5e Bestiary


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Table Of Contents

 

 

“New” Conditions

These mechanics largely come from the DMG,5.5 playtest, and Monster Manual, Merely tweaked to make them slightly less unwieldly and/or unusable in a F&H dungeon dive style campaign.

Broken Ribs

  • A creature with broken ribs has disadvantage on saving throws to maintain concentration,
  • Whenever a creature with broken ribs attempts an action in combat, it must make a DC 10 Constitution saving throw. On a failed save, is loses its action and can’t use reactions until the start of its next turn.
  • The injury heals if the creature receives magical healing, the healer feat is used on them, or if they spend ten days doing nothing but resting.

Bleeding

  • A bleeding creature loses hit points at the start of each of its turns, due to its wounds. The damage is listed in a monsters statblock, immediately following the condion itself. Each time a creature fails a saving throw that inflicts bleeding, the damage dealt by the wounds increses by the amount listed.
  • Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check. The DC is listed in a monsters statblock, immediately following the condion itself. The wound also closes if the target receives magical healing, or the healer feat is used on them, even if no hit points are restored.
  • Undead and constructs can not be inflicted with bleeding.
Bleeding example

The bleeding condition is basically the rider effect of the bearded devil’s (monster manual page 70) glaive attack. with this condition in play it would be written like this.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature it must succeed on a DC 12 Constitution saving throw or begin bleeding. (DC 12, 1d10)

Dazed

  • You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction

Injured Limb

  • Leg. Your speed on foot is reduced by half, and you fall prone. You must make a DC 15 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. If both legs are injured the creature falls prone and cannot stand up from prone. Magical healing, the healer feat, or a long rest removes the injury
  • Arm. The affected Arm cannot hold a shield, cannot be used to provide material/somatic components for spells, and attacks using the injured arm have disadvantage. Magical healing, the healer feat, or a long rest removes the injury
which arm to injure?

Take a players shield arm in combat first, its less punishing.

Lost Eye

  • You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls.
  • Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you’re blinded.
  • If the creature has a gaze abilitiy (medusa. umber hulk, etc.) creatures have advanatage on their saving throws against it.
  • If the creature has an ability tied to its eye (beholder, astral dreadnought, etc.) it loses access to it

Horrible Scar

You are disfigured to the extent that the wound can’t be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.

 

 

New Spells

What class spell list are these on?

None. These spells are meant to only be gained via devotion to specific gods, using the piety systems on the gods pages. This is beacuse they’re stronger than average.

Pheremones

2nd-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
M, V, S (the stamen or pistil of a flower)
Duration:
concentration, up to 1 minute

You spray pollen on a willing creature within range. Until the spell ends, any creature within 30 ft. of the pollinated creature who targets any creature besides the pollinated creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must target the pollinated creature or lose the attack or spell.

A creature immune to being charmed automatically succeds on this save

Locust swarm

2nd-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
M, V, S (rotting food)
Duration:
Instantaneous

A cloud of swarming vermin are called to a 10-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 1d6 piercing damage on a failed save, and is dazed until the end of their next turn. A creature takes half as much damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the piercing damage by 1d6 for each slot level above 2nd.

Flock of crows

3nd-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V
Duration:
Instantaneous

A swarm of crows descends upon a creature within range. It must make a Dexterity saving throw, taking 4d6 piercing damage and being blinded until the end of your next turn on a failed save. it must then make a Constitution saving throw or lose an eye.

On a succesful dexterity saving throw a creature takes only half the damage, is not blinded, and does not need to make the constitution saving throw.

Hurting

2nd-level evocation

Casting Time:
1 action
Range:
60 feet
Components:
M, S, V (an intense desire to cause pain)
Duration:
Instantaneous

A dark red vortex appears on the body of the target and twists, rending flesh and removing it from existance. the target must make a constitution saving throw, taking 6d6 slashing damage, and suffering an arm or leg injury (players choice) on a failed save.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the slashing damage by 1d6 for each slot level above 2nd.

Black orb

3rd-level evocation

Casting Time:
1 action
Range:
90 feet
Components:
M, S, V (pure hatred for the target)
Duration:
Instantaneous

You create A concentrated orb of negative energy and ill will, then hurl it at a target within range.

The target must make 3 dexterity saving throws, taking 1d12 necrotic and 1d12 psychic damage for each failure

At Higher Levels. When you cast this spell with a slot of 5th level or higher, the target makes another save for every 2 spell levels above 3rd.

Black smog

3rd-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
M, S, V (soot)
Duration:
Concentration, up to 1 minute

You create a 20-foot-radius sphere of purple, reeking smog centered on a point within range. Each creature within the sphere must succeed on a Constitution saving throw or take 3d8 poison damage and become poisoned until the spell ends. while poisoned in this way the target is also blinded. a creature may re-attempt this save at the end of their turn, ending the effect on a success.

On a succesful save the target takes half the damage and is not poisoned.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the poison damage by 1d8 for each slot level above 4th.

 

 

Construct spirit, Blood golem

Medium construct, unaligned


Armor Class
13 + the level of the spell (natural armor)
Hit Points
Hit dice = to spell level + spell level multiplied by casters Con mod.
Speed
30ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (−3)

Damage resistances
Poison, Fire, Necrotic, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
common
Challenge
-

Borne of the Blood. The blood golem has a number of hit dice equal to the number the caster sacrificed to summon it.

Actions

Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.

Blood Golem

2nd-level conjuration

Casting Time:
1 action
Range:
5 feet
Components:
M, S, V (drops of your own blood, which the spell consumes)
Duration:
Concentration, up to 10 minutes

You spill you own blood, which congeals into a facsimile of a humanoid in an unnocupied space within 5 ft. of you. This corporeal form uses the Construct Spirit stat block but with a different method of determining hit points. When the spell is cast expend and roll a number of hit dice up to the level of the spell (minimum 1), and add your constitution modifier to each roll. The golems HP equals the result of these rolls.

The creature resembles a skinless man made of blood and muscle.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may expend another hit die for each slot level above 3rd.

Blood sword

2nd-level conjuration

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You weave together boiling sanguine tendrils to create a sword of solidified blood in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 fire damage on a hit and has the finesse, and light properties. In addition, When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll.

If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Roots that Reap

2nd-level transmutation

Casting Time:
1 action
Range:
90 feet
Components:
M, V, S (A fistful of bark)
Duration:
Instantaneous

A tangle of roots erupts from a point you choose within range. Each creature in a 5-foot-radius, 10-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and have its ribs broken on a failed save, or half as much damage not having its ribs broken on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Chains of Torment

4th-level evocation

Casting Time:
1 action
Range:
60 feet
Components:
M, S, V (Crippling pain)
Duration:
Concentration, up to a minute

Hooked barbed chains spring forth from the air surrounding a creature of your choice within range. The creature must make a dexterity saving throw. On a failed save a creature is restrained. While restrained the creature takes 2d10 slashing damage at the start of their turn.

A creature restrained by the chains can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

As an action while a creature is restrained you may use an action to rip the chains from the creature dealing 8d10 slashing damage. After this action is taken, the spell ends.

 

 

New Maneuvers

Leg Sweep

When you hit a creature with a weapon attack, you can expend one maneuver dice to attempt to injure the target’s leg. You add the superiority die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it suffers a leg injury.

Dis-Arming Blow

When you hit a creature with a weapon attack, you can expend one maneuver dice to attempt to injure the target’s arm. You add the superiority die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it suffers an arm injury.

Ribshatter

Requirement: A bludgeoning or heavy weapon

When you hit a creature with a weapon attack, you can expend one maneuver dice to attempt to break the target’s ribs. You add the superiority die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it’s ribs are broken.

Dazing Blow

Requirement: A bludgeoning or heavy weapon

When you hit a creature with a weapon attack, you can expend one maneuver dice to attempt to knock the target senseless. You add the superiority die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it is dazed until the end of your next turn.

diseases

Sewer plague

The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.

At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease.

Sight rot

This painful infection causes bleeding from the eyes and eventually blinds the victim.

One day after infection, the creature’s vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal.

Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.

 

 

Pinecone pig

Tiny plant, neutral good


Armor Class
17 (unarmored defense)
Hit Points
1 (1d4 - 1)
Speed
25ft.

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 8 (-1) 10 (0) 20 (+5) 6 (-2)

Skills
Perception +9, Insight +9, Investigation +4, Nature +4
Condition Immunities
blinded, deafned,
Senses
blindsight 30 ft., blind beyond this radius passive Perception 19
Languages
understands sylvan, druidic, primordial, and common, but cannot speak
Challenge
0 (10 XP)

Avoidance. If the pinecone pig is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Non-threatening. The pinecone pig doesn’t provoke opportunity attacks when it moves out of an enemy’s reach.

Of the land. moving through nonmagical difficult terrain costs the pinecone pig no extra movement. It can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, it has advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Actions

Helpful. When the pinecone pig takes the help action to aid an ally in attacking a creature, its range is increased to 30 ft. The creature who receives the help gains a 1d6 bonus to the attack roll. The creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack’s damage roll against one target.

Bonk. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 1 bludgeoning damage

Variant: Familiar

With the DM’s permission, anyone with at least ten vinushka affinity may attempt to summon a pinecone pig by attaching 4 twigs to a pinecone. On completion of the pig, the pinecone pig springs to life and acts as a familiar to its creator. The creator can cast find familair once per day, with the restriction that it can only summon the pinecone pig.

Variant: Gifts of Nature

At the end of a short or long rest the pinecone pig brings its master something it found. Roll a d100 to determine what goodies it found.

Gift of nature
Roll Item
1 A severed head
2-21 nothing
22-26 a Hacksaw
27-31 raw meat
32-36 a quill
37-41 a filled waterskin
42-46 a small bottle of alcohol
47-52 5 sp
53-57 12 sp
58-60 a pinecone
61-65 a stick and some cloth rags
65-70 bundle of arrows (3)
71-75 vial of oil (PHB 152)
76-80 healing potion ingrdients
81-86 Blue vial (healing potion 2d4+2)
87-92 red vial (acid vial PHB 148)
93-97 white vial (antitoxin PHB 151)
98-99 a wooden buckler
100 an explosive vial (bomb, save for half, DMG 268)

 

 

Guard

Medium monstrosity, Chaotic evil


Armor Class
9 (Loincloth)
Hit Points
37(5d8 + 15)
Speed
30ft.

STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 16 (+3) 6 (-2) 12 (+1) 5 (-3)

Skills
Athletics +5
Senses
darkvision 60 ft., passive Perception 11
Languages
a few words of common.
Challenge
1 (200 XP)

Brute. A melee weapon deals one extra die of its damage when the guard hits with it (included in the attack).

