide, burnt othor fumes, and the cloudkill spell. If the Vile suffers a critical hit the mask is destroyed : ***Poison Buildup.*** Due to years of exposure to poisonous gasses, the Vile has disadvantage on saves against poison. ### Actions ***Multiattack*** The Vile sprays pesticide and then makes a slam attack : ***Pesticide.*** The Vile sprays a cloud of poisonous gas in a 20-foot cone which lingers until the end of his next turn and can be dispersed by a moderate wind (10 Mph). : Each creature in that starts their turn in the area, or enters it for the first time on their turn must make a DC 13 Constitution saving throw, taking 11 (3d6) poison damage, and be poisoned until the end of their next turn on a failed save. On a failure of 5 or more they contract Vile-Lung. On a succesful they take half as much damage and are not poisoned. : ***Canister slam.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) bludgeoning damage }} {{note ##### Vile-Lung A creature that contracts Vile-lung gains a level of exhaustion. A creature with one or more levels of exhaustion brought on by Vile-lung must succeed on a Constitution check to take the Dash action. If the check fails, the action cannot be attempted. If the creature attempts to cast a spell with a verbal component, it must succeed on a Constitution check or be unable to complete the spell, causing the spell to fail with no effect. The DC for each check is 10 + the creature's current exhaustion level. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease. }} {{imageMaskEdge5,--offset:0%,--rotation:290, ![homebrew mug](https://fearandhunger.wiki.gg/images/8/8f/Outskirts_background2.png) {position:absolute,top:324px,right:0px,width:920px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/thumb/8/88/Vile.png/159px-Vile.png) {position:absolute,top:500px,right:110px,width:300px} \page \column {{monster,frame ## decrepit priest *medium humanoid, neutral evil* ___ **Armor Class** :: 13 (Mage armor) **Hit Points** :: 84 (13d8+26) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|10 (0)|14 (+2)|13 (+2)|14 (+2)|17 (+3)| ___ **Saves.** :: Int +4,Cha +6 **Skills** :: Athletics +5, Religion +4, Arcana +4 **Senses** :: passive Perception 12 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Magic Resistance.*** The priest has advantage on saving throws against spells and other magical effects. : ***Dark Devotion.*** The Priest has advantage on saving throws against being charmed or frightened : ***Coinflip.*** The priest starts combat without Strangle being charged. At the end of the priest's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Strangle recharges. : ***Spellcasting.*** The priest is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following spells: : At Will: Mage armor : 1st-2nd level (2 2nd-level slots): Aganazzar's scorcher, Hurting, Misty Step, Blood sword. Roots That Reap ### Actions ***Strangle (Recharge: Coinflip).*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 7 (1d10 + 2) bludgeoning damage and the target is grappled. While grappled the creature cannot breathe, is suffocating, and takes 11 (2d10) bludgeoning damage at the start of the their turns. While the Priest is strangling a creature it cannot cast spells. : ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) bludgeoning damage : ***Blood Sword.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 11 (2d8 + 2) fire damage }} {{imageMaskEdge5,--offset:0%,--rotation:360 ![homebrew mug](https://fearandhunger.wiki.gg/images/1/1e/Museum_background.png) {position:absolute,top:454px,right:63px,width:1180px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/a/ae/Decrepit_Priest.png) {position:absolute,top:480px,right:450px,width:280px} \page {{monster,frame ## Headless hound *Small monstrosity, unaligned* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 66 (19d8-19) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|15 (+2)|8 (-1)|2 (-4)|4 (-3)|5 (-3)| ___ **Condition immunities.** :: blinded, deafened **Senses** :: blindfight 60 ft. (blind beyond this radius) passive Perception 7 **Languages** :: understands common but cannot speak **Challenge** :: 2 (450 XP) ___ ***Pack Tactics.*** The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions ***Toothless bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. : ***Black Bile (Recharge 5-6).*** The hound vomits bile in a 30 ft. line that is 5 feet wide. Each creature in that line must make a DC 12 Constitution saving throw, taking 13 (3d8) acid damage and being poisoned on a failed save. On a successful save they are not poisoned and take half as much damage. }} {{monster,frame ## Fecal Hound *Small beast, unaligned* ___ **Armor Class** :: 12 **Hit Points** :: 75 (10d8+30) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|14 (+2)|16 (+3)|4 (-3)|12 (+1)|4 (-3)| ___ **Damage Immunities** :: Poison **Condition Immunities** :: Poisoned **Senses** :: darkvision 60 ft., passive Perception 16 (with advantage) **Languages** :: none **Challenge** :: 2 (450 XP) ___ ***Keen Hearing and Smell.*** The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. : ***Scoot trail*** As it moves, the hound leaves behind a trail of slippery liquid . The trail is 1/2 an inch deep and covers the ground in the hounds's space, and any space it has moved through. The trail is difficult terrain For all creatures except fecal hounds and lasts until the start of its next turn. Any creature that enters the trail's area or starts its turn there must succeed on a DC 13 Dexterity saving throw or fall prone. : ***Overwhelming stench.*** Any creature that starts its turn within 5 feet of the hound must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. While poisoned in this way, the creature is also dazed. On a successful saving throw, the creature is immune to the stench of all fecal hounds for 1 hour. ### Actions ***Nasty Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution saving throw or contract Sewer plague. : ***Revel in Feces (1/Day).*** A 10-foot radius of disgusting yellow-brown gas extends out from the hound. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 13 Constitution saving throw or take 9 (2d8) poison damage and be poisoned until the start of its next turn. If the creature fails the save by 5 or more (DC 8), then the creature spends its action that turn retching and reeling. }} {{imageMaskEdge5,--offset:0%,--rotation:10 ![homebrew mug](https://fearandhunger.wiki.gg/images/5/5b/Forest_background1.png) {position:absolute,top:354px,right:-93px,width:1080px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/7/7a/Headless_Hound.png) {position:absolute,top:540px,right:440px,width:300px} ![homebrew mug](https://fearandhunger.wiki.gg/images/3/35/Fecal_hound.png) {position:absolute,top:820px,right:190px,width:400px} \page {{monster,frame ## Woodsman *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 97 (13d8+39) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |19 (+4)|9 (-1)|18 (+4)|12 (+1)|11 (0)|8 (-1)| ___ **Senses** :: passive Perception 10 **Languages** :: common **Challenge** :: 3 (700 XP) ___ ***Lunatic.*** The woodsman has advantage on saving throws against being charmed or frightened : ***Rampage.*** When the Woodsman reduces a creature to 0 hit points with a melee attack on its turn, he can take a bonus action to move up to half its speed and make a n axe attack. : ***Coinflip.*** The woodsman starts combat without Facehugger being charged. At the end of the woodsman's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Facehugger recharges. ### Actions ***Multiattack*** The woodsman attacks with his axe and then makes a slam attack : ***Woodsman's axe.*** *Melee or ranged Weapon Attack:* +6 to hit, reach 5ft / range 20/60, one target. *Hit* 8 (1d8 + 4) slashing damage and if the target is a creature it must make a DC 14 Constitution saving throw or suffer an arm injury : ***Slam.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) bludgeoning damage : ***Facehugger (Recharge: Coinflip).*** The woodsman's parasite detaches and flings itself at a creature of the woodsman's choice within 30ft. The creature must make a DC 14 dexterity saving throw or be blinded and begin suffocating as a facehugger clamps down upon its face. A creature, including the target, can use its action to make a DC 14 strength check to detach the facehugger : On a succesful save the facehugger lands in an unoccupied space within 5 ft. of the target. The facehugger takes its turn immediately after the woodsman. : The woodsman cannot take this action again until the facehugger re-attaches to him }} {{note #### [{{ Summoner Encounter Difficulty}}{{ }}](#p45) }} {{monster,frame ## Woodsman's Facehugger *Tiny aberration, unaligned* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 1 (1d4 - 1) **Speed** :: 20ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |1 (-5)|20 (+5)|8 (-1)|1 (-5)|16 (+3)|1 (-5)| ___ **Skills** :: Stealth +9, Peception +7 **Senses** :: blindsight 60 ft. (blind beyond this radius, passive Perception 17 **Languages** :: none **Challenge** :: 1 (200 XP) ___ ***Nimble Escape.*** The Facehugger can dash, disengage, or hide as a bonus action : ***It's on my face!.*** While attached to a creature, the Facehugger takes only half the damage dealt to it (rounded down). and that creature takes the other half. ### Actions ***Hug Face.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* Target is blinded and begins suffocating. A creature, including the target, can use its action to make a DC 14 strength check to detach the facehugger }} {{imageMaskEdge5,--offset:0%,--rotation:330 ![homebrew mug](https://fearandhunger.wiki.gg/images/5/5b/Forest_background1.png) {position:absolute,top:354px,right:-63px,width:1080px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/thumb/f/f3/Woodsman.png/159px-Woodsman.png) {position:absolute,top:520px,right:90px,width:300px} \page {{note ##### CR 7 (2,900 XP) Version Change the Deathmasks Strength score to 20, raise its Hit Points to 82 (11d8+33), and its slasher attack to the following: : ***Slasher.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 13 (2d8 + 4) slashing damage If the target is a creature it must succeed on a DC 16 Constitution saving throw or suffer an arm injury. }} \column {{monster,frame ## Death Mask *Medium monstrosity, chaotic evil* ___ **Armor Class** :: 17 (Chainmail Dress) **Hit Points** :: 67 (9d8+27) **Speed** :: 35ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|16 (+3)|16 (+3)|2 (-4)|12 (+1)|5 (-3)| ___ **Saves** :: Con +6, Wis +4 **Damage Resistances** :: fire; piercing, and slashing from nonmagical attacks **Senses** :: passive Perception 11 **Languages** :: understands common, but canot speak **Challenge** :: 5 (1,800 XP) ___ ***Magic Resistance.*** The death mask has advantage on saving throws against spells and other magical effects. : ***Unkillable.*** When the deathmask is reduced to zero hit points it falls unconcious until it regains 1 hit point. 24 hours after being reduced to zero hit points, the deathmask can expend any number of hit dice as if it had taken a short rest. A creature can discover that the deathmask isn't dead with a DC 15 medicine check. ### Actions ***Multiattack*** The deathmask makes two slasher attacks and uses unnerving laugh. : ***Slasher.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 4) slashing damage If the target is a creature it must succeed on a DC 15 Constitution saving throw or suffer an arm injury. : ***Unnerving laugh.*** Each creature that is within 30 feet of the deathmask and aware of it must succeed on a DC 14 Wisdom saving throw or take 2 (1d4) psychic damage and become frightened for 1 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 deathmask's unnerving laugh for the next 24 hours. }} {{imageMaskEdge5,--offset:0%,--rotation:20 ![homebrew mug](https://fearandhunger.wiki.gg/images/e/e9/Slums_background2.png) {position:absolute,top:354px,right:-63px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/thumb/f/f6/Death_mask.png/250px-Death_mask.png) {position:absolute,top:480px,right:310px,width:480px} \page {{monster,frame,wide ## Needles *Medium Fiend, chaotic evil* ___ **Armor Class** :: 17 (unarmored defense) **Hit Points** :: 127 (15d8+60) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|16 (+3)|18 (+4)|16 (+3)|10 (+0)|10 (+0)| ___ **Savess** :: Con +7, Wis +3 **Skills** :: Athletics +6, Medicine +6, Perception +6, Religion +9, Sleight of Hand +9 **Damage resitances** :: Poison, non-magical piercing **Condition Immunities** :: charmed, frightened, poisoned **Senses** :: passive Perception 16 **Languages** :: common **Challenge** :: 5 (1,800 XP) ___ ***Marksman.*** Needles has a +2 bonus to ranged weapon attacks. : ***Unarmored defense.*** If he isn't wearing armor, Needles adds his constitution modifier to his Armor Class. : ***Coinflip.*** Needles starts combat without Mystery Injection being charged. At the end of Needles' turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Mystery Injection recharges. ### Actions ***Multiattack.*** Needles makes a mystery injection attack if possible, and then makes two needle whip attacks, or two glock attacks if he has used just a joke. : ***Needle Whip.*** *Melee Weapon Attack:* +6 to hit, reach 10ft., one target. *Hit* 5 (1d4 + 3) piercing damage plus 2 (1d4) poison damage, and if the target is a creature it must make a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way it also suffers one of the following effects. The creature may repeat this saving throw at the end of their turn, ending the effect on a success. * 1: The target is under the effects of the *slow* spell : * 2: The target is under the effects of the *bane* spell : * 3: On its turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. : * 4: The target hallucinates a red transparent ghost in space within 60 ft. of them. They are fightened of this ghost, and at the end of their turn the ghost moves 30 ft. closer. If the ghost's movement brings it within 5 ft. of the creature, the ghost enters them, causing them to fall prone and take 10 (3d6) psychic damage from overwhelming terror. After the ghost enters the creature another ghost appears 60 ft. away, and the process repeats. : ***Glock.*** *Ranged Weapon Attack:* +8 to hit, range 50/150ft., one target. *Hit* 12 (2d8 + 3) piercing damage : ***Mystery Injection (Recharge: Coinflip).