```metadata
title: Custom monsters
description: ''
tags: ''
systems: []
renderer: legacy

```

# Custom monsters











\page

___
> ## Church Grim
>*Large undead, lawful good*
> ___
> - **Armor Class** 20
> - **Hit Points** 75(1d4 + 5)
> - **Speed** 18ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+1)|3 (-3)|16 (+3)|13 (+2)|16 (+3)|13 (+2)|
>___
> - **Condition Immunities** frightened, Paralyzed, petrified, weak-kneed
> - **Senses** passive Perception 20
> - **Languages** Common, Jive
> - **Challenge** 4 (1376 XP)
> ___
> ***Sassiness.*** When questioned, this creature will talk back instead of answering.
>
> ***Fowl Appearance.*** While the creatusfekghjlabsabwkejhtfkjbhwseABFYGIUASHE
>
> ***Sassiness.*** When questioned, this creature will talk back instead of answering.
> ### Actions
> ***Team Elbow.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) 


<img src='https://i.pinimg.com/originals/6a/80/3b/6a803b1d727ac81e90cc50ecc58eb7cc.jpg' style='position:absolute;bottom:20px;right:30px;width:800px;mix-blend-mode:darken' />


\page
<img src='https://i.pinimg.com/originals/d1/bb/65/d1bb6562bc38eaccee1f4e6c669ab0ef.png' style='position:absolute;bottom:290px;right:300px;width:500px' />

<div style='margin-top:720px'> ### Mithral Dragon</div>

Mithral dragons are the most solitary of the metallic dragons, prefering to be left alone than mingle with others.

Mithral dragons have a sleek shape to their heads and bodies. They often have only a pair of horns extending off the back of their heads and a single line of spines down their necks that stops well above their shoulders. While young, mithral dragon's scales are quite soft and are gray brown in color. As the wyrmling matures, the scales grow brighter and brighter. Its wings seem almost useless being short compared to its body but they are more than strong enough to lift the surprisingly light dragon. 



```
```
___
> ## Ancient Mithral Dragon
>*Gargantuan dragon, neutral good*
> ___
> - **Armor Class** 23
> - **Hit Points** 444(24d20 + 192)
> - **Speed** 40ft., burrow 40 ft.,fly 80ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|29 (+9)|12 (+1)|27 (+8)|17 (+3)|19 (+4)|22 (+6)|
>___
> - **Saving throws** Dex +8, Con +15, Wis + 11, Cha +13
> - **Skills** Perception +18, Stealth +15
> - **Damage Immunities** thunder
> - **Condition Immunities** deafened
> - **Senses** blindsight 60ft., darkvision 120 ft., tremorsense 120 ft., passive Perception 28
> - **Languages** Common, Draconic
> - **Challenge** 23 (8271 XP)
> ___
> ***Sound Absorbtion.*** The dragon's scales absorb noise. Perception checks to detect the dragon based on sound automatically fail. The dragon also can't be detected by tremorsense.
>
> ***Legendary Resistance (3/Day).*** If the Dragon fails a saving throw, it can choose to succeed instead.
> ### Actions
> ***Multiattack.*** The Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
>
>***Bite.*** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
>
> ***Claw.*** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
>
> ***Tail.*** Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
>
> ***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the Dragon and aware of it must 
>succeed on a DC 20 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 dragon's Frightful Presence for the next 24 hours.
>
> ***Breath Weapons (Recharge 5-6).*** The Dragon uses one of the following Breath Weapons.
>
> ***Thunder Breath.*** The Dragon exhales a blast of thunder in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 85 (19d8) thunder damage on a failed save, or half as much damage on a successful one.
>

\page

___
> ***Disorienting Pulse.*** The Dragon releases subsonic frequency vibrations in a 30-foot cone. Each creature in that area must succeed on a DC 23 Constituition saving throw. On a failed save, the creature is stunned for 1 minute. The creature may repeat the save at the end of each of its turns ending the effect on a success. In addition creatures that failed the saving throw have disadvantage on perception and investigation checks until they finish a short or long rest.
>
> ***Change Shape.*** The Dragon magically polymorphs into a Humanoid or beast that has a Challenge Rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
>
> In a new form, the Dragon retains its Alignment, Hit Points, Hit Dice, ability to speak, Proficiencies, Legendary Resistance, Lair Actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its Statistics and capabilities are otherwise replaced by those of the new form, except any Class Features or legendary Actions of that form.
>
> ### Legendary Actions
>
>Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
> 
> ***Detect.*** The Dragon makes a Wisdom (Perception) check.
>
> ***Tail Attack.*** The Dragon makes a tail Attack.
>
> ***Wing Attack (Costs 2 Actions).*** The Dragon beats its wings. Each creature within 15 ft. of the Dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The Dragon can then fly up to half its flying speed.

