1

PART 1 | Monster

Monster

A

Aaron

Big, beautiful and biceptuous are the only things that matter to this hunk of a stallion. Challenging these beasts to any feats of strength will have any normal man fall in a hole of humiliation. Aarons appear where ever they please whenever they please, if there’s some source of water nearby.

They may be intimidating but it is knowing that they arrogant and if they flex too hard they will begin to float away and.... well no one know what happens after they float away. Most likely die I guess.


Aaron

Medium humanoid, neutral good


  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 15 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16(+3) 13 (+1) 16(+3) 12 (+1) 12 (+1) 13 (+1)

  • Damage Resistance cold, poison
  • Damage Immunities piercing from nonmagical weapons
  • Condition Immunities charm
  • Senses darkvision 60ft., passive Perception 11
  • Languages Aquan, Common
  • Challenge 2 (450 XP)

Amphibious. Aaron can breathe air and water.

Body Builder. When Aaron rolls for initiative, each creature within 30 feet of Aaron that is aware of him must succeed on a DC 10 Wisdom saving throw. On a failure, a creature must spend its next turn frozen in place, flexing its muscles.

Actions

Sweat. Ranged Magic Attack: Range 20 ft., Multipule. Hit: 7 (1d10 + 2) acid damage.

Punch. Melee Weapon Attack: +3 to hit, range 5ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage.

Astigmatism

Use me, bully me, pick on me. I know your darker desires are to harm me. Pummel me into the dirt. These are just some of the Astigmatism will do to trick you into feeding its need to feel pain and misery. This dastardly fiend craves on the misery of others and at times are harmless but when deprived for months on end become an advanced creature of the normal Loox.

Be wary they are cleaver and will do anything to feed on the pain of others be it a team breaking apart or murder they are there in the shadows.


Astigmatism

Medium Fiend, chaotic evil


  • Armor Class 8
  • Hit Points 40 (16d8 - 32)
  • Speed 30ft.

STR DEX CON INT WIS CHA
6 (-2) 5 (-2) 6 (-2) 10 (0) 14 (+2) 15 (+3)

  • Condition Immunities Prone
  • Senses passive Perception 12
  • Languages Common, Abyssal
  • Challenge 4 (1100 XP)

Two-Faced. Astigmatism has two forms which give it different properties and abilities, an eyeball form and a smile form. At the beginning of each of its turns, astigmatism switches to its other form.

Actions (Eyeball Form)

Tormenting Speech. Astigmatism talks to an enemy telepathically, within 60 ft, to form psychopathic thoughts within that creature's mind. The target must make a DC 14 Wisdom saving throw or it must use it's turn to attack an allied creature within 30 feet of it. A creature that cannot hear or immune to being charmed is immune to this effect.

Agony Ascending. 2/Day As a reaction, When a creature hits Astigmatism with an attack, it takes damage equal to the damage taken.

Actions (Smile Form)

Looming Leer. 2/Day Astigmastism selects a target to create terror in them. The target must succeed DC 14 Charisma saving throw or be incapacitated with dread for the next minute. The crature can repeat the saving throw at the end of each of its turns.

Amblyopia (Recharges on a short or long rest) All creatures within 20 feet of the astigmatism must make a DC 14 Constitution saving throw or have disadvantage on all attack rolls for the next minute. The creature can repeat the saving throw at the end of each of it's turns.

2

PART 1 | MONSTERS

Monster

c

Chilldrake

Cool as an ice cube, and chill as a....as a....well they are cool. It’s just too rad to hang out with dweebs and nerds like you. All it need to pick up chicks is its good looks and smooth talking.


Chilldrake

Small Creature, Cool Neutral


  • Armor Class 13
  • Hit Points 49 (14d6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+3) 10 (+0) 10 (+0) 7 (-1) 13 (+2)

  • Condition Immunities Cold
  • Senses passive Perception 9
  • Languages Common, Primordial
  • Challenge 2 (450 XP)

Cold Absorption. Whenever the chilldrake is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.

Actions

Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 +3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Monster

D

Delta Guardian

(W.I.P)

Dogamy and Dogaressa

Two lovers that will never be separated. True warriors don’t fight alone. They fight together. One is nothing without the other and becomes blinded. In life or death, they are together where ever they are.


Dogamy and Dogaressa

Large canines, lawful Neutral


  • Armor Class 16
  • Hit Points 138(12d10 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+1) 7 (-1) 11 (+1) 6 (-2)

  • Condition Immunities Charmed
  • Senses passive Perception 11
  • Languages Common
  • Challenge 5 (1800 XP)

Pack Tactics. When around other royal guardsman lesser dog will follow the main order or current leader of the pack.

Conjoined Marriage Dogamy and Dogaressa are 2 creatures that work together and share the same stats and initiative score. However, They both have their own set of actions and reactions.

Actions

Great Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (1d12 + 4) slashing damage.

