___
> ## Missile Creep
>*Medium humanoid, any non-lawful and non-good*
> ___
> - **Armor Class** 13 (leather armour)
> - **Hit Points** 27 (6d8)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|15 (+2)|10 (+0)|16 (+)|10 (+0)|12 (+1)|
>___
> - **Skills** Stealth +7, Arcana +8, Acrobatics +5, Sleight of Hand +5
> - **Senses** passive Perception 10
> - **Languages** Common, one other language
> - **Challenge** 4 (1100 XP)
> ___
> ***Cunning Action*** On each of its turns, the missile creep can use a bonus action to take the Dash, Diengage, or Hide Action. It also can use and manipulate mage hand with this bonus action. 

>  ***Sneak Attack (1/Turn)*** The missile creep deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the missile creep that isn't incapacitated and the missile creep doesn't have disadvantage on the attack roll.

> ***Limited Spellcasting*** The missile creep has a number of spells it can cast per day. It's spellcasting ability is Intelligence (spell save 14, +6 to hit with spell attacks). The missile creep can cast the following spells:

> Cantrips (at will): mage hand, minor illusion, booming blade 

> 1st level (4 slots): magic missile, disguise self, silent image, sleep

> ### Actions
> ***Shortsword*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage. If the missile creep chooses to cast *booming blade* with this attack, if the attack successfully hits, then the creature takes an additional 10 (2d8) thunder damage if it willing moves on it's next turn.

> ***Pistol*** *Ranged Weapon Attack:* +5 to hit, range 30ft/90 ft., one target. *Hit* 8 (1d10 + 2) bludgeoning damage.

___
> ## Missile Scoundrel
>*Medium humanoid, any non-lawful and non-good*
> ___
> - **Armor Class** 15 (studded leather armour)
> - **Hit Points** 36 (9d8)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|16 (+3)|10 (+0)|18 (+4)|12 (+1)|14 (+2)|
>___
> - **Skills** Stealth +9, Arcana +12, Acrobatics +6, Sleight of Hand +6, Perception +7
> - **Senses** passive Perception 17
> - **Languages** Common, two other languages
> - **Challenge** 7 (2,900 XP)
> ___
> ***Cunning Action*** On each of its turns, the missile scoundrel can use a bonus action to take the Dash, Diengage, or Hide Action. It also can use and manipulate mage hand with this bonus action. 

>  ***Sneak Attack (1/Turn)*** The missile scoundrel deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the missile scoundrel that isn't incapacitated and the missile scoundrel doesn't have disadvantage on the attack roll. 

> ***Hidden Casting*** If the missile scoundrel targets a creature with a spell while that creature is unaware of the missile scoundrel, it has disadvantage on the saving throw against the spell.

> ***Limited Spellcasting*** The missile scoundrel has a number of spells it can cast per day. It's spellcasting ability is Intelligence (spell save 16, +8 to hit with spell attacks). The missile scoundrel can cast the following spells:

> Cantrips (at will): mage hand, minor illusion, booming blade, firebolt

> 1st level (4 slots): magic missile, disguise self, silent image, sleep

> 2nd level (3 slots): invisibility, knock, hold person

> ### Actions
> ***Shortsword*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 3) piercing damage. If the missile scoundrel chooses to cast *booming blade* with this attack, if the attack successfully hits, then the creature takes an additional 10 (2d8) thunder damage if it willing moves on it's next turn.

> ***Pistol*** *Ranged Weapon Attack:* +7 to hit, range 30ft/90 ft., one target. *Hit* 9 (1d10 + 3) bludgeoning damage.

\page

___
> ## Vermarda Dai-Ka
>*Medium Humanoid (Elf or Half-elf), Any lawful*
> ___
> - **Armor Class** 14 (studded leather)
> - **Hit Points** 30 (5d8 + 10)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|14 (+2)|10 (+0)|13 (+1)|10 (+0)|
>___
> - **Condition Immunities** sleep
> - **Senses** darkvision 60ft., passive Perception 11
> - **Languages** Common, Elven, two additional languages
> - **Challenge** 3 (450 XP)
> ___
>**Dai-Ka Stance** As a bonus action, the Dai-ka lowers into a prepared strike. When an opponent attempts to make an attack against the Dai-ka while in this stance, the Dai-ka can immediately move up to their movement towards the creature and make one weapon attack. This movement does not provoke attacks of opportunity. This attack can only be made once per round.

