Defense of the Ancients 2 Monsters

For Dungeons and Dragons

This document holds every Hero from DotA 2 converted into a D&D friendly format, for play as monsters against player characters. The lore accompanying each monster is mostly copy and pasted from their DotA 2 lore, but I've made changes in order to keep them current with D&D.

Feedback of any sort, as well as questions, can reach me at my reddit profile. Many thanks to Phylea for their support and feedback, and to the creator of the Homebrewery which I've used extensively for this project.

For ease of access, this first page will be a page of contents.

Abaddon, Lord of Avernus

The Font of Avernus is the source of a family's strength, a crack in primal stones from which vapors of prophetic power have issued for generations. Each newborn of the cavernous House Avernus is bathed in the black mist, and by this baptism they are given an innate connection to the mystic energies of the land. They grow up believing themselves fierce protectors of their lineal traditions, the customs of the realm--but what they really are protecting is the Font itself. And the motives of the mist are unclear.

Annointed by Mist. When the infant Abaddon was bathed in the Font, they say something went awry. In the child's eyes there flared a light of comprehension that startled all present and set the sacerdotes to whispering. He was raised with every expectation of following the path all scions of Avernus took--to train in war, that in times of need he might lead the family's army in defense of the ancestral lands. But Abaddon was always one apart. Where others trained with weapons, he bent himself to meditation in the presence of the mist. He drank deep from the vapors that welled from the Font, learning to blend his spirit with the potency that flowed from far beneath the House; he became a creature of the black mist. There was bitterness within the House Avernus--elders and young alike accusing him of neglecting his responsibilities. But all such accusations stopped when Abaddon rode into battle, and they saw how the powers of the mist had given him mastery over life and death beyond those of any lord the House had ever known.

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Font's Source. House Avernus is aware of their name being the same of first layer of Baator. They denounce anyone that tries to assert there is some sort of connection, and believe that their ancient house is actually older than Asmodeus himself. Though they are wrong, Asmodeus takes no action against the House Avernus. This is because the Font's source is in fact Stygia, the 5th layer of of the Nine Hells. This secret is known only to a few in Levistus' court, and to Asmodeus himself. Levistus intentions for House Avernus are unknown to anyone aside from himself, and possibly Abaddon.

Netherax, Nightmare of the Mist. When the Font anointed Abaddon with its power, it also conjured up a creature, equally terrifying, for its champion to ride into battle. Netherax takes orders from Abaddon telepathically, and serves the Lord of Avernus as his mount and as a protector. If Abaddon becomes unconscious, Netherax will attempt to take his master to safety.

Zariel's Irritation. Zariel, Archduke of the first layer of the Nine Hells, which is called Avernus, is irritated by House Avernus. He is forbidden however from directly interfering with the House Avernus by Asmodeus. Zariel doesn't know exactly why this is, but obeys the Prince of Nessus.


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Abaddon, Lord of Avernus

Medium humanoid, lawful evil


  • Armor Class 18 (plate)
  • Hit Points 120(12d8 + 60)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 20 (+5) 14 (+2) 18 (+4) 8 (-1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed
  • Senses passive Perception 14
  • Languages Common, Dwarvish, Infernal
  • Challenge 8 (3,900 XP)

Borrowed Time. When reduced to 30 hit points, Abaddon's Borrowed Time activates. Borrowed Time lasts for 3 rounds, ending at the end of Abaddon's turn on the 3rd round. During Borrowed Time, any damage that Abaddon takes is instead turned into health. The healing from Borrowed Time cannot give Abaddon more health than his maximum. After Borrowed Time is activated, Abaddon must take a long rest before he can activate it again.

Curse of Avernus. Whenever Abaddon scores a hit with an attack, the target is cursed. The curse lasts until the end of Abaddon's next turn. Enemies attacking a cursed enemy gain +2 to their attack roll, and cursed enemies have their movement speed slowed by 5ft and have a -1 to their attack rolls.

Innate Spellcasting. Abaddon's connection to the mists of Avernus has grown to the point that he can cast certain spells. All of them have a casting range of 30ft, and should have mist themes (for example, if he uses the mage hand cantrip then the hand should appear to be made of mist). Abaddon's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At will: chill touch (9(2d8)cold damage), comprehend languages, fog cloud, mage hand, spare the dying

3/day each: hold person, identify, scrying, speak with dead

1/day each: animate dead, bestow curse

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

Mists of Avernus. The mists of Avernus follow, flow through, and surround Abaddon. The mists are in every space within 30ft of Abaddon, occupied or not. Creatures within the mist cannot benefit from half cover or three-quarters cover when attacked by Abaddon. The location of creatures within the mist is always known to Abaddon, so he is not affected negatively by anyone's invisibility and creatures cannot hide from him. Abaddon can instantly see through any illusion that is within the mists.

Actions

Multiattack. Abaddon makes two attacks with his pike or his greatsword.

Pike. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 9 (1d10 + 4) piercing damage

Greatsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 12 (2d6 + 4) slashing damage

Aphotic Shield. As an action, Abaddon creates a shield of energy around himself or another target within 30ft. The shield absorbs 12 damage, and upon absorbing the damage explodes. Everyone within 5ft of the person that was shielded aside from Abaddon and the person that was shielded must make a Dexterity saving throw (DC 16) or take 2d6 force damage.

Legendary Actions

Abaddon 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. Abaddon regains spent legendary actions at the start of his turn.

At will spell. Abaddon casts a cantrip or spell that he can cast at will.

Mist Coil (Costs 2 Actions). Abaddon takes 6 damage. A target of his chosing must make a Dexterity saving throw (DC 16). If they fail, the either take 3d4 necrotic damage or heal by 3d4. Whether the target is harmed or healed is up to Abaddon, but he cannot target himself.


Netherax, Nightmare of the Mist

Large fiend, neutral evil


  • Armor Class 18 (plate barding)
  • Hit Points 200(20d10 + 100)
  • Speed 50ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 8 (-1) 8 (-1) 8 (-1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, poisoned
  • Senses passive Perception 9
  • Languages understands Common, Abyssal, and Infernal, but can't speak
  • Challenge 12 (8,400 XP)

Creature of the Mists. Created out of the mists of Avernus, Netherax knows the location of any creature within the mists as long as he is also within the mists. Creatures within the mist cannot benefit from half cover or three-quarters cover when attacked by Netherax. Netherax can instantly see through any illusion that is within the mists.

Curse of Avernus. Whenever Netherax scores a hit with an attack, the target is cursed. The curse lasts until the end of Abaddon's next turn. Enemies attacking a cursed enemy gain +2 to their attack roll, and cursed enemies have their movement speed slowed by 5ft and have a -1 to their attack rolls.

Magical creature. A fiend created out of magical mist, all of Netherax's attacks are considered magical.

Actions

Multiattack. Netherax makes 2 attacks with any combniation of Bite or Claw attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 16 (2d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 14 (2d6 + 6) slashing damage.

Nightmare Screech (Recharge 5-6). Netherax screeches in Infernal. Every enemy of Netherax's within earshot of Netherax must make a Wisdom saving throw (DC 11). If they fail, they are frightened of Netherax for the next minute. An enemy that understands Infernal automatically succeeds. Anyone that succeeds their saving throw cannot be affected by Netherax's Nightmare Screech until 24 hours have past.


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Razzil Darkbrew, the Alchemist

The sacred science of Chemistry was a Darkbrew family tradition, but no Darkbrew had ever shown the kind of creativity, ambition, and recklessness of young Razzil. However, when adulthood came calling, he pushed aside the family trade to try his hand at manufacturing gold through Alchemy. In an act of audacity befitting his reputation, Razzil announced he would transmute an entire mountain into gold. Following two decades of research and spending and preparation, he failed spectacularly, and the young rock gnome quickly found himself imprisoned for the widespread destruction his experiment wrought.

Yet Razzil was never one to take a setback lightly, and sought escape to continue his research. When his new cellmate turned out to be a fierce ogre, he found just the opportunity he needed. After convincing the ogre not to eat him, Razzil set about carefully concocting a tincture for it to drink, made from the moulds and mosses growing in the prison stone work. In a week’s time, it seemed ready. When the ogre drank the potion, it flew into an unstoppable berserker rage, destroying the cell bars and exploding through walls and guards alike. They soon found themselves lost somewhere in the forest surrounding the city with a trail of wreckage in their wake and no signs of pursuit. In the tonic’s afterglow, the ogre seemed serene, happy, and even eager. Resolving to work together, the pair set off to collect the materials needed to attempt Razzil’s Alchemic transmutation once more.