Bladed Tornado. Melee Weapon Attack: +5 to hit, reach 10 ft., group. Hit 7 (1d8 + 7) slashing damage .


Doggo

Placeholder


Doggo

Medium Canine, lawful neutral


  • Armor Class 13
  • Hit Points 30(1d4 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+2) 10(0) 6 (-2) 4 (-3)

  • Condition Immunities Blinded
  • Senses passive Perception 8
  • Languages Common
  • Challenge 3 (700 XP)

Pack Tactics. When around other royal guardsman lesser dog will follow the main order or current leader of the pack.

Blindsight. Doggo has poor sight and is only able to see creatures who move. Doggo can see a target if it does as little as action up to 30 ft.

Actions

Multiattack. Doggo makes two longsword attacks.

Longsword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 2 (1d8 + 3)

Doge

Placeholder


Doge

Medium Humanoid, Neutral


  • Armor Class 15
  • Hit Points 22 (5d4 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+2) 11 (0) 6 (-2) 10 (0) 7 (-2)

  • Condition Immunities None
  • Senses passive Perception 10
  • Languages Common, Canine
  • Challenge 1/2 (100 XP)

Pack Tactics. When around other royal guardsman lesser dog will follow the main order or current leader of the pack.

Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20J60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1 d8 + 2) piercing damage if used with two hands to make a melee attack.

Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.


Lesser Dog

Place Holder


Lesser Dog

Medium Humanoid, Neutral Good


  • Armor Class 16 (Breastplate + Sheild)
  • Hit Points 120(16d8 + 48)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)

  • Damage Immunities Peircing
  • Senses passive Perception 15
  • Languages Common, Canine
  • Challenge 4 (1,100 XP)

Pack Tactics. When around other royal guardsman lesser dog will follow the main order or current leader of the pack.

Actions

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Greater Dog

Place holder


Greater Dog

Large Canine, Chaotic Good


  • Armor Class 18 (Full Plate)
  • Hit Points 82 (11d8 + 33)
  • Speed 15ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-2) 20 (+5) 5 (-3) 10 (+0) 5(-3)

  • Damage Resistances Bludgeoning, Piercing and Slashing from nonmagical weapons
  • Senses passive Perception 10
  • Languages Common, Canine
  • Challenge 5 (1800 XP)

Pack Tactics. When around other royal guardsman lesser dog will follow the main order or current leader of the pack.

Actions

Multiattack. The greater dog makes two spear attacks.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1 d8 + 4) piercing damage if used with two hands to make a melee attack.

Mad Dummy

Possessed by a soul only seeking revenge for its damage and hurt brethren. It won't sleep until all who aren't dummies perish.


Mad Dummy

Medium Construct, Chaotic Evil


  • Armor Class 12
  • Hit Points 200(1d4 + 5)
  • Speed 14ft.

STR DEX CON INT WIS CHA
13 (+2) 8 (-1) 6 (-2) 7 (-1) 9 (+0) 14 (+2)

  • Condition Immunities None
  • Senses passive Perception 15
  • Languages Common
  • Challenge 7 (2900 XP)

Dummies!!! The Mad Dummy can summon 1d20 miniature versions of himself.

Disembodied. All melee and touch based attacks have disadvantage on the dummy.

Actions

Stuffing Bombardment. Mad Dummy Launches a barrage of his dummies. They are durable but if hit deal _(__) damage.

Floating Dagger Ranged Melee Attack +3 to hit range 10/30 ft., one target Hit 10 (3d4 + 3) piercing damage.

Monster

E

Endogeny

Tragic was the befall of the many deaths to canines. Killed in wars and battles hunted and preyed upon. You will pay for the torment you put upon us and you will suffer as we did. Our once good home now tarnished by the cruel memories we gathered.

Endogeny is composed of the Determination-filled souls of several dog monsters, including the parents of Dogamy and Dogaressa and other miscellaneous family members of Doggo, Greater Dog, and Lesser Dog.

Endogeny takes the vague shape of a large canine, with two pointed ears atop its "head" where instead of a face it only has a single orifice. Its wide body has six digitigrade legs, which form the silhouettes of five smaller canines between them. The silhouettes between its legs gain satisfied faces when it can be spared.

Endogeny displays the same excited behavior many of the game's dogs do, but seems to be unaware of the damaging nature of its enormous weight and powerful body, much like the Greater Dog. It exudes a fluid from its single orifice, which becomes a "happiness froth" when the Endogeny is excited.


Endogeny

Large Specter, Unaligned


  • Armor Class 12
  • Hit Points 5(1d10 -4)
  • Speed 50ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+2) 1 (-4) 13 (+2) 19 (+5) 18 (+4)

  • Condition Immunities Bludgeoning, Piercing and Slashing from nonmagical weapons
  • Senses passive Perception 15
  • Languages Gibberish
  • Challenge 13 (10000 XP)

Actions

Suffering Wringer. (W.I.P)

Encompass. Endogeny will charge at a target and attempt to consume the target dealing 5 (1d6 + 1). Make a DC 12 Dexterity saving throw to avoid being consumed but taking full damage. Upon failure target is consumed and is having its life drained to heal endogeny for 1d6 per turn until you make a succesful saving throw.