*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 1 piercing damage plus 18 (4d8) poison damage and if the target is a creature it must make a DC 14 Constitution saving throw or be poisoned. While poisoned in this way it is also paralyzed. The creature may repeat this saving throw at the end of their turn, ending the effect on a success. ### Reactions ***Just a Joke.*** As a reaction to being reduced to 50 hit points or lower, Needles tosses away his needle whip, pulls out a glock, and makes a glock attack with advantage at the creature who triggers the reaction }} {{imageMaskEdge5,--offset:12%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/d/da/Tunnels_background.png) {position:absolute,top:600px,right:-50px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/4/49/Needles.png) {position:absolute,top:650px,right:190px,width:180px} \page {{monster,frame, ## Ronteal *Medium Aberration, unaligned* ___ **Armor Class** :: 14 (natural armor) **Hit Points** :: 52 (8d8+16) **Speed** :: 30ft., burrow 5 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|8 (-1)|13 (+2)|18 (+4)|16 (+3)|20 (+5)| ___ **Saves** :: Dex +1, Wis +5 **Damage resistances** :: Fire, cold, Necrotic, bludgeoning from non-magical attacks **Damage Immunities** :: Psychic **Condition Immunities** :: frightened, deafened **Senses** :: tremorsense 120 ft. (blind beyond this radius), passive Perception 13 **Languages** :: None **Challenge** :: 4 (1,100 XP) ___ ***Magic resistance.*** The Ronteal has advantage on saving throws against spells and other magical effects. : ***Living Nightmare.*** Creatures frightened of the ronteal have their speed reduced to 0 until they are no longer frightened. : Additionally when a creature becomes frightened of the ronteal, the ronteal gains 5 Temp HP. : ***Waking Horror.*** The ronteal can always target a creature they know of with the *dream* spell, even if they are not on the same plane of existence. If the target fails the spell's saving throw the ronteal may immediately appear within 5 ft. of them. : ***Innate Spellcasting.*** The Ronteal’s innate spellcasting ability is Charisma (spell save DC 15, +7 hit). she can cast the following spells without requiring material components. * At will: Cause fear, Darkness * 1/day each: Fear, Hunger of Hadar, Dream ### Actions ***Multiattack.*** The Ronteal casts either *cause fear* or *fear* and then makes a nasty bite attack, followed by two pendulum swing attacks. : For each missed pendulum swing attack the ronteal made the previous round, it may replace that number of pendulum swings this turn with a Guillotine swing. : ***Pendulum swing.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 3) slashing damage and the target must make a DC 10 Constitution saving throw or suffer an arm or leg injury (ronteal's choice) : ***Nasty Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution saving throw or contract Sewer plague. : ***Guillotine swing.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 16 (2d12 + 3) slashing damage . If this attack reduces a craeture to 0 Hit Points it is decapitated. }} {{note ##### Armless Variant Armless Ronteals are identical to normal Ronteals barring the following changes. **Hit Points** :: 45 (7d8+14) ***Multiattack.*** The Ronteal casts either *cause fear* or *fear* and then makes a nasty bite attack and torso maw attack : ***Torso maw.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 3) piercing damage **Challenge** :: 3 (700 XP) }} {{imageMaskEdge5,--offset:0%,--rotation:270, ![homebrew mug](https://fearandhunger.wiki.gg/images/7/76/Workshop_background.png) {position:absolute,top:234px,right:-463px,width:1380px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/a/a5/Ronteal.png) {position:absolute,top:230px,right:40px,width:370px} \page {{monster,frame ## Rat hag *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 11 (Mage armor) **Hit Points** :: 120 (16d8+48) **Speed** :: 25ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|7 (-2)|16 (+3)|12 (+1)|9 (-1)|18 (+4)| ___ **Condition Immunities** :: charmed, frightened, exhaustion, poisoned **Senses** :: darkvision 60 ft., passive Perception 9 **Languages** :: Common, Vermin **Challenge** :: 3 (700 XP) ___ ***Master of Rats.*** All rats within 60 ft. of the Hag add her spellcasting modifier (+4) to all attack and damage rolls. : ***Magic Resistance.*** The hag has advantage on saving throws against spells and other magical effects. : ***Spellcasting.*** The hag is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She regains his expended spell slots when she finishes a short or long rest. She knows the following spells: : * At Will: Poison spray, Infestation, sapping sting (EGW 189), Mage armor * 1st-2nd level (2 2nd-level slots): Mischief of rats, Ray of Sickness (3d8), Ray of Enfeeblement, Purify Food and Drink, Beast sense, Beast bond ### Actions ***Multiattack.*** The rat hag casts a spell and then uses one of her actions. : ***Cane Smash.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 12 (2d8 + 2) : ***Children of the Sewers.*** The hag magically calls 2d4 rats (MM 335). The called creatures arrive at the start of her next turn, and take their turns immediately after her, acting as allies of the hag and obeying her spoken commands. The creatures remain for 1 hour, or until the hag dismisses them as a bonus action. The hag cannot have more than 8 Rats summoned at a time. : ***Swarm them, my pretties! (1/Day)***. The hag magically calls 1d6 swarms of rats (MM 339). The called creatures arrive at the start of her next turn, and take their turns immediately after her, acting as allies of the hag and obeying her spoken commands. The creatures remain for 1 hour, or until the hag dismisses them as a bonus action. {{note #### [{{ Summoner Encounter Difficulty}}{{ }}](#p45) }} }} {{monster,frame ## Ratkin *Medium humanoid, chaotic neutral* ___ **Armor Class** :: 13 **Hit Points** :: 58 (13d8+0) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |6 (-2)|17 (+3)|10 (+0)|10 (+0)|18 (+4)|6 (-2)| ___ **Saves** :: Dex +5, Con +2 **Skills** :: Initiative +5, Stealth +7, Perception +6 **Senses** :: darkvision 120 ft., passive Perception 21 (16 without keen smell) **Languages** :: Vermin **Challenge** :: 2 (450 XP) ___ ***Magic Resistance.*** The ratkin has advantage on saving throws against spells and other magical effects. : ***Small things amulet.*** The ratkin adds its proficiency bonus to its initiative. : ***Coward.*** The ratkin has disadvantage on saving throws against effects that would frighten it unless it is within 30 ft. of another ratkin, in which case it has advanatge instead. : ***Keen Smell.*** The ratkin has advantage on Wisdom (Perception) checks that rely on smell. : ***Pack Tactics.*** The ratkin has advantage on an attack roll against a creature if at least one of the ratkin's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions ***Multiattack.*** The ratkin makes two scratch attacks, and bites once. : ***Scratch.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 3) slashing damage : ***Infected bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) piercing damage If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution saving throw or contract Sewer plague. }} {{imageMaskEdge5,--offset:12%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/2/25/Sewers_background.png) {position:absolute,top:600px,right:-50px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/1/14/Rat_hag.png) {position:absolute,top:748px,right:240px,width:175px} ![homebrew mug](https://fearandhunger.wiki.gg/images/b/b9/Ratkin.png) {position:absolute,top:750px,right:40px,width:150px} ![homebrew mug](https://fearandhunger.wiki.gg/images/8/8b/Rat.png) {position:absolute,top:950px,right:370px,width:150px} ![homebrew mug](https://fearandhunger.wiki.gg/images/8/8b/Rat.png) {position:absolute,top:970px,right:130px,width:150px} ![homebrew mug](https://fearandhunger.wiki.gg/images/8/8b/Rat.png) {position:absolute,top:890px,right:470px,width:150px} \page {{monster,frame,wide ## Ratkin Gang Leader *Medium humanoid, chaotic neutral* ___ **Armor Class** :: 13 **Hit Points** :: 97 (15d8+30) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|20 (+5)|15 (+2)|16 (+3)|18 (+4)|6 (-2)| ___ **Saves** :: Dex +7, Con +4 **Skills** :: Initiative +7, Stealth +9, Perception +6 **Senses** :: darkvision 120 ft., passive Perception 21 (16 without keen smell) **Languages** :: Vermin **Challenge** :: 4 (1,100 XP) ___ ***Magic Resistance.*** The gang leader has advantage on saving throws against spells and other magical effects. : ***Small things amulet.*** The gang leader adds its proficiency bouns to its initiative. : ***Coward.*** The gang leader has disadvantage on saving throws against effects that would frighten it unless it is within 30 ft. of another ratkin, in which case it has advanatge instead. : ***Keen Smell.*** The gang leader has advantage on Wisdom (Perception) checks that rely on smell. : ***Pack Tactics.*** The gang leader has advantage on an attack roll against a creature if at least one of the gang leader's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions ***Multiattack.*** The gang leader uses leadership, and one other action. : ***Bone Pike.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 10 (1d8 + 5) piercing damage and if the target is a creature it must make a DC 15 Constitution saving throw or begin bleeding (1d8, DC 15). : ***Infected bite.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 5) piercing damage If the target is a creature other than an undead or a construct, it must succeed on a DC 15 Constitution saving throw or contract Sewer plague. : ***Cut its throat!*** up to 3 ratkin that can hear the the gang leader, can use their reaction to move up to their speed and make a bite attack with advantage. : ***Death to the grounddweller!*** Each ratkin within 30 ft. of the gang leader that can hear it gains 4 temp HP, and loses the frightened condition if they have it. : ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the gang leader can utter a special command or warning whenever a ratkin that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the gang leader. A creature can benefit from only one Leadership die at a time. This effect ends if the gang leader is incapacitated. ### Reactions ***Redirect Attack.*** When a creature the gang leader can see targets it with an attack, the gang leader chooses another ratkin within 5 feet of it. The two swap places, and the chosen ratkin becomes the target instead. }} {{imageMaskEdge5,--offset:12%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/c/c3/Sewers_background3.png) {position:absolute,top:600px,right:-50px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/1/1d/Ratkin3.png) {position:absolute,top:738px,right:290px,width:175px} ![homebrew mug](https://fearandhunger.wiki.gg/images/3/35/Ratkin4.png) {position:absolute,top:730px,right:50px,width:220px} ![homebrew mug](https://fearandhunger.wiki.gg/images/2/29/Ratkin2.png) {position:absolute,top:691px,right:470px,width:200px} \page {{monster,frame ## Frenzied Ratkin *Medium humanoid, chaotic neutral* ___ **Armor Class** :: 14 **Hit Points** :: 67 (15d8+0) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|19 (+4)|10 (+0)|8 (-1)|16 (+3)|6 (-2)| ___ **Saves** :: Dex +5, Con +2 **Skills** :: Initiative +6, Stealth +8, Perception +5 **Senses** :: darkvision 120 ft., passive Perception 20 (15 without keen smell) **Languages** :: Vermin **Challenge** :: 3 (700 XP) ___ ***Magic Resistance.*** The ratkin has advantage on saving throws against spells and other magical effects. : ***Small things amulet.*** The ratkin adds its proficiency bouns to its initiative. : ***Frenzied.*** The ratkin has advantage on strength checks, and as a bonus action, the ratkin can move up to its speed toward a hostile creature it can see. : ***Keen Smell.*** The ratkin has advantage on Wisdom (Perception) checks that rely on smell. : ***Pack Tactics.*** The ratkin has advantage on an attack roll against a creature if at least one of the ratkin's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions ***Multiattack.*** The ratkin makes two scratch attacks, and bites once. : ***Scratch.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 4) slashing damage : ***Fevered bite.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 4) piercing damage If the target is a creature other than an undead or a construct, it must succeed on a DC 14 Constitution saving throw or contract Rat Fever. : ***Ratscratch fever. (rechrge: 6)*** The ratkin makes 6 scratch attacks }} {{monster,frame ## Warrior Ratkin *Medium humanoid, chaotic neutral* ___ **Armor Class** :: 13 **Hit Points** :: 97 (15d8+30) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|17 (+3)|15 (+2)|10 (+0)|18 (+4)|6 (-2)| ___ **Saves** :: Dex +5, Con +4 **Skills** :: Initiative +5, Stealth +7, Perception +6 **Senses** :: darkvision 120 ft., passive Perception 21 (16 without keen smell) **Languages** :: Vermin **Challenge** :: 4 (1,100 XP) ___ ***Magic Resistance.*** The ratkin has advantage on saving throws against spells and other magical effects. : ***Small things amulet.*** The ratkin adds its proficiency bouns to its initiative. : ***Coward.*** The ratkin has disadvantage on saving throws against effects that would frighten it unless it is within 30 ft. of another ratkin, in which case it has advanatge instead. : ***Keen Smell.*** The ratkin has advantage on Wisdom (Perception) checks that rely on smell. : ***Pack Tactics.*** The ratkin has advantage on an attack roll against a creature if at least one of the ratkin's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions ***Multiattack.*** The ratkin makes two attacks : ***Bone Pike.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d8 + 3) piercing damage and if the target is a creature it must make a DC 13 Constitution saving throw or begin bleeding (1d8, DC 13). : ***Infected bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) piercing damage If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution saving throw or contract Sewer plague. }} {{imageMaskEdge5,--offset:12%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/c/c3/Sewers_background3.png) {position:absolute,top:600px,right:-50px,width:880px} }} {{descriptive ##### Rat Fever {{font-size:91% Whenever a hostile creature damages an infected creature, it must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, the infected must use their action each round to attack the nearest creature. If the infected fells their target and is still able to attack, they must move to the nearest creature and continue attacking. If the infected has multiple possible targets, they attack one at random. The infected is berserk until they start their turn with no creatures within 60 feet of them that they can see or hear. : At the end of an infected creature's long rests they make make a DC 10 Constitution saving throw, ending the effect on a success. }} }} \page {{monster,frame ## Inquisitor *Medium monstrosity, chaotic evil* ___ **Armor Class** :: 12 (Mage armor) **Hit Points** :: 103 (23d8+0) **Speed** :: 25ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|8 (-1)|10 (+0)|16 (+3)|10 (+0)|18 (+4)| ___ **Damage resistances** :: fire **Senses** :: darkvision 60 ft., passive Perception 10 **Languages** :: common **Challenge** :: 4 (1,100 XP) ___ ***Magic Resistance.