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Razzil Darkbrew, the Alchemist

Small humanoid (gnome), chaotic neutral


  • Armor Class 13
  • Hit Points 50 (11d6 + 11)
  • Speed 25ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 20 (+5) 8 (-1) 18 (+4)

  • Skills Arcana +9, History +9, Nature +9
  • Senses passive Perception 9
  • Languages Common, Draconic, Dwarvish, Elvish, Gnomish, Undercommon
  • Challenge 9 (5,000 XP)

Armor Reducing Spells. When a creature becomes affected by Razzil's acid splash, grease, or Melf's acid arrow spell, their AC is reduced by 1 until the end of Razzil's next turn. This ability stacks.

Gnome Cunning. Razzil has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.


Razzil's Telepathic Bond. Razzil has a bond to his ogre, allowing them to communicate telepathically. Additionally, Razzil can choose to affect his ogre in place of himself whenever he casts a spell.

Spellcasting. Razzil is a 10th level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Razzil has the following wizard spells prepared:

Cantrips (at will): acid splash (2d6 acid damage), mage hand, mending, prestidigitation, true strike

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

2nd level (3 slots): old person, Melf's acid arrow, suggestion

3rd level (3 slots): counterspell, fireball

4th level (3 slots): greater invisibility, fabricate, mordenkainen's private sanctum

5th level (2 slots): bigby's hand, hold monster

Legendary Actions

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

Cantrip. Razzil casts a cantrip.

Razzil's Rampage Brew (Costs 3 Actions). Razzil gives his Ogre a swig of Rampage Brew. The Ogre heals for 5 health now, and then heals a further 5 health at the beginning of his next turn. On his next turn, Razzil's Ogre can make an extra greatsword attack as a bonus action.


Razzil's Ogre

Large giant, chaotic neutral


  • Armor Class 11
  • Hit Points 105 (10d10 + 50)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 4 (-3) 6 (-2) 6 (-2)

  • Damage Immunities acid, poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses passive Perception 8
  • Languages Common, Giant
  • Challenge 4 (1,100 XP)

Sure-Footed. Razzil's Ogre has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.

Actions

Multiattack. Razzil's Ogre makes two attacks with his greatswords.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage.

Razzil's Midas Knuckles. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 6 bludgeoning damage. If this damage reduces the creature to 0 hit points, its is petrified as a statue of solid gold. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Kaldr, the Ancient Apparition

Kaldr, the Ancient Apparition, is an image projected from outside time. He springs from the cold, infinite void that both predates the universe and awaits its end. Kaldr is, Kaldr was, Kaldr shall be… and what we perceive, powerful as it appears to us, is but the faintest faded echo of the true, eternal Kaldr. Some believe that as the cosmos ages and approaches its final moments, the brightness and power of Kaldr will also intensify—that the Ancient Apparition will grow younger and stronger as eternity's end draws nigh. His grip of ice will bring all matter to a stop, his image will cast a light too terrible to behold. An Apparition no longer!

Stronger With Age. As the world gets older, Kaldr gets stronger. At first weaker than a ghost, he eventually becomes strong enough to take on the world.


Kaldr, the Young Apparition

Medium aberration, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 40(8d8)
  • Speed fly 30ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 10 (+0) 22 (+6) 8 (-1) 8 (-1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, psychic
  • Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses passive Perception 9
  • Languages Constantly under the effects of a Tongues spell
  • Challenge 2 (450 XP)

Actions

Multiattack. Kaldr attacks twice with Chilled Touch.

Chilled Touch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 12 (2d8 + 4) cold damage.

Ice Blast (Recharge 6). Kaldr attacks everyone aside from himself within 30ft of him with an Ice Blast. Everyone within 30ft of him must make a Dexterity saving throw (DC 16). They take 16 (4d8) cold damage on a failure and half as much on a success. They are unable to gain health in any way until the end of their next turn.



Kaldr, the Aged Apparition

Medium aberration, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 96(16d8 + 32)
  • Speed fly 40ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 22 (+6) 8 (-1) 8 (-1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons, Fire
  • Damage Immunities cold, psychic
  • Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses passive Perception 9
  • Languages Constantly under the effects of a Tongues spell
  • Challenge 8 (3,900 XP)

Cold Feet. Kaldr emits an aura of frost all around him. During their turn everyone within 60ft of him must move away 10ft from their position at the start of their turn or have their feet frozen, unable to move. Creatures that rely on wings to fly must move 10ft or have their wings frozen. In order to break free requires a Strength (Athletics) check DC 18. This does not effect those with immunity to cold damage. Anyone that fails this save three times in a row turns permanently into unmelting ice, unless they are changed back by a greater restoration spell or similar magic.

Innate Spellcasting. Kaldr's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At will: ray of frost (12 (3d8)), thaumaturgy

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

Actions

Multiattack. Kaldr attacks twice with Chilled Touch.

Chilled Touch. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 17 (3d8 + 5) cold damage.

Ice Blast (Recharge 5-6). Kaldr attacks everyone aside from himself within 30ft of him with an Ice Blast. Everyone within 30ft of him must make a Dexterity saving throw (DC 18). They take 32 (8d8) cold damage on a failure and half as much on a success. They are unable to gain health in any way until the end of their next turn.



Kaldr, the Ancient Apparition

Large aberration, unaligned


  • Armor Class 22 (natural armor)
  • Hit Points 352(32d10 + 192)
  • Speed fly 60ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 22 (+6) 22 (+6) 8 (-1) 8 (-1)

  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons, Psychic
  • Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses passive Perception 9
  • Languages Constantly under the effects of a Tongues spell
  • Challenge 33 (225,000 XP)

Cold Feet. Kaldr emits an aura of frost all around him. During their turn everyone within 1 mile of him must move away 20ft from their position at the start of their turn or have their feet frozen, unable to move. Creatures that rely on wings to fly must move 20ft or have their wings frozen. In order to break free requires a Strength (Athletics) check DC 21. This does not effect those with immunity to cold damage. Anyone that fails this save three times in a row turns permanently into unmelting ice, unless they are changed back by a greater restoration spell or similar magic.

Heat Absorption. Instead of taking damage from cold and fire damage, Kaldr heals for the amount of damage he would have taken.

Ice Vortex. Kaldr twists magic around him. Everyone within 60ft of him has vulnerability to cold damage. Kaldr is effected by this as well. Due to the twisting of magic around Kaldr, anyone within 60ft of him attempting to cast a spell must succeed on a saving throw (DC 21) or fail to cast the spell while still expending any resources used for that spell. The ability score used for the saving throw is dictated by the spellcasting ability of the spell caster.

Innate Spellcasting. Kaldr's innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components.

At will: ray of frost (+13 to hit, 20(5d8)), thaumaturgy

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

Reflective Ice. Any time Kaldr is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 2, Kaldr is effected as normal. On a 3 to 5, Kaldr is unaffected. On a 6, Kaldr is unaffected, and the effect is reflected back at the caster as though it originated from Kaldr, turning the caster into the target.

Actions

Multiattack. Kaldr attacks twice with Chilled Touch.

Chilled Touch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 17 (5d8 + 4) cold damage.

Ice Blast (Recharge 4-6). Kaldr attacks everyone including himself within 60ft of him with an Ice Blast. Everyone within 60ft of him must make a Dexterity saving throw (DC 21). They take 80 (16d8) cold damage on a failure and half as much on a success. Everyone affected by Ice Blast, excluding Kaldr, is unable to gain health in any way until the end of their next turn.

Legendary Actions

Kaldr 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. Kaldr regains spent legendary actions at the start of his turn.

Cantrip. Kaldr casts a cantrip.

Gust of Ice (Costs 2 actions). Kaldr creates a blast of wind originating from his location. Everyone within 120ft of him must succeed on a DC 21 Strength saving throw or be thrown back 30ft and take 12 (2d12) cold damage.

Magina, the Anti-Mage

The monks of Turstarkuri watched the rugged valleys below their mountain monastery as wave after wave of invaders swept through the lower kingdoms. Ascetic and pragmatic, in their remote monastic eyrie they remained aloof from mundane strife, wrapped in meditation that knew no gods or elements of magic. Then came the Legion of the Dead God, crusaders with a sinister mandate to replace all local worship with their Unliving Lord's poisonous nihilosophy. From a landscape that had known nothing but blood and battle for a thousand years, they tore the souls and bones of countless fallen legions and pitched them against Turstarkuri. The monastery stood scarcely a fortnight against the assault, and the few monks who bothered to surface from their meditations believed the invaders were but demonic visions sent to distract them from meditation. They died where they sat on their silken cushions.