The Everyman

Everybody, everone, every somebody, every nobody. Every man, every woman, every child, every person. Every second, every minute, every hour every time. Everywhere, every when, every place, every line. The everyman is nothing special, and neither is any of you.


Everyman

Medium unknown, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 250 (27d8 + 135)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
11 (0) 16 (+3) 20 (+5) 16 (+3) 20 (+5) 20 (+5)

  • Skills Perception +11
  • Damage Resistances Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder; bludgeoning, piercing, and slashing
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
  • Senses truesight 120 ft., passive Perception 21
  • Languages All languanges (Telepathy 120 ft.)
  • Challenge 18 (20000 XP)

Legendary Resistance (3/Day). If The Everyman fails a saving throw, it can choose to succeed instead.

Every Mind. The Everyman has advantage on saving throws against effects, spells or abilities that happen the same turn they are activated.

Infinite Continence. If The Everyman is put to 0 hp they will form into an amorphous milky puddle that dissapears. After 1d10 days, The Everyman gains a new body regaining all its hit points and becoming active again.

Actions

Multiattack. The Everyman

Don't Lose your head. Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Swam of the End. When The Everyman falls below half health (125 hp), a swarm of butterflies begin to swarm The Everyman making it cry out in agony. When this occurs creatures within 60 feet must make a DC 19 Constitution or be paralyzed for 1d4+1 rounds or until they make a successful save.

Swarm of the Beflowed The Everyman fires a 30 ft. cone of butterflies for and any creature that is within range must make a DC 19 Dexterity saving throw or take 3d12 slashing damage and be stunned for 1 minute or until they make a successful save.

Monster

F

Final Froggit

Being the more evolved verson of froggit it is still a small frail creature but instead of running away it enourages challenge. Seeking challange it bring more defensive attributes to the table in the form of flies that can do a variety of attack


Froggit

Small beast, Unaligned


  • Armor Class 13
  • Hit Points 9 (6d6 - 12)
  • Speed 15ft.

STR DEX CON INT WIS CHA
6 (-2) 6 (-2) 8 (-2) 2 (-2) 3 (-3) 1 (-4)

  • Senses passive Perception 8
  • Languages -
  • Challenge 1/4(50 XP)

Actions

Tongue Lash. Ranged Weapon Attack: +3 to hit, range 10/30 ft., one creature. Hit: The target must succeed on a DC 13 Dexterity saving throw. On a failure, the target takes 6 (1d6 + 1) bludgeoning damage and is restrained until the beginning of froggit's next turn. On a success, the target takes half as much damage and is not restrained.

Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6 + 1) bludgeoning damage.


Final Froggit

Medium Beast, lawful Neutral


  • Armor Class 14
  • Hit Points 120 (16d6 + 48)
  • Speed30ft.

STR DEX CON INT WIS CHA
8 (-1) 8 (-1) 10(0) 4(-3) 5 (-2) 6 (-2)

  • Senses passive Perception 12
  • Languages -
  • Challenge 4(1100 XP)

Actions

Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Swarm of Flies. Ranged Weapon Attack: +5 to hit, range 10/50 ft., Group. Hit: The target(s) must make a DC 14 Dexterity saving throw. On failure, the target(s) take 10 (1d6 + 3) slashing damage and is trapped in the swarm until rolled sucessful. On a success, the target take half as much damage and is not trapped.

Sticky Saliva. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one creature. Hits: The target must make a DC 14 Dexterity saving throw. On failure, the target takes 8 (1d6 + 3) acid damage and is restrained until they break free. On Sucess, the target avoids all damage and is not restarained.

Froggit

Being one of the weakest monsters in the underground, being both not to smart and small in stature, it is often very passive when it comes to conflict and will turn tail and run away if frightened. But when froggit is made to fight another creature for protection it will attempt to exhaust a enemy by tying them up with their tounge and running when they see their opportunity.

Monster

G

Glyde

Seeking the recognition and the spot light it will give it all to gain attention. It sees it at the greatest enemy in all the world. Gloating and boosting itself on anyone that passes.


Glyde

Large Monster, Chaotic Neutral


  • Armor Class 14
  • Hit Points 78 (12d10 + 12)
  • Speed 10ft., Fly 40ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2)

  • Condition Immunities Radiant
  • Senses passive Perception 15
  • Languages Common, Celestial
  • Challenge 8 (3,900)



Actions

Multiattack. Glyde makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 10ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

Phantasms (Recharges after a Short or Long Rest). Glyde magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If Glyde is ever in an area of bright light, the duplicates disappear. Whenever any creature targets Glyde with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets Glyde or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has Glyde AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

Grillby

Flavor Text


Grillby

Medium Elemental, Neutral Good


  • Armor Class 17
  • Hit Points 140(14d8 + 70)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 24 (+7) 21 (+5) 10 (+0) 14 (+2) 11 (+0)

  • Savin Throws Int +4, Wis +6, Cha +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 120 ft., Passive Perception 12
  • Languages Common, Ignan
  • Challenge 12 (8,400 XP)

Fire Form. Grillby can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 16 (3d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 16 (3d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 16 (3d10) fire damage at the start of each of its turns.