*** The inquisitor has advantage on saving throws against spells and other magical effects. : ***Spellcasting.*** The Inquisitor is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following spells: : * At Will: Thaumaturgy, Mage armor, Word of Radiance (2d6) : * 1st-3rd level (2 3rd-level slots): Hurting (7d6), Black smog, Blood sword (3d8), Misty Step, Thunderwave (4d8), Command (3 creatures), Hellish rebuke (4d10), Wrathful Smite, Aura of Vitality ### Actions ***Multiattack.*** The inquisitor attacks twice with the blood sword if he is concentrating on it, and casts word of radiance : ***Blood Sword.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 13 (3d8 + 4) necrotic damage : ***"LAWBREAKER!".*** The inquisitor levies a slew of accusations at a creature within 120 ft. Up to 3 bobbies of the inquisitors choice may move up to their speed and make a single baton attack with advantage as a reaction against the creature : ***Call police (Recharge: 6).*** The inquisitor rings his bell to call a bobby. The called creature arrives at the start of his next turn, and takes its turns immediately after him, acting as an ally of the inquisitor and obeying his spoken commands. The creature remains until the inquisitor dismisses him as a bonus action. }} {{note #### [{{ Summoner Encounter Difficulty}}{{ }}](#p45) }} {{monster,frame ## Bobby *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 16 (partial exoskeleton) **Hit Points** :: 66 (7d8+35) **Speed** :: 35ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|14 (+2)|20 (+5)|7 (-2)|9 (-1)|16 (+3)| ___ **Condition Immunities** :: exhausted **Senses** :: darkvision 60 ft., passive Perception 9 **Languages** :: common **Challenge** :: 4 (1,100 XP) ___ ***Spinning skull.*** When a creature crits a bobby the attack is instead a hit, unless the bobby is incapacitated. : ***Regeneration.*** The bobby regains 15 hit points at the start of its turn, and if it is suffering from an injury it is healed. The bobby dies only if it takes damage while at zero hit points. : ***Brutality.*** When the bobby hits a prone creature it deals an additional 4 (1d8) damage : ***Excessive force.*** The bobby has advantage on an attack roll against a creature if at least one of the bobby's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions ***Multiattack.*** The bobby makes three baton attacks. : If the bobby has fewer than 33 hit points it makes two baton attacks, and if it has fewer than 16 it makes only one. : ***Baton.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 4) bludgeoning damage }} {{imageMaskEdge5,--offset:12%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/5/5f/City_streets_background1.png) {position:absolute,top:600px,right:-50px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/c/c7/Bobby.png) {position:absolute,top:610px,right:60px,width:215px} ![homebrew mug](https://fearandhunger.wiki.gg/images/c/c8/Inquisitor.png) {position:absolute,top:620px,right:260px,width:170px} \page {{monster,frame ## Half-cocooned *Medium monstrosity, chaotic evil* ___ **Armor Class** :: 15 (Partial exoskeleton) **Hit Points** :: 65 (10d8+20) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|9 (-1)|15 (+2)|9 (-1)|12 (+1)|14 (+2)| ___ **Damage resistances** :: Fire, bludgeoning, slashing from non-magical attacks **Senses** :: passive Perception 11 **Languages** :: Common **Challenge** :: 4 (1,100 XP) ___ ***Agressive.*** As a bonus action, the Half-cocooned can move up to its speed toward a hostile creature it can see. : ***Lunatic.*** The Half-cocooned has advantage on saving throws against being charmed or frightened : ***Coinflip.*** The Half-cocooned starts combat without Meat Tenderizer being charged. At the end of the Half-cocooned's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Meat Tenderizer recharges. ### Actions ***Multiatack.*** The Half-cocooned makes one meat mallet attack and one slam attack. : ***Meat Mallet.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 4) bludgeoning damage and if the target is a creature it must make a DC 15 Constitution saving throw or be dazed until the end of its next turn : This attack is a critical hit on a roll of 18, 19, or 20. : ***Slam.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) bludgeoning damage : ***Meat Tenderizer (Recharge: Coinflip).*** The Half-cocooned moves up to its speed and makes three Meat mallet attacks with advantage. }} {{monster,frame ## Sew Job *Medium monstrosity, chaotic evil* ___ **Armor Class** :: 14 (natural armor) **Hit Points** :: 84 (13d8+26) **Speed** :: 20ft., 30ft. climb, 5ft. fly ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|7 (-2)|14 (+2)|7 (-2)|18 (+4)|8 (-1)| ___ **Skills** :: Perception +6 **Senses** :: passive Perception 16 **Languages** :: common **Challenge** :: 2 (450 XP) ___ ***Three headed.*** The sew job has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. : ***Wakeful.*** When one of the sew job's heads is asleep, its other head is awake. ### Actions ***Multiattack.*** The Sew Job makes three bite attacks and then uses its stinger or carousel of claws. : ***Tender Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 4 (1d4 + 2) piercing damage : ***Stinger.*** Melee Weapon Attack: +4 to hit, reach 20 ft., one creature. *Hit* 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 6 (1d12) poison damage and become poisoned until the end of their next turn. : ***Carousel of Claws.*** Each creature within 5 ft. of the sew job must make a DC 13 dexterity saving throw or take 5 (1d10) slashing damage on a failed save. ### Reactions ***Living umbrella.*** As a reaction to falling the sew job my slow its rate of descent to 60 feet per round until it lands. When the sew job lands it takes no falling damage and does not fall prone. }} {{imageMaskEdge5,--offset:12%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/5/5f/City_streets_background1.png) {position:absolute,top:600px,right:-50px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/b/bf/Sew_job.png) {position:absolute,top:730px,right:90px,width:230px} ![homebrew mug](https://fearandhunger.wiki.gg/images/a/a5/Half-cocooned.png) {position:absolute,top:720px,right:490px,width:230px} \page {{monster,frame,wide ## Mob Leader *Medium monstrosity, chaotic evil* ___ **Armor Class** :: 17 (Partial exoskeleton) **Hit Points** :: 82 (11d8+33) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|7 (-2)|17 (+3)|7 (-2)|14 (+2)|16 (+3)| ___ **Saves** :: Str +7, Con +6 **Skills** :: Intimidation +9 **Damage resistances** :: fire, bludgeoning, slashing from non-magical attacks **Condition Immunities.** :: charmed, frightened **Senses** :: passive Perception 12 **Languages** :: Common **Challenge** :: 5 (1,800 XP) ___ ***Agressive.*** As a bonus action, the mob leader can move up to his speed toward a hostile creature it can see. : ***Incite Violence.*** If at the start of its turn, a creature friendly to the mob leader is within 120 ft. of him and can hear him, they can gain advantage on all weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their next turn. ### Actions ***Multiattack.*** The mob leader uses “Die! Die! DIE!” and revs his grinder : ***Meat Grinder.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 23 (3d12 + 4) slashing damage and if the target is a creature it must make a DC 15 Constitution saving throw suffer an injury (arm or leg, Mob leader's choice) and begin bleeding (DC 15, 1d12) : ***“Die! Die! DIE!”*** up to 3 creatures allied to the mob leader that the mob leader can see (other than himself), can use its reaction to move up to its speed and make a weapon attack. : ***Rev Grinder.*** The mob leader menaces a creature within 30 ft. with his grinder. If the target can see or hear the mob leader they must make a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. }} {{imageMaskEdge5,--offset:-8%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/5/5f/City_streets_background1.png) {position:absolute,top:400px,right:-50px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/4/49/Meat_grinder.png) {position:absolute,top:460px,right:270px,width:220px} \page {{monster,frame ## Bremen soldier *Medium Humanoid/Undead, neutral* ___ **Armor Class** :: 14 (military uniform) **Hit Points** :: 82 (15d8+15) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |13 (+1)|15 (+2)|12 (+1)|10 (+0)|12 (+1)|7 (-2)| ___ **Senses** :: passive Perception 11 **Languages** :: Common **Challenge** :: 2 (450 XP) ___ ***Quickdraw.*** When the soldier rolls initiative he may make a single weapon attack. : ***Trench warfare.*** The soldier cannot have disadvantage on attack rolls as a result of being prone, and half cover it is behind is considered three-fourths cover when it is attacked. ### Actions ***Lugr Pistol.*** *Ranged Weapon Attack:* +4 to hit, range 50/150ft., one target. *Hit* 9 (2d6 + 2) piercing damage : ***Panic fire.*** The soldier unloads all his remaining ammo into a 10 ft. radius circle centered on a point within 50 ft. Each creature in that space must make a DC 12 Dexterity saving throw or take 14 (4d6) piercing damage or half as much on a success. : Until the soldier reloads his gun as an action he cannot use this action, or his lugr pistol attack : ***Throw gun.*** *Ranged Weapon Attack:* +3 to hit, range 20/60ft., one target. *Hit* 4 (1d6 + 1) bludgeoning damage }} {{monster,frame ## Beekeeper *Large monstrosity, Unaligned* ___ **Armor Class** :: 14 (natural armor) **Hit Points** :: 104 (11d10+44) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|10 (0)|19 (+4)|4 (-3)| 12 (+1)|4 (-3)| ___ **Damage Resistances** :: fire, non-magical slashing **Condition Immunities** :: bleeding, charmed, frightened, poisoned **Senses** :: blindsight 30 ft., passive Perception 11 **Languages** :: Vermin **Challenge** :: 5 (1,800 XP) ___ ***Living Hive.*** The Beekeeper contains 1d4 swarms of wasps (MM p.338) with the same mental scores as the beekeeper. These swarms are what controls the beekeeper. When the beekeeper dies the swarms exit the body and either attacks or flee. : ***Stirring Nest.*** Any creature, other than a Beekeeper that starts its turn within 20 feet of the Beekeeper must make a DC 15 Constitution saving throw. A creature within the areas of two or more Beekeepers makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) poison damage. : ***Innate Spellcasting.*** The Beekeeper’s innate spellcasting ability is Constitution (spell save DC 15, +7 hit). he can cast the following spells without requiring material components. * At Will: Infestation (3d6) * 3/Day: Locust Swarm * 1/Day: Conjure Animals (Swarm of wasps only) ### Actions ***Multiattack.*** The Beekeeper makes two slap attacks and casts a spell. : ***Slap.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 13 (2d8 + 4) bludgeoning damage : ***Multitude of Stingers (Once per short rest).*** A Multitude of bees fills a 20 ft. radius sphere centererd on the Beekeeper. The sphere spreads around corners. The sphere remains until the start of the beekeeper's next turn, and its area is lightly obscured. The sphere's area is difficult terrain. : When the area appears, each creature in it must make a DC 15 Constitution saving throw. A creature takes 22(4d10) piercing damage and is poisoned until the end of their next turn on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. }} {{note #### [{{ Summoner Encounter Difficulty}}{{ }}](#p45) }} {{imageMaskEdge5,--offset:5%,--rotation:10 ![homebrew mug](https://fearandhunger.wiki.gg/images/c/cb/West_streets_background1.png) {position:absolute,top:474px,right:0px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/f/f0/Soldier_%28Enemy%29.png) {position:absolute,top:680px,right:660px,width:160px} ![homebrew mug](https://fearandhunger.wiki.gg/images/2/21/Beekeeper.png) {position:absolute,top:600px,right:390px,width:290px} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## Irrational Obelisk *Huge construct, unaligned* ___ **Armor Class** :: 5 (shirt) **Hit Points** :: 65000 (10000d12+0) **Speed** :: 0ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |1 (-5)|1 (-5)|10 (+0)|10 (+0)|10 (+0)|10 (+0)| ___ **Damage Vulnerabilities** :: fire **Damage Immunities** :: necrotic **Condition Immunities** :: All **Senses** :: passive Perception 10 **Languages** :: none **Challenge** :: 0 (0 XP) ___ ***Irrational Resistance.*** If the Irrational Obelisk fails a saving throw, it succeeds instead. : ***Unknowable Presence.*** Any creature that sees the obelisk must make a DC 15 Intelligence saving throw or be utterly convinced it is highly intelligent, highly dangerous, hostile, capable of speech, and will not allow them to escape. A creature under this delusion cannot move further away from the obelisk. : A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature who is not under this delusion can use their action to convince a deluded creature the obelisk is not what it seems, granting advantage on the next saving throw made to end the effect. ALternatively if a creature starts its turn without seeing the obelisk the effect also ends. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the obelisk's Unknowable Presence for the next 24 hours. ### Actions ***Shivers.*** Each creature under the delusion of unknowable presence must make a DC 15 Charisma saving throw or take 2 (1d4) psychic damage and suffer a short term madness. If the creature fails by 5 or more they suffer a long term madness instead, and if they fail by 10 or more they gain an indefinite madness. }} {{imageMaskEdge5,--offset:7%,--rotation:180 ![homebrew mug](https://fearandhunger.wiki.gg/images/a/a2/Scorched_earth_background2.png) {position:absolute,top:-0px,right:0px,width:816px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/c/c3/Irrational_Obelisk.png) {position:absolute,top:10px,right:263px,width:250px} \page {{monster,frame ## Fallen cherub *Small Monstrosity, Chaotic Neutral* ___ **Armor Class** :: 12 (natural armor) **Hit Points** :: 37 (15d6-15) **Speed** :: 25ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |4 (-3)|14 (+2)|8 (-1)|8 (-1)|15 (+2)|6 (-2)| ___ **Skills** :: Perception +4, Stealth +4 **Senses** :: darkvision 120 ft., passive Perception 14 **Languages** :: understands coommon, but does not speak **Challenge** :: 1 (200 XP) ___ ***Pack tactics.