**Ambush Masters.** Mithral dragons spend most of their time underground burrowing a dizzying maze of tunnels around their lair. The very nature of their scales allows for absorbtion of vibrations as the dragon crawls through dark tunnels. They can easily sneak up on any unsuspecting prey or other target in complete and utter silence. These dragons aren't indiscriminant killers though. They often stalk their targets for a while assessing the threat it might present to them or determine if its not food at all. Due to their love of being alone, when a mithral dragon helps someone, they often don't even realize the dragon is there.

A mithral dragon only ever confronts another creature when forced into a corner, its lair is under threat, or the need for food. These dragons prefer laying false tracks and leading enemies astray rather than fight. When conversation is struck up with them, they are polite and direct in their dealings. They usually give short responses and provide minimal information when they speak. Overall they don't make very

good conversational partners.

**Confounding Hoards.** The lair of a mithral dragon is at the center of a maze of tunnels. For any seeking the hoard of one of these dragons this alone is a daunting task. Once inside the lair the task becomes even harder. Mithral dragons will imbed all the pieces of their hoard in the ceiling of their lair. The trickiest part of retrieving any of this treasure is that they are all booby trapped to trigger the collapse of the ceiling to crush any would be thieves.

### A Mithral Dragon's Lair
Mithral dragons live deep underground, carving out a space for themselves. A massive maze of tunnels surrounds their most precious sanctum where they keep gemstones, items of great power and their most favorite of all, weapons. Stange echoes mislead infiltrators down wrong paths and away from the dragon's hoard.

#### Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:


\page

___
>  ## Vix ve'Sondi Caulu Du'Don Grudgedealer, Champion of Vix
>*medium hunamnoid (An'Solei), lawful neutral*
> ___
> - **Armor Class** 24 (20 unarmored)
> - **Hit Points** 448
> - **Speed** 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|24 (+7)|20 (+5)|24 (+7)|20 (+5)|18 (+4)|13 (+1)|
>___
> - **Saving Throws** Str +14,  Dex +12,  Int +19,  Wis +11 
> - **Skills** Investigation +14, Intimidation +15, Perception +11
> - **Condition Immunities** Charmed, Exhausted, Frightened, Poisoned
> - **Senses** passive Perception 21
> - **Languages** Common, Va'Sae, Abyssal, Infernal, Celestial, Elven, Aaran, Thieve's Cant
>___
>**Avow Enemies.** ve'Sondi can use her bonus action to declare a creature she can see within 60 ft. of her to be an enemy of Vix. For 1 minute after this declaration ve'Sondi deals and additional 13 (3d8) psychic damage to the target. Once a creature is declared to be an enemy this way it can't be the target of this ability again for 24 hours.
>
>**Legendary Resistance (3/Day).** If ve'Sondi fails a saving throw, she can choose to succeed instead.
>
>**Implacable Tracker.** ve'Sondi may cast the *Hunter's Mark* spell at will. She can concentrate on this spell is 24 hours.
>
> ### Actions
>**Multiattack.*** ve'Sondi makes four attacks with her greatword, Vixayne's Blade.
>
>***Vix's Blade (greatsword).*** Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage. If a creature takes damage this way, it rolls a DC 17 Wisdom save throw. On a failure it takes and additional 2d6 force damage and is frightened of Vixayne's Blade's wielder.
>
>***Charge!*** ve'Sondi moves up to her movement speed towards an enemy and makes a single attack with Vixayne's Blade. This attack is a critical hit on a roll of 18-20. 