Agressive. As a bonus action, the guard can move up to its speed toward a hostile creature it can see.

Coinflip. The guard starts combat without mad rush being charged. At the end of the guard’s turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Mad Rush recharges.

Actions

Meat Cleaver. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) slashing damage and the target must make a DC 8 constitution saving throw, on a failed save the creature suffers an arm injury

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 4 (1+3) bludgeoning damage.

Mad Rush (Recharge: Coinflip). The guard moves up to its speed and makes three slam attacks against a single creature.

Reactions

Slow Nerves When the guard is killed, its body briefly remains animate, making a single meat cleaver attack against a target in range before truly dying.

homebrew mug

Replacing coinflip

If you dont care to have F&H’s coinflip mechanics in your game, simply replace (Recharge: Coinflip) with (Recharge: 4-6)

Guard, Ballista

Medium monstrosity, Chaotic evil


Armor Class
9 (Loincloth)
Hit Points
52(7d8 + 21)
Speed
30ft.

STR DEX CON INT WIS CHA
17 (+3) 8 (+1) 16 (+3) 6 (-2) 12 (+1) 5 (-3)

Skills
Athletics +6, Perception +3
Senses
darkvision 60 ft., passive Perception 13
Languages
a few words of common.
Challenge
2 (450 XP)

Archery. The ballista guard has +2 bonus to attack rolls you make with ranged weapons.

Actions

Hand Ballista. ranged Weapon Attack: +5 to hit, range 120/480 ft., one target. Hit 17 (3d10 + 1) piercing damage

The ballista cannot be fired again until an action is taken to reload it

Tackle melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d4 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

 

 

Guard, Elite

Medium monstrosity, Chaotic evil


Armor Class
14 (Breastplate)
Hit Points
54(7d8 + 21)
Speed
30ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (0) 16 (+3) 6 (-2) 12 (+1) 5 (-3)

Skills
Athletics +7
Senses
darkvision 60 ft., passive Perception 11
Languages
a few words of common.
Challenge
3 (700 XP)

Hulking Brute. A melee weapon deals one extra die of its damage when the elite guard hits with it (included in the attack), and when it wields a weapon with the versatile property it gains the benefit of wielding the weapon in two hands while only wielding it with one.

Coinflip. The elite guard starts combat without mad rush being charged. At the end of the guard’s turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Mad Rush recharges.

Sadist. If the elite guard hits with two attacks in the same turn, it laughs uproariously and gains 10 Temp HP

Actions

Multiattack. The elite guard makes a longsword attack, then a morningstar attack.

Hacking Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 14 (2d10 + 3) slashing damage and the target must make a DC 11 constitution saving throw, on a failed save the creature suffers an arm injury

Bonebreaker Morningstar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 12 (2d8+3) bludgeoning damage. The target must succeed on a DC 13 Constitution saving throw or have its ribs broken.

Mad Rush (Recharge: Coinflip). The guard moves up to its speed and makes three attacks against a single creature.

homebrew mug

 

 

Maneba

Small aberation, chaotic neutral


Armor Class
13 (natural armor)
Hit Points
28 (8d6)
Speed
5ft., 25 ft. Fly(hover)

STR DEX CON INT WIS CHA
5 (-3) 12 (+1) 10 (+0) 16 (+3) 16 (+3) 17 (+4)

Condition Immunities
prone, poisoned,
Senses
darkvision 60 ft., passive Perception 7
Languages
understands common, but cannot speak., Telepathy 60 ft.
Challenge
1/4 (50 XP)

Inscrutable. any attempts to read the manebas mind are met with failure, showing ony a vast green sky in the mind of the reader.

Loathsome limbs. The maneba has three clusters of tentacles. Whenever the maneba takes at least 5 slashing damage at one time, roll a d4. On any roll but a 1 a cluster is cut off, and the maneba makes one fewer tentacle attack with its multiattack.

Actions

Multiattack The maneba makes three tentacle cluster attacks, and one inject attack

Tentacle cluster. Melee Weapon Attack: +3 to hit, reach 10ft., one target. Hit 2 (1d4) Bludgeoning damage. on a hit the target is grappled by a single tentacle in the cluster (escape DC 9)

Inject. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 1 piercing damage. This attack has advantage on grappled creatures. On a hit the target must make a DC 10 Con save, being infested with parasites. The infested creature gains no benefit from eating until the infestation is removed. any magic that removes disease can remove the parasites, as well as any kind of ingested poison

 

 

dark priest

medium humanoid, lawful evil


Armor Class
10 (Robes)
Hit Points
17(5d8 - 5)
Speed
30ft.

STR DEX CON INT WIS CHA
7 (-2) 10 (0) 8 (-1) 16 (+3) 12 (+2) 16 (+3)

skills
Arcana +5, Religion +7.
Senses
passive Perception 12
Languages
Common, Deep Speech.
Challenge
1/2 (100 XP)

Soul Stone. The dark priest carries a soul stone which yearns to be filled with the souls of the living. Creatures within 10 ft. of the stone (typically carried by the priest) have disadvantage on death saving throws.

Coinflip. The priest starts combat without Otherworldy Chanting being charged. At the end of the priest’s turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Otherworldy Chanting recharges.

Actions

Lantern Flame. A gout of flame jets out at a creature within 60 ft. of the dark priest. The target makes a DC 13 Dexterity saving throw, taking 2 (1d4) fire damage, and being ignited on a failure. The ignited creature takes 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to make to extinguish the flames.

Otherworldy Chanting (Recharge: Coinflip). The Dark Priest casts darkness at a point within 120 feet of it, requiring no components. When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a DC 13 Wisdom saving throw. The creature takes 9 (2d8) psychic damage on a failed save and becomes frightened until the end of its next turn. On a successful save a creature takes half the damage and is not frightened.

 

 

Human Hydra

Huge monstrosity, chaotic evil


Armor Class
5 (unarmored)
Hit Points
115 (10d12+50)
Speed
0ft.

STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 21 (+5) 6 (-2) 14 (+2) 18 (+4)

Skills
Perception +6, Intimidation +8
Condition Immunities
Frightened
Senses
darkvision 60 ft., passive Perception 16
Languages
Common,
Challenge
1/4 (50 XP)

Frightful Presence: Each creature of the Human Hydra’s choice that is within 120 feet of the Human Hydra and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Human Hydra’s Frightful Presence for the next 24 hours.

Actions

Useless Chomping. Melee Weapon Attack: +2 to hit, reach 0ft., one target. Hit 5 (2d4) slashing damage

Viscous Mockery. The Human Hydra unleashes a string of insults at a creature they can see within 60 ft. If the target can hear them and understand them, it must succeed on a DC 14 Wisdom saving throw or take 2 (1d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Reactions

Devour. As a reaction to being touched by a creature or hit with an unarmed strike the human hydra attempts to eat the creature touching it. The creature must make a DC 15 strength saving throw or be pulled 5ft. into the hydras space and be restrained by the hydra. The creature, or a creature within 5 ft. of it, may use an action to attempt this saving throw again, freeing the creature on a success.

At the beginning of the hydras turn the restrained creature must make another DC 15 strength saving throw, being engulfed by the hydra on a failure. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the end of each of the Human Hydra’s turns. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the Human Hydra.

 

 

night lurch

medium monstrosity, chaotic evil


Armor Class
14 (Unaromred)
Hit Points
93 (11d8+44)
Speed
40ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 10 (+0) 19 (+4) 8 (-1)

Senses
blindsight 30 ft. (blind beyond this radius), passive Perception 14
Languages
none
Challenge
4 (1,100 XP)

Echolocation. The Night Lurch can’t use its blindsight while deafened. If the Night lurch takes thunder damage it is deafened until the end of its next turn.

Standing Leap. The night lurch’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Coinflip. The night lurch starts combat without Maul being charged. At the end of the night lurch’s, turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Maul recharges.

Actions

Multiattack. the night lurch uses maul if available, makes two Critical slash attacks, and one Nasty bite attack

Critical slash. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or begin bleeding (DC 16, 1d10). While bleeding in this way, any hit points the creature recovers are reduced to 1.

Nasty bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) piercing damage If the target is a creature other than an undead or a construct, it must succeed on a DC 14 Constitution saving throw or contract Sight rot, with symptoms appearing in an hour.

Maul (Recharge: Coinflip). The night lurch leaps in a 20 Ft. line towards a creature.The creature must succeed on a DC 14 strength saving throw. on a failed save the creature is knocked prone, and grappled by the night lurch. on a sucess the night lurch continues moving past the creature, landing at the end of the line.

Sight rot

“One day after infection, the creature’s vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal.”

 

 

Iron Shakespeare

large construct, Lawful neutral


Armor Class
18 (Platemail)
Hit Points
94 (9d10+45)
Speed
50ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 20 (+5) 5 (-3) 3 (-4) 5 (-3)

Saves
Str +7, Con +8.
Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, unconcious
Senses
Blindsight 60 ft. (blind beyond this radius),
Languages
none
Challenge
5 (1,800 XP)

Heavy armor master. Whenever the Iron Shakespeare takes bludgeoning, piercing, and slashing damage from nonmagical attacks, it is reduced by 3.

Lantern mace. The Iron Shakespeare’s arms are made to be lit on fire. If the iron shakespeare takes fire damage one of its maces is immediately ignited.

Actions

Multiattack. the iron shakespeare makes one Sweeping slam attack, and one Overhead crush attack. it then ignites one of its arms

Sweeping slam. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 13 (2d8 + 4) bludgeoning damage. The creature must make a DC 15 Strength saving throw or be flung 30 ft. away from the shakespeare.

  • Ignited: If this arm is ignited it deals an additional 4 (1d8) fire damage on a hit, and the target is lit on fire. The Ignited creature takes 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to extinguish the flames.

Overhead crush. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 17 (2d12 + 5) bludgeoning damage The creature must make a DC 15 Constitution saving throw or have its ribs broken.

  • Ignited: If this arm is ignited, the ground in each space within 5 ft. of the target is lit on fire as embers spill forth from the lantern. Each creature who begins their turn within the flames, or enters them for the first time on their turn must make a DC 15 Dexterity saving throw or take 5 (1d10) fire damage, taking half as much on a success.