*** The creature has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 feet of the creature and the ally isn't incapacitated. ### Actions ***Crescent claw.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 4 (1d4+2) slashing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or begin bleeding (DC 14, 1d6). While bleeding in this way, any hit points the creature recovers are reduced to 1. }} {{monster,frame ## Shadowy Figure *Small Undead, Chaotic Neutral* ___ **Armor Class** :: 12 **Hit Points** :: 59 (17d6+0) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |4 (-3) |14 (+2)|10 (+0)|17 (+3)|12 (+1)|17 (+3)| ___ **Saves** :: Wis +3, Cha +5 **Damage Resistances** :: acid, fire, lightning, thunder **Damage Immunities** :: cold, necrotic, poison, bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: bleeding, charmed, exhaustion, frightened, grappled, injuries, paralyzed, petrified, poisoned, prone, restrained **Senses** :: darkvision 60 ft., passive Perception 11 **Languages** :: Those it knew in life **Challenge** :: 3 (700 XP) ___ ***Ethereal Sight.*** The Figure can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. : ***Incorporeal Movement.*** The Figure can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. : ***Invisibility.*** The figure is invisible to any creature further than 30 ft. away from it. : ***Innate Spellcasting.*** The figure’s innate spellcasting ability is Charisma (spell save DC 13, +5 hit). she can cast the following spells without requiring material components. * At will: Catapult, Cause fear, Knock, Prestidigitation, Thaumaturgy * 1/day each: Bane, Bestow Curse, Fear, Levitation, Suggestion ### Actions ***Phantom Hands.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 13 (5d4 + 3) psychic damage : ***Etherealness.*** The figure enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. }} {{imageMaskEdge5,--offset:0%,--rotation:10 ![homebrew mug](https://fearandhunger.wiki.gg/images/2/25/Orphanage_background.png) {position:absolute,top:354px,right:-93px,width:1080px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/1/19/Fallen_cherub.png) {position:absolute,top:590px,right:500px,width:160px} ![homebrew mug](https://fearandhunger.wiki.gg/images/a/a3/Shadowy_figure.png) {position:absolute,top:770px,right:190px,width:150px} \page {{monster,frame ## Father Donnovan Hugo *Medium undead, Lawful Evil* ___ **Armor Class** :: 14 (Mage Armor) **Hit Points** :: 85 (10d8+40) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|12 (+1)|18 (+4)|14 (+2)|10 (+0)|18 (+4)| ___ **Saves** :: Con +7, Wis + 3 **Skills** :: Athletics +7,Arcana +5, Religion +8, History +5, Nature +8 **Damage Resistances** :: fire, bludgeoning, piercing, and slashing from nonmagical attacks **Senses** :: passive Perception 10 **Languages** :: common, sylvan **Challenge** :: 6 (2,300 XP) ___ ***Spellcasting.*** Hugo is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following spells: : * At Will: Create Bonfire (2d8), Firebolt (2d10), Green Flame Blade (+1d8), Mage armor : * 1st-3rd level (2 3rd-level slots): Agnazzar's Scorcher (4d8), Blood Sword (3d8), Burning hands (5d6), Hellish Rebuke (4d10), Roots that Reap (5d6), Scorching ray (8d6), Shield of Faith ### Actions ***Multiattack.*** Hugo disrobes, uses scorching earth, and then casts a cantrip : ***Blood Sword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 17 (3d8 + 4) fire damage : ***Green Flame Blade with Blood Sword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 22 (4d8 +4) fire damage and if there is another creature within 5 ft. of the target, Hugo may cause it 8 (1d8 + 4) fire damage : ***Disrobe.*** If robed, Father Hugo removes his robes. Any creature that can see him do so must make a DC 15 Wisdom saving throw or be dazed until the end of their next turn, as they process this incredibly weird action. : ***Scorching Earth (1/Day).*** Hugo ignites the ground and every object which isn't being worn or carried within 120 ft. The area burns until Hugo dies, goes unconcious, or chooses to douse the flames (No action required). When a creature starts its turn in the burning earth or enters it for the first time on their turn they must make a DC 15 Constitution saving throw or gain a level of exhaustion from the intense heat. : Additionally while within the burning earth a creature loses their resistance to fire damage, and once per turn when they take fire damage they take an additional 7 (2d6) damage. }} {{note ##### Scorching Earth Vulnerability This variant hews closr to the in game spell by giving everyone vulnerability. This is a variant because PCs tend to be glass cannons and *scorching ray* alone would deal 56 damage on average with this variant. I was also worried for parties who dont have acces to fire damage (Im in two such parties as i write this). I dont reccomend implementing the following changs unless your party has at least some fire damage. : Hugos CR changes to 7 (2,900 XP), his hit points become 161 (19d8+76), he loses his resistances to fire damage, loses the *scorching ray* spell, and the final paragraph of scorching earth becomes {{descriptive Additionally while within the burning earth, a creature is vulnerable to fire damage. }} }} {{imageMaskEdge5,--offset:0%,--rotation:270, ![homebrew mug](https://fearandhunger.wiki.gg/images/e/e2/Scorched_earth_background1.png) {position:absolute,top:224px,right:-443px,width:1380px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/a/ad/Father_Hugo.png) {position:absolute,top:540px,right:105px,width:260px} \page {{monster,frame,wide ## Gull Brother *Medium Monstrosity, Neutral Evil* ___ **Armor Class** :: 16 (unarmored defense) **Hit Points** :: 68 (8d8+32) **Speed** :: 35ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18(+4)|14 (+2)|18 (+4)|8 (-1)|18 (+3)|10 (+0)| ___ **Skills** :: Athletics +7, Pereception +6, Survival +9 **Damage resistances** :: fire, piercing, and slashing from nonmagical attacks **Condition Immunities** :: charmed, frightened **Senses** :: darkvision 120 ft., passive Perception 16 **Languages** :: Vermin, understands common but can not speak **Challenge** :: 5 (1,800 XP) ___ ***Sadist.*** If a creature fails a saving throw imposed by the gull bro, he laughs uproariously and gains 10 Temp HP : ***Tag Team.*** Once per turn, the gull bro can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of his brother, and his brother isn't incapacitated. ### Actions ***Multiattack.*** The Gull Bro makes a single mauler attack, and then uses Peck : ***Mauler.*** *Melee Weapon Attack:* +7 to hit, reach 10ft., one target. *Hit* 11 (2d6 + 4) bludgeoning damage and the gull bro chooses one of the following effects. * The target must make a DC 15 Contitution saving throw or have its ribs broken as well as have it's hit point maximum is reduced by an amount equal to half the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. * The target must make a DC 15 Strength saving throw or be knocked prone * The target must make a DC 15 Strength saving throwe or be flung up to 15 ft. away from the gull bro : ***Peck.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 10 (1d10 + 4) Piercing damage. On a roll of 19 or 20 the gull bro tears off the targets head, instantly killing them. If the target does not need a head to survive, (or the DM rightfully dislikes insta-kills) the attack instead deals an additional 11 (2d10) damage. }} {{imageMaskEdge5,--offset:7%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/2/25/Orphanage_background.png) {position:absolute,top:554px,right:-93px,width:980px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/e/eb/Gull_bros.png) {position:absolute,top:540px,right:130px,width:560px} \page {{monster,frame, ## Neighbour *medium monstrosity, neutral evil* ___ **Armor Class** :: 16 (mnatural armor) **Hit Points** :: 95 (10d8+50) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|13 (+1)|20 (+5)|6 (-2)|10 (+0)|8 (-1)| ___ **Saves** :: Str +7, Dex +4 **damage resistances** :: fire; bludgeoning, and slashing from nonmagical attacks **Damage Immunities** :: poison **Condition Immunities** :: prone, poisoned **Senses** :: blindsight 120 ft. (blind beyond this radius), passive Perception 15 (10 without advantage) **Languages** :: understands common but can not speak **Challenge** :: 5 (1,800 XP) ___ ***Vomeronasal reliance*** The Neighbour has advantage on Wisdom (Perception) checks that rely on smell, and cannot use his blindight if he cannot smell : ***Coinflip.*** The Neighbour starts combat without Beatdown being charged. At the end of the Neighbour's, turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Beatdown recharges. : ***Innate Spellcasting.*** The Neighbour’s innate spellcasting ability is Strength (spell save DC 15, +7 hit). he can cast the following spells without requiring material components. * At will: Earth Tremor ### Actions ***Multiattack.*** the Neighbour makes two sack smash attacks, and uses suction tongue : ***Sack Smash.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 13 (2d8 + 4) bludgeoning damage If the target is a creature it must succeed on a DC 15 Strength saving throw or be pushed up to 15 ft. in any direction of the neighbour's choosing : If the attack misses, the neighbour casts earth tremor centered on the targets space. : ***Suction tongue.*** *Melee Weapon Attack:* +7 to hit, reach 10ft., one target. The target is grappled (escape DC 15). Until the grapple ends the Neighbour can't use its tongue on another target. While grappled in this way the craeture takes 11 (3d6) necrotic damage at the start of their turn : ***Beatdown (Recharge: Coinflip).*** The Neighbour moves up to its speed and makes three sack smash attacks against a single creature. }} {{imageMaskEdge5,--offset:-10%,--rotation:270, ![homebrew mug](https://fearandhunger.wiki.gg/images/2/2e/Moldy_apartments_background.png) {position:absolute,top:234px,right:-443px,width:1380px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/b/b1/Neighbour.png) {position:absolute,top:580px,right:-5px,width:410px} ![homebrew mug](https://fearandhunger.wiki.gg/images/8/8a/Neighbour_suction.gif) {position:absolute,top:580px,right:-5px,width:410px} \page {{monster,frame, ## Pillarman *medium monstrosity, neutral evil* ___ **Armor Class** :: 18 (Natural armor) **Hit Points** :: 76 (8d8+40) **Speed** :: 50ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|16 (+3)|20 (+5)|10 (0)|14 (+2)|8 (-1)| ___ **Saves** :: Str +8, Dex +4 **damage resistances** :: fire; bludgeoning, piercing and slashing from nonmagical attacks **Damage Immunities** :: thunder **Condition Immunities** :: deafened **Senses** :: blindsight 120 ft. (blind beyond this radius), passive Perception 12 **Languages** :: understands common but can not speak **Challenge** :: 5 (1,800 XP) ___ ***Gospel of Agony*** If a creature concentrating on a spell starts their turn within 30 ft. of the pillarman they must succeed on a DC 10 Constitution saving throw with disadvantage or lose concentration. : ***Charge.*** If the pillarman moves at least 20 feet straight toward a target and then hits it with a battering ram attack on the same turn, the target takes an extra 13 (2d12) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. : ***Exposed lungs.*** When the pillarman suffers a critical hit, it gains two levels of exhaustion. : ***Coinflip.*** The Pillarman starts combat without Bulldoze being charged. At the end of the Pillarman's, turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Bulldoze recharges. ### Actions ***Battering Ram.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 18 (2d12 + 5) bludgeoning damage : ***Bulldoze (Recharge: Coinflip).*** The Pillarman moves up to its speed in a straight line and can move through the space of any creature smaller than large during this move, without provoking opportunity attacks. The first time the Pillarman enters a creature’s space during this move, the creature must make a DC 16 Dexterity saving throw. If the saving throw fails, that creature takes 18 (4d8) bludgeoning damage and is knocked prone and pushed 5ft. out of the Pillarman's path. }} {{imageMaskEdge5,--offset:0%,--rotation:270, ![homebrew mug](https://fearandhunger.wiki.gg/images/b/bd/Church_of_Alll-mer_background3.png) {position:absolute,top:-234px,right:-243px,width:3380px} }} {{imageMaskEdge5,--offset:0%,--rotation:270, ![homebrew mug](https://fearandhunger.wiki.gg/images/b/bd/Church_of_Alll-mer_background3.png) {position:absolute,top:434px,right:-243px,width:980px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/thumb/a/a7/Pillarman.png/157px-Pillarman.png) {position:absolute,top:430px,right:35px,width:290px} \page {{imageMaskEdge5,--offset:12%,--rotation:180 ![homebrew mug](https://fearandhunger.wiki.gg/images/0/01/Church_of_Alll-mer_background4.png) {position:absolute,top:-70px,right:0px,width:816px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/9/99/Crimson_Father2.png) {position:absolute,top:19px,right:423px,width:240px} ![homebrew mug](https://fearandhunger.wiki.gg/images/6/6b/Crimson_Father.png) {position:absolute,top:19px,right:163px,width:240px} ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## crimson father *Medium aberration, chaotic evil* ___ **Armor Class** :: 16 (natural armor) **Hit Points** :: 85 (10d8+40) **Speed** :: 30ft. (50 ft. in hideous form, 10 ft./10 ft. climb in snail form) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|8 (-1)|18 (+4)|20 (+5)|17 (+3)|17 (+3)| ___ **Saves** :: int +8, Wis +6 **Damage resistances** :: fire, psychic, necrotic, poison **Condition Immunities** :: frightened, deafened, poisoned **Senses** :: tremorsense 120 ft., passive Perception 13 **Languages** :: common, with difficulty. telepathy 120 ft. (images only) **Challenge** :: 7 (2,900 XP) ___ ***Magic resistance.*** The crimson father has advantage on saving throws against spells and other magical effects. : ***Blood Sense.*** The crimson father knows the location of every creature within 240 ft. who does not have all its hit points. : ***Blood Frenzy.*** The crimson father has advantage on melee attack rolls against any creature that doesn't have all its hit points. : ***Shapechanger (true form and snail form only).