\page

___
___
>  ## Ellonagon, Succubus Queen
>*medium fiend (shapechanger), neutral evil*
> ___
> - **Armor Class** 17
> - **Hit Points** 234 (36d8 + 72)
> - **Speed** 30 ft., fly 60 ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|20 (+5)|14 (+2)|16 (+3)|14 (+2)|22 (+6)|
>___ 
> - **Skills** Deception +16, Insight +8, Perception +7, Persuasion +16, Stealth +15
> - **Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
> - **Condition Immunities** Charmed, Frightened
> - **Senses** darkvision 60 ft., passive Perception 16
> - **Languages** Common, Abyssal, Infernal, telepathy 120 ft.
> - **Challenge** 15
>
>
> ___
> ***Telepathic Bond.*** Ellonagon ignores the range restriction on her telepathy when communicating with a creature she has charmed. The two don't even need to be on the same plane of existence.
>
> ***Shapechanger.*** Ellonagon can use her action to polymorph into a Small or Medium humanoid, or back into her true form. Without wings, Ellonagon loses her flying speed. Other than her size and speed, ellonagon's statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
>
>***Alluring Visage.*** In her true fiendish form Ellonagon is exceedingly attractive. Any creature within 120ft. that sees her must make a DC 19 Charisma saving throw. On a failure, a creature feels attracted to Ellonagon. Ellonagon is accutely aware of any creature and its location if that creature is attracted to her.
>
> ***Spellcasting.*** Ellonagon is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks. Ellonagon Knows the following spells and doesn't need to provide any material components for spells she casts:
>
>Cantrips (at will): Friends, Minor Illusion, Viscious Mockery
>           
>1st-level (4 slots): Dissonant Whispers, Silent Image, Tasha's Hideous laughter
>
>2nd-level (3 slots): Enthrall, Hold Person, Silence
>
>3rd-level (3 slots): Hypnotic Pattern, Major Image, Enemies Abound
>
>4th-level (2 slots): Compulsion, Dominate Beast
>
>
> ### Actions
>***Multiattack.*** Ellonagon makes three claw attacks.
>
>***Claw (Fiend Form Only).*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 5) slashing damage.
>
>***Charm.*** One creature Ellonagon can see within 30 feet of her must succeed on a DC 19 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Ellonagon's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Ellonagon's Charm for the next 24 hours. Creatures, other than humanoids, have advantage on this save.
>
>Ellonagon can have up to eight targets charmed at a time. If it charms another beyond this number, the effect on one of the previous targets ends.
>
>***Draining Kiss.*** Ellonagon kisses a creature charmed by her or a willing creature. The target must make a DC 19 Constitution saving throw against this magic, taking 39 (6d10 + 6) psychic damage on a failed save, or half as much damage on a successful one. The target'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.
>
>***Etherealness.*** Ellonagon magically enters the Ethereal Plane from the Material Plane, or vice versa.
>
> ### Legendary Actions
>Ellonagon 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. Ellonagon regains spent legendary actions at the start of her turn.
>
>***Claw Attack.*** Ellonagon makes a claw attack.
>
>***Draining Kiss (Costs 2 Actions).*** Ellonagon use her Draining Kiss action.
>
>***Ethereal Escape (Costs 3 Actions).*** Ellonagon magically enters the Ethereal Plane.

\page
___
> ## Medusa Queen
>*Medium monstrosity, chaotic gossipy*
> ___
> - **Armor Class** 18
> - **Hit Points** 140(1d4 + 5)
> - **Speed** 35ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|22 (+6)|20 (+5)|15 (+2)|19 (+4)|16 (+3)|
>___
> - **Condition Immunities** drunk
> - **Senses** passive Perception 14
> - **Languages** Jive, Pottymouth
> - **Challenge** 1 (9596 XP)
> ___
> ***Sassiness.*** When questioned, this creature will talk back instead of answering.
>
> ***Big Jerk.*** Thinks he is just *waaaay* better than you.
> ### Actions
> ***Tilt-a-whirl Chin Sleeper.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) 







\page

___
> ## Molten Punisher
>*Large construct, lawful neutral*
> ___
> - **Armor Class** 17
> - **Hit Points** 74(1d4 + 5)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|18 (+4)|18 (+4)|11 (+0)|8 (-1)|
>___
> - **Skills** Athletics +8, Investigation +8, Perception +4
> - **Damage Resistances** cold
> - **Damage Immunities** fire, psychic
> - **Condition Immunities** charmed, exhausted, frightened, petrified, poisoned
> - **Senses** blindsight 60 ft, passive Perception 14
> - **Languages** none
> - **Challenge** 9
> ___
> ***Super-Heated Body.*** Due to the nature of the molten metal core inside it metal body, the molten punisher is incredibly hot to the touch. Any creature that touches the molten punisher or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage.
>
> ***Voice of Sigil.*** The molten punisher does not technically speak but all creatures understand the noises it makes even if they do not know a language.
>
> 
> ### Actions
> ***Multiattack.*** The molten punisher makes three claw attacks. It may replace any of these attacks with an attempt to grapple.
>
> ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 9 (1d8 + 4) slashing damage and 9 (2d8) fire damage. If the target is grappled this attack has advantage and the fire damage becomes 18 (4d8) instead.
>
> ***Molten Breath (Recharges 5-6).*** The molten punisher expels a wave of extreme heat and molten metal. Each creature within a 30-foot cone must make a DC 16 dexterity saving throw, taking 28 (8d6) fire damage on a failed save and half as much on a successful one.
>
> ***Fiery Judgement.*** The molten punisher and any creatures it has grappled teleport to the Hall of Concordance in Sigil, leaving a blast of fire in their wake. Each creature within 10 feet of the molten punisher when it teleports this way takes 18 (4d8) fire damage. 

```
```

## Molten Punisher
Molten punishers are some of the most aggressive denizens of the plane of Sigil. They are often sent to declare judgement on those who disrupt the natural order of the multiverse too much. They don't just blindly follow orders though. They are adept at on site investigations to determine if a being is truly worthy of judgment and therefore punishment. If they are unable to make a determination themselves they will take their target back to Sigil to stand before higher authorities.