>**Innate Spellcasting** The Dai-ka may cast the following cleric spells as innate spellcasting. Their spell modifier is wisdom. Their DC for these spells is 11, and their attack bonus is +3

>**At will:** *guidance*, *sacred flame*

>**2/day:** *guiding bolt*, *inflict wounds*
> ### Actions
> ***Greatsword*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) 

```
```
___
> ## Vermarda Yel-dre
>*Medium Humanoid (Elf or Half-elf), Any lawful*
> ___
> - **Armor Class** 14 (studded leather)
> - **Hit Points** 25 (5d8 + 5)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|12 (+2)|10 (+0)|16 (+3)|12 (+1)|
>___
> - **Condition Immunities** sleep
> - **Senses** darkvision 60ft., passive Perception 13
> - **Languages** Common, Elven, two additional languages
> - **Challenge** 4 (1100 XP)
> ___
>**Faith in Blood** So long as an allied creature within 30ft. of the Yel-dre is below it's maximum hit points, the Yel-dre gains advantage on concentration checks.
>
>**Blood Debt** While under the effects of *warding bond*, any damage the Yel-dre would receive from *warding bond* occurs only when the spell ends. This damage cannot be mitigated, and if the spell ends early, the damage is dealt immediately. This spell otherwise functions as normal.
>
>**Spellcasting** The Yel-dre is a 5th-level spellcaster. Their spell modifier is Wisdom. Their DC for these spells is 13, and their attack bonus is +5

>At will *guidance*, *sacred flame*, *thaumaturgy*

>1st level (4 slots): *guiding bolt*, *inflict wounds*, *command*, *cure wounds*
>
>2nd level (3 slots): *warding bond*, *spiritual weapon*
>
>3rd level (2 slots): *dispel magic*, *revivfy* (has components for one use)
> ### Actions
> ***Longsword*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 5 (1d8)

\page

___
> ## Red Devil's Agent
>*Medium humanoid (usually human), lawful evil*
> ___
> - **Armor Class** 15 (chainmail)
> - **Hit Points** 22 (4d8 + 4)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|10 (+0)|12 (+1)|14 (+2)|10 (+0)|14 (+2)|
>___
> - **Skills** Perception +2, Deception +4
> - **Senses** passive Perception 12
> - **Languages** Kalagiri, one other language
> - **Challenge** 3 (450 XP)
> ___
>**Under Geas** The agent is under the effects of a *geas* spell, and cannot willingly betray it's superiors in any way, nor is it capable of giving away information without taking 5d10 psychic damage immediately. This *geas* cannot be circumvented through clever wording. It activates purely on the intention of the agent's actions, and so the agent cannot give away information in a roundabout way, nor can it harm its superiors through negliance.
> ### Actions
> ***Multiattack*** The agent can make two attacks with either it's longsword or shortsword, and one additional attack as a bonus action.
>
> ***Longsword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 3) slashing damage
>
> ***Shortsword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d6+ 3) piercing damage
>
> ### Bonus Actions
> ***Rope Repel.*** The agent, if there is a ledge, cliff, hole or sheer drop within reach, can attach a grappling hook to the edge of the drop and immediately safely repel 50 feet down the ropes length. This does not cause the agent to take falling damage, but this uses up the agent's movement. 

___
> ## Red Devil's Enforcer
>*Medium humanoid (usually human), lawful evil*
> ___
> - **Armor Class** 21 (full plate and tower shield)
> - **Hit Points** 67 (9d8 + 3)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|10 (+0)|16 (+3)|10 (+0)|10 (+0)|14 (+2)|
>___
> - **Skills** Perception +4, Deception +6
> - **Senses** passive Perception 14
> - **Languages** Kalagiri, one other language
> - **Challenge** 7 (2,900 XP)
> ___
>**Under Geas** The enforcer is under the effects of a *geas* spell, and cannot willingly betray it's superiors in any way, nor is it capable of giving away information without taking 5d10 psychic damage immediately. This *geas* cannot be circumvented through clever wording. It activates purely on the intention of the enforcer's actions, and so the enforcer cannot give away information in a roundabout way, nor can it harm its superiors through negliance.
> ### Actions
> ***Multiattack*** The Enforcer makes two longsword attacks.
>
> ***Kukri*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 8 (1d6 + 4) slashing damage 

\page

___
> ## Heml Maximillian
>*Medium Humanoid (human), lawful evil*
> ___
> - **Armor Class** 15
> - **Hit Points** 32 (7d6 + 7)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|15 (+2)|12 (+1)|18 (+4)|14 (+2)|12 (+1)|
>___
> - **Saving Throws** Intelligence +7, Wisdom +5
> - **Skills** Arcana +7, Perception +5, History +7, Religion +7
> - **Senses** passive Perception 15
> - **Languages** Kalagiri, Trade Common, Infernal, Common Dwarven
> - **Challenge** 7 (2.900 XP)
> ___
> **Spellcasting** Heml Maximillian is a 7th-level spellcaster. His spell modifier is Intelligence. His DC for these spells is 15, and their attack bonus is +7

>At will *prestidigitation*, *mage hand*, *light*, *ray of frost*

>1st level (4 slots): *false life*, *mage hand*, *shield*
>
>2nd level (3 slots): *mirror image*, *enlarge/reduce*
>
>3rd level (2 slots): *counterspell*, *stinking cloud* 
>
>4th level (1 slot): *banishment*, *dimension door* (will use to escape)
> ### Actions
> ***Quarterstaff.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 4 (1d6) bludgeoning damage 