 

 

Crow Mauler

Medium Monstrosity, chaotic evil


Armor Class
15 (Unarmored, but absolutely SHREDDED)
Hit Points
104 (11d8 + 55)
Speed
30ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 20 (+5) 14 (+2) 15 (+2) 20 (+5)

Skills
Athletics +8, Perception +5
Condition Immunity
Charmed, Frightened, Incapacitated, unconcious
Senses
Passive Perception 15, Darkvision 120 ft.
Languages
Common, but cannot speak.
Challenge
5 (1,800 XP)

Siege Monster. The crow mauler deals double damage against objects and structures.

Innate Spellcasting. The Crow mauler’s innate spellcasting ability is Charisma (spell save DC 16). It can cast the following spells without requiring material components.

  • 3/day: Locate Creature

Actions

Multiattack. The Crow Mauler uses its empty stare, makes a single arm mounted mauler attack, and then uses either Peck or Flock of crows.

Arm Mounted Mauler. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 19 (4d6 + 5) bludgeoning damage and the target must make a DC 16 Con save or have its ribs broken as well as have it’s hit point maximum reduced by an amount equal to half the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Peck. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (1d10 + 5) Piercing damage. On a roll of 19 or 20 the crow mauler tears off the targets head, instantly killing them.

If the target does not need a head to survive, (or the DM rightfully dislikes insta-kills) the attack instead deals an additional 17 (3d10) damage.

Flock of Crows. A swarm of crows descends upon a single creature within 30 ft. of the crow mauler. It must make a DC 16 Dex save, taking 11 (3d6) piercing damage on a failed save, and must then make a DC 16 Con save or lose an eye, unless it is wearing platemail.

On a succesful dex save a creature takes only half the damage and does not need to make the con save.

Empty Stare. A single creature within 60 ft. of the crow mauler must make a DC 16 Wis save or be frightened of the crow mauler until the end of the creature’s next turn.

Reactions

Unflinching Horror When the crow mauler is hit with a weapon attack it may reduce the damage taken by 11 (1d12+5)

 

 

Opional Feature: BWAAAAAAAAAA

Any creature that starts its turn within 20 feet of the crow mauler must make a DC 14 Wis save, as they hear an ear rending noise that quickens the pulse, instils a primal anxiety. On a failed save, the creature is frightened until the end of their next turn. If a creature’s saving throw is successful, the creature is immune to the crow mauler’s BWAAAAAAAAAA for the next 24 hours.

This feature changes the crow maulers CR to 7 (2,900 XP)

Optional Vulnerability: Acid damage

A popular strategy to beat crow mauler is throwing a red vial in his face. You cant use acid to inflict blindness in 5e, so one way to represent this common strategy is to give crow mauler vulnerability to acid damage.

This vulnerability changes crow maulers CR to 4 (1,100 XP)

If both optional features are used his CR is 6 (2300 XP)

Art Credit

Crow mauler drawn by the incredibly skilled u/matu_ninixu

https://www.reddit.com/r/FearAndHunger/comments/11mu1pw/the_crow_mauler_by_me/

All other art by the developer of Fear and hunger, Miro Haverinen at happy paintings studio

 

 

Mumbler

medium Aberration, unaligned


Armor Class
16 (Chitin)
Hit Points
85 (10d8+40)
Speed
30ft.

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

Condition Immunities
Blindness, Frightened
Senses
Blindsight 60 ft., passive Perception 17
Languages
None
Challenge
3 (700 XP)

Viscous emulsion. When the mumbler dies, it sprays a jet of liquid miasma towards its killer. If within 30 ft. of the mumbler the creature must make a DC 14 Dexterity saving throw, taking 3 (1d6) acid damage and 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.

Coinflip. The mumbler starts combat without Soul Siphon being charged. At the end of the mumbler’s turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Soul Siphon recharges.

Actions

Multiattack. The mumbler makes 2 Shivering touch attacks, and uses soul siphon if available.

Shivering touch. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) Psychic damage and the target must succeed on a DC 13 Wisdom saving throw or be frightened of the Mumbler until the end of the Mumbler’s next turn.

Soul Siphon (Recharge: Coinflip). One creature within 60 ft., the target must make a DC 13 Charisma saving throw. on failed save their soul is partially removed. They take 5 (2d4) necrotic damage and are cursed. While cursed in this way they immediately gain one failed death save on reaching 0 HP, and they have disadvantage on all intelligence, wisdom, and charisma saving throws.

Brain flower

Tiny plant, unaligned


Armor Class
8 (unarmored)
Hit Points
4(1d4 + 2)
Speed
0ft.

STR DEX CON INT WIS CHA
1 (-5) 7 (-2) 14 (+2) 2 (-3) 6 (-2) 3 (-2)

Condition Immunities
deafened, frightened, paralyzed, prone< unconcious
Senses
blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages
Challenge
1/2 (100 XP)

Parasite. brain flowers typically grow out of infected creatures. If it is growing from a creature the brain flower has 3/4th’s cover, and whenever its host moves, the flower moves with it.

Actions

Pheremones. The brain flower sprays pheremones onto a creature within 30 ft. of it. The target must make a DC 12 constitution saving throw, being charmed by the flower on a failed save.

Pollinate (Recharge: 5-6). The brain flower sprays pheremones onto a creature within 30 ft. of it. The target must make a DC 12 constitution saving throw. on a failed save the targed is infested with brain flower spores, and takes 3 (1d6) necrotic damage

homebrew mug

 

 

Greater mumbler

medium aberration, neutral evil


Armor Class
16 (Chitin)
Hit Points
110 (13d8+52)
Speed
30ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+3) 18 (+4) 16 (+3) 18 (+4) 12 (+1)

Saves
Int +6, Cha +4.
Condition Immunities
Blindness, Frightened
Senses
Blindsight 60 ft., passive Perception 17
Languages
Telepathy 30 ft.
Challenge
5 (1800 XP)

Viscous emulsion. When the mumbler dies, it sprays a jet of liquid miasma up to 30 ft. towards its killer. If within 30 ft. of the mumbler the creature must make a DC 14 Dexterity saving throw, taking 3 (1d6) acid damage and 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.

Coinflip. The mumbler starts combat without Soul Siphon being charged. At the end of the mumbler’s turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Soul Siphon recharges.

Innate Spellcasting. The Greater mumbler’s innate spellcasting ability is Wisdom (spell save DC 15, +7 hit). she can cast the following spells without requiring material components.

  • 1st-2nd level (2 2nd-level slots): Cause Fear (2 targets), Darkness, Melfs Acid Arrow, Ray of Sickness (3d8), Ray of Enfeeblement, Spiderclimb, Tasha’s caustic Crew (4d4), Web, Wither and Bloom

Actions

Multiattack. The greater mumbler uses empty echo, makes three green flame attacks, and uses soul siphon if available.

The Greater Mumbler may replace 2 attacks with a spell.

Green flame. Ranged Spell Attack: +7 to hit, reach 90ft., one target. Hit 7 (2d6) fire damage

Empty echo. The mumbler rings its bell, and all creatures of the mumblers choice within 30 ft. who can hear it must make a DC 15 wisdom saving throw. On a failed save the target takes 5 (2d4) psychic damage and is frightened until the end of its next turn

Soul Siphon (Recharge: Coinflip). One creature within 60 ft., the target must make a DC 15 Charisma saving throw. on failed save their soul is partially removed. They take 5 (2d4) necrotic damage and are cursed. While cursed in this way they immediately gain one failed death save on reaching 0 HP, and they have disadvantage on all intelligence, wisdom, and charisma saving throws.

Disease: Brain flower infestation

A creature infested with brain flower spores quickly loses contol over its own body. At the start of their turns the creature must make a DC 12 Constitution saving throw. On a failed save the creature must move towards the nearest living creature it can see, and attempts to kill. on a succesful save the creature doesn’t make any further saves for one minute.

While infested, at the end of every hour the creature must make a DC 12 constitution saving throw, losing 1d4 intelligence and charisma on a failure. Once the creatures charisma reaches 0 a brain flower sprouts from the upper half of their body, typically from the eye, or the shoulder.

 

 

Red Lizardman

Medium humanoid, Chaotic evil


Armor Class
17 (Studded leather armor, Shield)
Hit Points
67(9d8 + 27)
Speed
30ft.

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

Damage Resistances
Fire
Skills
Intimidation +6, performance +4, Survival +6, Perception +5
Senses
darkvision 120 ft., passive Perception 15
Languages
Understands common but cannot speak it, lizardman
Challenge
4 (1100 XP)

Showoff. If the lizardman is dealt 10 damage with a melee weapon attack it must suceed on a DC 10 Charisma save. on a failed save it has disadvantage on attack rolls against all other creatures but its attacker, until the end of it’s next turn.

Actions

Multiattack. The Lizardman makes a crude sword attack OR uses low sweep, then a tail slam, and lastly poisonous tongue if available.

Crude Sword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage and the target must make a DC 11 constitution saving throw, on a failed save the creature suffers an arm injury

Low Sweep. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage. The target must succeed on a DC 13 dexterity saving throw or be knocked prone.

Tail Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8+3) bludgeoning damage.

Poisonous Tongue (Recharge 5-6). The lizardman’s long tounge darts at a creature within 5ft., splattering them in poison. The target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is poisoned for one minute. A poisoned creature may make the saving throw again at end of their turn, ending the condion on a success.

Reactions

Riposte. In response to being missed by a melee attack, the lizardman can make one crude sword or low sweep attack with advantage against the attacker.

 

 

Yellow Mage

Medium humanoid, Chaotic neutral


Armor Class
15 (Mage armor)
Hit Points
67 (15d8+0)
Speed
30ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 18 (+4)

Saves
Con +2, int +5, Wis +3, Cha +6
Skills
Arcana +5, Religion +5
Senses
passive Perception 11
Languages
common, Deep Speech
Challenge
3 (700 XP)

Flammable. If the yellow mage takes fire damage its robes ignite. while aflame it takes 5 (1d10) fire damage at the start of its turns. It can douse the flames using an action.

Eclipse talisman (1/Day). Once a day when the yellow mage makes a save against a spell it can give itself advantage on that save.

Spellcasting. The Yellow Mage is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following spells:

  • At Will: Mage armor

  • Cantrips: Firebolt, Infestation,

  • 1st-2nd level (2 2nd-level slots): Blindness/Deafness, Burning hands (4d6), Crown of Madness, Darkness, Hurting, Locust swarm, Pyrotechnics, Ray of Sickness (3d8)

Actions

Multicast. The yellow mage casts a cantrip, a leveled spell and then may begin La Danse Macabre.