**Heart of Justice.** Within their metal form, molten punishers carry a pure desire for justice. When engaged in doling out judgment or punishment this desire heats up their core until it melts. This molten core by extension heats the molten punisher's entire body. On rare occassions, due to their keen understanding of law, a molten punisher may be called upon to act a judge for more mundane proceedings. Such a summoning or call is difficult and not for the faint of heart. Those attempting such should be well prepared to be judged themselves.

**Constructed Nature.** A molten punisher doesn't require air, food, drink, or sleep.


\page

## Oozes

___
> ## Sewer Sweeper
>*Large ooze, unaligned*
> ___
> - **Armor Class** 6
> - **Hit Points** 120(1d4 + 5)
> - **Speed** 15ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|3 (-4)|20 (+5)|1 (-5)|6 (-2)|1 (-5)|
>___
> - **Damage Resistances** bludgeoning, piercing, slashing
> - **Damage Immunities** acid, poison
> - **Damage Vulnerabilities** cold
> - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone
> - **Senses** blindsight 60ft (blind beyond this radius), passive Perception 8
> - **Languages** none
> - **Challenge** 6
> ___
> ***Ooze Cube.***  The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
>
>Creatures inside the cube can be seen but have total cover.
>
>A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
>
>The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
>
> ***Transparent.*** Even when the cube is in plain sight, it takes a successful DC 16 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
> ### Actions
> ***Pseudopod.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 10 (3d6) acid damage.
>
> ***Engulf.*** The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
>
>On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
>
```
```
### Sewer Sweeper
These large oozes are usually brought into city sewers on purpose, but sometimes they find their way there on their own. These oozes spend their time consuming the waste found in sewers. When sewer sweepers are put into sewers on purpose, they are meant to keep them clean and clear to prevent clogging and flooding. However, these creatures are indescriminate feeders and are commonly used by less the up standing people to dispose of evidence.
___
>On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
>
>An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.






\page
## The Queens of Fate

The Deck of Many Things, a well known and deservedly legendary item of immense power, is incredibly dangerous but has the potential to grant incredible fortune to one who would use it. This item derives its power from four powerful entities known as the Queens of Fate. Each queen is responsible for five of the cards found in a twenty-two card deck with the last two cards being essentially residual power manifest. 

**The Queen of Diamonds.** The Queen of Diamonds holds dominion over fortunes and signs read in the stars. She holds a power of foresight unmatched in all the multiverse. She delights in mortals trying to interpret what she leaves for them, even though more often than not they get them wrong.

**The Queen of Hearts.** The Queen of Hearts holds dominion over the fate of those who should be together and those who should never meet. None can resist her charms and grace. Her ability to manipulate the hearts and feelings of others make her a truly formidable foe.

**The Queen of Clubs.** The Queen of Clubs holds dominion over chance and luck. With a minute bit of influence she can tip the scales from fortune to misfortune. Luck only applies as she sees fit. Those who might challenge her could find themselves impaled by their own weapons.

**The Queen of Spades.** The Queen of Spades holds dominion over the lifespan of mortals. She is also known as the Queen of Blades and is considered the most evil and cruel of the queens. She revels in the deaths she causes and the more tortured and painful the death, the more it seems to please her.

**Assembling the Deck.** Each queen, when defeated will either gift those who defeated her with the cards that gain power from her or her body will disolve leaving behind the cards instead. In the event that their body disolves, the queen will reform within days. If all four queens are defeated and their cards brought together, a Deck of Many Things forms. This version of the Deck is put together it has four additional cards as noted to the side.

>##### Additional cards
> **Nova.** This card is from the Queen of Diamonds.  
>
> **Prince.** This card is from the Queen of Hearts. You gain the ability to make an extra weapon attack whenever you take tha attack action.
> * Set the **Destination** to "Save as PDF"
> * Set **Paper Size** to "Letter"
> * If you are printing on A4 paper, make sure to have the "A4 page size snippet" in your brew
> * In **Options** make sure "Background Images" is selected.
> * Hit print and enjoy! You're done!
>
> If you want to save ink or have a monochrome printer, add the **Ink Friendly** snippet to your brew before you print