*** The crimson father can transform between his true form, and that of a harmless red snail as a bonus action. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed : ***Innate Spellcasting (true form only).*** The crimson fatherl’s innate spellcasting ability is Intelligence (spell save DC 16, +8 hit). he can cast the following spells without requiring material components. * At will: Arms of Hadar, Charm Person, Crown of Madness, Dissonant Whispers, Enemies Abound, Tashas Mind Whip * 1/day each: Confusion, Dominate person, Hold Person, Raulothim's Psychic Lance ### Actions ***Multiattack.*** If in its true form, the crimson father attacks with its dagger, casts a spell, and may lastly choose to use hideous transformation. : If in hideous form the crimson father instead makes two tentacle barrage attacks and a single gaping bite attack. : ***Occult Dagger (true form only).*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (2d6 + 2) piercing damage and the target must make a DC 13 Constitution saving throw or begin bleeding (1d6, DC 13) : ***Hideous Transformation (true form only).*** The crimson father's arms split into several muscular tendrils, and its head splits open, in the shape of a venus flytrap filled with fangs. This transformation lasts for one minute. Each creature within 120 ft. who can see the transformation must succeed on a DC 15 Wisdom saving throw or be frightened for 1 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 all crimson father's Hideous Transformation for the next 24 hours. : ***Gaping Bite (Hideous form only).*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 15 (2d12 + 2) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 15 Constitution saving throw or contract Sewer plague. : ***Tentacle Barrage (Hideous form only).*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 13 (2d10 + 2) bludgeoning damage ### Reactions ***Reflexive Shapechange (once per short rest)*** As a reaction to being reduced to 0 hit points the crimson father can choose to survive with 1 hit point and immediately shapechange into its snail form, hidden within its now crumpled robes }} \page {{monster,frame ## Owl cultist *Medium humanoid, neutral* ___ **Armor Class** :: 16 (chain mail) **Hit Points** :: 84 (13d8+26) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|15 (+2)|14 (+2)|9 (-1)|18 (+4)|8 (-1)| ___ **Damage resistances** :: Poison **Skills** :: Stealth +6, Perception +6, Flute +3 **Senses** :: darkvision 60 ft., passive Perception 16 **Languages** :: sylvan, understands common but doesn't speak **Challenge** :: 4 (1,100 XP) ___ ***Nimble Escape.*** The Owl cultist can take the Disengage or Hide action as a bonus action on each of its turns : ***Coinflip.*** The owl cultist starts combat without Distraught melody being charged. At the end of the owl cultist's, turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Distraught melody recharges. : ***Spellcasting.*** The Owl cultist is a 3rd-level spellcaster. its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It regains his expended spell slots when it finishes a long rest. It knows the following spells: : * 1st level (4 slots): Absorb Elements, Fog cloud, Snare, Speak with Animals : * 2nd level (2 slots): Animal Messenger, Heat Metal, Warding Wind ### Actions ***Venomous blowdart.*** *Ranged Weapon Attack:* +4 to hit, range 25/100 ft., one target. *Hit* 3 (1 + 2) piercing damage. On a hit the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is poisoned for 1 minute. The creature can repeat the saving throw at the end of its turns ending the effect on a success. : ***Distraught melody (Recharge: Coinflip).*** The Owl cultist plays its flute loudly, calling to the forest for aid. An owl spirit appears in an unnocupied space within 30 ft. of the cultist's choosing. The spirit acts as an ally to the cultist and takes its turns immediately after the cultist. The cultist cannot have more than one owl spirit summoned at a time. }} {{note #### [{{ Summoner Encounter Difficulty}}{{ }}](#p45) }} {{monster,frame ## Owl Sprite *Large fey, neutral* ___ **Armor Class** :: 13 (Unarmored) **Hit Points** :: 49 (11d8+0) **Speed** :: 30ft., Fly 20 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |5 (-3)|17 (+3)|10 (+0)|18 (+4)|20 (+5)|10 (+0)| ___ **Damage resistances** :: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: cold, necrotic, poison **Condition Immunities** :: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained **Skills** :: Animal handling +7, Perception +7, Nature +6, History +6 **Senses** :: darkvision 120 ft., passive Perception 17 **Languages** :: Sylvan **Challenge** :: 2 (450 XP) ___ ***Ethereal Sight.*** The Sprite can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. : ***Incorporeal Movement.*** The Sprite can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ### Actions ***Peck.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 14 (2d10 + 3) Force damage. On a roll of 20 the spirit tears off the targets head, instantly killing them. : If the target does not need a head to survive, (or the DM rightfully dislikes insta-kills) the attack instead deals an additional 22 (4d10) damage. }} {{imageMaskEdge5,--offset:0%,--rotation:10 ![homebrew mug](https://fearandhunger.wiki.gg/images/6/62/Forest_background2.png) {position:absolute,top:354px,right:-93px,width:1080px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/thumb/9/91/Owl_spirit.png/147px-Owl_spirit.png) {position:absolute,top:620px,right:120px,width:250px} ![homebrew mug](https://fearandhunger.wiki.gg/images/3/3b/Owl_cultist.png) {position:absolute,top:740px,right:130px,width:200px} \page {{monster,frame,wide ## Centaur *Large Monstrosity, unaligned* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 114 (12d10+48) **Speed** :: 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |19 (+4)|20 (+5)|18 (+4)|5 (-3)|14 (+2)|7 (-2)| ___ **Saves** :: Str +8, Int +1, Cha +2 **Damage resistances** :: poison, fire, bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: blinded **Senses** :: blindsight 120 ft. (blind beyond this radius), passive Perception 17 (from advanatge) **Languages** :: none **Challenge** :: 8 (3,900 XP) ___ ***High horsepower.*** The centaur has advanatage on strength checks and saving throws. : ***Two Heads.*** The centaur has advantage on Wisdom (Perception) checks and on saving throws against being charmed, deafened, frightened, stunned, incapacitated, and knocked unconscious. : ***Wakeful.*** When one of the centaur's heads is asleep, its other head is awake. : ***Toxic blood.*** When the centaur reaches 86 hit points, and 0 hit points, its head pustules rupture, spraying acid into the air. Each creature within 10 ft. of the centaur must make a DC 15 constitution saving throw, or take 3 (1d6) acid damage and become poisoned. On a succesful save a creature takes half as much damage and is not poisoned. A creature may re-attempt this saving throw at the end of their turn, ending the condition on a success. ### Actions ***Multiattack.*** The centaur makes two attacks : ***Rearing strike.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 18 (4d6 + 4) bludgeoning damage and the target must make a DC 15 Constitution saving throw or have its ribs broken. : ***Bucking Kick*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 22 (4d8 + 4) bludgeoning damage and the target must make a DC 15 strength saving throw or be flung 30 ft. away from the centaur. : ***Stampede.*** The centaur moves up to its speed in a straight line and can move through the space of any creature smaller than Huge during this move, without provoking opportunity attacks. : The first time the centaur enters a creature's space during this move, the creature must make a DC 15 Dexterity saving throw. If the saving throw fails, that creature takes 27 (5d10) bludgeoning damage and is knocked prone. If the saving throw succeeds, the creature takes half as much damage and is pushed 5 feet away from the centaur. : }} {{note ##### CR 11 Version https://homebrewery.naturalcrit.com/share/nzF_Cj3TDT40 }} {{note #### Broken Ribs * A creature with broken ribs has disadvantage on saving throws to maintain concentration, * Whenever a creature with broken ribs attempts an action in combat, it must make a DC 10 Constitution saving throw. On a failed save, is loses its action and can’t use reactions until the start of its next turn. * The injury heals if the creature receives magical healing, the healer feat is used on them, or if they spend ten days doing nothing but resting. }} {{imageMaskEdge5,--offset:-7%,--rotation:10 ![homebrew mug](https://fearandhunger.wiki.gg/images/6/62/Forest_background2.png) {position:absolute,top:354px,right:-93px,width:1080px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/b/bc/Centaur.png) {position:absolute,top:620px,right:3px,width:420px} \page {{monster,frame,wide ## Stitches *Medium fiend, chaotic evil* ___ **Armor Class** :: 14 (natural armor) **Hit Points** :: 82 (11d8+33) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|18 (+4)|16 (+3)|9 (-1)|18 (+4)|12 (+1)| ___ **Skills** :: Acrobatics +6, Medicine +6, Religion +1, Sleight of Hand +8 **Damage resistances** :: fire **Condition Immunities** :: charmed, frightened, poisoned **Senses** :: passive Perception 14 **Languages** :: understands common, but mouth is sewn shut. **Challenge** :: 5 (1,800 XP) ___ ***Arranged Marriage.*** Stitches May spend an hour performing surgery on an unconcious creature in order to warp their flesh. If she remains within 5 ft. of the creature, and is uninterrupted , at the end of the hour the creature is permanently transformed into a monstrosity such as a sew job, living flesh, or even other partly humanoid monstrosities such as a minotaur (MM p.223) provided she has the requisite materials (a cow head and legs in the case of a minotaur). : Alternatively with 10 minutes of work on an unconcious creature she can modify them with an effect of her choice from the sibriex fleshwarping table (MTF p.138) : A modified creature loses its former personality and follows stitches' commands to the best of its ability. These modifications to body and mind can be reversed by the greater restoration spell. : ***Distress Pheremones.*** When Stitches takes damage, all of her creations (sew jobs, living flesh, etc.) within 240 feet of her can sense her pain and location. : ***Spellcasting.*** Stitches is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following spells: : * At Will: False life : * 1st-3rd level (2 3rd-level slots): Aid (10 HP), Aura of Vitality, Cure wounds (3d8 + 4), Mass healing word, Pheremones, Snare ### Actions ***Multiattack.*** Stitches uses wire trap and casts a spell. She may replace one or both of those abilities with cross stitch attacks. Alternatively she may replace one or both of those abilities with a medicine check to stabilize a creature. : ***Cross Stitch.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 14 (4d4 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or begin bleeding (DC 15, 1d4) : ***Wire Trap.*** A creature within 60ft. of Stitches must make a DC 15 strength saving throw as she loops thread around them and pulls. On a failed save the creature is pulled 30 ft. towards Stitches, takes 10 (3d6) slashing damage and is grappled (escape DC 15) and restrained until this grapple ends. }} {{imageMaskEdge5,--offset:12%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/d/da/Tunnels_background.png) {position:absolute,top:600px,right:-50px,width:880px} }} {{monster,frame ## Living Flesh *Medium Monstrosity, unaligned* ___ **Armor Class** :: 9 (unarmored) **Hit Points** :: 133 (14d8+70) **Speed** :: 25ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|8 (-1)|20 (+5)|2 (-4)|4 (-3)|2 (-4)| ___ **saves** :: Str +4, Con +7 **Damage immunities** :: bludgeoning **Condition Immunities** :: blinded, prone **Senses** :: blindsight 120 ft. (blind beyond this radius), passive Perception 7 **Languages** :: None **Challenge** :: 2 (450 XP) ___ ***Redundant Organs.*** If damage reduces the living flesh to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the living flesh drops to 1 hit point instead, and the DC increases by 5. ### Actions ***Blubbery slam.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 15 (2d12 + 2) bludgeoning damage and the creatures speed is reduced to 0 until the end of their next turn. {{note #### [{{ Summoner Encounter Difficulty}}{{ }}](#p45) }} }} {{note ##### Arranged marriage option Instead of using the sibriex fleshwrarping table, you might use the krasis adaptation tables from Guildmasters guide to Ravnica(210-212) }} ![homebrew mug](https://fearandhunger.wiki.gg/images/6/61/Living_flesh.png) {position:absolute,top:750px,right:-0px,width:300px} ![homebrew mug](https://fearandhunger.wiki.gg/images/4/4d/Stitches.png) {position:absolute,top:664px,right:250px,width:180px} \page {{monster,frame ## Poe *Medium Aberration, Chaotic Evil* ___ **Armor Class** :: 14 (natural armor) **Hit Points** :: 94 (21d8+0) **Speed** :: 0 ft, 40 ft. fly (hover). ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5) |12 (+1)|10 (+0)|10 (+3)|12 (+1)|22 (+6)| ___ **Saves** :: Wis +4, Cha +9 **Skills** :: Athletics +8 **Damage Resistances** :: acid, cold, fire, **Damage Immunities** :: lightning, thunder, necrotic, poison, bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: bleeding, charmed, exhaustion, frightened, grappled, injuries, paralyzed, petrified, poisoned, prone, restrained **Senses** :: truesight 120 ft., darkvision 120 ft., passive Perception 11 **Languages** :: understands common but does not speak **Challenge** :: 6 (2,300 XP) ___ ***Ethereal Sight.*** The Poe can see 60 feet into the Ethereal Plane when it is on the Material Plane. : ***Incorporeal Movement.*** The Poe can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. : ***Hosted by Radios.*** Once on his turn, the poe can use 10 feet of his movement to step magically into one powered radio within his reach and emerge from a second powered radio within 600 feet of the first radio, appearing in an unoccupied space within 5 feet of the second radio. : ***White Noise.*** The poe's presence turns all radios within 600 ft. on. While within 600 ft. of the poe a radio is non-functional, only outputting static. : ***Handsy.*** The poe can take one reaction on every turn in a combat. : ***Wishmaster.*** The poe knows the distance to and direction of the creature who disturbed its slumber, even if the creature and the poe are on different planes of existence. ### Actions ***Strangle.*** Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 12 (1d12 + 5) bludgeoning damage and the target is grappled. While grappled the creature cannot breathe, is suffocating, and takes 11 (2d10) bludgeoning damage at the start of the their turns. The poe can only strangle one creature at a time. : ***Brutalize.*** The poe slams a creature that it has grappled headfirst into the floor or another object. The creature makes a DC 16 Strength saving throw. On a failed save the creature takes 19 (3d12) bludgeoning damage, and they are dazed. On a failure of 5 or more their ribs are also broken. On a succesful save half the damage is taken, and they are not dazed : If the creature is slammed into a particularly dangerous object like a boulder, spike, or the like they take an additional 13 (2d12) damage }} {{imageMaskEdge5,--offset:0%,--rotation:270, ![homebrew mug](https://fearandhunger.wiki.gg/images/f/fa/PRHVL_Bop_background.png) {position:absolute,top:234px,right:-463px,width:1380px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/6/63/Poe.png) {position:absolute,top:330px,right:-15px,width:420px} \page ::::::::::::::::::::::::::::::::::::::::::::::::: {{imageMaskEdge5,--offset:2%,--rotation:180 ![homebrew mug](https://fearandhunger.wiki.gg/images/6/62/Foundation_of_Decay_background.png) {position:absolute,top:-70px,right:0px,width:816px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/e/ef/Moonless_Beast.png) {position:absolute,top:-55px,right:163px,width:510px} {{monster,frame,wide ## Moonless *Huge Monstrosity, chaotic neutral* ___ **Armor Class** :: 16 (natural armor) **Hit Points** :: 168 (16d12+64) **Speed** :: 50ft, climb 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |19 (+4)|18 (+4)|19 (+4)|8 (-1)|16 (+3)|9 (-1)| ___ **Saves** :: Int +3, Cha +3 **Skills** :: Perception +7, Stealth +8, Survival +7 **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: Dazed, Frightened, Incapacitated, Poisoned **Senses** :: darkvision 120 ft., passive Perception 22 (with advantage, 17 without) **Languages** :: Understands common but cannot speak **Challenge** :: 12 (8,400 XP) ___ ***Magic resistance.*** Moonless has advantage on saving throws against spells and other magical effects. : ***Keen Hearing and Smell.*** Moonless has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. : ***Legendary Resistance (1/day).*** If Moonless fails a saving throw, she can choose to succeed instead. : ***Miasma.*** Moonless has Miasma lodged in the top of her hide. Miama has 19 AC, 32 HP, It is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its saves as +0 besides Int and Cha which are +6, and +10 respectively. If it succeeds on a saving throw it takes no damage, and if it fails it takes half the damage : If a creature is within 5 ft. of the sword they can use an action to make a DC 15 Strength check to pull the sword out. If the sword is removed or destroyed Moonless loses access to this trait. : If Moonless is reduced to 89 Hit Points or fewer, Miasma awakens, giving her access to any trait with the ***(Awakened)*** Tag : ***Miasma Spellcasting (Awakened).*** Moonless is attuned to Miasma, which she can use to cast spells. Moonless' spell save DC is 17. She regains her expended spells when she finishes a long rest. She knows the following spells via Miasma: * 3/Day each: Cloudkill, Stinking Cloud : ### Actions ***Multiattack.*** Moonless howls if possible, and makes two paw swipe attacks and one gaping bite attack : ***Gaping Bite.*** *Melee Weapon Attack:* +8 to hit, reach 10ft., one target. *Hit* 18 (4d6 + 4) slashing damage and if the target is a creature, it must make a DC 17 Constitution saving throw or begin bleeding (1d6, DC 16) : ***Paw swipe.*** *Melee Weapon Attack:* +8 to hit, reach 10ft., one target. *Hit* 11 (2d6 + 4) bludgeoning damage and if the target is a creature, it must make a DC 16 Strength saving throw or be knocked prone and pushed up to 15 ft. away. : ***Piercing Howl (Recharge: 5-6).*** Each creature that is within 60 feet of Moonless and can see or hear her must succeed on a DC 16 Wisdom saving throw or take 9 (2d8) psychic damage and become frightened of her for 1 minute. If a creature succeeds on the saving throw they take half as much damage and are not frightened. The frightened 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 Moonless' Piercing Howl for the next 24 hours. ### Legendary Actions (3 actions) ***Move*** Moonless moves up to 30 ft. without provoking opportunity attacks. : ***Detect.*** Moonless makes a Perception check. : ***Paw swipe (2 Actions).*** Moonless makes a paw swipe attack. : ***Lurk (2 Actions).*** Moonless attempts to hide : ***Cast a spell (3 Actions) (Awakened).*** Moonless cast one of her miasma spells {{note ##### CR 14 Version https://homebrewery.naturalcrit.com/share/nzF_Cj3TDT40 : }} }} \page {{monster,frame, ## Bellend *Medium Monstrosity, lawful neutral* ___ **Armor Class** :: 17 (thick leathery hide) **Hit Points** :: 93 (11d8+44) **Speed** :: 30ft., 20 ft. climb ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|16 (+3)|19 (+4)|7 (-2)|12 (+1)|10 (+0)| ___ **Saves** :: Con +7, Int +1 **Skills** :: Athletics +7, Perception +4, Stealth +5, **Damage resistances** :: fire **Condition Immunities** :: blinded **Senses** :: blindsight 120 ft. (blind beyond this radius)., passive Perception 14 **Languages** :: understands common but cannot speak **Challenge** :: 6 (2,300 XP) ___ ***Territorial.*** The Bellend can make an attack of opportunity when a creature enters their reach. If this attack hits, the targets speed is reduced to 0 until the end of their turn. : ***Drop Ambusher.*** When falling onto another creature (TCoE p.170), Instead of splitting the falling damage, the creature takes all of the falling damage and the bellend takes none. ### Actions ***Multiattack.*** The bellend makes a longspear attack, a choke attack, and hardens. The bellend may replace any number of these options with a spear throw. : ***Longspear.*** *Melee Weapon Attack:* +7 to hit, reach 10ft., one target. *Hit* 9 (1d10 + 4) piercing damage and if the target is a creature it must make a DC 15 Constitution saving throw or begin bleeding (1d10, DC 15). : ***Spear throw.*** *Ranged Weapon Attack:* +7 to hit, range 30/120ft., one target. *Hit* 9 (1d10 + 4) piercing damage and the target’s speed is reduced by half until the end of its next turn. : ***Choke.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 4) bludgeoning damage and the target is grappled. While grappled the creature cannot breathe, is suffocating, and takes 11 (2d10) bludgeoning damage at the start of the their turns. The bellend can only choke 1 creature at a time : ***Harden.*** The Bellend begins concentrating (as if on a spell). While concentrating it has resistance to bludgeoning, piercing, and slashing damage. }} {{imageMaskCorner19,--offsetX:25%,--offsetY:-52%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/1/18/Mausoleum_Alley_background1.png) {position:absolute,top:604px,right:-63px,width:720px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/c/c3/Bellend.png) {position:absolute,top:750px,right:100px,width:320px} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::: {{imageMaskEdge5,--offset:10%,--rotation:180 ![homebrew mug](https://fearandhunger.wiki.gg/images/3/36/Church_of_Alll-mer_background1.png) {position:absolute,top:-70px,right:0px,width:816px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/a/a7/Rancid_the_Sergal.png) {position:absolute,top:-5px,right:263px,width:440px} {{monster,frame,wide ## Mataneko-kone-Magnificat, Rancid the sergal *Huge Monstrosity, unaligned* ___ **Armor Class** :: 17 (natural armor) **Hit Points** :: 172 (15d12+75) **Speed** :: 50ft., 50 ft. climb ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|20 (+5)|20 (+5)|12 (+1)|18 (+4)|14 (+2)| ___ **Saves** :: Str, +9, Dex +9, **Skills** :: Acrobatics +9, Animal handling +8, Medicine +5, Nature +5, Perception +8, Religion +5, Survival +8, **Condition Immunities** :: Blindness, Dazed, Incapacitated **Senses** :: darkvision 120 ft., passive Perception 23 (from advantage, 18 without) **Languages** :: common, sylvan **Challenge** :: 12 (8,400 XP) ___ ***Legendary Resistance (2/day).*** If Rancid fails a saving throw, he can choose to succeed instead. : ***Coinflip.*** Rancid starts combat without "My spears yearn for blood!" being charged. At the end of Rancid's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, "My spears yearn for blood!" recharges. : ***Magic resistance.*** Rancid has advantage on saving throws against spells and other magical effects. : ***Lunatic.*** Rancid has advantage on saving throws against being charmed or frightened. : ***"My blood is rushing WIIILLLD!".*** At the start of ihis turn, Rancid can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. : ***Standing Leap.*** Rancid's long jump is up to 50 feet and his high jump is up to 30 feet, with or without a running start. : ***Evasion.*** If Rancid is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. : ***Sergal Spears.*** Rancid has two *sergal spears* which he is attuned to and are +3 weapons. Rancid has advanatage on any skill check or saving throw that would cause these weapons to leave his hands. If Rancid dies these weapons cease to be magical. : ***99 Eyes Helm.*** Rancid's helm covered in eyes gives him advanatage on perception checks ### Actions ***Multiattack.*** Rancid makes three Sergal spear attacks. Rancid may replace two of these attacks with a single Spear toss. : ***Sergal spear.*** *Melee Weapon Attack:* +12 to hit, reach 10ft., one target. *Hit* 13 (1d10 + 8) slashing damage, If the target is a creature, Rancid can choose one of the following additional effects: * The target cannot take reactions until the end of their next turn * The target must make a DC 17 Strength saving throw or be knocked prone * The target must make a DC 17 Constitution saving throw or suffer an injury to its arm. : ***Spear toss.*** *Ranged Weapon Attack:* +12 to hit, range 40/120ft., one target. *Hit* 13 (1d10 + 8) plus 27 (6d8) piercing damage and the target's speed is reduced by half until the end of its next turn. : : ***"My spears yearn for blood!" (Recharge: Coinflip).*** Rancid moves up to his speed without provoking opportunity attacks. Each creature of his choice that Rancid moves within 10 ft. of during the move must make a DC 17 dexterity saving throw or take 28 (8d6) slashing damage and suffer a leg injury. On a successful saving throw a creature only takes half as much damage }} \page {{monster,frame, ## Bremen Elite *Medium Humanoid, neutral evil* ___ **Armor Class** :: 18 (breastplate and ballistic shield) **Hit Points** :: 105 (14d8+42) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |19 (+4)|20 (+5)|17 (+3)|12 (+0)|16 (+3)|10 (+0)| ___ **Saves**:: Str +7, Dex +8, Int +3, Wis +6 **Skills**:: Athletics +7, Perception +6 **Damage Resistances** :: bludgeoning, piercing and slashing from nonmagical attacks **Condition Immunities** :: blinded, charmed, dazed, frightened **Senses** :: passive Perception 16 **Languages** :: Common, but does not speak **Challenge** :: 8 (3,900 XP) ___ ***Ballistic Shield.*** The Bremen Elite always has 3/4ths cover when a creature makes a ranged attack against it. : ***Take Aim.*** At the start of his turn, as a bonus action, the elite may give himself advantage on his next attack roll, but cannot move this turn. : ***Coinflip.*** The Bremen Elite starts combat without Rapid Fire being charged. At the end of the Bremen Elite's, turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Rapid Fire recharges. ### Actions ***Multiattack.*** The Elite makes a shield bash and bayonet attack. He may replace any of these attacks with rifle attacks. : ***Rifle .303 Mk I.*** *Ranged Weapon Attack:* +8 to hit, range 80/320ft., one target. *Hit* 16 (2d10 + 5) piercing damage and if the target is a creature it must make a DC 16 Constitution saving throw or suffer an arm injury. : ***Bayonet.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 13 (2d8 + 4) piercing damage and if the target is a creature it must make a DC 15 Constitution saving throw or begin bleeding (1d8, DC 15) : ***Shield Bash.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 9 (2d4 + 4) piercing damage and if the target is a creature it must make a DC 15 Strength saving throw or be knocked prone. : ***Rapid Fire (Recharge: Coinflip).*** The soldier unloads all his remaining ammo into a 10 ft. radius circle centered on a point within 80 ft. Each creature in that space must make a DC 16 Dexterity saving throw or take 22 (4d10) piercing damage or half as much on a success. : After the elite fires, roll a d6; on a roll of 2 or lower, it does not have enough ammunition to use rapid fire again. }} {{monster,frame, ## Bremen Flametrooper *Medium Humanoid, neutral evil* ___ **Armor Class** :: 17 (half-plate) **Hit Points** :: 105 (14d8+42) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |19 (+4)|16 (+3)|17 (+3)|12 (+0)|16 (+3)|10 (+0)| ___ **Saves**:: Str +8, Dex +7, Int +4, Wis +7 **Skills**:: Athletics +8, Perception +7 **Damage Resistances** :: bludgeoning, piercing and slashing from nonmagical attacks **Condition Immunities** :: blinded, charmed, dazed, frightened **Senses** :: passive Perception 17 **Languages** :: Common, but does not speak **Challenge** :: 10 (5,900 XP) ___ ***Gasmask.*** The Flametrooper is immune to poison damage and the poisoned condition from inhaled poisons of any kind, including from spells such as stinking cloud or cloudkill. ### Actions ***Flamethrower.