La Danse Macabre. The yellow mage begins concentrating (as if on a spell) on a ritual dance, bounding around its space. If this dance is not interrupted by the start of its next turn, and if it casts Hurting that turn, it may do so without expending a spell slot. the dance can be interrupted by breaking the yellow mages concentration, or by reducing its speed to half (15) or lower. Players can identify the dance on sight with a DC 15 Arcana check.

 

 

Old Knight

Large undead, unaligned


Armor Class
18 (Ancient Platemail)
Hit Points
145 (13d10+26)
Speed
30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 15 (+2) 3 (-4) 10 (+0) 5 (-2)

Saves
Wis +3, Cha +1, Con +5
Skills
Perception +4
Condition Immunities
charmed, exhaustion, frightened, poisoned,
Senses
darkvision 60 ft., Truesight 120 ft., passive Perception 14
Languages
none
Challenge
5 (1800 XP)

Enchanted. The old knight is bound in service by his armor. Whenever the knight takes damage from an attack, or failed saving throw, its AC is reduced by 1. When the knight reaches 10 AC its armor is destroyed, its service ends and it dies.

Turn Defiance. The knight has advantage on saving throws against effects that turn undead.

Call Spirit. At the end of its turn the Old knight chooses an unoccupied space it can see within 30 ft. of it. Spirit of the Old Knight manifests there with full health, if it isnt already present. the Spirit of the Old Knight takes its turn immediately before the old knight.

Actions

Multiattack. The knight makes one greatsword attack and then uses sweeping cut.

Greatsword. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 17 (4d6 + 3) Slashing damage and the target must make a DC 14 constitution saving throw, on a failed save the creature suffers an arm injury

Sweeping Cut The old knight swings his blade in a wide low arc around himself. Each creature within 5 ft. must make a DC 14 Dexterity saving throw. on a failed save a creature takes 10 (2d6 + 3) slashing damage

Rections

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

Spirit of the Old Knight

Large undead, neutral


Armor Class
18 (Ancient Spectral Platemail)
Hit Points
145 (13d10+26)
Speed
0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 15 (+2) 13 (+1) 14 (++2) 16 (+3)

Saves
Wis +5, Cha +6,
Skills
Perception +5
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
cold, necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft., Truesight 120 ft., passive Perception 14
Languages
Those it knew in life
Challenge
6 (2,300 XP)

Servitude. If the old knight dies, the Spirit of the Old Knight immediately dies.

Ethereal Sight. The Spirit of the Old Knight can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Turn Defiance. The knight has advantage on saving throws against effects that turn undead.

Incorporeal Movement. Spirit of the Old Knight can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack. The knight makes one greatsword attack and then uses sweeping cut.

Greatsword. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 17 (4d6 + 3) Force damage and the target must make a DC 14 constitution saving throw, on a failed save the creature suffers an arm injury

Sweeping Cut The old knight swings his blade in a wide low arc around himself. Each creature within 5 ft. must make a DC 14 Dexterity saving throw. on a failed save a creature takes 10 (2d6 + 3) Force damage

Rections

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

 

 

Cavedweller

Medium monstrosity, neutral evil


Armor Class
10 (unarmored)
Hit Points
16 (3d8+3)
Speed
30ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (0) 12 (+1) 12 (+1) 14 (+2) 9 (-1)

Skills
Religion +3
Senses
darkvision 120 ft., passive Perception 9
Languages
Deep speech
Challenge
1/4 (50 XP)

Dark Devotion. The Cavedweller has advantage on saving throws against being charmed or frightened.

Strength in Numbers. The Cavedweller has advantage on Strength (Athletics) checks to shove a creature if at least one of the Cavedweller’s allies is within 5 feet of the target and the ally isn’t incapacitated.

Beatdown. The cavedweller may use a bonus action to make one Rock Bash attack against a prone creature

Actions

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

Throw Stone. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit 2 (1d4) bludgeoning damage. On a hit the target must make a DC 10 Contitution Saving throw or be dazed until the end of its next turn.

Cavedweller Spearman

Medium monstrosity, neutral evil


Armor Class
15 (Unholy Markings)
Hit Points
45 (6d8+18)
Speed
30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 12 (+1) 18 (+4) 9 (-1)

Skills
Religion +5
Senses
darkvision 120 ft., passive Perception 9
Languages
Deep speech
Challenge
1 (200 XP)

Dark Devotion. The Cavedweller has advantage on saving throws against being charmed or frightened.

Strength in Numbers. The Cavedweller has advantage on Strength (Athletics) checks to shove a creature if at least one of the Cavedweller’s allies is within 5 feet of the target and the ally isn’t incapacitated.

Unholy Markings The cavedweller’s AC includes its wisdom modifier. The cavedweller is coated in ritualistic markings. If the cavedweller is submerged in water, or otherwise thoroughly doused/drenched in liquid, the markings wash off and the cavedweller loses this feature.

Actions

Ritual Spear. Melee Weapon Attack: +4 to hit, reach 5ft., range 20/60 ft., one target. Hit 6 (1d8 + 2) piercing damage. The target must make a DC 13 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is poisoned until the end of Its next turn.

Cavedweller merchant (CR1/200XP)

The cavedweller merchant has the same stats as a cavedweller but it has the following adventuring items it can use to fight:

  • Potion of Healing
  • Potion of Supreme healing
  • Potion of Heroism
  • A Bomb (DMG)

 

 

Cavegnome

Tiny monstrosity, unaligned


Armor Class
12 (natural armor)
Hit Points
6 (4d4-4)
Speed
5ft., Fly 25 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 15 (+2) 6 (-2)

Skills
Perception +4
Senses
Blindsight 30 ft., darkvision 120 ft., passive Perception 14
Languages
Cavegnome
Challenge
1/4 (50 XP)

Easily Fooled. If the cavegnome sees a creature making cavegnome noises it must make a DC 10 Int save or be stunned until the end of its next turn, as it tries to figure out whats wrong with the “cavegnome” in front of it.

KAAW KAAW! When the Cavegnome takes damage, all other cavegnomes within 240 feet of it can hear its cries of pain.

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

Actions

Gnaw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1 piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or begin bleeding (DC 12, 1d4)

Cavemother

Large monstrosity, Unaligned


Armor Class
13 (Natural armor)
Hit Points
102 (12d10+36)
Speed
30ft., 40 ft. fly

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

Vulnerabilities
Skills
Perception +7
Senses
Blindsight 30 ft., darkvision 120 ft., passive Perception 14
Languages
Cavegnome
Challenge
4 (1,100 XP)

Weak wings. If the cavemother suffers a critical hit, or takes 15 damage from a single attack, it loses a wing. With only one wing, it’s flying speed is halved, and it has disadvantage on saving throws and ability checks that would knock it prone. If the cavemother loses both wings it cannnot fly or use wingbeat.

Mothers presence. Any cave gnome that begins its turn within 5 ft. of the cavemother gain the benefits of the Aid and Haste spells.

KAAW KAAW! When the Cavemother takes damage, all other cavegnomes within 240 feet of it can hear its cries of pain.

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

Actions

Multiattack. The cavemother makes a One-tooth bite attack, and then if airborne the cavemother makes two talon attacks

One-toothed bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) Piercing damage and the target must make a DC 12 constitution saving throw, on a failed save one of the creatures arms or legs is injured (Cavemothers choice)

Talon. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 4 (1d4 + 2) Slashing damage

Reactions

Wingbeat. As a reaction to taking damage the Cavemother beats its wings. Each creature within 15 feet of the cavemother must succeed on a DC 12 Strength saving throw or take 3 (1d6) bludgeoning damage and be knocked prone. The Cavemother can then fly up to half its flying speed.

 

 

Salmonsnake

Huge dragon, unaligned


Armor Class
14 (Natural armor)
Hit Points
184 (16d12+80)
Speed
30ft., 50 ft. swim.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 4 (-3) 16 (+3) 6 (-2)

Saves
Str +8, Int +0
Condition immunities
Incapacitated
Vulnerabilities
poison
Senses
darkvision 120 ft., blindsight 30 ft. (underwater only), passive Perception 11
Languages
Understands lizarmen, but cannot speak
Challenge
7 (2,900 XP)

Delicious. The Salmonstake tastes incredible. A creature can make a survival check on the salmonsnakes’s corpse to gather the scant few edible chunks of meat on the carcass. For every 5 points of the resulting roll, a single hunk of meat is gained. No matter the reult of the check the corpse cannot be harvested again.

Coinflip. The Salmonsnake starts combat without Tongue drag being charged. At the end of the Salmonsnake’s, turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Tongue drag recharges.

Actions

Multi-attacks. The salmonsnake makes two heavy slam attacks and one headbutt. It then uses tongue drag if available.

Heavy slam. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 12 (2d6 + 5) bludgeonig damage and the target must make a DC 16 Constitution saving throw or have its ribs broken.

Headbutt. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 10 (1d10 + 5) bludgeoning damage.

Blind Flailing. The salmonsnake chooses a point within 10 ft. of itself. each creature within 5 ft. of that point (besides the salmonsnake) must make a DC 16 dexterity saving throw, taking 22 (4d10) Bludgeoning damage on a failed save, or half as much on a success.

Tongue drag (Recharge: Coinflip). The salmonsnake’s tongue darts out at a creature within 20 ft, of itself. The creature must make a DC 16 Strength saving throw. on a failed save the creature is reeled in and swallowed.

The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the salmonsnake, and it takes 10 (4d4) acid damage at the start of each of the salmonsnake’s turns. The salmonsnake can have two targets swallowed at a time. If the Salmonsnake takes 20 damage or more on a single turn from a creature inside it, the salmonsnake regurgitates all swallowed creatures, each of which falls prone in a space within 10 feet of the Salmonsnake. If the salmonsnake dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Salmonsnake meat
  • Raw. The meat is safe to eat raw. A creature can eat the meat as an action. Upon eating the meat a creature regains 1d8 hit points, and temp HP equal to their proficiency bonus.

  • Cooked. A creature proficient in cook’s utensils can make a DC 20 cook’s utensils check during a short rest to cook the meat. a creature with the chef feat adds +10 to this roll. On a success a creature eating the meat has Its hit point maximum increased by 2d10, and it gains the same number of hit points, and makes all Wisdom saving throws with advantage. These benefits last for 24 hours. On a failed check the meat is burnt, and cannot be cooked again. Burnt salmonsnake meat acts as raw meat when consumed but heals half as many hit points

 

 

Scarab

Small abberation (Insect), chaotic evil


Armor Class
16 (Natural armor)
Hit Points
26 (4d6+12)
Speed
45ft., burrow 10ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 10 (0)

Skills
stealth +5
Senses
darkvision 120 ft., passive Perception 12
Languages
Vermin
Challenge
1/4 (50 XP)

Tunneler. The scarab can burrow through solid rock at half its burrow speed and leaves a 3-foot-diameter tunnel in its wake.

