diff --git a/Collections/Complete.xml b/Collections/Complete.xml index 4e87fe3..caa080e 100644 --- a/Collections/Complete.xml +++ b/Collections/Complete.xml @@ -41,5 +41,6 @@ + diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md index 5cffe08..1e51d24 100644 --- a/FightClub5eXML/CHANGELOG.md +++ b/FightClub5eXML/CHANGELOG.md @@ -1,5 +1,11 @@ ## CHANGE LOG +### 2020-02-12 + +Added Third Party Creature Codex. + +Added Barbarian Rage counter. + ### 2020-02-08 Added 2020 UA subclasses part 2. diff --git a/FightClub5eXML/Sources/ThirdParty/CreatureCodex.xml b/FightClub5eXML/Sources/ThirdParty/CreatureCodex.xml new file mode 100644 index 0000000..5dfaec7 --- /dev/null +++ b/FightClub5eXML/Sources/ThirdParty/CreatureCodex.xml @@ -0,0 +1,23551 @@ + + + + Aatxe + L + celestial (shapechanger) + Good Lawful + 14 (natural armor) + 105 (10d10+50) + walk 50 ft. + 22 + 12 + 20 + 10 + 14 + 14 + + Athletics +9, Intimidation +5 + 12 + understands all but can't speak + 5 + + + + charmed, frightened + + + Charge + If the aatxe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + + Know Thoughts + The aatxe can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target. + + + Limited Speech (Humanoid Form Only) + The aatxe can verbally communicate only simple ideas and phrases, though it can understand and follow a conversation without issue. + + + Magic Resistance + The aatxe has advantage on saving throws against spells and other magical effects. + + + Shapechanger + The aatxe can use its action to polymorph into a Medium male humanoid it has seen, or back into its true form. Its statistics, other than its size, 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. + + + Gore + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 19 (3d8 + 6) piercing damage. + Gore|9|3d8+6 + + + Paw the Earth + The aatxe lowers its horns and paws at the ground with its hooves. Each creature within 30 feet of the aatxe must succeed on a DC 15 Wisdom saving throw or be 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 aatxe s Paw the Earth for the next 24 hours. + + + The celestial (shapechanger) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial (shapechanger) regains spent legendary actions at the start of its turn. + + + Options + The aatxe 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 aatxe regains spent legendary actions at the start of its turn. + + + Detect + The aatxe makes a Wisdom (Perception) check. + + + Gore (Costs 2 Actions) + The aatxe makes one gore attack. + + + Bulwark (Costs 3 Actions) + The aatxe flares crimson with celestial power, protecting those nearby. The next attack that would hit an ally within 5 feet of the aatxe hits the aatxe instead. + + Source: CCodex (3pp) p. 7 + farmland + + + Acid Ant + S + monstrosity + Unaligned + 13 (natural armor) + 13 (3d6+3) + walk 30 ft. + 8 + 13 + 12 + 1 + 7 + 3 + + + 8 + + 1/4 + + acid + + + blindsight 60 ft. + + Explosive Death + When the ant is reduced to 0 hp, it explodes in a burst of acid. Each creature within 5 feet of the ant must succeed on a DC 11 Dexterity saving throw or take 5 (2d4) acid damage. + + + Keen Smell + The ant has advantage on Wisdom (Perception) checks that rely on smell. + + + Acid Spit + Ranged Weapon Attack: +3 to hit, range 20 60 ft., one target. 5 (2d4) acid damage and the target takes 1 acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the spit. + Acid Spit|3|2d4 + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage. + Bite|3|1d4+1 + + Source: CCodex (3pp) p. 8 + + + + Agnibarra + S + monstrosity + Chaotic Neutral + 12 + 39 (6d6+18) + walk 30 ft. + 12 + 14 + 16 + 8 + 10 + 12 + + + 10 + Common, Ignan + 1 + + fire + cold + + + + Body In Flames + A creature that touches the agnibarra or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage, and flammable objects within 5 feet of the agnibarra that aren t being worn or carried ignite. + + + Illumination + The agnibarra sheds bright light in a 10-foot radius and dim light an additional 10 feet. + + + Burning Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage plus 3 (1d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. + Burning Claw|4|1d4+2 + + + Spit Fire + Ranged Weapon Attack: +4 to hit, range 15 30 ft., one target. 9 (2d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. + Spit Fire|4|2d6+2 + + Source: CCodex (3pp) p. 9 + mountain + + + Ahuizotl + S + monstrosity + Unaligned + 14 (natural armor) + 71 (13d6+26) + walk 30 ft., swim 30 ft. + 16 + 15 + 14 + 6 + 12 + 6 + + Perception +3 + 13 + + 2 + + + + + darkvision 60 ft. + + Amphibious + The ahuizotl can breathe air and water. + + + Spiky Coat + A creature that touches the ahuizotl or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) piercing damage. + + + Multiattack + The ahuizotl can use its Tail Grab. It then makes two attacks. one with its bite and one with its claw. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bite|5|1d6+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|5|1d6+3 + + + Tail Grab + The ahuizotl grabs a creature or item. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14). The ahuizotl can then move up to its speed as a bonus action. The grappled creature must succeed on a DC 14 Strength saving throw or be pulled along 5 feet behind the ahuizotl. A creature being dragged by the ahuizotl makes attack rolls and Dexterity saving throws with disadvantage. + If the target is an object or weapon being held by another creature, that creature must succeed on a DC 14 Strength saving throw, or the ahuizotl pulls the object away from the creature. + After stealing an object or weapon, the ahuizotl can move up to its speed as a bonus action. The ahuizotl can only grapple one creature or hold one weapon or object at a time. If holding a weapon, it can use its Tail Grab action to make one attack with the weapon with no proficiency bonus + + Source: CCodex (3pp) p. 10 + underwater + + + Ahu-nixta + L + aberration + Neutral Evil + 14 (Clockwork Armor) + 67 (9d10+18) + walk 30 ft., fly 30 ft., swim 30 ft. + 17 + 15 + 14 + 19 + 13 + 10 + + Perception +3 + 13 + Deep Speech + 3 + + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone + darkvision 60 ft. + + Clockwork Encasement + The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahunixta exits it. Once out of its armor, the creature s pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone. + Without its clockwork armor, the ahu-nixta has the following statistics. AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta s body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can t be used for combat. The ahu-nixta s extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor. + The ahu-nixta can exit or enter its clockwork armor as a bonus action. + + + Immutable Form + The clockwork armor of the ahu-nixta is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor. + + + Multiattack + The ahu-nixta makes three melee attacks. It can cast one at will spell in place of two melee attacks. + + + Whirring Blades + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage. + Whirring Blades|5|2d4+3 + + + Pronged Scepter + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) piercing damage. + Pronged Scepter|5|1d6+3 + + + Bashing Rod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) bludgeoning damage. + Bashing Rod|5|1d10+3 + + + Innate Spellcasting + The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: fear, fire bolt (2d10), telekinesis + + fear, fire bolt, telekinesis + Source: CCodex (3pp) p. 11 + + + + Alkonost + S + monstrosity + Neutral + 12 + 17 (5d6) + walk 20 ft., fly 40 ft. + 11 + 14 + 10 + 7 + 14 + 13 + + + 12 + Common + 1/2 + lightning + + + + darkvision 60 ft. + + One With Wind + An alkonost is immune to the effects of magical and natural wind, including effects that would force it to move, impose disadvantage on Wisdom (Perception) checks, or force it to land when flying. In addition, its weapon attacks do an extra 2 (1d4) lightning damage if it is within 1 mile of a lightning storm. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) slashing damage. + Claws|4|1d4+2 + + + Charged Melody (Recharge 6) + The alkonost sings a beautiful melody. Each creature within 30 feet of it that can hear the melody must succeed on a DC 12 Charisma saving throw or take 7 (2d6) lightning damage the next time it moves. + + Source: CCodex (3pp) p. 12 + mountain + + + Alliumite + S + plant + Chaotic Neutral + 14 + 18 (4d6+4) + walk 30 ft., burrow 20 ft. + 6 + 18 + 12 + 7 + 12 + 9 + + Perception +3, Stealth +6, Survival +3 + 13 + Sylvan + 1/4 + + + + + darkvision 60 ft. + + Plant Camouflage + The alliumite has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. + + + Tearful Stench + Each creature other than an alliumite within 5 feet of the alliumite when it takes damage must succeed on a DC 13 Constitution saving throw or be blinded until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute. + + + Thorn Dart + Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. 6 (1d4 + 4) piercing damage. + Thorn Dart|6|1d4+4 + + + Grass Blade + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Grass Blade|6|1d6+4 + + Source: CCodex (3pp) p. 13 + farmland, grassland + + + Alp + S + fey (shapechanger) + Chaotic Evil + 13 + 44 (8d6+16) + walk 30 ft. + 12 + 16 + 14 + 10 + 16 + 8 + + + 13 + Common, Sylvan + 1 + cold, necrotic + + + charmed, exhaustion, paralyzed, unconscious + darkvision 60 ft. + + Shadow Stealth + While in dim light or darkness, the alp can take the Hide action as a bonus action. + + + Shapechanger + The alp can use its action to polymorph into a Small or Tiny beast it has seen, or back into its true form. Its statistics, other than its size, 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. + + + Sunlight Sensitivity + While in sunlight, the alp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Sleeper's Slap + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage, and, if the target was sleeping or unconscious before it was hit, it must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success. The creature must succeed on another saving throw on a following round to end the frightened condition. + Sleeper's Slap|4|2d4+3 + + + Innate Spellcasting + Alp's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: invisibility (self only) + 3/day each: silent image, sleep + 1/day each: bestow curse, dream + + invisibility, silent image, sleep, bestow curse, dream + Source: CCodex (3pp) p. 14 + farmland + + + Ammut + L + celestial + Neutral + 17 (natural armor) + 172 (15d10+90) + walk 30 ft. + 20 + 12 + 23 + 6 + 16 + 12 + Str +9, Con +10 + Perception +11 + 21 + + 9 + cold, radiant + necrotic + + frightened + darkvision 120 ft. + + Judging Aura + An undead creature that starts its turn within 10 feet of the ammut must succeed on a DC 16 Charisma saving throw or be stunned until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ammut's Judging Aura for the next 24 hours. + + + Magic Resistance + The ammut has advantage on saving throws against spells and other magical effects. + + + Prison Belly + The large belly of the ammut magically sustains the life of those trapped inside it. A creature caught in its belly doesn't need food, water, or air. The ammut can maintain one Medium or smaller creature this way as long as the ammut remains alive. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 32 (5d10 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is Large or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the ammut can't bite another target. + Bite|9|5d10+5 + + + Swallow + The ammut makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained and it has total cover against attacks and other effects outside the ammut. An ammut can only have one Medium or smaller creature swallowed at a time. + If the ammut takes 30 damage or more on a single turn from the swallowed creature, the ammut must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the ammut. If the ammut dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. + + + Ghost Breath (1/Day) + The ammut inhales the tortured spirits of undead within 30 feet. Each undead creature of CR 1 and lower in the area is automatically destroyed. All other undead must succeed on a DC 17 Wisdom saving throw or be incapacitated 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. + + + Absorb Spirit (1/Day) + The ammut attempts to absorb the spirit of a dead or undead creature in its belly. The creature must succeed on a DC 16 Wisdom saving throw or be absorbed by the ammut. A creature absorbed this way is destroyed and can't be reanimated, though it can be restored to life by powerful magic, such as a resurrection spell. The ammut regains hp equal to the absorbed creature's hp maximum. + + Source: CCodex (3pp) p. 15 + badlands, coastal + + + Eye Of The Gods + S + celestial (as its creator deity) + Any alignment + 14 + 36 (8d6+8) + walk 0 ft., fly 50 ft. + 8 + 18 + 12 + 13 + 20 + 16 + + Perception +9 + 19 + All, telepathy 60 ft. + 1 + fire, radiant; bludgeoning, piercing, slashing from nonmagical weapons + necrotic, poison + + charmed, exhaustion, poisoned + truesight 120 ft. + + Blazing Nimbus + A hostile creature that touches the eye of the gods or hits it with a melee attack while within 5 feet of it takes 3 (1d6) radiant (good or neutral eyes) or necrotic (evil eyes) damage. + + + Corona Of Truth + Allies within 10 feet of the eye of the gods have truesight of 20 feet. + + + Divine Conduit + The deity that created the eye of the gods can see everything the eye sees and can instantly recall the eye to its side at any time. + + + Ethereal Jaunt + As a bonus action, the eye of the gods can magically shift from the Material Plane to the Ethereal Plane, or vice versa. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) radiant (good or neutral eyes) or necrotic (evil eyes) damage. + + + Divine Inspiration (Recharge 56) + The eye of the gods inspires all allies within 10 feet. For 1 minute, all inspired creatures have advantage on saving throws against being frightened. + + Source: CCodex (3pp) p. 16 + + + + Kinnara + M + celestial (angel) + Good Lawful + 14 (natural armor) + 65 (10d8+20) + walk 30 ft., fly 50 ft. + 12 + 15 + 14 + 13 + 16 + 19 + Wis +5, Cha +6 + Insight +5, Performance +8 + 13 + All, telepathy 60 ft. + 3 + radiant; bludgeoning, piercing, slashing from nonmagical weapons + + + charmed, exhaustion, frightened + darkvision 60 ft. + + Angelic Weapons + The kinnara's weapon attacks are magical. + When the kinnara hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack). + + + Eternal Lovers + The kinnara shares a powerful bond with its partner and can't be turned against its partner by magical or non-magical means. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage. + Shortsword|4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage. + Shortbow|4|1d6+2 + + + Discordant Refrain (Recharge 5-6) + The kinnara plays a series of jarring notes on its musical instrument. Each non-celestial creature within 60 feet who can hear the sound must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage but isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Share the Pain + When the kinnara's partner is hit with a melee or ranged attack, the kinnara can teleport to an unoccupied space within 5 feet of its partner. The damage caused by the attack is divided evenly between the two kinnara. + + + Innate Spellcasting + The kinnara's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: + At will: detect good and evil, guidance, light, spare the dying + 3/day each: charm person, sleep, healing word + 1/day each: calm emotions, enthrall, hold person + + detect good and evil, guidance, light, spare the dying, charm person, sleep, healing word, calm emotions, enthrall, hold person + Source: CCodex (3pp) p. 17 + + + + Ophanim + L + celestial (angel) + Good Lawful + 19 (natural armor) + 200 (16d10+112) + walk 50 ft., fly 120 ft. + 24 + 22 + 25 + 22 + 24 + 26 + Int +11, Wis +12, Cha +13 + Insight +12, Perception +12 + 22 + All, telepathy 120 ft. + 16 + radiant; bludgeoning, piercing, slashing from nonmagical weapons + necrotic, poison + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Divine Awareness + The ophanim knows if it hears a lie. + + + Magic Resistance + The ophanim has advantage on saving throws against spells and other magical effects. + + + True Resurrectio + rue resurrection + + + Multiattack + The ophanim makes four Light of Judgment attacks. + + + Light of Judgment + Ranged Spell Attack: +13 to hit, range 80/320 ft., one target. 18 (4d8) radiant damage. + Light of Judgment|13|4d8 + + + Holy Fire (Recharge 5-6) + The ophanim emits a burst of holy fire. Each creature within 30 feet of the ophanim must make a DC 19 Dexterity saving throw, taking 63 (18d6) radiant damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hp by this damage dies, leaving only a pile of fine ash. + + + Innate Spellcasting + The ophanim's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: + At will: bless, detect evil and good, invisibility (self only), scrying, thaumaturgy + 3/day each: dispel evil and good, earthquake, holy aura + 1/day each: commune, forbiddance, + + bless, detect evil and good, invisibility, scrying, thaumaturgy, dispel evil and good, earthquake, holy aura, commune, forbiddance, + Source: CCodex (3pp) p. 18 + + + + Sammael + M + celestial (angel) + Good Neutral + 16 (natural armor) + 104 (16d8+32) + walk 30 ft., fly 40 ft. + 18 + 10 + 14 + 10 + 19 + 12 + Wis +7, Cha +4 + Insight +7, Perception +7 + 17 + All, telepathy 120 ft. + 7 + radiant; bludgeoning, piercing, slashing from nonmagical weapons + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Angelic Weapons + The sammael's weapon attacks are magical. + When the sammael hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack). + + + Sacred Duty + The sammael angel can use its bonus action to shift its purpose between Destructor, Executioner, and Punisher. + Destructor - The sammael's purpose is to destroy unholy monuments and statues. Its weapon attacks deal double damage to objects and structures. + Executioner - The sammael's purpose is to slay a specific creature. The angel has advantage on attack rolls against a specific creature, chosen by its deity. As long as the angel and the victim are on the same plane of existence, the angel knows the precise location of the creature. + Punisher - The sammael's purpose is to punish, but not kill, creatures, inflicting long-term suffering on those of its deity's choosing. A creature reduced to 0 hp by the angel loses 3 (1d6) Charisma as its body is horribly scarred by the deity's retribution. The scars last until the creature is cured by the greater restoration spell or similar magic. + + + Multiattack + The sammael makes two melee attacks. + + + Greataxe (Executioner Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d12 + 4) slashing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. + Greataxe (Executioner Form Only)|7|1d12+4 + + + Slam (Destructor Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) fire damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed 10 feet away from the angel. + Slam (Destructor Form Only)|7|2d6+4 + + + Whip (Punisher Form Only) + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 6 (1d4 + 4) slashing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. A creature's hp maximum is reduced by an amount equal to the radiant damage taken. This reduction lasts until the creature finishes a short or long rest. + Whip (Punisher Form Only)|7|1d4+4 + + Source: CCodex (3pp) p. 19 + + + + Song + L + celestial (angel) + Good Lawful + 15 (natural armor) + 76 (9d10+27) + walk 30 ft., fly 60 ft. + 12 + 16 + 16 + 18 + 18 + 21 + Wis +7, Cha +8 + Insight +7, Performance +11 + 14 + All, telepathy 120 ft. + 6 + radiant; bludgeoning, piercing, slashing from nonmagical weapons + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Angelic Weapons + The song angel's weapon attacks are magical. + When the song angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage plus 18 (4d8) radiant damage. + Scimitar|6|2d6+3 + + + Horn of Blasting (Recharges 56) + The song angel blows on its ram's horn, emitting a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn't deafened. + Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 35 (10d6) thunder damage instead. + + + Horn of Spirits (Recharges after a Long Rest) + The song angel blows on its brass horn, calling forth 10 (3d4 + 3) warrior spirits. + These spirits appear within 60 feet of the angel and use tribal warrior statistics. When the spirits are summoned, one of them is always an ancient champion that uses berserker statistics. + They disappear after 1 hour or when they are reduced to 0 hp. + These spirits follow the angel's commands. + + + Change Shape + The angel magically polymorphs into a humanoid that has a challenge rating equal to or less 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 angel's choice). + In the new form, the angel retains its game statistics and the ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. + + + Heavenly Inspiration + When a creature the song angel can see fails an ability check or saving throw or misses with a weapon attack, the angel can sing a verse of divine music. If the creature hears this song, it can reroll the failed check, save, or attack roll with advantage. + + + Innate Spellcasting + The song's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: alter self, calm emotions, charm person, create food and water, detect evil and good + 3/day each: enthrall, silence, zone of truth + 1/day each: irresistible dance, mass cure wounds + + alter self, calm emotions, charm person, create food and water, detect evil and good, enthrall, silence, zone of truth, irresistible dance, mass cure wounds + Source: CCodex (3pp) p. 20 + + + + Zoryas + M + celestial (angel) + Good Lawful + 14 (natural armor) + 104 (16d8+32) + walk 30 ft., fly 40 ft. + 16 + 10 + 14 + 10 + 18 + 18 + Cha +7 + Insight +7, Perception +7 + 17 + All, telepathy 120 ft. + 8 + fire, radiant, bludgeoning, piercing, slashing + + + blinded, charmed, deafened, exhaustion, frightened + truesight 60 ft. + + Fire And Light + The zoryas' weapon attacks are magical. When the zoryas hits with any weapon, the weapon deals an extra 3d8 radiant or fire damage (included in the attack). The zoryas chooses whether its attack does radiant or fire damage before making the attack roll. + + + Open Celestial Gate + As an action, the zoryas opens a gateway to the celestial plane. The gate appears as a shimmering circle that sheds bright light in a 15-foot radius and dim light for an additional 15 feet and is framed by twisting, golden strands. + The gate lasts 1 hour; though, the zoryas can choose to close it at any time as a bonus action. Once the gate closes, the a ngel, z oryas zoryas is reduced to 0 hp and remains unconscious for six days, awakening, fully restored, at sunrise on the seventh day. The zoryas can't pass through its own gate. + + + Regeneration + The zoryas regains 10 hp at the start of its turn. If the zoryas takes necrotic damage, this trait doesn't function at the start of the zoryas' next turn. The zoryas' body is destroyed only if it starts its turn with 0 hp and doesn't regenerate. + + + Sun's Guidance (3/Day) + he zoryas has advantage on melee attack rolls until the end of its next turn. + + + Multiattack + The angel makes two morningstar attacks. + + + Morningstar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 13 (3d8) radiant or fire damage. + Morningstar|6|1d8+3 + + + Light of Dawn (Recharges after a Long Rest) + The zoryas' lantern brightens, bathing its environs in brilliant light. Each creature within 30 feet of the zoryas must succeed on a DC 16 Wisdom saving throw or be blinded for 1d4 rounds. An undead creature who fails this save also takes 13 (3d8) fire damage. The light dispels up to three spells or other magical effects of 3rd level or lower like the dispel magic spell within the area. + + + Dusk's Arrival (Recharges after a Long Rest) + The zoryas' lantern darkens, snuffing out nearby natural and magical sources of light. Each creature within 30 feet of the zoryas must make a DC 16 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. The area is bathed in darkness like the darkness spell until the end of the zoryas' next turn. + + Source: CCodex (3pp) p. 21 + + + + Bat King + S + fey (shapechanger, animal lord) + Neutral + 17 (natural armor) + 150 (20d6+80) + walk 30 ft., fly 50 ft. + 16 + 20 + 19 + 19 + 17 + 16 + Dex +10, Con +9, Wis +8, Cha +8 + Acrobatics +15, Arcana +14, Deception +8, History +14, Nature +14, Perception +8, Stealth +15, Survival +8 + 18 + All, telepathy 120 ft. + 13 + lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison, psychic, thunder + + charmed, exhaustion, frightened, incapacitated, poisoned, stunned + blindsight 60 ft. + + Bat Passivism + No bats or werebats can willingly attack the Bat King. They can be forced to do so through magical means. + + + Keen Hearing + The Bat King has advantage on Wisdom (Perception) checks that rely on hearing. + + + Legendary Resistance (3/Day) + If the Bat King fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + The Bat King has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The Bat King's weapon attacks are magical. + + + Rejuvenation + If he dies, the Bat King's soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bat on the Material Plane which becomes the Bat King with all of the hp and abilities thereof. Only killing every bat on the Material Plane will prevent this trait from functioning. + + + Shapechanger + The Bat King can use his action to polymorph into a Medium dark-skinned, bearded human man of slight stature, into a Medium bat-humanoid hybrid, or back into his true Small bat form. His statistics, other than his size, are the same in each form with the exception that only the Bat King's hybrid and bat forms retain his flying speed. Any equipment he is wearing or carrying transforms with him. + + + Speak To Bats + The Bat King can communicate with bats as if they shared a language. + + + Multiattack + The Bat King makes two melee attacks. + + + Blood Bite (Bat or Hybrid Form Only) + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 22 (5d6 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy. + Blood Bite (Bat or Hybrid Form Only)|10|5d6+5 + + + Oblivion's Mace (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 15 (4d4 + 5) bludgeoning damage. + Oblivion's Mace (Humanoid or Hybrid Form Only)|10|4d4+5 + + + Screech (Recharge 5-6) + The Bat King lets loose an ear-shattering screech in a 20-foot cone. Each creature in that area that can hear the screech must make a DC 18 Constitution saving throw. + On a failure, the creature takes 33 (6d10) thunder damage and is deafened for 1 minute. On a success, the creature takes half the thunder damage but isn't deafened. This attack deals double damage to objects and structures. + + + Summon Bats (2/Day) + The Bat King magically calls 2d4 swarms of bats. In an urban environment, he can call 1 werebat (see page 258) instead. The called creatures arrive in 1d4 rounds, acting as allies of the Bat King and obeying his spoken commands. The creatures remain for 1 hour, until the Bat King dies, or until the Bat King dismisses them as a bonus action. + + + The fey (shapechanger, animal lord) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn. + + + Options + The Bat King 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 Bat King regains spent legendary action at the start of his turn. + + + At Will Spell + The Bat King casts one of his at will spells. + + + Detect + The Bat King makes a Wisdom (Perception) check. + + + Flight (Bat or Hybrid Form Only) + The Bat King flies up to his flying speed without provoking opportunity attacks. + + + Innate Spellcasting + The bat king's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: pass without trace, shatter, thunderwave + 3/day each: darkness, scrying + 2/day each: etherealness, freedom of movement + 1/day each: astral projection, teleport + + pass without trace, shatter, thunderwave, darkness, scrying, etherealness, freedom of movement, astral projection, teleport + Source: CCodex (3pp) p. 22 + + + + Brother Ox + H + fey (shapechanger, animal lord) + Lawful Neutral + 18 (natural armor) + 187 (15d12+90) + walk 60 ft. + 21 + 18 + 22 + 17 + 24 + 19 + Str +10, Dex +9, Wis +12, Cha +9 + Acrobatics +9, Athletics +10, History +8, Insight +12, Perception +12 + 22 + All, telepathy 120 ft. + 16 + cold; bludgeoning, piercing, slashing from nonmagical weapons + poison + + charmed, exhaustion, frightened, incapacitated, poisoned, stunned + truesight 120 ft. + + Bovine Passivism + No bovine creatures or wereboars can willingly attack Brother Ox. They can be forced to do so through magical means. + + + Charge + If Brother Ox moves at least 20 feet straight toward a target and then hits it with a gore attack, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. + + + Legendary Resistance (2/Day) + If Brother Ox fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Brother Ox has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Brother Ox's weapon attacks are magical. + + + Rejuvenation + If he dies, Brother Ox's soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bovine on the Material Plane which becomes Brother Ox with all of the hp and abilities thereof. Only killing every bovine on the Material Plane will prevent this trait from functioning. + + + Shapechanger + Brother Ox can use his action to polymorph into a Huge ox, a Medium bald human with a short, dark beard, or back into his true Huge ox-headed humanoid form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying transforms with him. + + + Speak With Bovines + Brother Ox can communicate with any bovine creature as if they shared a language. + + + Multiattack + In ox or human form, Brother Ox makes three melee attacks. In his true form, he makes three attacks. one with his gore and two with his unarmed strike. + + + Gore (Ox or True Form Only) + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 21 (3d10 + 5) piercing damage. + Gore (Ox or True Form Only)|10|3d10+5 + + + Unarmed Strike (Humanoid or True Form Only) + Melee Weapon Attack. +10 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage. + Unarmed Strike (Humanoid or True Form Only)|10|3d8+5 + + + Ki Disruption (Recharge 6) + Brother Ox makes one unarmed strike against a creature to create an instability within the target's essence that lasts 2d8 days. This instability is harmless unless Brother Ox uses his action to end it early. To do so, Brother Ox and the target must be on the same plane of existence. Brother Ox can use this action again to force the target to make a DC 19 Constitution saving throw. On a failure, the target is reduced to 0 hp. On a success, it takes 55 (10d10) necrotic damage. + + + Deflect Missiles (Humanoid or True Form Only) + When Brother Ox is hit by a ranged weapon attack, he can reduce the damage he takes by 25 (1d10 + 20). If this reduces the damage to 0, Brother Ox can catch the missile if it fits in one hand and he has one hand free. If Brother Ox catches a missile in this way, he can throw the missile as a ranged weapon attack as part of the same reaction. The missile has +10 to hit, with a short range of 30 feet and a long range of 60 feet. On a hit, it deals 18 (3d8 + 5) damage of a type appropriate to the missile. + + + The fey (shapechanger, animal lord) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn. + + + Options + Brother Ox 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. Brother Ox regains spent legendary actions at the start of its turn. + + + Move + Brother Ox moves up to his speed without provoking opportunity attacks. + + + Wholeness + Brother Ox regains 10 hp, is cured of all diseases, and ends one effect lowering his ability scores or hp maximum. + Brother Ox can't use this legendary action again until the end of his next turn. + + + Stunning Strike (Costs 2 Actions) + Brother Ox makes one unarmed strike. If it hits a creature, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn. + + Source: CCodex (3pp) p. 24 + hill, mountain + + + Lord Of Vultures + L + fey (shapechanger, animal lord) + Good Neutral + 17 (natural armor) + 152 (16d10+64) + walk 30 ft., fly 90 ft. + 18 + 18 + 18 + 16 + 17 + 20 + Dex +8, Con +8, Wis +7 + History +7, Insight +7, Perception +7 + 17 + All, telepathy 120 ft. + 12 + fire, radiant; bludgeoning, piercing, slashing from nonmagical weapons + + + charmed, exhaustion, frightened, incapacitated, poisoned, stunned + darkvision 120 ft. + + Bird Passivism + No bird or ravenfolk can willingly attack Sampati. + They can be forced to do so through magical means. + + + Danger Sense + Sampati has advantage on Wisdom (Perception) checks and can't be surprised. + + + Legendary Resistance (3/Day) + If Sampati fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Sampati has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Sampati's weapon attacks are magical. + + + Pack Tactics + Sampati has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Rejuvenation + If he dies, Sampati's soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bird of prey on the Material Plane which becomes the Lord of Vultures with all of the hp and abilities thereof. Only killing every bird of prey on the Material Plane will prevent this trait from functioning. + + + Shapechanger + Sampati can use his action to polymorph into a Huge giant vulture, a Medium dark-skinned man with black and gold hair, or back into his true Large, winged humanoid form. + His statistics, other than his size, are the same in each form with the exception that only Sampati's true and vulture forms retain his flying speed. Any equipment he is wearing or carrying transforms with him. + + + Speak With Birds + Sampati can communicate with birds as if they shared a language. + + + Multiattack + In humanoid or his true form, Sampati makes three spear attacks. In vulture form, he makes three attacks. one with his beak and two with his talons. + + + Spear (Humanoid or True Form Only) + Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one creature. 11 (2d6 + 4) piercing damage plus 3 (1d6) radiant damage, or 13 (2d8 + 4) piercing damage plus 3 (1d6) radiant damage if used with two hands to make a melee attack. If Sampati throws the spear, it magically reforms in his hand immediately after the attack. + Spear (Humanoid or True Form Only)|8|2d6+4 + + + Beak (Vulture Form Only) + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 11 (3d4 + 4) piercing damage plus 3 (1d6) radiant damage. + Beak (Vulture Form Only)|8|3d4+4 + + + Talons (Vulture Form Only) + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 17) if it is a Huge or smaller creature and Sampati isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 10 (3d6) piercing damage at the start of each of its turns. + Talons (Vulture Form Only)|8|3d6+4 + + + The fey (shapechanger, animal lord) can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn. + + + Options + Sampati 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. Sampati regains spent legendary actions at the start of his turn. + + + Move + Sampati moves up to half his speed without provoking opportunity attacks. Wing Buffet (Costs 2 Actions; True or Vulture Form Only). Sampati beats his wings. Each creature within 10 feet of Sampati must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. Dive Bomb (Costs 2 Actions; True or Vulture Form Only). rSampati flies up to his speed and makes a spear or talon attack against one creature. If the attack hits, the target takes an extra 9 (2d8) piercing or slashing damage. Sampati must fly at least 30 feet straight towards the target to use this action. Sampati can't use this action if he is grappling a creature. + + + Innate Spellcasting + The lord of vultures's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: animal friendship, thunderwave + 3/day each: charm person, conjure animals (birds only, cast as a 9th-level spell), dominate beast + 1/day each: antimagic field, geas, plane shift + + animal friendship, thunderwave, charm person, conjure animals, dominate beast, antimagic field, geas, plane shift + Source: CCodex (3pp) p. 26 + mountain + + + Mouse King + S + fey (shapechanger, animal lord) + Neutral + 17 (natural armor) + 150 (20d6+80) + walk 40 ft., climb 30 ft. + 18 + 23 + 18 + 20 + 18 + 18 + Dex +10, Con +8, Wis +8, Cha +8 + Acrobatics +14, Deception +8, Nature +9, Persuasion +8, Sleight of hand +14, Stealth +14, Survival +8 + 14 + All, telepathy 120 ft. + 11 + lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison, psychic + + charmed, exhaustion, frightened, incapacitated, poisoned, stunned + darkvision 120 ft. + + Keen Sight + The Mouse King has advantage on Wisdom (Perception) checks that rely on sight. + + + Legendary Resistance (3/Day) + If the Mouse King fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + The Mouse King has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The Mouse King's weapon attacks are magical. + + + Rejuvenation + If he dies, the Mouse King's soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another mouse or rat on the Material Plane which becomes the Mouse King with all of the hp and abilities thereof. Only killing every mouse and rat on the Material Plane will prevent this trait from functioning. + + + Rodent Passivism + No rodents, ratfolk, or wererats can willingly attack the Mouse King. They can be forced to do so through magical means. + + + Shapechanger + The Mouse King can use his action to polymorph into a Medium black-haired human woman with dark skin and copper eyes or a Small white-haired halfling man with pale skin, dark eyes and a long moustache, a Medium mouse-humanoid hybrid, or back into his true Small mouse form. His statistics, other than his size, are the same in each form with the exception that only his hybrid and true forms retain his climbing speed. + Any equipment he is wearing or carrying transforms with him. + + + Speak With Rodents + The Mouse King can communicate with rodents as if they shared a language. + + + Special Equipment + The Mouse King wears a ring of spell turning. + + + Multiattack + In mouse form, the Mouse King makes two bite attacks. In humanoid form, he makes three king's blade attacks. In hybrid form, he makes three attacks. two with his king's blade and one with his bite. + + + King's Blade (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 15 (2d8 + 6) piercing damage. + King's Blade (Humanoid or Hybrid Form Only)|10|2d8+6 + + + Bite (Mouse or Hybrid Form Only) + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour. + Bite (Mouse or Hybrid Form Only)|10|2d6+6 + + + Summon Rodents (2/Day) + The Mouse King magically calls 2d4 swarms of rats. In an urban environment, he can call 1d4 wererats instead. The called creatures arrive in 1d4 rounds, acting as allies of the Mouse King and obeying his spoken commands. The creatures remain for 1 hour, until the Mouse King dies, or until the Mouse King dismisses them as a bonus action. + + + The fey (shapechanger, animal lord) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn. + + + Options + The Mouse King 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 Mouse King regains spent legendary actions at the start of his turn. + + + King's Blade + The Mouse King makes one king's blade attack. + + + Move + The Mouse King moves up to his speed without provoking opportunity attacks. + + + Quick Casting (Costs 3 Actions) + The Mouse King casts one innate spell. + + + Innate Spellcasting + The mouse king's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: blur, confusion, detect evil and good + 2/day each: etherealness + 1/day each: astral projection, teleport + + blur, confusion, detect evil and good, etherealness, astral projection, teleport + Source: CCodex (3pp) p. 28 + + + + Queen Of Birds + L + fey (shapechanger, animal lord) + Chaotic Neutral + 17 (natural armor) + 161 (17d10+68) + walk 40 ft., fly 90 ft. + 17 + 22 + 19 + 18 + 22 + 21 + Str +8, Wis +11, Cha +10 + Acrobatics +11, Athletics +8, History +9, Perception +11 + 21 + All, telepathy 120 ft. + 14 + cold; bludgeoning, piercing, slashing from nonmagical weapons + lightning, thunder + + charmed, frightened, grappled, incapacitated, restrained, stunned + truesight 120 ft. + + Bird Passivism + No bird or ravenfolk can willingly attack the Queen. They can be forced to do so through magical means. + + + Flyby + The Queen of Birds doesn't provoke an opportunity attack when she flies out of an enemy's reach. + + + Legendary Resistance (2/Day) + If the Queen of Birds fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + The Queen of Birds has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + If she dies, the Queen of Birds' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another bird on the Material Plane which becomes the Queen of Birds with all of the hp and abilities thereof. Only killing every bird on the Material Plane will prevent this trait from functioning. + + + Shapechanger + The Queen of Birds can use her action to polymorph into a Large jewel-toned eagle, a Medium long-haired elven woman, or back into her true Large, winged humanoid form. Her statistics, other than her size, are the same in each form with the exception that only her true and eagle forms retain her flying speed. Any equipment she is wearing or carrying transforms with her. + + + Speak With Birds + The Queen of Birds can communicate with birds as if they shared a language. + + + Storm Strike Weapons + The Queen of Birds' weapon attacks are magical. When she hits with a weapon attack, the attack deals an extra 2d8 damage of her choice of lightning or thunder damage (included in the attack). + + + Multiattack + In eagle or humanoid form, the Queen of Birds makes two attacks. In her true form, she makes three attacks. + one with her talons and two with her spear. + + + Storm Spear (Humanoid or True Form Only) + Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 100/300 ft., one target. 13 (2d6 + 6) piercing damage plus 9 (2d8) lightning or thunder damage, or 15 (2d8 + 6) piercing damage plus 9 (2d8) lightning or thunder damage if used with two hands to make a melee attack. If the Queen of Birds throws her storm spear, it magically reforms in her hand immediately after the attack. + Storm Spear (Humanoid or True Form Only)|11|2d6+6 + + + Talons (Eagle or True Form Only) + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 11 (2d4 + 6) slashing damage plus 9 (2d8) lightning or thunder damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, the Queen of Birds can automatically hit the target with her talons, and she can't make talons attacks against other targets. When the Queen of Birds moves, any Medium or smaller target she is grappling moves with her. + Talons (Eagle or True Form Only)|11|2d4+6 + + + Parry + The Queen of Birds adds 5 to her AC against one melee weapon attack that would hit her. To do so, the Queen of Birds must see the attacker and be wielding a melee weapon. + + + The fey (shapechanger, animal lord) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn. + + + Options + The Queen of Birds 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 Queen of Birds regains spent legendary actions at the start of her turn. + + + Soar (Eagle or True Form Only) + The Queen of Birds flies up to her flying speed. + + + Storm Spear (Humanoid or True Form Only) + The Queen of Birds makes a storm spear attack. Swooping Death (Costs 2 Actions; Eagle or True Form Only). rThe Queen of Birds makes an attack with her talons. If the attack hits, she can fly up to half her flying speed. + + + Innate Spellcasting + The queen of birds's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: + At will: dispel magic, gust of wind, spiritual weapon + 3/day each: chain lightning, counterspell + 1/day each: control weather + + dispel magic, gust of wind, spiritual weapon, chain lightning, counterspell, control weather + Source: CCodex (3pp) p. 30 + mountain + + + Queen Of Cats + L + fey (shapechanger, animal lord) + Good Chaotic + 17 (natural armor) + 195 (23d10+69) + walk 50 ft., climb 40 ft. + 15 + 22 + 17 + 16 + 18 + 21 + Str +7, Con +8, Wis +9 + Acrobatics +16, Deception +10, Perception +9, Stealth +11 + 19 + All, telepathy 120 ft. + 15 + bludgeoning, piercing, slashing from nonmagical weapons + radiant + + charmed, exhaustion, frightened, incapacitated, poisoned, stunned + truesight 60 ft. + + Cat Passivism + No cats or weretigers can willingly attack the Queen of Cats. They can be forced to do so through magical means. + + + Keen Smell + The Queen of Cats has advantage on Wisdom (Perception) checks that rely on smell. + + + Legendary Resistance (3/Day) + If the Queen of Cats fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + The Queen of Cats has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The Queen of Cats' weapon attacks are magical. + + + Pounce + If the Queen of Cats 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 19 Strength saving throw or be knocked prone. + + + Rejuvenation + If she dies, the Queen of Cats' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another cat on the Material Plane which becomes the Queen of Cats with all of the hp and abilities thereof. Only killing every cat on the Material Plane will prevent this trait from functioning. + + + Safe Fall + When she falls, the Queen of Cats lands on her feet and takes no damage. + + + Shapechanger + The Queen of Cats can use her action to polymorph into a Medium human woman, a Small cat, or back into her true Large, cat-headed humanoid form. Her statistics, other than her size, are the same in each form with the exception that only her cat and true forms retain her climbing speed. Any equipment she is wearing or carrying transforms with her. + + + Speak With Felines + The Queen of Cats can communicate with cats as if they shared a language. + + + Multiattack + In human form, the Queen of Cats makes two moon strike attacks. In cat form or her true form, she makes three attacks. two with her claws or moon strike and one with her bite. + + + Bite (Cat or True Form Only) + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 15 (2d8 + 6) piercing damage. + Bite (Cat or True Form Only)|11|2d8+6 + + + Claw (Cat or True Form Only) + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage plus 9 (2d8) radiant damage. + Claw (Cat or True Form Only)|11|2d6+6 + + + Moon Strike + Ranged Spell Attack: +10 to hit, range 90 ft., one target. 