*** The flametrooper spouts a stream of flame in a line that is 75 feet long and 5 feet wide. Each creature in the line must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save and is ignited. The ignited creature takes 10 (3d6) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. On a succesful saving throw a creature takes half as much damage and is not ignited. : Additionally the ground in the line is ignited for 1 minute, and any creature which ends its turn in an ignited space, or enters it for the first time on their turn take 10 (3d6) fire damage }} {{imageMaskEdge5,--offset:12%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/e/e5/White_bunker_background.png) {position:absolute,top:600px,right:-50px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/a/a1/Elite_Trooper.png) {position:absolute,top:628px,right:200px,width:225px} ![homebrew mug](https://fearandhunger.wiki.gg/images/a/a3/Flame_Trooper.png) {position:absolute,top:620px,right:20px,width:225px} \page {{imageMaskEdge5,--offset:12%,--rotation:180 ![homebrew mug](https://fearandhunger.wiki.gg/images/e/e5/White_bunker_background.png) {position:absolute,top:-70px,right:0px,width:816px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/0/0d/Platoon.png) {position:absolute,top:-14px,right:53px,width:700px} ![homebrew mug](https://fearandhunger.wiki.gg/images/d/d3/Sylvian_Trooper.png) {position:absolute,top:54px,right:83px,width:150px} :::::::::::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## Platoon *Huge Monstrosity, unaligned* ___ **Armor Class** :: 20 (Natural armor) **Hit Points** :: 148 (11d12+77) **Speed** :: 60ft., 30 ft. climb ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |23 (+6)|10 (+0)|25 (+7)|8 (-1)|18 (+4)|8 (-1)| ___ **Saves** :: Dex +4, Int +3, Wis +8, Cha +3 **Damage resistances** :: Fire, Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks **Condition Immunities** :: Blindness, Bleeding, Dazed, Incapacitated **Senses** :: darkvision 120 ft., passive Perception 14 **Languages** :: Understands common but cannot speak **Challenge** :: 13 (10,000 XP) ___ ***Legendary Resistance (1/day).*** If the platoon fails a saving throw, it can choose to succeed instead. : ***Coinflip.*** The Platoon starts combat without heavy mortar being charged. At the end of the Platoon's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, heavy mortar recharges. : ***Siege Monster.*** The platoon deals double damage against objects and structures. : ***Magic resistance.*** The platoon has advantage on saving throws against spells and other magical effects. : ***Munitions dump.*** If the platoon takes 10 or more fire damage from a creature it has swallowed, its stores of ammunition ignite and explode. Both the platoon and the swallowed creature take 22 (5d8) fire damage and 22 (5d8) thunder damage, and the platoon loses access to its ***Coinflip*** trait. This does not stop the heavy mortar from being used if it has already recharged. ### Actions ***Multiattack.*** The platoon makes two heavy slam attacks and one chomp attack. The platoon may replace any number of heavy slams with the Fling action, and may replace its chomp attack with the Swallow action. : ***Heavy slam.*** *Melee Weapon Attack:* +11 to hit, reach 15ft., one target. *Hit* 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained. The Platoon cannot have more than two creatures restrained at a time : ***Chomp.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 19 (2d12 + 6) piercing damage : ***Fling.*** The Platoon throws a Small or Medium creature it has grappled up to 40 feet horizontally in a direction of the Platoon's choice and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown. : ***Swallow.*** The Platoon makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Platoon, and it takes 22 (4d10) piercing damage at the end of each of the Platoon's turns, as its internal human hydra mouths chew it apart. The Platoon can have only one target swallowed at a time. If the Platoon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. : ***Charge.*** The Platoon moves up to 30 ft. in a straight line and can move through the space of any creature smaller than Huge during this move. : The first time the Platoon enters a creature's space during this move, the creature must make a DC 18 Dexterity saving throw. If the saving throw fails, that creature takes 33 (6d10) bludgeoning damage and is knocked prone. If the saving throw succeeds, the creature takes half as much damage and is pushed 5 feet away from the Platoon. : ***Heavy Mortar (Recharge: Coinflip).*** *Ranged Weapon Attack:* +11 to hit, range 800/2400ft., one target. *Hit* 51 (8d10 + 7) bludgeoning damage, : Whether the platoon hits or misses each creature within 20 ft. of the target must make a DC 20 Dexterity saving throw or take 11 (3d6) fire damage plus 10 (3d6) thunder damage and are dazed until the end of their next turn. On a succesful save a creature takes half as much damage and are not dazed. }} \page {{monster,frame, ## Sylvian Trooper *Medium Humanoid, neutral evil* ___ **Armor Class** :: 17 (latex suit) **Hit Points** :: 144 (17d8+68) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |19 (+4)|20 (+5)|19 (+4)|12 (+0)|16 (+3)|21 (+5)| ___ **Saves**:: Str +8, Dex +9, Int +4, Wis +7 **Skills**:: Athletics +8 **Damage Resistances** :: fire, necrotic*, bludgeoning, piercing and slashing from nonmagical attacks **Condition Immunities** :: blinded, charmed, dazed, frightened **Senses** :: blindsight 60 ft., passive Perception 16 **Languages** :: Common **Challenge** :: 11 (7,200 XP) ___ ***Sadist.*** If the trooper hits with two attacks in the same turn, she laughs coquettishly and gains 10 Temp HP : ***Masochist.*** If the trooper has taken damage since her last turn she has advantage on all attack rolls until the end of her next turn. : ***Whip into shape.*** If the trooper whips an allied creature, it automatically hits. The attacked creature may make an attack with advanatage as a reaction, and if it has a recharge based ability it may immeditaely roll to recharge. : ***Spellcasting.*** The trooper is an 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She regains its expended spell slots when she finishes a short or long rest. she knows the following spells: : * 1st-5th level (3 5th-level slots): Aura of Life, Aura of Purity, Mass Cure Wounds, Pheremones, Wither and Bloom (5d6), * 1/Day: Heal ### Actions ***Multiattack.*** The trooper makes two whip attacks. She may cast a spell in place of an attack. : ***Whip.*** *Melee Weapon Attack:* +9 to hit, reach 10ft., one target. *Hit* 7 (1d4 + 5) slashing damage and if the target is a creature it must make a DC 17 Constitution saving throw or begin bleeding (DC 17, 1d4) : Alternatively the trooper may choose to grapple the target (escape DC 17). Until this grapple ends, the creature is restrained, and the trooper can't make whip attacks. }} {{note ##### CR 16 Platoon https://homebrewery.naturalcrit.com/share/nzF_Cj3TDT40 }} {{note #### Dazed * You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction }} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## Per'kele *Medium fiend, neutral evil* ___ **Armor Class** :: 18 (natural armor), 20 with wing guard up **Hit Points** :: 144 (12d8+84) **Speed** :: 40ft., 60 ft. fly ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|18 (+4)|24 (+7)|22 (+6)|18 (+4)|18 (+4)| ___ **Saves** :: Con +12, Wis +9 **Skills** :: Acrobatics +9, Arcana +11, Religion +11, History +11, Nature +11, Intimidation +14 **Damage Resistances** :: fire, cold, necrotic, poison, psychic; bludgeoning damage from non-magical attacks **Condition Immunities** :: blindned, charmed, dazed, exhausted, frightened, poisoned, unconcious **Senses** :: darkvision 120 ft., truesight 120 ft., passive Perception 21 **Languages** :: Common, Deep speech, Vermin, Sylvan **Challenge** :: 15 (13,000 XP) ___ ***Legendary resistance (3/Day).*** If Per'kele fails a saving throw, he can choose to succeed instead : ***Favored of Rher.*** Per'kele can maintain concentration on two different spells at the same time. He makes separate saves to maintain concentration on his spells. : ***Lunar Storm.*** When Per'kele uses the bonus action granted by Melf's Minute Meteors he may throw 4 meteors instead of 2. : ***Blood Under the Moonlight.*** When Per'kele damages a creature, their space is spattered with blood. If Per'kele is standing in a space spattered in blood all attacks against him have disadvantage : ***Wing Guard.*** As a bonus action Per'kele can raise his wing to ward off magic or lower it. While his wing is raised he cannot fly or use the *Rain of Feathers* action. : Additionally while his wing is raised Per'kele's AC increases by 2, and he has advantage on saving throws against spells, and any creature making a spell attack against Per'kele has disadvantage on the attack roll. If Per'kele succeeds on his saving throw against a spell or a spell attack misses him, an additional effect occurs. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only Per'kele, it has no effect on him and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. : ***Innate Spellcasting.*** Per'kele’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit). He can cast the following spells without requiring material components. * *At will:* Dream, Detect Thoughts, Dissonant whispers, Enemies Abound, Moonbeam, Mind Sliver (4d4), Ray of Enfeeblement, Scrying, Soul Cage, * *3/Day each:* Black orb, Hurting, Longinus, Melf's Minute Meteors (9th level) * *1/day each*: Confusion, Mental prison, Power word Pain ### Actions ***Multiattack.*** Per'kele casts a spell, and if Wing Guard isn't up he uses rain of feathers. Alternatively Per'kele may replace either of these with a longinus attck if the spell is active. : ***Longinus.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 4) piercing damage plus 9 (2d8) radiant damage : ***Rain of Feathers.*** Each creature in a 60-foot cone must succeed on a DC 17 Dexterity saving throw. A creature takes 13 (3d8) slashing damage on a failed save, or half as much damage on a successful one. ### Legendary actions (3 Actions) ***Move.*** Per’kele Moves up to his speed. : ***Spellcasting (Costs 2 Actions).*** Per’kele casts one of his *at will* spells : ***"Partake in the Festival (Costs 3 Actions)."*** Each creature within 30 feet of Per'kele must succeed on a DC 17 Wisdom saving throw, or it must immediately use its reaction to make one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary. }} {{imageMaskEdge5,--offset:12%,--rotation:180 ![homebrew mug](https://fearandhunger.wiki.gg/images/3/34/Hollow_Tower_background.png) {position:absolute,top:-70px,right:0px,width:816px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/8/8e/Per%27kele.png) {position:absolute,top:4px,right:263px,width:240px} \page {{monster,frame ## Iki-Turso *Huge Fey, Neutral* ___ **Armor Class** :: 15 (Natural Armor) **Hit Points** :: 161 (14d12+70) **Speed** :: 60ft., burrow 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |19 (+4)|10 (+0)|21 (+5)|16 (+3)|23 (+6)|16 (+3)| ___ **Saves** :: Str +8, Dex +4, Con +9, Wis+ 10 **Skills** :: Perception +10 **Damage resistances** :: Fire, Cold, Lightning, Thunder, Necrotic, Radiant **Condition Immunities** :: Blindness, Frightened, Incapacitated, Exhaustion, Unconcious **Senses** :: tremorsense 120 ft., darkvision 120 ft., passive Perception 20 **Languages** :: common, sylvan, druidic **Challenge** :: 13 (10,000 XP) }} {{monster,frame, ***Legendary Resistance (1/day).*** If the Iki-Turso fails a saving throw, it can choose to succeed instead. : ***Magic Resistance.*** The Iki-Turso has advantage on saving throws against spells and other magical effects. : ***Magic Weapons.*** The Iki-Turso's weapon attacks are magical. : ***Son of the Earth.*** Natural terrain (such as grass, earth, unworked stone, water, or the air) within 15 ft. of The Iki-Turso is difficult terrain for those hostile to it, as it's presence molds the world to its advanatage. : ***Regrowth.*** When the Iki-Turso starts its turn in contact with the earth it regains 10 hit points. This trait does not activate if the Iki-Turso starts its turn with zero hit points. : ***Of the Land.*** Moving through nonmagical difficult terrain costs the Iki-Turso no extra movement. It can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. : ***Spellcasting.*** The Iki-Turso's spellcasting ability is Wisdom (+ 10, spell save DC 18). It can innately cast the following spells, requiring no material components: * At will: Agannazar's scorcher (5d8), Control Water, Druidcraft, Move Earth, Roots that Reap (7d6), Warding Wind * 1/Day each: Bones of the Earth, Erupting earth, Ice Storm, Lightning bolt, Maelstrom, Plant Growth, Tidal wave, Transmute Rock, Wall of fire, Wall of Thorns, Wrath of Nature ### Actions ***Multiattack.*** The Iki-Turso uses Grasping roots and throws a boulder : ***Grasping Roots.*** *Melee Weapon Attack:* +8 to hit, reach 60ft., one target. the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained. Until the grapple ends, the target takes 20 (3d12) bludgeoning damage at the start of each of its turns. : ***Boulder.*** Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. : ***Mudslide (Recharge 5-6).*** The Iki-Turso magically creates a wave of mud that extends from a point on the ground within 120 ft. of itself. The wave is up to 30 ft. long, up to 30 ft. tall, and up to 30 ft. wide. Each creature in the wave must make a DC 18 Strength saving throw. On a failed save, a creature takes 38 (7d10) bludgeoning damage, is knocked prone, and is buried under thick mud. On a successful save, a creature takes half as much damage and is not buried. A buried creature is restrained, has total cover, and can't breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn't buried, can make a DC 18 Strength (Athletics) check. On a successful check, the buried creature is no longer prone or restrained. {{note ##### Art Credit This wonderful Iki-Turso art was done by Mizzen, developer of the horror game "Otter island" https://www.tumblr.com/mizzzen https://www.reddit.com/user/Skrusti22/ }} }} ![homebrew mug](https://preview.redd.it/do-not-wake-me-again-worm-digital-art-by-me-v0-zsjvhs35am5d1.png?width=640&crop=smart&auto=webp&s=8c71ea0279b51c4d97864903e272741be73f5553) {position:absolute,top:376px,right:399px,width:420px} \page # "New" Conditions These mechanics largely come from the DMG,5.5 playtest, and Monster Manual, Merely tweaked to make them slightly less unwieldly and/or unusable in a F&H dungeon dive style campaign. : :: #### Broken Ribs * A creature with broken ribs has disadvantage on saving throws to maintain concentration, * Whenever a creature with broken ribs attempts an action in combat, it must make a DC 10 Constitution saving throw. On a failed save, is loses its action and can’t use reactions until the start of its next turn. * The injury heals if the creature receives magical healing, the healer feat is used on them, or if they spend ten days doing nothing but resting. #### Bleeding * A bleeding creature loses hit points at the start of each of its turns, due to its wounds. The damage is listed in a monsters statblock, immediately following the condion itself. Each time a creature fails a saving throw that inflicts bleeding, the damage dealt by the wounds increses by the amount listed. * Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check. The DC is listed in a monsters statblock, immediately following the condion itself. The wound also closes if the target receives magical healing, or the healer feat is used on them, even if no hit points are restored. * Undead and constructs can not be inflicted with bleeding. {{note ##### Bleeding example The bleeding condition is basically the rider effect of the bearded devil's (monster manual page 70) glaive attack. with this condition in play it would be written like this. : ***Glaive.