Lone Survivor. Only one youth survived--a pilgrim who had come as an acolyte, seeking wisdom, but had yet to be admitted to the monastery. He watched in horror as the monks to whom he had served tea and nettles were first slaughtered, then raised to join the ranks of the Dead God's priesthood. With nothing but a few of Turstarkuri's prized dogmatic scrolls, he crept away to the comparative safety of other lands, swearing to obliterate not only the Dead God's magic users - but to put an end to magic altogether.

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Magina, the Anti-Mage

Medium humanoid (elf), lawful good


  • Armor Class 15
  • Hit Points 60 (8d8 + 24)
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 11 (+0) 18 (+4) 10 (+0)

  • Saving Throws Wis +6 Cha+2
  • Damage Resistance bludgeoning, piercing, and slashing from magical weapons, damage from all spells and magical items
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened
  • Senses darkvision 60ft., passive Perception 16
  • Skills Perception +6
  • Languages Common, Elvish
  • Challenge 4 (1,100 XP)

Fey Ancestry. The Anti-Mage has advantage on saving throws against being charmed, and magic can't put him to sleep.

Innate Spellcasting. The Anti-Mage's innate spellcasting ability is Wisdom (spell save DC 16, +5 to hit). It can innately cast the following spells, requiring no material components.

At will: greenflame blade

4/day: misty step

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

Magic Resistance. The Anti-Mage has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Anti-Mage makes three mana burn attacks.

Mana Burn. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d4 + 5) slashing damage, + 1 damage per unused spellslot the target has + the target's spellcasting modifier.

Mana Void (Recharge 6). The Anti-Mage attacks the soul of a creature within reach. It must make a DC 16 Constitution saving throw. On a failure, the creature takes 5 force damage for every expended spell slot it has and is stunned until the start of the Anti-Mage's next turn. On a success, the creature takes half as much damage and isn't stunned.

Zet, the Arc Warden

The war between the primordial elementals and the gods, that resulted in the gods winning and the allowance of creation, was an incredible war too massive in scope to cover in only one book. One of the facets of that war however revolved around the Ancient Primordials, Radinthul and Diruulth. The two of them were each the equal of any diety or elemental, matched only by a few. What is more, they hated each other. Their force of will was so powerful that for a time they threatened to turn the war between the elementals and the gods into a different war, a war fought by those same beings with minds corrupted by the power of Radinthul and Diruulth.

The Warden. Zet was one of the few Ancient Primordials that was a match for Radinthul and Diruulth. He saw the direction that their feud would take, and used his power to intervene. Weaving powerful magic and sacrificing a large part of his power, Zet entombed Radinthul and Diruulth within a large rocky sphere, dubbed The Mad Moon. He then set himself to watch over this tomb, knowing that if Radinthul and Diruulth ever broke free and regained their strength, the cosmos was forever doomed.

Unforseen Alliance. For eons Radinthul and Diruulth raged inside of the Mad Moon, trying to destroy each other. Eventually they realized that they were trapped, and for a brief moment they agreed to work together. The Mad Moon exploded, spreading shards of radiant crystals and dire stone into space. Radinthul and Diruulth were not fully free of the Mad Moon, trapped inside the crystals and stone respectively, but they were able to start the long process of rebuilding their strength and again taking form.

Shattered Zet. When the Mad Moon exploded, Zet, who made his home on it, was caught in the explosion. His mind was shattered and what remained of his power did as well. However, his sheer determination to keep Radinthul and Diruulth entombed allowed Zet to bring enough of himself together in order to create a humanoid form. This humanoid form is known as Zet, the Arc Warden, and hr travels the cosmos collecting radiant crystals and dire stones so that he can recreate the Mad Moon.

Spark Wraiths. As well as the Arc Warden himself, there are other remenants of Zet, Spark Wraiths and the Tempest Double. Spark Wraiths are limited pieces of Zet's consciousness. They guard the area directly around them, and fly at the nearest living creature large enough for them to consider a threat. Once they meet, the Spark Wraith attempts to subdue and consume the threat, destroying themselves in the process.

The Tempest Double. Zet the Arc Warden is a single being, but has two escapees to capture. As such, he created the Tempest Double. A lesser version of Zet the Arc Warden, the Tempest Double seeks out Radinthul and Diruulth's shards. If destroyed, the Tempest Double can be recreated by Zet the Arc Warden, and he is immediately aware of everything the Tempest Double is aware of.



Spark Wraith

Medium elemental, neutral


  • Armor Class 10
  • Hit Points 9(1d8 + 5)
  • Speed 0ft., fly 60ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 20 (+5) 15 (+2) 10 (+0) 4 (-3)

  • Skills Perception +4
  • Damage Vulnerabilities psychic
  • Damage Immunities lightning, poison
  • Condition Immunities incapacitated, paralyzed, petrified, poisoned, prone, unconscious
  • Senses darkvision 60ft., passive Perception 14
  • Languages Primordial
  • Challenge 1/8 (25 XP)

Attempted Subsumation. When the spark wraith enters the space of a small or larger creature, it deals 13 (1d8+9) lightning damage to the creature and to itself. The creature must succeed on a DC 12 Constitution saving throw or be slowed until the start of its next turn.

Immutable Form. The spark wraith is immune to any spell or effect that would alter its form .

Shattered Mind. The spark wraith has advantage on any saving throws against effects that target the mind.

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Tempest Double

Medium elemental, true neutral


  • Armor Class 18 (natural armor)
  • Hit Points 171(18d8 + 90)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 20 (+5) 20 (+5) 12 (+1) 8 (-1)

  • Skills Investigation +14, Perception +9
  • Damage Vulnerabilities psychic
  • Damage Resistances bludgeoning, piercing, slashing, thunder
  • Damage Immunities acid, lightning, poison
  • Condition Immunities incapacitated, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60ft., passive Perception 19
  • Languages Primordial
  • Challenge 16 (15,000 XP)

Immutable Form. The tempest double is immune to any spell or effect that would alter its form .

Innate Spellcasting. The dempest double's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit). It can innately cast the following spells, requiring no material components.

At will: shocking grasp (3d8), thunderwave, tongues

5/day each: lightning bolt, telekinesis

3/day each: call lightning

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

Actions

Flux. Ranged Spell Attack: +9 to hit, range 40ft., one target. Hit: 12 (2d6 + 5) lightning damage and the target must make a DC 17 Constitution saving throw. It must succeed or its movement speed is reduced by half until the end of the tempest double's next turn, and on the start of their next turn the target will take 3 (1d6) lighting damage unless they are within 10 feet of an ally.

Magnetic Field. The tempest double creates a 15-foot-radius sphere centered on a point within 100 feet that lasts for 12 seconds. Attacks and spells that incorporate lightning or metal originating from outside of the sphere cannot hit or deal damage to things within the field. The sphere goes around corners.

Summon Spark Wraith. The tempest double summons a Spark Wraith inside of an unoccupied 5ft space within 100ft.



Zet, the Arc Warden

Medium elemental, true neutral


  • Armor Class 19 (natural armor)
  • Hit Points 210(20d8 + 120)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 22 (+6) 25 (+7) 14 (+2) 10 (+0)

  • Skills Investigation +19, Perception +14
  • Damage Vulnerabilities psychic
  • Damage Resistances bludgeoning, piercing, slashing, thunder
  • Damage Immunities acid, lightning, poison
  • Condition Immunities incapacitated, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60ft., passive Perception 24
  • Languages Primordial
  • Challenge 22 (41,000 XP)

Immutable Form. Zet is immune to any spell or effect that would alter his form.

Innate Spellcasting. Zet's innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit). He can innately cast the following spells, requiring no material components.

At will: lightning bolt, lightning lure, shocking grasp (4d8+7), thunderwave, tongues

5/day each: call lightning, telekinesis

3/day each: divine word

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

Actions

Multiattack. Zet makes two Flux attacks, choosing a different target for each.

Multicast. Zet casts 2 cantrips.

Flux. Ranged Spell Attack: +13 to hit, reach 40ft., one target. Hit: 20 (4d6 + 6) lightning damage and the target must make a DC 17 Constitution saving throw. It must succeed or its movement speed is reduced by half until the end of Zet's next turn, and on the start of their next turn the target will take 3 (1d6) lighting damage unless they are within 10 feet of an ally.