22 (4d10) radiant damage. The target must succeed on a DC 18 Dexterity saving throw or shed dim light in a 5-foot radius until the start of the Queen's next turn. As long as it glows, the target gains no benefit from being invisible, can't hide, and the next attack made against the target has advantage. + Moon Strike|10|4d10 + + + The fey (shapechanger, animal lord) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn. + + + Options + The Queen of Cats 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 Queen of Cats regains spent legendary actions at the start of her turn. + + + Leap + The Queen of Cats moves up to her speed, jumping or climbing over obstacles in the way. Difficult terrain caused by urban or forested terrain features doesn't cost her extra movement when she leaps. + + + Swipe (Cat or True Form Only) + The Queen of Cats makes a claw attack. + + + Scurry (Costs 2 Actions) + The Queen of Cats moves up to her speed and can Hide. + + + Innate Spellcasting + The queen of cats's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring only verbal components: + At will: dispel magic, invisibility (self only) + 3/day each: counterspell, pass without trace + 1/day each: maze + + dispel magic, invisibility, counterspell, pass without trace, maze + Source: CCodex (3pp) p. 32 + + + + Queen Of Serpents + M + fey (shapechanger, animal lord) + Lawful Neutral + 17 (natural armor) + 170 (20d8+80) + walk 30 ft., climb 30 ft., swim 30 ft. + 22 + 20 + 18 + 18 + 21 + 22 + Con +8, Wis +9, Cha +10 + Arcana +8, Athletics +10, Deception +10, Nature +8, Perception +9, Persuasion +10, Stealth +9 + 19 + All, telepathy 120 ft. + 12 + lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison, psychic + + charmed, exhaustion, frightened, incapacitated, poisoned, stunned + darkvision 120 ft. + + Bestowal Of Trust + The Queen of Serpents can grant a single creature a +1 enhancement to Wisdom which lasts until the creature harms a reptile of any kind. Only one creature may have this enhancement at any time. + + + Keen Smell + The Queen of Serpents has advantage on Wisdom (Perception) checks that rely on smell. + + + Legendary Resistance (3/Day) + If the Queen of Serpents fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + The Queen of Serpents has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The Queen of Serpents' weapon attacks are magical. + + + Rejuvenation + If she dies, the Queen of Serpents' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another serpent on the Material Plane which becomes the Queen of Serpents, with all of the hp and abilities thereof. Only killing every serpent on the Material Plane will prevent this trait from functioning. + + + Serpent Passivism + No serpents can willingly attack the Queen of Serpents. They can be forced to do so through magical means. + + + Shapechanger + The Queen of Serpents can use her action to polymorph into a Large constrictor snake, a Medium human woman of middle age, or back into her true human-snake + + + Multiattack + In human form, the Queen of Serpents makes three shortsword attacks. In her true form, she makes two attacks. one with her bite and one with her shortsword. + + + Bite (Snake or True Form Only) + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 27 (6d6 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. + Bite (Snake or True Form Only)|10|6d6+6 + + + Shortsword (Human or True Form Only) + Melee Weapon Attack. +10 to hit, reach 5 ft., one creature. 9 (1d6 + 6) piercing damage. + Shortsword (Human or True Form Only)|10|1d6+6 + + + Constrict (Snake or True Form Only) + Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 27 (6d6 + 6) bludgeoning damage and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained, and the Queen of Serpents can't constrict another target. + Constrict (Snake or True Form Only)|10|6d6+6 + + + Mesmerizing Gaze (Recharge 56) + The Queen of Serpents targets up to six creatures that she can see within 60 feet of her. + Each creature must succeed on a DC 18 Charisma saving throw or be stunned for 10 minutes. The target is no longer stunned if it takes damage or another creature takes an action to shake it. If a creature's saving throw is successful, the creature is immune to the Queen of Serpents' Mesmerizing Gaze for the next 24 hours. + + + The fey (shapechanger, animal lord) can take 6 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger, animal lord) regains spent legendary actions at the start of its turn. + + + Options + The Queen of Serpents 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 Queen of Serpents regains spent legendary actions at the start of her turn. + + + Detect + The Queen of Serpents makes a Wisdom (Perception) check. + + + Move + The Queen of Serpents moves up to her speed without provoking opportunity attacks. + + + Precognition (Costs 2 Actions) + The Queen of Serpents gets a brief glimpse of the immediate future, gaining advantage on attack rolls and Dexterity-based saving throws until the end of her next turn. + + + hybrid form + Her statistics, other than her size, are the same in each form with the exception that only her snake and true forms retain her climbing and swimming speeds. Any equipment she is wearing or carrying transforms with her. + + + Speak with Serpents + The Queen of Serpents can communicate with serpents as if they shared a language. + + + Innate Spellcasting + The queen of serpents's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: + At will: pass without trace, purify food and drink, protection from poison + 3/day each: darkness, scrying + 2/day each: etherealness, freedom of movement + 1/day each: astral projection, teleport + + pass without trace, purify food and drink, protection from poison, darkness, scrying, etherealness, freedom of movement, astral projection, teleport + Source: CCodex (3pp) p. 34 + mountain + + + Ankou Soul Herald + G + dragon + Neutral + 18 (natural armor) + 407 (22d20+176) + walk 40 ft., fly 80 ft. + 25 + 10 + 27 + 17 + 18 + 19 + Dex +7, Con +15, Wis +11, Cha +11 + Perception +18, Persuasion +11, Stealth +7 + 28 + All + 21 + + cold, necrotic, poison + + charmed, exhaustion, frightened, poisoned + truesight 60 ft. + + Aura Of Necromancy's Bane + Necromancy spells can't be cast within 120 feet of the ankou. When an undead creature starts its turn within 30 feet of the ankou, it must make a DC 22 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. + + + Cloak Of Ghostly Shadows + As a bonus action while in dim light or darkness, the ankou becomes invisible. While invisible, the ankou has advantage on Dexterity (Stealth) checks and gains the following. + Resistance to acid, cold, fire, lighting, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks. + Immunity to the grappled, paralyzed, petrified, prone, and restrained conditions The ankou 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. + The cloak of ghostly shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light. + + + Death's Apotheosis + The ankou has the celestial type in addition to the dragon type and its weapon attacks are magical. + + + Legendary Resistance (3/Day) + If the ankou fails a saving throw, it can choose to succeed instead. + + + Multiattack + The ankou can use its Horrifying Presence. It then makes three attacks. one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 18 (2d10 + 7) piercing damage plus 11 (2d10) cold damage. + Bite|14|2d10+7 + + + Claw + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 14 (2d6 + 7) slashing damage. + Claw|14|2d6+7 + + + Tail + Melee Weapon Attack: +14 to hit, reach 20 ft., one target. 16 (2d8 + 7) bludgeoning damage + Tail|14|2d8+7 + + + Horrifying Presence + Each creature of the ankou's choice that is within 120 feet of it must make a DC 19 Wisdom saving throw. + On a failure, its speed is reduced to 0 for 1 minute. If the save fails by 5 or more, the creature is instead paralyzed 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 ankou's Horrifying Presence for the next 24 hours. + + + Reaper's Breath (Recharge 56) + The ankou exhales cold fire in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold. + + + Change Shape + The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before 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 ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form. + + + Usher of Souls + The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature. + + + The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Options + The ankou can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ankou regains spent legendary actions at the start of its turn. + + + Detect + The ankou learns the location of all living creatures within 120 feet. Alternatively, it can learn the location of all undead creatures or creatures that have been dead no longer than 1 hour within 1 mile. + + + Tail Attack + The ankou makes a tail attack. + + + Envelope in Shadow (Costs 2 Actions) + The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + Ankou Soul Seeker + L + dragon + Neutral + 15 (natural armor) + 171 (18d10+72) + walk 40 ft., fly 80 ft. + 17 + 10 + 19 + 13 + 14 + 16 + Dex +3, Con +7, Wis +5, Cha +5 + Perception +8, Persuasion +6, Stealth +3 + 18 + All + 8 + + cold, necrotic, poison + + charmed, exhaustion, frightened, poisoned + truesight 60 ft. + + Aura Of Necromancy's Bane + When an undead creature starts its turn within 30 feet of the ankou, the undead must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one. + + + Cloak Of Shadows + As a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light. + + + Death Ascended + The ankou has the celestial type in addition to the dragon type. + + + Multiattack + The ankou makes three attacks. one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 14 (2d10 + 3) piercing damage plus 4 (1d8) cold damage. + Bite|6|2d10+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage + Claw|6|2d6+3 + + + Reaper's Breath (Recharge 56) + The ankou exhales cold fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold. + + + Change Shape + The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before 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 ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form. + + + Usher of Souls + The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature. + + Source: CCodex (3pp) + + + + Anophiloi + S + monstrosity + Neutral + 12 + 33 (6d6+12) + walk 30 ft., climb 20 ft., fly 40 ft. + 12 + 14 + 14 + 5 + 12 + 6 + + Stealth +4 + 11 + + 1 + poison + + cold + poisoned + darkvision 60 ft. + + Blood Frenzy + The anophiloi has advantage on melee attack rolls against any creature that doesn't have all its hp. + + + Blood Sense + The anophiloi can pinpoint, by scent, the location of living creatures within 30 feet of it. + + + Multiattack + The anophiloi makes two attacks. one with its claws and one with its bite. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit. + 5 (1d6 + 2) piercing damage, and if the target is Large or smaller, the anophiloi attaches to it. While attached, the anophiloi doesn't attack. Instead, at the start of each of the anophiloi's turns, the target loses 5 (1d6 + 2) hp due to blood loss. + The anophiloi can detach itself by spending 5 feet of its movement. It does so after it drains 20 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the anophiloi by succeed on a DC 13 Strength check. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claws|4|1d4+2 + + Source: CCodex (3pp) + farmland, forest + + + Arborcyte + L + plant + Chaotic Neutral + 16 (natural armor) + 127 (15d10+45) + walk 30 ft. + 21 + 12 + 16 + 5 + 10 + 3 + Con +6 + + 10 + + 8 + bludgeoning, piercing + + fire + deafened + darkvision 60 ft. + + Shearing + Whenever the arborcyte suffers 10 or more damage from a single attack, a length of its vines breaks free. This animated tendril is under the arborcyte's control, moving and acting as an extension of the creature. Each tendril has AC 14, 10 hp, and a speed of 10 feet. + + + Multiattack + The arborcyte makes two thorn vine attacks plus one animated tendril attack for each tendril it can see that has been created through its Shearing trait. + + + Thorn Vine + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target takes 7 (2d6) acid damage at the start of each of the arborcyte's turns, and tendril attacks against the target have advantage. The arborcyte can grapple up to two creatures at one time. + Thorn Vine|8|3d8+5 + + + Animated Tendril + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 9 (1d8 + 5) piercing damage. + Animated Tendril|8|1d8+5 + + Source: CCodex (3pp) + farmland, forest, grassland + + + Arcamag + T + monstrosity (shapechanger) + Neutral + 13 (natural armor) + 22 (5d4+10) + walk 10 ft., fly 30 ft. + 7 + 10 + 15 + 5 + 12 + 18 + + Stealth +4 + 11 + Understands Common but can't speak + 2 + + + + + darkvision 60 ft. + + Camouflage + While attached to a host, the arcamag has advantage on Dexterity (Stealth) checks. + + + Shapechanger + The arcamag can use its action to polymorph into a small object, such as a ring, wand, orb, rod, or scroll. 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. + + + False Appearance (Object Form Only) + While motionless, the arcamag is indistinguishable from an ordinary object. + + + Attach + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature that can cast spells. The arcamag attaches to the target. + While attached, the arcamag doesn't attack. Instead, it causes a handful of changes in its spellcaster host (see Changes to the Host sidebar). + The arcamag can detach itself by spending 5 feet of its movement. A creature other than the host can use its action to detach the arcamag by succeeding on a DC 15 Strength check. + The host can use its action to detach the arcamag only after the host has expended all of its spell slots for the day, including the extra cantrips and spell slots gained from having the arcamag attached. Doing so doesn't require a Strength check. When the arcamag detaches itself or is detached from a host, the host takes 2 (1d4) psychic damage per spellcaster level. + + + Teleport (1/Day) + The arcamag magically teleports up to 60 feet to an unoccupied space. If it is attached to a host when it uses this action, it automatically detaches. + + Source: CCodex (3pp) + + + + Arcanaphage + M + monstrosity + Unaligned + 14 + 60 (8d8+24) + walk 0 ft., fly 30 ft. + 10 + 1 + 1 + 16 + 2 + 1 + + Perception +2 + 12 + + 4 + bludgeoning, piercing, slashing + + + blinded, charmed, deafened, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Arcane Discharge + When an arcanaphage dies, it explodes in a surge of partially-digested magical energy. Each creature within 5 feet per Feed score must make a DC 14 Dexterity saving throw, taking 3 (1d6) force damage per Feed score on a failed save, or half as much damage on a successful one. For 1 minute afterward, the affected area is awash with volatile magic. A creature that starts its turn in the affected area takes 7 (2d6) force damage. + + + Hunger + Each time it feeds in combat, it regains hp equal to twice the level of the spell it ate and increases its Feed score by 1. The arcanaphage can't have a Feed score higher than 8, and its Feed score reduces by 1 each time it finishes a long rest. + + + Ingest Magic + At the start of each of the arcanaphage's turns, each creature within 30 feet of it that is currently maintaining concentration on a spell must make a DC 14 Constitution saving throw. On a failure, the creature's spell ends and the arcanaphage feeds. + + + Magic Immunity + The arcanaphage is immune to damage from spells. It has advantage on saving throws against all other magical effects. + + + Multiattack + The arcanaphage makes two tentacle attacks. + + + Tentacle + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Tentacle|6|2d8+4 + + + Voracious + The arcanaphage's tentacles glow when a spell is cast within 30 feet of it, countering the spell. This reaction works like the counterspell spell, except the arcanaphage must always make a spellcasting ability check, no matter the spell level. Its ability check for this is +5. If it successfully counters the spell, the arcanaphage feeds. + + Source: CCodex (3pp) + + + + Astral Snapper + M + aberration + Neutral Evil + 12 + 78 (12d8+24) + walk 40 ft. + 12 + 15 + 14 + 12 + 16 + 8 + Con +4 + Arcana +4, Deception +1, Perception +5, Stealth +4 + 15 + Deep Speech + 3 + bludgeoning, piercing, slashing from nonmagical weapons + + + + darkvision 60 ft. + + Astral Devour + A creature hosting an astral snapper's astral form must make a DC 13 Wisdom saving throw each time it finishes a long rest. On a success, the astral snapper is ejected from the host and the Astral Plane into an unoccupied space in the Material Plane within 10 feet of the host and is stunned for 1 round. On a failure, the astral snapper consumes part of the host's internal organs, reducing the host's Constitution score by 1d4. The host dies if this reduces its Constitution to 0. The reduction lasts until the host finishes a long rest after the astral snapper has been expelled. If the host's Constitution score is reduced to 0, the astral snapper exits the host's body in the Material Plane by tearing its way out through the abdomen. The astral snapper becomes completely corporeal as it exits the host, stepping out of the host at its full size. + From the time the astral snapper succeeds on the initial dive into the host through the Astral Plane until the moment it emerges from the host's abdomen, it can be seen by any creature that can see into the Astral Planeits head buried in the host's back. The astral snapper has disadvantage on Wisdom (Perception) checks and is effectively stunned when in this position until it takes damage. + + + Multiattack + The astral snapper makes two attacks with its claws. + If both attacks hit the same target, the target must succeed on a DC 13 Wisdom saving throw or its wound becomes a rift to the Astral Plane. The astral snapper immediately passes through, closing the rift behind it. The target is then affected by the astral snapper's Astral Devour trait. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage. + Claws|4|2d6+2 + + Source: CCodex (3pp) + farmland + + + Azeban + M + fey + Chaotic Neutral + 16 (natural armor) + 78 (12d8+24) + walk 40 ft., climb 30 ft. + 16 + 16 + 14 + 15 + 8 + 18 + Dex +5, Wis +1 + Deception +6, Perception +1, Sleight of hand +5, Stealth +5 + 11 + Common, Elvish, Sylvan + 4 + cold; bludgeoning, piercing, slashing from nonmagical weapons + + + charmed, frightened + darkvision 60 ft. + + Elusive + The azeban can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. + + + Magic Resistance + The azeban has advantage on saving throws against spells and other magical effects. + + + Multiattack + The azeban makes two attacks. one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. + Bite|5|2d6+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Claws|5|2d6+3 + + + Ear-Splitting Yawp (Recharge 5-6) + The azeban emits a piercing yell in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a target takes 21 (6d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn't deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area. + + + Innate Spellcasting + The azeban's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: + At will: dancing lights, disguise self, faerie fire, minor illusion + 3/day each: creation, major image, mislead, seeming + 1/day each: mirage arcane, programmed illusion + + dancing lights, disguise self, faerie fire, minor illusion, creation, major image, mislead, seeming, mirage arcane, programmed illusion + Source: CCodex (3pp) + forest + + + Azi Dahaka + H + dragon + Chaotic Evil + 15 (natural armor) + 157 (15d12+60) + walk 40 ft., fly 80 ft. + 21 + 14 + 19 + 14 + 13 + 17 + Dex +7, Con +9, Wis +6, Cha +8 + Perception +11, Stealth +7 + 21 + Common, Draconic, Infernal + 14 + cold; bludgeoning, piercing, slashing from nonmagical weapons + lightning + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If Azi Dahaka fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + Azi Dahaka has advantage on saving throws against spells and other magical effects. + + + Multiple Heads + Azi Dahaka's three heads grant it advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Reactive Heads + Azi Dahaka gets two extra reactions that can be used only for opportunity attacks. + + + Vermin Blood + A creature that hits Azi Dahaka with a melee attack while within 5 feet takes 4 (1d8) piercing damage and 4 (1d8) poison damage as the dragon's blood becomes biting and stinging vermin. + + + Multiattack + Azi Dahaka makes three bite attacks and two claw attacks. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d10 + 5) piercing damage. + Bite|10|1d10+5 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claw|10|2d6+5 + + + Storm Breath (Recharge 56) + Azi Dahaka exhales a blast of wind and lightning in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a target takes 22 (4d10) bludgeoning damage and 18 (4d8) lightning damage, is pushed 25 feet away from Azi Dahaka, and is knocked prone. + On a success, a target takes half the bludgeoning and lightning damage and is pushed, but isn't knocked prone. All nonmagical flames in the cone are extinguished. + + + The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Options + Azi Dahaka 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. Azi Dahaka regains spent legendary actions at the start of its turn. + + + Control Weather + Azi Dahaka can alter the weather in a 5-mile radius centered on itself. The effect is identical to the control weather spell, except the casting time and effects are immediate. + + + Call Lightning (Cost 2 Actions) + A bolt of lightning flashes down from the clouds to a point Azi Dahaka can see within 100 feet of it. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. + + + Wing Attack (Costs 2 Actions) + Azi Dahaka beats its wings. + Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Azi Dahaka can then fly up to half its flying speed. + + Source: CCodex (3pp) + mountain + + + Baba Yaga + M + fey + Chaotic Neutral + 18 (natural armor) + 399 (47d8+188) + walk 40 ft., fly 30 ft. + 14 + 18 + 18 + 16 + 1 + 1 + Con +10, Wis +12, Cha +11 + Arcana +15, Perception +12, Persuasion +11 + 22 + All + 20 + cold; bludgeoning, piercing, slashing from nonmagical weapons + necrotic + + frightened, poisoned + truesight 120 ft. + + Cronesight + Baba Yaga has advantage on Wisdom (Perception) checks that rely on sight. As an action, she can observe a target and magically know its current emotional state. If the target fails a DC 19 Charisma saving throw, she also knows the creature's alignment and discovers a hidden secret about the target. + + + Cronespeech + Creatures with Intelligence 3 or lower obey Baba Yaga unquestioningly. Her utterances are often captured as engravings on nearby stone and wood surfaces. These magical reproductions of her words are made in the Common tongue and fade after several days. + + + Grandmother's Teeth + The iron teeth of Baba Yaga are sentient, magical, and airborne dentures that sometimes work at cross-purposes to the Old Witch. If the teeth and Baba Yaga are getting along, the teeth reside inside her mouth, providing her with a bite attack and access to its spell list. Baba Yaga can cast a spell from the teeth's innate spell list as a bonus action, using her spellcasting ability. Spells cast in this way are removed from the teeth's spells per day total. If the witch and her teeth are not getting along, the teeth will fly around casting its spells as it wishes (often to the benefit of Baba Yaga's enemies). + + + Legendary Resistance (3/Day) + If Baba Yaga fails a saving throw, she can choose to succeed instead. + + + Mortar And Pestle + Baba Yaga flies in a large mortar and pestle, which is immune to damage and can't be the target of spells or effects. It provides the witch partial cover from ranged attacks. + Baba Yaga doesn't provoke an opportunity attack when she flies out of an enemy's reach. If Baba Yaga is knocked prone, stunned, or incapacitated while flying in the mortar, it will gently set her on the ground and disappear for 1 hour. The pestle remains with the witch. + + + Multiattack + Baba Yaga makes two pestle slap attacks and one bite attack, or three pestle slap attacks. + + + Pestle Slap + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 31 (6d8 + 4) bludgeoning damage. The target must succeed on a DC 20 Constitution saving throw or have disadvantage on concentration checks until the end of its next turn. + Pestle Slap|10|6d8+4 + + + Bite (if iron teeth are equipped) + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 37 (6d10 + 4) piercing damage and the target must succeed on a DC 20 Wisdom saving throw or be frightened of Baba Yaga until the end of its next turn. + Bite (if iron teeth are equipped)|10|6d10+4 + + + Breath of the Bone Mother (Recharge 5-6) + Calling on her elemental powers and her mastery of crone-magic, Baba Yaga exhales a great wind in a 40-foot cone that smells of fetid mires and sausages. Creatures caught in that area must make a DC 18 Constitution saving throw. On a failure, a target takes 45 (10d8) necrotic damage and is affected by the bestow curse spell for 1 minute. On a success, a target takes half the necrotic damage but is not cursed. In addition, a creature damaged by the wind releases a stinking cloud (DC 18 Constitution saving throw against the cloud's poison) centered on it at the beginning of its next turn. The cloud dissipates after 1d4 rounds. + + + Dance of the Time Taunter (1/Day) + When Baba Yaga's turn ends, she can take an additional turn. A creature able to see Baba Yaga dance through time has its understanding of the universe challenged and must succeed on a DC 18 Intelligence saving throw or be stunned until the end of its next turn. + + + The fey can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey regains spent legendary actions at the start of its turn. + + + Options + Baba Yaga can take 3 legendary actions, choosing from the options listed. Only one legendary action can be used at a time and only at the end of another creature's turn. She regains spent legendary actions at the start of her turn. + + + At Will Spell + Baba Yaga casts one at will spell from her list or from her iron teeth's list if it is equipped. + + + Pestle Slap + Baba Yaga makes one pestle slap attack. + + + Breath of the Bone Mother (Costs 2 Actions) + Baba Yaga uses Breath of the Bone Mother, if it is available. + + + Innate Spellcasting + The baba yaga's innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: + At will: eldritch blast (2d10), message, minor illusion, spare the dying + 5/day each: command, disguise self, hideous laughter + 4/day each: blindness/deafness, darkness, enthrall + 3/day each: clairvoyance, counterspell, lightning bolt + 2/day each: banishment, blight, polymorph + 1/day each: animate objects, insect plague + + eldritch blast, message, minor illusion, spare the dying, command, disguise self, hideous laughter, blindness/deafness, darkness, enthrall, clairvoyance, counterspell, lightning bolt, banishment, blight, polymorph, animate objects, insect plague + Source: CCodex (3pp) + forest + + + Iron Teeth Of Baba Yaga, The + T + fey + Chaotic Neutral + 14 + 67 (15d6+15) + walk 0 ft., fly 30 ft. + 12 + 18 + 12 + 18 + 10 + 10 + + Arcana +6, History +6 + 10 + Common, Dwarvish, Elvish, Infernal, Sylvan + 2 + lightning + + + + darkvision 60 ft. + + Pinch + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (3d4 + 4) piercing damage. + Pinch|6|3d4+4 + + + Innate Spellcasting + Iron's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring only verball components: + At will: detect magic, mending, ray of frost, true strike + 5/day each: grease, magic missile, shield + 4/day each: acid arrow, blur, heat metal + + detect magic, mending, ray of frost, true strike, grease, magic missile, shield, acid arrow, blur, heat metal + Source: CCodex (3pp) + + + + Bar Brawl + H + humanoid + Unaligned + 12 (leather armor) + 67 (9d12+9) + walk 30 ft. + 14 + 12 + 13 + 11 + 10 + 9 + + + 10 + + 3 + piercing, slashing + + bludgeoning + charmed, frightened, paralyzed, petrified, prone, restrained, stunned + + + Liquid Courage (Recharge 56) + As a bonus action, the bar brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The bar brawl gains 7 (2d6) temporary hp for 1 minute. + + + Swarm + The bar brawl can occupy another creature's space and vice versa, and the bar brawl can move through any opening large enough for a Medium humanoid. Except for Liquid Courage, the bar brawl can't regain hp or gain temporary hp. + + + Multiattack + The bar brawl makes two melee attacks or two darts attacks. + + + Barstool + Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. 14 (4d6) bludgeoning damage, or 7 (2d6) if the bar brawl has half its hit points or fewer. + Barstool|4|4d6 + + + Broken Bottles + Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. 10 (4d4) slashing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer. + Broken Bottles|4|4d4 + + + Darts + Ranged Weapon Attack: +3 to hit, range 20/40 ft. 10 (4d4) piercing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer. + Darts|3|4d4 + + Source: CCodex (3pp) + + + + Barong + L + celestial + Good Lawful + 20 (natural armor) + 225 (18d10+126) + walk 60 ft., fly 60 ft. + 25 + 20 + 25 + 18 + 23 + 22 + Con +13, Wis +12, Cha +12 + Insight +12, Perception +12, Persuasion +12 + 22 + All, telepathy 120 ft. + 17 + bludgeoning, piercing, slashing from nonmagical weapons + radiant + + charmed, exhaustion, frightened + truesight 120 ft. + + Aura Of Protection + All allies within 30 feet of Barong gain a +6 bonus to saving throws as long as Barong is conscious. + + + Divine Weapons + Barong's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 18 (4d8) radiant damage (already included below). + + + Magic Resistance + Barong has advantage on saving throws against spells and other magical effects. + + + Pack Tactics + Barong has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + Barong makes two attacks. one with his bite and one with his claws. + + + Bite + Melee Weapon Attack: +0 to hit, reach 0 ft., plus 18 (4d8 + 0) radiant damage.Melee Weapon Attack: +0 to hit, reach 0 ft., Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit.11 (1d8 + 7) piercing damage + Bite|0|4d8+0 + Bite|0|1d8+7 + + + Claws + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 10 (1d6 + 7) slashing damage plus 18 (4d8) radiant damage. + Claws|13|1d6+7 + + + Summon Spirit (1/Day) + Barong can summon any combination of 2d4 good-aligned ghosts, uraeuses (Tome of Beasts, p. 392), or couatls; 1d4 temple dogs (Tome of Beasts, p. 378), unicorns, or good-aligned wraiths; or one buraq (Tome of Beasts, p. 48) or deva. The spirits and celestials appear in unoccupied spaces within 60 feet of Barong and act as his allies. They remain for 1 minute or until Barong dismisses them as an action. + + + Divine Protection + When a creature makes an attack against Barong or one of his allies within 30 feet, Barong grants the target of the attack a +5 bonus to its AC until the start of his next turn. + + + The celestial can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn. + + + Options + Barong 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. Barong regains spent legendary actions at the start of his turn. + + + Claw + Barong makes one claw attack. + + + Enlightening Roar + Each creature he chooses within 30 feet of him can immediately repeat a saving throw to end one condition currently affecting it. + + + Divine Command (Costs 2 Actions) + Barong roars a command at one allied undead or celestial within 30 feet of him. It can move up to its speed and make one attack as a reaction. The creature doesn't provoke an opportunity attack from this movement. + + Source: CCodex (3pp) + + + + Giant Albino Bat + H + monstrosity + Neutral Evil + 15 (natural armor) + 76 (9d12+18) + walk 10 ft., fly 80 ft. + 19 + 16 + 15 + 7 + 14 + 6 + + + 12 + Understands Common, Abyssal but can't speak + 3 + + + + + blindsight 60 ft. + + Echolocation + The bat can't use its blindsight while deafened. + + + Keen Hearing + The bat has advantage on Wisdom (Perception) checks that rely on hearing. + + Source: CCodex (3pp) + farmland, forest, grassland, mountain + + + Giant Vampire Bat + L + beast + Unaligned + 13 + 60 (8d10+16) + walk 10 ft., fly 60 ft. + 16 + 16 + 14 + 2 + 12 + 6 + + + 11 + + 2 + + + + + blindsight 60 ft. + + Keen Hearing + The bat has advantage on Wisdom (Perception) checks that rely on hearing. + + + Echolocation + The bat can't use its blindsight while deafened. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the bat can't bite another target. The bat regains hp equal to the necrotic damage dealt. + Bite|5|1d6+3 + + Source: CCodex (3pp) + grassland, mountain + + + Bearfolk Chieftain + M + humanoid (bearfolk) + Good Chaotic + 17 (chain shirt, shield) + 130 (20d8+40) + walk 40 ft. + 21 + 14 + 16 + 9 + 14 + 12 + Dex +4, Wis +5 + Athletics +11, Insight +5, Intimidation +7, Persuasion +4, Survival +5 + 12 + Common, Giant + 6 + + + + + darkvision 60 ft. + + Brute + A melee weapon deals one extra die of its damage when the bearfolk cheiftain hits with it (included in the attack). + + + Frenzy (1/Rest) + As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and has advantage on attack rolls. + Attack rolls made against a frenzied bearfolk have advantage. + + + Keen Smell + The bearfolk has advantage on Wisdom(Perception) checks that rely on smell. + + + Savage Charge + If the bearfolk moves at least 20 feet straight toward a creature and then hits it with a battleaxe attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the bearfolk can make one bite attack against it as a bonus action. + + + Multiattack + The bearfolk makes two attacks with its battleaxe and one with its bite. + + + Battleaxe + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used two-handed. + Battleaxe|8|2d8+5 + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) piercing damage. + Bite|8|2d6+5 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the bearfolk chieftain can, as a reaction, utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the bearfolk chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the bearfolk chieftain is incapacitated. + + Source: CCodex (3pp) + + + + Bearmit Crab + L + monstrosity + Unaligned + 14 (natural armor) + 59 (7d10+21) + walk 30 ft., swim 20 ft. + 18 + 13 + 16 + 4 + 13 + 6 + + Perception +3 + 13 + + 2 + bludgeoning + + + + + + Viscid Shell + When a creature hits the bearmit crab with a slashing or piercing melee weapon, the creature must succeed on a DC 13 Strength saving throw, or its weapon becomes stuck to the bearmit crab's shell. While the weapon is stuck, it can't be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding. + + + Keen Smell + The bearmit crab has advantage on Wisdom (Perception) checks that rely on smell. + + + False Appearance + While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks. + + + Multiattack + The bearmit crab makes two attacks. one claw attack and one bite attack or two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. + 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained. The bearmit crab has two claws, each of which can grapple only one target. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Bite|6|1d8+4 + + Source: CCodex (3pp) + + + + Bilwis + M + elemental + Chaotic Evil + 13 + 49 (11d8) + walk 0 ft., fly 40 ft. + 12 + 16 + 10 + 10 + 13 + 16 + + + 11 + Auran + 1 + lightning, thunder + poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Air Form + The bilwis can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) bludgeoning damage. + Slam|5|2d8+3 + + + Whirlwind (Recharge 5-6) + Each creature in the bilwis' space and within 5 feet of it must make a DC 12 Strength saving throw. On a failure, a target takes 14 (4d6) bludgeoning damage and is knocked prone. On a success, a target takes half the bludgeoning damage and isn't knocked prone. + + Source: CCodex (3pp) + farmland + + + Bloody Bones + M + monstrosity + Chaotic Evil + 13 (natural armor) + 55 (10d8+10) + walk 30 ft. + 16 + 12 + 12 + 6 + 10 + 10 + + Deception +4, Stealth +3 + 10 + + 3 + + + + + darkvision 60 ft. + + Horrifying Aura + Any creature hostile to the bloody bones that starts its turn within 10 feet of the bloody bones must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the bloody bones' Horrifying Aura for the next 24 hours. + + + Horrific Imitation + The bloody bones chooses one creature it can see. It moves, acts, and speaks in a macabre imitation of the creature. Its utterances are nonsense, and it can't understand the languages of its chosen target. It maintains this imitation until it dies. A creature that hears and sees the bloody bones can tell it is performing an imitation with a successful DC 14 Wisdom (Insight) check. + + + Multiattack + The bloody bones makes two claw attacks. It can use its Dark Stare in place of one claw attack. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage. + Claw|5|2d4+3 + + + Dark Stare + The bloody bones stares balefully at one creature it can see within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attacks until the end of its next turn. + + + Its Crown Runs Red + When it is hit by an attack, the bloody bones regains 5 (1d10) hit points and has resistance to that damage type until the end of its next turn as life-giving blood pours from the top of its skull. + + Source: CCodex (3pp) + farmland + + + Bookkeeper + T + construct + Unaligned + 12 + 5 (2d4) + walk 20 ft., fly 30 ft. + 8 + 14 + 10 + 6 + 8 + 3 + + Perception +1, Stealth +4 + 11 + Understands the languages of its creator but can't speak + 1/8 + bludgeoning, piercing, slashing from nonmagical weapons + cold, fire, poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Between The Lines + As a bonus action while within 30 feet of its book, the bookkeeper can hop inside its book. While inside its book, the bookkeeper has a flying speed of 30 feet and is indistinguishable from ink on a page. + + + Book Bound + A bookkeeper makes all attacks, saving throws, and skill checks with advantage when its creator is within 60 feet of its book. The bookkeeper's hp maximum is reduced by 1 for every minute it is further than 60 feet from its book. + When its hp maximum reaches 0, it dies. If its creator dies, the bookkeeper can be convinced to pass ownership of the book to a new creature if the creature succeeds on a DC 13 Charisma check. The new owner becomes the bookkeeper's new "creator" and inherits the bookkeeper along with the book. + + + Disintegrate + When the bookkeeper dies, the book it is bound to is also destroyed. + + + Ink Splash + Ranged Weapon Attack: +4 to hit, range 20 ft., one target. 3 (1d6) poison damage and the target must succeed on a DC 13 Dexterity saving throw or be blinded until the end of its next turn. + Ink Splash|4|1d6 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage plus 1 poison damage. + + + Elusive Pages + While inside its book, the bookkeeper magically turns its book invisible until it attacks, or until its concentration ends (as if concentrating on a spell). The bookkeeper is also invisible while inside the invisible book + + Source: CCodex (3pp) + + + + Boot Grabber + S + aberration + Neutral + 11 + 22 (4d6+8) + walk 20 ft. + 17 + 12 + 14 + 4 + 12 + 2 + + Perception +3, Stealth +3 + 13 + Understands but can't speak + 1/2 + acid + + + prone + blindsight 60 ft. (blind beyond this radius), tremorsense 60 ft. + + Adhesive + The boot grabber adheres to anything that touches it. + A Large or smaller creature adhered to the boot grabber is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. + + + Amorphous + The boot grabber can move through a space as narrow as 1 inch wide without squeezing. + + + False Appearance + While the boot grabber remains motionless, it is indistinguishable from a dirty puddle of water. + + + Adhesive Hands + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage and the target is subjected to its Adhesive trait. Until this grapple ends, the target is restrained, and the boot grabber can't make adhesive hands attacks against other targets. + Adhesive Hands|5|2d4+3 + + + Unearthly Hum + The boot grabber targets one creature it can see within 60 feet of it. It emits a high frequency humming noise which can only be heard by the target. The target must succeed on a DC 11 Wisdom saving throw or move toward the boot grabber on its turn by the shortest and most direct route, ending its turn when it comes within 5 feet of the boot grabber. + + Source: CCodex (3pp) + + + + Carbuncle + S + monstrosity + Good Chaotic + 12 + 36 (8d6+8) + walk 40 ft., climb 20 ft. + 8 + 14 + 12 + 11 + 16 + 12 + + Perception +5, Stealth +6 + 15 + Common + 1 + + + + charmed + darkvision 60 ft. + + Gem Illumination + As a bonus action, the carbuncle can cause its garnet to glow or not. While glowing, the garnet sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + + + Jungle Camouflage + The carbuncle has advantage on Dexterity (Stealth) checks made to hide in jungle terrain. + + + Multiattack + The carbuncle makes one bite attack and one claw attack. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Bite|4|1d8+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claw|4|1d6+2 + + + Light Beam (Recharge 56) + The carbuncle shoots a 30-foot-long, 5-foot-wide line of scintillating light from the garnet on its forehead. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + forest + + + Cats Of Ulthar + H + beast + Unaligned + 14 + 55 (10d10) + walk 40 ft. + 9 + 18 + 10 + 2 + 14 + 3 + + Stealth +6 + 12 + + 4 + bludgeoning, piercing, slashing + + + charmed, frightened, paralyzed, petrified, prone, restrained, stunned + darkvision 30 ft. + + Feline Terror + Each creature in the swarm must succeed on a DC 12 Wisdom saving throw or fall prone and become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the swarm's Feline Terror for the next 24 hours. + + + Keen Senses + The swarm has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny cat. The swarm can't regain hp or gain temporary hp. + + + Bites + Melee Weapon Attack: +6 to hit, reach 0 ft., up to two creatures in the swarm's space. 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. + Bites|6|4d6 + + Source: CCodex (3pp) + farmland + + + Cauldronborn + S + construct + Unaligned + 13 (natural armor) + 13 (3d6+3) + walk 20 ft. + 14 + 7 + 12 + 3 + 1 + 6 + + + 5 + + 2 + piercing, slashing from nonmagical weapons that aren't adamantine + poison + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Consumption + As a bonus action, a cauldronborn can consume one potion within 5 feet of it that is not being worn or carried. + Along with the potion's effect, the cauldronborn's hp maximum increases by 3 (1d6) and it gains the same number of hp. + + + Detect Elixir + The cauldronborn can pinpoint the location of potions and magic items within 60 feet of it. Outside of 60 feet, it can sense the general direction of potions within 1 mile of it. + + + Regeneration + The cauldronborn regains 2 hp at the start of its turn if it has at least 1 hp. + + + Sprint + The cauldronborn triples its speed until the end of its turn when moving toward a potion it has detected. + + + Multiattack + The cauldronborn makes two slam attacks. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) bludgeoning damage. + Slam|4|2d4+2 + + + Call Potion (Recharge 5-6) + The cauldronborn releases a hungry screech, magically reaching out to nearby potions. All potions within 10 feet of the cauldronborn magically move toward the cauldronborn by rolling out of backpacks, hopping off of belts, unburying themselves, etc. A creature wearing or carrying a potion must succeed on a DC 13 Dexterity saving throw or its potion moves to within 5 feet of the cauldronborn. The target must make a separate saving throw for each potion it is attempting to keep in its possession. + + Source: CCodex (3pp) + + + + Centaur Chieftain + L + monstrosity + Chaotic Neutral + 16 (chain shirt, shield) + 110 (17d8+34) + walk 50 ft. + 19 + 12 + 14 + 9 + 14 + 14 + Dex +4, Con +5, Wis +20, Cha +5 + Athletics +7, Perception +5, Survival +5 + 15 + Common, Sylvan + 5 + + + + + + + Charge + If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 14 (4d6) piercing damage. + + + Multiattack + The centaur chieftain makes two attacks. one with its pike and one with its hooves or two with its longbow. + + + Pike + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 9 (1d10 + 4) piercing damage. + Pike|7|1d10+4 + + + Hooves + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Hooves|7|2d6+4 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. + Longbow|4|1d8+1 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the centaur chieftain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the centaur chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the centaur chieftain is incapacitated. + + + Rearing Strike (Recharge 5-6) + The centaur chieftain rears back on its hind legs and makes a powerful stomp with its hooves. + Each creature within 15 feet of the chieftain must make a DC 15 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. + The attack leaves the centaur chieftain vulnerable, reducing its Armor Class by 2 until the start of its next turn. + + Source: CCodex (3pp) + grassland + + + Child Of Yggdrasil + L + aberration + Neutral Evil + 14 (natural armor) + 112 (15d10+30) + walk 20 ft., climb 20 ft. + 16 + 10 + 14 + 10 + 18 + 8 + + Perception +7, Stealth +3 + 17 + Common, Giant + 6 + + acid, cold; bludgeoning from nonmagical weapons + fire + + darkvision 60 ft. + + Acid Touch + As an action, the child of Yggdrasil destroys one nonmagical object that isn't being worn or carried, such as a rope, plank, candlestick, or even an entire bronze cauldron. + + + Forest Camouflage + The child of Yggdrasil has advantage on Dexterity (Stealth) checks made to hide in forest terrain. + + + Keen Smell + The child of Yggdrasil has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The child of Yggdrasil makes three claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 7 (1d8 + 3) slashing damage plus 7 (2d6) acid damage. + Claw|6|1d8+3 + + Source: CCodex (3pp) + forest + + + Chuhaister + L + giant + Chaotic Evil + 16 (natural armor) + 157 (15d10+75) + walk 40 ft. + 22 + 1 + 1 + 1 + 10 + 11 + Con +8 + Athletics +9 + 10 + Giant, Orc, Sylvan + 7 + + poison + + charmed, poisoned + darkvision 120 ft. + + Feybane + Creatures of the fey type don't recover spells during a long rest while within 60 feet of the chuhaister. + In addition, the chuhaister automatically sees through magical illusions created by spells of 3rd level or lower and has advantage on saving throws and ability checks to detect or see through illusion spells of 4th level or higher. + + + Light Sensitivity + While in bright light, the chuhaister has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The chuhaister makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 23 (5d6 + 6) bludgeoning damage. + Greatclub|9|5d6+6 + + + Rock + Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. 33 (5d10 + 6) bludgeoning damage. + Rock|2|5d10+6 + + + Deadfall Shield (Recharge 5-6) + When the chuhaister or one ally within 30 feet of it is hit by an attack, the chuhaister can create a magical, wooden barrier that interrupts the attack. The attack causes no damage. The shield splinters and disappears afterwards. + + Source: CCodex (3pp) + forest + + + Chupacabra + S + monstrosity + Unaligned + 13 (natural armor) + 36 (8d6+8) + walk 30 ft. + 16 + 15 + 12 + 3 + 12 + 6 + + Acrobatics +4, Perception +3, Stealth +4 + 13 + + 1/2 + + + + poisoned + darkvision 60 ft. + + Keen Hearing And Smell + The chupacabra has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Running Leap + With a 10-foot running start, the chupacabra can long jump up to 25 feet. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn't attack. + Bite|5|1d6+3 + Instead, at the start of each of the chupacabra's turns, the target loses 6 (1d6 + 3) hp due to blood loss. The chupacabra can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can use its action to detach the chupacabra. + + + Fearful Gaze + The chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed 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 chupacabra's Fearful Gaze for the next 24 hours. + + + Malodorous Stench + When the chupacabra is reduced to less than half of its maximum hp, it releases a foul, sulphurous stench. Each creature within 5 feet of the chupacabra must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn. + + Source: CCodex (3pp) + grassland + + + Clockwork Assassin + M + construct + Unaligned + 16 (natural armor) + 99 (18d8+18) + walk 30 ft., climb 30 ft. + 14 + 17 + 12 + 12 + 12 + 7 + Dex +6, Con +4 + Acrobatics +6, Investigation +4, Perception +4, Stealth +9, Survival +4 + 14 + Understands Common but can't speak + 6 + + lightning, poison + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Assassinate + During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. + + + Explosive Core + When the assassin is destroyed, its core explodes, projecting superheated steam and shrapnel. Each creature within 5 feet of the construct must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. + + + Immutable Form + The assassin is immune to any spell or effect, other than its disassembly trait, that would alter its form. + + + Magic Resistance + The assassin has advantage on saving throws against spells and other magical effects. + + + Psychic Susceptibility + If the assassin takes psychic damage, it has disadvantage on attack rolls, saving throws, and ability checks until the end of its next turn. + + + Sneak Attack (1/Turn) + The assassin deals an extra 10 (3d6) 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. + + + Standing Leap + The assassin's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Multiattack + The clockwork assassin makes two rapier attacks. + + + Rapier + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and be poisoned for 1 minute. + Rapier|6|1d8+3 + + + Disassembly + The assassin breaks its body down into a snakelike, segmented cylinder, which allows it to move through a space as narrow as 6 inches wide. It can reassemble itself into its true form by using this action again. While disassembled into its snake form, the assassin can't attack and attack rolls against it have advantage. + + Source: CCodex (3pp) + + + + Clockwork Servant + M + construct + Unaligned + 11 + 22 (4d8+4) + walk 25 ft. + 14 + 12 + 13 + 8 + 12 + 7 + + Animal handling +3, Investigation +3, Perception +5 + 15 + Common + 1/8 + + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Domestic Retainer + The servant can cast the mending and prestidigitation cantrips at will without requiring spell components. + + + Immutable Form + The servant is immune to any spell or effect that would alter its form. + + + Magic Resistance + The servant has advantage on saving throws against spells and other magical effects. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Slam|4|1d6+2 + + Source: CCodex (3pp) + + + + Clockwork Soldier + M + construct + Unaligned + 12 (natural armor) + 45 (6d8+18) + walk 30 ft. + 13 + 13 + 16 + 5 + 10 + 1 + + Athletics +5 + 10 + Common + 1 + + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Immutable Form + The soldier is immune to any spell or effect that would alter its form. + + + Intimidating Legions + A single clockwork soldier's rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear. + + + Magic Resistance + The soldier has advantage on saving throws against spells and other magical effects. + + + Halberd + Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 7 (1d10 + 2) slashing damage. + Halberd|3|1d10+2 + + + Overdrive Flurry (Recharge 6) + The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn. + + Source: CCodex (3pp) + + + + Corpse Thief + M + humanoid + Neutral + 13 + 30 (4d8+12) + walk 30 ft. + 12 + 17 + 16 + 11 + 13 + 6 + + Sleight of hand +5, Stealth +5 + 11 + Common + 1/2 + + + + + darkvision 60 ft. + + Object Reading + By concentrating for 10 minutes on a specific object, a corpse thief learns more about the object's most recent owner. The effects of this trait are different depending on if the most recent owner is alive or dead. This trait only works once per object. + If the most recent owner is alive, the corpse thief sees through that person's eyes for 10 minutes. This works like the clairvoyance spell, except the most recent owner is the sensor and controls which direction it is pointed, how far it can see, etc. The most recent owner must make a DC 13 Wisdom saving throw. On a success, it gets the sensation that it is being watched. + If the most recent owner is dead, the corpse thief can learn five things about the person's life through dream-like visions and emotions. This works like the speak with dead spell, except the spirit can only answer questions about events in which the object was present. + + + Multiattack + The corpse thief makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Claw|5|1d4+3 + + + Steal + The corpse thief targets one creature within 5 feet of it and attempts to steal one small item. The target must succeed on a DC 13 Dexterity saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand. + + Source: CCodex (3pp) + + + + Crimson Mist + M + undead + Chaotic Evil + 15 + 68 (8d8+32) + walk 0 ft., fly 0 ft. + 3 + 20 + 18 + 5 + 13 + 8 + Dex +8, Wis +4, Cha +2 + + 11 + Understands but can't speak + 6 + acid, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Pseudocorporeal + The crimson mist is weightless and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing. + + + Sanguine Feast + Whenever the crimson mist deals necrotic damage to a living creature with blood in its body, the creature's hp maximum is reduced by the same amount and the mist regains hp equal to half the necrotic damage dealt. + The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0. + + + Vampire Weaknesses + The crimson mist has the following flaws. + Forbiddance - The crimson mist can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water - The crimson mist takes 20 force damage if it ends its turn above or within running water. + Sunlight Hypersensitivity - The crimson mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Engulf + The mist moves up to its speed. While doing so, it can enter a Medium or smaller creature's space. When the mist enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mist. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. + On a failed save, the mist enters the creature's space, and the creature takes 15 (4d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (4d6) necrotic damage at the start of each of the mist's turns. When the mist moves, the engulfed creature doesn't move with it, and is freed. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mist. A creature within 5 feet of the mist can take an action to pull a creature out of the mist. Doing so requires a DC 14 Strength check, and the creature making the attempt takes 14 (4d6) necrotic damage. The mist can only engulf one Medium or smaller creature at a time. + + Source: CCodex (3pp) + + + + Cueyatl + S + humanoid + Lawful Evil + 11 + 21 (6d6) + walk 30 ft., climb 20 ft., swim 30 ft. + 10 + 12 + 11 + 10 + 11 + 10 + + Stealth +3 + 10 + + 1/2 + + + + + darkvision 60 ft. + + Amphibious + The cueyatl can breathe air and water. + + + Jungle Camouflage + The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain. + + + Slippery + The cueyatl has advantage on saving throws and ability checks made to escape a grapple. + + + Standing Leap + The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Spear + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage plus 7 (2d6) poison damage or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack. + Spear|2|1d6 + + Source: CCodex (3pp) + + + + Cueyatl Moon Priest + S + humanoid + Lawful Evil + 13 (studded leather armor) + 81 (18d6+18) + walk 30 ft., climb 20 ft., swim 30 ft. + 10 + 12 + 12 + 10 + 16 + 12 + Con +4 + Medicine +6, Perception +6, Religion +3 + 16 + Common + 5 + + + + + darkvision 60 ft. + + Amphibious + The cueyatl can breathe air and water. + + + Jungle Camouflage + The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain. + + + Slippery + The cueyatl moon priest has advantage on saving throws and ability checks made to escape a grapple. + + + Standing Leap + The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Morningstar + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d8) piercing damage plus 7 (2d6) poison damage. + Morningstar|3|1d8 + + + Night's Chill (Recharge 5-6) + The cueyatl moon priest harnesses moonlight, dispelling magical light in a 30-foot radius. In addition, each hostile creature within 30 feet must make a DC 13 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, and half as much damage on a successful one. + A creature that has total cover from the moon priest is not affected. + + + Spellcasting + The cueyatl moon priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The cueyatl moon priest has the following Cleric spells prepared: + Cantrips (at will): guidance, resistance, sacred flame, spare the dying + • 1st level (4 slots): bane, cure wounds, protection from evil and good + • 2nd level (3 slots): hold person, silence, spiritual weapon + • 3rd level (2 slots): bestow curse, spirit guardians + + 4, 3, 2 + guidance, resistance, sacred flame, spare the dying, bane, cure wounds, protection from evil and good, hold person, silence, spiritual weapon, bestow curse, spirit guardians + Source: CCodex (3pp) + + + + Cueyatl Sea Priest + S + humanoid + Lawful Evil + 12 (leather armor) + 45 (10d6+10) + walk 30 ft., climb 20 ft., swim 30 ft. + 10 + 12 + 12 + 10 + 14 + 10 + Dex +3 + Medicine +4, Religion +2 + 12 + Aquan + 1 + + + + + darkvision 60 ft. + + Amphibious + The cueyatl can breathe air and water. + + + Jungle Camouflage + The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain. + + + Slippery + The cueyatl has advantage on saving throws and ability checks made to escape a grapple. + + + Speak With Sea Life + The cueyatl sea priest can communicate with amphibious and water breathing beasts and monstrosities as if they shared a language. + + + Standing Leap + The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Trident + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage plus 7 (2d6) poison damage, or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack. + Trident|2|1d6 + + + Spellcasting + The cueyatl sea priest is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The cueyatl sea priest has the following Druid spells prepared: + Cantrips (at will): guidance, poison spray + • 1st level (3 slots): animal friendship, create or destroy water, fog cloud, speak with animals + • 2nd level (3 slots): hold person, silence, spiritual weapon + • 3rd level (2 slots): bestow curse, spirit guardians + + 3, 3, 2 + guidance, poison spray, animal friendship, create or destroy water, fog cloud, speak with animals, hold person, silence, spiritual weapon, bestow curse, spirit guardians + Source: CCodex (3pp) + + + + Cueyatl Warrior + S + humanoid + Lawful Evil + 13 (leather armor) + 36 (8d6+8) + walk 30 ft., climb 20 ft., swim 30 ft. + 12 + 1 + 1 + 12 + 1 + 1 + Str +2 + Acrobatics +4, Survival +2 + 5 + + 1 + + + + + darkvision 60 ft. + + Amphibious + The cueyatl can breathe air and water. + + + Jungle Camouflage + The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain. + + + Slippery + The cueyatl has advantage on saving throws and ability checks made to escape a grapple. + + + Standing Leap + The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Battleaxe + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage plus 7 (2d6) poison damage, or 7 (1d10 + 2) slashing damage plus 7 (2d6) poison damage if used with two hands. + Battleaxe|3|1d8+2 + + Source: CCodex (3pp) + + + + Dakini, Simhamukha + H + celestial (dakini) + Good Chaotic + 16 (natural armor) + 115 (11d12+44) + walk 50 ft. + 21 + 15 + 19 + 12 + 17 + 19 + Str +8, Cha +7 + Perception +6 + 16 + All, telepathy 120 ft. + 8 + cold, fire, lightning, psychic; bludgeoning, slashing from nonmagical weapons + necrotic, poison, radiant + + poisoned + truesight 120 ft. + + Magic Weapons + The simhamukha's weapon attacks are magical. + + + Magic Resistance + The simhamukha has advantage on saving throws against spells and other magical effects. + + + Smite (3/Day) + When the simhamukha hits a creature with a melee attack, it can choose to deal an additional 9 (2d8) radiant damage. + + + Multiattack + The simhamukha makes two attacks with its kartika, or one with its kartika and one with its bite. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d10 + 5) piercing damage. If this damage reduces the target to 0 hit points, the simhamukha kills the target by decapitating it. + Bite|8|2d10+5 + + + Kartika + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) slashing damage. + Kartika|8|3d8+5 + + + Staff Sweep (Recharge 5-6) + Each creature within 15 feet of the simhamukha must succeed on a DC 16 Strength saving throw. + On a failure, a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a success, it takes half the damage and isn't knocked prone. + + + Weird (Recharge 6) + The simhamukha draws upon the deepest fears and regrets of the creatures around it, creating illusions visible only to them. Each creature within 40 feet of the simhamukha, must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failure or ending the effect on itself on a success. + + + Innate Spellcasting + The dakini, simhamukha's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: aid, guidance, spiritual weapon + 2/day each: confusion, searing smite, thunderous smite + + aid, guidance, spiritual weapon, confusion, searing smite, thunderous smite + Source: CCodex (3pp) + + + + Dark Father + L + undead + Lawful Neutral + 18 (natural armor) + 65 (10d8+18) + walk 40 ft., fly 20 ft. + 6 + 14 + 15 + 8 + 14 + 8 + + Stealth +4 + 12 + The languages it knew in life + 4 + bludgeoning, piercing, slashing from nonmagical weapons + necrotic, poison + + exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Death Waits + The dark father has disadvantage on melee attack rolls against any creature that has all of its hp. + + + Incorporeal Movement + The dark father 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. + + + None May Stop Death + When a creature within 30 feet of a dark father regains hp through any means other than resting, it must succeed on a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage and have disadvantage on its next death saving throw. + + + Life Drain + Melee Spell Attack. +4 to hit, reach 5 ft., one creature. 14 (4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hp 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 hp maximum to 0. + Life Drain|4|4d6 + + + Final Curtain + The dark father targets a corpse it can see within 30 feet that has been dead for no longer than 1 hour. A stream of dark energy flows between the corpse and the dark father. At the end of the dark father's next turn, the dark father absorbs the corpse and it vanishes completely. Any worn items or possessions are unaffected. A corpse destroyed in this manner can't be retrieved other than by a wish spell or similar magic. + + + Banish Hope + When a spell from the evocation or necromancy school is cast within 30 feet of the dark father, the dark father can counter the spell with a successful ability check. This works like the counterspell spell with a +5 spellcasting ability check, except the dark father must make the ability check no matter the level of the spell. + + Source: CCodex (3pp) + + + + Dark Eye + M + humanoid (dark folk) + Neutral Evil + 16 (breastplate) + 71 (11d8+22) + walk 30 ft. + 10 + 14 + 15 + 9 + 13 + 16 + + Perception +3 + 13 + Common + 3 + + + + + blindsight 60 ft. + + Dark Devotion + The dark eye has advantage on saving throws against being charmed or frightened. + + + Gaze Of Shadows + hen a creature that can see the dark eye's eye starts its turn within 30 feet of the dark eye, the dark eye can force it to make a DC 13 Wisdom saving throw if the dark eye isn't incapacitated and can see the creature. On a failure, the creature takes 7 (2d6) psychic damage and is incapacitated until the start of its next turn. On a success, the creature takes half the damage and isn't incapacitated. + 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 dark eye until the start of its next turn, when it can avert its eyes again. If the creature looks at the dark eye in the meantime, it must immediately make the save. + + + Sunlight Sensitivity + While in sunlight, the dark eye has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + he dark eye makes two attacks with its dagger. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage plus 4 (1d8) cold damage. + Dagger|4|1d4+2 + + Source: CCodex (3pp) + + + + Dark Servant + M + humanoid (dark folk) + Neutral Evil + 12 (leather armor) + 55 (10d8+10) + walk 30 ft. + 16 + 12 + 13 + 10 + 10 + 10 + + + 10 + Common + 1 + + + + + darkvision 60 ft. + + Dark Devotion + Same as the dark eye. + + + Darksight + Magical darkness doesn't impede the dark folk's darkvision. + + + Pack Tactics + The dark servant has advantage on attack rolls against a creature if at least one of the dark servant's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Sunlight Sensitivity + Same as the dark eye. + + + Multiattack + he dark servant makes two attacks with its sickle. + + + Sickle + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. + Sickle|5|1d4+3 + + + Light Crossbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 5 (1d8 + 1) piercing damage. + Light Crossbow|3|1d8+1 + + Source: CCodex (3pp) + + + + Dark Voice + M + humanoid (dark folk) + Neutral Evil + 16 (chain mail) + 91 (14d8+28) + walk 30 ft. + 14 + 10 + 15 + 11 + 16 + 18 + + Intimidation +7, Persuasion +7 + 13 + Common + 5 + + + + + blindsight 60 ft. + + Dark Devotion + Same as the dark eye. + + + Regeneration + The dark voice regains 5 hp at the start of its turn if it is in an area of dim light or darkness. The dark voice only dies if it starts its turn with 0 hp and doesn't regenerate. + + + Sunlight Sensitivity + Same as the dark eye. + + + Multiattack + The dark voice makes two attacks with its mace. + + + Mace + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit. + 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) cold damage. + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage plus 7 (2d6) cold damage. + Heavy Crossbow|3|1d10 + + + Whispers of Shadow (Recharge 56) + The dark voice speaks in Umbral, whispering of what it sees beyond the dark. The area within 30 feet of the dark voice becomes dimly lit until the end of the dark voice's next turn. Only sunlight can illuminate the area brightly during this time. + Each non-dark folk creature in the area must succeed on a DC 15 Charisma saving throw or take 13 (3d8) psychic damage and be frightened until the start of its next turn. + + Source: CCodex (3pp) + + + + Chemosh, Demon Lord Of Conquest + H + fiend (demon) + Chaotic Evil + 18 (natural armor) + 175 (14d12+84) + walk 50 ft., swim 100 ft. + 26 + 11 + 23 + 23 + 16 + 21 + Str +14, Int +12 + Athletics +14, Deception +17, History +12, Persuasion +11 + 13 + All, telepathy 120 ft. + 19 + + cold, poison; bludgeoning, piercing, slashing from nonmagical weapons + + charmed, exhaustion, poisoned + truesight 120 ft. + + Amphibious + Chemosh can breathe air and water. + + + Aura Of Fury + The calm emotion spell instantly fails when cast within 60 feet of Chemosh. In addition, any creature that starts its turn within 30 feet of Chemosh must succeed on a DC 19 Wisdom saving throw or enter a mad rage, attacking the nearest creature it can see until the start of its next turn. At the start of his turn, Chemosh can decide whether this aura is active. + + + Legendary Resistance (3/Day) + If Chemosh fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Chemosh has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Chemosh's weapon attacks are magical. + + + Multiattack + Chemosh makes three longsword attacks and one shortsword attack, or three longbow attacks. + + + Longsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 21 (3d8 + 8) slashing damage or 24 (3d10 + 8) slashing damage if used with two hands. + Longsword|14|3d8+8 + + + Shortsword + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 18 (3d6 + 8) piercing damage. + Shortsword|14|3d6+8 + + + Longbow + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 13 (3d8) piercing damage. The range and accuracy of Chemosh's arrows are not affected by water. + Longbow|6|3d8 + + + The fiend (demon) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn. + + + Options + Chemosh 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. Chemosh regains spent legendary actions at the start of his turn. + + + Longsword + Chemosh makes one longsword attack. + + + Call Carrion-Eater (Costs 2 Actions) + Chemosh summons a vrock at a point within 60 feet of him. The vrock has a swim speed equal to its fly speed. It remains for 1 minute, until it or Chemosh dies, or until Chemosh dismisses it as an action. + Chemosh can summon up to three vrocks per day. + + + Swim + Chemosh swims up to his swim speed without provoking opportunity attacks. + + + Innate Spellcasting + The chemosh, demon lord of conquest's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: alter self, create or destroy water + 3/day each: crown of madness, fear + 1/day each: greater invisibility, teleport + + alter self, create or destroy water, crown of madness, fear, greater invisibility, teleport + Source: CCodex (3pp) + + + + Chittr'k'k, Demon Lord Of Rats + M + fiend (demon) + Chaotic Evil + 16 + 172 (23d8+69) + walk 30 ft., swim 20 ft. + 12 + 22 + 17 + 21 + 20 + 10 + Dex +11, Con +8, Int +10 + Insight +10, Perception +10, Stealth +11 + 20 + Common, Abyssal, telepathy 120 ft. + 13 + cold, lightning + fire, necrotic, poison + + poisoned + darkvision 120 ft., truesight 60 ft. + + Fire Dancer + Whenever Chittr'k'k is subjected to fire or necrotic damage, he takes no damage and instead is unaffected by spells and other magical effects that would impede his movement. + This trait works like the freedom of movement spell, except it only lasts for 1 minute. + + + Quick Escape + As a bonus action, Chittr'k'k teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. + + + Legendary Resistance (3/Day) + If Chittr'k'k fails a saving throw, he can choose to succeed instead. + + + Multiattack + Chittr'k'k makes two Soul Bite attacks or three Necrotic Flame attacks. + + + Soul Bite + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage. + Soul Bite|11|2d8+6 + + + Necrotic Flame + Ranged Magic Attack. +10 to hit, 120 ft., one target. 13 (3d8) necrotic damage. + Necrotic Flame|10|3d8 + + + Soul Devouring + When Chittr'k'k or a rattok demon within 120 feet of Chittr'k'k reduces a creature to 0 hp, the demon lord devours that creature's soul. Chittr'k'k gains 19 (3d12) temporary hp and the creature must succeed on a DC 18 Constitution saving throw or suffer two failed death saving throws. + + + The fiend (demon) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn. + + + Options + The demon lord 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. Chittr'k'k regains spent legendary actions at the start of his turn. + + + Soul Bite + Chittr'k'k uses his soul bite attack. + + + Stumble + Chittr'k'k commands a rat to dash under the feet of a creature within 60 feet, causing it to stumble. The creature must succeed on a DC 15 Dexterity saving throw or it drops whatever it is holding and falls prone. + + + Plague Breath (Costs 2 Actions) + Chittr'k'k surrounds himself with hideous vapors from his pipe, a screeching, pestilent mix of damned souls and poison gas. The gas spreads around corners, and its area is lightly obscured. Each creature that starts its turn within 10 feet of Chittr'k'k must make a DC 15 Constitution saving throw. On a failure, the creature takes 16 (3d10) necrotic damage and is poisoned. On a success, the creature takes half the damage and is not poisoned. The gas lasts until Chittr'k'k uses this legendary action again or until Chittr'k'k dies. Rats, rattok demons, wind demons, and Chittr'k'k are immune to the effects of Plague Breath. + + Source: CCodex (3pp) + + + + Rangda, Demon Lord Of Witches + L + fiend (demon) + Chaotic Evil + 19 (natural armor) + 262 (25d10+125) + walk 30 ft. + 21 + 19 + 20 + 22 + 17 + 21 + Int +12, Cha +11 + Arcana +12, Deception +11, Insight +9, Perception +9, Stealth +10 + 19 + Common, Abyssal, Celestial, telepathy 120 ft. + 17 + cold, fire; bludgeoning, piercing, slashing from nonmagical weapons + poison + + charmed, poisoned + darkvision 120 ft., truesight 60 ft. + + Legendary Resistance (3/Day) + If Rangda fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Rangda has advantage on saving throws against spells and other magical effects. + + + Multiattack + Rangda makes three attacks. two with her claws and one with her tongue lash. + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 19 Constitution saving throw or become infected with cackle fever. If the target succeeds, it is immune to this effect for 24 hours. + Claw|11|2d8+5 + + + Tongue Lash + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a long rest. + Tongue Lash|11|2d6+5 + + + Hypnotic Sway (Recharge 5-6) + Rangda sways her body and tongue in a mesmerizing rhythm. Each creature of her choice that is within 30 feet of her that can see her must succeed on a DC 19 Charisma saving throw or be stunned until the end of its next turn. + + + Teleport + Rangda magically teleports to an unoccupied space within line of sight. Alternatively, Rangda magically enters her home plane from the Material Plane, or vice versa. + + + The fiend (demon) can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn. + + + Options + Rangda 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. Rangda regains spent legendary actions at the start of her turn. + + + Claw + Rangda makes one claw attack. + + + Teleport + Rangda uses her Teleport ability. + + + Spell (Costs 2 Actions) + Rangda casts a spell. + + + Hypnotic Sway (Costs 2 Actions) + Rangda uses her Hypnotic Sway ability, if it is available. + + + Innate Spellcasting + The rangda, demon lord of witches's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: charm person, comprehend languages, eldritch blast (4d10), fly, mage hand, vicious mockery (4d4) + 3/day each: bestow curse (8 hours), blight, counterspell, major image, remove curse, tongues, witch bolt (5d12) + 1/day each: feeblemind, plane shift, true polymorph + + charm person, comprehend languages, eldritch blast, fly, mage hand, vicious mockery, bestow curse, blight, counterspell, major image, remove curse, tongues, witch bolt, feeblemind, plane shift, true polymorph + Source: CCodex (3pp) + + + + Typhon, Father Of Monsters + G + fiend (demon) + Chaotic Evil + 21 (natural armor) + 314 (17d20+136) + walk 50 ft., burrow 50 ft., fly 90 ft. + 30 + 14 + 26 + 17 + 22 + 19 + Dex +9, Con +15, Wis +13, Cha +11 + Arcana +10, Deception +11, Intimidation +11, Perception +13 + 23 + All, telepathy 120 ft. + 22 + cold, fire, lightning + poison; bludgeoning, piercing, slashing from nonmagical weapons + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If Typhon fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Typhon has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Typhon's weapon attacks are magical. + + + Multiattack + Typhon makes three attacks. two with his snake bites and one with his or Enthralling Touch. + + + Snake Bites + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 23 (3d8 + 10) piercing damage and the target must succeed on a DC 23 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 11 (2d10) poison damage at the start of its turn. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Snake Bites|17|3d8+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one creature. 26 (3d10 + 10) bludgeoning damage and the target is grappled (escape DC 20) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained. Typhon has two tails, each of which can grapple only one target. + Tail|17|3d10+10 + + + Enthralling Touch + Melee Spell Attack: +11 to hit, reach 15 ft., one creature. The target is magically cursed. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. The curse lasts until removed by the remove curse spell or other magic. + + + The fiend (demon) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn. + + + Options + Typhon 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. Typhon regains spent legendary actions at the start of his turn. + + + Snake Bites + Typhon makes one snake bites attack. + + + Enthrall + Typhon makes one enthralling touch attack. + + + Wing Attack (Costs 2 Actions) + Typhon beats his wings. Each creature within 15 feet of Typhon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Typhon can then fly up to half his flying speed. + + + Innate Spellcasting + The typhon, father of monsters's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: detect magic, major image + 3/day each: dispel magic, dominate person, suggestion + 1/day each: dominate monster, geas, true polymorph + + detect magic, major image, dispel magic, dominate person, suggestion, dominate monster, geas, true polymorph + Source: CCodex (3pp) + + + + Alnaar + L + fiend (demon) + Chaotic Evil + 17 (natural armor) + 212 (25d10+75) + walk 40 ft., burrow 20 ft., fly 40 ft. + 20 + 22 + 17 + 9 + 12 + 10 + Dex +10, Con +7 + Acrobatics +10, Perception +5 + 15 + Abyssal + 9 + bludgeoning, piercing, slashing from nonmagical weapons + fire, poison + cold + frightened, poisoned + darkvision 120 ft. + + Skin Of The Forge + A creature that starts its turn within 5 feet of the alnaar must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. A creature that touches the alnaar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Nonmagical weapons and objects with Armor Class 15 or lower are immediately destroyed after coming into contact with the alnaar's skin. Weapons that hit the alnaar deal their damage before being destroyed. This trait is suppressed if the alnaar is starving. + + + Starving Wrath + If an alnaar hasn't fed on a Medium-sized or larger creature within the last 12 hours, it is starving. While starving, the alnaar's Armor Class is reduced by 2, it has advantage on melee attack rolls against any creature that doesn't have all of its hp, and will direct its attacks at a single foe regardless of tactical consequences. Once it feeds on a Medium-sized or larger corpse or brings a Medium-sized or larger creature to 0 hp, it is no longer starving. + + + Multiattack + The alnaar makes three fiery fangs attacks. + + + Fiery Fangs + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 14 (2d8 + 5) piercing damage and 3 (1d6) fire damage. + Fiery Fangs|9|2d8+5 + + + Flare (Recharge Special) + The alnaar becomes super-heated, expelling momentous energy outwards in a 20-foot radius blast around it. Each creature caught in the blast must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) fire damage and 22 (4d10) force damage and is knocked prone. On a success, a creature takes half the fire and force damage but isn't knocked prone. The fire ignites flammable objects that aren't being worn or carried. After using Flare, the alnaar is starving. It can't use Flare if it is starving. + + + On the Hunt + When a creature the alnaar can see moves, the alnaar can move up to 20 feet toward the moving creature. If the alnaar moves within 10 feet of that creature, it can make one fiery fangs attack against the creature. + + Source: CCodex (3pp) + + + + Cipactli + M + fiend (demon) + Chaotic Evil + 15 (natural armor) + 78 (12d8+24) + walk 20 ft., swim 30 ft. + 16 + 14 + 14 + 10 + 10 + 10 + + Stealth +5 + 10 + Primordial + 5 + lightning + cold, poison + fire + poisoned + darkvision 60 ft. + + Amphibious + The cipactli can breathe air and water. + + + Underwater Camouflage + The cipactli has advantage on Dexterity (Stealth) checks made while underwater. + + + Water Step + As a bonus action, the cipactli can liquefy itself, disappearing from its current location and reappearing in an unoccupied space it can see within 20 feet. Its current location and the new location must be connected by water in some way. + a stream, ooze, soggy ground, or even runoff from a drain pipe. + + + Multiattack + The cipactli makes two bite attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the cipactli uses its Devouring Embrace. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|6|1d8+3 + + + Devouring Embrace + The cipactli devours a Medium or smaller creature grappled by it. The devoured target is blinded, restrained, it has total cover against attacks and other effects outside the cipactli, and it takes 14 (4d6) piercing damage at the start of each of the cipactli's turns as the fiend's lesser mouths slowly consume it. + If the cipactli moves, the devoured target moves with it. + The cipactli can only devour one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the cipactli's many jaws by succeeding on a DC 14 Strength check. + + + Ancient Lullaby (Recharge 5-6) + A cipactli sings a soporific, primordial song of eternal rest and divine repose from its many mouths. Each creature within 100 feet of the cipactli that can hear the song must succeed on a DC 14 Charisma saving throw or fall asleep and remain unconscious for 10 minutes. A creature awakens if it takes damage or another creature takes an action to wake it. This song has no effect on constructs and undead. + + Source: CCodex (3pp) + + + + Echo + M + fiend (demon) + Chaotic Evil + 15 + 102 (12d8+48) + walk 30 ft., fly 20 ft. + 20 + 20 + 18 + 14 + 18 + 16 + + Persuasion +6, Stealth +8 + 14 + Abyssal, Celestial + 6 + cold, fire, lightning + poison + + poisoned + darkvision 60 ft. + + Aura Of Cacophony + The demon's presence is extremely distracting. Each creature within 100 feet of the echo demon and that can hear it has disadvantage on concentration checks. + + + Iron Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage and if the creature is wearing metal armor, it must make a successful DC 15 Constitution saving throw or be deafened until the end of its next turn. + Iron Claws|8|2d8+5 + + + Everywhere at Once (Recharge 5-6) + The echo demon teleports up to 60 feet to an unoccupied space. Immediately after teleporting, it can make an iron claws attack with advantage as a bonus action. + + + Echoes of the Abyss (1/Day) + The echo demon summons horrible wails from the deep crevasses of the Abyss. Creatures within 60 feet who can hear the wails must succeed on a DC 15 Wisdom saving throw or be stunned until the start of the echo demon's next turn. An affected creature continues hearing the troubling echoes of these cries until it finishes a long rest, and it has disadvantage on Intelligence checks until then. + + Source: CCodex (3pp) + + + + Fulad-zereh + M + fiend (demon, shapechanger) + Chaotic Evil + 16 (natural armor) + 114 (12d8+60) + walk 40 ft., fly 90 ft. + 19 + 16 + 20 + 8 + 16 + 14 + Dex +6, Con +8, Wis +6 + Survival +6 + 13 + Abyssal, telepathy 120 ft. + 8 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison + + poisoned + darkvision 120 ft. + + Petrifying Gaze + When a creature that can see the fulad-zereh's eyes starts its turn within 30 feet of the demon, the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. + Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic. + 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 demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon, it must immediately make the save. + + + Weeping Acid + A creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage. + + + Multiattack + The fulad-zereh makes two attacks. one with its barbed whip and one with its battleaxe. + + + Barbed Whip + Melee Weapon Attack: +8 to hit, reach 30 ft., one target. 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack, the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing. + Barbed Whip|8|3d6+4 + + + Battleaxe + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 17 (3d8 + 4) slashing damage. + Battleaxe|8|3d8+4 + + Source: CCodex (3pp) + + + + Neophron + M + fiend (shapechanger, demon) + Chaotic Evil + 16 (natural armor) + 114 (12d8+60) + walk 40 ft., fly 90 ft. + 19 + 16 + 20 + 8 + 16 + 14 + + Survival +6 + 13 + Abyssal, telepathy 60 ft. + 8 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison + + poisoned + darkvision 120 ft. + + Shapechanger + The neophron can use its action to polymorph into a tiger or a wolf, or back into its true form. Other than its size, 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. + + + Multiattack + The neophron makes three attacks. one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neophron, and it takes 14 (4d6) acid damage at the start of each of the neophron's turns. + Bite|7|2d10+4 + The neophron can only swallow one creature at a time. If a humanoid dies while swallowed, it transforms into a ghast. At the start of its next turn, the neophron regurgitates the ghast into an unoccupied space within 10 feet. The ghast is under the neophron's control and acts immediately after the neophron in the initiative count. + If the neophron takes 20 or more damage in a single turn from a creature inside it, the neophron must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the neophron. If the neophron dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 5 feet of movement, exiting prone. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. + Claws|7|2d6+4 + + Source: CCodex (3pp) p. 87 + + + + Pishacha + M + fiend (shapechanger) + Chaotic Evil + 13 (natural armor) + 55 (10d8+10) + walk 30 ft. + 16 + 14 + 13 + 10 + 16 + 7 + + Arcana +2, Perception +5 + 15 + Common, Abyssal, telepathy 60 ft. + 3 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison + radiant + poisoned + darkvision 60 ft. + + Shapechanger + The pishacha can use its action to polymorph into a tiger or a wolf, or back into its true form. Other than its size, 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. + + + Multiattack + The pishacha makes two attacks. one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage. + Bite|5|2d8+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Claws|5|2d6+3 + + + Demonic Possession (Recharge 6) + One humanoid that the pishacha can see within 5 feet of it must succeed on a DC 13 Wisdom saving throw or be possessed by the pishacha; the pishacha then disappears, and the target is incapacitated and loses some control of its body, succumbing to a random short-term madness (see the System Reference Document 5.1) each round for 3d6 rounds. At the end of the 3d6 rounds, the pishacha becomes dormant within the body. + While possessing a victim, the pishacha attempts to seize control of the body again every 1d4 hours. The target must succeed on a DC 13 Wisdom saving throw or succumb to another 3d6 round period of random short-term madness. Even if the target succeeds, it is still possessed. If the target is still possessed at the end of a long rest, it must succeed on a DC 13 Wisdom saving throw or gain a long-term madness. + While possessing a victim, the pishacha can't be targeted by any attack, spell, or other effect, except those that can turn or repel fiends, and it retains its alignment, Intelligence, Wisdom, and Charisma. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hp, the pishacha ends it as a bonus action, or the pishacha is turned or forced out by an effect like the dispel evil and good spell. The pishacha can also be forced out if the victim eats a bowl of rice that has been cooked in holy water. When the possession ends, the pishacha reappears in an unoccupied space within 5 feet of the body. + The target is immune to possession by the same pishacha for 24 hours after succeeding on the initial saving throw or after the possession ends. + + + Invisibility + The pishacha magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). + + Source: CCodex (3pp) + + + + Plaresh + M + fiend (demon) + Chaotic Evil + 15 (natural armor) + 30 (4d8+12) + walk 30 ft., burrow 30 ft., swim 30 ft. + 2 + 17 + 16 + 6 + 12 + 3 + + + 11 + Understands Abyssal but can't speak + 3 + cold, fire, lightning, bludgeoning, piercing, slashing + poison + + charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned + blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft. + + Grinding Maws + The plaresh can burrow through harder substances such as wood, stone, or even metal. While doing so its burrow speed is reduced to half, and it creates a cluster of bore holes that leaves the material porous and weak. The material has 5 to its AC and half the usual hp. + + + Magic Resistance + rThe plaresh has advantage on saving throws against spells and other magical effects. + + + Swarm + The plaresh can occupy another creature's space and vice versa, and the plaresh can move through any opening large enough for a Tiny worm. The plaresh can't regain hp or gain temporary hp. + + + Bites + Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. + Bites|5|4d6 + The target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the target is wearing nonmagical armor, the armor takes a permanent and cumulative 1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. + + + Infest Corpse (Recharges after a Long Rest) + The plaresh targets one dead humanoid in its space. The body is destroyed, and a new plaresh rises from the corpse. The newly created plaresh is free-willed but usually joins its creator. + + Source: CCodex (3pp) + + + + Rattok + S + fiend (demon) + Chaotic Evil + 14 (natural armor) + 66 (12d6+24) + walk 30 ft., swim 20 ft. + 10 + 16 + 14 + 14 + 6 + 9 + + Stealth +5 + 8 + Common, Abyssal + 4 + cold, lightning + fire, necrotic, poison + + poisoned + darkvision 60 ft. + + Bottled Soul (3/Day) + As a bonus action, the rattok demon consumes one of the bottled souls in its possession, regaining 7 (2d4 + 2) hp and gaining advantage on all attack rolls and ability checks for 1 round. Any non-fiend who consumes a bottled soul regains 7 (2d4 + 2) hit points and must make a DC 14 Constitution saving throw. On a failure, the creature is stunned for 1 round and poisoned for 1 hour. On a success, the creature is poisoned for 1 hour. + + + Fire Dancer + Whenever the rattok demon is subjected to fire or necrotic damage, it takes no damage and instead is unaffected by spells and other magical effects that would impede its movement. This trait works like the freedom of movement spell, except it only lasts for 1 minute. + + + Magic Resistance + The rattok has advantage on saving throws against spells and other magical effects. + + + Multiattack + The rattok makes three attacks. one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 3 (1d6) necrotic damage. + Bite|5|1d8+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. + Claws|5|1d4+3 + + + Necrotic Rush (Recharge 5-6) + The rattok unleashes a wave of shadowy versions of itself that fan out and rake dark claws across all creatures within 15 feet. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + Spree + S + fiend (demon) + Chaotic Evil + 15 (natural armor) + 84 (13d6+39) + walk 30 ft. + 11 + 17 + 16 + 10 + 8 + 15 + Dex +6, Wis +2 + + 9 + Common, Gnomish, Abyssal + 5 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison + + frightened, poisoned + darkvision 60 ft. + + Frothing Rage + The spree demon has advantage on attacks if it saw another spree demon make a successful attack within the last minute. + + + Spree Madness + If a creature confused by the spree demon's claw attack reduces a target to 0 hp, the confused creature must make a successful DC 14 Wisdom saving throw or gain a short-term madness (see the System Reference Document 5.1). If a creature fails this saving throw again while already suffering from a madness, it gains a long-term madness instead. + + + Multiattack + The spree demon makes two claw attacks. If both attacks hit the same target, the target must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. While frightened this way, the creature believes it has shrunk to half its normal size. All attacks against the creature do an extra 7 (2d6) psychic damage, and the creature's attacks do half damage. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. + 6 (1d6 + 3) slashing damage plus 10 (3d6) poison damage, and the creature must make a DC 14 Constitution saving throw. On a failure, the target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn for 1 minute. This works like the confusion spell. The target 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 this effect for the next 24 hours. + + Source: CCodex (3pp) + + + + Vellso + M + fiend (demon) + Chaotic Evil + 15 (natural armor) + 120 (16d8+48) + walk 40 ft., climb 40 ft. + 18 + 15 + 16 + 9 + 14 + 7 + Dex +5, Con +6 + Perception +5, Stealth +8, Survival +5 + 15 + Abyssal, telepathy 120 ft. + 7 + cold, fire, lightning + necrotic, poison + + poisoned + darkvision 60 ft. + + Keen Smell + The vellso has advantage on Wisdom (Perception) checks that rely on smell. + + + Magic Resistance + The vellso has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The vellso's weapon attacks are magical. + + + Spider Climb + The vellso can climb surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The vellso makes two attacks. one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 13 (3d8) necrotic damage and contract the carrion curse disease (see sidebar). + Bite|7|2d8+4 + + + Claws + Melee Weapon Attack. +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|7|2d6+4 + + Source: CCodex (3pp) + + + + Wind Demon + S + fiend (demon) + Chaotic Evil + 15 (natural armor) + 28 (8d6) + walk 30 ft., fly 60 ft. + 10 + 18 + 10 + 10 + 7 + 8 + + Stealth +8 + 8 + Common, Abyssal + 2 + fire, lightning + cold, poison + + poisoned + darkvision 60 ft. + + Arrow Bane + When the wind demon is targeted by an attack or spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the attacker has disadvantage on the attack roll. On a 6, the wind demon is unaffected, and the attack is reflected back at the attacker as though it originated from the wind demon, turning the attacker into the target. + + + Magic Resistance + The wind demon has advantage on saving throws against spells and other magical effects. + + + Multiattack + The wind demon makes two frost claw attacks. + + + Frost Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) slashing damage plus 3 (1d6) cold damage. + Frost Claw|6|1d4+4 + + + Swift as Frost + After a creature the wind demon can see damages it with an attack, the wind demon can move up to its speed without provoking opportunity attacks. + + Source: CCodex (3pp) + + + + Yek + S + fiend (demon) + Chaotic Evil + 16 (natural armor) + 77 (14d6+28) + walk 30 ft., climb 30 ft. + 16 + 16 + 15 + 9 + 13 + 10 + Str +5, Dex +5, Con +4, Int +1 + Perception +3, Stealth +5 + 13 + Abyssal, telepathy 120 ft. + 4 + cold, fire, lightning + poison + + poisoned + darkvision 120 ft. + + Devouring Swarm + If a creature has three or more yek attached to it from a bite attack at the end of its turn, the creature must succeed on a DC 12 Constitution saving throw or its Constitution score is reduced by 1d4 as the demons feast upon the creature's flesh. + + + Magic Resistance + The yek has advantage on saving throws against spells and other magical effects. + + + Pack Tactics + The yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The yek makes one bite attack and one claw attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 13 (3d6 + 3) piercing damage, and, if the target is Large or smaller, the yek demon attaches to it. While attached, the yek demon can make this attack only against the target and has advantage on the attack roll. The yek demon can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the yek demon by succeeding on a DC 13 Strength check. + Bite|5|3d6+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (3d4 + 3) slashing damage. + Claw|5|3d4+3 + + Source: CCodex (3pp) + + + + Alpha Yek + M + fiend (demon) + Chaotic Evil + 16 (natural armor) + 129 (16d8+48) + walk 30 ft., climb 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + Str +7, Dex +7, Con +7, Int +6 + Perception +5, Stealth +7 + 15 + Abyssal, telepathy 120 ft. + 9 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison + + poisoned + darkvision 120 ft. + + Magic Resistance + The yek has advantage on saving throws against spells and other magical effects. + + + Pack Tactics + The yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The alpha yek makes one bite attack and two claw attacks. It can make a bone shard attack in place of a claw attack if it has a bone shard available. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (4d6 + 3) piercing damage. + Bite|7|4d6+3 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (4d4 + 3) slashing damage. + Claw|7|4d4+3 + + + Bone Shard + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 8 (2d4 + 3) piercing damage and the target must make a DC 17 Constitution saving throw. On a failure, a piece of the bone breaks and sticks in the target's wound. The target takes 5 (2d4) piercing damage at the start of each of its turns as long as the bone remains lodged in its wound. A creature, including the target, can take its action to remove the bone by succeeding on a DC 15 Wisdom (Medicine) check. The bone also falls out of the wound if the target receives magical healing A yek typically carries 3 (1d6) bone shards, which are destroyed on a successful hit. It can use its action to tear a bone shard from a corpse within 5 feet. + Bone Shard|7|2d4+3 + + Source: CCodex (3pp) + + + + Speaker To The Darkness + S + humanoid (derro) + Chaotic Evil + 16 (scale mail) + 135 (18d6+72) + walk 25 ft. + 11 + 16 + 18 + 10 + 9 + 18 + Dex +6, Cha +7 + Perception +2 + 12 + Common, Abyssal, Deep Speech, Undercommon + 5 + + + radiant + frightened + darkvision 60 ft. + + Boon Of The Bat + A creature struck by one of the speaker to the darkness' attacks must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the speaker's next turn. + + + Multiattack + The speaker to the darkness makes two quarterstaff attacks or two sling attacks. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands, plus 9 (2d8) necrotic damage. + Quarterstaff|3|1d6 + + + Sling + Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Sling|6|1d6+3 + + + Drawn from Beyond (Recharge 5-6) + The speaker conjures up to 3 ghasts. The ghasts appear in unoccupied spaces within 30 feet of the speaker that the speaker can see. The ghasts follow the speaker's commands, and it is immune to their Stench. It can't have more than 3 ghasts conjured at one time. + + + Extinguish Light (1/rest) + The speaker creates a 15-foot-radius sphere of magical darkness on a point it can see within 60 feet. + This darkness works like the darkness spell, except creatures inside it have disadvantage on saving throws and the speaker and its conjured ghasts are unaffected by the darkness. + + Source: CCodex (3pp) p. 96 + + + + Witch Queen + S + humanoid (derro) + Chaotic Evil + 15 (studded leather armor) + 77 (14d6+28) + walk 30 ft. + 9 + 16 + 14 + 11 + 9 + 16 + + Arcana +3, Stealth +6 + 9 + Common, Dwarvish, Undercommon + 5 + + + + + darkvision 120 ft. + + Heightened Spell (3/Day) + As a bonus action, a target of the witch queen's choice within 60 feet of her has disadvantage on its saving throw against her next spell. + + + Magic Resistance + The witch queen has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, the witch queen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Maddening Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Charisma saving throw or use its reaction to move up to its speed and make a melee attack against the nearest enemy of the witch queen. + Maddening Scimitar|6|1d6+3 + + + Spellcasting + The witch queen is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The witch queen has the following Wizard spells prepared: + Cantrips (at will): acid splash, mage hand, message, ray of frost + • 1st level (4 slots): burning hands, magic missile, sleep + • 2nd level (3 slots): invisibility, spider climb, suggestion + • 3rd level (3 slots): blink, fear, lightning bolt + • 4th level (2 slots): blight, confusion + + 4, 3, 3, 2 + acid splash, mage hand, message, ray of frost, burning hands, magic missile, sleep, invisibility, spider climb, suggestion, blink, fear, lightning bolt, blight, confusion + Source: CCodex (3pp) p. 97 + + + + Devil Shark + G + monstrosity + Neutral Evil + 16 (natural armor) + 198 (12d20+72) + walk 0 ft., swim 60 ft. + 24 + 14 + 22 + 14 + 20 + 14 + Dex +7, Con +11, Wis +10 + Intimidation +7, Perception +10, Religion +7, Stealth +7, Survival +10 + 20 + Deep Speech, Aquan, telepathy 120 ft. + 13 + fire + cold + + + blindsight 60 ft. + + Blood Frenzy + The devil shark has advantage on melee attack rolls against any creature that doesn't have all its hp. + + + Keen Smell + The devil shark has advantage on Wisdom (Perception) checks that rely on smell. + + + Magic Resistance + The devil shark has advantage on saving throws against spells and other magical effects. + + + Shark Telepathy + The devil shark can magically command any shark within 120 feet of it, using a limited telepathy. This command is limited to simple concepts such as "come here," "defend me," or "attack this target." + + + Water Breathing + The devil shark can breathe only underwater. + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 29 (4d10 + 7) piercing damage and the target is grappled (escape DC 18). + Bite|12|4d10+7 + + + Swallow + The devil shark makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the devil shark, and it takes 21 (6d6) acid damage at the start of each of the devil shark's turns. + A devil shark can have two Large, four Medium, or six Small creatures swallowed at a time. + If the devil shark takes 30 damage or more on a single turn from a swallowed creature, the devil shark must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the devil shark. If the devil shark dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone. + + + Freezing Breath (Recharge 56) + The devil shark exhales a 60-foot cone of supernaturally cold water. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a target takes 54 (12d8) cold damage and is pushed 20 feet away from the devil shark. On a success, a target takes half the damage but isn't pushed. + + Source: CCodex (3pp) + underwater + + + Belphegor, Hell's Inventor + H + fiend (devil) + Lawful Evil + 18 (natural armor) + 402 (35d12+178) + walk 30 ft., fly 60 ft. + 20 + 16 + 20 + 22 + 18 + 14 + Con +12, Int +13 + Insight +11, Perception +11, Persuasion +9 + 21 + + 22 + cold; bludgeoning, piercing, slashing from nonmagical weapons that aren't silvered + fire, poison + + frightened, poisoned + darkvision 120 ft. + + Builder Of Hell + During a long rest, Belphegor can create three flesh golems or three gorgons. The creatures are made from various fleshy and metal parts stored on Prime. The constructs obey his commands until they are slain or disassemble into pieces after 24 hours. + + + Legendary Resistance (3/Day) + If Belphegor fails a saving throw, he can choose to succeed instead. + + + Lord Of Openings + Belphegor retains his humble roots. Creatures in his presence find they don't have full control of their body's orifices. A creature that starts its turn within 20 feet of Belphegor must succeed on a DC 20 Constitution saving throw or suffer one of the following effects until the end of its next turn (rolled randomly or chosen by the GM). + 1 Tears - The creature's eyes swell with tears, causing the creature to become blinded. + 2 Vomit - The creature vomits uncontrollably and is considered poisoned and can't speak. + 3 Defecation - The creature's insides cramp as it voids its bowels, becoming incapacitated in the process. + 4 Discharge of Wax - A thick wax fills the creature's ears, causing the creature to become deafened. + + + Magic Weapons + Belphegor's weapon attacks are magical. + + + Pitted Sockets + Mist swirls in the depths of Belphegor's pit-like eyes. Creatures who look upon Belphegor lose all benefits from their next long rest as they struggle to expel the devil's hollow gaze from their minds. + + + Prime + Belphegor rides a grand, floating palanquin named Prime. This overly complex device-turned-vehicle is immune to damage and can't be the target of spells or effects. It provides the demon lord partial cover from ranged attacks. Belphegor doesn't provoke an opportunity attack when he flies out of an enemy's reach while on Prime. If Belphegor is knocked prone, stunned, or incapacitated while flying on Prime, it will gently set him on the ground and disappear for 1 hour. + + + Multiattack + Belphegor makes three soul flail attacks. + + + Soul Flail + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 32 (5d10 + 5) bludgeoning damage and 14 (4d6) fire damage. Each creature trapped in his flail by Form the Chain must succeed on a DC 20 Constitution saving throw or take 10 (3d6) psychic damage. + Soul Flail|12|5d10+5 + + + Endless Complexity (1/Day) + Belphegor activates the many complexities built atop Prime. All creatures who can see Belphegor must succeed on a DC 19 Wisdom saving throw or be stunned for 1d4 rounds as fruitless comprehension takes hold of their minds. A creature affected by this ability feels compelled to tinker, conceive, or otherwise invent an overly complex object related to its class and background. Any downtime taken during the next seven days after failing this saving throw is spent toiling on this object until ultimately, nothing comes of it. + + + Form the Chain + When Belphegor is hit by an attacker he hit with his soul flail in the past minute, the attacker must succeed on a DC 19 Wisdom saving throw or the attack does no damage and the attacker takes the place of a damned soul, teleporting to its location on the flail instantly. The attacker is paralyzed and experiences tremendous psychic suffering as it helps to hold the head of the flail to the handle. At the end of its next turn, it returns to the space it previously occupied or to the nearest unoccupied space. If a creature's saving throw is successful or the effect ends for it, the creature can't be affected by Belphegor's Form the Chain again until Belphegor hits it with another Soul Flail attack. + + + The fiend (devil) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (devil) regains spent legendary actions at the start of its turn. + + + Options + Belphegor 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. He regains any spent legendary actions at the start of his turn. + + + Move + Belphegor moves up to half his speed. + + + Soul Flail + Belphegor makes one soul flail attack. + + + Endless Complexity (Costs 2 Actions) + Belphegor uses his Endless Complexity if it is available. + + Source: CCodex (3pp) + + + + Parzelon, King Of Secrets + H + fiend (devil) + Lawful Evil + 20 (natural armor) + 378 (28d12+196) + walk 40 ft. + 20 + 18 + 24 + 26 + 22 + 18 + Dex +12, Con +15, Wis +14, Cha +12 + Animal handling +14, Arcana +24, History +24, Intimidation +12, Investigation +16, Medicine +22, Perception +14, Persuasion +12, Religion +24 + 24 + All, telepathy 120 ft. + 25 + cold, lightning, psychic + fire, poison; bludgeoning, piercing, slashing from nonmagical weapons + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Fear Aura + Any creature hostile to Parzelon that starts its turn within 20 feet of him must make a DC 20 Wisdom saving throw, unless Parzelon is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Parzelon's Fear Aura for the next 24 hours. + + + Legendary Resistance (3/Day) + If Parzelon fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Parzelon has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Parzelon's weapon attacks are magical. + + + Multiattack + Parzelon makes two melee attacks. + + + Bite + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit. + 14 (2d8 + 5) piercing damage plus 14 (4d6) necrotic damage. + + + Serpentine Lash + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 15 (4d4 + 5) piercing damage plus 21 (6d6) poison damage. + Serpentine Lash|13|4d4+5 + + + Summon Devil (1/Day) + Parzelon summons 1d4 barbed devils or 1d4 spawn of Parzelon. A summoned devil appears in an unoccupied space within 60 feet of Parzelon, acts as an ally, and can't summon other devils. It remains for 1 minute, or until Parzelon dismisses it as an action. + + + The fiend (devil) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (devil) regains spent legendary actions at the start of its turn. + + + Options + Parzelon 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. Parzelon regains spent legendary actions at the start of his turn. + + + Serpentine Lash + Parzelon makes one serpentine lash attack. + + + Spell (Costs 2 Actions) + Parzelon casts one spell. + + + Horn of Nessus (Costs 3 Actions) + Parzelon blows his accursed, silver horn, which emits a sickening blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 20 Constitution saving throw. On a failure, a creature takes 32 (5d12) poison damage and is incapacitated for 1 minute. + On a success, a creature takes half as much damage and isn't incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Spellcasting + The parzelon, king of secrets is a 20th-level spellcaster. Its spellcasting ability is (spell save DC 24, +16 to hit with spell attacks). He requires no material components to cast his spells. The parzelon, king of secrets has the following Wizard spells prepared: + Cantrips (at will): fire bolt, minor illusion, prestidigitation, ray of frost, shocking grasp + • 1st level (4 slots): charm person, detect magic, disguise self, magic missile, sleep + • 2nd level (3 slots): darkness, hold person, locate object, suggestion + • 3rd level (3 slots): bestow curse, clairvoyance, haste, lightning bolt + • 4th level (3 slots): dimension door, greater invisibility, locate creature, phantasmal killer, polymorph + • 5th level (3 slots): dominate person, scrying, telekinesis, wall of force + • 6th level (2 slots): chain lightning, disintegrate + • 7th level (2 slots): plane shift, prismatic spray + • 8th level (1 slots): feeblemind + • 9th level (1 slots): foresight + + 4, 3, 3, 3, 3, 2, 2, 1, 1 + fire bolt, minor illusion, prestidigitation, ray of frost, shocking grasp, charm person, detect magic, disguise self, magic missile, sleep, darkness, hold person, locate object, suggestion, bestow curse, clairvoyance, haste, lightning bolt, dimension door, greater invisibility, locate creature, phantasmal killer, polymorph, dominate person, scrying, telekinesis, wall of force, chain lightning, disintegrate, plane shift, prismatic spray, feeblemind, foresight + Source: CCodex (3pp) + + + + Spawn Of Parzelon + M + fiend (devil) + Lawful Evil + 16 (natural armor) + 77 (14d8+14) + walk 30 ft. + 15 + 18 + 13 + 12 + 10 + 15 + Dex +7, Con +4, Wis +3, Cha +5 + Deception +5, Insight +6, Perception +6, Stealth +10 + 16 + Infernal, telepathy 120 ft. + 5 + cold; bludgeoning, piercing, slashing from nonmagical weapons + fire, poison + + poisoned + darkvision 120 ft., truesight 60 ft. + + Devil's Sight + Magical darkness doesn't impede the spawn's darkvision. + + + Keen Smell + The spawn has advantage on Wisdom (Perception) checks that rely on smell. + + + Magic Resistance + The spawn has advantage on saving throws against spells and other magical effects. + + + Pack Tactics + The spawn has advantage on attack rolls against a creature if at least one of the spawn's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Pounce + If the spawn 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 16 Strength saving throw or be knocked prone. If the target is prone, the spawn can make one bite attack against it as a bonus action. + + + Multiattack + The spawn of Parzelon makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Bite|5|1d6+2 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage plus 7 (2d6) necrotic damage. + Claw|5|1d6+2 + + + Tranquil Roar (Recharge 4-6) + The spawn emits a dreadfully alluring purr. + Each creature within 20 feet of it that can hear it and that isn't a devil must succeed on a DC 15 Constitution saving throw or be charmed 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. + + + Innate Spellcasting + The spawn of parzelon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: disguise self + 3/day each: expeditious retreat + + disguise self, expeditious retreat + Source: CCodex (3pp) + + + + Fire Imp + T + fiend (devil) + Lawful Evil + 13 (natural armor) + 14 (4d4+4) + walk 20 ft., fly 40 ft. + 5 + 14 + 12 + 10 + 10 + 14 + + Deception +3, Stealth +4 + 10 + Common, Infernal + 1/2 + cold; bludgeoning, piercing, slashing from nonmagical weapons + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the imp's darkvision. + + + Fire Absorption + Whenever the imp is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. + + + Heat Metal (1/Day) + As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12). + + + Magic Resistance + The imp has advantage on saving throws against spells and other magical effects. + + + Fire Touch + Melee Spell Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take another 2 (1d4) fire damage at the start of its next turn. + Fire Touch|4|2d4+2 + + + Hurl Flame + Ranged Spell Attack: +4 to hit, range 150 ft., one target. 5 (2d4) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire. + Hurl Flame|4|2d4 + + Source: CCodex (3pp) + + + + Infernal Knight + M + fiend (devil) + Lawful Evil + 18 (plate armor) + 247 (26d8+130) + walk 30 ft., fly 60 ft. + 24 + 14 + 20 + 17 + 21 + 20 + Dex +7, Con +10, Wis +10 + Athletics +12, Insight +10, Perception +10 + 20 + Infernal, telepathy 120 ft. + 16 + cold; bludgeoning, piercing, slashing from nonmagical weapons that aren't silvered + fire, necrotic, poison + + charmed, exhaustion, frightened, poisoned + truesight 60 ft. + + Faultless Tracker + If the infernal knight is given a quarry by its lord, the knight knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. + + + Magic Resistance + The infernal knight has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The infernal knight's weapon attacks are magical. + + + Regeneration + The infernal knight regains 10 hp at the start of its turn if it has at least 1 hp. + + + Multiattack + The infernal knight makes two melee attacks or uses its Hellfire Bolt twice. It can replace one attack with Reave Soul. + + + Greatsword + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage plus 17 (5d6) necrotic damage. A creature hit by the sword must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls and ability checks based on Strength or Dexterity until the end of its next turn. + Greatsword|12|2d6+7 + + + Hellfire Bolt + Ranged Spell Attack: +10 to hit, range 120 ft., one target. 10 (3d6) fire damage plus 17 (5d6) necrotic damage. + Hellfire Bolt|10|3d6 + A creature hit must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. + + + Reave Soul (Recharge 56) + The infernal knight targets a creature with 0 hp that it can see within 60 feet of it. If the creature is alive, it must succeed on a DC 18 Constitution saving throw or die and have its soul drawn into the infernal knight's greatsword. If the creature is dead and has been dead for less than 1 minute, its soul is automatically captured. When the infernal knight captures a soul, it regains 30 hp, and Reave Soul recharges at the start of its next turn. While a creature's soul is trapped, that creature can't be returned to life by any means short of a wish spell. + A banishment spell targeted at the greatsword forces the infernal knight to make a Charisma saving throw against the spell. On a failed save, any souls trapped in the blade are released instead of the spell's normal effect. Trapped souls are also released when the infernal knight dies. + + + Planar Rift (1/Day) + The infernal knight magically tears a rift in the fabric of the multiverse. The rift is a portal to a plane of the infernal knight's choice. The portal remains open for 1 hour, during which time any creature can pass through it, moving from one plane to the other. A dispel magic spell targeting the rift can destroy it if the caster succeeds on a DC 18 spellcasting ability check. + + Source: CCodex (3pp) + + + + Wind's Harp + M + fiend (devil) + Lawful Evil + 12 (natural armor) + 63 (14d8) + walk 30 ft., fly 10 ft. + 10 + 13 + 10 + 10 + 10 + 19 + Wis +2, Cha +6 + Stealth +5 + 10 + Common, Infernal + 4 + + cold, fire, poison + + poisoned + darkvision 60 ft. + + False Appearance + While the wind's harp devil remains motionless, it is indistinguishable from an ordinary object. + + + Magic Resistance + The wind's harp devil has advantage on saving throws against spells and other magical effects. + + + Strong Winds + The wind's harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental, wind demon, or similar creature of air, is within 20 feet of the target, and isn't incapacitated. + + + Multiattack + The wind's harp devil makes two infernal noise attacks. + + + Infernal Noise + Ranged Spell Attack: +6 to hit, range 60 ft., one target. 9 (2d8) psychic damage plus 3 (1d6) thunder damage. + Infernal Noise|6|2d8 + + + Hellish Chorus (Recharge 5-6) + The wind's harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus. + + + Diabolical Countersong + When a spell is cast within 60 feet of it, the wind's harp devil plays a single, infernal note, interrupting the spell. This reaction works like the counterspell spell, except it only works on spells of 3rd level or lower. + + Source: CCodex (3pp) + + + + Dhampir + M + humanoid (dhampir) + Any alignment + 15 (leather armor, shield) + 32 (5d8+10) + walk 30 ft. + 12 + 15 + 14 + 10 + 10 + 16 + Dex +4, Cha +5 + Athletics +3, Deception +5, Persuasion +5, Stealth +4 + 10 + Common + 1 + necrotic + + + + darkvision 60 ft. + + Undead Resistance + The dhampir has advantage on saving throws against disease. + + + Multiattack + The dhampir makes two rapier or two shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack. + + + Rapier + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Rapier|4|1d8+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|4|1d6+2 + + + Dark Thirst + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapacitated, or restrained. 1 piercing damage plus 3 (1d6) necrotic damage. + Dark Thirst|4|1d6 + The dhampir regains hp equal to the amount of necrotic damage dealt. + + + Predatory Charm + The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 13 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. + If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends. + + Source: CCodex (3pp) + + + + Dhampir Commander + M + humanoid (dhampir) + Any alignment + 14 (studded leather armor, shield) + 97 (13d8+39) + walk 30 ft. + 14 + 17 + 16 + 14 + 12 + 19 + Str +5, Dex +6, Wis +4, Cha +7 + Athletics +5, Deception +7, Intimidation +7, Persuasion +7, Stealth +6 + 11 + Common + 7 + necrotic + + + + darkvision 60 ft. + + Inspiring Savagery + Each ally within 30 feet of the dhampir that can see it can make one melee attack as a bonus action. + + + Undead Resistance + The dhampir has advantage on saving throws against disease. + + + Multiattack + The dhampir makes four rapier or four shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack. + + + Rapier + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Rapier|6|1d8+3 + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|6|1d6+3 + + + Dark Thirst + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapactitated, or restrained. 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The dhampir commander regains hp equal to the amount of necrotic damage dealt. + Dark Thirst|6|1d4+3 + + + Predatory Charm + The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 15 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. + If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends. + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the dhampir can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dhampir. A creature can benefit from only one Leadership die at a time. This effect ends if the dhampir is incapacitated. + + Source: CCodex (3pp) + + + + Archaeopteryx + T + beast (dinosaur) + Unaligned + 12 (natural armor) + 7 (3d4) + walk 5 ft., fly 50 ft. + 6 + 13 + 10 + 2 + 14 + 6 + + + 12 + + 1/4 + + + + + + + Flyby + The archaeopteryx doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Multiattack + The archaeopteryx makes two attacks. one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Beak|3|1d4+1 + + + Talons + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. + Talons|3|1d4+1 + + Source: CCodex (3pp) + forest, swamp + + + Lystrosaurus + M + beast (dinosaur) + Unaligned + 14 (natural armor) + 45 (6d8+18) + walk 30 ft., burrow 5 ft. + 16 + 10 + 16 + 2 + 9 + 6 + Con +5, Wis +1 + Athletics +5, Perception +3 + 13 + + 2 + + + + + + + Headbutt + If the lystrosaurus moves at least 10 feet straight toward a creature and then hits it with a ram attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lystrosaurus can make one bite attack against it immediately as a bonus action. + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage. + Ram|5|2d4+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 13 (3d6 + 3) piercing damage. + Bite|5|3d6+3 + + Source: CCodex (3pp) + grassland + + + Nodosaurus + L + beast (dinosaur) + Unaligned + 13 (natural armor) + 45 (6d10+12) + walk 30 ft. + 17 + 11 + 14 + 2 + 12 + 5 + + + 11 + + 1 + + + + + + + Swamp Camouflage + The nodosaurus has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + Tail + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 12 (2d8 + 3) bludgeoning damage. + Tail|5|2d8+3 + + Source: CCodex (3pp) + grassland, swamp + + + Dracotaur + L + dragon + Chaotic Neutral + 17 (natural armor) + 110 (13d10+39) + walk 50 ft., burrow 20 ft. + 21 + 17 + 16 + 10 + 13 + 15 + Con +6, Cha +5 + Athletics +8, Intimidation +5, Perception +4, Survival +4 + 14 + Common, Elvish, Draconic + 6 + + lightning + + + darkvision 60 ft. + + Charge + If the dracotaur moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 14 (4d6) piercing damage. + + + Multiattack + The dracotaur makes two attacks. one with its bite and one with its claws or two with its longbow. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit. + 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage. + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|8|2d6+4 + + + Longbow + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 12 (2d8 + 3) piercing damage. + Longbow|6|2d8+3 + + + Lightning Arrow (Recharges after a Short or Long Rest) + The dracotaur shoots an arrow at a point it can see within 150 feet where it explodes into a 20-foot-radius sphere of lightning. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as damage much on a successful one. + + + Lightning Breath (Recharge 56) + The dracotaur exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + grassland + + + One-headed Clockwork Dragon + L + construct + Unaligned + 16 (natural armor) + 178 (17d10+85) + walk 30 ft., fly 50 ft. + 22 + 10 + 20 + 10 + 10 + 1 + Str +9, Con +8 + Athletics +9, Perception +6 + 16 + Understands Common but can't speak + 8 + + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Bound + The dragon is magically bound to three circlets. As long as the dragon is within 1 mile of a circlet wearer on the same plane of existence, the wearer can communicate telepathically with the dragon. While the dragon is active, the wearers see through its eyes and hear what it hears. During this time, the wearers are deaf and blind with regard to their own senses. + If only two circlet wearers are within 1 mile of the active dragon, each hour spent wearing the circlets imposes one level of exhaustion on those wearers. If only a single wearer is within 1 mile of the active dragon, each minute spent wearing the circlet gives that wearer one level of exhaustion. If no circlet wearers are within 1 mile of the dragon, it views all creatures it can see as enemies and tries to destroy them until a circlet wearer communicates with the dragon or the dragon is destroyed. A circlet wearer can use its action to put the dragon in an inactive state where it becomes incapacitated until a wearer uses an action to switch the dragon to active. + Each circlet is a magic item that must be attuned. + + + Immutable Form + The dragon is immune to any spell or effect that would alter its form. + + + Magic Resistance + The dragon has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The dragon deals double damage to objects and structures. + + + Multiattack + The dragon can use its Oil Spray. It then makes three attacks. one with its bite and two with its fists. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit. + 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. + + + Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) bludgeoning damage. + Fist|9|2d6+6 + + + Fire Breath (Recharge 6) + The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. + + + Oil Spray + The dragon sprays oil in a 30-foot-cone. Each creature in the area must succeed on a DC 16 Dexterity saving throw or become vulnerable to fire damage until the end of the dragon's next turn. + + + Tail Sweep + The dragon swings its bladed tail. Each creature within 10 feet of the dragon must make a DC 17 Dexterity saving throw, taking 15 (2d8 + 6) slashing damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) p. 111 + + + + Three-headed Clockwork Dragon + H + construct + Unaligned + 18 (natural armor) + 275 (22d12+132) + walk 40 ft., fly 60 ft. + 25 + 10 + 23 + 10 + 10 + 1 + Str +12, Con +11 + Athletics +12, Perception +10 + 20 + Understands Common but can't speak + 14 + + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Bound + The dragon is magically bound to three circlets. As long as the dragon is within 1 mile of a circlet wearer on the same plane of existence, the wearer can communicate telepathically with the dragon. While the dragon is active, the wearers see through its eyes and hear what it hears. During this time, the wearers are deaf and blind with regard to their own senses. + If only two circlet wearers are within 1 mile of the active dragon each hour spent wearing the circlets imposes one level of exhaustion on those wearers. If only a single wearer is within 1 mile of the active dragon, each minute spent wearing the circlet gives that wearer one level of exhaustion. If no circlet wearers are within 1 mile of the dragon, it views all creatures it can see as enemies and tries to destroy them until a circlet wearer communicates with the dragon or the dragon is destroyed. A circlet wearer can use its action to put the dragon in an inactive state where it becomes incapacitated until a wearer uses an action to switch the dragon to active. + Each circlet is a magic item that must be attuned. + + + Immutable Form + The dragon is immune to any spell or effect that would alter its form. + + + Magic Resistance + The dragon has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The dragon deals double damage to objects and structures. + + + Multiattack + The dragon can use its Oil Spray. It then makes five attacks. three with its bite and two with its fists. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage plus 3 (1d6) fire damage. + Bite|12|2d10+7 + + + Fist + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) bludgeoning damage. + Fist|12|2d6+7 + + + Fire Breath (Recharge 6) + The dragon exhales fire in three separate 60-foot cones. Each creature in one of these cones must make a DC 19 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. A creature in overlapping cones has disadvantage on the saving throw, but it takes damage from only one breath. + + + Oil Spray + The dragon sprays oil in a 30-foot-cone. Each creature in the area must succeed on a DC 19 Dexterity saving throw or become vulnerable to fire damage until the end of the dragon's next turn. + + + Tail Sweep + The dragon swings its bladed tail. Each creature within 15 feet of the dragon must make a DC 19 Dexterity saving throw. On a failure, a creature takes 16 (2d8 + 7) slashing damage and is knocked prone. On a success, a creature takes half the damage but isn't knocked prone. + + Source: CCodex (3pp) p. 112 + + + + Light Dragon Wyrmling + M + dragon + Good Neutral + 13 (natural armor) + 39 (6d8+12) + walk 30 ft., fly 60 ft. + 14 + 10 + 15 + 12 + 14 + 13 + Dex +2, Con +4, Wis +4, Cha +1 + Perception +4 + 14 + Draconic + 2 + bludgeoning, piercing, slashing from nonmagical weapons + radiant + + blinded + blindsight 10 ft., darkvision 60 ft. + + Illumination + The dragon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + + + Incorporeal Movement + The dragon 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. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage. + Bite|4|1d10+2 + + + Breath Weapon (Recharge 56) + The dragon uses one of the following breath weapons. + + + Radiant Breath + The dragon exhales radiant energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. + + + Flaring Breath + The dragon emits a flash of dazzling light from its maw in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw or be blinded. + Undead within the area of effect must also make a DC 12 Wisdom saving throw or be turned for 1 minute. Undead of CR 1/2 or lower who fail the saving throw are instantly destroyed. + + Source: CCodex (3pp) + + + + Young Light Dragon + L + dragon + Good Neutral + 15 (natural armor) + 142 (15d10+60) + walk 40 ft., fly 80 ft. + 18 + 10 + 19 + 14 + 16 + 15 + Dex +3, Con +7, Wis +6, Cha +5 + Perception +6, Persuasion +5 + 16 + Draconic + 7 + bludgeoning, piercing, slashing from nonmagical weapons + radiant + + blinded + blindsight 30 ft., darkvision 120 ft. + + Illumination + The dragon sheds bright light in a 15-foot radius and dim light for an additional 15 feet.Incorporeal Movement. The dragon 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. + + + Void Traveler + The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage. + Bite|7|2d10+4 + + + Breath Weapon (Recharge 56) + The dragon uses one of the following breath weapons. + + + Radiant Breath + The dragon exhales radiant energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one. + + + Flaring Breath + The dragon emits a flash of dazzling light from its maw in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw or be blinded. + Undead within the area of effect must also make a DC 15 Wisdom saving throw or be turned for 1 minute. Undead of CR 1 or lower who fail the saving throw are instantly destroyed. + + Source: CCodex (3pp) + + + + Adult Light Dragon + H + dragon + Good Neutral + 17 (natural armor) + 212 (17d12+102) + walk 40 ft., fly 80 ft. + 22 + 10 + 23 + 16 + 18 + 17 + Dex +5, Con +11, Wis +9, Cha +8 + Arcana +8, Nature +8, Perception +9, Persuasion +8, Religion +8 + 19 + Celestial, Draconic + 16 + fire; bludgeoning, piercing, slashing from nonmagical weapons + radiant + + blinded + blindsight 60 ft., darkvision 120 ft. + + Ethereal Sight + The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Illumination + The dragon sheds bright light in a 20-foot radius and dim light for an additional 20 feet. + + + Incorporeal Movement + The dragon 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. + + + Legendary Resistance (3/ Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Void Traveler + The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time. + + + 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: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage. + Bite|11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage. + Tail|11|2d8+6 + + + 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 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, 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 Weapon (Recharge 56) + The dragon uses one of the following breath weapons. + Radiant Breath - The dragon exhales radiant energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one. + Flaring Breath - The dragon emits a flash of dazzling light from its maw in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw or be blinded. + Undead within the area of effect must also make a DC 19 Wisdom saving throw or be turned for 1 minute. Undead of CR 2 or lower who fail the saving throw are instantly destroyed. + + + The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Options + The dragon 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 dragon regains spent legendary actions at the start of its 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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + Source: CCodex (3pp) + + + + Ancient Light Dragon + G + dragon + Good Neutral + 22 (natural armor) + 407 (22d20+176) + walk 40 ft., fly 80 ft. + 26 + 10 + 27 + 18 + 20 + 19 + Dex +7, Con +15, Wis +12, Cha +11 + Arcana +11, Nature +11, Perception +12, Persuasion +11, Religion +11 + 22 + Celestial, Draconic + 22 + fire + radiant; bludgeoning, piercing, slashing from nonmagical weapons + + blinded + blindsight 60 ft., darkvision 120 ft. + + Ethereal Sight + The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Illumination + The dragon sheds bright light in a 30-foot radius and dim light for an additional 30 feet. + + + Incorporeal Movement + The dragon 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. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Void Traveler + The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time. + + + Bite + Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage. + Bite|15|2d10+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|15|2d8+8 + + + 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 23 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 Weapon (Recharge 56) + The dragon uses one of the following breath weapons. + Radiant Breath - The dragon exhales radiant energy in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 77 (14d10) radiant damage on a failed save, or half as much damage on a successful one. + Flaring Breath - The dragon emits a flash of dazzling light from its maw in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw or be blinded. + Undead within the area of effect must also make a DC 23 Wisdom saving throw or be turned for 1 minute. Undead of CR 3 or lower who fail the saving throw are instantly destroyed. + + + The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Options + The dragon 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 dragon regains spent legendary actions at the start of its 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 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + Source: CCodex (3pp) + + + + Wasteland Dragon Wyrmling + M + dragon + Chaotic Evil + 17 (natural armor) + 60 (8d8+24) + walk 30 ft., burrow 15 ft., climb 30 ft., fly 50 ft. + 17 + 10 + 17 + 12 + 11 + 13 + Dex +2, Con +5, Wis +2, Cha +3 + Perception +2, Stealth +2 + 12 + Draconic + 3 + + force + + + blindsight 10 ft., darkvision 60 ft. + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (2d10 + 3) piercing damage. + Bite|5|2d10+3 + + + Warped Energy Breath (Recharge 6) + The dragon blasts warped arcane energy in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) force damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + badlands, hill + + + Young Wasteland Dragon + L + dragon + Chaotic Evil + 18 (natural armor) + 178 (17d10+85) + walk 40 ft., burrow 20 ft., climb 40 ft., fly 70 ft. + 21 + 10 + 21 + 12 + 11 + 12 + Dex +4, Con +9, Wis +4, Cha +5 + Perception +4, Stealth +4 + 14 + Common, Draconic + 9 + + force + + + blindsight 30 ft., darkvision 120 ft. + + Multiattack + The dragon makes three attacks. one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage. + Bite|9|2d10+5 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claw|9|2d6+5 + + + Warped Energy Breath (Recharge 6) + The dragon blasts warped arcane energy in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + badlands, hill + + + Adult Wasteland Dragon + H + dragon + Chaotic Evil + 18 (natural armor) + 225 (18d12+108) + walk 40 ft., burrow 30 ft., climb 40 ft., fly 70 ft. + 26 + 10 + 21 + 14 + 13 + 16 + Dex +6, Con +11 + Perception +6, Stealth +5 + 16 + Common, Draconic + 17 + + force + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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: +12 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage. + Bite|12|2d10+8 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|12|2d6+8 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|12|2d8+8 + + + 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 18 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. + + + Warped Energy Breath (Recharge 56) + The dragon blasts warped arcane energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one. + + + The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Options + The dragon 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 dragon regains spent legendary actions at the start of its 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 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + Source: CCodex (3pp) + badlands, hill + + + Ancient Wasteland Dragon + G + dragon + Chaotic Evil + 22 (natural armor) + 333 (18d20+144) + walk 40 ft., burrow 30 ft., climb 40 ft., fly 80 ft. + 28 + 10 + 26 + 16 + 15 + 19 + Dex +7, Con +15, Wis +9, Cha +11 + Perception +9, Stealth +7 + 19 + Common, Draconic + 23 + + force + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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 10 ft., one target. 