Great Illumination. The elemental sheds bright light in a 60-foot radius and dim light in an additional 60 feet.

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

Magic Weapons. Grillby’s weapon attacks are magical.

Actions

Multiattack. The elemental moves half its speed without provoking opportunity attacks and makes two touch attacks.

Scorching Touch. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 16 (3d10) fire damage at the start of each of its turns.

Monster

M


Madjick

Small Monstrsity, Chaotic Good


  • Armor Class 12, 14 AC for Orbs
  • Hit Points 62 (
  • Speed 20ft. Float 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 13 (+1) 17 (+3) 18 (+4)

  • Senses passive Perception 18
  • Languages Common
  • Challenge 12 (8,400 XP)

Magic Orbs Madjick has two glowing orbs with 16 hp each that are the scource of his power both have +2 AC due to the fact they fly around it. Disembodied Madjick has non-connected limbs. All melee attack have disadvantage on him. Innate Spellcasting. Madjick's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will : dancing lights 1/day each: darkness,faerie fire, levitate (self only) Spellcasting. The Madjick is a lOth-level spellcaster. Its spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spe lls prepared: Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy lst level (4 slots): animal/friendship, cure wounds, detect poison and disease, ray of sickness 2nd level (3 slots): lesser restoratlon, protection from poison, web 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic 4th level (3 slots): divination, freedom of movement 5th level (2 slots): insect plague, mass cure wounds

Actions

Multiattack. The Madjick makes three Chaser orb attacks. Chaser Orb. Ranged Weapon Attack: +5 to hit, range, 20 ft. cone. Hit: 5 (ld6 + 2) piercing damage plus 17 (5d6) force damage.


Madjack

Flavor Text

Monster

R

monster

S

Snowdrake

Place Holder


Snowdrake

Small beast, True Neutral


  • Armor Class 12 (natural armor)
  • Hit Points 21(6d6)
  • Speed 30ft., Fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1)

  • Damage Vulnerabilities bludgeoning, fire
  • Damage Immunities cold, poison
  • Condition Immunities poisoned
  • Language Common
  • Senses darkvision 60ft., passive Perception 12
  • Challenge 1/2 (100 XP)

Cold Absorption. Whenever the snowdrake is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. , one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6). The snowdrake exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Bosses

Asriel Dreemurr: Empowered


Asriel Dreemurr

Large monstrosity, chaotic neutral


  • Armor Class 18 (natrual armor)
  • Hit Points 320 (39d10 + 78)
  • Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
19 (+5) 18 (+4) 15 (+2) 22 (+6) 20 (+5) 17 (+3)

  • Saving Throws Int +6, Wis +5
  • Damage Immunities necrotic, poison
  • Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons, fire, poison, psychic
  • Senses truesight 120 ft. passive Perception 15
  • Languages All Languages
  • Challenge 17 (18,000 XP)

Legendary Resistance (3/Day): If Asriel fails a saving throw, it can choose to succeed instead.

Magicaly Hardened. Asriel has advantage on saving throws against Constitution, Intellegence, or Wisdom checks.

Spellcasting. Asriel Dreemurr is a 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Creature has the following spells prepared:

Cantrips (at will): Control Flames, Fire Bolt, Mage Hand, Prestidigitation, True Strike

1st level (4 slots): Absorb Elements, Burning Hands, Cause Fear, Chomatic Orb, Magic Missle

2nd level (3 slots): Continual Flame, Flaming Sphere, Invisibility, Misty Step

3rd level (6 slots): Counterspell, Lightning Bolt, Nondetection, Scorching Ray, Shatter 4th level (3 slots): Banashment, Blight, Dimension Door, Fire Sheild, Greater Invisibility, Ice Storm, Wall of Fire

5th level (3 slots): Immolation, Modify Memory, Telekinesis, Wall of Force

6th level (1 slots): Chain Lightning, Mental Prison, Soul Cage, Sun Beam

7th level (1 slots): Finger of Death, Plasmatic Spray, Reverse Gravity, Sunburst

8th level (1 slots): Clone, Feeblemind, Foresight, Telepathy, Teleport

9th level (1 slots): Meteor Swarm, Power Word Kill, Time Stop, Wish


Actions

Multiattack. Asriel can make 2 chaos saber attacks.

Chaos Sabers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 49 (10d8+4) slashing damage. As a bonus action Asriel can manifest or dispell the chaos sabers.