Magnetic Field. Zet creates a 15-foot-radius sphere centered on a point within 100 feet that lasts for 12 seconds. Attacks and spells that incorporate lightning or metal originating from outside of the sphere cannot hit or deal damage to things within the field. The sphere goes around corners.

Summon Spark Wraith. Zet summons a Spark Wraith inside of an unoccupied space within 100 feet.

Summon Tempest Double. Zet summons the tempest double inside of an unoccupied space within 15 feet. He can only do this if a tempest double does not yet currently exist.

Mogul Khan, the Axe

As a grunt in the Army of Red Mist, Mogul Khan set his sights on the rank of Red Mist General. In battle after battle he proved his worth through gory deed. His rise through the ranks was helped by the fact that he never hesitated to decapitate a superior. Through the seven year Campaign of the Thousand Tarns, he distinguished himself in glorious carnage, his star of fame shining ever brighter, while the number of comrades in arms steadily dwindled. On the night of ultimate victory, Axe declared himself the new Red Mist General, and took on the ultimate title of 'Axe.' But his troops now numbered zero. Of course, many had died in battle, but a significant number had also fallen to Axe's blade. Needless to say, most soldiers now shun his leadership. But this matters not a whit to Axe, who knows that a one-man army is by far the best.

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Axe is Axe!

Axe speaks in third person and refers to himself as Axe. He thinks highly of himself and truly hungers for battle. This makes him a perfect candidate to use when you need a random encounter. Axe is eager to battle the champions of the realm; he has heard they are strong and mighty, but Axe thinks he is mighter!


Mogul Khan, the Axe

Medium humanoid (goblinoid), neutral chaotic


  • Armor Class 16 (breastplate)
  • Hit Points 161 (17d8 + 85)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 13 (+1) 10 (+0) 14 (+2)

  • Condition Immunities frightened
  • Senses darkvision 60ft., passive Perception 10
  • Languages Common, Dwarvish, Giant, Goblin, Orc
  • Challenge ? (? XP)

Battle Step. Axe can travel through the same space as an ally or enemy without treating the space as difficult terrain.

Blink Dagger. A mystical dagger that would shatter if struck against anything. While Axe possesses his Blink Dagger, he can use its runic magic as a bonus action to teleport up to 120 feet. Axe then can't use this trait for 1 hour.

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



Actions

Multiattack. Axe makes two attacks with his greataxe.

Battle Hunger. Axe attempts to place a curse on a creature that he can see. The creature must succeed on a DC 13 Wisdom saving throw or take 3 (1d4+1) psychic damage at the beginning of its turns until it falls to 0 hit points or reduces something else to 0 hit points. Axe's movement speed increases by 10 feet for every creature effected by Battle Hunger.

Berserker's Call (Recharge 6). Axe screams out. His AC increases by 3 until the end of his next turn as he is surrounded by magical armor. Every creature within 10 feet of him must make at least one attack against him on their turn before they take any other actions.

Greataxe. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 11 (1d12 + 5) slashing damage.

Reactions

Molten Claw (Recharge 6). If Axe takes damage, he can activate his Molten Claw, creating magical spikes around him. Every time he takes damage from someone within 10 feet of him, the damager takes the same amount of damage as magical fire damage. Molten Claw remains active until the end of Axe's next turn.

Legendary Actions

Axe 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. Axe regains spent legendary actions at the start of his turn.

Counter Helix. If Axe was attacked by a weapon attack, at the end of the attacker's turn he can spin in a Counter Helix, making a melee attack at everyone within 5 feet of him.

Culling Blade (Costs 2 actions). Axe targets a creature within 5 feet of him. If the creature has 30 health or less, Axe reduces its health to 0 and then deals 1 point of slashing damage. If it has more than 30 health, Axe deals 11 (1d12+5) slashing damage to it instead.

Atropos, the Bane Elemental

When the gods have nightmares, it is Bane Elemental who brings them. Also known as Atropos, Bane was born from the midnight terrors of the goddess Nyctasha. A force of terror too powerful to be contained by sleep, he surfaced from her slumbers, fed upon her immortality, and stole his vaporous form from her inky blood. He is the essence of fear. Mortals who hear his voice hear their darkest secrets whispered in their ear. He calls to the hidden fear in every Hero's heart. Wakefulness is no protection, for Bane's black blood, continuously dripping, is a tar that traps his enemies in nightmare. In the presence of Bane, every Hero remembers to fear the dark.

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Atropos, the Bane Elemental

Large abberation, neutral evil


  • Armor Class 18
  • Hit Points 702 (54d10 + 432)
  • Speed 0ft., fly 90ft. (hover)

STR DEX CON INT WIS CHA
24 (+7) 26 (+8) 27 (+8) 26 (+8) 20 (+5) 30 (+10)

  • Senses Insight +12, Intimidation +21, Perception +12
  • Damage Vulnerabilities radiant
  • Damage Resistances piercing, slashing
  • Damage Immunities bludgeoning, necrotic, psychic
  • Condition Immunities blinded, charmed, frightenened, grappled, poisoned, prone, restrained, unconscious
  • Senses truesight 60ft., passive Perception 22
  • Languages Constantly under the effects of a Tongues spell
  • Challenge 30 (155,000 XP)

Amorphous. Atropos can move through a space as narrow as 1 inch wide without squeezing.

Aura of Terror. At the beginning of their turn, everyone within 120 feet of Atropos must make a DC 27 Intelligence or Wisdom saving throw or become frightened of Atropos. This fright lasts until they succeed on their saving throw, and they can attempt again at the beginning of their turn. If someone fails their saving throw 3 times in a row, they are incapable of reattempting to make one until 24 hours have past. If someone makes their saving throw 3 times in a row, Aura of Terror no longer effects them for 24 hours. Aura of Terror cannot effect those that are immune to psychic damage.

Brain Sap. Anytime Atropos deals psychic damage to someone, he gains health equal to half of the damage dealt.

Multiple Arms. Atropos has advantage on all melee attacks and grapple related checks.

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

Innate Spellcasting. Bane's innate spellcasting ability is Charisma (spell save DC 27, +19 to hit). He can innately cast the following spells, requiring no material components, all of them as though they were cast with a level 9 spell slot.

At will: dream, phantasmal force, phantasmal killer

Actions

Multiattack. Atropos makes three Enfeeble attacks, attempting to touch the target(s).

Enfeeble. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 22 (2d12 + 10) necrotic damage and the target must succeed on a DC 27 Constitution saving throw or have their Strength reduced by 2. This reduction lasts for 1 hour, and stacks with itself.

Nightmare. Ranged Spell Attack: range 60 ft., one target. Hit: the target must succeed on a DC 27 Intelligence or Wisdom saving throw, or be stuck in a nightmare. At the end of their turn they will take 23 (4d8+7) psychic damage if they are stuck in the nightmare. They can only be released from their nightmare if Atropos uses Nightmare End, if they are attacked in which case the attacker will be effected as though they are being attacked by Atrophos' Nightmare, or if a greater restoration spell or more powerful similar magic is used on them. Nightmare cannot effect those that are immune to psychic damage.

Nightmare End. As a bonus action Atropos releases everyone from his nightmare. This also deactivates his Aura of Terror for 1 minute.

Nightmare Grip (Recharge 6). Ranged Spell Attack: +19 to hit, range 60ft., one target. Hit: The target much succeed on a DC 27 Strength saving throw or be grappled for 1 minute. At the start of their turns while they are grappled and at the start of Atropos' turns while they are grappled they will take 27 (2d20+7) psychic damage. This damage ignores resistance to psychic damage.

Jin'zakk, the Batrider

There is no such thing as harmony among the creatures of the Yama Raskav Jungle. By bite, or claw, or pincer, or hoof, even the slightest sign of weakness means a swift death. They say the Rider was just a lad cutting chaff in his family's field when he was taken, swept up by a massive morde-bat looking for take-out. But this boy had a better idea, and wriggled his way from his captor's grip, onto the beast's back, and hacked it down with his tools. Emerging from the bloody wreckage and intoxicated by the thrill of flight, the boy realized he'd found his calling. The boy grew, and every summer he'd return to his family's field, often setting out into the bush seeking to reclaim that first thrill of facing death in the form of jaws or a fatal fall. The years went on, but his fire only grew stronger. He studied the overgrowth, plunging deeper with each expedition, until finally he found his way to the caves at the heart of hostility. They say the Rider, on the eve of a scorching summer night, had nothing but a rope, a bottle of liquid courage and a burning determination to feel the skies once more, when he plunged inside...