___
> ## The Queen of Diamonds
>*Medium celestial, chaotic neutral*
> ___
> - **Armor Class** 23
> - **Hit Points** 141(1d4 + 5)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+1)|2 (-4)|19 (+5)|30 (+10)|13 (+2)|18 (+4)|
>___
> - **Condition Immunities** weak-kneed
> - **Senses** passive Perception 11
> - **Languages** Pottymouth
> - **Challenge** 5 (3487 XP)
> ___
> ***Enormous Nose.*** This creature gains advantage on any check involving putting things in its nose.
>
> ***Fowl Appearance.*** While the creature remains motionless, it is indistinguishable from a normal chicken.
>
> ***Pack Tactics.*** These guys work together. Like super well, you don't even know.
> ### Actions
> ***DDT Powerbomb.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) 
>
> ***Turnbuckle Roll.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) 



\page



___
> ## The Queen of Hearts
>*Medium fiend, chaotic neutral*
> ___
> - **Armor Class** 18
> - **Hit Points** 1(1d4 + 5)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|19 (+5)|17 (+4)|17 (+4)|9 (+0)|30 (+10)|
>___
> - **Condition Immunities** weak-kneed, drunk
> - **Senses** passive Perception 13
> - **Languages** Common
> - **Challenge** 8 (3890 XP)
> ___
> ***Sassiness.*** When questioned, this creature will talk back instead of answering.
>
> ***Onion Stench.*** Any creatures within 5 feet of this thing develops an irrational craving for onion rings.
>
> ***Pack Tactics.*** These guys work together. Like super well, you don't even know.
> ### Actions
> ***Somersault Stump Fists.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) 
>
> ***Jumping Driver.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) 










\page
## Shards of Sanity

As Vixsoran traveled the world his sanity deteriorated but his power was increasing constantly. Little shards of his sanity were dropped all over and they seemed to take on a malevolent life of their own. These shards seek out any creatures with any level of intelligence to propagate more from the shredding of these minds.

**Prismatic Form.** Shards of Sanity reflect and refract light much like a crystal prism would but they also reflect and refract thought. These reflected and refracted thoughts can often enrapture those who are unlucky enough to catch a glimpse. These poor souls see wonderful daydreams or horrific nightmares, pondered out thoughts and mundane worries. Regardless of what they see they can become trapped looking at the strange forms. Their thoughts and memories might become added to what the shards show if they have their own sanity shredded and shard propagated from it.

**Malevolent Propagation.** Shards of sanity can come into existence when they rip a creature's sanity from it. This seems to be the sole purpose of the shards. Small villages and towns can become ripe breeding grounds for these strange monsters. Once a creature succumbs to the shards' assault a new shard is born from the shredded remains of the dead's mind.


> ##### Entrancing Visage
> A creature that is caught in a shard of sanity's Entrancing Visage feature might also hear chaotic whispers and insane gibbering. These words are in Va'Sae, the language of the An'Solei, and as such they might be able to understand what is being said. However, getting caught like this is a good way to contribute to the propagation of Shards of Sanity.

___
> ## Lesser Shard of Sanity
>*Tiny aberration, chaotic evil*
> ___
> - **Armor Class** 19 (natural armor)
> - **Hit Points** 6 (4d4 - 4)
> - **Speed** fly 30ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2 (-4)|21 (+5)|8 (-1)|5 (-3)|8 (-1)|14 (+2)|
>___
> - ** Damage Immunities** Psychic
> - **Condition Immunities** feared, paralyzed, prone
> - **Senses** passive Perception 9
> - **Languages** Va'Sae
> - **Challenge** 4
> ___
> ***Entrancing Visage.*** Any creature with an INT of 8 or higher that is within 30 ft of the Lesser Fractured Sanity and can see it must make a DC 12 INT Saving Throw. Any creature who fails the roll immediately falls limp and stares blankly at the Lesser Fractured Sanity's beautifully reflecting and slightly distorting the colours behind it. The creature may repeat this saving throw at the start of each of its turns. 
>
>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Lesser Shard of Sanity until the start of its next turn, when it can avert its eyes again. If the creature looks at the Lesser Shard of Sanity in the meantime, it must immediately make the save.
>
> ***Difficult To See.*** Any creature attempting to target the Lesser Fractured Sanity with an attack must do so at disadvantage as the creatures have a natural appearance which reflects light from behind them giving them a mirrored image, difficult to discern from it's surroundings.
>
> ### Actions
> ***Shred Sanity.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 4 (1d4 + 2) psychic damage and the target's Intelligence score is reduced by 1d4. The target dies if its Intelligence is reduced to 0. Otherwise the reduction lasts until the target finishes a short or long rest. 
>
>If a creature dies from this attack a Lesser Shard of Sanity rises from the target at the begininning of its next turn.
>
> ***Swarm*** If at least five Lesser Shards of Sanity are all within 30ft. of each other they may come together to form a Lesser Fractured Sanity. When they do, add up their remaining hit points and double it. This is the Hit points of the newly formed Lesser Fractured Sanity