Coinflip. The Scarab starts combat without Shell Burst being charged. At the end of the Scarab’s, turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Shell Burst recharges.

Actions

Poke. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1 bludgeoning damage

Shell burst (Recharge: Coinflip). A stream of acid emanates from the scarab in a line 30 feet long and 5 feet wide. Each creature in the line must succeed on a DC 13 Dexterity saving throw or take 5 (2d4) acid damage and be covered in acid until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2 (1d4) acid damage at start of each of its turns.

In addition, nonmagical armor and weapons wielded by the target are partly dissolved and takes a permanent and cumulative −1 penalty to the AC or damage rolls they offer. Armor is destroyed if the penalty reduces its AC to 10, weapons are destroyed if the penalty hits -5.

 

 

Bodysnatcher

medium aberration, chaotic evil


Armor Class
16 (Hard leather trenchcoat)
Hit Points
32 (5d8+10)
Speed
35ft.

STR DEX CON INT WIS CHA
11 (0) 16 (+3) 11 (+0) 14 (+2) 18 (+4) 14 (+2)

Skills
Athletics +2, Stealth +5, Perception +6, Sleight of hand +5,
Damage Resistances
Fire, Poison
Condition Immunities
Paralyzed, Poisoned
Senses
darkvision 120 ft. passive perception 17
Languages
understands common, but cannot speak it. vermin.
Challenge
4 (1,100 XP)

Standing Leap. The Bodysnatcher’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Nimble Escape. The Bodysnatcher can take the Disengage or Hide action as a bonus action on each of its turns

Insectoid Mind. The Bodysnatcher has advantage on saving throws against being charmed or frightened.

Trapper. When the bodysnatcher sets a hunting trap it makes a sleight of hand check to hide it. Whatever the bodysnatcher rolls, that is the DC of the perception check needed to discover the trap.

Actions

Multiattack. the bodysnatcher makes one of each of its attacks in any order.

Serrated dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) slashing damage. If the bodysnatcher has advantage on the attack, it deals an addional 7 (2d6) damage, and the target must make a DC 13 cosntitutin saving throw or contract Sewer plague, with symptoms appearing in an hour.

Venomous blowdart. Ranged Weapon Attack: +5 to hit, range 25/100 ft., one target. Hit 4 (1 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is poisoned for 1 minute. The creature can repeat the saving throw at the end of its turns ending the effect on a success.

Paralytic blowdart. Ranged Weapon Attack: +5 to hit, range 25/100 ft., one target. Hit 4 (1 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Hunting Trap (3 carried) A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

 

 

Lord of flies

Large costruct, lawful neutral


Armor Class
10 (unarmored)
Hit Points
142 (19d8 + 57)
Speed
30ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 16 (+3) 6 (-2) 16 (+3) 3 (-4)

Damage Immunities
poison
Condition Immunities
poisoned, charmed, exhaustion.
Senses
darkvision 60 ft., passive Perception 15
Languages
common
Challenge
5 (1,800 XP)

Flammable. If the lord of flies takes fire damage its fur ignites. while aflame it takes 5 (1d10) fire damage at the start of its turns until it douses the flames using an action.

Overwhelming stench. Any creature that starts its turn within 5 feet of the lord of flies must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature’s next turn. If the creature fails the save by 5 or more the creature spends its action that turn retching and reeling. On a successful saving throw, the creature is immune to the stench of all lords of flies for 1 hour.

Horseflies. Any creature, other than a lord of flies, that starts its turn within 20 feet of the lord of flies must make a DC 14 Constitution saving throw. A creature within the areas of two or more lord of flies makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage.

Coinflip. The Lord of flies starts combat without Reeking breath being charged. At the end of the Lord of flies turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Reeking breath recharges.

Actions

Multiattack. The lord of flies makes two hairy palm attacks.

Hairy palm. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) bludgeoning damage, and the target is grappled.

Reeking breath (Recharge: Coinflip). The lord of flies exhales sickening miasma in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, and they are poisoned until the end of their next turn. On a succesful save they instead take half as much damage and are not poisoned.

Reactions

Slow Nerves When the lord of flies is killed, its body briefly remains animate, making a single hairy palm attack against a target in range before truly dying.

 

 

Old guardian

large construct, neutral


Armor Class
17 (Red scarf)
Hit Points
178 (17d10+85)
Speed
40ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 11 (0) 14 (+2) 9 (-1)

Damage Resistnces
bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poison, Incapacitated, unconcious
Skills
athletics + 10, perception + 10
Senses
darkvision 120 ft., passive Perception 20
Languages
common
Challenge
10 (5,900 XP)

Unyielding guardian. If the guardian is reduced to 0 hit points, it must make a DC 5 Constitution saving throw unless the damage is from a critical hit. On a success, the guardian drops to 1 hit point instead. Each time the guardian succeeds on this save, The DC increases by 5.

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

Magic weapons. The guardian’s weapon attacks are magical.

Magic resistance. The guardian has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The old guardian makes two Stone fist attacks and one axe kick. The old guardian can replace any number of Stone fist attacks with boulder attacks.

Boulder. Ranged Weapon Attack: +10 to hit, range 5ft., one target. Hit 17 (2d10 + 6) bludgeoning damage The target must make a DC 18 Constitution saving throw, being dazed until the end of their next turn on a failure

Stone fist. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 15 (2d8 + 6) bludgeoning damage and the target must make a DC 18 Strength saving throw or be knocked up to 10 ft. away from the guardian

Axe kick. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 19 (2d12 + 6) bludgeoning damage and the target must make a DC 18 Constitution saving throw or have its ribs broken

Dazed

You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction.

 

 

Construct spirit, Blood golem (Black witch)

Medium construct, unaligned


Armor Class
18
Hit Points
31 (4d8+8)
Speed
30ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (−3)

Damage resistances
Poison, Fire, Necrotic, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
common
Challenge
4 (0 XP)

Borne of the Blood. The blood golem has a number of hit dice equal to the number the black witch sacrificed to summon it.

Actions

Multiattack. The construct makes 2 attacks

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 4 + 5) bludgeoning damage.

black witch

medium humanoid, chaotic evil


Armor Class
16 (Mage armor)
Hit Points
104 (16d8+32)
Speed
10ft., 60 ft. fly (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 18 (+4) 11 (+1) 19 (+4)

Saving throws
Int +8, Wis +5
Damage resistances
Necrotic, Poison, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
incapacitated
Senses
darkvision 120 ft., passive Perception 11
Languages
common, deep speech
Challenge
9 (5,000 XP)

Magic Resistance. The Black Witch has advantage on saving throws against spells and other magical effects.

Blood Circle. Once on her turn, the black witch can use 10 feet of her movement to step magically into one ritual circle within her reach and emerge from a second ritual circle within 60 feet of the first ritual circle, appearing in an unoccupied space within 5 feet of the second ritual circle.

Flyby. The Black Witch doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Spellcasting. The black witch is a 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). she regains her expended spell slots when she finishes a short or long rest. she knows the following spells:

  • Cantrips: Acid Splash(3d6) Firebolt (3d10)
  • At Will: Mage Armor
  • (1/Long rest): Create Undead (as an action)
  • 1st-4th level (3 4th-level slots): Animate dead (one corpse, as an action), Black orb (6d12, 3 saves), Bestow curse, Blood golem, Burning hands (6d6), Hurting (8d6), Spirit Guardians (4d8), Wither and Bloom (4d6)

Actions

Multiattack. The black witch casts a spell, and makes one attack with her ritual dagger

Ritual dagger. Melee Weapon Attack: +7 to hit, reach 5ft., range 20/60 ft., one target. Hit 5 (1d4 + 3) piercing damage + 5 (1d10) posion damage. If the target is a creature it must make a DC 15 Constitution saving throw. On a failed save the target is poisoned. The poisoned creature can attempt this save again at the end of its turn, ending the effect on a success.

 

 

Harvestman

large construct, chaotic evil


Armor Class
14 (unarmored)
Hit Points
119 (14d10+42)
Speed
40ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 6 (-2) 10 (0) 8 (-1)

Skills
Athletics +8
Senses
darkvision 60 ft., passive Perception 10
Languages
understands common but cannot speak
Challenge
6 (2,300 XP)

Handsy. The harvestman can take one reaction on every turn in a combat, and can grapple in place of an attack of opportunity.

Actions

Multiattack The harvestman makes 3 sieze attacks

Seize. Melee Weapon Attack: +7 to hit, reach 15ft., one target. 10 (1d12+4) bludgeoning damage. The harvestman grapples the target on a hit. the harvestman can only have 4 creatures grappled at a time.

Break toy. The harvestman releases all but one creature it has grappled, grabs the remaining creature by the limbs, and attempts to break them, starting with the arms. The creature makes 4 DC 15 constitution saving throws. On each failed save the creature takes 19 (3d12) bludgeoning damage, and they lose the use of a limb until the creature receives magical healing. On a succesful save half the damage is taken, and a limb is not injured

If a creature is reduced to zero hit points by this ability, they are torn limb from limb and die.

 

 

Embryo

small celestial, neutral evil


Armor Class
8 (unarmored)
Hit Points
26 (4d8+8)
Speed
25ft.

STR DEX CON INT WIS CHA
3 (-4) 6 (-2) 14 (+2) 16 (+3) 14 (+2) 10 (+0)

Senses
darkvision 60 ft., passive Perception 12
Languages
None
Challenge
1/2 (100 XP)

Harmless appearance. The embryo has advantage on an attack roll against a creature if at least one of the Embryo’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Brutal stab. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 (1d4) piercing damage. If the embryo has advantage on this attack, it deals an additional 7 (3d4) damage and the creature must make a DC 12 constitution saving throw or begin bleeding (DC 12, 1d6). While bleeding in this way, any hit points the creature recovers are reduced to 1.

Uterus

Medium construct, neutral evil


Armor Class
18 (Solid metal frame)
Hit Points
52 (7d8+21)
Speed
40ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 16 (+3) 4 (-3) 14 (+2) 8 (-1)

Skills
Performance +3
Damage resistances
Poison, necrotic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 12
Languages
Understands common but does not speak
Challenge
3 (700 XP)

Mobile. When the Uterus makes a melee attack against a creature, it doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.

False Appearance. If the Uterus is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the Uterus move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the Uterus isn’t a mannequin.

Actions

Multiattack. The uterus makes two rusty claw attacks, and can replace any number of them with dislocate joints.