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Jin'zakk, the Batrider

Medium humanoid (goblinoid), chaotic neutral


  • Armor Class 15
  • Hit Points 105 (14d8 + 42)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 17 (+3) 10 (+0) 20 (+5) 18 (+4)

  • Skills Arobatics +7, Animal Handling +9, Athletics +6, Insight +7, Perception +7
  • Damage Immunities fire
  • Condition Immunities frightened
  • Senses passive Perception 17
  • Languages Common, Goblin
  • Challenge 3 (700 XP)

Bat Speak. Jin'zakk can speak to any bat and communicate simple and complicated ideas to them. They must obey any orders that Jin'zakk gives them. Werebats and Vampires are also effected by this, but they can succeed on a DC 19 Charisma saving throw in order to ignore his orders for 12 hours.


Actions

Flamebreak (recharge 6). Jin'zakk throws a bottle filled with viotale liquids in it at a location within 40 feet of him. The bottle breaks upon contact with anything aside from Jin'zakk, creating an explosion. Everyone within 20 feet of the explosion must make a DC 14 Constitution saving throw or be thrown 10 feet away from the origin point of the explosion. Everyone within 20 feet of the explosion takes 16 (3d10) fire damage.

Flaming Lasso. Melee Weapon Attack: +5+? to hit, reach 15ft., one target. Hit: 7 (1d4 + 5) slashing damage, 5 (1d10) fire damage, and the target must succeed on a DC 14 Strength saving throw or be restrained. As a bonus action, Jin'zakk can move a successfully restrained target 20 feet in any direction.

Flaming Whip. Melee Weapon Attack: +5+? to hit, reach 15ft., one target. Hit: 7 (1d4 + 5) slashing damage, 16 (3d10) fire damage.

Sticky Jelly. Jin'zakk throws a jar of sticky jelly at a location within 40 feet of him. The bottle breaks upon contact with anything aside from Jin'zakk, creating an explosion. Everyone aside from Jin'zakk and his bats that are within 10 feet of the origin of the explosion must succeed on a DC 14 Dexterity saving throw or be coated in sticky jelly. Each coat of sticky jelly lasts until washed off with water. Each coat of sticky jelly reduces movement by 5 feet. A creature coated in sticky jelly that takes fire damage originating from Jin'zakk takes an additional 2 fire damage per coat.

Jin'zakk's Bats

Jin'zakk has a number of different bats that he rides.

Fiery Tyl

The fiery tyl is a pteranodon that has a unique coloring on its hide and has grown larger than other pteranodons. Jin'zakk took a liking to it because of the colors on it's hide and is seeking to breed it to create a new species of flame-colored pteranodons.

Feral the Werebat

Jin'zakk once saw a human transform into a bat, and decided that he must capture it for his collection. He promptly did so. Feral both resents Jin'zakk for enslaving him, and respects him for his power and destructive nature.

Dreaded Forgewing

A goblin, whose name is lost to lore, once captured a giant bat and armored it. The giant bat then ate the goblin and it's entire clan, and then roamed the jungles as king. Until Jin'zakk found it.

Glowbat

The glowbat is a giant bat species that evolved bioluminescent traits to lure prey close. Once within striking distance, the glowbat attacks with a caustic venom.

Flame Bat

A fiend that has taken the shape of a bat, it's blood is as thick as tar. It willingly serves Jin'zakk, and seeks to guide him to burning down the world.

Bertha the Morde Bat

Morde bats are a species of giant bat that has evolved to grow large skull-like coverings over their head. This protects them and also increases the power behind their bites. Bertha was the largest morde bat that Jin'zakk found during his travels, so he made her his own.


Bessy the Batmeleon

A strange creature that hid itself inside a cave full of giant bats, Bessy would prey on the weaker giant bats and then use its camoflauge in order to disappear.

Torch

Torch is the name of Jin'zakk's original giant bat ride, and his clear favorite of the bunch. Torch shouldn't be alive right now, but is well cared for by it's master. It wears protective armor that also serves as protection from fire.

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Fiery Tyl

large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points ? (?d10)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 16 (+3) 2 (-4) 9 (-1) 12 (+1)

  • Skills Perception +1
  • Damage Immunities fire
  • Senses passive Perception 11
  • Languages -
  • Challenge ? (? XP)

Flyby. The fiery tyl doesn't provoke an attack of opporunity when it flies out of an enemy's reach.

Jin'zakk's Bat. This creature counts as Jin'zakk's bat. All fire damage that comes from the fiery tyl counts as coming from Jin'zakk.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (2d4 + 1) piercing damage

Firefly (Recharge 6). The fiery tyl drops a trail of fire behind it as it moves for one round. The fire lasts 1 minute or until doused. Any creature that walks through the fire must make a DC 14 Dexterity check. They take 11 (2d10) fire damage on a failed save, and half as much on a successful save.

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Feral the Werebat

large humanoid (human, shapechanger), chaotic evil


  • Armor Class 15 in humanoid form, 18 (natural armor) in bat or hybrid form
  • Hit Points ? (?d10 + 3)
  • Speed 30ft. (10ft., fly 60ft. in bat or hybrid form)

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 16 (+3) 10 (+0) 9 (-1) 8 (-1)

  • Skills Perception +2
  • Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered, fire
  • Senses blindsight 60ft., passive Perception 12
  • Languages Common (can't speak in bat form)
  • Challenge 11 (3464 XP)

Echolocation. While it can't hear, Feral has no blindsight.

Jin'zakk's Bat. This creature counts as Jin'zakk's bat while in bat or hybrid form. All fire damage that comes from Feral counts as coming from Jin'zakk.

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

Shapechanger. Feral can use its action to polymorph into a bat-humanoid hybrid or into a bat, or back into its true form, which is a human. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (2d4 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebat lycanthropy.

Firefly (Recharge 6). Feral drops a trail of fire behind it as it moves for one round. The fire lasts 1 minute or until doused. Any creature that walks through the fire must make a DC 14 Dexterity check. They take 11 (2d10) fire damage on a failed save, and half as much on a successful save.

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Glowbat

large beast, unaligned


  • Armor Class 18 (plate armor)
  • Hit Points ? (?d10 + 5)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 12 (+1) 3 (-4) 10 (+0) 12 (+1)

  • Skills Perception +2
  • Damage Immunities acid, fire
  • Senses blindsight 60ft., passive Perception 12
  • Languages -
  • Challenge ? (? XP)

Echolocation. While it can't hear, Glowbat has no blindsight.

Jin'zakk's Bat. This creature counts as Jin'zakk's bat while in bat or hybrid form. All fire damage that comes from Glowbat counts as coming from Jin'zakk.

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (2d4 + 2) piercing damage, 2 (1d4) acid damage.

Firefly (Recharge 6). Glowbat drops a trail of fire behind it as it moves for one round. The fire lasts 1 minute or until doused. Any creature that walks through the fire must make a DC 14 Dexterity check. They take 11 (2d10) fire damage on a failed save, and half as much on a successful save.


Dreaded Forgewing

large beast, unaligned


  • Armor Class 18 (plate armor)
  • Hit Points ? (?d10 + 5)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 3 (-4) 10 (+0) 12 (+1)

  • Skills Intimidation +5, Perception +3
  • Damage Immunities fire
  • Senses blindsight 60ft., passive Perception 13
  • Languages -
  • Challenge ? (? XP)

Echolocation. While it can't hear, Dreaded Forgewing has no blindsight.

Flyby. Dreaded Forgewing doesn't provoke an attack of opporunity when it flies out of an enemy's reach.

Jin'zakk's Bat. This creature counts as Jin'zakk's bat while in bat or hybrid form. All fire damage that comes from Dreaded Forgewing counts as coming from Jin'zakk.

Keen Hearing. Dreaded Forgewing has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 23 (4d8 + 5) piercing damage.

Firefly (Recharge 6). Dreaded Forgewing drops a trail of fire behind it as it moves for one round. The fire lasts 1 minute or until doused. Any creature that walks through the fire must make a DC 14 Dexterity check. They take 11 (2d10) fire damage on a failed save, and half as much on a successful save.

Legendary Actions

Dreaded Forgewing 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. Dreaded Forgewing regains spent legendary actions at the start of its turn.