\page
___
___
> ## Lesser Fractured Sanity
>*Medium swarm of tiny aberrations, chaotic evil*
> ___
> - **Armor Class** 19 (natural armor)
> - **Hit Points** 49(11d8)
> - **Speed** fly 30ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|5 (-3)|21 (+5)|10 (+0)|5 (-3)|8 (-1)|14 (+2)|
>___
> - ** Damage Immunities** Psychic
> - **Condition Immunities** feared, paralyzed, prone
> - **Senses** passive Perception 9
> - **Languages** Va'Sae
> - **Challenge** 10
> ___
> ***Entrancing Visage.*** Any creature with an INT of 8 or higher that is within 30 ft of the Lesser Fractured Sanity and can see it must make a DC 14 INT Saving Throw. Any creature who fails the roll immediately falls limp and stares blankly at the Lesser Fractured Sanity's beautifully reflecting and slightly distorting the colours behind it. The creature may repeat this saving throw at the start of each of its turns. 
>
>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Lesser Fractured Sanity until the start of its next turn, when it can avert its eyes again. If the creature looks at the Lesser Fractured Sanity in the meantime, it must immediately make the save.
>
> ***Difficult To See.*** Any creature attempting to target the Lesser Fractured Sanity with an attack must do so at disadvantage as the creatures have a natural appearance which reflects light from behind them giving them a mirrored image, difficult to discern from it's surroundings.
>
> ### Actions
> ***Shred Sanity.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) psychic damage and the target's Intelligence score is reduced by 1d4. The target dies if its Intelligence is reduced to 0. Otherwise the reduction lasts until the target finishes a short or long rest. 
>
>If a creature dies from this attack a Lesser Shard of Sanity rises from the target at the begininning of its next turn.
>
> ***Shatter Thought.*** The Lesser Fractured Sanity explodes in a  Psychic blast, killing itself. Each creature within 10ft. of the Lesser Fractured Sanity must make a DC 14 Intelligence saving throw. On a failure, the creature takes 4d10 psychic damage and is stunned for 1 minute or half as much damage and is not stunned on a success. A creature may repeat the saving throw at the end of each of its turns, becoming uunstunned on a success. 
>
>If a creature dies from this attack a Lesser Shard of Sanity rises from the target at the begininning of its next turn.

___
___
> ## Shard of Sanity
>*Medium aberration, chaotic evil*
> ___
> - **Armor Class** 19 (natural armor)
> - **Hit Points** 27 (5d8 + 5)
> - **Speed** fly 30ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|5 (-3)|23 (+6)|12 (+1)|5 (-3)|8 (-1)|16 (+3)|
>___
> - ** Damage Immunities** Psychic
> - **Condition Immunities** feared, paralyzed, prone
> - **Senses** passive Perception 9
> - **Languages** Va'Sae
> - **Challenge** 7
> ___
> ***Entrancing Visage.*** Any creature with an INT of 8 or higher that is within 30 ft of the Shard of Sanity and can see it must make a DC 14 INT Saving Throw. Any creature who fails the roll immediately falls limp and stares blankly at the Shard of Sanity beautifully reflecting and slightly distorting the colours behind it. The creature may repeat this saving throw at the start of each of its turns. 
>
>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Shard of Sanity until the start of its next turn, when it can avert its eyes again. If the creature looks at the Shard of Sanity in the meantime, it must immediately make the save.
>
> ***Difficult To See.*** Any creature attempting to target the Shard of Sanity with an attack must do so at disadvantage as the creatures have a natural appearance which reflects light from behind them giving them a mirrored image, difficult to discern from it's surroundings.
>
> ### Actions
> ***Shred Sanity.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) psychic damage and the target's Intelligence score is reduced by 1d4. The target dies if its Intelligence is reduced to 0. Otherwise the reduction lasts until the target finishes a short or long rest. 
>
>If a creature dies from this attack a Lesser Shard of Sanity rises from the target at the begininning of its next turn.
>
> ***Swarm*** If at least five Shards of Sanity are all within 30ft. of each other they may come together to form a Greater Fractured Sanity. When they do, add up their remaining hit points and double it. This is the Hit points of the newly formed Lesser Fractured Sanity.