Rusty Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage. The target must make a DC 14 cosntitutin saving throw or contract Sewer plague, with symptoms appearing in an hour.

Dislocate Joints. The uterus escapes a grapple.

Give birth (1/Day). An embryo falls out of the uterus within 5 ft. of it, which immediately springs up to aid its mother. The embryo takes its turn immediately after its mother.

 

 

Red man

Huge giant, unaligned


Armor Class
11 (Natural armor)
Hit Points
147 (14d12+56)
Speed
35ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 18 (+4) 3 (-4) 6 (-2) 6 (-2)

Saves
Int -1, Wis +1 Cha +1
Condition Immunities
Prone
Senses
blindsight 30 ft. (blind beyond this radius.) passive Perception 8
Languages
none
Challenge
7 (2900 XP)

Tortured. The red man has been driven mad and mindless by one hundred years of torment. It uses its agonized howling the first time it takes damage instead of waiting or an oppurtune moment to do so.

Actions

Multiattack. The red man makes two lunging grasp attacks. It can replace any number of these attacks with crushing grasp, though it may only affect a creature with crushing grasp once per turn.

Lunging Grasp. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 15 (3d6 + 4) bludgeoning damage, and the target is grappled on a hit.

Crushing Grasp. One creature grappled by the red man makes a DC 15 strength saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much on a successful save.

Reactions

Agonized Howling. When the red man takes damage it lets out a low drawn out howl of pain. each creature within 30 ft. of it must make a DC 15 wisdom saving throw. On a failed save they take 9 (2d6) psychic damage and are frightened until the end of their next turn. On a succesful save they are not frightened and take only half the damage.

 

 

Skin granny

huge fey (Shapechanger), chaotic evil


Armor Class
15 (natural armor)
Hit Points
168 (16d12+64)
Speed
50ft.

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 18 (+4) 15 (+2) 17 (+3) 16 (+3)

Saving throws
int +6, Wis + 7
Damage resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
Charmed, Frightened, Poisoned, Incapacitated, unconcious
Senses
darkvision 120 ft., passive Perception 13
Languages
Sylvan
Challenge
12 (8,400 XP)

Legendary Resistance (1/Day). If the skin granny fails a saving throw, it can choose to succeed instead.

Magic Resistance. The skin granny has advantage on saving throws against spells and other magical effects.

Shapechanger. The skin granny can transform between her true form, and that of a harmless humanoid (typically an old woman) sitting at a loom as a bonus action. this humanoid form can be that of any creature whose face the skin granny has removed.

Stable. The skin granny has advantage on saving throws and ability checks against any effect that would knock her prone or forcibly move her.

Flammable. If the skingranny takes fire damage her wooden frame ignites. While aflame she takes 5 (1d10) fire damage at the start of its turns. She can douse the flames using an action.

Coinflip. The Skin granny starts combat without Face Rip being charged. At the end of the Skin granny’s turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Face Rip recharges

Actions

Multiattack. 4 sewing needles, and 2 kicks. The skin granny can replace 2 attacks with Pull the Threads

Kick. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 7 (1d4 + 6) bludgeoning damage

Sewing Needles. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit 7 (1d4 + 6) piercing damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or begin bleeding (DC 18, 1d4) While bleeding in this way, any hit points the creature recovers are reduced to 1.

Pull the Threads A creature within 120ft. of the Skin Granny must make a DC 18 strength saving throw as the skin granny loops thread around them and pulls. On a failed save the creature is pulled 30 ft. towards the Skin Granny and takes 10 (3d6) slashing damage and is grappled (escape DC 18) and restrained until this grapple ends.

Face Rip (Recharge: Coinflip). The skin granny attempts to snatch up a creature within 15 ft. of herself. The creature must make a DC 18 Strength saving throw. On a failed save the creatures face is torn off and worn by the skin granny. The creature is reduced to zero hit points and immeditely gains a failed death save. Each creature within 60 ft, who could see the creature lose their face must make a DC 16 Wisdom saving throw, being frightened on a failed save. A creature may repeat this save at the end of their turn ending the effect on a success

 

 

White angel

Medium monstrosity, neutral evil


Armor Class
20 (natural armor)
Hit Points
130 (20d8+40)
Speed
45ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 14 (+2) 15 (+2) 18 (+4) 16 (+3)

Saving throws
Int +6, Wis +8
Damage Vulnarabilities
Damage from critical hits.
Condition Immunities
Incapacitated, unconcious
Senses
darkvision 60 ft., passive Perception 14
Languages
understands common but does not speak
Challenge
9 (5,000 XP)

Legendary Resistance (1/Day). If the white angel fails a saving throw, it can choose to succeed instead.

Exposed heart. The white angel has vulnaribility to damage taken by critical hits, and has disadvantage on stealth checks, as its heartbeat cannot be masked or slowed.

Avoidance. If the White angel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Wings of Death When the white angel falls and isn’t incapacitated it takes no fall damage, and when it falls 10 ft. or more it can move up to 2 feet horizontally for every 1 foot it descends.

Coinflip. The White angel starts combat without Helmsplitter being charged. At the end of the White angel’s turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Helmsplitter recharges.

Actions

Multiattack. The white angel makes two wing slash attacks. It can replace one of these atacks with blade dance.

Wing Slash. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 10 (1d10 + 5) slashing damage and the target must make a DC 10 constitution saving throw, on a failed save the creature suffers an arm injury

Blade dance. Every creature within 5 ft. of the white angel must make a DC 16 Dexterity saving throw or take 7 (2d6) slashing damage on a failure or half as much on a success.

Helmsplitter (Recharge: Coinflip). The white angel leaps upon a creature within 5 ft. of itself, and swings its blade down upon their skull. The creature must make a DC 16 Dexterity saving throw. If it fails, it drops to 0 hit points. If it succeeds, it instead takes 55 (10d10) slashing damage.

Reactions

Uncanny dodge. When an attacker that the White Angel can see hits it with an attack, it can its your reaction to halve the attack’s damage, unless the attack is a critical hit.

Legendary Actions (3 actions)

Wing Slash. The angel makes a wing slash attack

Blade dance (2 Actions). The angel uses blade dance

Impossible Speed (2 Actions). The angel moves up to its speed. opportunity attacks have disadvantage against the white angel during this move

homebrew mug

 

 

Moonless guard

Medium monstrosity, Chaotic evil


Armor Class
12 (unarmored)
Hit Points
127 (15d8+60)
Speed
30ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 6 (-2) 18 (+4) 8 (-1)

Skills
Athletics +7, perception +7, survival +7, stealth +5
Senses
darkvision 120 ft., passive Perception 17
Languages
npne
Challenge
5 (1,800 XP)

Brute. A melee weapon deals one extra die of its damage when the Moonless guard hits with it (included in the attack).

Coinflip. The Moonless guard starts combat without Devour being charged. At the end of the Moonless guards turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Devour recharges.

Keen Hearing and Smell. The Moonless guard has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The moonless guard has advantage on an attack roll against a creature if at least one of the moonless guard’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Aggressive. As a bonus action, the moonless guard can move up to its speed toward a hostile creature that it can see.

Dual Mind. The moonless guard has advantage on Wisdom saving throws.

Actions

Multiattack. The moonless guard makes two attacks, one of which can be a gnashing teeth attack

Meat Cleaver. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) slashing damage and the target must make a DC 14 constitution saving throw, on a failed save the creature suffers an arm injury

Gnashing teeth. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 17 (2d12 + 4) piercing damage. on a hit the target must make a DC 15 strength saving throw or be grappled (escape DC 15) by the moonless guard. while grappled in this way the target is also restrained, and the moonless guard cannot make gnashing teeth attacks against another creature

Devour. (Recharge: Coinflip). The Moonless guard moves up to its speed and makes three Gnashing teeth attacks against a single creature.

 

 

Lizardmage

huge monstrosity, chaotic neutral


Armor Class
17 (natural armor)
Hit Points
115 (10d12+50)
Speed
40ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 20 (+5) 16 (+3) 16 (+3) 21 (+5)

Damage Resistanceses
fire, psychic
Saves
Str +8, Int +6, Wis +6, Cha +8.
Skills
Arcana +6, Religion +6, Intimidation +11, Performance +8, Survival +6, Perception +6,
Senses
darkvision 120 ft., passive Perception 16
Languages
Common, lizardman, Deep speech
Challenge
8 (3,900 XP)

Dual Mind. The Lizardmage has advantage on Wisdom saving throws.

Spellcasting. The Lizardmage is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following spells:

  • Cantrips: Firebolt (3d10), Infestation (3d6), Word of Radiance (3d6)
  • At Will: Dispel Magic
  • 1st-3rd level (3 3rd-level slots): Aura of Vitality, Blinding Smite, Cause Fear (3 targets), Cure Wounds (3d8+5), Daylight, Hurting (7d6), Hunger of Hadar, Locust Swarm (2d6), Pheremones, Web, Wither and Bloom (3d6)

Actions

Multiattack. The lizardmage casts a spell, and makes one attack.

Stone Greatclub. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 19 (4d6 + 5) bludgeoning damage

Low Sweep. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 12 (2d6 + 5) bludgeoning damage. The target must succeed on a DC 16 dexterity saving throw or be knocked prone.

Tail Slam. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 14 (2d8 + 5) bludgeoning damage.

Reactions

Riposte. In response to being missed by a melee attack, the lizardmage can make one stone greatclub or low sweep attack with advantage against the attacker.

 

 

molded

medium monstrosity, unligned


Armor Class
10 (unarmored)
Hit Points
75 (10d8+30)
Speed
25ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 6 (-3) 7 (-2) 9 (-1)

Condition Immunities
Poisoned
Damage Immunities
Poison
Senses
blindsight 60 ft., blind beynd this radius, passive Perception 8
Languages
none
Challenge
1 (200 XP)

Sulfurous Reek. Any creature other than a molded that starts its turn within 5 feet of the molded must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all molded for 1 hour.

Vacating Vapors. When the molded dies, it explodes in a cloud of sulfur. Each creature within 15 feet of the molded must succeed on a DC 13 Constitution saving throw or take 4 (1d8) poison damage and be poisoned until the end of the creature’s next turn. If a creature is immune to the sulfurous reek of the molded, they automatically succeed on this save.