20 (2d10 + 9) piercing damage. + Bite|16|2d10+9 + + + Claw + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 16 (2d6 + 9) slashing damage. + Claw|16|2d6+9 + + + Tail + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 18 (2d8 + 9) bludgeoning damage. + Tail|16|2d8+9 + + + 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. + + + Warped Energy Breath (Recharge 56) + The dragon blasts warped arcane energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one. + + + The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Options + The dragon 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 dragon regains spent legendary actions at the start of its 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 feet of the dragon must succeed on a DC 20 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. + + Source: CCodex (3pp) + badlands, hill + + + Edjet + M + humanoid (dragonborn) + Lawful Neutral + 14 (leather armor) + 52 (8d8+16) + walk 30 ft. + 17 + 12 + 14 + 10 + 13 + 13 + Str +6, Con +5 + Athletics +6, Perception +4 + 14 + Common, Draconic + 3 + fire + + + + + + Line Of Battle + When the dragonborn edjet is within 5 feet of two allies that aren't incapacitated, it has advantage on saving throws against being frightened. + + + Martial Advantage + Once per turn, the dragonborn edjet can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the edjet that isn't incapacitated. + + + Multiattack + The dragonborn edjet makes two melee or ranged attacks. + + + Halberd + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 8 (1d10 + 3) slashing damage. + Halberd|6|1d10+3 + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|6|1d6+3 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 4 (1d6 + 1) piercing damage. + Shortbow|4|1d6+1 + + + Fire Breath (Recharges after a Short or Long Rest) + The dragonborn edjet exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + Elementalist + M + humanoid (dragonborn) + Lawful Neutral + 15 (studded leather armor) + 45 (7d8+14) + walk 30 ft. + 8 + 16 + 15 + 12 + 10 + 17 + + Arcana +3, Stealth +5 + 10 + Common, Draconic + 2 + cold, fire, lightning, poison + + + + + + Elemental Focus + Each dragonborn elementalist permanently aligns with a particular element. This elemental focus grants the dragonborn resistance to a certain damage type and the ability to innately cast some spells. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). + + + Flame (Fire) + The dragonborn has resistance to fire damage. It can cast the produce flame cantrip at will and can cast heat metal or scorching ray three times per day. + + + Storm (Air) + The dragonborn has resistance to lightning damage. It can cast the shocking grasp cantrip at will and can cast blur or gust of wind three times per day. + + + Tide (Water) + The dragonborn has resistance to cold damage. + It can cast the ray of frost cantrip at will and can cast sleet storm or water breathing three times per day. + + + Cave (Earth) + The dragonborn has resistance to poison damage. It can cast the blade ward cantrip at will and can cast meld into stone or shatter three times per day. + + + War Mage + When making an opportunity attack, the dragonborn can cast a spell with a casting time of 1 action instead of making a weapon attack. If this spell requires a ranged attack roll, the dragonborn doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources. This spell must only target the creature that provoked the opportunity attack. + + + Multiattack + The dragonborn makes two scimitar attacks. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|5|1d6+3 + + + Fire Breath (Recharges after a Short or Long Rest) + The dragonborn breathes elemental energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) damage of the elementalist's elemental focus type on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + Heavy Cavalry + M + humanoid (dragonborn) + Lawful Neutral + 19 (splint armor, shield) + 75 (10d8+30) + walk 30 ft. + 15 + 12 + 17 + 10 + 14 + 8 + + Athletics +4 + 12 + Common, Draconic + 2 + fire + + + + + + Cavalry Charge + If the dragonborn moves at least 20 feet straight toward a creature while mounted and then hits with a lance attack on the same turn, it can make a trample attack against that creature as a bonus action. + + + Locked Saddle + The dragonborn can't be knocked prone, dismounted, or moved against its will while mounted. + + + Mounted Warrior + The dragonborn is rarely seen without its giant lizard mount. + The lizard wears custom scale mail that raises its Armor Class to 15. While the dragonborn is mounted, the giant lizard can't be charmed or frightened. + + + Lance + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 8 (1d12 + 2) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Lance|4|1d12+2 + Lance|3|1d10+1 + + + Trample (Mounted Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone. + Trample (Mounted Only)|4|2d6+2 + + + Fire Breath (Recharges after a Short or Long Rest) + The dragonborn breathes fire in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + Light Cavalry + M + humanoid (dragonborn) + Lawful Neutral + 14 (leather armor, shield) + 39 (6d8+12) + walk 30 ft. + 15 + 12 + 15 + 8 + 14 + 9 + + Athletics +4, Perception +4 + 14 + Common, Draconic + 1 + fire + + + + + + Infantry Slayer + While mounted, the dragonborn has advantage on melee weapon attacks against creatures that are Medium or smaller and are not mounted. + + + Mounted Warrior + While mounted, the dragonborn's mount can't be charmed or frightened. + + + Cavalry Saber + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 4 (1d6 + 1) piercing damage. + Cavalry Saber|4|1d6+2 + Cavalry Saber|3|1d6+1 + + + Fire Breath (Recharges after a Short or Long Rest) + rThe dragonborn breathes fire in a 15-foot cone. + All creatures in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + Ouroban + M + humanoid (dragonborn) + Neutral Evil + 18 (plate armor) + 209 (38d8+38) + walk 30 ft. + 18 + 10 + 13 + 12 + 12 + 18 + Wis +5, Cha +8 + Athletics +8, Intimidation +8 + 11 + Common, Draconic + 11 + + fire + + poisoned + + + Fire Breath (Recharges after a Short or Long Rest) + Devastate (Recharge 5?6). As a bonus action, the ouroban imbues its greatsword with dark power. All of its greatsword attacks do an additional 10 (3d6) necrotic damage per hit until the start of its next turn. + + + Fire Absorption + Whenever the ouroban is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. + + + Multiattack + The ouroban makes three attacks with its greatsword. + + + Greatsword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. 9 (1d10 + 4) piercing damage. + Greatsword|8|2d6+4 + Greatsword|5|1d10+4 + + + Fire Breath (Recharge after a Short or Long Rest) + The ouroban exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. + + + Abyssal Fires (Recharges after a Short or Long Rest) + The ouroban summons green flames under up to five creatures within 30 feet of it. Each target must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) fire damage and be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. + The ouroban has advantage on attack rolls and ability checks against a creature poisoned by its Abyssal Fires. + + + Spellcasting + The ouroban is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The ouroban has the following Paladin spells prepared: + • 1st level (4 slots): command, cure wounds, detect evil and good, detect magic, divine favor (fire damage instead of radiant) + • 2nd level (3 slots): branding smite, lesser restoration, zone of truth + • 3rd level (3 slots): dispel magic, elemental weapon + • 4th level (1 slots): banishment + + 4, 3, 3, 1 + command, cure wounds, detect evil and good, detect magic, divine favor, branding smite, lesser restoration, zone of truth, dispel magic, elemental weapon, banishment + Source: CCodex (3pp) + + + + Bathhouse Drake + M + dragon + Lawful Neutral + 16 (natural armor) + 75 (10d8+30) + walk 30 ft., fly 60 ft., swim 60 ft. + 15 + 14 + 17 + 12 + 18 + 15 + + Medicine +6, Persuasion +4 + 14 + Common, Draconic, Primordial + 3 + fire + poison + + poisoned + darkvision 60 ft., truesight 10 ft. + + Amphibious + The bathhouse drake can breathe air and water. + + + Soapy + The bathhouse drake has advantage on ability checks and saving throws made to escape a grapple. + + + Multiattack + The bathhouse drake makes three melee attacks. + one with its bite and two with its claws. Alternatively, it can use Scalding Jet twice. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Bite|4|1d8+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claw|4|1d6+2 + + + Scalding Jet + Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. 7 (2d6) fire damage. + Scalding Jet|4|2d6 + + + Steam Burst (Recharge 56) + The bathhouse drake creates a burst of hot steam. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, a target takes 14 (4d6) fire damage and is blinded for 1 minute. On a success, a target takes half the damage but isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Innate Spellcasting + The bathhouse drake's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: create or destroy water, misty step, prestidigitation + 3/day each: control water, fog cloud, gaseous form, lesser restoration + + create or destroy water, misty step, prestidigitation, control water, fog cloud, gaseous form, lesser restoration + Source: CCodex (3pp) + farmland + + + Fey Drake + S + dragon + Chaotic Neutral + 17 (natural armor) + 82 (15d6+30) + walk 20 ft., fly 80 ft. + 6 + 20 + 15 + 15 + 16 + 18 + Dex +8, Con +5, Wis +6 + Arcana +5, Deception +7, Perception +6, Stealth +8 + 16 + Common, Draconic, Sylvan, telepathy 120 ft. + 6 + + + + + darkvision 120 ft. + + Magic Resistance + The fey drake has advantage on saving throws against spells and other magical effects. + + + Superior Invisibility + As a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it. + + + Multiattack + The fey drake makes three bite attacks. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit. + 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. + + + Bewildering Breath (Recharge 5-6) + The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage. + + + Innate Spellcasting + The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: charm person, color spray, grease + 3/day each: hypnotic pattern, locate creature, suggestion + 1/day each: dominate person, polymorph + + charm person, color spray, grease, hypnotic pattern, locate creature, suggestion, dominate person, polymorph + Source: CCodex (3pp) + + + + Forest Drake + S + dragon + Neutral + 15 (natural armor) + 60 (8d6+32) + walk 30 ft., climb 50 ft. + 16 + 8 + 19 + 12 + 15 + 12 + + Athletics +5, Nature +3 + 12 + Druidic, Draconic, Sylvan + 2 + + fire + + paralyzed, unconscious + darkvision 60 ft. + + Mighty Leap + The drake's long jump is up to 30 feet and its high jump is up to 15 feet with or without a running start. + Additionally, if it ends its jump within 5 feet of a creature, the first attack roll it makes against that creature before the end of its turn has advantage. + + + Multiattack + The forest drake makes one bite attack and one claw attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 3 (1d6) fire damage. + Bite|5|1d6+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Claw|5|2d6+3 + + + Fire Breath (Recharge 56) + The drake exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + Moon Drake + M + dragon + Neutral + 15 + 60 (9d8+36) + walk 25 ft., fly 100 ft. + 10 + 20 + 19 + 13 + 18 + 14 + + Arcana +4, Insight +7 + 14 + Common, Celestial, Draconic + 5 + + + + paralyzed, unconscious + darkvision 120 ft. + + Curative Saliva + The moon drake's saliva can be bottled, distilled, and used in 1-ounce doses. An afflicted lycanthrope that drinks this concoction is instantly cured of lycanthropy, requiring no saving throw. This draught can't cure a natural-born lycanthrope of the curse of lycanthropy. + + + Moonbound + A moon drake's power waxes and wanes with the moon. Under a full moon, it has resistance to bludgeoning, d rake, m oon piercing, and slashing damage from nonmagical attacks and its weapon attacks deal an additional 3 (1d6) radiant damage. Under a new moon, it has vulnerability to bludgeoning, piercing, and slashing damage. Under any other moon, it gains no extra traits. + + + Multiattack + The moon drake makes three attacks. one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) piercing damage plus 5 (1d10) radiant damage. + Bite|8|2d6+5 + A shapechanger that takes radiant damage from this attack instantly reverts to its true form and can't assume a different form for 1d4 rounds. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage. + Claw|8|1d6+5 + + + Moonlight Nip + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature afflicted with lycanthropy. The target must succeed on a DC 15 Constitution saving throw or be cured of lycanthropy (it can willingly fail this save). This attack can't cure a natural born lycanthrope of the curse of lycanthropy. + + + Lunarbeam (Recharge 56) + The drake exhales searing moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Constitution saving throw, taking 33 (6d10) radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its true form and can't assume a different form for 1d4 rounds. + + + Form of Moonlight + When the moon drake takes damage or is restrained, it can transmute its physical form into an incorporeal form of pure moonlight until the end of its next turn. While in this form, it has resistance to cold, fire, and lightning damage and immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. While in this form, the drake can pass through openings at least 1 inch wide and through transparent objects. It takes 5 (1d10) force damage if it ends its turn inside an object. + + Source: CCodex (3pp) + forest + + + Pact Drake + S + dragon + Lawful Neutral + 14 (natural armor) + 45 (8d6+24) + walk 40 ft., fly 60 ft. + 9 + 14 + 17 + 17 + 18 + 20 + Dex +4, Wis +6 + Insight +8, Investigation +5, Perception +6 + 16 + + 1 + bludgeoning, piercing, slashing from nonmagical weapons + psychic, radiant + + charmed, frightened + darkvision 60 ft., truesight 60 ft. + + Binding Witness + Creatures that make a pact or agree to terms while the drake witnesses the agreement are bound by the drake's magic. They have disadvantage on saving throws against scrying by the drake (simply making a successful save against the drake's scrying usually is enough to arouse its suspicion), and they become potential targets for the drake's Punish Transgressor action. + + + Sense Falsehood + The drake knows if it hears a lie. + + + Multiattack + The pact drake makes two attacks. one with its bite and one with its claw. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. + Claw|4|2d4+2 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|4|1d4+2 + + + Enforced Diplomacy (Recharge 5-6) + The pact drake breathes a calming haze in a 30-foot cone. Creatures in the cone must make a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed, a creature also can't attack up to five creatures of the pact drake's choice. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. + + + Punish Transgressor + The drake targets a single creature within 60 feet that broke the terms of a pact witnessed by the drake. The creature must succeed on a DC 15 Charisma saving throw or be blinded, deafened, and stunned for 1d6 minutes. The conditions can be ended early only with a dispel magic (DC 15) spell or similar magic. When these conditions end, the affected creature has disadvantage on saving throws until it finishes a long rest. + + + Innate Spellcasting + Pact's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring only somantic components: + At will: detect magic + 3/day each: arcane eye, clairvoyance, scrying + + detect magic, arcane eye, clairvoyance, scrying + Source: CCodex (3pp) + + + + Peluda Drake + L + dragon + Chaotic Neutral + 15 (natural armor) + 68 (8d10+24) + walk 30 ft., burrow: 20 ft. + 17 + 14 + 16 + 6 + 14 + 10 + Dex +4, Con +5 + Perception +4, Stealth +4 + 14 + Draconic + 3 + + + + + darkvision 120 ft. + + Quill Regrowth + The peluda has 24 large, spiny quills and dozens of smaller ones. It uses a large quill every time it makes a quill attack or a creature is successfully damaged by its Spiky Hide. Used quills regrow when it finishes a long rest. + + + Spiky Hide + A creature that touches the peluda or hits it with a melee attack while within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) piercing damage and 3 (1d6) poison damage. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. + Bite|5|1d10+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage. + Tail|5|1d8+3 + + + Quill + Ranged Weapon Attack: +5 to hit, range 20/80 ft., one target. 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage. + Quill|5|1d8+3 + + + Breath Weapons (Recharge 5-6) + The peluda uses one of the following breath weapons. + Steam Breath - The drake exhales scalding steam in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. + Acid Breath - The drake exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + forest + + + Skull Drake + M + dragon + Neutral + 15 (natural armor) + 75 (10d8+30) + walk 40 ft., burrow 10 ft., fly 60 ft. + 16 + 17 + 16 + 8 + 12 + 10 + Dex +5, Wis +3 + Intimidation +2, Perception +3, Stealth +5 + 13 + Common, Draconic + 3 + poison + necrotic + radiant + poisoned + darkvision 60 ft. + + Keen Smell + The skull drake has advantage on Wisdom (Perception) checks that rely on smell. + + + Sunlight Sensitivity + While in sunlight, the skull drake has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The skull drake makes two bite attacks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 10 (2d6 + 3) piercing damage. + Bite|5|2d6+3 + + + Necrotic Breath (Recharge 6) + The skull drake exhales a 15-foot cone of noxious, black gas. Each creature in the area must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hp by this damage dies. + + Source: CCodex (3pp) + + + + Spider Drake + L + dragon + Lawful Evil + 18 (natural armor) + 136 (16d10+48) + walk 40 ft., climb 40 ft., fly 80 ft. + 19 + 13 + 17 + 7 + 16 + 15 + Dex +5, Con +7, Wis +7, Cha +6 + Perception +7, Stealth +5, Survival +7 + 17 + Common, Draconic + 9 + + poison + + poisoned + blindsight 30 ft., darkvision 120 ft. + + Sticky Secretions + When the spider drake is hit with a melee attack, the attacker's weapon becomes stuck to the web fluid secreted from its scales. If the attacker didn't use a weapon, it must succeed on a DC 16 Strength saving throw or become restrained in the webbing. As an action, a creature can make a DC 16 Strength check, escaping or freeing its weapon from the secretions on a success. + + + Multiattack + The spider drake makes three attacks. one with its bite and two with its claws. It can use Web in place of its bite attack. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. + Bite|8|2d10+4 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|8|2d6+4 + + + Poison Breath (Recharge 56) + The drake exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 42 (12d6) poison damage and is poisoned. On a success, a creature d rake, s Pider takes half the damage and isn't poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Web (Recharge 56) + Ranged Weapon Attack: +5 to hit, range 60/120 ft., one Large or smaller creature. The creature is restrained by webbing. As an action, the restrained creature can make a DC 16 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. + + Source: CCodex (3pp) + + + + Dream Squire + M + fey + Neutral + 15 (chain shirt) + 71 (13d8+13) + walk 30 ft. + 15 + 14 + 12 + 10 + 10 + 8 + Wis +2 + Athletics +4, Perception +2 + 12 + Common + 2 + + + + exhaustion + darkvision 60 ft. + + Bound Devotion + The dream squire has advantage on saving throws against being charmed or frightened. If an effect would cause the squire to take a harmful action against its master, it can immediately repeat the saving throw (if any), ending the effect on a success. The squire has disadvantage on attack rolls or ability checks made against its master. + + + Master's Bond + The dream squire is bound to serve another creature as its master. The squire obeys all the master's commands, and the master can communicate telepathically with the squire as long as they are on the same plane. + A dispel evil and good spell's break enchantment option that targets a dream squire forces it to make a Wisdom saving throw. + On a failure, the squire's bond with its master is broken, and it returns to its true form (use human guard statistics). + + + Multiattack + The dream squire makes two melee attacks. + + + Mace + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. + 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) psychic damage. + + + Light Crossbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage plus 3 (1d6) psychic damage. + Light Crossbow|4|1d8+2 + + + For the Master + When the dream squire's master is targeted by an attack or spell, the squire magically teleports to an unoccupied space within 5 feet of the master, and the attack or spell targets the squire instead. If the attack or spell deals damage, the dream squire takes half damage from it. To use this ability, the master and squire must be on the same plane. + + Source: CCodex (3pp) + + + + Dream Wraith + M + undead + Neutral Evil + 14 + 60 (8d8+24) + walk 0 ft., fly 60 ft. + 6 + 18 + 17 + 12 + 15 + 16 + + Stealth +7 + 12 + Common + 5 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons + necrotic, poison + psychic + poisoned + darkvision 60 ft. + + Create Wraith + Any humanoid that dies at the hands of a dream wraith rises 1 hour later as a wraith under the dream wraith's control. + + + Incorporeal Movement + The dream wraith 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. + + + Sunlight Sensitivity + While in sunlight, the dream wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Sleep Touch + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or fall unconscious. + Sleep Touch|7|2d6+4 + + + Steal Dreams + The dream wraith targets an unconscious or sleeping creature within 5 feet of it. The creature must succeed on a DC 14 Constitution saving throw or be reduced to 0 hp. + The dream wraith gains temporary hp for 1 hour equal to the amount of hp the creature lost. + + + Dreamer's Gaze + When a creature the dream wraith can see starts its turn within 30 feet of the dream wraith, the dream wraith can create the illusion that it looks like that creature's most recently departed loved one. If the creature can see the dream wraith, it must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its turn. + + Source: CCodex (3pp) + farmland + + + Dust Goblin Chieftain + S + humanoid (goblinoid) + Neutral Evil + 16 (studded leather armor) + 44 (8d6+16) + walk 30 ft. + 8 + 18 + 15 + 14 + 13 + 13 + Dex +7, Int +5 + Intimidation +3, Stealth +8, Survival +3 + 11 + Common, Goblin + 3 + + + + + darkvision 60 ft. + + Alien Mind + The dust goblin chieftain has advantage on saving throws against being charmed or frightened. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. + This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. The dust goblin chieftain can end this effect as a bonus action or by using an action to change the target. + + + Cunning Action + On each of its turns, the dust goblin chieftain can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + The dust goblin chieftain deals an extra 10 (3d6) 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 dust goblin chieftain that isn't incapacitated and the chieftain doesn't have disadvantage on the attack roll. + + + Twisted + When the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Shortsword|6|1d6+4 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Light Crossbow|6|1d8+4 + + + Parry + The dust goblin chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon. + + Source: CCodex (3pp) + badlands + + + Dvarapala + H + giant (as its patron deity) + Any alignment + 14 (natural armor) + 136 (13d12+52) + walk 40 ft. + 19 + 8 + 18 + 10 + 16 + 9 + Str +7, Con +7, Wis +6 + Perception +6, Religion +3 + 16 + Common, telepathy 120 ft. + 5 + + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Divine Words + In addition to Common, a dvarapala can speak one language associated with its patron deity. Abyssal (chaotic or neutral evil deities), Celestial (good deities), or Infernal (lawful evil deities). A dvarapala who serves a neutral deity knows a language that is most appropriate for service to its deity (such as Primordial for a neutral god of elementals or Sylvan for a neutral god of nature). + + + Keen Senses + The dvarapala has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. + + + Magic Resistance + The dvarapala has advantage on saving throws against spells and other magical effects. You Shall Not Pass! The dvarapala can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks. + + + Gada + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 25 (6d6 + 4) bludgeoning damage and if the target is Large or smaller it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from the dvarapala. + Gada|7|6d6+4 + + + Javelin + Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. 14 (3d6 + 4) piercing damage. + Javelin|7|3d6+4 + + + Sweeping Strike (Recharge 4-6) + The dvarapala targets one or more creatures it can see within 10 feet of it. Each target must make a DC 16 Strength saving throw, taking 24 (7d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails its save is pushed 5 feet away from the dvarapala. + + + Innate Spellcasting + The dvarapala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: + At will: sacred flame (2d8) + 3/day each: thunderwave + 1/day each: gust of wind, wind wall + + sacred flame, thunderwave, gust of wind, wind wall + Source: CCodex (3pp) + + + + Blood Elemental + L + elemental + Neutral + 14 (natural armor) + 95 (10d10+40) + walk 30 ft. + 16 + 13 + 18 + 5 + 10 + 5 + + + 10 + Primordial + 5 + acid, fire; bludgeoning, piercing, slashing from nonmagical weapons + necrotic, psychic + poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Coagulate + Each time the elemental takes cold damage, its speed is reduced by 10 feet until the end of its next turn. + + + Destroyed By Water + If the blood elemental becomes entirely submerged in water, it dissipates and dies instantly. + + + Liquid Form + The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Multiattack + The elemental makes two slam attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) bludgeoning damage. + Slam|6|2d8+3 + + + Blood Drain (Recharge 4-6) + Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, a creature takes 10 (3d6) necrotic damage and, if it is Large or smaller, it is grappled (escape DC 13). A grappled creature is restrained and unable to breathe. If the saving throw is successful, the creature is pushed out of the elemental's space. + The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. + At the start of the elemental's turn, each target grappled by it takes 10 (3d6) necrotic damage. A creature within 5 feet of the elemental can use its action to make a DC 15 Strength check, freeing a grappled creature on a success. When Blood Drain deals 30 or more necrotic damage, the elemental grows in size as though affected by an enlarge/reduce spell. This increase in size lasts until the blood elemental finishes a long rest. + + Source: CCodex (3pp) + + + + Storm Lord + H + elemental + Neutral + 17 (natural armor) + 161 (17d12+51) + walk 50 ft., swim 90 ft., fly 50 ft. + 20 + 18 + 16 + 12 + 14 + 18 + Str +10, Con +8, Wis +7 + Athletics +10, Nature +6, Perception +7 + 17 + Aquan + 13 + acid, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons + poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 120 ft. + + Tempest + The storm lord is surrounded in a 120-foot-radius by a ferocious storm. The storm imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks based on sight or hearing within the area. The storm lord's own senses and attacks are not impaired by this trait. + The tempest extinguishes open flames and disperses fog. + A flying creature in the tempest must land at the end of its turn or fall. + Each creature that starts its turn within 30 feet of the storm lord must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from the storm lord. Any creature within 30 feet of the storm lord must spend 2 feet of movement for every 1 foot it moves when moving closer to the storm lord. + + + Multiattack + The storm lord makes two slam attacks or two lightning bolt attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 29 (7d6 + 5) bludgeoning damage. + Slam|10|7d6+5 + + + Lightning Bolt + Ranged Spell Attack: +9 to hit, range 60 ft., one target. 31 (7d8) lightning damage. + Lightning Bolt|9|7d8 + + + Thunder Clap (Recharge 56) + The storm lord creates a peal of ear-splitting thunder. Each creature within 30 feet of the storm lord must make a DC 17 Constitution saving throw. On a failure, a target takes 54 (12d8) thunder damage and is deafened. On a success, a target takes half the damage but isn't deafened. The deafness lasts until it is lifted by the lesser restoration spell or similar magic. + + Source: CCodex (3pp) + underwater + + + Venom Elemental + L + elemental + Neutral + 14 (natural armor) + 93 (11d10+33) + walk 40 ft., swim 50 ft. + 17 + 14 + 16 + 6 + 10 + 8 + + + 10 + Understands Primordial but can't speak + 4 + bludgeoning, piercing, slashing from nonmagical weapons + poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Liquid Form + The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Underwater Camouflage + The elemental has advantage on Dexterity (Stealth) checks made while underwater. + + + Multiattack + The venom elemental makes two bite attacks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage, and the creature must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. + Bite|5|1d6+3 + + Source: CCodex (3pp) + + + + Alchemist Archer + M + humanoid (elf) + Any alignment + 17 (studded leather armor) + 135 (18d8+54) + walk 30 ft. + 11 + 20 + 16 + 18 + 14 + 10 + Str +4, Int +8 + Perception +6, Stealth +9, Survival +6 + 16 + Common, Elvish + 10 + + + + + darkvision 60 ft. + + Alchemical Arrows + As a bonus action, the archer attaches an alchemy tube to the shaft of one arrow before firing its longbow. On a successful hit, the alchemy tube shatters and does one of the following. + + + Concussive + The target takes an extra 18 (4d8) thunder damage and must succeed on a DC 16 Strength saving throw or be knocked prone. + + + Entangling + The target takes an extra 18 (4d8) acid damage and is restrained by sticky, alchemical goo. As an action, the restrained target can make a DC 16 Strength check, bursting through the goo on a success. The goo can also be attacked and destroyed (AC 10; hp 5; immunity to piercing, slashing, poison, and psychic damage). + + + Explosive + The target takes an extra 18 (4d8) fire damage and catches on fire, taking 7 (2d6) fire damage at the start of each of its turns. The target can end this damage by using its action to make a DC 16 Dexterity check to extinguish the flames. + + + Fey Ancestry + The archer has advantage on saving throws against being charmed, and magic can't put the archer to sleep. + + + Hunter's Aim + Once per turn, when the archer makes a ranged attack with its longbow and hits, the target takes an extra 28 (8d6) damage. + + + Multiattack + The alchemist archer makes three longbow attacks or two scimitar attacks. + + + Scimitar + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage. + Scimitar|9|1d6+5 + + + Longbow + Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. 9 (1d8 + 5) piercing damage. + Longbow|9|1d8+5 + + Source: CCodex (3pp) + + + + Deathsworn + M + humanoid (elf) + Chaotic Neutral + 16 (studded leather armor) + 82 (15d8+15) + walk 30 ft. + 14 + 19 + 12 + 11 + 13 + 14 + + Perception +7, Stealth +10, Survival +4 + 17 + Common, Elvish + 6 + + + + + + + Archer's Step + The deathsworn can use Disengage as a bonus action. + + + Death Bolt (3/Day) + As a bonus action after firing an arrow, the deathsworn can imbue the arrow with magical power, causing it to trail green fire. The arrow deals an extra 7 (2d6) fire damage. + + + Fey Ancestry + The deathsworn has advantage on saving throws against being charmed, and magic can't put the deathsworn to sleep. + + + Keen Hearing And Sight + The deathsworn has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Magic Weapons + The deathsworn's weapon attacks are magical. + + + Stealthy Traveler + The deathsworn can take the Hide action as a bonus action. + + + Surprise Attack + If the deathsworn surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. + + + Multiattack + The deathsworn makes two melee attacks or four ranged attacks. + + + Scimitar + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Scimitar|7|1d6+4 + + + Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage. + Longbow|7|1d8+4 + + + Volley (Recharge 5-6) + The deathsworn shoots a rain of fiery arrows in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage and 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + Enchanter + M + humanoid (elf) + Any alignment + 12 (15 with mage armor) + 58 (13d8) + walk 30 ft. + 10 + 14 + 10 + 19 + 13 + 19 + Int +7, Cha +7 + Arcana +7, History +7, Perception +4 + 14 + Common, Elvish, Sylvan + 7 + + + + + darkvision 60 ft. + + Fey Ancestry + The enchanter has advantage on saving throws against being charmed, and magic can't put the enchanter to sleep. + + + Reach Of The Fey + When the enchanter casts an enchantment spell of 1st level or higher that targets only one creature, the enchanter can choose to target all creatures within 10 feet of the target instead. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|5|1d4+2 + + + Captivating Gaze + The enchanter targets a creature within 30 feet of it who can see or hear the enchanter. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The charmed target's speed is reduced to 0, it is incapacitated, and it must spend each round looking at the enchanter. While looking at the enchanter, the charmed target is considered blinded to other creatures not between it and the enchanter. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the charmed target takes damage from one of the enchanter's allies, it has advantage on the next saving throw. + The effect also ends if the creature can no longer see or hear the enchanter. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the enchanter's Captivating Gaze for the next 24 hours. + + + Beguiling Parry (Recharge 4-6) + When a creature within 30 feet that the enchanter can see targets it with an attack, the enchanter can stop the attacker with a glance. The attacker must succeed on a DC 15 Charisma saving throw or immediately stop the attack. The attacker can't attack the enchanter again until the start of its next turn. + + + Spellcasting + The enchanter is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The enchanter has the following Wizard spells prepared: + Cantrips (at will): dancing lights, friends, @spell mage hand}, message, prestidigitation + • 1st level (4 slots): charm person*, hideous laughter*, magic missile + • 2nd level (3 slots): {@spell hold person*, invisibility, suggestion* + • 3rd level (3 slots): hypnotic pattern, lightning bolt + • 4th level (3 slots): confusion*, conjure minor elementals + • 5th level (2 slots): dominate person*, hold monster, *, modify memory* + • 6th level (1 slots): irresistible dance*, chain lightning + • 7th level (1 slots): prismatic spray * + + 4, 3, 3, 3, 2, 1, 1 + {@spell dancing lights, {@spell friends, @spell mage hand, {@spell message, {@spell prestidigitation, {@spell charm person, {@spell hideous laughter, {@spell magic missile, {@spell hold person, {@spell invisibility, {@spell suggestion, {@spell hypnotic pattern, {@spell lightning bolt, {@spell confusion, {@spell conjure minor elementals, {@spell dominate person, {@spell hold monster, , {@spell modify memory, {@spell irresistible dance, {@spell chain lightning, {@spell prismatic spray + Source: CCodex (3pp) + + + + Servant Of The Vine + M + humanoid (elf) + Chaotic Neutral + 16 (breastplate) + 72 (16d8) + walk 30 ft. + 10 + 15 + 11 + 13 + 16 + 14 + Wis +6, Cha +5 + Medicine +6, Perception +6, Persuasion +5 + 16 + Common, Elvish, Sylvan + 6 + + + + + darkvision 60 ft. + + Fey Ancestry + The servant has advantage on saving throws against being charmed, and magic can't put the servant to sleep. + + + Inspire Artistry (3/Day) + The servant of the vine selects up to 6 creatures within 50 feet and grants them advantage to Dexterity (Acrobatics), Dexterity (Sleight of Hand), or Charisma (Performance) checks. The servant of the vine chooses which skill for each recipient. + + + Multiattack + The servant makes three drunken slash attacks. + + + Drunken Slash + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Drunken Slash|5|1d6+2 + + + Stuporous Breath (Recharge 56) + The servant of the vine exhales potent fumes in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and falls asleep, remaining unconscious for 1 minute. On a success, a creature takes half the damage but doesn't fall asleep. The unconscious target awakens if it takes damage or another creature takes an action to wake it. When the creature wakes, it is poisoned until it finishes a short or long rest. The breath has no effect on constructs or undead. + + + Spellcasting + The servant of the vine is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The servant of the vine has the following Cleric spells prepared: + Cantrips (at will): guidance, light, sacred flame, thaumaturgy + • 1st level (4 slots): bless, create or destroy water (creates or destroys wine; wine created this way evaporates after 1 day), cure wounds, sanctuary + • 2nd level (3 slots): hold person, lesser restoration, protection from poison + • 3rd level (3 slots): bestow curse, dispel magic + • 4th level (3 slots): guardian of faith, freedom of movement + • 5th level (2 slots): contagion + • 6th level (1 slots): harm, heal + + 4, 3, 3, 3, 2, 1 + guidance, light, sacred flame, thaumaturgy, bless, create or destroy water, cure wounds, sanctuary, hold person, lesser restoration, protection from poison, bestow curse, dispel magic, guardian of faith, freedom of movement, contagion, harm, heal + Source: CCodex (3pp) + + + + Shadow Fey Ambassador + M + humanoid (elf) + Lawful Evil + 16 (studded leather armor) + 161 (19d8+76) + walk 30 ft. + 13 + 18 + 18 + 16 + 16 + 20 + Dex +8, Wis +7 + Arcana +7, Deception +13, Insight +7, Intimidation +9, Perception +7, Persuasion +13 + 17 + Common, Elvish + 9 + + + + + darkvision 60 ft. + + Fey Ancestry + The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Shadow Traveler (5/Day) + As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait. + + + Sunlight Sensitivity + rWhile in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Traveler In Darkness + The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. + + + Multiattack + The ambassador uses its Withering Stare. It then makes three rapier attacks. + + + Rapier + Melee Weapon Attack: +8 to hit, reach 5 ft. 8 (1d8 + 4) piercing damage plus 10 (3d6) cold damage. + Rapier|8|1d8+4 + + + Honeyed Words (Recharges after a Long Rest) + The silver-tongued shadow fey ambassador weaves together a string of highly persuasive and agreeable words. + Each creature within 30 feet of the ambassador must succeed on a DC 16 Wisdom saving throw or be charmed by the ambassador, regarding it as a wise and trustworthy ally with the creature's best interests at heart. A charmed target doesn't have to obey the ambassador's commands, but it views the ambassador's words in the most favorable way. + Each time a charmed target witnesses the shadow fey ambassador or its allies do something harmful to the target or its companions, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts as long as the ambassador maintains concentration, up to 8 hours. + + + Withering Stare + The shadow fey ambassador targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ambassador's Withering Stare for the next 24 hours. + + Source: CCodex (3pp) + + + + Knight Of The Road + M + humanoid (elf) + Lawful Evil + 16 (breastplate) + 117 (18d8+36) + walk 30 ft. + 14 + 18 + 14 + 14 + 12 + 16 + Dex +7, Con +5, Wis +4, Cha +6 + Arcana +5, Nature +5, Perception +4, Stealth +7, Survival +4 + 14 + Common, Elvish + 5 + + + + + darkvision 60 ft. + + Fey Ancestry + The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Keen Sight + The shadow fey has advantage on Wisdom (Perception) checks that rely on sight. + + + Obscure The Way (1/Day) + As a bonus action, the shadow fey designates a creature it can see within 100 feet and obscures the creature and its companions' travel on a particular shadow road. That shadow road will not open for the designated creature or its traveling companions except through powerful magical means such as by a key of Veles (see the "Fifth Edition Appendix" in the Midgard Worldbook). In addition, that shadow road won't lead to its usual destination for the designated creature or its traveling companions, instead leading the group in a meandering loop. This effect lasts for 9 (2d8) days, until the shadow fey removes the effect, or until the shadow fey dies. + + + Shadow Traveler (3/Day) + As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait. + + + Sunlight Sensitivity + While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Traveler In Darkness + The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. + + + Multiattack + The knight of the road makes two longsword attacks or two shortbow attacks. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|5|1d8+2 + + + Lance + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 8 (1d12 + 2) piercing damage. + Lance|5|1d12+2 + + + Shortbow + Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Shortbow|7|1d6+4 + + Source: CCodex (3pp) + + + + Pattern Dancer + M + humanoid (elf) + Chaotic Evil + 13 + 33 (6d8+6) + walk 30 ft. + 10 + 16 + 12 + 12 + 12 + 16 + Dex +5, Wis +3, Cha +5 + Acrobatics +5, Deception +5, Performance +7 + 11 + Common, Elvish + 2 + + + + + darkvision 120 ft. + + Fey Ancestry + The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Shadow Traveler (1/Day) + As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait. + + + Sunlight Sensitivity + While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Traveler In Darkness + The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. + + + Group Actions + When three pattern dancers are within 60 feet of each other, + they can work together to cast communal spells that are more + powerful than they could cast individually. To do this, one takes + an action to cast a spell, and the other two must use their + reactions to complete it. These spells are listed in innate spellcasting. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|5|1d6+3 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage. + Longbow|5|1d8+3 + + + Innate Spellcasting + The pattern dancer's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells: + At will: hold person + 3/day each: fear, sleep + 1/day each: confusion, hypnotic pattern + + + Spellcasting + The pattern dancer is a -level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The pattern dancer has the following Wizard spells prepared: + Cantrips (at will): dancing lights, friends, minor illusion, poison spray + • 1st level (4 slots): color spray, disguise self, magic missile, shield + • 2nd level (3 slots): blur, mirror image + • 3rd level (2 slots): major image, nondetection + + 4, 3, 2 + hold person, fear, sleep, confusion, hypnotic pattern, dancing lights, friends, minor illusion, poison spray, color spray, disguise self, magic missile, shield, blur, mirror image, major image, nondetection + Source: CCodex (3pp) + + + + Shadow Fey Poisoner + M + humanoid (elf) + Neutral + 16 (studded leather armor) + 112 (15d8+45) + walk 30 ft. + 11 + 18 + 16 + 13 + 11 + 14 + Dex +8, Int +5, Cha +6 + Acrobatics +8, Deception +6, Perception +4, Persuasion +6, Stealth +12 + 14 + Common, Elvish + 11 + + poison + + poisoned + darkvision 120 ft. + + Assassinate + During its first turn, the shadow fey has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the poisoner scores against a surprised creature is a critical hit. + + + Born Of Shadows + When in dim light or darkness, the shadow fey poisoner is invisible. + + + Evasion + If the shadow fey poisoner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the poisoner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Fey Ancestry + The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Shadow Traveler (4/Day) + As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait. + + + Sneak Attack (1/Turn) + The shadow fey poisoner deals an extra 21 (6d6) 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 poisoner, that ally isn't incapacitated, and the poisoner doesn't have disadvantage on the attack roll. + + + Sunlight Sensitivity + While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Traveler In Darkness + The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. + + + Multiattack + The shadow fey poisoner makes two shortsword attacks or two longbow attacks. + + + Shortsword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|8|1d6+4 + + + Longbow + Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. + Longbow|8|1d8+4 + + Source: CCodex (3pp) + + + + Elophar + L + undead + Chaotic Evil + 8 + 126 (12d10+60) + walk 30 ft. + 19 + 6 + 20 + 16 + 3 + 10 + Con +7, Wis +2 + + 6 + Common, Giant, Infernal + 4 + + poison + + poisoned + darkvision 60 ft. + + Ectoplasmic Spray + When the elophar takes damage other than acid damage, corrosive ectoplasm bursts from its distended stomach. The elophar takes 7 (2d6) acid damage and all creatures within 10 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. + + + Possessed By Ancestors + The chaos of combat causes an elophar to swap between personalities at the start of each of its turns. To determine which spirit is in control, roll on the table below (it is possible for one spirit to remain in control for multiple rounds if it is rolled multiple rounds in a row). See Spirit Control Table. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Slam|6|2d8+4 + + + Innate Spellcasting + The elophar's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: acid splash, chill touch, poison spray + 3/day each: grease, thunderwave + 1/day each: enlarge/reduce + + acid splash, chill touch, poison spray, grease, thunderwave, enlarge/reduce + Source: CCodex (3pp) + + + + Exploding Toad + T + monstrosity + Chaotic Evil + 12 (natural armor) + 2 (1d4) + walk 20 ft., swim 20 ft. + 1 + 13 + 11 + 4 + 8 + 3 + + Stealth +5 + 9 + Understands Goblin but can't speak + 1/4 + + fire + + + darkvision 30 ft. + + Amphibious + The toad can breathe air and water. + + + Final Croak + When the toad is reduced to 0 hp, it explodes in a 10-foot-radius sphere. + Each creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. + + + Mad Hopping + Ranged attacks against the toad have disadvantage. + + + Selective Immunity + When an attack or effect deals fire damage to the toad, the toad can choose to take the fire damage as if it were not immune. + + + Standing Leap + The toad's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|3|1d4+1 + + + Death Leap + The exploding toad can turn an attack that missed it into a hit or turn a successful saving throw into a failure. + + Source: CCodex (3pp) + swamp + + + Far Wanderer + M + aberration + Neutral + 14 + 88 (16d8+16) + walk 30 ft. + 14 + 18 + 12 + 17 + 11 + 10 + Dex +6 + Arcana +5, Perception +2, Stealth +6 + 12 + Common, Elvish, Sylvan + 3 + cold + + + exhaustion, poisoned + darkvision 120 ft. + + Trader + The far wanderer understands the literal meaning of any spoken or written language it hears or reads. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. + It can end this effect as a bonus action or by using an action to change the target. + + + Traveler + As a bonus action, the far wanderer folds the fabric of reality to teleport itself to an unoccupied space it can see within 30 feet. A brief shimmer of starlight appears at the origin and destination. + + + Stardust Blade + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) slashing damage and 2 (1d4) cold damage. + Stardust Blade|4|2d8+2 + + + Stardust bow + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 13 (2d8 + 4) piercing damage and 2 (1d4) cold damage. + Stardust bow|6|2d8+4 + + + Call to Yorama (1/Day) + The far wanderer channels the energy of the living god-star Yorama. One creature the far wanderer can see within 60 feet must make a DC 13 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw is stunned until the end of its turn. Alternately, the far wanderer can instead restore 14 (4d6) hp to one willing creature it can see within 60 feet. + + Source: CCodex (3pp) + + + + Fear Liath + L + undead + Neutral Evil + 12 + 33 (6d10) + walk 40 ft. + 17 + 15 + 10 + 8 + 14 + 7 + + Athletics +5, Stealth +6 + 12 + The languages it knew in life + 2 + + poison + + exhaustion, frightened, poisoned + darkvision 60 ft. + + Gray Curse + If remove curse is cast upon a fear liath, it is instantly destroyed. In addition, if the fear liath kills a humanoid creature, the fear liath is destroyed and the humanoid it killed rises as a fear liath in 1d4 hours. If remove curse is cast upon the cursed humanoid before it becomes a fear liath, the curse is broken. + + + Unwatchable + The fear liath becomes incorporeal and appears as a dark gray shadow while any living creature looks directly at it. While incorporeal, it 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. While incorporeal, it also gains resistance to acid, fire, lightning, and thunder damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. The fear liath has no control over this trait. + Unless surprised, a creature can avert its eyes to avoid looking directly at the fear liath at the start of its turn. If the creature does so, it can't see the fear liath until the start of its next turn, when it can avert its eyes again. If a creature looks at the fear liath, the fear liath becomes incorporeal. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. + Slam|5|1d6+3 + + Source: CCodex (3pp) + mountain + + + Berchta + M + fey (shapechanger) + Lawful Neutral + 16 + 172 (23d8+69) + walk 20 ft., fly 60 ft., swim 30 ft. + 14 + 15 + 17 + 16 + 19 + 22 + Dex +7, Con +8, Int +8, Wis +9 + Arcana +8, History +8, Insight +9, Perception +9 + 19 + Common, Elvish, Gnomish, Druidic, Sylvan + 16 + cold, fire; bludgeoning, piercing, slashing from nonmagical weapons + + + charmed, exhaustion, frightened + truesight 120 ft. + + Fate Touched + Berchta's weapon attacks are magical. When she hits with any weapon, she deals an extra 2d8 force damage (included in the attack). In addition, she adds her Wisdom modifier to her AC. + + + Legendary Resistance (3/Day) + If Berchta fails a saving throw, she can choose to succeed instead. + + + Shapechanger + Berchta can use her action to polymorph into a Medium human woman, a Small swan, or back into her true form. Her statistics, other than her size and speed, are the same in each form. Any equipment she is wearing or carrying transforms with her. Berchta reverts to her true form if she dies. + + + Multiattack + Berchta makes two attacks. + + + Silver Sickle (Humanoid Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage plus 9 (2d8) force damage. + Silver Sickle (Humanoid Form Only)|7|1d6+2 + + + Threads of Fate + Ranged Spell Attack: +11 to hit, range 120 ft., one target. 13 (3d8) force damage. If the target is a creature, the creature is restrained by fine, silver threads for 1 minute. A creature can be freed if it or another creature takes an action to make a DC 16 Strength check and succeeds. An object reduced to 0 hp by threads of fate is pulverized to a fine spray of dust. + Threads of Fate|11|3d8 + + + Teleport + Berchta magically teleports, along with any equipment she is wearing or carrying, up to 100 feet to an unoccupied space she can see. + + + Twist of Fate + When a creature Berchta can see targets her with an attack, Berchta can force the attacker to make a DC 19 Wisdom saving throw. On a failure, the attacker must choose a new target for the attack or choose not to make it, wasting the attack or spell. + + + The fey (shapechanger) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger) regains spent legendary actions at the start of its turn. + + + Options + Berchta 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. Berchta regains spent legendary actions at the start of her turn. + + + Silver Sickle + Berchta makes a silver sickle attack. + + + Teleport + Berchta uses teleport. + + + Unraveling Threads (Costs 2 Actions) + Berchta makes a threads of fate attack. If it hits, the target is affected as if Berchta cast dispel magic on it. + + + Innate Spellcasting + The berchta's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: detect magic, detect thoughts, scrying, web + 3/day each: dispel magic, greater invisibility + 1/day each: geas, legend lore. + + detect magic, detect thoughts, scrying, web, dispel magic, greater invisibility, geas, legend lore. + Source: CCodex (3pp) + farmland, forest + + + Reynard + M + fey (shapechanger) + Chaotic Neutral + 17 (natural armor) + 104 (16d8+32) + walk 30 ft. + 14 + 19 + 14 + 18 + 17 + 19 + Dex +8, Wis +7 + Acrobatics +8, Athletics +6, Deception +8, Stealth +8 + 13 + Common, Sylvan + 12 + cold; bludgeoning, piercing, slashing from nonmagical weapons + + + grappled, restrained + blindsight 10 ft., darkvision 60 ft. + + Legendary Resistance (3/Day) + If Reynard fails a saving throw, he can choose to succeed instead. + + + Magic Weapons + Reynard's weapon attacks are magical. + + + Shapechanger + Reynard can use his action to polymorph into a Small fox, a Medium human, or back into his true hybrid form. + His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying transforms with him. Reynard reverts to his true form if he dies. + + + Multiattack + In human form, Reynard makes two rapier attacks. In hybrid form, he makes two attacks. one with his bite and one with his rapier. + + + Bite (Fox or Hybrid Form Only) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage plus 7 (2d6) psychic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. + Bite (Fox or Hybrid Form Only)|8|1d8+4 + + + Rapier (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or its speed is halved. The effect ends if the creature receives magical healing, or if a creature uses an action to make a DC 14 Wisdom (Medicine) check and succeeds. + Rapier (Humanoid or Hybrid Form Only)|8|1d8+4 + + + Invisibility + Reynard magically turns invisible until he attacks, or until his concentration ends (as if concentrating on a spell). Any equipment he wears or carries is invisible with him. + + + Evade + When a creature Reynard can see hits him with an attack, he halves the damage from that attack. + + + The fey (shapechanger) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey (shapechanger) regains spent legendary actions at the start of its turn. + + + Options + Reynard 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. Reynard regains spent legendary actions at the start of his turn. + + + Rapier (Humanoid or Hybrid Form + Reynard makes a rapier attack. + + + Scatter + Reynard moves up to half his speed without provoking opportunity attacks and can Hide. Bite (Costs 2 Actions; Fox or Hybrid Form Only). Reynard makes a bite attack. + + Source: CCodex (3pp) + forest + + + Fierstjerren + M + undead + Neutral Evil + 16 (studded leather armor) + 105 (14d8+42) + walk 30 ft. + 16 + 15 + 16 + 14 + 11 + 12 + + Perception +3 + 13 + Common + 5 + + necrotic, poison + + charmed, exhaustion, frightened, paralyzed, poisoned, unconscious + + + Apotheosis + When the fierstjerren has 80 hp or fewer, the spirit within it tears free and tendrils of necrotic energy erupt from its skin. When it hits with any weapon, the weapon deals an extra 4 (1d8) necrotic damage. When it has 60 hp or fewer, its weapon attacks instead deal an extra 9 (2d8) necrotic damage. When it has 40 hp or fewer, its weapon attacks instead deal an extra 13 (3d8) necrotic damage. + + + Thrall Watch + A fierstjerren with thralls can't be surprised and attacks from hiding don't gain advantage against it. + + + Multiattack + The fierstjerren makes two sword attacks. + + + Sword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage. + Sword|6|2d8+3 + + + Terrifying Glare + The fierstjerren targets one creature it can see within 30 feet of it. If the creature can see the fierstjerren, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the fierstjerren's next turn. + + + Thrall Enslavement + The fierstjerren targets one humanoid it can see within 30 feet of it that has a CR up to 1/2. The humanoid must succeed on a DC 15 Wisdom saving throw or be magically charmed by the fierstjerren. The fierstjerren can telepathically communicate with any creature it has charmed. The charmed target can't take reactions and obeys the fierstjerren's verbal and telepathic commands. A fierstjerren can have up to twelve charmed thralls at one time. A charmed thrall loses the memories of its previous life and devotes itself to the fierstjerren and the cult. The charm lasts for 24 hours or until the fierstjerren is destroyed, is more than 300 feet from the charmed target, or takes a bonus action to end the effect. The fierstjerren can attempt to reassert control over all of its thralls by using this action. Each thrall can repeat the saving throw when the fierstjerren uses this action to reassert control. + + Source: CCodex (3pp) + + + + Flame Eater Swarm + M + beast + Unaligned + 12 + 33 (6d8+6) + walk 0 ft., fly 40 ft. + 3 + 15 + 12 + 2 + 14 + 4 + + + 12 + + 2 + bludgeoning, piercing, slashing + fire + + charmed, frightened, paralyzed, petrified, prone, restrained, stunned + blindsight 30 ft. + + Consume Flame + Any normal fire in the flame eater swarm's space at the end of the swarm's turn is extinguished. Magical fire (a flaming weapon or wall of fire spell, for example) is extinguished if the swarm makes a successful DC 13 Constitution check. Only the swarm's space is affected; fires larger than the swarm continue burning outside the swarm's space. For 1 minute after the swarm consumes any flame, its bite attack deals an extra 9 (2d8) fire damage and any creature that ends its turn in the swarm's space takes 4 (1d8) fire damage. + + + Swarm + The swarm can occupy the same space as another creature and vice versa. The swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hp or gain temporary hp. + + + Multiattack + The swarm can make two bite attacks. + + + Bite + Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hp or fewer. + Bite|4|2d6 + + Source: CCodex (3pp) + + + + Flame-scourged Scion + H + aberration + Chaotic Evil + 16 (natural armor) + 125 (10d12+60) + walk 30 ft. + 19 + 17 + 22 + 16 + 6 + 15 + Con +10, Wis +2, Cha +6 + Insight +6, Perception +6 + 16 + Common, Deep Speech, Sylvan + 9 + fire; slashing from nonmagical weapons + + + grappled, paralyzed, restrained + darkvision 60 ft. + + Burning Rage + When a flame-scourged scion takes fire damage, it has advantage on its attack rolls until the end of its next turn. If it takes more than 5 fire damage, it has advantage on its attack rolls for 2 rounds. + + + Firesight + A flame-scourged scion can see through areas obscured by fire, smoke, and fog without penalty. + + + Groundbreaker + Difficult terrain caused by rocks, sand, or natural vegetation, living or dead, doesn't cost the flamescourged scion extra movement. Its speed can't be reduced by any effect. + + + Multiattack + The flame-scourged scion makes three tentacle attacks. + + + Tentacle + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (2d10 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained, the flame-scourged scion can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The flame-scourged scion can grapple up to two creatures at one time. + Tentacle|8|2d10+4 + + + Embers (Recharge 6) + The flame-scourged scion fills the area around itself with a cloud of burning embers. Each creature within 10 feet of the flame-scourged scion must make a DC 18 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The embers die out within moments. + + Source: CCodex (3pp) + badlands, forest + + + Flesh Reaver + M + undead + Neutral Evil + 12 + 19 (3d8+6) + walk 40 ft. + 14 + 14 + 14 + 5 + 10 + 8 + + Perception +2 + 12 + Understands Common but can't speak + 1/2 + necrotic + poison + + charmed, exhaustion, poisoned + blindsight 60 ft. (blind beyond this radius) + + Keen Senses + The flesh reaver has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. + + + Leap + If the flesh reaver moves at least 15 feet, it can jump up to 20 feet in any direction. If it lands within 5 feet of a creature, the creature must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the flesh reaver can make one Consume Flesh attack against it as a bonus action. + + + Pack Tactics + The flesh reaver has advantage on attack rolls against a creature if at least one of the flesh reaver's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claw|4|1d6+2 + + + Consume Flesh + Melee Weapon Attack: +4 to hit, reach 5 ft., one prone creature. 4 (1d4 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. + Consume Flesh|4|1d4+2 + + Source: CCodex (3pp) + + + + Fleshpod Hornet + L + beast + Unaligned + 14 + 120 (16d10+32) + walk 10 ft., fly 60 ft. + 14 + 18 + 15 + 3 + 12 + 6 + + Perception +4 + 14 + + 6 + + + + + + + Flying Charge + If the fleshpod hornet flies at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Multiattack + The fleshpod hornet makes two attacks. one with its slam and one with its stinger. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 13 (2d8 + 4) bludgeoning damage. + Slam|7|2d8+4 + + + Stinger + Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage. The target must make a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. On a failed saving throw, the target is also infected with the eggs of the fleshpod hornet. + Stinger|7|2d6+4 + The injected eggs form a circular lotus pod tumor, roughly half a foot in diameter, on the target within 1 minute of injection. + While carrying this tumor, the target has disadvantage on skill checks and saving throws. Exactly 24 hours after the lotus pod appears, a young fleshpod hornet (use giant wasp statistics) erupts from the tumor, dealing does 33 (6d10) slashing damage to the target. + The tumor can be excised with a DC 15 Wisdom (Medicine) check, causing 16 (3d10) slashing damage to the host. If it is cut out without the check, the patient must succeed on a DC 15 Constitution saving throw or take 22 (4d10) slashing damage. + + Source: CCodex (3pp) + forest + + + Flying Polyp + H + aberration + Chaotic Evil + 17 (natural armor) + 171 (18d12+54) + walk 0 ft., fly 60 ft. + 20 + 12 + 17 + 22 + 14 + 16 + Dex +5, Wis +6 + Arcana +10, History +10, Perception +6 + 16 + Deep Speech, telepathy 120 ft. + 11 + acid, cold, fire, thunder; bludgeoning, piercing, slashing from nonmagical weapons + + lightning + prone + blindsight 60 ft. + + Aura Of Wind + A creature that starts its turn within 15 feet of the polyp must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the polyp. + + + Incorporeal Movement + The polyp 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. + + + Magic Resistance + The polyp has advantage on saving throws against spells and other magical effects. + + + Multiattack + The polyp makes two melee attacks. + + + Tentacle + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 15 (3d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and is not affected by the flying polyp's Aura of Wind. The flying polyp can grapple up to two creatures at one time. + Tentacle|9|3d6+5 + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the polyp. 18 (3d8 + 5) piercing damage. + Bite|9|3d8+5 + + + Cyclone (Recharge 5-6) + Each creature within 30 feet of the polyp must make a DC 17 Strength saving throw. On a failure, a creature takes 27 (5d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage but isn't knocked prone. + + + Etherealness + The flying polyp magically enters the Ethereal Plane from the Material Plane, or vice versa. + + + Fist of Wind + When a creature the flying polyp can see targets it with an attack, the flying polyp can unleash a line of strong wind 60 feet long and 10 feet wide in the direction of the attacker. + The wind lasts until the start of the flying polyp's next turn. + Each creature in the wind when it appears or that starts its turn in the wind must succeed on a DC 17 Strength saving throw or be pushed 15 feet away from the flying polyp in a direction following the line. Any creature in the line treats all movement as difficult terrain. + + + Innate Spellcasting + The flying polyp's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: + At will: invisibility (self only) + 3/day each: wind walk + 1/day each: control weather + + invisibility, wind walk, control weather + Source: CCodex (3pp) + + + + Foxin + S + fey + Neutral + 14 (natural armor) + 16 (3d6+6) + walk 40 ft. + 14 + 16 + 14 + 10 + 14 + 16 + + Perception +4 + 14 + Understands Common, Sylvan but can't speak + 1/2 + + + + charmed + darkvision 60 ft. + + Keen Senses + The foxin has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. + + + Neutral Presence + A foxin naturally emits an air of total belonging. It doesn't go unnoticed, but other creatures always behave as though the foxin's presence is normal and unobtrusive. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit. + 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone. + + + Illusory Calm + The foxin targets any number of non-foxin creatures within 30 feet. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be treated as charmed against all enemies and dangers for 1 minute. A charmed 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 foxin's Illusory Calm for the next 24 hours. + A creature has advantage on the saving throw if it suffers any harm while charmed. + + Source: CCodex (3pp) + grassland + + + Fragrite + M + elemental (shapechanger) + Chaotic Neutral + 14 (natural armor) + 91 (14d8+28) + walk 30 ft. + 16 + 13 + 15 + 6 + 8 + 8 + + + 9 + Terran + 6 + fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison + + exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Sand Camouflage (Sand Form Only) + The fragrite has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. + + + Sand Glide (Sand Form Only) + The fragrite can burrow through sand without disturbing the material it moves through. + + + Shapechanger + As a bonus action, the fragrite can polymorph into a mass of sand or a glass humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. + While in sand form, the fragrite has a burrow speed of 50 feet, it can move through a space as narrow as 1 inch wide without squeezing, and it is immune to the grappled condition. While in glass form, the fragrite has vulnerability to thunder damage. + + + Multiattack + The fragrite makes two strike attacks. + + + Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. + + + 12 (2d8 + 3) bludgeoning damage + If the fragrite is in its glass form and has less than half of its total hp remaining, this attack instead deals 16 (3d8 + 3) slashing damage. Spontaneous Explosion (Glass Form Only; Recharge 56). The fragrite explodes into shards of glass, reducing its hp by 5 (2d4). + Each creature within 15 feet of it must make a DC 14 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed save, or half as much damage on a successful one. The fragrite then polymorphs into its sand form. + + Source: CCodex (3pp) + badlands + + + Fulminar + L + elemental + Neutral + 15 + 112 (15d10+30) + walk 90 ft., fly 90 ft. + 10 + 20 + 14 + 8 + 17 + 10 + Dex +9, Cha +4 + Perception +7, Stealth +9 + 17 + Auran + 9 + lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons + poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 120 ft. + + Flyby + The fulminar doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Essence Of Lightning + Bolts of lightning course around the fulminar's body, shedding bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The fulminar can alter the radius as a bonus action. + + + Lightning Form + The fulminar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the fulminar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. + + + Multiattack + The fulminar makes three attacks. one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage and 7 (2d6) lightning damage and the target can't take reactions until the end of the fulminar's next turn. + Bite|9|2d8+5 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit. + 12 (2d6 + 5) slashing damage and 7 (2d6) lightning damage. + + + Lightning Shackles (Recharge 56) + The fulminar magically creates three sets of shackles of lightning, each of which can strike a creature the fulminar can see within 60 feet of it. A target must make a DC 16 Dexterity saving throw. On a failure, the target takes 18 (4d8) lightning damage and is restrained for 1 minute. On a success, the target takes half the damage but isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: CCodex (3pp) + grassland, hill, mountain + + + Wirbeln Fungi + S + plant + Lawful Neutral + 13 + 16 (3d8+3) + walk 20 ft., fly 20 ft. + 8 + 16 + 13 + 10 + 12 + 10 + + Perception +3, Stealth +5 + 13 + Common, Elvish, Druidic, Sylvan + 1 + + + + blinded, deafened, frightened, poisoned + darkvision 60 ft. + + Natural Appearance + While the wirbeln remains motionless, it is indistinguishable from an ordinary fungus. + + + Poison Needle + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Poison Needle|5|1d4+3 + + + Poison Dart + Ranged Weapon Attack. +5 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. If the target is a creature, it must make a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Poison Dart|5|1d4+3 + + + Spore Cloud + (Recharge 56). The wirbeln ejects spores in a 15foot cone. All creatures that are not wirbeln fungi must succeed on a DC 13 Constitution saving throw or take 5 (1d10) poison damage and be subject to one of the following effects for 1 minute, depending on the wirbeln's color. green is poisoned; red is blinded; yellow is incapacitated; blue is paralyzed; purple is frightened; and black is 5 (2d4) poison damage each round. + The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: CCodex (3pp) + forest, swamp + + + Gargoctopus + L + monstrosity + Neutral + 13 (natural armor) + 104 (16d10+16) + walk 40 ft., climb 20 ft., swim 40 ft. + 18 + 13 + 12 + 19 + 16 + 14 + + History +7, Investigation +7, Perception +6, Stealth +7 + 16 + + 5 + + + + + darkvision 60 ft. + + Amphibious + The gargoctopus can breathe air and water. + + + Shifting Camouflage + The gargoctopus has advantage on Dexterity (Stealth) checks made to hide. + + + Spider Climb + The gargoctopus can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The gargoctopus makes four tentacle attacks or one bite attack and three tentacle attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage. + Bite|7|3d8+4 + + + Tentacle + Melee Weapon Attack: +7 to hit, reach 15 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, the gargoctopus can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The gargoctopus can grapple up to four creatures at one time. + Tentacle|7|2d6+4 + + + Fling + One Medium or smaller creature grappled by the gargoctopus is thrown up to 20 feet in a random direction and is knocked prone. If the target strikes a solid surface, the target takes 7 (2d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone. + + + Tentacle Slam (Recharge 5-6) + The gargoctopus slams the creatures grappled by it into a solid surface. Each grappled creature must make a DC 15 Constitution saving throw. On a failure, a target takes 10 (3d6) bludgeoning damage and is stunned until the end of the gargoctopus' next turn. On a success, a target takes half the damage and isn't stunned. + + + Ink Cloud (Recharge 6) + A 20-foot-radius cloud of darkness extends around the gargoctopus. The area is heavily obscured until the start of the gargoctopus' next turn. If underwater, the gargoctopus can use the Dash action as a bonus action after releasing the cloud. + + Source: CCodex (3pp) + underwater + + + Ghast Of Leng + L + aberration + Neutral Evil + 14 (natural armor) + 127 (17d10+34) + walk 40 ft. + 15 + 17 + 14 + 4 + 9 + 6 + Con +4, Wis +1 + Perception +1 + 11 + + 3 + cold + + radiant + + darkvision 120 ft. + + Blood Frenzy + The ghast of Leng has advantage on melee attack rolls against any creature that doesn't have all its hp. + + + Keen Smell + The ghast of Leng has advantage on Wisdom (Perception) checks that rely on smell. + + + Sunlight Hypersensitivity + The ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|5|1d8+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Claws|5|2d6+3 + + Source: CCodex (3pp) + + + + Ghost Boar + L + monstrosity + Unaligned + 13 (natural armor) + 68 (8d10+24) + walk 40 ft. + 18 + 10 + 16 + 7 + 12 + 7 + + + 11 + Understands Common but can't speak + 3 + + + + + darkvision 60 ft. + + Charge + If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + + + Incorporeal Jaunt + When the ghost boar moves, it becomes temporarily incorporeal. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object. + + + Relentless (Recharges After A Short Or Long Rest) + If the boar takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead. + + + Tusk + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Tusk|6|2d6+4 + + + Tusk Swipe + When a creature hits the ghost boar with a melee weapon attack, the ghost boar can make one tusk attack against the creature. The ghost boar must see the attacker and be within 5 feet of it. + + Source: CCodex (3pp) + farmland, grassland + + + Elder Ghost Boar + H + monstrosity + Unaligned + 15 (natural armor) + 104 (11d12+33) + walk 40 ft. + 22 + 9 + 17 + 7 + 12 + 7 + + + 11 + Understands Common but can't speak + 6 + + + + + darkvision 60 ft. + + Charge + If the ghost boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 14 (4d6) slashing damage If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + + + Incorporeal Jaunt + As ghost boar. + + + Relentless (Recharges After A Short Or Long Rest) + If the elder ghost boar takes 20 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead. + + + Spirit Conduit + When a creature dies within 30 feet of the ghost boar, its spirit can possess the boar, incapacitating the boar for up to 1 minute. During this time, the spirit is affected by the speak with dead spell, speaking through the ghost boar's mouth. + + + Multiattack + The elder ghost boar makes two tusk attacks. + + + Tusk + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 16 (3d6 + 6) slashing damage. + Tusk|9|3d6+6 + + + Ghostly Slip + When it is targeted by an attack or spell or is grappled or restrained, the ghost boar becomes momentarily incorporeal. It gains resistance to any damage that isn't force and ends any grappled or restrained conditions on itself. + + Source: CCodex (3pp) + farmland, grassland + + + Ghost Dragon + L + undead + Any alignment + 14 + 126 (23d10) + walk 0 ft., fly 60 ft. + 10 + 19 + 10 + 14 + 16 + 19 + Dex +8, Wis +7 + Perception +7, Stealth +8 + 17 + The languages it knew in life + 11 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 120 ft. + + Ethereal Sight + The ghost dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The ghost dragon 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. + + + Multiattack + The ghost dragon makes one claw attack and one withering bite attack. + + + Claw + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|8|2d6+4 + + + Withering Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage. + Withering Bite|8|2d10+4 + + + Etherealness + The ghost dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Horrifying Breath (Recharge 5-6) + The ghost dragon exhales a blast of icy terror in a 30-foot cone. Each living creature in that area must make a DC 16 Wisdom saving throw. On a failure, a creature takes 44 (8d10) psychic damage and is frightened for 1 minute. On a success, it takes half the damage and isn't frightened. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: CCodex (3pp) + + + + Ghost Dwarf + M + undead + Neutral Evil + 14 (natural armor) + 81 (18d8) + walk 30 ft., fly 40 ft. + 4 + 14 + 10 + 10 + 14 + 15 + Wis +5 + + 12 + The languages it knew in life + 6 + acid, cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons + necrotic, poison + + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Aura Of Defiance + The ghost dwarf and any undead within 10 feet of it have advantage on saving throws against effects that turn undead. + + + Ethereal Sight + The ghost dwarf can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The ghost dwarf 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. + + + Sunlight Sensitivity + While in sunlight, the ghost dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The ghost dwarf makes three attacks, only one of which can be a hand of the grave attack. + + + Ghostly Axe + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) plus 9 (2d8) necrotic damage. A new ghostly axe appears in the ghost dwarf's hand after it is thrown. + Ghostly Axe|5|2d8 + + + Hand of the Grave + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 18 (4d8) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. + Hand of the Grave|5|4d8 + This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. + + + Prayers Unanswered (Recharge 56) + The ghost dwarf emits a constant whisper consisting of prayers, pleading, cursing, and cryptic phrases. The volume of the whispering intermittently increases, and those within 30 feet of the ghost dwarf that can hear it must succeed on a DC 15 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. + + + Etherealness + The ghost dwarf enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane + + Source: CCodex (3pp) + + + + Darakhul High Priestess + M + undead + Neutral Evil + 17 (half plate armor) + 112 (15d8+45) + walk 30 ft. + 16 + 14 + 16 + 12 + 18 + 15 + Wis +8, Cha +6 + Deception +6, Insight +8, Religion +5 + 14 + Common + 9 + necrotic + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Frenzy + The darakhul high priestess can make three extra bite attacks on her turn as a bonus action. If any of these attacks miss, all attacks against her have advantage until the end of her next turn. + + + Master Of Disguise + A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses her stench. + + + Stench + Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul high priestess using this ability can't also benefit from Master of Disguise. + + + Sunlight Sensitivity + While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Turning Defiance + The darakhul high priestess and any ghouls within 30 feet of her have advantage on saving throws against effects that turn undead. + + + Multiattack + The darakhul high priestess makes two claw attacks and one bite attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage and, if the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or contract darakhul fever. + Bite|7|1d6+3 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever. + Claw|7|2d6+3 + + + Spellcasting + The darakhul high priestess is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The darakhul high priestess has the following Cleric spells prepared: + Cantrips (at will): guidance, mending, resistance, sacred flame, spare the dying, thaumaturgy + • 1st level (4 slots): bane, command, inflict wounds, protection from evil and good, shield of faith + • 2nd level (3 slots): blindness/deafness, hold person, spiritual weapon + • 3rd level (3 slots): animate dead, bestow curse, protection from energy, spirit guardians + • 4th level (3 slots): banishment, stone shape + • 5th level (2 slots): contagion, insect plague + • 6th level (1 slots): create undead + • 7th level (1 slots): regenerate + • 8th level (1 slots): antimagic field + + 4, 3, 3, 3, 2, 1, 1, 1 + guidance, mending, resistance, sacred flame, spare the dying, thaumaturgy, bane, command, inflict wounds, protection from evil and good, shield of faith, blindness/deafness, hold person, spiritual weapon, animate dead, bestow curse, protection from energy, spirit guardians, banishment, stone shape, contagion, insect plague, create undead, regenerate, antimagic field + Source: CCodex (3pp) + + + + Darakhul Shadowmancer + M + undead + Neutral Evil + 12 (15 with mage armor) + 52 (8d8+16) + walk 30 ft. + 12 + 16 + 14 + 18 + 13 + 9 + Int +6, Wis +3 + Arcana +6, Deception +1, Investigation +6, Stealth +7 + 11 + Common + 4 + necrotic + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Master Of Disguise + A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench. + + + Shadow Stealth + While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action. + + + Stench + Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul shadowmancer using this ability can't also benefit from Master of Disguise. + + + Sunlight Sensitivity + While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Turning Defiance + The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Multiattack + The darakhul shadowmancer makes two attacks. one with its bite and one with its dagger. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever. + Bite|5|2d8+2 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|5|1d4+2 + + + Spellcasting + The darakhul shadowmancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The darakhul shadowmancer has the following Wizard spells prepared: + Cantrips (at will): acid splash, chill touch, mage hand, prestidigitation + • 1st level (4 slots): mage armor, ray of sickness, silent image + • 2nd level (3 slots): misty step, scorching ray, see invisibility + • 3rd level (3 slots): animate dead, dispel magic, stinking cloud + • 4th level (2 slots): arcane eye, black tentacles, confusion + • 5th level (1 slots): teleportation circle + + 4, 3, 3, 2, 1 + acid splash, chill touch, mage hand, prestidigitation, mage armor, ray of sickness, silent image, misty step, scorching ray, see invisibility, animate dead, dispel magic, stinking cloud, arcane eye, black tentacles, confusion, teleportation circle + Source: CCodex (3pp) + + + + Darakhul Shadowmancer (Midgard Version) + M + undead + Neutral Evil + 12 (15 with mage armor) + 52 (8d8+16) + walk 30 ft. + 12 + 16 + 14 + 18 + 13 + 9 + Int +6, Wis +3 + Arcana +6, Deception +1, Investigation +6, Stealth +7 + 11 + Common + 4 + necrotic + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Master Of Disguise + A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench. + + + Shadow Stealth + While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action. + + + Stench + Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul shadowmancer using this ability can't also benefit from Master of Disguise. + + + Sunlight Sensitivity + While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Turning Defiance + The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Multiattack + The darakhul shadowmancer makes two attacks. one with its bite and one with its dagger. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever. + Bite|5|2d8+2 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|5|1d4+2 + + + Spellcasting + The darakhul shadowmancer (midgard version) is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The darakhul shadowmancer (midgard version) has the following Wizard spells prepared: + Cantrips (at will): acid splash, claws of darkness*, douselight*, mage hand + • 1st level (4 slots): black ribbons*, cloak of shadow*, mage armor, ray of sickness + • 2nd level (3 slots): dark path*, darkbolt*, see invisibility + • 3rd level (3 slots): dispel magic, fear, legion* + • 4th level (2 slots): arcane eye, shadow monsters* + • 5th level (1 slots): shadow realm gateway* + + 4, 3, 3, 2, 1 + acid splash, claws of darkness, douselight, mage hand, black ribbons, cloak of shadow, mage armor, ray of sickness, dark path, darkbolt, see invisibility, dispel magic, fear, legion, arcane eye, shadow monsters, shadow realm gateway + Source: CCodex (3pp) + + + + Necrophage Ghast + M + undead + Chaotic Evil + 13 + 65 (10d8+20) + walk 30 ft. + 10 + 17 + 14 + 16 + 10 + 8 + + Arcana +5, Investigation +5 + 10 + Common + 4 + necrotic + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Necrophage Stench + Any living creature that starts its turn within 30 feet of the necrophage ghast must succeed on a DC 13 Constitution saving throw or have disadvantage on all saving throws against spells cast by any necrophage ghast for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the stench of all necrophage ghasts for the next 24 hours. + + + Turning Defiance + The necrophage ghast and any undead within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 12 (2d8 + 3) piercing damage. + Bite|5|2d8+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|5|2d6+3 + + + Spellcasting + The necrophage ghast is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The necrophage ghast has the following Wizard spells prepared: + Cantrips (at will): friends, mage hand, poison spray, prestidigitation + • 1st level (4 slots): charm person, false life, magic missile, ray of sickness + • 2nd level (3 slots): hold person, invisibility + • 3rd level (2 slots): animate dead, hypnotic pattern + + 4, 3, 2 + friends, mage hand, poison spray, prestidigitation, charm person, false life, magic missile, ray of sickness, hold person, invisibility, animate dead, hypnotic pattern + Source: CCodex (3pp) + + + + Tar Ghoul + M + undead + Neutral Evil + 13 + 66 (12d8+12) + walk 30 ft. + 16 + 17 + 13 + 11 + 10 + 8 + + Perception +2 + 12 + Common + 4 + necrotic + fire, poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Fire Hazard + As a bonus action or when it takes fire damage, the tar ghoul bursts into flame. The tar ghoul continues burning until it takes cold damage or is immersed in water. A creature that touches the tar ghoul or hits it with a melee attack while within 5 feet of it while it is burning takes 3 (1d6) fire damage. + While burning, a tar ghoul deals an extra 3 (1d6) fire damage on each melee attack, and its vomit tar action is a 15-foot cone that ignites immediately. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. + + + Multiattack + The tar ghoul makes one bite attack and one claw attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage. + Bite|5|2d8+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claw|5|2d6+3 + + + Vomit Tar (Recharge 56) + The tar ghoul vomits tar, covering the ground in a 10-foot square within 5 feet of it. Each creature in the area must succeed on a DC 13 Dexterity saving throw or be covered with tar. The tar ignites if touched by a source of fire or if a creature covered with tar takes fire damage. The tar burns for 3 (1d6) rounds or until a creature takes an action to stop the blaze. A creature that starts its turn in the area or that starts its turn covered with burning tar takes 5 (1d10) fire damage. + + Source: CCodex (3pp) + + + + Ghoulsteed + L + undead + Neutral Evil + 13 (natural armor) + 85 (10d10+30) + walk 30 ft. + 18 + 10 + 16 + 6 + 10 + 6 + + Perception +2 + 12 + Common + 3 + + poison + + poisoned + darkvision 60 ft. + + Pounce + If the ghoulsteed moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ghoulsteed can make one bite attack against it as a bonus action. + + + Sprint (3/Day) + When the ghoulsteed uses the Dash action, it can Dash again as a bonus action. + + + Undead Fortitude + If damage reduces the ghoulsteed to 0 hp, it makes 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 ghoulsteed drops to 1 hp instead. + + + Multiattack + A ghoulsteed makes two bite attacks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage and the ghoulsteed gains 5 (1d10) temporary hp. These temporary hp stack with each other, but the ghoulsteed can only have a maximum of 10 temporary hp at one time. + Bite|6|2d8+4 + + Source: CCodex (3pp) + + + + Giant Moth + S + beast + Unaligned + 11 + 7 (2d6) + walk 25 ft., fly 30 ft. + 10 + 12 + 10 + 3 + 10 + 7 + + Perception +2, Stealth +3 + 12 + + 1/8 + + + + + darkvision 60 ft. + + Antennae + The giant moth has advantage on Wisdom (Perception) checks that rely on smell. + + + Proboscis + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. + Proboscis|3|1d6+1 + + + Powdery Wings (1/Day) + A 10-foot radius cloud of fine powder disperses from the giant moth. Each creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn. + + Source: CCodex (3pp) + + + + Rimewing + S + beast + Unaligned + 12 + 22 (5d6+5) + walk 25 ft., fly 30 ft. + 11 + 14 + 12 + 3 + 10 + 7 + + Perception +2, Stealth +4 + 12 + + 1/4 + + cold + + + darkvision 60 ft. + + Antennae + The giant moth has advantage on Wisdom (Perception) checks that rely on smell. + + + Proboscis + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Proboscis|4|1d6+2 + + + Frosted Wings (1/Day) + A 20-foot radius cloud of colorful ice crystals extends from the rimewing. Each creature in that area must succeed on a DC 10 Wisdom saving throw or be charmed by the rimewing for 1 minute. While charmed by the rimewing, a creature is incapacitated and must move up to its speed toward the rimewing at the start of its turn, stopping when it is 5 feet away. + A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: CCodex (3pp) + arctic, forest + + + Shockwing + S + beast + Unaligned + 12 + 27 (5d6+10) + walk 25 ft., fly 30 ft. + 11 + 15 + 14 + 3 + 10 + 7 + + Perception +2, Stealth +4 + 12 + + 1 + + lightning + + + darkvision 60 ft. + + Antennae + The giant moth has advantage on Wisdom (Perception) checks that rely on smell. + + + Charged + At the start of each of the shockwing's turns, each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 2 (1d4) lightning damage. This trait doesn't function if the shockwing has used its Fulminating Wings in the last 24 hours. + + + Multiattack + The shockwing makes two proboscis attacks. + + + Proboscis + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage and 2 (1d4) lightning damage. + Proboscis|4|1d6+2 + + + Fulminating Wings (1/Day) + A 20-foot radius burst of electricity releases from the shockwing. Each creature in that area must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. + + Source: CCodex (3pp) + forest, grassland + + + Sootwing + S + beast + Unaligned + 11 + 13 (3d6+3) + walk 25 ft., fly 30 ft. + 11 + 12 + 12 + 3 + 10 + 7 + + Perception +2, Stealth +3 + 12 + + 1/4 + + fire + + + darkvision 60 ft. + + Antennae + The giant moth has advantage on Wisdom (Perception) checks that rely on smell. + + + Proboscis + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. + Proboscis|3|1d6+1 + + + Sooty Wings (1/Day) + A 20-foot radius cloud of smoldering ash disperses from the sootwing. Each creature in that area must make a DC 11 Constitution saving throw. On a failure, a creature takes 4 (1d8) fire damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded. + + Source: CCodex (3pp) p. 329 + grassland, mountain + + + Blood Giant + H + giant + Lawful Neutral + 15 (natural armor) + 126 (12d12+48) + walk 40 ft. + 23 + 12 + 18 + 8 + 16 + 1 + Dex +4, Con +7, Wis +6 + History +2, Perception +6, Religion +2 + 16 + Giant + 8 + + cold, poison + + exhaustion, poisoned + darkvision 60 ft. + + Blood Sense + A blood giant can pinpoint the location of living creatures within 60 feet of it and can sense the general direction of living creatures within 1 mile of it. + + + Magic Weapons + The blood giant's weapon attacks are magical. + + + Multiattack + The blood giant makes two blood spear attacks. + + + Blood Spear + Melee Weapon Attack: +9 to hit, range 15 ft., one target. 