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature it must succeed on a DC 12 Constitution saving throw or begin bleeding. (DC 12, 1d10) }} #### Dazed * You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction ::::::: #### Injured Limb * ***Leg.*** Your speed on foot is reduced by half, and you fall prone. You must make a DC 15 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. If both legs are injured the creature falls prone and cannot stand up from prone. Magical healing, the healer feat, or a long rest removes the injury * ***Arm.*** The affected Arm cannot hold a shield, cannot be used to provide material/somatic components for spells, and attacks using the injured arm have disadvantage. Magical healing, the healer feat, or a long rest removes the injury {{note ##### which arm to injure? Take a players shield arm in combat first, its less punishing. }} #### Lost Eye * You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. * Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. * If the creature has a gaze abilitiy (medusa. umber hulk, etc.) creatures have advanatage on their saving throws against it. * If the creature has an ability tied to its eye (beholder, astral dreadnought, etc.) it loses acces to it #### Horrible Scar You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. \page # New Spells {{note ##### What class spell list are these on? None. These spells are meant to only be gained via devotion to specific gods, using the piety systems on the gods pages. }} : #### Pheremones *2nd-level enchantment* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, V, S (the stamen or pistil of a flower) **Duration:** :: concentration, up to 1 minute You spray pollen on a willing creature within range. Until the spell ends, any creature within 30 ft. of the pollinated creature who targets any creature besides the pollinated creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must target the pollinated creature or lose the attack or spell. A creature immune to being charmed automatically succeds on this save #### Locust swarm *2nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, V, S (rotting food) **Duration:** :: Instantaneous A cloud of swarming vermin are called to a 10-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 1d6 piercing damage on a failed save, and is dazed until the end of their next turn. A creature takes half as much damage on a successful save. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the piercing damage by 1d6 for each slot level above 2nd. #### Flock of crows *3nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V **Duration:** :: Instantaneous A swarm of crows descends upon a creature within range. It must make a Dexterity saving throw, taking 4d6 piercing damage and being blinded until the end of your next turn on a failed save. it must then make a Constitution saving throw or lose an eye. On a succesful dexterity saving throw a creature takes only half the damage, is not blinded, and does not need to make the constitution saving throw. #### Hurting *2nd-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, S, V (an intense desire to cause pain) **Duration:** :: Instantaneous A dark red vortex appears on the body of the target and twists, rending flesh and removing it from existance. the target must make a constitution saving throw, taking 6d6 slashing damage, and suffering an arm or leg injury (players choice) on a failed save. : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the slashing damage by 1d6 for each slot level above 2nd. #### Black orb *3rd-level evocation* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: M, S, V (pure hatred for the target) **Duration:** :: Instantaneous You create A concentrated orb of negative energy and ill will, then hurl it at a target within range. The target must make 3 dexterity saving throws, taking 1d12 necrotic and 1d12 psychic damage for each failure : **At Higher Levels.** When you cast this spell with a slot of 5th level or higher, the target makes another save for every 2 spell levels above 3rd. #### Black smog *3rd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: M, S, V (soot) **Duration:** :: Concentration, up to 1 minute You create a 20-foot-radius sphere of purple, reeking smog centered on a point within range. Each creature within the sphere must succeed on a Constitution saving throw or take 3d8 poison damage and become poisoned until the spell ends. while poisoned in this way the target is also blinded. a creature may re-attempt this save at the end of their turn, ending the effect on a success. On a succesful save the target takes half the damage and is not poisoned. : **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, increase the poison damage by 1d8 for each slot level above 4th. \page #### Blood Golem *2nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 5 feet **Components:** :: M, S, V (drops of your own blood, which the spell consumes) **Duration:** :: Concentration, up to 10 minutes You spill you own blood, which congeals into a facsimile of a humanoid in an unnocupied space within 5 ft. of you. This corporeal form uses the Construct Spirit stat block but with a different method of determining hit points. When the spell is cast expend and roll a number of hit dice up to the level of the spell (minimum 1), and add your constitution modifier to each roll. The golems HP equals the result of these rolls. The creature resembles a skinless man made of blood and muscle. : The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you may expend another hit die for each slot level above 3rd. {{note, ## Construct spirit, Blood golem *Medium construct, unaligned* ___ **Armor Class** :: 13 + the level of the spell (natural armor) **Hit Points** :: Hit dice = to spell level + spell level multiplied by casters Con mod. **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)| 10 (+0)|18 (+4)|14 (+2)|11 (+0)|5 (−3)| ___ **Damage resistances** :: Poison, Fire, bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned **Senses** :: darkvision 60 ft., passive Perception 10 **Languages** :: common **Challenge** :: - ___ ***Borne of the Blood.*** The blood golem has a number of hit dice equal to the number the caster sacrificed to summon it. ### Actions ***Multiattack.*** The construct makes a number of attacks equal to half this spell’s level (rounded down). : ***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage. }} #### Blood sword *2nd-level conjuration* **Casting Time:** 1 bonus action **Range:** Self **Components:** V, S **Duration:** Concentration, up to 1 minute : You weave together boiling sanguine tendrils to create a sword of solidified blood in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 fire damage on a hit and has the finesse, and light properties. In addition, When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll. If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. : **At Higher Levels.** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. #### Roots that Reap *2nd-level transmutation* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: M, V, S (A fistful of bark) **Duration:** :: Instantaneous A tangle of roots erupts from a point you choose within range. Each creature in a 5-foot-radius, 10-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and have its ribs broken on a failed save, or half as much damage not having its ribs broken on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. \page #### Longinus *5th-level conjuration* **Casting Time:** 1 bonus action **Range:** Self **Components:** V, S, M (Feelings of intense rage) **Duration:** Concentration, up to 1 minute : The blood of Alll-mer boils and rages even ages after his death. Just a drop thrusts spears to the torso of his enemies, a drop this spell conjures into the palm of your hand, where it quickly grows into a *Spear* or a *Lance* with the *heavy* property (Your Choice). : This magic weapon lasts until the spell ends. It deals an additional 2d8 radiant damage on a hit and you may use your casting stat modifier in place of Strength for attack and damage rolls using it. On your turn you can cause the *Longinus* to teleport into your emtpy hand, if it isn't already there. : As a bonus action on your turn, you can throw the weapon at a creature within 60 ft., and cause the weapon to emit a burst of unholy blood & sulfur. Make the attack roll as normal. Whether you hit or miss, each creature of your choice that you can see within 30 feet of the target must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. At the end of each of its turns, a poisoned creature can make a Constitution saving throw, ending the effect on itself on a success. : After using this bonus action, the spell immediately ends. #### Moth Swarm *2nd-level necromancy* **Casting Time:** 1 action **Range:** 60 ft. **Components:** V, S, M (a fistful of medicinal herbs) **Duration:** Instantaneous : You invoke a swarm of blue noctuid moths upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. : In addition, you regain a number of hit points equal to half the damage dealt by the spell. : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd. :::: #### Red Arc *4th-level evocation* **Casting Time:** 1 action **Range:** 120 ft. **Components:** S **Duration:** Instantaneous : A bolt of crackling reddish electricity forks down toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d12 lightning damage and must make a Constitution saving throw. On a failed save, it is also stunned until the end of your next turn. : **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for every two slot levels above 4th. #### Mischief of rats *2nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, V, S (rotting food) **Duration:** :: Instantaneous A horde of swarming rats are called to a 15 ft. radius circle centered on a point you choose within range. The circle spreads around corners. When the area appears, each creature in it must make a Dexterity saving throw. A creature takes 1d6 piercing damage on a failed save, and is dazed until the end of their next turn. A creature takes half as much damage on a successful save. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the piercing damage by 1d6 for each slot level above 2nd. \page # New Maneuvers #### Leg Sweep : When you hit a creature with a weapon attack, you can expend one maneuver dice to attempt to injure the target's leg. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it suffers a leg injury. #### Dis-Arming Blow : When you hit a creature with a weapon attack, you can expend one maneuver dice to attempt to injure the target's arm. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it suffers an arm injury. : #### Ribshatter *Requirement: A bludgeoning or heavy weapon* : When you hit a creature with a weapon attack, you can expend one maneuver dice to attempt to break the target's ribs. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it's ribs are broken. #### Dazing Blow *Requirement: A bludgeoning or heavy weapon* : When you hit a creature with a weapon attack, you can expend one maneuver dice to attempt to knock the target senseless. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it is dazed until the end of your next turn. ## diseases #### Sewer plague The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. : At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease. #### Sight rot This painful infection causes bleeding from the eyes and eventually blinds the victim. : One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal. : Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. #### Vile-Lung A creature that contracts Vile-lung gains a level of exhaustion. A creature with one or more levels of exhaustion brought on by Vile-lung must succeed on a Constitution check to take the Dash action. If the check fails, the action cannot be attempted. If the creature attempts to cast a spell with a verbal component, it must succeed on a Constitution check or be unable to complete the spell, causing the spell to fail with no effect. The DC for each check is 10 + the creature's current exhaustion level. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease. #### Rat Fever Whenever a hostile creature damages an infected creature, it must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, the infected must use their action each round to attack the nearest creature. If the infected fells their target and is still able to attack, they must move to the nearest creature and continue attacking. If the infected has multiple possible targets, they attack one at random. The infected is berserk until they start their turn with no creatures within 60 feet of them that they can see or hear. : At the end of an infected creature's long rests they make make a DC 10 Constitution saving throw, ending the effect on a success. \page # Summoner encounter difficulty {{descriptive It's been pointed out that CR is misleading when it comes to summoners. In an attempt to give a better idea of how tough an encounter with summoners might be i'm adding what encounter difficulty a summoner will be assuming they get to summon all their minions once. I'll be assuming a party of 4, and a party level equal to the CR. I'll also include the total XP so you can quickly check it against parties of other levels and sizes. }} {{note ***[{{ Woodsman}}{{ }}](#p10): Hard*** 1350 modified XP : ***[{{ Rat hag}}{{ }}](#p14): Deadly*** 2600 modified XP assuming she summons 3 swarms of rats : ***[{{ Inquisitor }}{{ }}](#p17): Deadly*** 3300 modified XP : ***[{{ Beekeeper}}{{ }}](#p20): Deadly*** MAYBE 4400 modified XP. I say maybe because at level 5 a few wasp swarms shouldnt be an issue, but who knows, maybe no one at your table wanted to be a caster. : ***[{{ Owl cultist}}{{ }}](#p28): Deadly*** 2325 modified XP : ***[{{ Stitches }}{{ }}](#p30): Hard*** 3375 modified XP assuming only the living flesh responds to her distress pheremones. more monsters will bump ot to deadly }}