Star Blazer (Recharge 5-8). Asriel hurls a magical star of pure energy that explodes into a flury of miniture stars at a point he can see within 120 feet of him. Each creature in a 20-foot-radius sphere must make a DC 18 Dexterity saving throw. On a failure a creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage, or half as much damage on a successful save.

Legendary Actions

Asriel Dreemurr can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.

Saving Grace. When an attack hits Asriel Dreemurr, he can teleport within 30 feet of his current location.

Hyper Death Transformation. When Asriel is below 20% health he can choose to dodge/save the next incomming attack and transformor into Asriel God of Hyper Death

Asriel Dreemurr: Absolute God of Hyper Death


Asriel Dreemurr

Huge Monstrosity, Chaotic Neutral


  • Armor Class 17 (Natural Armor)
  • Hit Points 262 (21d12 + 126)
  • Speed ∞ ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)

  • Saving Throws Con +10, lnt +12, Wis +9
  • Skills Arcana +19, History +12, Insight +9, Perception +9
  • Damage Resistance Cold, Lightning, Necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 19
  • Languages All Languages
  • Challenge 21 (33,000 XP)

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

Rejuvenation. If Asreil has been destroyed, he gains a new body in 1d10 minutes regaining all its hit points and becoming active again. The new body appears within 5 feet from his soul.

Spellcasting. Asriel is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the followi ng wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): detect thoughts, invisibility, Me/f's acid arrow, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): c/oudki/1, scrying

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

9th level (1 slot): power word kill


Actions

Paralyzing Touch. Melee Spell Attack: + 12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage and the target must make on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Asriel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Asriel regains spent legendary actions at the start of its turn.

Cantrip. Asriel casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Asriel uses his Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Asriel fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The fri ghtened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

Soul Shatter (Costs 3 Actions). Asriel shoots out a wide beam of energy and each living creature within 20 feet from him must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Red the Royal Knight


Red The Royal Knight

Medium Humanoid, Neutral Good


  • Armor Class 16 (Chainmail)
  • Hit Points 153(18d8 + 72)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 12 (+1)

  • Damage Resistance Slashing
  • Senses passive Perception 12
  • Languages Common
  • Challenge 12 (8,400 XP)

True Sight. These guys work together. Like super well, you don't even know.

Delta Guardians Red can summon 2 guardians that will fight with her both with half of Red's base health.

Multiattack. Red can makes three rapier attacks.

Actions

Rapier Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit: 8 (1d8 + 4) slashing damage.

Cross Blade. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Sciesmic Slash (should i keep or not?)


Reations

Parry Red adds 3 to its AC against one melee attack that would hit her. To do so, Red must see the attacker and be wielding a melee weapon.

Skeletons

Skeletons are nothing new to the world of D&D. What once was life is now dead, and brought to the living again through magics most unholy. But in the underdark, where magic can run wild, skeletons aren't necessarily the bones of others remade for nefarious purposes. They could be regular old monsters, living their lives. Maybe they're bones reformed, given new life by magic in the air... or maybe they just really like ketchup and oatmeal with little candy dinosaur eggs.

Papyrus the Great

Papyrus, the brother of Sans, is a happy, outgoing, happy, loud, cheerful, happy guy who believes in you. Doesn't matter who you are or if he's never met you, he believes anyway. Papyryus aspires to be great, and has the chops to do it. Not that he's out to hurt anyone, but he'll be happy to capture!


Papyrus the Great!

Medium undead (natural skeleton), neutral good


  • Armor Class 17 (half plate)
  • Hit Points 112 (15d8 + 45)
  • Speed 50ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2)

  • Skills Insight +3, Performance +5
  • Condition Immunities exhaustion, frightened
  • Senses passive Perception 10
  • Languages Common, Undercommon, can read and understand Gibberish (Wingdings)
  • Challenge 5 (1800 XP)

Turn Immunity. Papyrus would never run away from a fight! And is thus immune to effects that turn undead.

Forgettable. For some reason, it's easy to forget about Papyrus and all the things he can do.

Actions

Multiattack. Papyrus makes two attacks with either Bone Swing or Bone Barrage in any combination.

Bone Swing. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8+2) psychic damage.

Bone Barrage. Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 9 (2d6+2) psychic damage.

Second-most Special Attack. Papyrus summons a wave of bones in a straight line that reaches 60 ft, and is 10 ft. wide. Creatures in the path of this wave must succeed on a Dex saving throw or take 13 (2d10+2) psychic damage. Flying creatues are unaffected by this attack.


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Unforgettable Remark. Papyrus makes a clever quip, an amusing jape, or yells "SANS!!!" as loud as possile. It's quite distracting, for one reason or another. Any creature within 30 ft. and can hear Papyrus must succeed on a DC 13 charisma check or suffer disadvantage on their next attack. This effect is removed is a creature affected takes a short rest.

Nyeh heh heh! Papyrus laughs. That's it.

Summon Blaster. Not that Papyrus would ever do this, but he summons a Gaster Blaster. It immediatly rolls initiative. Any Gaster Blasters Papyrus summons obeys his mental commands. Papyrus can have no more than three Gaster Blasters under his control at one time.