**

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Flame Bat

large fiend, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 89 (1d10 + 4)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 10 (+0) 12 (+1) 16 (+3)

  • Damage Immunities fire
  • Senses blindsight 60ft., passive Perception 3
  • Languages Common, Infernal
  • Challenge ? (? XP)

Echolocation. While it can't hear, Flame Bat has no blindsight.

Jin'zakk's Bat. This creature counts as Jin'zakk's bat while in bat or hybrid form. All fire damage that comes from Flame Bat counts as coming from Jin'zakk.

Keen Hearing. Flame Bat has advantage on Wisdom (Perception) checks that rely on hearing.

Magical Resistance. Flame Bat has advantage on saving throws against spells and other magical effects.

Magical creature. All of Flame Bat's attacks are considered magical.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d4 + 4) piercing damage, 5 (2d4) fire damage.

Firefly (Recharge 6). Glowbat drops a trail of fire behind it as it moves for one round. The fire lasts 1 minute or until doused. Any creature that walks through the fire must make a DC 14 Dexterity check. They take 11 (2d10) fire damage on a failed save, and half as much on a successful save.

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Bertha the Morde Bat

large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 89(1d10 + 5)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 2 (-4) 6 (-2) 7 (-2)

  • Skills Intimidation +5, Perception +3
  • Damage Immunities fire
  • Senses blindsight 60ft., passive Perception 13
  • Languages -
  • Challenge ? (? XP)

Echolocation. While it can't hear, Bertha has no blindsight.

Flyby. Bertha doesn't provoke an attack of opporunity when it flies out of an enemy's reach.

Jin'zakk's Bat. This creature counts as Jin'zakk's bat while in bat or hybrid form. All fire damage that comes from Bertha counts as coming from Jin'zakk.

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

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Firefly (Recharge 6). Bertha drops a trail of fire behind it as it moves for one round. The fire lasts 1 minute or until doused. Any creature that walks through the fire must make a DC 14 Dexterity check. They take 11 (2d10) fire damage on a failed save, and half as much on a successful save.

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Bessy the Batmeleon

large beast, unaligned


  • Armor Class 14
  • Hit Points 89(?d10 + 5)
  • Speed 10ft., fly 60ft.

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

  • Skills Perception +2, Stealth +7
  • Damage Immunities fire
  • Senses blindsight 60ft., passive Perception 12
  • Languages -
  • Challenge ? (? XP)

Echolocation. While it can't hear, Bessy has no blindsight.

Flyby. Bessy doesn't provoke an attack of opporunity when it flies out of an enemy's reach.

Jin'zakk's Bat. This creature counts as Jin'zakk's bat while in bat or hybrid form. All fire damage that comes from Bessy counts as coming from Jin'zakk.

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

Natural Camoflauge. Bessy has advantage on Stealth checks.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Firefly (Recharge 6). Bessy drops a trail of fire behind it as it moves for one round. The fire lasts 1 minute or until doused. Any creature that walks through the fire must make a DC 14 Dexterity check. They take 11 (2d10) fire damage on a failed save, and half as much on a successful save.

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asd


Torch

large beast, unaligned


  • Armor Class 15 (leather)
  • Hit Points 89(1d10 + 5)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
13 (+2) 20 (+5) 20 (+5) 19 (+5) 6 (-2) 7 (-1)

  • Skills Intimidation +5, Perception +3
  • Damage Immunities fire
  • Senses blindsight 60ft., passive Perception 13
  • Languages -
  • Challenge ? (? XP)

Echolocation. While it can't hear, Torch has no blindsight.

Flyby. Torch doesn't provoke an attack of opporunity when it flies out of an enemy's reach.

Jin'zakk's Bat. This creature counts as Jin'zakk's bat while in bat or hybrid form. All fire damage that comes from Torch counts as coming from Jin'zakk.

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

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 23 (4d8 + 5) piercing damage.

Firefly (Recharge 6). Torch drops a trail of fire behind it as it moves for one round. The fire lasts 1 minute or until doused. Any creature that walks through the fire must make a DC 14 Dexterity check. They take 11 (2d10) fire damage on a failed save, and half as much on a successful save.

Karroch, the Beastmaster

Karroch was born a child of the stocks. His mother died in childbirth; his father, a farrier for the Last King of Slom, was trampled to death when Karroch was five. Afterward Karroch was indentured to the king’s menagerie, where he grew up among all the beasts of the royal court: lions, apes, fell-deer, and things less known, things barely believed in. When the lad was seven, an explorer brought in a beast like none before seen. Dragged before the King in chains, the beast spoke, though its mouth moved not. Its words: a plea for freedom. The King only laughed and ordered the beast perform for his amusement; and when it refused, struck it with the Mad Scepter and ordered it dragged to the stocks.

Over the coming months, the boy Karroch sneaked food and medicinal draughts to the wounded creature, but only managed to slow its deterioration. Wordlessly, the beast spoke to the boy, and over time their bond strengthened until the boy found he could hold up his end of a conversation—could in fact speak now to all the creatures of the King's menagerie. On the night the beast died, a rage came over the boy. He incited the animals of the court to rebel and threw open their cages to set them amok on the palace grounds. The Last King was mauled in the mayhem. In the chaos, one regal stag bowed to the boy who had freed him; and with Beastmaster astride him, leapt the high walls of the estate, and escaped. Now a man, Karroch the Beastmaster has not lost his ability to converse with wild creatures. He has grown into a warrior at one with nature’s savagery.

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Call of the Wild

A lot of Karroch's power comes from his passive ability, Call of the Wild. It summons a beast as his ally to the battle every round, creating an army with which to fight. He should probably start off with at least 3 beasts already with him, traditionally a hawk and two wild boars. The beast(s) summoned are up to the GM, and should be related to the environment. For example, a wolf or bear when in the forest, a killer whale while on the sea, a camel in the desert, etc. As a friendly reminder, dinosaurs (MM. page 79) are also beasts!


Karroch, the Beastmaster

Medium humanoid (human), chaotic neutral


  • Armor Class 19 (unarmored defense)
  • Hit Points 209 (22d8 + 110)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 16 (+3) 20 (+5) 15 (+2)

  • Saves Strength +11, Constitution +11
  • Skills Animal Handling +17, Athletics +11, Insight +11, Perception +11
  • Senses passive Perception 21
  • Languages Common, Sylvan
  • Challenge 19 (22,000 XP)

Brutal Critical. When Karroch scores a critical hit, he rolls 3 additional weapon damage dice.

Call of the Wild. On intitative count 20 (winning initiative ties), if Karroch is alive a beast joins the battle as his ally.

Inner Beast. Untapping their inner beast, all allies of Karroch that can see him can make an attack as a bonus action. Karroch can do so as well.

Rage (6/Day). As a bonus action, Karroch can go into a rage for 1 minute, or until he is knocked unconscious. While raging, his weapon attacks deal an additional 4 damage and he has resistance to all damage except psychic damage. Once per day, if Karroch is reduced to 0 hit points while raging, he can make a DC 10 Constitution saving throw. On a success, he falls to 1 hit point instead.

Actions

Multiattack. Karroch makes 2 attacks with his battleaxes.

Battleaxe. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Primal Roar (Recharge 6). Karroch lets loose a roar. Every creature in a 100 foot line in front of Karroch must make a DC 19 Wisdom saving throw. On a failure they take 54 (12d8) thunder damage and are stunned until the end of Karroch's next turn. On a success, they take half as much damage and are not stunned.

Wild Axes (Recharge 5-6). Karroch throws his battleaxes in a 15ft cone, attacking every creature in the cone twice with his battleaxes. The battleaxes return to Karroch and he catches them.

Strygwyr, the Bloodseeker

Strygwyr the Bloodseeker is a ritually sanctioned hunter, Hound of the Flayed Twins, sent down from the mist-shrouded peaks of Xhacatocatl in search of blood. The Flayed Ones require oceanic amounts of blood to keep them sated and placated, and would soon drain their mountain empire of its populace if the priests of the high plateaus did not appease them. Strygwyr therefore goes out in search of carnage. The vital energy of any blood he lets, flows immediately to the Twins through the sacred markings on his weapons and armor. Over the years, he has come to embody the energy of a vicious hound; in battle he is savage as a jackal. Beneath the Mask of the Bloodseeker, in the rush of bloody quenching, it is said that you can sometime see the features of the Flayers taking direct possession of their Hound.