\page

___
___
> ## Greater Fractured Sanity
>*Huge swarm of medium aberrations, chaotic evil*
> ___
> - **Armor Class** 19 (natural armor)
> - **Hit Points** 85 (10d12 + 20)
> - **Speed** fly 30ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|21 (+5)|14 (+2)|5 (-3)|8 (-1)|16 (+3)|
>___
> - ** Damage Immunities** Psychic
> - **Condition Immunities** feared, paralyzed, prone
> - **Senses** passive Perception 9
> - **Languages** Va'Sae
> - **Challenge** 17
> ___
> ***Entrancing Visage.*** Any creature with an INT of 8 or higher that is within 30 ft of the Greater Fractured Sanity and can see it must make a DC 16 INT Saving Throw. Any creature who fails the roll immediately falls limp and stares blankly at the Greater Fractured Sanity beautifully reflecting and slightly distorting the colours behind it. The creature may repeat this saving throw at the start of each of its turns. 
>
>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Greater Fractured Sanity until the start of its next turn, when it can avert its eyes again. If the creature looks at the Greater Fractured Sanity in the meantime, it must immediately make the save.
>
> ***Difficult To See.*** Any creature attempting to target the Lesser Fractured Sanity with an attack must do so at disadvantage as the creatures have a natural appearance which reflects light from behind them giving them a mirrored image, difficult to discern from it's surroundings.
>
> ### Actions
> ***Shred Sanity.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 13 (3d6 + 3) psychic damage and the target's Intelligence score is reduced by 1d4. The target dies if its Intelligence is reduced to 0. Otherwise the reduction lasts until the target finishes a short or long rest. 
>
>If a creature dies from this attack a Lesser Shard of Sanity rises from the target at the begininning of its next turn.
>
> ***Shatter Thought.*** The Greater Fractured Sanity explodes in a  Psychic blast, killing itself. Each creature within 30ft. of the Greater Fractured Sanity must make a DC 16 Intelligence saving throw. On a failure, the creature takes 10d10 psychic damage and is stunned for 1 minute or half as much damage and is not stunned on a success. A creature may repeat the saving throw at the end of each of its turns, becoming uunstunned on a success. 
>
>If a creature dies from this attack a Lesser Shard of Sanity rises from the target at the begininning of its next turn.

___
___
> ## Greater Shard of Sanity
>*Huge aberration, chaotic evil*
> ___
> - **Armor Class** 21 (natural armor)
> - **Hit Points** 114 (12d12 + 36)
> - **Speed** fly 45ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|27 (+8)|16 (+3)|5 (-3)|8 (-1)|21 (+5)|
>___
> - ** Damage Immunities** Psychic
> - **Condition Immunities** feared, paralyzed, prone, restrained
> - **Senses** passive Perception 9
> - **Languages** Va'Sae
> - **Challenge** 25
> ___
> ***Entrancing Visage.*** Any creature with an INT of 8 or higher that is within 60 ft of the Greater Shard of Sanity and can see it must make a DC 21 INT Saving Throw. Any creature who fails the roll immediately falls limp and stares blankly at the Greater Shard of Sanity beautifully reflecting and slightly distorting the colours behind it. The creature may repeat this saving throw at the start of each of its turns. 
>
>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Greater Shard of Sanity until the start of its next turn, when it can avert its eyes again. If the creature looks at the Greater Shard of Sanity in the meantime, it must immediately make the save.
>
> ***Difficult To See.*** Any creature attempting to target the Greater Shard of Sanity with an attack must do so at disadvantage as the creatures have a natural appearance which reflects light from behind them giving them a mirrored image, difficult to discern from it's surroundings.

\page

___
> ### Actions
> ***Shred Sanity.*** *Melee Weapon Attack:* +13 to hit, reach 5ft., one target. *Hit* 21 (3d10 + 5) psychic damage and the target's Intelligence score is reduced by 1d4. The target dies if its Intelligence is reduced to 0. Otherwise the reduction lasts until the target finishes a short or long rest. 
>
>If a creature dies from this attack a Lesser Shard of Sanity rises from the target at the begininning of its next turn.
>
> ***Consume Shards*** If any Lesser Shards of Sanity, Shards of Sanity, Lesser Fractured Sanities, or Greater Fractured Sanities are within 30 ft. of the Greater Shard of Sanity, it may absorb any number of them, killing them and the Greater Shard of Sanity gains 3d12 hit points for each creature absorbed this way.
>
> ### Reactions
> ***Maddening Whispers.*** Whenever the Greater Shard of Sanity takes damage other that bludgeoning, piercing, or slashing damage, it may use its reaction to gain resistance to that damage and release a wave of psychic energy in the form of insane whispers. Each creature within  20 ft. of the Greater Shard of Sanity must make a DC 21 Intelligence saving throw or take psychic damage equal to the triggering damage that the Greater Shard of Sanity took and become frightened for 1 minute. For each creature that took damage this way the Greater Shard of Sanity creates a Lesser Shard of Sanity. 