Innate Spellcasting (Psionics). Papyrus's innate spellcasting ability is Intelligence (spell save DC 13). He can innately cast the following spells, requiring no components:

At will: feather fall, telekinesis, dimension door

2/day: reverse gravity

Reactions

Blue Attack. If Papyrus sees a creature moving farther than 5 ft., he can summon an ethereal blue bone wall in front of their path. The creature can attempt to halt their movement, and must succeed on a Dex saving throw (DC 13) to do so. If failed, the creature suffers 9 (2d6+2) psychic damage. The creature can choose to continue through the bone wall, but makes no saving throw to avoid the damage.


Papyrus Without Belief

Medium undead (natural skeleton), chaotic good


  • Armor Class 17 (half plate)
  • Hit Points 255 (30d8 + 120)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 18 (+4) 16 (+3) 15 (+2) 16 (+3)

  • Condition Immunities charmed, exhaustion, frightened
  • Senses passive Perception 12
  • Languages Common, Undercommon, can read and understand Gibberish (Wingdings)
  • Challenge 15 (13000 XP)

Turn Immunity. Papyrus us immune to effects that turn undead. Nor will anything make him run away from you.

Unforgettable. Papyrus is now at his limit. His move's power increased so much you won't forger the ammount of strength he omits.

First Come... Papyrus gets one free turn when combat starts.

Actions

Multiattack. Papyrus makes four attacks with either Murder Swings or Bone Breaker in any combination. He can replace any attack with one A Very Special Attack, as well as Orange Attack, and .

Multispeak. Papyrus says A Remark for the Forgotten and uses Nyeh heh...

Murder Swing. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (3d8+3) psychic damage.

No Mercy. Papyrus does not hold back any longer. When Papyrus attacks with Murder Swing, he makes one unarmed strike against the target. +8 to hit, and deals 7 (1d8+3) bludgeoning damage.

Bone Breaker. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 14 (3d6+3) psychic damage.

A Very Special Attack. Papyrus summons a wave of bones in a straight line that reaches 60 ft, and is 10 ft. wide. Creatures in the path of this wave must succeed on a Dex saving throw. If failed, they take or take 25 (4d10+3) psychic damage, or take half damage on a succeess. Flying creatues automatically take half damage from this attack.

Orange Attack. Papyrus summons a wave of orange-colored bones that move in a 60 foot line. Any creature in the path of this wave must make a Dex saving throw (DC 18) to dodge or move through the attack. Creatures who fail the saving throw take 25 (4d10+3) damage, or half as much on a success.


Bone Cage Papyrus create a bone cage around a single target. The target is immediately captured in the cage and is unable to move, though can still take actions. Any creature trapped in the cage can make a Str saving throw (DC 18) to escape. Papyrus must mantain concentration as if using s spell to maintain the game. Creatures in the cake cannot make a saving throw against Orange Again, but papyrus can only hit the targer in the cage with it.

A Remark for the Forgotten. If anyone who wronged greatly Papyrus used to be friends with him, he does his best to forget the good times. The way he's chosen to forget is chilling, his voice echoing like a void. Any creature within 60 ft. and can hear Papyrus must succeed on a DC 18 charisma check or suffer disadvantage on attacks against Papyrus. Affected creatures can make the saving throw again at the end of their turns.

Nyeh heh... Papyrus laughs. Any creature within 60 ft. that hears this laugh feels their soul chill, and takes an additional 2 psychic damage from papyrus's attacks on his next turn.

Summon Blaster. Papyrus summons a Gaster Blaster. It immediatly rolls initiative. Any Gaster Blasters Papyrus summons obeys his mental commands. Papyrus can have no more than three Gaster Blasters under his control at one time.

Innate Spellcasting (Psionics). Papyrus's innate spellcasting ability is Intelligence (spell save DC 18). He can innately cast the following spells, requiring no components:

At will: feather fall, hold person, telekinesis, dimension door

5/day: reverse gravity


Legendary (Re)Actions

Blue Attack. If Papyrus sees a creature moving farther than 5 ft., he can summon an ethereal blue bone wall in front of their path. The creature can attempt to halt their movement, and must succeed on a Wis saving throw (DC 18) to do so. If failed, the creature suffers 25 (4d10+3) psychic damage. The creature can choose to continue through the bone wall, but makes no saving throw to avoid the damage.

Sans

Sans is a punny guy. He's always ribbing around and always tries to make things humorous. Don't let that fool you, though; Sans can fight when the chips are down.

Though far from being the strongest monster, Sans is quick on his feet and an even quicker thinker. He fights smarter, not harder, keeping his distance and spending most of his time avoiding damage at all costs. You can't die if you never get hit, after all.