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Thirst

This signature ability of Strygwyr grants him incredible speed and damage output based on how many creatures are wounded in a vast, vast area around him. Depending on how powerful your PCs are or on how much of a challenge you want Strygwyr to be, consider including animals and the like around Strygwyr for the Thirst ability. A clever Strygwyr will use earthquake to ravage a forest or town, creating plenty of harmed creatures to utilize with his Thirst feature.



Strygwyr, the Bloodseeker

Medium humanoid, neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 342 (36d8 + 180)
  • Speed 30ft.

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 20 (+5) 13 (+1) 19 (+4) 14 (+2)

  • Saves Strength +12, Constitution +11, Wisdom +10
  • Skills Acrobatics +11, Athletics +18, Insight +10, Intimidation +14
  • Damage Resistances necrotic, psychic
  • Damage Immunities poison
  • Condition Immunities frightenened, poisoned
  • Senses passive Perception 14
  • Languages Celestial, Common, Elvish, Infernal, Undercommon
  • Challenge 20 (25,000 XP)

Bloodrage. As a bonus action Strygwyr can choose to bless himself or another creature within 100 feet that he knows the loction with Bloodrage until the end of their next turn. When effected by Bloodrage, a creature deals 1 more damage per damage dice rolled against them, and deals 1 more damage per damage dice that they roll. If a creature effected by Bloodrage kills something, they regain health as though they spent 2 hit dice.

Bloodsense. Strygwyr knows the exact location of any creature within 60 feet of him that has blood.

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

Spellcasting. Strygwyr is a 17th level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Strygwyr has the following cleric spells prepared:

Cantrips (at will): chill touch (4d8), guidance, mending, resistance, sacred flame (4d8), thaumaturgy

1st level (4 slots): bane, bless, cure wounds, guiding bolt

2nd level (3 slots): blindness/deafness, hold person, spiritual weapon

3rd level (3 slots): bestow curse, dispel magic, spirit guardians, water walk

4th level (3 slots): banishment

5th level (2 slots): commune, flame strike

6th level (1 slot): harm

7th level (1 slot): regenerate

8th level (1 slot): earthquake

9th level (1 slot): gate

Thirst. Whenever a creature within a mile is below 50% health, Strygwyr is immediately aware of their exact location. His speed increases by 10 feet and he adds an additional dice to every damage type he rolls per such creature.

Actions

Multiattack. Strygwyr makes two Weapon of Tribal Terror attacks.

Bloodrite. Strygwyr throws blood into the air in an archiac pattern, covering an area with a radius of 30 feet. At the start of Strygwyr's next turn any enemy of his within the area takes 14 (4d6) force damage and cannot cast spells or use spell slots until the end of their next turn.

Rupture (Recharge 6). Strygwyr selects one creature within 50 feet. That creature's veins rupture, causing it to take 25 (10d4) damage. Until it succeeds on a DC 18 Constitution saving throw at the end of one of its turns, it will take 1 damage per foot that it moves, which cannot be reduced in any way. This ability cannot be used on creatures without blood.

Weapon of Tribal Terror. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 12 (2d6 + 6), and the creature must make a DC 18 Wisdom saving throw. On a failure, they take 8 (4d4) psychic damage and take half as much psychic damage on a success.

Gondar the Bounty Hunter

When the hunted tell tales of Gondar the Bounty Hunter, none are sure of which are true. In whispered tones they say he was abandoned as a kit, learning his skill in tracking as a matter of simple survival. Others hear he was an orphan of war, taken in by the great Soruq the Hunter to learn the master’s skill with a blade as they plumbed the dark forests for big game. Still others believe he was a lowly street urchin raised among a guild of cutpurses and thieves, trained in the arts of stealth and misdirection. Around campfires in the wild countryside his quarry speaks the rumors of Gondar’s work, growing ever more fearful: they say it was he who tracked down the tyrant King Goff years after the mad regent went into hiding, delivering his head and scepter as proof. That it was he who infiltrated the rebel camps at Highseat, finally bringing the legendary thief White Cape to be judged for his crimes. And that it was he who ended the career of Soruq the Hunter, condemned as a criminal for killing the Prince’s prized hellkite. The tales of Gondar’s incredible skill stretch on, with each daring feat more unbelievable than the last, each target more elusive. For the right price, the hunted know, anyone can be found. For the right price, even the mightiest may find fear in the shadows.

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Gondar the Bounty Hunter

Medium humanoid (gnoll), lawful neutral


  • Armor Class 17 (hide)
  • Hit Points 190 (20d8 + 100)
  • Speed 30ft.

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

  • Skills Acrobatics +13, Athletics +10, Investigation +12, Perception +13, Stealth +13, Survival +13
  • Senses passive Perception 23
  • Languages Common, Gnoll, Undercommon
  • Challenge 9 (5,000 XP)

Jinada. Gondar's weapon attacks score a critical hit if he rolls an 18, 19, or 20. When he crits, the target of the attack has its movement speed halved until the start of Gondar's next turn.

Rampage. When Gondar reduces a creature to 0 hit points with a melee attack on his turn, Gondar can take a bonus action to move up to half his speed and make a dagger attack.



Shadow Walk. As a bonus action, Gondar can turn invisible. If he attacks while invisible, the damage from the attack is increased by 5.

Sneak Attack (1/Turn). Gondar deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Gondar that isn't incapacitated and Gondar doesn't have disadvantage on the attack roll.

Track. As a bonus action, Gondar can select a creature within 200 feet that he can see to track. He always knows the location of the creature he is tracking. Gondar can track up to 5 creatures at a time. If he goes over this limit, he can choose which of the creatures he is tracking to stop tracking.

Actions

Multiattack. Gondar makes two melee weapon attacks, one with his bladed tonfa and one with his dagger.

Bladed Tonfa. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Dagger. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Shuriken. Ranged Weapon Attack: +9 to hit, range 30/60ft., one creature. Hit: 7 (1d4 + 5) and the target must succeed on a DC 16 Consitution saving throw or be stunned until the start of Gondar's next turn. If the target is being tracked by Gondar and there is another creature being tracked by Gondar within 60 feet of the target, then the shuriken makes another shuriken attack on that second creature. A creature can only be hit by a shuriken attack once on Gondar's turn.

Mangix, the Brewmaster

Deep in the Wailing Mountains, in a valley beneath the Ruined City, the ancient Order of the Oyo has for centuries practiced its rites of holy reverie, communing with the spirit realm in grand festivals of drink. Born to a mother’s flesh by a Celestial father, the youth known as Mangix was the first to grow up with the talents of both lineages. He trained with the greatest aesthetes of the Order, eventually earning, through diligent drunkenness, the right to challenge for the title of Brewmaster—that appellation most honored among the contemplative malt-brewing sect. As much drinking competition as mortal combat, Mangix for nine days drank and fought the elder master. For nine nights they stumbled and whirled, chugged and struck, until at last the elder warrior collapsed into a drunken stupor, and a new Brewmaster was named. Now the new, young Brewmaster calls upon the strength of his Oyo forebears to speed his staff. When using magic, it is to his spirit ancestors that he turns. Like all Brewmasters before him, he was sent out from his people with a single mission. He wanders the land, striving toward enlightenment through drink.



Mangix, the Brewmaster

Medium celestial, chaotic good


  • Armor Class 18 (unarmored defense)
  • Hit Points 142 (1d8 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 20 (+5) 8 (-1) 7 (-2) 16 (+3)

  • Damage Resistances poison, psychic
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion
  • Senses truesight 120 ft., passive Perception ?
  • Languages all
  • Challenge ? (? XP)

Drunken Brawler. Mangix scores a critical hit on a 19 and 20.

Drunken Dodger. When Mangix is hit by a weapon attack, as a reaction he can make the attack miss instead.

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

Magic Weapons. Mangix's flail attacks are magical.

Actions

Multiattack. Mangix makes 2 attacks with his flail.

Flail. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) bludgeoning

Primal Split (1/day). Mangix splits his essence and his body, calling upon the forces of nature. Mangix disappears and three spirit bears, Earth Bear, Flame Bear, and Storm Bear, all appear within 15 feet of Mangix's location. After 1 minute, the spirit bears disappear and Mangix's body is recreated at the location of one of the bears. If all of the spirit bears are slain, Mangix is also slain.

Legendary Actions

Mangix 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. Mangix regains spent legendary actions at the start of his turn.

Attack. Mangix makes an attack.