Actions

Blundering tackle. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) On a miss the molded falls prone

Stomach acid (Recharge 5–6). The molded sprays acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage and being poisoned until the end of the creature’s turn on a failed save, or half as much damage and not being poisoned on a successful one.

blight

Large celestial, chaotic neutral


Armor Class
15 (natural armor)
Hit Points
171 (18d10+72)
Speed
30ft., 70 ft. fly

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

Skills
Stealth +9, Survival +13. Perception +9
Condition Immunities
Blinded
Senses
blindsight 240 ft., passive Perception 19
Languages
Lizardman
Challenge
10 (5,900 XP)

Echolocation. The blight can’t use its blindsight while deafened.

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

Actions

Multiattack. The blight makes 2 wing scythe attacks and pecks

Wing scythe. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 14 (2d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or begin bleeding (DC 17, 1d10)

Peck. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 16 (2d10 + 5) Piercing damage. On a roll of 20 the blight tears off the targets head, instantly killing them.

If the target does not need a head to survive, (or the DM rightfully dislikes insta-kills) the attack instead deals an additional 33 (6d10) damage.

 

 

greater blight

Huge Celestial, chaotic neutral


Armor Class
15 (Natural armor)
Hit Points
175 (14d12+84)
Speed
50ft.

STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 22 (+6) 10 (0) 18 (+4) 16 (+3)

Saves
Str +12, Con +11, Int +5, Cha +8.
Damage Resistnces
bludgeoning, piercing, and slashing from nonmagical attacks
Skills
Survival +14. Perception +9
Condition Immunities
Blinded, Charmed, Frightened, Incapacitated, unconcious
Senses
blindsight 240 ft., passive Perception 19
Languages
Lizardman
Challenge
13 (10,000 XP)

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

Magic Resistance. The greater blight has advantage on saving throws against spells and other magical effects.

Echolocation. The blight can’t use its blindsight while deafened.

Keen smell. The blight has advantage on Wisdom (Perception) checks that rely on smell.

Trample. The first time on a turn the greater blight moves into a creatures space the creature must make a DC 20 Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away from the greater blight. If the saving throw fails, that creature is knocked prone, and the greater blight can make a stomp attack against it.

Actions

Multiattack. The greater blight roars, and then uses one of the following: Chomp, Stomp, Tail Sweep

Chomp. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 34 (4d12 + 7) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the greater blight can’t bite another target. the grappled target also cannot be hit with any of the blights other attacks.

Stomp. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) bludgeoning damage.

Tail Sweep. The greater blight swings its tail in a 15 ft. cone. Each creature within the area must make a DC 20 dexterity saving throw, taking 17 (5d6) bludgeoning damage and being knocked prone on a failed save. On a succesful save the creature takes half as much damage and is not knocked prone.

Roar. Each creature of the greater blight’s choice that is within 60 feet of it and can see or hear it must succeed on a DC 19 Wisdom saving throw or become frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the greater blight’s Roar for the next 24 hours.

 

 

Two-headed Crow Mauler

Medium Monstrosity, chaotic evil


Armor Class
17 (Naturl armor)
Hit Points
152 (16d8+80)
Speed
50ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (0) 22 (+6) 14 (+2) 15 (+2) 22 (+6)

Saves
Dex +4, int +6, Wis +6, Cha +10
Skills
Athletics +10, Perception +6
Damage Resistance
Necrotic
Condition Immunity
Charmed, Frightened, Incapacitated, unconcious
Senses
Passive Perception 16, Darkvision 120 ft.
Languages
Common, but will not speak.
Challenge
12 (8,400 XP)

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

Two Heads. The crow mauler has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. When one of the crowmauler’s heads is asleep, its other head is awake.

Siege Monster. The crow mauler deals double damage against objects and structures.

Innate Spellcasting. The Crow mauler can cast the following spells without requiring material components.

at will: Locate Creature

Actions

Multiattack. The Crow Mauler uses its empty stare, makes an arm mounted mauler attack, uses Flock of crows, and then pecks twice.

Arm Mounted Mauler. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 34 (8d6 + 6) bludgeoning damage and the target must make a DC 18 Con save or have its ribs broken as well as have it’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Peck. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 12 (1d10 + 6) Piercing damage. On a roll of 19 or 20 the crow mauler tears off the targets head, instantly killing them.

If the target does not need a head to survive, (or the DM rightfully dislikes insta-kills) the attack instead deals an additional 33 (6d10) damage.

Flock of Crows. A swarm of crows descends upon a single creature within 30 ft. of the crow mauler. It must make a DC 18 Dex save, taking 11 (3d6) piercing damage on a failed save, and must then make a DC 18 Con save or lose an eye, unless it is wearing platemail.

On a succesful dex save a creature takes only half the damage and does not need to make the con save.

Empty Stare. Two creatures within 60 ft. of the crow mauler must make a DC 18 Wis save or be frightened of the crow mauler until the end of their next turn.

Reactions

Unflinching Horror When the crow mauler is hit with a weapon attack it may reduce the damage taken by 12 (1d12+6)

homebrew mug

 

 

Abominable Enki

Medium Monstrosity, neutral evil


Armor Class
13 (Mage armor)
Hit Points
153 (18d8+72)
Speed
40ft.

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

Saves.
Con +7, Int +6, Wis +7, Cha +7
Skills
Religion +7, Arcana +7
Senses
passive Perception 14
Languages
Common but cannot speak, vermin
Challenge
8 (3,900 XP)

Two Heads. The Abominable Marriage has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. When one of the Abominable Marriage’s heads is asleep, its other head is awake.

Malformed Arm. The Abominable Marriage has a single massive arm. Athletics checks made using this arm have advantage, and the marriage may wield Two handed weapons with only this hand.

Mastery over insects. The marriage can understand insects as if under the spell “speak with animals”. Insects will not attack the marriage unless attacked by him first.

Spellcasting. The marriage is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following spells:

  • At Will: Dispel Magic, Mage armor

  • (1/Long rest): Create Undead (as an action)

  • 1st-5th level (3 5th-level slots): Burning hands (7d6), Hurting (9d6), Locust Swarm (4d6), Vampiric Touch, Pheremones, Mass cure wounds, blood golem

Actions

Multiattack. The Abominable Marriage makes a greatsword attack, and casts a spell. If vampiric touch is active the Marriage may replace the greatsword attack with the action granted by vampiric touch.

Cursed Greatsword. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 16 (3d6) + 5 Magical slashing damage + 7 (2d6) Force damage

Malformed Fist. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 14 (2d8)+5 bludgeoning damage

That’s not a greatsword!

i am aware, player marriage cant use hatchets, frankly it’s wierd Miro gave enki a hatchet. if for some reason you dont want enki to have a badass greatsword, give him this. his CR changes to 7 (2,900 XP)

Hatchet. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 12 (2d6) + 5 slashing damage.

homebrew mug

 

 

Lady of the Moon

Medium aberation, chaotic neutral


Armor Class
13 (natural armor)
Hit Points
104 (28d6+56)
Speed
5ft., 40 ft. Fly(hover)

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

Saves
Int +7, Wis +7,Cha +8
Damage resistances
radiant
Condition Immunities
prone, poisoned, blindness, Incapacitated, unconcious
Senses
darkvision 120 ft., blindsight 120., passive Perception 13
Languages
understands common, but cannot speak., Telepathy 120 ft.
Challenge
10 (5,900 XP)

Magic Resistance. The lady of the moon has advantage on saving throws against spells and other magical effects.

Inscrutable. any attempts to read the Lady of the Moon’s mind are met with failure.

Mindreader. The Lady of the Moon has Detect Thoughts (DC 16) active at all times. if she is effected by dispel magic this trait is suppressed for one minute. Additionally she knows when a creature is attemptin to read her mind.

Favored of Rher. The Lady of the Moon can maintain concentration on two different spells at the same time. she makes separate saves to maintain concentration on his spells.

Innate Spellcasting. The Lady of the Moon’s innate spellcasting ability is Charisma (spell save DC 16, +8 hit). she can cast the following spells without requiring material components.

  • At will: Crown of Madness, Moonbeam, Lesser restoration, color spray, blindness/deafness, dispel magic, remove curse, death ward
  • 1/day each: Sickening Radiance, Melf’s Minute Meteors, Mass Heal, confusion, hallucinatory terrain, mislead, hold monster, regenerate

Actions

Multiattack The lady of the moon makes two Touch of madness attacks.

Touch of madness. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 11 (2d10) Psychic damage and the target must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see “Madness” in chapter 8 of the Dungeon Master’s Guide). The effect lasts 10 minutes.

homebrew mug

homebrew mug

 

 

Variant

I decided to make the spectre immune to non magic weapons like he is in game, if you aren’t a fan, replace his immunity to bludgeoning, piercing, and slashing with:

Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks

This does not change the spectre’s CR

Assassin spectre

Medium undead, Lawful neutral


Armor Class
14 (unarmored)
Hit Points
54 (12d8+0)
Speed
0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 19 (+4) 10 (+0) 10 (+0) 17 (+3) 17 (+3)

Saves
Wis +5
Damage Immunities
cold, necrotic, poison, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
bleeding, charmed, exhaustion, frightened, grappled, injuries, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft., passive Perception 13
Languages
Those it knew in life
Challenge
4 (1,100 XP)

Blade Tracker. The spectre knows the distance to and direction of the eastern sword, even if the blade and the spectre are on different planes of existence.

Vengeful Owner. The spectre has advantage on attack rolls targeting a creature who holds the eastern sword

Assassin. The spectre deals an extra 4 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll.

Ethereal Sight. The Spectre can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The spectre can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Katana. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage and the target must make a DC 14 Constitution saving throw or suffer an arm injury

Iai. The spectre readies its blade. the first time a creature moves within 5 ft. of the spectre before the start of its next turn it makes a katana attack against it with advantage.

Serpentine slash. The assasin spectre moves up to half it’s speed without provoking opportunity attacks. Each creature of its choice that the spectre moves within 5 ft. of during the move must make a DC 14 dexterity saving throw or take 6 (1d12) slashing damage and suffer a leg injury.

Reactions

Parry. The spectre adds 2 to its AC against one melee attack that would hit it. To do so, the spectre must see the attacker.

homebrew mug

 

 

Bloody Man

Medium undead, chaotic evil


Armor Class
14 (natural armor)
Hit Points
67(15d8+0)
Speed
35ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 10 (0) 3 (-4) 6 (-2) 5 (-3)

Saving throws
Wis +0
Damage resistances
Necrotic
Damage Immunities
Poison
Condition Immunities
Charmed, Exhausted, Poisoned,
Senses
darkvision 120 ft., passive Perception 8
Languages
all languages it knew in life
Challenge
2 (700 XP)

Undead Fortitude.. If damage reduces the bloody man to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Loathsome Limbs. Whenever the Bloody Man takes at least 10 slashing damage at one time, roll a d20 to determine what else happens to it: 1–10: Nothing else happens.