Sans

Medium undead (natural skeleton), neutral good


  • Armor Class 30 (natural armor)
  • Hit Points 30 (20d8 -60)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 4 (-3) 20 (+5) 20 (+5) 6 (-2)

  • Skills Acrobatics +15, Deception +8, Insight +15, Perception +15, Sleight of Hand +15, Stealth +15
  • Condition Immunities blinded, charmed, deafened, frightened, prone, stunned
  • Senses truesight 30 ft., passive Perception 25
  • Languages Common, Undercommon, can read and understand Gibberish (Wingdings)
  • Challenge 18 (22000 XP)

Turn Immunity. Sans is immune to effects that turn undead.

Save Specialist. Sans automatically has advantage on any saving throw he's required to make.

Examine Statistics. Sans is immediately able to tell what a creature is proficient in, what features and attacks they possess, what their AC is, and what allignment a creature is. Addittionally, Sans knows how much HP a target has (maximum and current).

Karmic Retribution. Evil aligned creatures take an additional 10 psychic damage from Sans damaging effects. Creatures that are affected by this extra damage also suffer 5 psychic damge at the start and end of its turn for three turns. The duration of this effect is reset every time Sans deals damage to that creature. Any Gaster Blaster under Sans's control also gains this benefit.

Soap Box. Sands can talk as much as he wants before taking any actions on his turn.

Innate Spellcasting (Psionics). Sans's innate spellcasting ability is Intelligence (spell save DC 18). He can innately cast the following spells, requiring no components:



At will: feather fall, Tasha's Hideous Laughter, shield, detect thoughts, misty step, blink, hold person, counterspell, greater invisibility, telekinesis

5/day each: reverse gravity

3/day each: time stop

Actions

Bone Barrage (Recharge 3-5). Ranged Spell Attack: +11 to hit, range 120 ft., up to 4 creatures. Hit: 55 (20d4+5) psychic damage.

Telekinetic Thrust. When Sans innately casts telekenises and has a target under that spell's hold, he can slam the target into a solid surface within range. There must be at least 10 ft. of distance between the surface and the starting point of the held target to do this. the target takes 12 (5d4) bludgeoning damage.

Sans's Hands. Sans innately casts the spell Bigby's hand at its lowest level, requiring no components. Sans does not need to maintain concentration. Instead of one hand, Sans creates two hands, and can command both hands with one bonus action.


Summon Blaster(Recharge 10-15). Sans summons up to three Gaster Blasters. They immediatly roll initiative. The Gaster Blasters obey Sans mental commands. Sans can have no more than three Gaster Blasters under his control at one time.

Shortcut. Sans innately casts the spell teleport, requiring no components. He has no chance to mishap with the spell. Any Hands or Gaster Blasters under his control vanish from existence.


Reactions

Uncanny Dodge. When an attacker that Sans can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.


Legendary (Re)Actions

Sans can take 3 legendary (re)actions, choosing from the options below. Only one legendary (re)action can be used at a time and only during the movement on another creature's turn. Sans regains spent legendary (re)actions at the start of his turn.

Blue Attack If Sans sees a creature moving farther than 5 ft., he can summon an ethereal blue bone barrier that is 20 feet thick and 20 feet wide centered on the creature. The creature can attempt to dodge the attack, and must succeed on a Wisdom saving throw (DC 18) to take half damage. If failed, the creature suffers 20 (8d4) psychic damage begining at each turn they are within the bone wall. The creature can choose to continue through the bone wall, but makes no saving throw to avoid the damage and is treated like difficult terrain.

Abrupt Jaunt. If a creature hits Sans, Sans can choose to cast the spell teleport. This ability does not activate if Sans is unable to percieve the attack through sight or sound.

Karmic Retribution; Sins

DM's might consider making Sans's Karmic Retribution feature work on good aligned characters who have committed a grevious sin. The damage can be adjusted depending on how sinful a character is.

Undyne: Leader of the Royal Guard

Undyne is passionate about everything that she does. She acts quickly on her ideas and is steadfast in her beliefs. Though she wants to defeat the protagonist, she also tries to be fair and offers an explanation of how Green Mode works. Asgore taught her the value of pacifism, which is why Undyne sees the protagonist as "a wimpy loser with a big heart." When the protagonist first encounters her, she fights to further Asgore's plan of collecting seven human SOULs but, if the protagonist shows mercy, Undyne just as quickly defends them from Asgore.

She loves to help others and mentors Shyren and Papyrus in various skills. Undyne dislikes puzzles, loves japes, and enjoys anime, an affinity she shares with her romantic interest, Alphys. Since Alphys told Undyne that anime is actually human history, Undyne regards human history as exciting and cool.



Undyne

medium humanoid, chaotic good


  • Armor Class 18 (full-plate)
  • Hit Points 243 (32d8 + 96)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 12 (+1)

  • Saving Throws Str +5, Dex +4
  • Skills Acrobatics +9, Athletics +10, Survival +8
  • Senses darkvision 30 ft. passive Perception 13
  • Languages Common
  • Challenge 14 (11500 XP)

Amphibious. Undyne can breathe air and water.