Trembling Strike (Costs 2 Actions). Mangix strikes the ground with his flail, triggering an earth tremor. All other creatures on the ground within 60 feet of Mangix must succeed on a DC ? Strength saving throw or be knocked prone.


Earth Bear

Medium celestial, neutral


  • Armor Class 16
  • Hit Points 126(1d4 + 5)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 8 (-1) 18 (+4) 10 (+0)

  • Damage Vulnerabilities acid
  • Damage Resitances bludgeoning, piercing, and slashing from magic weapons
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, petrified, poisoned
  • Senses passive Perception 14
  • Languages all
  • Challenge ? (5791 XP)

Demolish. Earth Bear deals double damage to buildings, constructs, structures, and furniture.

Limited Magic Immunity. Earth Bear is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.

Actions

Hurl Boulder. Melee Weapon Attack: +5 to hit, reach 60ft., one target. Hit 11 (1d12 + 5)


Flame Bear

Medium celestial, neutral


  • Armor Class 16
  • Hit Points 126(1d4 + 5)
  • Speed 40ft.

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 18 (+4) 10 (+0) 18 (+4) 14 (+2)

  • Damage Vulnerabilities cold
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons; fire
  • Condition Immunities exhaustion, petrified, poisoned
  • Senses passive Perception 15
  • Languages Jive, Pottymouth
  • Challenge 6 (5791 XP)

Innate Spellcasting. Flame Bear's innate spellcasting ability is Wisdom (spell save DC ?, +? to hit). It can innately cast the following spells, requiring no material components.

At will: firebolt

3/day each: burning hands

1/day each: fireball

Limited Magic Immunity. Flame Bear is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.


Storm Bear

Medium celestial, neutral


  • Armor Class 16
  • Hit Points 126(1d4 + 5)
  • Speed 40ft.

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 18 (+4) 10 (+0) 18 (+4) 14 (+2)

  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons; lightning, thunder
  • Condition Immunities exhaustion, petrified, poisoned
  • Senses passive Perception 15
  • Languages Jive, Pottymouth
  • Challenge 6 (5791 XP)

Innate Spellcasting. Flame Bear's innate spellcasting ability is Wisdom (spell save DC ?, +? to hit). It can innately cast the following spells, requiring no material components.

At will: shocking grasp

3/day each: lightning bolt

1/day each: wind walk

Limited Magic Immunity. Storm Bear is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.

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Rigwarl, the Bristleback

Never one to turn his back on a fight, Rigwarl was known for battling the biggest, meanest scrappers he could get his hands on. Christened Bristleback by the drunken crowds, he waded into backroom brawls in every road tavern between Slom and Elze, until his exploits finally caught the eye of a barkeep in need of an enforcer. For a bit of brew, Bristleback was hired to collect tabs, keep the peace, and break the occasional leg or two (or five, in the case of one unfortunate web-hund).

After indulging in a night of merriment during which bodily harm was meted out in equal parts upon both delinquent patrons and his own liver, Bristleback finally met his match. “Your tusks offend me, sir,” he was heard to drunkenly slur to one particularly large fellow from the northern wastes whose bill had come due. What followed was a fight for the ages. A dozen fighters jumped in. No stool was left unbroken, and in the end, the impossible happened: the tab went unpaid. Over the weeks that followed, Bristleback's wounds healed, and his quills grew back; but an enforcer's honor can be a prickly thing. He paid the tab from his own coin, vowing to track down this northerner and extract redemption. And then he did something he'd never done before--he actually trained, and in so doing made a startling discovery about himself. A smile peeled back from his teeth as he flexed his quills. Turning his back to a fight might be just the thing.


Rigwarl the Bristleback

Medium humanoid, chaotic neutral


  • Armor Class 17
  • Hit Points (1d8 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (-3) 17 (+4) 20 (+2) 8 (+4) 7 (-4) 16 (+4)

  • Saves Strength +?, Constitution +?
  • Skill Athletics +?
  • Senses Common
  • Challenge ? (? XP)

Bristleback. Rigwarl has resistance to all damage that doesn't hit him from his front. If he takes 20 or more damage on a round, after resistances, he can use Quill Spray as a reaction.

War Frenzy. Rigwarl gains 5 feet of movement speed as well as a +1 bonus to attack and damage rolls for each use of Quill Spray.

Actions

Multiattack. Rigwarl makes 2 attacks with his mace.

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

Quill Spray (1/day). Mangix splits his essence and his body, calling upon the forces of nature. Mangix disappears and three spirit bears, Earth Bear, Flame Bear, and Storm Bear, all appear within 15 feet of Mangix's location. After 1 minute, the spirit bears disappear and Mangix's body is recreated at the location of one of the bears. If all of the spirit bears are slain, Mangix is also slain.

Black Arachnia, the Broodmother

Dazzle, the Shadow Priest

Each young acolyte to the Dezun order must complete a series of rites before becoming a shadow priest. The final rite, the rite of shades, is a harrowing spiritual journey through the Nothl Realm, an unpredictable domain from which not all visitants return. Of those who do, some return mad. Others return with strange aptitudes. But all who go there are changed by their experiences. Driven by the need for enlightenment, Dazzle was the youngest of his tribe ever to request the sacred ritual. At first the order refused him, saying he was too young. But Dazzle was not to be dissuaded. Sensing something special in the headstrong young acolyte, the elders relented. Dazzle drank down the sacred potion and sat by the fire while the rest of his tribe danced through the night. In this ethereal dimension of the Nothl Realm, the properties of light and dark are inverted. Thus his brilliant healing light, beautiful to our eye, is actually a sinister kind of evil; and the darkest deeds are done in a dazzling glow. The elders' intuition was prophetic: Dazzle returned to his people as a Shadow Priest like none seen before, with the power to heal as well as to destroy. Now he uses his gift to fight his enemies and help his friends.

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Dazzle, the Shadow Priest

Medium goblinoid? (?), lawful neutral


  • Armor Class 16
  • Hit Points 111 (17d8 + 2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 15 (+2) 17 (+3) 20 (+5) 15 (+2)

  • Skills Insight +11, Perception +11, Persuasion +8
  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities necrotic, poison, psychic, radiant
  • Condition Immunities frightenened, poisoned
  • Senses passive Perception 21
  • Languages Common, Celestial, Druidic, Goblin, Primordial, Sylvan
  • Challenge 14 (2936 XP)

Spellcasting. Dazzel is a 16th level spellcaster. His spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Dazzle has the following spells prepared:

Cantrips (at will): druidcraft, guidance, poison spray (26 (4d12) poison damage), shillelagh

1st level (4 slots): cure wounds, entangle


2nd level (3 slots): barkskin, flaming sphere, hold person, poison touch *

3rd level (3 slots): call lightning, daylight, dispel magic

4th level (3 slots): conjure minor elementals, grasping vine, healing wave *

5th level (2 slots): awaken, commune with nature, conjure elemental, shallow grave *

6th level (1 slot): heal

7th level (1 slot): planeshift

8th level (1 slot): control weather

9th level (1 slot): true resurrection

*these spells are listed in the action section

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

Transforming The Weave. Every time Dazzle casts a spell, he alters the weave of magic around him. After casting a spell, Dazzle and all of his allies within 60 feet of him gain +1 to their AC and all of their saving throws until the end of Dazzle's next turn. All of Dazzle's enemies within 60 feet of him gain -1 to their AC and all of their saving throws until the end of Dazzle's next turn. This effect stacks with itself.

Actions

Healing Wave. Spell, Duration instantaneous: Dazzle targets a 15 foot by 15 foot area that he can see within 120 feet. All of Dazzle's allies within the area gain 2d4+2 health, and all of Dazzle's enemies within 5 feet of a creature thus healed takes 2d4+2 radiant damage per such creature they are within 5 feet of. Dazzle is effected as though he was within the area, even if he wasn't.

Poison Touch. Ranged Spell Attack: +11 to hit, range 60ft., one creature Hit: 14 (2d8 + 5) poison damage, and again at the beginning of its next turn. At the end of that turn the creature must succeed on a DC 19 Consitution saving throw or be stunned until the end of their following turn.

Shallow Grave. Spell, Duration 1 minute: Dazzle selects one creature that he can see within 120 feet. For the duration, anytime that creature's health drops to 0, it regains 1 health.

Quarterstaff. Melee Weapon Attack: +7 to hit (+11 to hit if using shillelagh), reach 5ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if wielded with two hands or (1d8 + 5) if using shillelagh