\page

___
___
> ## Gambling Devil (Magadaz)
>*Medium fiend, lawful evil*
> ___
> - **Armor Class** 14 (natural armor)
> - **Hit Points** 66 (12d8 + 12)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|12 (+1)|15 (+2)|10 (+0)|20 (+5)|
>___
> - **Saving Throws** Intelligence +6, Wisdom +4, Charisma +9
> - **Skills** Deception +9, Insight +4, Perception +4, Sleight of Hand +6
> - **Damage Resistances** cold; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
> - **Damage Immunities** fire, poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 120ft., passive perception 14
> - **Languages** Infernal, Common, telepathy 120ft.
> - **Challenge** 4 (1,100 XP)
> ___
> ***Conjure Gold*** A magadaz can conjure forth gold into their hand, either in a pouch or loose in their palm. This gold can be any quantity, to a maximum of 1000 gold coins every 1d4 days after the magadaz first conjures this gold. If this gold is used by a creature other than the magadaz to pay for any goods or services, or used in a game of chance, the magadaz becomes aware of the transaction. The magadaz can then teleport or plane shift anytime within the next year and appear within 30 feet of the creature that spent the gold. It is aware of where it would teleport or plane shift to and everything within 120 feet of the space before it enters the space. In addition, the creature that spent this gold has disadvantage on saving throws against the magadaz's spells and luck aura. This is a curse effect, and can be removed with the remove curse spell, so long as it is cast with a spell slot higher than the magadaz's CR.
>
> ***Devil's Own Luck.*** When the magadaz rolls an ability check, saving throw, or attack roll, they can purposely choose to take disadvantage on the roll. If they do so, they can, on a subsequent turn, give themselves advantage on any ability check, attack roll, or saving throw they attempt. This must be used within 1 minute, and they cannot give themselves disadvantage on another roll until they have used this feature to gain advantage within that minute.
>
> ***Innate Spellcasting*** The pit fiend's spellcasting ability is Charisma (spell attack bonus +9, spell save DC 17). The magadaz can innately cast the following spells, requiring no material components, unless otherwise stated:

> *At will:* *plane shift (self only, to Material Plane or Hell Only)*, *teleport (Self and objects up to 50 pounds only)*, *magic stone (it uses coins instead of stones for this cantrip, using Conjure Gold to provide the material component)*, *thaumaturgy*
>
> *2/day:* *hex*, *darkness*, *bestow curse (5th level)*, *detect thoughts*, *invisibility*, *nystul's magic aura*
>
> ***Risk Aura*** Any creature that the magadaz chooses and that it can see within 30 feet must make a DC 15 Wisdom saving throw or become charmed by the magadaz. It becomes more amiable to making risks and agreeing to the magadaz's offers or invitations to gamble. While charmed in this way, the creature has disadvantage on all ability checks and attack rolls against the magadaz as it takes unnecessarily foolish actions to try and best the magadaz.
>
> ***Shapechanger.*** The magadaz can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size and speed, its statistics are the same in each form . Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
> ### Actions
> ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) 




#### Gambling Devil (Magadaz)

The magadaz is a servant of Mammon, Lord of Avarice and Greed. They are typically created from the souls of bookkeepers, gamblers and con-artists. They are typically found on Minauros, within the Sinking City.

\page

___
___
> ## Rockmulcher (Ankheg)
>*Gargantuan Monstrosity, unaligned*
> ___
> - **Armor Class** 17 (natural armour)
> - **Hit Points** 124 (8d20 + 48)
> - **Speed** 40ft., 20ft. burrow
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|24 (+7)|6 (-2)|18 (+4)|1 (-5)|14 (+2)|6 (-2)|
>___
> - **Senses** darkvision 120ft., tremorsense 60ft., passive Perception 12
> - **Languages** -
> - **Challenge** 10 (5,900 XP)
> ___
> 
>
> ***Legendary Resistance (3/day). *** If Rockmulcher fails a saving
throw, it can choose to succeed instead.
>
> ***Siege Monster. *** Rockmulcher deals double damage to structures.
>
> ### Actions
> ***Multiattack*** Rockmulcher can make three bite attacks.
>
> ***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 15ft., one target. *Hit*: 9 (2d10 + 7) slashing damage plus 3 (2d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
>
> ***Acid Spray (Recharge 5-6)***. The ankheg spits acid in a line that is 60 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 16 Dexterity saving throw, taking (7d6) acid damage on a failed save, or half as much damage on a successful one.
>
> ### Legendary Actions
> Rockmulcher can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Rockmulcher regains spent legendary actions at the start of its turn.
>
> ***Burrow*** Rockmulcher moves 20ft. through the earth. Where Rockmulcher emerges, all creatures within 10ft. must make a DC 16 Dexterity saving throw or take 2d6.
>
> ***Bite*** Rockmulcher makes a bite attack.
>
> ***Horrific Scream*** (Costs 3 actions) Rockmulcher releases a bellowing scream. All creatures within 60 feet of Rockmulcher must make a DC 16 Constitution saving throw or be affected by the *slow* spell until the end of  their next turn.


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