11–14: One leg is severed from the Bloody Man if it has any legs left.

15–18: One arm is severed from the Bloody Man if it has any arms left. Each time the troll loses an arm, it loses a claw attack.

19–20: The Bloody Man is decapitated. If its head is severed, the Bloody Man loses its nasty bite attack and its body is blinded.

The Bloody Man’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can’t benefit from bonuses to speed.

Stench. Any creature that starts its turn within 5 feet of the loody Man must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the loody Man’s Stench for 24 hours.

Actions

Multiattack. The bloody man uses empty stare, and then makes two claw attacks, and one nasty bite attack

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution saving throw or contract Sewer plague, with symptoms appearing in an hour.

Nasty Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution saving throw or contract Sewer plague, with symptoms appearing in an hour.

Empty Stare. A single creature within 60 ft. of the Bloody Man must make a DC 10 Wisdom save or be frightened of the Bloody Man until the end of the creature’s next turn.

homebrew mug

 

 

Miscellaneous Creatures

These monsters arent distinct enough to bother with a full statblock. instead i’ll point to existing monsters for use and adding traits to them as appropriate.

Miner

Ghost (MM p.147) only have it use horrifying visage, add 3d6 necrotic damage to horrifying visage

Skeletons and Ghouls

Skeleton (MM p.272) zombie (MM p.316)

Add Loathsome Limbs. Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:

1–8: One leg is severed from the zombie if it has any legs left.

9–16: One arm is severed from the zombie if it has any arms left.

17–20: The zombie is decapitated.

The zombie’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm it has disadvanatage on attack rolls, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can’t benefit from bonuses to speed.

Also add this “The target must make a DC 12 cosntitution saving throw or contract Sewer plague, with symptoms appearing in an hour. .” to the zombie’s slam attack

jaggedjaw

Mastiff (MM p.332) or

Add

Aggressive. As a bonus action, the jaggedjaw can move up to its speed toward a hostile creature it can see.

And

Warhound. Animal handling checks made to calm the jaggedjaw are made at disadvantage, unless they are made by Francois.

This does not change their total CR, though their offensive CR does raise from 1/4 to 1/2. If Mastiffs are too weak for you, a wolf might be a better option. Adding the above traits to a wolf bumps it up to CR 1 on paper, but it’ll have pitiful defenses. you might want to increase their HP a bit if you decide to modify a wolf

cave spider

Tiny beast, chaotic evil


Armor Class
13 (natural armor)
Hit Points
1 (1d4-1)
Speed
20ft., climb 20ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 8 (-1) 14 (+2) 17 (+3) 10 (0)

Condition immunities
Frightened
Saves
dex +5
Skills
Stealth +5
Senses
darkvision 30 ft., passive Perception 13
Languages
vermin
Challenge
1/2 (100 XP)

Spider climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web walker. The spider ignores movement restrictions caused by webbing.

Defiant Giant killer. The cave spider deals an adiitional point of damage to a creature for every size category larger it is than the spider. It deals an additinal point of damage to anyone who speaks vermin.

Lucky. When the spider rolls a 1 on any d20 roll, it may reroll the die, thugh it must use the new roll.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage on a failed save, or half as much on a success.

Credit

The cave spider was made by Goober145 on the F&H Discord, placed here with his permission.

 

 

Animated Penance armor

Condemned to complete their duty. Years ago, a handful of Penance Knights were sent into the dungeons of Fear & Hunger to perform extremely dangerous missions on behalf of the Vatican, with the promise of redemption for their sins before death. However, the dungeons got the better of them, breaking their minds, as they bled out in the darkness. In their final moments, knowing their failure would cause them eternal suffering, they begged Alll-Mer to be allowed to stay even after death, in order to finish what they had to. We don’t know what entity heard their prayers, but only the armor remains, wandering the corridors, as if alive. Inside it, only stains of dried blood and rust. What’s left are empty shells relentlessly searching for someone to pass their burden to: complete the final mission they were unable to execute. And they will convince you to do it, at all costs.

DM option: finishing the knight’s final mission

This option might be especially appreciated by highly roleplay-oriented tables.

When a player gets forced by the animated penance armor to wear it, you can pose a different condition to remove it:

When the player completes the mission that was assigned to the penance knight whose soul is possessing the armor, it imediately doffs itself, and the knight’s soul is liberated.

The mission can be anything you need for the purpose of your campaign. You can even try to work out something interesting with the player. In this table you can find some inspirations for what the penance knight’s mission was about:

D8 | REDEMPTION MISSION
Die Result Request F&H related examples
1 find a lost treasure King’s crown
2 defeat a certain monster and collect his soul in a Soul stone Salmonsnake soul
3 recovering an ancient relic Cube of the Depths
4 Find an forgotten tome and deliver it to the Vatican Instructions of Rebirth
5 Retrieve a legendary weapon Blue Sin/Miasma
6 Find someone and bring them to safety Le’Garde/Jeanne
7 Reach the tomb of a god, pray for your sins, then collect a piece of his body Alll-Mer
8 Ask the Old Gods a certain question

Even if the object of the mission isn’t taken directly to the Vatican, the mission is considered completed when the player gets out of the dungeons with it. As a gift, you can say that Alll-Mer allows the player to keep anything that was related to the quest.

Possessed Penance Armor

Medium Undead, lawful evil


Armor Class
18 (platemail)
Hit Points
33 (6d8+6)
Speed
25ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 13 (+1) 8 (-1) 18 (+4) 16 (+3)

Damage Resistances
Slashing, Piercing
Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
blindsight 60 ft. (blind beyond this radius), passive Perception 14
Languages
understands the languages it knew in life, but cannot speak
Challenge
2 (450 XP)

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of penance armor.

Coinflip. The penance armor starts combat without Forced Donning charged. At the end of the penance armor ’s turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Forced Donning recharges.

Actions

Multiattack. The armor makes two melee attacks.

Mailed Fist. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d8 + 3) bludgeoning damage.

Forced Donning (Recharge: Coinflip). The penance armor hurls itself at a creature within 5 ft. of itself. The creature must make a DC 13 dexterity saving throw, taking 13 (2d12) piercing damage, and being restrained on a failed save, as the armor attempts to engulf them.

Iron Maiden. The penance armor attempts to snap shut on a creature it has restrained. The target must make a DC 13 Strength saving throw or take 14 (4d6) piercing damage and be forcibly equipped with penance armor.

 

 

Gluttonous

Undead slaves of their insatiable hunger. Sometimes it can happen that someone that goes into the dungeons and inevitably starts feeling the hunger rising, is not able to find food. They start to starve, they get skinny, and then their minds reach a critical point too. When someone has nearly starved to death but their sanity is already drained, it can happen that they start to rip their own flesh and eat it, instead of letting themselves die. Due to the obscure forces of the dungeon, they become unable to feel pain and are forced to keep on living, even when they’ve eaten the last piece of their own flesh they could. All that is left is their eyes, some of the muscle and their digestive organs, corrupted and withered, which will never satisfy the only thing they feel and live for now: Eating. They will eat anything they can, even their loved ones

Lethal predators of the living. Gluttonous resemble humanoid skeletons covered in drained blood, flaps of rotting muscle, with withered organs and veins. They are cannibals, but they can also feed on any kind of flesh or meat, and they have developed huge claws and supernatural speed due to their low weight. combined with their honed ability to hide - they are something to be aware off. But the real danger lays in their bites. Apparently, their saliva carries a disease that raises the victims’ hunger and causes them to feel the need to eat their own flesh.

Gluttonous usually prey in packs of at least 3 members, so that in case they can at least devour their own fallen.

Gluttonous

medium monstrosity, chaotic evil


Armor Class
14 (Natural armor)
Hit Points
22 (5d8)
Speed
35ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+4) 10 (0) 10 (0) 14 (+2) 4 (-3)

Skills
Stealth +6,
Damage resistances
radiant
Damage vulnerabilities
Condition Immunities
poisoned, exhaustion
Senses
darkvision 120 ft., passive Perception 12
Languages
common
Challenge
1 (200 XP)

Corpse Camoflauge. While the Gluttonous remains motionless, it is indistinguishable from a normal corpse.

Starving. When the Gluttonous sees a creature fall prone it must immediately use its reaction

Keen Senses. The Gluttonous has advantage on perception checks relying on smell.

Pounce. If the Gluttonous moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

Thirst for Flesh. The gluttonous is driven by its insatiable hunger for flesh,and has a weak spot for crude flesh, such as raw or rotten meat, or pieces of a corpse (limbs, etc.). If the Gluttonous starts its turn within 30 ft. of such meat it must make a DC 10 Charisma saving throw or be compelled to move towards, and use its action to devour the meat.

Gluttonous Curse. A creature who has contracted sewer plague from the Gluttonous is also cursed. At the end of each short or long rest it must make a DC 14 Charisma saving throw. On a failed save a creature instinctively gnaws upon its own flesh, reducing their constitution by 1d4-1. Additionally the creature ignores any penalties of sewer plague until their next short ot long rest. If a creatures Constitution score reaches 0 while cursed, they become a gluttonous at the end of their next long rest. If a creature dies as a result of the sewer plague, thier corpse rises as a gluttonous 8 hours later.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) slashing damage

Feed. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d4 + 4) piercing damage and the creature must make a DC 14 Constitution saving throw or contract sewer plague, and the Gluttonous regains hit points equal to the damage dealt.

Reaction

Feeding Frenzy. As a reaction to a creature falling prone the Gluttonous moves up to its speed and makes a feed attack. Opportunity attacks made during this movement are made with disadvantage.

Animated Penance Armor & Gluttonous Credit

Concept, Lore, & Quest table: u/DungeonStromae

Statblock: u/DungeonStromae & u/Chagdoo

 

 

Summoner encounter difficulty

It’s been pointed out that CR is misleading when it comes to summoners. In an attempt to give a better idea of how tough an encounter with summoners might be i’m adding what encounter difficulty a summoner will be assuming they get to summon all their minions once.

I’ll be assuming a party of 4, and a party level equal to the CR. I’ll also include the total XP so you can quickly check it against parties of other levels and sizes.

Old Knight : Deadly 6150 modified XP,

Cavemother: Deadly 3000 modified XP, Assuming 4 cavegnomes come to aid the Cavemother, and they benefit from Mothers Presence.

Black Witch: Hard 9150 modified XP, assuming that the witch is pre-casting blood golem.

Uterus: Hard 1200 modified XP