\page


___
___
> ## Awakened Tarrasque
>*Gargatuan monstrosity (titan), unaligned*
> ___
> - **Armor Class** 27
> - **Hit Points** 1000(1d4 + 5)
> - **Speed** 60ft., burrow 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|34 (+12)|11 (+0)|34 (+12)|5 (-3)|13 (+1)|11 (+0)|
>___
> - **Saving Throws** INT +7, WIS +11, CHA +10
> - **Damage Immunities** Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
> - **Condition Immunities** Charmed, Frightened, Paralyzed, Poisoned
> - **Senses** Blindsight 120 ft., Passive Perception 10
> - **Languages** --
> - **Challenge** 30 (155,000 XP) **Proficiency Bonus** +10
> ___
> ***Legendary Resistance (4/Day).*** If the Dragon fails a saving throw, it can choose to succeed instead.
>
> ***Magic Resistance.*** The tarrasque has advantage on saving throws against spells and other magical effects.
>
> ***Reflective Carapace.*** Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, the tarrasque is unaffected. On a 5 or 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
>
> ***Siege Monster.*** The tarrasque deals double damage to objects and structures.
>
> 
> ### Actions
> ***Multiattack.*** The awakened tarrasque can use its Frightful Presence. It then makes seven attacks: one with its bite, three with its claws, one with its horns, and two with its tail. It can use its Swallow instead of its bite and may replace one or both of its tail attacks with spine attacks.
>
> ***Bite.*** *Melee Weapon Attack:* +22 to hit, reach 10 ft., one target. *Hit:* 38 (4d12 + 12) piercing damage. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the tarrasque can’t bite another target.
>
> ***Claw.*** *Melee Weapon Attack:* +22 to hit, reach 15ft., one target. *Hit:* 30 (4d8 + 12) slashing damage.
>
> ***Horns.*** *Melee Weapon Attack:* +22 to hit, reach 10ft., one target. Hit: 34 (4d10 + 12) piercing damage.
>
> ***Tail.*** *Melee Weapon Attack:* +22 to hit, reach 20ft., one target. *Hit:* 26 (4d6 + 12) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
>
> ***Spine.*** *Ranged Weapon Attack:* +22 to hit, range 180/360 ft., one target. *Hit:* (4d8 + 12) piercing damage.
>
> ***Frightful Presence.*** Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, 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 tarrasque’s Frightful Presence for the next 24 hours.
>
> ***Swallow.*** The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque’s turns.
>
>If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
>
> ### Reactions
> ***Spell Absorption.*** Whenever the awakened tarrasque fails a saving throw against a spell it may use its reaction to be unaffected by the spell and gain a number of hit points equal to the level of the spell multiplied by its constitution modifier.
>
>
> ### Legendary Actions
The tarrasque 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. The tarrasque regains spent legendary actions at the start of its turn.
>
> **Attack.** The tarrasque makes one claw attack, tail attack, or spine attack.
>
> **Move.** The tarrasque moves up to half its speed.
>
> **Chomp (Costs 2 Actions).** The tarrasque makes one bite attack or uses its Swallow.


\page

## Whipping Willow

___
___
> ## Whipping Willow
>*Gargantuan plant, unaligned*
> ___
> - **Armor Class** 20
> - **Hit Points** 414(23d20 + 161)
> - **Speed** 0ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|24 (+7)|4 (-3)|24 (+7)|4 (-3)|18 (+4)|10 (+0)|
>___
> - **Saving Throws** Str +12, Con +12, Wis +9
> - **Skills** Insight +9, Perception +9
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
> - **Damage Immunities** radiant
> - **Damage Vulnerabilities** fire
> - **Condition Immunities** blinded, frightened, grappled, pron, restrained, unconscious, exhausted
> - **Senses** blindsight 120 ft (blind beyond this radius), passive Perception 19
> - **Languages** druidic
> - **Challenge** 15 (13,000 XP) **Proficiency Bonus** +5
> ___
> ***Immutable Form.*** The whipping willow is immune to any spell or effect that would alter its form.
>
> ***Deeprooted.*** The whipping willow automatically succeeds all saving throws against spells and abilities that would move it.
>
> ***Flammable Whips.*** If a spell or ability would ignite objects, the whipping willow can also be lit on fire. While on fire, the willow and any creatures it has grappled take 2d6 fire damage at the beginning of each of its turns. The willow deals an additional 2d6 fire damage with its whip ability. 
>
> ***Proximity to the Sliver of Life.*** The willow regains 14 hit points at the start of its turn if it has 1 or more hit points. If the Whipping Willow dies it returns to life 1d4 days later.
>
> ### Actions
> ***Multiattack.*** The whipping willow uses its Whip ability 3 times. 
>
> ***Whip.*** Each creature within 30 ft of the whipping willow makes a DC 20 Dexterity saving throw, taking 6d4 slashing damage on a failure. If a creature fails this save by 10 or more, it is grappled by the willow and restrained while grappled this way. The whipping willow can have any number of creatures grappled.













































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