Spear Of Justice. Undyne can take an action to summon a spear that acts as a magical weapon. The spear of justice follows all the properties of a regular spear and can be dispelled as a bonus action.

Spellcasting. Undyne is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The undyne (armored) has the following wizard spells prepared:

Cantrips (at will): message, shape water, true strike

1st level (4 slots): cause fear, earth trmor, Jump, longstrider, snare

2nd level (3 slots): blink, earthbind, mistystep

3rd level (2 slots): blur, haste

Actions

Multiattack. The Undyne makes 4 spear of justice attacks.

Spear Of Justice. Melee Spell Attack: +10 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 8 (1d6+5) piercing damage. (versitle 1d8)

Spear Barrage (recharge 3-5). Ranged Spell Attack: +9 to hit, range 20/60 ft., one target. Hit: 31 (6d8+4) piercing damage. When spear barrage hits creatures have to beat a DC 18 Dexterity saving throw. If the roll is successful the target takes half damage.

Reactions

Repose. When a creature misses Undyne with a melee attack, she can use her reaction and make a melee weapon attack against the creature. If she hits, she adds her Stength modifier to the damage not the attack.

Parry Undyne adds 2 to its AC against one melee attack that would hit it. To do so, Undyne must see the attacker and be wielding a melee weapon.

W.D. Gaster

Flavor Text


W.D. Gaster

Medium humanoid, chaotic neutral


  • Armor Class 16
  • Hit Points 350(17d10 + 248)
  • Speed 40ft.

STR DEX CON INT WIS CHA
1 (-5) 22 (+6) 26 (+8) 18 (+4) 16 (+3) 23 (+6)

  • Saving Throws Dex +14, Wis +11, Cha +12
  • Skills Perception +11 Stealth +22
  • Damage Immunities Cold, Poison
  • Damage Resistance blugeoning, peircing,and slashing from nonmagical weapons
  • Senses passive Perception 3
  • Languages Gibberish (Wingdings)
  • Challenge 19 (22,000 XP)

Incorporeal Movement. Gaster cna move through other creatures and objects as if they were difficult terrain. He takes 5(1d10) force damage if he ends his turn inside an object.

Innate Spellcasting. Gaster's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attack). Gaster can innatly cast the following spells, requiring no material components:

At will: dimention door, ray of frost(17th level)

3/day each: haste, improves invisibility

1/day each: teleport, time stop

Legendary Resistance (3/day). When Gaster fails a saving throw, he can choose to succeed instead

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

Magic Weapons. Gaster's weapon attacks are magical

Regeneration. Gaster regains 20 hit points at the start of his turn if it has at least 1 hit point. If Gaster takes damage from a weapon forged in the furture or an alternate timeline, this trait doesn't function at the start of Gaster's next turn. Gaster dies only if he starts his turn with 0 hit points and doesn't regenerate.

Stasis Field. Creatures who start their turn within 30 feet of Gaster must make a DC 22 Wisdom saving throw. On a successful save, the creature suffers the effect of slow spell until the begining of its next turn. If the save fails, the creature is frozen in time, incapacitated until the begining of its nect turn.


Actions

Multiattack. Gaster makes two stasis touch attacks.

Stasis Touch Melee Weapon Attack +14 ti hit, reach 5ft., one creature. Hit: 20 (4d6 + 6) slashing damage and the target must succeed on a DC 22 Wisdom saving throw. A creature that fails its save against this ability is stunned, and can repeat the saving throw at the end of each of its turns, ending the effect on a success.


Reactions

Warp Time. If Gaster is reduced to 0 hit points, it can wretch time backwards for a brief moment and be reduced to 1 hit point instead.


Legendary Actions

Gaster can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Gaster can regain spent legendary actions at the start of its turn.

Borrowed Time. Gaster makes a Stasis Touch attack, casts the ray of frost cantrip, or uses the Dash, Disengage, or Dodge action after a creature stunned by its stasis touch ability fails its saving throw to end the effect at the end of its turn, and that creature ages 1d6 years.

The Man Who Talks in Hands (2 Actions). Gaster bombards two targets within 40ft with wingdings forcing them to make a DC 22 Wisdom save or become confused.

SyStEm ErR04 (3 Actions). Gaster causes a temporary glitch to appear in the game's meta-narrative, moving the stats of all creatures within 120ft down to the next stat, with the charisma score being moved to strength, unless the creature succeeds on a DC 22 Intelligence saving throw. Creatures stats are switched for 1d2+1 rounds.

Gaster Blaster


Gaster Blaster

Large Construct, Unaligned


  • Armor Class 18 (Natural Armor)
  • Hit Points 178(17d10 + 85)
  • Speed 40ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+4) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

  • Condition Immunities None
  • Senses passive Perception 18
  • Languages None
  • Challenge 10 (5,900 XP)

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Unholy Lazer (Recharge 5-6). The Gaster Blaster shoots a beams of energy in a 30-foot Line. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one.