19 (3d8 + 6) piercing damage plus 7 (2d6) cold damage. + Blood Spear|9|3d8+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|9|4d10+6 + + + Blood Magic (Recharge 56) + The blood giant uses one of the following. + Impale - The blood giant causes 10-foot-high blood spikes to burst from the ground within 15 feet of it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 26 (4d12) piercing damage plus 7 (2d6) cold damage on a failed save, or half as much damage on a successful one. + Drown - The blood giant sends blood pouring down the throat of one creature within 30 feet, which must make a DC 15 Constitution saving throw. On a failure, the creature is incapacitated until the end of its next turn as it coughs up the blood and is poisoned for 1 minute after that. + Vaporize - A red mist surrounds the blood giant in a 20-foot-radius sphere. The mist spreads around corners, and its area is heavily obscured. It moves with the blood giant and doesn't impede the giant's vision. The mist dissipates after 1d4 rounds. + + Source: CCodex (3pp) + + + + Cacus Giant + H + giant + Chaotic Evil + 16 (natural armor) + 138 (12d12+60) + walk 40 ft. + 21 + 11 + 20 + 7 + 14 + 10 + Str +8, Con +8, Wis +5 + Perception +5, Survival +5 + 15 + Giant + 6 + + fire + + + + + Final Breath + When the cacus giant dies, it exhales a final breath of divine essence in a gout of intense fire. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. + + + Multiattack + The cacus giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage. + Greatclub|8|3d8+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. 27 (4d10 + 5) bludgeoning damage. + Rock|8|4d10+5 + + + Fire Breath (Recharge 46) + The cacus giant exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + mountain + + + Cave Giant + H + giant + Chaotic Evil + 16 (natural armor) + 200 (16d12+96) + walk 40 ft. + 27 + 10 + 22 + 8 + 13 + 6 + Dex +4, Con +10, Wis +5 + Athletics +12, Perception +5, Survival +5 + 15 + Giant + 10 + + + + + darkvision 120 ft. + + Sunlight Petrification + If the giant starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and ability checks. If the giant is reduced to 0 hp while in sunlight, it is petrified. + + + Multiattack + The giant makes three attacks. two with its handaxe and one with its tusks. + + + Handaxe + Melee Weapon Attack: +12 to hit, reach 10 ft. or range 20/60 ft., one target. 18 (3d6 + 8) slashing damage. + Handaxe|12|3d6+8 + + + Tusks + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 22 (4d6 + 8) slashing damage, and if the target is a Large or smaller creature it must succeed on a DC 20 Strength saving throw or be knocked prone. + Tusks|12|4d6+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|12|4d10+8 + + Source: CCodex (3pp) + + + + Haunted Giant + H + giant + Chaotic Neutral + 20 (natural armor) + 126 (12d12+48) + walk 40 ft. + 21 + 8 + 19 + 5 + 9 + 6 + Dex +2, Con +7, Wis +2 + Athletics +8, Perception +2 + 12 + Giant + 6 + + + + + + + Ancestral Spirits + Three ghostly spirits haunt the giant. The spirits are incorporeal, remain within 10 feet of the giant at all times, and can't take actions. Each uses the giant's AC and saving throws, has 15 hp and can only be harmed by radiant damage. If an ancestral spirit is reduced to 0 hp, it disappears temporarily. Reduce the giant's AC by 1 and remove one trait granted by the spirits for each spirit that is driven off. Ancestral spirits can't be turned. + + + Reckless + At the start of its turn, the giant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. This trait is granted by the ancestral spirits. + + + See Invisibility + The giant can see invisible creatures and objects as if they were visible and can see into the Ethereal Plane. This trait is granted by the ancestral spirits. + + + Steadfast + The giant is immune to the charmed and frightened conditions. This trait is granted by the ancestral spirits. + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage. + Greatclub|8|3d8+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 21 (3d10 + 5) bludgeoning damage. + Rock|8|3d10+5 + + Source: CCodex (3pp) + badlands, mountain + + + Laestrigonian Giant + L + giant + Chaotic Evil + 13 (natural armor) + 95 (10d10+40) + walk 40 ft. + 20 + 14 + 18 + 9 + 11 + 8 + + + 10 + Common, Giant + 4 + + + + + + + Multiattack + The Laestrigonian giant makes one greatclub attack and one bite attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hp except by magical means, and the target's hp maximum decreases by 3 (1d6) every 24 hours. If the target's hp maximum drops to 0 as a result of this disease, the target dies. + Bite|7|1d8+5 + + + Greatclub + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage. + Greatclub|7|2d8+5 + + + Rock + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60/240 ft., one target. 16 (2d10 + 5) bludgeoning damage. + Rock|7|2d10+5 + + Source: CCodex (3pp) + + + + Mountain Giant + G + giant + Neutral Evil + 20 (natural armor) + 313 (12d20+114) + walk 50 ft. + 26 + 10 + 22 + 14 + 20 + 10 + Con +13, Int +9, Wis +12, Cha +7 + Athletics +15, Perception +12 + 22 + Common, Giant, Terran + 21 + + cold, fire, lightning, thunder, bludgeoning + + charmed, frightened, paralyzed, petrified, stunned + tremorsense 120 ft. + + Legendary Resistance (2/Day) + If the mountain giant fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + A mountain giant has advantage on saving throws against spells and other magical effects. + + + Mountain Master + The mountain giant can move and shape the terrain around it. This trait works like the move earth spell, except it has no duration, and the giant can manipulate any stone, natural or worked. + + + Siege Monster + The mountain giant deals triple damage to objects and structures with its melee and ranged weapon attacks. + + + Multiattack + The mountain giant makes two slam attacks. + + + Slam + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 21 (2d12 + 8) bludgeoning damage. + Slam|15|2d12+8 + + + Boulder + Ranged Weapon Attack: +15 to hit, range 100/400 ft., one target. 40 (5d12 + 8) bludgeoning damage. + Boulder|15|5d12+8 + + + Boulder Spray (Recharge 5-6) + The mountain giant unleashes a barrage of boulders in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw. On a failure, a creature takes 58 (9d12) bludgeoning damage and is knocked prone and restrained. On a success, the creature takes half the damage and isn't knocked prone or restrained. A target, including the restrained creature can take an action to make a DC 20 Strength (Athletics) or Dexterity (Acrobatics) check, freeing the restrained creature on a success. + + + The giant can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. + + + Options + A mountain giant 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 mountain giant regains spent legendary actions at the start of its turn. + + + Grasping Soil + The mountain giant commands the earth itself to assist in the fight. The giant chooses three creatures it can see within 60 feet. Each target must succeed on a DC 21 Dexterity saving throw or be restrained until the start of its next turn. + + + Roar (Costs 2 Actions) + The mountain giant emits a tremendous growl. Each creature within 20 feet of the giant must make a DC 21 Constitution saving throw. On a failure, a creature takes 21 (6d6) thunder damage and is knocked prone. + On a success, a creature takes half the damage and isn't knocked prone. + + + Spawn Elemental (Costs 3 Actions) + rA piece of the mountain giant's body tears away in the form of an earth elemental. The earth elemental acts on the same initiative count as the mountain giant, obeying the mountain giant's commands and fighting until destroyed. The mountain giant can have no more than five earth elementals under its control at one time. + + Source: CCodex (3pp) + + + + Void Giant + H + giant + Chaotic Neutral + 14 (natural armor) + 210 (20d12+80) + walk 40 ft. + 24 + 10 + 18 + 18 + 10 + 14 + Con +8, Wis +4, Cha +6 + Arcana +8, History +8, Investigation +8 + 10 + Common, Giant, Draconic + 11 + + + + + + + Void Casting + As a bonus action, the void giant can infuse a spell with void magic. One creature that is hit by that spell or who fails a saving throw against that spell is stunned until the end of the creature's next turn. + + + Multiattack + The void giant makes two slam attacks. + + + Slam + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 20 (3d8 + 7) bludgeoning damage. + Slam|11|3d8+7 + + + Magic Absorption + If the void giant succeeds on a saving throw against an enemy spell, the void giant doesn't suffer the effects of that spell. If it uses Void Casting on its next turn, the void giant can affect all creatures hit by its spell or who fail a saving throw against its spell instead of just one creature. + + + Spellcasting + The void giant is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The void giant has the following Wizard spells prepared: + Cantrips (at will): chill touch, light, mending, shocking grasp + • 1st level (4 slots): comprehend languages, magic missile, shield + • 2nd level (3 slots): crown of madness, mirror image, scorching ray + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): confusion, ice storm, phantasmal killer + • 5th level (2 slots): cone of cold, dominate person + • 6th level (1 slots): disintegrate + + 4, 3, 3, 3, 2, 1 + chill touch, light, mending, shocking grasp, comprehend languages, magic missile, shield, crown of madness, mirror image, scorching ray, counterspell, fly, lightning bolt, confusion, ice storm, phantasmal killer, cone of cold, dominate person, disintegrate + Source: CCodex (3pp) + mountain + + + Gloomflower + T + plant + Unaligned + 12 (natural armor) + 44 (8d4+24) + walk 10 ft. + 10 + 6 + 16 + 1 + 6 + 18 + + + 8 + Understands but can't speak, telepathy 120 ft. + 3 + + + + blinded, deafened, frightened + blindsight 120 ft. + + Blur + Creatures have disadvantage on attack rolls against the gloomflower. + An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. + + + Psychic Scream + Whenever the gloomflower takes damage, each creature within 10 feet of the gloomflower must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. + + + Multiattack + The gloomflower makes two psychic strike attacks. + + + Psychic Strike + Ranged Spell Attack: +6 to hit, range 120 ft., one target. 10 (3d6) psychic damage. + Psychic Strike|6|3d6 + + + Corrupting Visions (Recharge 5-6) + Each creature of the gloomflower's choice that is within 60 feet of the gloomflower and aware of it must make a DC 14 Wisdom saving throw. On a failure, a creature is bombarded with visions of its fears and anxieties for 1 minute. While bombarded, it takes 7 (2d6) psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than the gloomflower or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is incapacitated by hallucinations until the end of its next turn but isn't bombarded with visions of its fears and anxieties. + A creature that is reduced to 0 hp by this psychic damage falls unconscious and is stable. When that creature regains consciousness, it suffers permanent hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic. + + Source: CCodex (3pp) + + + + Gnoll Slaver + M + humanoid (gnoll) + Chaotic Evil + 15 (chain shirt) + 71 (11d8+22) + walk 30 ft. + 18 + 15 + 14 + 12 + 11 + 12 + + Athletics +6, Intimidation +5, Perception +2, Stealth +6 + 12 + Common, Gnoll + 3 + + + + + darkvision 60 ft. + + Rampage + When the gnoll reduces a creature to 0 hp with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack + The gnoll makes three attacks. one with its bite and two with its whip or three with its longbow. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Bite|6|1d6+4 + + + Whip + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 6 (1d4 + 4) slashing damage. + Whip|6|1d4+4 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|4|1d8+2 + + + Menace Captives (Recharge 56) + The gnoll selects up to three creatures it has taken captive within 30 feet. Each creature must succeed on a DC 15 Wisdom saving throw or have disadvantage for 1 minute on any attack rolls or skill checks to take actions other than those the gnoll has ordered it to take. + + Source: CCodex (3pp) + farmland, grassland + + + Chaos-spawn Goblin + S + humanoid (goblinoid) + Neutral Evil + 13 (natural armor) + 22 (5d6+5) + walk 30 ft. + 10 + 14 + 12 + 10 + 10 + 6 + + Stealth +6 + 10 + + 1/2 + psychic + + + frightened + darkvision 60 ft. + + Nimble Escape + The chaos-spawn goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Multiattack + The chaos-spawn goblin makes two attacks with its scimitar. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|4|1d6+2 + + + Psychic Stab (Recharge 6) + The chaos-spawn goblin targets one creature that it can sense within 30 feet of it. The target must make a DC 12 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + badlands + + + Shadow Goblin + S + humanoid (goblinoid) + Neutral Evil + 13 + 13 (3d6+3) + walk 30 ft. + 10 + 16 + 12 + 13 + 12 + 8 + + Sleight of hand +5, Stealth +5 + 11 + Common, Elvish, Goblin + 1/2 + + + + + darkvision 60 ft. + + Nimble Escape + The shadow goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Shadow Camouflage + rThe shadow goblin has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. + + + Sunlight Sensitivity + While in sunlight, the shadow goblin has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Traveler In Darkness + The shadow goblin has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. + + + Unseelie Blessing + The shadow goblin has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Multiattack + The shadow goblin can make two attacks with its kitchen knife. The second attack has disadvantage. + + + Kitchen Knife + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Kitchen Knife|5|1d4+3 + + + Vengeful Jinx + When the shadow goblin is hit by an attack from a creature it can see, it can curse the attacker. The attacker has disadvantage on attack rolls until the end of its next turn. + + Source: CCodex (3pp) + + + + Alchemical Golem + L + construct (golem) + Unaligned + 15 (natural armor) + 147 (14d10+70) + walk 20 ft. + 18 + 7 + 21 + 7 + 10 + 1 + + + 10 + Understands the languages of its creator but can't speak + 9 + acid, cold, fire, lightning + poison, psychic; bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Alchemical Infusion + Syringes on the golem's back pierce its silver hide and infuse it with a powerful admixture. At the start of its turn, the alchemical golem can select one of the following infusions. Each infusion lasts until the start of its next turn. The golem can't use multiple infusions at once. + + + Brimstone + The golem takes 7 (2d6) necrotic damage when it activates this infusion. The golem can breathe poison as an action. In addition, any creature that starts its turn within 5 feet of the golem must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. + + + Quicksilver + The golem takes 14 (4d6) necrotic damage when it activates this infusion. The golem's silver hide turns to shifting quicksilver, increasing its speed to 40 feet and granting it resistance to damage to which it is not already immune. + + + Salt + The golem takes 17 (5d6) necrotic damage when it activates this infusion. The golem's silver hide is covered with salt crystals, increasing its AC by 3. The golem's slam attacks deal an extra 14 (4d6) piercing damage and the ground within 20 feet of the golem becomes difficult terrain for 1 hour. + A creature can force an adamantine syringe into the golem's body with a successful DC 25 Strength check while grappling the golem, nullifying its current infusion and dealing 35 (10d6) piercing damage to it. + + + Elemental Expulsion + Whenever the golem takes acid, cold, fire, or lightning damage, all creatures within 20 feet of the golem must make a DC 16 Dexterity saving throw, taking damage equal to the damage the golem took on a failed save, or half as much damage on a successful one. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. Poison Breath (Brimstone Infusion Only; Recharge 5-6). The golem exhales poisonous fumes in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. + Slam|8|2d8+4 + + Source: CCodex (3pp) + + + + Altar Flame Golem + L + construct (golem) + Neutral + 16 (natural armor) + 152 (16d10+64) + walk 20 ft. + 19 + 9 + 18 + 3 + 10 + 1 + + + 10 + Understands the languages of its creator but can't speak + 10 + + fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical Weapons that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Aversion To Water + If the golem takes cold damage or is doused with at least three gallons of water, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Death Burst + When the altar flame golem is reduced to 0 hp, it explodes into shards of hot stone and fire. Each creature within 15 feet of it must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. An altar flame golem is not immune to the fire damage of another altar flame golem's death burst and doesn't absorb it. + + + False Appearance + While the golem remains motionless, it is indistinguishable from an altar bearing an eternal flame. + + + Fire Absorption + Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The altar flame golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 11 (2d10) fire damage. Flame Breath (Recharge 5?6). The golem breathes fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. + Slam|8|2d8+4 + + Source: CCodex (3pp) + + + + Armory Golem + L + construct (golem) + Unaligned + 15 (natural armor) + 136 (16d10+48) + walk 30 ft. + 20 + 14 + 16 + 10 + 10 + 2 + + + 10 + Understands the languages of its creator but can't speak + 7 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical Weapons that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Armory Exploit + The objects that make up the golem's body can be removed or destroyed. With the exception of the slam attack, an attacker can choose to disable one of the armory golem's attacks on a critical hit. Alternatively, the attacker can attempt to destroy the golem's focus instead of disabling one of its attacks. + + + Focus Weakness + A creature grappling the armory golem can take its action to remove the golem's focus by succeeding on a DC 15 Strength check. If its focus is removed or destroyed, the armory golem must make a DC 8 Constitution saving throw at the start of each of its turns. On a success, the golem continues working properly, but it repeats the saving throw the next round at 1 higher DC. On a failure, the golem dies, falling into a heap of armaments. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The armory golem makes any two weapon attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (1d12 + 5) bludgeoning damage. + Slam|8|1d12+5 + + + Polearm Strike + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (1d12 + 5) piercing damage. + Polearm Strike|8|1d12+5 + + + Crossbow Barrage + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 11 (2d8 + 2) piercing damage. + Crossbow Barrage|5|2d8+2 + + + Shield Wall (Recharge 46) + The golem reconfigures its construction, moving shields and armor to encase its body. + It regains 10 hp, and its AC increases by 2 until the end of its next turn. + + Source: CCodex (3pp) + + + + Bone Golem + M + construct (golem) + Unaligned + 16 (natural armor) + 60 (8d8+24) + walk 30 ft. + 10 + 16 + 17 + 3 + 10 + 1 + + + 10 + Understands the languages of its creator but can't speak + 7 + bludgeoning, piercing, slashing from nonmagical Weapons that aren't adamantine + necrotic, poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Berserk + Whenever the bone golem starts its turn with 30 hp or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, usually an object smaller than itself. + Once the golem goes berserk, it continues to attack until it is destroyed or it regains all its hp. + The golem's creator, if within 60 feet of the berserk golem, can calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 30 hp or fewer, the golem might go berserk again. + + + False Appearance + While the bone golem remains motionless, it is indistinguishable from a pile of bones or ordinary, inanimate skeleton. + + + Immutable Form + The bone golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The bone golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The bone golem's weapon attacks are magical. + + + Necrotic Absorption + Whenever the bone golem is subjected to necrotic damage, it takes no damage and instead regains a number of hp equal to the necrotic damage dealt. + + + Multiattack + The bone golem makes two attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage. + Claw|6|2d6+3 + + + Bone Shard + Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage. + Bone Shard|6|1d8+3 + + Source: CCodex (3pp) + + + + Bronze Golem + L + construct (golem) + Unaligned + 13 (natural armor) + 57 (6d10+24) + walk 30 ft. + 17 + 6 + 18 + 1 + 10 + 1 + + Perception +4 + 14 + Understands the languages of its creator but can't speak + 3 + fire; bludgeoning, piercing, slashing from nonmagical weapons + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Boiling Body + The golem's body is hot to the touch, thanks to the boiler inside its chest. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage and, if the target is a Medium or smaller creature, it is grappled (escape DC 13). The golem can only grapple one creature at a time. + Slam|5|1d8+3 + + + Brazen Bull + The golem makes a slam attack against a target it is grappling as it opens a plate in its chest and exposes its arcane boiler. If the attack hits, the target is forced into the golem's boiler, and the grapple ends. While inside the boiler, the target is blinded and restrained, it has total cover against attacks and other effects outside the boiler, and it takes 14 (4d6) fire damage at the start of each of its turns. To escape, it or another creature must succeed on a DC 13 Strength (Athletics) check to open the boiler, freeing the target, which falls prone in a space within 5 feet of the golem. A bronze golem can only have one creature in its boiler at a time. + + Source: CCodex (3pp) + + + + Doom Golem + L + construct (golem) + Unaligned + 17 (natural armor) + 153 (18d10+54) + walk 30 ft. + 24 + 13 + 16 + 3 + 10 + 1 + + + 10 + Understands the languages of its creator but can't speak + 10 + + + + + Fractal Golem + L + construct (golem) + Unaligned + 18 (natural armor) + 8 (1d10+3) + walk 30 ft. + 16 + 12 + 16 + 6 + 8 + 1 + + Perception +2, Stealth +4, Survival +5 + 12 + Understands the languages of its creator but can't speak + 8 + + + + + Glass Golem + S + construct (golem) + Unaligned + 12 + 45 (10d6+10) + walk 20 ft. + 10 + 15 + 13 + 3 + 8 + 1 + + + 9 + Understands the languages of its creator but can't speak + 2 + piercing, slashing from nonmagical weapons that aren't adamantine + poison, psychic + bludgeoning + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The glass golem has advantage on saving throws against spells and other magical effects. + + + Shard + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage. + Shard|4|2d6+2 + + + Shatter + When a glass golem takes bludgeoning damage, it can make one shard attack against each creature within 5 feet of it. + + Source: CCodex (3pp) + + + + Hair Golem + S + construct (golem) + Unaligned + 13 + 13 (3d6+3) + walk 30 ft. + 10 + 17 + 13 + 3 + 8 + 1 + + + 9 + Understands the languages of its creator but can't speak + 1/4 + bludgeoning, piercing from nonmagical weapons that aren't adamantine + poison, psychic + slashing + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Lash + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. The target must succeed on a DC 11 Dexterity saving throw or be knocked prone. + Lash|5|1d4+3 + + Source: CCodex (3pp) + + + + Keg Golem + M + construct (golem) + Unaligned + 11 (natural armor) + 45 (6d8+18) + walk 30 ft. + 16 + 10 + 16 + 8 + 7 + 3 + + + 8 + Understands the languages of its creator but can't speak + 3 + bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Empty Keg + A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem's speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale. + + + Immutable Form + The keg golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The keg golem has advantage on saving throws against spells and other magical effects. + + + Rolling Charge + If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus action. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Slam|3|1d6+3 + + + Ale Blast (Recharge 5-6) + The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: CCodex (3pp) + mountain + + + Lotus Golem + L + construct (golem) + Unaligned + 14 + 82 (11d10+22) + walk 30 ft. + 14 + 19 + 14 + 6 + 12 + 4 + Str +6, Dex +8 + Athletics +6, Perception +9 + 19 + Understands the languages of its creator but can't speak + 9 + bludgeoning, piercing; slashing from nonmagical weapons that aren't adamantine. + cold, fire, poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Arcane Pool + The lotus golem absorbs energy from nearby spellcasting. Most lotus golems hold 1 charge point at any given time but can hold up to 4. As a bonus action while casting a spell within 5 feet of the lotus golem, the golem's controller can expend the golem's charge points to cast the spell without expending a spell slot. To do so, the controller must expend a number of charge points equal to the level of the spell. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Water Walker + The golem can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell. + + + Multiattack + The lotus golem makes two arcane water attacks. + + + Arcane Water + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage. + Arcane Water|8|2d12+2 + + + Arcane Absorption + When a spell is cast within 30 feet of it, the golem absorbs some of the spell's potency. If it is a spell that forces a saving throw, the DC to succeed drops by 2. If it is a spell with an attack roll, the attack roll has disadvantage. The golem regains 20 hp and gains 1 charge point in its Arcane Pool. + + Source: CCodex (3pp) + + + + Manastorm Golem + M + construct (golem) + Unaligned + 14 (natural armor) + 90 (12d10+24) + walk 60 ft., fly 60 ft. + 6 + 14 + 14 + 16 + 8 + 1 + + + 9 + Understands the languages of its creator but can't speak + 8 + bludgeoning, piercing, slashing + acid, cold, fire, lightning, necrotic, poison, psychic, radiant, thunder + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + truesight 120 ft. + + Amorphous + The manastorm golem can move through a space as narrow as 1 inch wide without squeezing. + + + Limited Mutability + Any spell or effect that would alter the golem's form only alters it for 1 round. Afterwards, the manastorm golem returns to its humanoid-shaped cloud form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Mystic Messages + The manastorm golem can communicate with its maker via magical whispers at a distance up to 120 feet. Only its master hears these messages and can reply. Its messages go through solid objects but are halted by stone, magical silence, a sheet of lead, and similar obstacles. Its voice can travel through keyholes and around corners. + + + Multiattack + The golem makes two slam attacks. If both attacks hit a single living creature, the creature is stunned until the end of its next turn. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (2d10 + 3) force damage. + Slam|6|2d10+3 + + + Force Bolt + Ranged Spell Attack: +6 to hit, range 120/480 ft., one target. 25 (4d10 + 3) force damage. + Force Bolt|6|4d10+3 + + Source: CCodex (3pp) + + + + Mud Golem + S + construct (golem) + Unaligned + 10 + 27 (6d6+6) + walk 20 ft. + 15 + 10 + 13 + 3 + 8 + 1 + + + 9 + Understands the languages of its creator but can't speak + 1 + bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine. + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The mud golem has advantage on saving throws against spells and other magical effects. + + + Multiattack + The mud golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Slam|4|1d6+2 + + + Mud Ball + Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. 3 (1d6) bludgeoning damage, and the target is blinded until the end of its next turn. + Mud Ball|2|1d6 + + Source: CCodex (3pp) + + + + Paper Golem + T + construct (golem) + Unaligned + 13 + 7 (2d4+2) + walk 20 ft., fly 30 ft. + 8 + 16 + 12 + 3 + 7 + 3 + + + 8 + Understands the languages of its creator but can't speak + 1/4 + bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine. + poison, psychic + fire + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 30 ft. + + False Appearance + While the paper golem remains motionless, it is indistinguishable from an ordinary sheet of paper. + + + Immutable Form + The paper golem is immune to any spell or effect that would alter its form. + + + Ink Blot (Recharge 46) + As a bonus action, the paper golem applies ink to itself. The next time it hits a creature with a paper cut attack, the creature must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. + + + Magic Weapons + The paper golem's weapon attacks are magical. + + + Paper Cut + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Paper Cut|5|1d6+3 + + Source: CCodex (3pp) + + + + Paper Golem Swarm + M + construct (golem) + Unaligned + 13 + 55 (10d8+10) + walk 20 ft., fly 30 ft. + 8 + 16 + 12 + 3 + 7 + 3 + + + 8 + Understands the languages of its creator but can't speak + 3 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine. + fire + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned + darkvision 30 ft. + + False Appearance + As the paper golem. + + + Immutable Form + As the paper golem. + + + Ink Blot (Recharge 46) + As the paper golem, except it can also apply to the swarm's whirlwind. + + + Magic Weapons + The paper golem's weapon attacks are magical. + + + Swarm + The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a piece of paper. The swarm can't regain hp or gain temporary hp. + + + Paper Cut + Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of its hp or fewer. + Paper Cut|5|4d6 + + + Whirlwind (Recharge 56) + The air is momentarily filled with paper golems. Each creature within 5 feet of the swarm must make a DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + War Machine Golem + G + construct (golem) + Unaligned + 18 (natural armor) + 232 (15d20+75) + walk 40 ft. + 26 + 8 + 21 + 3 + 10 + 1 + + + 10 + Understands Dwarvish but can't speak + 18 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Siege Monster + The golem deals double damage to objects and structures. + + + Multiattack + The golem makes two slam attacks and one catapult attack. + + + Slam + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 22 (4d6 + 8) bludgeoning damage. + Slam|14|4d6+8 + + + Catapult + The war machine golem hurls a boulder at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 19 Dexterity saving throw. On a failure, a target takes 16 (3d10) bludgeoning damage and is knocked prone. On a success, a target takes half the damage and isn't knocked prone. + + + Fire Breath (Recharge 5-6) + The war machine golem breathes fire in a 60-foot cone. Each creature in the area must make a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. + + + Variant: Beyond Boulders + War machine golems can be built with alternate forms of ammunition for their catapults. When creating such a variant, substitute the appropriate damage for the appropriate damage type. For example, golems with ballistae on their heads deal piercing damage while those that sling flaming pitch deal fire damage. All other effects of the catapult attack remain the same. + + Source: CCodex (3pp) p. 205 + + + + Wood Golem + M + construct (golem) + Unaligned + 14 (natural armor) + 52 (8d8+16) + walk 20 ft. + 18 + 10 + 15 + 3 + 10 + 1 + + + 10 + Understands the languages of its creator but can't speak + 3 + bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine. + poison, psychic + fire + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Immutable Form + rThe golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + rThe wood golem has advantage on saving throws against spells and other magical effects. + + + Multiattack + The wood golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage. + Slam|6|1d8+4 + + Source: CCodex (3pp) + + + + Goliath Longlegs + G + monstrosity + Unaligned + 16 (natural armor) + 162 (12d20+36) + walk 20 ft. + 18 + 15 + 16 + 4 + 13 + 3 + + Perception +4, Stealth +5 + 14 + + 7 + + poison + + charmed, frightened, poisoned + darkvision 120 ft. + + Expansive + A creature at least one size smaller than the goliath longlegs can travel through and finish its turn in the goliath longlegs' space. + + + False Appearance + While a goliath longlegs remains motionless, it is indistinguishable from other plants or trees. + + + Forest Camouflage + The goliath longlegs has advantage on Dexterity (Stealth) checks made to hide in forested terrain. + + + Vulnerable Legs + The goliath longlegs has eight legs. While it has more than four legs, the goliath longlegs is immune to being knocked prone or restrained. Whenever the goliath longlegs takes 20 or more damage in a single turn, one of its legs is destroyed. Each time a leg is destroyed after the fourth one, the goliath longlegs must succeed on a DC 13 Constitution saving throw or fall prone. Any creature in the goliath longlegs' space or within 5 feet of it when it falls prone must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. + + + Multiattack + The goliath longlegs makes one bite attack and then as many leg attacks as it has legs. It can use its Reel in place of two leg attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 8 (1d8 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. + Bite|7|1d8+4 + If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way. + + + Leg + Melee Weapon Attack: +7 to hit, reach 15 ft., one target. 6 (1d4 + 4) piercing damage. + Leg|7|1d4+4 + + + Paralytic Web (Recharge 56) + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. The creature is restrained by webbing and must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the paralyzed effect on itself on a success. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). + + + Reel + The goliath longlegs pulls one creature caught in its web up to 30 feet straight toward it. If the target is within 10 feet of the goliath longlegs, the goliath longlegs can make one bite attack as a bonus action. + + Source: CCodex (3pp) + forest + + + Goreling + S + undead + Unaligned + 12 + 11 (2d6+4) + walk 20 ft. + 12 + 14 + 14 + 1 + 5 + 1 + + + 7 + + 1/4 + + necrotic, poison + + poisoned + blindsight 60 ft. (blind beyond this radius) + + Bloodthirsty + If 6 or more gorelings are within 30 feet of one another, they become frenzied and their attacks deal an extra 2 (1d4) necrotic damage. + + + Swarming + Up to five gorelings can occupy the same space. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) necrotic damage. + Slam|4|1d4+2 + + + Multiplying + When a goreling is hit but not reduced to 0 hp, it splits into two new gorelings. Each new goreling has 1 hp, doesn't have this reaction, and is one size smaller than the original goreling. + + Source: CCodex (3pp) + + + + Grave Behemoth + H + undead + Neutral Evil + 9 + 210 (20d12+80) + walk 40 ft. + 22 + 8 + 19 + 13 + 10 + 8 + Con +8, Wis +4 + + 10 + + 10 + necrotic + poison + + charmed, frightened, poisoned + darkvision 60 ft. + + Fleshbag + The behemoth starts with two arms and two legs. If it loses one arm, it can't multiattack. If it loses both arms, it can't slam. If it loses one leg, its speed is halved. 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. + + + Flesh Wound + At the end of any turn in which the behemoth took at least 30 damage, roll a d8. On a 1, it loses an arm. On a 2, it loses a leg. In addition, 2 (1d4) zombies fall prone in unoccupied spaces within 10 feet of the behemoth, spilling from the wound. + + + Turning Defiance + The grave behemoth and any zombies within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Zombie Keeper + Zombies created by a grave behemoth's Flesh Wound and Hurl Flesh share a telepathic link with it, are under its control, are immune to necrotic damage, and act immediately and on the grave behemoth's initiative. + + + Multiattack + The grave behemoth makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|10|3d8+6 + + + Gorge + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 25 (3d12 + 6) piercing damage plus 14 (4d6) necrotic damage. + Gorge|10|3d12+6 + + + Hurl Flesh (Recharge 5-6) + The grave behemoth vomits putrid flesh and 5 (2d4) zombies in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a target takes 38 (11d6) necrotic damage and is covered in rotting slime for 1 minute. On a success, a target takes half the necrotic damage and isn't covered in slime. A creature, including the target, can take an action to clean off the slime. Zombies under the grave behemoth's control have advantage on attack rolls against creatures covered in a grave behemoth's slime. + + Source: CCodex (3pp) + + + + Green Knight Of The Woods + M + fey + Lawful Neutral + 20 (plate armor, shield) + 78 (12d8+24) + walk 30 ft. + 18 + 10 + 14 + 10 + 12 + 16 + Dex +3, Con +5 + Athletics +7, Intimidation +6, Survival +4 + 11 + Common, Elvish, Sylvan + 6 + cold; bludgeoning, piercing, slashing from nonmagical weapons + + + charmed, frightened + darkvision 60 ft. + + Headsman's Woe + If the green knight's head is severed by a vorpal weapon or by other means, magical vines sprout from its neck and the head reattaches by the start of the green knight's next turn, preventing the green knight from dying from the loss of its head. + + + Knight's Challenge (3/Day) + As a bonus action, the green knight targets one creature that it can see within 30 feet and issues a challenge. If the target can see the green knight, it must succeed on a DC 14 Wisdom saving throw or become magically compelled to engage the green knight in melee combat for 1 minute, or until the knight challenges a new opponent. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + On its turn, the affected creature must move towards the green knight and make a melee attack against the green knight. + + + Magic Resistance + The green knight has advantage on saving throws against spells and other magical effects. + + + Speak With Beasts And Plants + The green knight can communicate with beasts and plants as if they shared a language. + + + Multiattack + The green knight makes two attacks. one with its battle axe and one with its shield bash. + + + Battle Axe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Battle Axe|7|1d8+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained by magical vines springing forth from the green knight's shield, and the green knight can't make shield bash attacks against other targets. + Shield Bash|7|1d6+4 + + + Javelin + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage. + Javelin|7|1d6+4 + + + Knight's Rebuke + When the green knight is hit by a melee attack from a creature it has successfully challenged, it can make one battle axe attack with advantage against the attacker. + + Source: CCodex (3pp) + forest + + + Grindylow + M + aberration + Chaotic Evil + 13 (natural armor) + 27 (5d8+5) + walk 10 ft., swim 40 ft. + 13 + 14 + 12 + 8 + 14 + 9 + + Acrobatics +4, Athletics +3, Stealth +4 + 12 + Aquan + 1 + + + + + darkvision 60 ft. + + Mimicry + The grindylow can mimic humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check. + + + Slippery + The grindylow has advantage on ability checks and saving throws made to escape a grapple. + + + Water Breathing + The grindylow can breathe only underwater. + + + Multiattack + The grindylow makes two attacks. one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. + Bite|3|1d6+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 8 (2d6 + 1) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the grindylow can't use its claws on another target. + Claws|3|2d6+1 + + + Ink Cloud (Recharges after a Short or Long Rest) + A 20-foot-radius cloud of ink extends all around the grindylow if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. + After releasing the ink, the grindylow can use the Dash action as a bonus action. + + Source: CCodex (3pp) + underwater + + + Gugalanna + H + celestial + Good Chaotic + 18 (natural armor) + 253 (22d12+110) + walk 60 ft., fly 80 ft. + 24 + 16 + 20 + 10 + 20 + 18 + Dex +10, Con +12, Wis +12 + Athletics +14, Insight +12, Intimidation +11 + 15 + Understands but can't speak, telepathy 120 ft. + 21 + necrotic + fire, radiant; bludgeoning, piercing, slashing from nonmagical weapons + + charmed, exhaustion, frightened + truesight 60 ft. + + Flyby + Gugalanna doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Magic Resistance + Gugalanna has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Gugalanna's weapon attacks are magical. + + + Trampling Charge + If Gugalanna moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, Gugalanna can make one kick attack against it as a bonus action. + + + Multiattack + Gugalanna makes two attacks. one with its horns and one with its kick. + + + Horns + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 34 (5d10 + 7) piercing damage and 14 (4d6) fire damage. + Horns|14|5d10+7 + + + Kick + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 18 (2d10 + 7) bludgeoning damage. + Kick|14|2d10+7 + + + The celestial can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn. + + + Options + Gugalanna 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. Gugalanna regains spent legendary actions at the start of his turn. + + + Kick + Gugalanna makes a kick attack. + + + Rearing Stomp (Costs 2 Actions) + Gugalanna spreads his wings and stomps his hooves, shaking the earth. Each creature within 10 feet of Gugalanna must make a DC 22 Strength saving throw. + On a failure, a target takes 18 (2d10 + 7) bludgeoning damage and is pushed 20 feet away from Gugalanna. On a success, a target takes half the damage and isn't pushed. Gugalanna can then fly up to half his flying speed. + + + Blazing Sun Disc (Costs 2 Actions, Recharge 5-6) + The sun disc floating between Gugalanna's horns flares. Each creature within 30 feet of Gugalanna must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + Gulon + L + monstrosity + Unaligned + 14 (natural armor) + 110 (13d10+39) + walk 40 ft. + 19 + 14 + 16 + 5 + 12 + 5 + + Perception +4, Stealth +5, Survival +4 + 14 + + 6 + + poison + + poisoned + darkvision 60 ft. + + Amorphous + The gulon can move through a space as narrow as 1 foot wide without squeezing. When it moves through an area smaller than its normal space, it excretes waste in a 5-foot cube. + This waste is difficult terrain and creatures crossing through it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. + + + Keen Smell + The gulon has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The gulon makes three attacks. one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. + Bite|7|2d8+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|7|2d6+4 + + + Too Full (Recharge 5-6) + The gulon belches a 15-foot-radius cloud of toxic gas around itself. Each creature in the area must make a DC 16 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + forest + + + Gumienniki + S + fiend (shapechanger) + Neutral Evil + 13 + 22 (5d6+5) + walk 30 ft. + 12 + 16 + 13 + 14 + 10 + 12 + + Acrobatics +5, Stealth +5 + 10 + Common, Abyssal, Infernal + 1 + cold, fire, lightning + poison + + poisoned + darkvision 60 ft. + + Shapechanger + As a bonus action, the gumienniki can change its form into a Tiny housecat, or back into its true form. Its statistics, other than its size, are the same in each form except it loses its flaming hand scythe attack when in cat form. + + + Through Grass And Sheaves + The gumienniki's speed is doubled when traveling over grassy areas or through planted crops. + + + Flaming Hand Scythe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage and 7 (2d6) fire damage. + Flaming Hand Scythe|5|1d4+3 + + + Fiendish Blink (1/Day) + The gumienniki flashes its glowing eyes, illuminating a 15-foot cone. Each creature in that area that can see the gumienniki must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. + + + Taunting Cackle + When the gumienniki is missed by an attack, it can taunt the attacker. The attacking creature must succeed on a DC 12 Wisdom saving throw or have disadvantage on its next attack roll or saving throw. + + Source: CCodex (3pp) + + + + Snow Hag + M + fey + Neutral Evil + 17 (natural armor) + 82 (11d8+33) + walk 30 ft. + 16 + 12 + 16 + 13 + 14 + 16 + + Arcana +3, Deception +5, Survival +4 + 12 + Common, Giant, Sylvan + 3 + + cold + fire + + darkvision 60 ft. + + Ice Walk + The snow hag can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage. + Claws|5|2d8+3 + + + Icy Embrace (Recharge 5-6) + The snow hag exhales a cloud of freezing fog in a 15-foot-radius around her. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a target takes 21 (6d6) cold damage and is restrained by ice for 1 minute. On a success, a target takes half the damage and isn't restrained. A restrained target can make a DC 13 Strength check, shattering the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire and bludgeoning damage; immunity to slashing, cold, poison, and psychic damage). + + + Illusory Appearance + The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. + The illusion ends if the hag takes a bonus action to end it or if she dies. + The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have human hands, but someone touching them would feel her sharp claws. + Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. + + + Innate Spellcasting + The snow hag's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: minor illusion, prestidigitation, ray of frost + 1/day each: charm person, fog cloud, sleet storm + + minor illusion, prestidigitation, ray of frost, charm person, fog cloud, sleet storm + Source: CCodex (3pp) p. 214 + arctic + + + Herald Of Fire + L + dragon + Lawful Evil + 16 (natural armor) + 136 (16d10+48) + walk 30 ft., fly 50 ft. + 17 + 10 + 17 + 12 + 12 + 18 + Str +7, Dex +4, Wis +5 + Perception +5 + 15 + Common, Draconic, Infernal + 12 + lightning; bludgeoning, piercing, slashing from nonmagical weapons + fire, poison + cold + charmed, exhaustion, paralyzed, poisoned, stunned, unconscious + darkvision 120 ft. + + Blood Frenzy + The herald of fire has advantage on melee attack rolls against any creature that doesn't have all its hp. + + + Hidden Herald + The herald of fire can use its action to polymorph into a Medium dragonborn, Medium human, Small kobold, or back into its true draconic humanoid form. In each form, its eyes glow with magical fire and it wears a silver sword, revealing its identity as a herald. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying, other than the silver sword, transforms with it. It reverts to its true form if it dies. + + + Legendary Resistance (3/Day) + If the herald fails a saving throw, it can choose to succeed instead. + + + Magic Weapons + The herald's weapon attacks are magical. + + + Scales Of Justice + At the start of each of the herald's turns, each creature within 30 feet of it must succeed on a DC 16 Charisma saving throw or speak only the truth until the start of the herald's next turn while within 30 feet of the herald. + + + Treasure Sense + The herald can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. + + + Multiattack + The herald of fire makes two fire claw attacks. If both attacks hit the same target, the target ignites. Until a creature takes an action to douse the fire, the target takes 7 (2d6) fire damage at the start of each of its turns. + + + Fire Claw + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 12 (2d8 + 3) slashing damage plus 7 (2d6) fire damage. + Fire Claw|7|2d8+3 + + + Fiery Lance (Recharge 5-6) + The herald magically shoots fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Strength saving throw. On a failure, a target takes 42 (12d6) fire damage and, if it is Huge or smaller, is pushed up to 15 feet away from the herald. On a success, a target takes half the damage and isn't pushed. + + + The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Options + The herald of fire 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 herald regains spent legendary actions at the start of its turn. + + + Fiery Claw + The herald makes one fiery claw attack. + + + Detect + The herald makes a Wisdom (Perception) check. + + + Immolate Foe (Costs 2 Actions) + The herald of fire calls down searing, crimson fire in a 10-foot-radius, 40-foot-high cylinder centered on a point the herald can see within 120 feet of it. + When a creature enters the area for the first time on a turn or starts its turn there, it is engulfed in flames and must make a DC 16 Dexterity saving throw. The creature takes 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried ignite. The pillar of fire lasts until the herald uses this legendary action again or until the herald dies. + + Source: CCodex (3pp) p. 215 + + + + Herald Of The Great Wyrm + L + dragon + Lawful Neutral + 18 (natural armor) + 171 (18d10+72) + walk 30 ft. + 18 + 10 + 18 + 18 + 12 + 16 + Str +9, Dex +5, Con +9, Wis +6 + Arcana +9, History +9, Perception +6, Religion +9 + 16 + Common, Elvish, Giant, Abyssal, Celestial, Draconic, Infernal + 15 + lightning; bludgeoning, piercing, slashing from nonmagical weapons + cold, poison + necrotic + charmed, exhaustion, paralyzed, poisoned, stunned, unconscious + truesight 120 ft. + + Aura Of Immobility + The herald of the great wyrm emits an area of antimagic within 60 feet of itself. This trait works like the antimagic field spell, except it only affects magical travel. + At the start of each of its turns, the herald chooses whether this aura is active. The aura prevents the herald's own magical traveling. + + + Hidden Herald + The herald of the great wyrm can use its action to polymorph into a Medium dragonborn, Medium human, Small kobold, or back into its true draconic humanoid form. + In each form, its eyes glow with a magical light that shifts in color and it wears a silver key, revealing its identity as a herald. + Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying, other than the silver key, transforms with it. It reverts to its true form if it dies. + + + Legendary Resistance (2/Day) + If the herald of the great wyrm fails a saving throw, it can choose to succeed instead. + + + Portal Mastery + As a bonus action, the herald of the great wyrm can open any object that contains a mundane or magical means that prevents access. This trait works like the knock spell, except it dispels rather than suppresses arcane lock and it doesn't create an audible knock when used. Alternatively, the herald can use a bonus action to open or close any magical portal, road, gateway, or path. + + + Portal Movement + As a bonus action, the herald of the great wyrm can teleport up to 30 feet to an unoccupied space it can see toward or away from a hostile creature. + + + Multiattack + The herald of the great wyrm makes two claw of fate attacks or two spectral barrier attacks. If both claw of fate attacks hit the same target, the target is restrained. While restrained, the target takes 13 (2d12) radiant damage at the start of each of its turns. A creature, including the target, can take an action to make a DC 17 Strength check, ending the restrained condition on a success. The herald can restrain only two creatures at a time in this way. + + + Claw of Fate + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 15 (2d10 + 4) slashing damage plus 9 (2d8) radiant damage. + Claw of Fate|9|2d10+4 + + + Spectral Barrier + Ranged Magical Attack. +9 to hit, range 60 ft., one target. 18 (4d8) radiant damage. The target must succeed on a DC 18 Wisdom saving throw or be restrained by magical bands of force for 1 minute. A creature, including the target, can take its action to burst the bands of force by succeeding on a DC 17 Strength check. + Spectral Barrier|9|4d8 + + + The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Options + The herald of the great wyrm 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 herald regains spent legendary actions at the start of its turn. + + + Claw of Fate + The herald makes one claw of fate attack. + + + Detect + The herald makes a Wisdom (Perception) check. + + + Black Well of Unmaking (Cost 2 Actions) + The herald of the great wyrm creates a 5-foot-sphere of void matter on a point it can see within 120 feet of it. At the start of each of the herald's turns, each creature other than the herald within 30 feet of the well of unmaking must succeed on a DC 16 Strength saving throw or be pulled up to 15 feet toward the well. Each creature that starts its turn within 5 feet of the well must make a DC 16 Constitution saving throw. On a failure, a creature takes 27 (6d8) necrotic damage and is stunned. On a success, a creature takes half the damage and isn't stunned. The well of unmaking lasts until the herald uses this legendary action again or until the herald dies. + + Source: CCodex (3pp) p. 217 + + + + Herald Of Undeath + L + undead + Lawful Evil + 16 (natural armor) + 152 (16d10+64) + walk 40 ft. + 14 + 18 + 18 + 10 + 12 + 16 + Str +6, Dex +8 + Deception +7, Perception +5, Stealth +8 + 15 + Common, Infernal + 11 + cold, lightning; bludgeoning, piercing, slashing from nonmagical weapons + necrotic, poison + radiant + charmed, exhaustion, paralyzed, poisoned, stunned, unconscious + darkvision 120 ft. + + Creeping Death + A creature that starts its turn within 10 feet of the herald must succeed on a DC 16 Constitution saving throw or take 13 (3d8) necrotic damage. + + + Magic Weapons + The herald's weapon attacks are magical. + + + Turn Resistance + The herald has advantage on saving throws against any effect that turns undead. + + + Multiattack + The herald of undeath makes two reaping scythe attacks or uses its Ray of Annihilation twice. If both reaping scythe attacks hit the same target, the target must succeed on a DC 14 Constitution saving throw or it is reduced to 0 hp. + + + Reaping Scythe + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage. + Reaping Scythe|8|2d10+4 + + + Ray of Annihilation + Ranged Spell Attack: +7 to hit, range 120 ft., one target. 18 (4d8) necrotic damage and the target must succeed on a DC 16 Charisma saving throw or be blinded for 1 round. + Ray of Annihilation|7|4d8 + + Source: CCodex (3pp) p. 219 + farmland + + + Horned Serpent + L + monstrosity + Unaligned + 18 (natural armor) + 210 (20d10+100) + walk 40 ft., swim 40 ft. + 22 + 16 + 20 + 4 + 1 + 1 + Dex +7, Wis +6 + Perception +6, Stealth +7 + 16 + + 12 + fire + necrotic, poison + + poisoned + darkvision 60 ft. + + Amphibious + The horned serpent can breathe air and water. + + + Corpse Cough + Those who fail a saving throw against the horned serpent's Gem Gaze or bite attack become infected with the corpse cough disease. The infected creature can't benefit from short or long rests due to a constant, wet cough. The infected creature must succeed on a DC 17 Constitution saving throw each day or take 18 (4d8) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hp maximum to 0. The reduction lasts until the target is cured of the disease with a greater restoration spell or similar magic. If the infected creature comes into physical contact with a blood relative before the disease is cured, the relative must succeed on a DC 17 Constitution saving throw or also become infected with the disease. The blood relative is afflicted with a constant, wet cough within hours of infection, but the disease's full effects don't manifest until 1d4 days later. Corpse cough is so named due to the smell of the cough as the infected creature's lungs become necrotic. + + + Poisonous Aura + At the start of each of the horned serpent's turns, each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. + + + Shielded Mind + The horned serpent is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. + + + Multiattack + The horned serpent makes one gore attack and one bite attack. + + + Gore + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 19 (4d6 + 5) piercing damage. + Gore|10|4d6+5 + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become infected with the corpse cough disease (see the Corpse Cough trait). + Bite|10|3d10+5 + + + Gem Gaze (Recharge 5-6) + The horned serpent's gem flashes, bathing a 30-foot cone in iridescent light. Each creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) radiant damage and is infected with the corpse cough disease (see the Corpse Cough trait). On a success, a creature takes half the damage and isn't infected with the disease. Gem Gaze has no effect on constructs and undead. + + Source: CCodex (3pp) + forest, grassland, swamp + + + Hound Of Tindalos + M + aberration + Neutral Evil + 17 (natural armor) + 93 (11d8+44) + walk 40 ft. + 18 + 22 + 18 + 14 + 16 + 18 + Con +7, Wis +6 + Acrobatics +9, Perception +6 + 16 + + 8 + necrotic + cold, poison, psychic + + exhaustion, poisoned + darkvision 120 ft. + + Entrance By Corners + The hound of Tindalos may only enter the Material Plane at a sharp intersection of surfaces. As a bonus action, the hound can teleport from one location to another within sight of the first, provided it travels from one sharp corner to another. + + + Keen Smell + The hound of Tindalos has advantage on Wisdom (Perception) checks that rely smell. + + + Magic Resistance + The hound of Tindalos has advantage on saving throws against spells and other magical effects. + + + Pounce + If the hound of Tindalos moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the hound of Tindalos can make one tongue attack against it as a bonus action. + + + Slippery + The hound of Tindalos has advantage on ability checks and saving throws made to escape a grapple. + + + Multiattack + The hound of Tindalos makes two claw attacks and one bite attack. It can make one tongue attack in place of its two claw attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (3d6 + 4) piercing damage. + Bite|7|3d6+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|7|2d6+4 + + + Tongue + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. + Tongue|7|1d6+4 + The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. + + + Hunter of the Lost + The hound can transport itself to a different plane of existence. This works like the plane shift spell, except the hound can only affect itself, not other creatures, and can't use it to banish an unwilling creature to another plane. + + Source: CCodex (3pp) + + + + Gaki + M + undead + Chaotic Evil + 14 + 75 (10d8+30) + walk 30 ft. + 7 + 18 + 17 + 10 + 12 + 16 + Wis +4, Cha +6 + Perception +4 + 14 + The languages it knew in life + 8 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Aura Of Famine + If a creature starts its turn within 10 feet of a gaki, it is overwhelmed by a hunger that dissolves fat and atrophies muscle. It must make a DC 14 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. + + + Gluttonous Attraction + At the start of its turn, if a creature can see the gaki, it must make a DC 14 Wisdom saving throw. On a failure, it is overcome with a desire to kill and eat the ghost, and it must move as close to the gaki as it can. + + + Hungry Frenzy + The gaki has advantage on melee attack rolls against any creature that doesn't have all its hp. + + + Incorporeal Movement + The gaki 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. + + + Multiattack + The gaki makes two bite attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 7 (2d6) acid damage. + Bite|7|1d6+4 + + + Spit Acid + Ranged Spell Attack: +6 to hit, range 30 ft., one target. 21 (6d6) acid damage. + Spit Acid|6|6d6 + + Source: CCodex (3pp) + + + + Preta + M + undead + Neutral Evil + 13 (natural armor) + 75 (10d8+30) + walk 30 ft. + 15 + 14 + 16 + 10 + 13 + 15 + + Perception +3, Stealth +4 + 13 + The languages it knew in life + 3 + necrotic + poison + + exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Ethereal Sight + The preta can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Multiattack + The preta uses its Blood Siphon. It then makes two attacks with its claws. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage. + Claws|4|2d6+2 + + + Blood Siphon + The preta magically draws the blood from a target it can see within 30 feet into its ever-hungry mouth. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) points of necrotic damage. The preta regains hp equal to half the necrotic damage dealt. + + + Etherealness + The preta magically enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Hidden Illusionist + The preta turns invisible until it attacks or uses Blood Siphon, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, leaving it traceable only by magic. Any equipment the preta wears or carriers is invisible with it. While invisible, the preta can create small illusory sounds and images like the minor illusion spell except it can create either two images, two sounds, or one sound and one image. + + Source: CCodex (3pp) + + + + Ichneumon + L + monstrosity + Unaligned + 16 (natural armor, 18 (Mud Armor)) + 123 (13d10+52) + walk 50 ft. + 22 + 18 + 18 + 6 + 14 + 12 + Dex +8, Con +8, Wis +6 + Acrobatics +8, Athletics +10, Stealth +8, Survival +6 + 12 + + 11 + acid, cold, fire, lightning, poison; bludgeoning, piercing, slashing from nonmagical weapons + + + + darkvision 120 ft. + + Draconic Predator + The ichneumon is immune to a dragon's Frightful Presence and has advantage on saving throws against the breath weapons of dragons. + + + Evasion + If the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ichneumon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Keen Hearing And Smell + The ichneumon has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Mud Armor + If the ichneumon spends an hour applying mud to itself, it can increase its AC by 2 for 8 hours. + + + Multiattack + The ichneumon makes three attacks. two with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 20 (4d6 + 6) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the ichneumon can't use its bite on another target. + Bite|10|4d6+6 + + + Claws + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) slashing damage. + Claws|10|3d6+6 + + Source: CCodex (3pp) + hill, mountain + + + Ijiraq + M + fey + Chaotic Neutral + 14 (natural armor) + 127 (15d8+60) + walk 30 ft. + 17 + 13 + 19 + 11 + 15 + 9 + + Perception +5 + 15 + Sylvan + 7 + bludgeoning, piercing, slashing from nonmagical weapons + + + + darkvision 60 ft., truesight 30 ft. + + Magic Weapons + The ijiraq's weapon attacks are magical. + + + Memory Loss + After encountering an ijiraq, a creature must succeed on a DC 15 Wisdom saving throw to remember the events. On a failure, the details of the encounter rapidly fade away from the creature's mind, including the presence of the ijiraq. + + + Multiattack + In its true form, the ijiraq makes two claw attacks. In its hybrid form, it makes one gore attack and one claw attack. + + + Gore (Hybrid Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage and 9 (2d8) poison damage. + Gore (Hybrid Form Only)|6|1d8+3 + + + Claw (Hybrid Form or True Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage plus 13 (3d8) poison damage. + Claw (Hybrid Form or True Form Only)|6|1d6+3 + + + Invisibility (True Form Only) + The ijiraq magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). It may choose whether equipment it wears or carries is invisible with it or not. + + + Change Shape + The ijiraq magically polymorphs into any beast that has a challenge rating no higher than its own, into its caribou-human hybrid form, or back into its true from. 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 ijiraq's choice). + While in its true form or its hybrid form, its statistics are the same. When in a beast form, the ijiraq retains its alignment, hp, Hit Dice, ability to speak, proficiencies, 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. + + Source: CCodex (3pp) + + + + Incinis + L + elemental + Neutral Evil + 17 (natural armor) + 171 (18d10+72) + walk 40 ft. + 12 + 20 + 18 + 10 + 16 + 10 + + + 13 + Common, Ignan + 10 + bludgeoning, piercing, slashing from nonmagical weapons + fire, poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Magma Form + The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage and must succeed on a DC 16 Strength saving throw or the weapon becomes stuck in the elemental. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. Until the grapple ends, the wielder takes 5 (1d10) fire damage at the start of each of its turns. To end the grapple, the wielder can release the weapon or pull it free by taking an action to make a DC 16 Strength check and succeeding. + + + Multiattack + The incinis makes two magma fist attacks. + + + Magma Fist + Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 14 (2d8 + 5) bludgeoning damage and 9 (2d8) fire damage. + Magma Fist|9|2d8+5 + + + Wave of Magma (Recharge 5-6) + The incinis transforms into a wave of magma, moving up to its speed in a straight line. Each creature in the path where the incinis moves must make a DC 17 Dexterity saving throw. On a failure, a target takes 21 (6d6) fire damage and, if it is a Large or smaller creature, it is pushed ahead of the incinis and knocked prone in an unoccupied space within 5 feet of where the incinis ends its movement. On a success, a target takes half the damage and is neither pushed nor knocked prone. + + Source: CCodex (3pp) + mountain + + + Inkling + T + construct + Unaligned + 12 + 10 (4d4) + walk 20 ft. + 4 + 14 + 10 + 14 + 12 + 10 + + Arcana +4, Stealth +4 + 11 + Understands the languages of its creator but can't speak + 1/4 + + + + + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The inkling can move through a space as narrow as 1 inch wide without squeezing. + + + A Thirst For Knowledge + If an inkling spends 24 hours with a spellbook or a spell scroll, it can learn the magic of one 2ndlevel or lower spell, erasing and absorbing all the ink and magic used to inscribe the spell. The inkling can then cast the spell once per day. + + + Magic Resistance + The inkling has advantage on saving throws against spells and other magical effects. + + + Lash + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Lash|4|1d4+2 + + + Redirect Spell + If a spell attack hits the inkling, it can force the attacker to make a DC 12 Intelligence saving throw. If the attacker fails the saving throw, the spell is redirected to hit another creature of the inkling's choice within 30 feet. + + + Innate Spellcasting + The inkling's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring only somatic components: + At will: fire bolt, mending, minor illusion, prestidigitation + 1/day each: color spray, detect magic, magic missile + + fire bolt, mending, minor illusion, prestidigitation, color spray, detect magic, magic missile + Source: CCodex (3pp) + + + + Iron Sphere + S + construct + Unaligned + 16 (natural armor) + 60 (8d6+32) + walk 30 ft., burrow 10 ft., climb 20 ft. + 16 + 13 + 18 + 4 + 10 + 3 + + Athletics +6, Perception +3 + 13 + Understands the languages of its creator but can't speak + 5 + cold, fire; bludgeoning, piercing, slashing from nonmagical weapons + lightning, necrotic, poison, psychic, radiant + + charmed, exhaustion, frightened, poisoned, prone + blindsight 60 ft. (blind beyond this radius) + + Immutable Form + The sphere is immune to any spell or effect that would alter its form. + + + Siege Monster + The sphere deals double damage to objects and structures. + + + Standing Leap + The sphere can launch itself into the air by extending the rods within it like pistons. The sphere's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. + + + Tunneler + The sphere can burrow through solid rock at half its burrow speed and leaves a 5-foot-wide, 5-foot-high tunnel in its wake. + + + Multiattack + The iron sphere makes three melee attacks. + + + Blade + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Blade|6|1d8+3 + + + Piston + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. + Piston|6|1d8+3 + + + Spike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Spike|6|1d8+3 + + + Lightning Cannon (Recharge 56) + The sphere extends a metal rod from one of its many facets and fires a bolt of lightning in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + Jaanavar Jal + H + monstrosity + Unaligned + 15 (natural armor) + 172 (15d12+75) + walk 20 ft., swim 60 ft. + 20 + 14 + 20 + 6 + 13 + 10 + Str +8, Con +8 + Perception +4, Stealth +5 + 14 + + 7 + + fire + cold + + + + Amphibious + The jaanavar jal can breathe air and water. + + + Regeneration + The jaanavar jal regains 10 hp at the start of its turn if it has at least 1 hp. If the jaanavar jal takes cold damage, this trait doesn't function at the start of its next turn. + The jaanavar jal dies only if it starts its turn with 0 hp and doesn't regenerate. + + + Multiattack + The jaanavar jal makes two attacks. one with its bite and one to constrict. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 21 (3d10 + 5) piercing damage Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one Large or smaller creature. 10 (1d10 + 5) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained and the jaanavar jal can't constrict another creature. + Bite|8|3d10+5 + Bite|8|1d10+5 + + + Flaming Oil Spittle (Recharge 5-6) + The jaanavar jal expels a line of burning oil that is 40 feet long and 5 feet wide from glands beside its mouth. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) p. 229 + forest + + + Jiangshi + M + undead + Chaotic Evil + 15 (natural armor) + 117 (18d8+36) + walk 20 ft. + 17 + 10 + 14 + 6 + 12 + 14 + + Athletics +6, Perception +4 + 14 + Understands the languages it knew in life but can't speak + 6 + necrotic; bludgeoning, piercing, slashing from nonmagical weapons + poison + fire + blinded, exhaustion, poisoned + blindsight 60 ft. (blind beyond this radius) + + Blind Senses + The jiangshi can't use its blindsight while deafened. + + + Keen Hearing + The jiangshi has advantage on Wisdom (Perception) checks that rely on hearing. + + + Prayer Of Magic Resistance + The jiangshi has advantage on saving throws against spells and other magical effects. A creature can take its action while within 5 feet of the jiangshi to rip the prayer off the jiangshi by succeeding on a DC 16 Strength check. + The jiangshi loses this trait if its prayer scroll is removed. + + + Standing Leap + The jiangshi's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. + + + Terrifying Appearance + When a creature that can see the jiangshi starts its turn within 30 feet of the jiangshi, it must make a DC 14 Wisdom saving throw, unless the jiangshi is incapacitated. On a failed save, the creature is 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 jiangshi's Terrifying Appearance for the next 24 hours. + + + Multiattack + The jiangshi makes two claw attacks. It can use Life Drain in place of one claw attack. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage. The target is grappled (escape DC 14) if it is a Medium or smaller creature and the jiangshi doesn't have two other creatures grappled. + Claw|6|2d8+3 + + + Life Drain + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the jiangshi, incapacitated, or restrained. 14 (4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. + Life Drain|6|4d6 + A humanoid slain in this way rises 24 hours later as a jiangshi, unless the humanoid is restored to life, its body is bathed in vinegar before burial, or its body is destroyed. + + Source: CCodex (3pp) p. 230 + farmland + + + Jinmenju + H + plant + Chaotic Neutral + 14 (natural armor) + 126 (12d12+48) + walk 0 ft. + 16 + 1 + 19 + 17 + 8 + 22 + Con +8, Cha +10 + Perception +3, Persuasion +14 + 13 + + 9 + + bludgeoning, piercing, slashing from nonmagical weapons + + exhaustion, prone + darkvision 60 ft., tremorsense 120 ft. + + Burrowing Roots + Whenever the jinmenju makes a root attack, it can choose a point on the ground within 120 feet of it. The root bursts from the ground, and that point becomes the attack's point of origin. After attacking, the exposed root protrudes from that point, and the jinmenju gains a reaction each turn that it can only use to make an opportunity attack with that root. A root has AC 15, 45 hp, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. + Damaging a root doesn't damage the jinmenju tree. The jinmenju can have up to 5 roots active at one time. If it makes a root attack while it has 5 roots active, one of the active roots burrows back into the ground and a new root appears at the location of the new attack. + + + Laughing Fruit + If a creature with Intelligence 5 or higher eats a bite of the fruit of the jinmenju, it must succeed on a DC 16 Wisdom saving throw or fall prone, becoming incapacitated by fits of laughter as it perceives everything as hilariously funny 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 the target takes damage while prone, it has advantage on the saving throw. + + + Multiattack + The jinmenju makes two root attacks. + + + Root + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 14 (2d10 + 3) bludgeoning damage plus 14 (4d6) psychic damage. + Root|7|2d10+3 + + + The plant can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The plant regains spent legendary actions at the start of its turn. + + + Options + The jinmenju 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 jinmenju regains spent legendary actions at the start of its turn. + + + Root + The jimenju makes one root attack. + + + Revitalize Roots + The jinmenju restores 10 (3d6) hp to each of its exposed roots. + + + Mirthful Miasma (Costs 2 Actions) + The jinmenju emits a puff of purple gas around its roots. Each creature within 10 feet of an exposed root must succeed on a DC 16 Constitution saving throw or fall prone with laughter, becoming incapacitated and unable to stand up until the end of its next turn. A creature in an area of overlapping gas only makes the saving throw once. A creature with an Intelligence score of 4 or less isn't affected. + + Source: CCodex (3pp) p. 232 + forest + + + Kallikantzaros + S + fey + Chaotic Evil + 13 (hide armor) + 59 (17d6) + walk 30 ft. + 15 + 13 + 10 + 6 + 8 + 10 + + Stealth +3 + 9 + Common, Sylvan, Undercommon + 2 + + + + + darkvision 60 ft. + + Fey Ancestry + The kallikantzaros has advantage on saving throws against being charmed, and magic can't put a kallikantzaros to sleep. + + + Hateful Scents + A kallikantzaros who begins its turn within 20 feet of burning incense must succeed on a DC 13 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. The kallikantzaros can't voluntarily move toward the incense. Burning old shoes has the same effect. + + + Nimble Escape + The kallikantzaros can take the Disengage or Hide action as a bonus action on each of its turns. + + + Multiattack + The kallikantzaros makes two handsaw attacks or two spear attacks. + + + Handsaw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. The handsaw does an extra die of damage against a target that is wearing no armor. + Handsaw|4|1d6+2 + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear|4|1d6+2 + + + Misery Whip + Two kallikantzaros can combine their actions to move up to their speed with a 5-foot, two-person saw held between them and attack a single creature in their path. The target must succeed on a DC 13 Dexterity saving throw or take 9 (2d6 + 2) slashing damage. If the creature is Large or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, each kallikantzaros may make a handsaw attack against it as a bonus action. + + Source: CCodex (3pp) p. 233 + + + + Kappa + S + fey + Chaotic Evil Chaotic Neutral + 16 (natural armor) + 40 (11d6+11) + walk 25 ft., swim 40 ft. + 18 + 14 + 12 + 7 + 14 + 8 + + Athletics +6, Medicine +4, Perception +4, Stealth +4 + 14 + Common, Sylvan + 2 + + + + + + + Amphibious + The kappa can breathe air and water. + + + Expert Wrestler + The kappa can grapple creatures that are two sizes larger than itself and can move at full speed when dragging a creature it has grappled. + + + Head Bowl + The kappa has a bowl-like indentation on its head which holds water from the river or lake where it lives. If the kappa's head bowl is empty, it has disadvantage on attack rolls and ability checks until the bowl is refilled with water. + Normal movement and combat do not cause water to spill from the bowl, but an opponent can empty the bowl by knocking the kappa prone or by making two successful grapple attacks one to grab the kappa, and one to tip its head while it is grappled. + + + Slippery + The kappa has advantage on ability checks and saving throws made to escape a grapple. + + + Sure-footed + The kappa has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Multiattack + The kappa makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the kappa doesn't already have another creature grappled. + Claw|6|2d4+4 + + Source: CCodex (3pp) p. 234 + swamp, underwater + + + Karakura + M + fiend (shapechanger) + Neutral Evil + 15 (natural armor) + 76 (17d8) + walk 30 ft., fly 40 ft. + 7 + 18 + 11 + 15 + 13 + 20 + Cha +8 + Deception +8, Perception +4, Persuasion +8, Stealth +7 + 14 + Common, Abyssal, Infernal, telepathy 60 ft. + 5 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison + radiant + poisoned + darkvision 60 ft. + + Night Walkers + The karakura can only exist on the Material Plane at night or underground. Spells or effects that count as sunlight cast the fiend back to the Plane of Shadow for 1d4 hours. + + + Shapechanger + The karakura can use its action to polymorph into a Small or Medium humanoid, or back into its true form. + Other than its size, 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. + + + Telepathic Bond + The karakura can telepathically communicate with any creature it has charmed at any distance and across different planes. + + + Multiattack + The karakura makes three claw attacks and can use Charm or Shroud in Darkness, if it is available. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Claw|7|1d6+4 + + + Charm + One humanoid the karakura can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed until dawn. The charmed target obeys the fiend's commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw to end the effect. If the target successfully saves, or if the effect on it ends, the target is immune to this karakura's Charm for the next 24 hours. + The karakura can have only one target charmed at a time. If it charms another, the effect on the previous target ends. + + + Shroud in Darkness (Recharge 5-6) + Bands of shadow stretch out from the karakura and wrap around a target it can see within 30 feet. The target must succeed on a DC 15 Charisma saving throw or be translocated to the Plane of Shadow for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When a target exits the shroud, it appears in an unoccupied space within 10 feet of the karakura. + The karakura can have only one target in its shroud at a time. + It can release a target as a bonus action. + While in the Plane of Shadow, the target is bombarded with horrific images and sensations. Each round it remains in the Plane of Shadow, it must succeed on a DC 15 Charisma saving throw or gain one short-term madness. A target held in the shroud is released when the karakura dies. + + + Shadow Walk + The karakura can magically enter the Plane of Shadow from the Material Plane, or vice versa. + + Source: CCodex (3pp) p. 235 + + + + Kitsune + S + fey (shapechanger) + Chaotic Neutral + 12 + 49 (14d6) + walk 40 ft. + 8 + 15 + 11 + 12 + 15 + 14 + + Perception +4 + 14 + Common, Sylvan + 2 + + + + + darkvision 60 ft. + + Shapechanger + The kitsune can use its action to polymorph into a Small or Medium humanoid, or back into its true form. The kitsune's tails remain, however, and its humanoid form often has a fine coat of fur the same color as the kitsune. Its statistics, other than its size, 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. + + + Multiattack + In humanoid form, the kitsune makes one rapier attack and one dagger attack. In fox form, it makes two bite attacks. + + + Bite (Fox Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. + Bite (Fox Form Only)|4|2d4+2 + + + Rapier (Humanoid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Rapier (Humanoid Form Only)|4|1d8+2 + + + Dagger (Humanoid Form Only) + Melee or Ranged Weapon Attack. +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger (Humanoid Form Only)|4|1d4+2 + + + Innate Spellcasting + The kitsune's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: detect thoughts, fire bolt (2d10), invisibility (self only), major image + 2/day each: disguise self, fear, tongues + 1/day each: confusion, fly + + detect thoughts, fire bolt, invisibility, major image, disguise self, fear, tongues, confusion, fly + Source: CCodex (3pp) p. 236 + farmland + + + Elite Kobold + S + humanoid (kobold) + Lawful Neutral + 14 (leather armor) + 26 (4d8+8) + walk 30 ft. + 10 + 17 + 14 + 12 + 14 + 10 + + Perception +4, Stealth +5 + 14 + Common, Draconic + 1 + + + + + darkvision 60 ft. + + Combat Tunneler + If two elite kobolds wielding any combination of picks and shovels combine their efforts, they gain a burrow speed of 15 feet through non-rocky soil. + + + Pack Tactics + The kobold has advantage on attack rolls against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Mining Pick + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Mining Pick|5|1d6+3 + + + Sling + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 5 (1d4 + 3) bludgeoning damage. + Sling|5|1d4+3 + + + Lantern Splash (Recharge 5-6) + The elite kobold opens its miner's lantern and splashes burning oil in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. + + + Small but Fierce + Two elite kobolds within 5 feet of each other can combine their actions to slam their mining picks into the ground and split the earth in a 20-foot line that is 5 feet wide, extending from one of the pair. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone + + Source: CCodex (3pp) p. 237 + + + + Junk Shaman + S + humanoid (kobold) + Lawful Neutral + 12 (15 with junk armor) + 42 (12d6) + walk 30 ft. + 6 + 14 + 11 + 11 + 17 + 9 + Dex +4, Wis +5 + + 13 + Common, Draconic + 2 + + + + + darkvision 60 ft. + + Animate Objects (1/Day) + The kobold casts animate objects without any components. Wisdom is its spellcasting ability. + + + Junk Armor + As a bonus action, the kobold can create magical armor out of scrap metal and bits of junk it touches. The armor provides AC 13 + Dexterity modifier, and a critical hit scored against the kobold becomes a normal hit instead. The armor lasts until the kobold uses a bonus action to end it, the armor is removed from the kobold, or the kobold dies. + + + Pack Tactics + The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The kobold junk shaman makes two junk staff attacks. + + + Junk Staff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage. + Junk Staff|4|1d4+2 + + + Flame Jet + Ranged Spell Attack: +5 to hit, range 120 ft., one target. 7 (2d6) fire damage. If the target is a creature or flammable object that isn't being worn or carried, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns. + Flame Jet|5|2d6 + + Source: CCodex (3pp) + + + + King Kobold + S + humanoid (kobold) + Lawful Neutral + 15 (18 with mage armor) + 112 (25d6+25) + walk 30 ft. + 8 + 20 + 12 + 14 + 14 + 15 + Dex +8, Int +5 + Deception +5, Insight +8, Intimidation +8, Persuasion +8 + 12 + Common, Draconic + 6 + + + + + darkvision 60 ft. + + Cunning Action + On each of its turns, the king kobold can use a bonus action to take the Dash, Disengage, or Hide action. + + + Evasion + If the king kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Pack Tactics + The king has advantage on attack rolls against a creature if at least one of the king's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Sneak Attack (1/Turn) + The king kobold 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 king that isn't incapacitated and the king doesn't have disadvantage on the attack roll. + + + Sunlight Sensitivity + While in sunlight, the king has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The king kobold makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) piercing damage. + Shortsword|8|1d6+5 + + + Hand Crossbow + Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. 8 (1d6 + 5) piercing damage. + Hand Crossbow|8|1d6+5 + + + Uncanny Dodge + The king kobold halves the damage from one attack that hits it. To do so, it must see the attacker. + + + Spellcasting + The king kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The king kobold has the following Wizard spells prepared: + Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray + • 1st level (4 slots): alarm, grease, mage armor + • 2nd level (3 slots): alter self, hold person, invisibility + + 4, 3 + fire bolt, mage hand, minor illusion, poison spray, alarm, grease, mage armor, alter self, hold person, invisibility + Source: CCodex (3pp) + + + + Swolbold + M + humanoid (kobold) + Chaotic Neutral + 14 (scale mail) + 65 (10d8+20) + walk 20 ft. + 19 + 11 + 15 + 6 + 12 + 7 + + Athletics +6 + 11 + Draconic + 3 + bludgeoning + + + + darkvision 60 ft. + + Leaping Attack + If the swolbold uses the Dash action on its turn and stops within 5 feet of a creature, it can make one slam attack with disadvantage as a bonus action against that creature. + + + Pack Tactics + The swolbold has advantage on attack rolls against a creature if at least one of the swolbold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Sunlight Sensitivity + While in sunlight, the swolbold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained and the swolbold can't make slam attacks against other targets. + Slam|6|2d6+4 + + + Crush + One creature grappled by the swolbold must make a DC 14 Strength saving throw, taking 21 (5d6 + 4) bludgeoning damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + Wizard Kobold + S + humanoid (kobold) + Lawful Neutral + 12 (15 with mage armor) + 58 (13d6+13) + walk 30 ft. + 6 + 14 + 13 + 17 + 10 + 8 + Int +6, Wis +3 + Arcana +6 + 10 + Common, Draconic, Infernal + 5 + + + + + darkvision 60 ft. + + Pack Tactics + The kobold has advantage attack rolls roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|5|1d4+2 + + + Draconic Visage (1/Day) + The wizard kobold magically creates a draconic visage in an unoccupied space it can see within 30 feet. + The visage is a glowing, spectral head and neck, resembling a variety of dragon chosen by the kobold, that sheds dim light out to 10 feet. The visage lasts for 1 minute and grants the following benefits. + A creature hostile to the wizard who starts its turn within 30 feet of the visage and who is aware of the visage must succeed on a DC 14 Wisdom saving throw or be 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 this effect for the next 24 hours. + The wizard gains immunity to the damage type dealt by the chosen dragon's breath weapon. + When the wizard uses this action, and as a bonus action on it subsequent turns, it can use the following attack. + + + Breath of the Visage + Ranged Spell Attack: +6 to hit, range 120 ft., one target. 7 (2d6) damage of the type dealt by the chosen dragon's breath weapon. + + + Spellcasting + The wizard kobold is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The wizard kobold has the following Wizard spells prepared: + Cantrips (at will): fire bolt, minor illusion, poison spray, prestidigitation + • 1st level (4 slots): burning hands, mage armor, magic missile, shield + • 2nd level (3 slots): hold person, mirror image, misty step + • 3rd level (3 slots): blink, counterspell, fireball + • 4th level (2 slots): fire shield + + 4, 3, 3, 2 + fire bolt, minor illusion, poison spray, prestidigitation, burning hands, mage armor, magic missile, shield, hold person, mirror image, misty step, blink, counterspell, fireball, fire shield + Source: CCodex (3pp) + + + + Korrigan + S + fey + Chaotic Neutral + 14 (natural armor) + 66 (12d6+24) + walk 30 ft. + 11 + 16 + 14 + 10 + 14 + 17 + + Acrobatics +5, Performance +5 + 12 + Common, Gnomish, Sylvan + 3 + + + + charmed, exhaustion + darkvision 60 ft. + + Ungodly Resistance + The korrigan has advantage on saving throws against spells or other magical effects cast or created by a cleric or paladin. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|5|1d4+3 + + + Deadly Breath (Recharge 4-6) + The korrigan targets one creature within 5 feet and exhales its foul breath. The creature must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. + + + Enchanting Revels (1/Day at Dusk or Night Only) + The korrigan sings a magical melody and dances. Each humanoid within 60 feet of the korrigan that can hear the revels must succeed on a DC 13 Wisdom saving throw or be charmed until the revels end. + For every korrigan that joins in the revels, the save DC increases by 1 (maximum DC 19). + Each korrigan participating in the revels must take a bonus action on its subsequent turns to continue singing and must use its move action to move at least 5 feet to continue dancing. + It can keep singing and dancing for up to 1 minute as long as it maintains concentration. The song ends if all of the korrigan lose concentration or stop singing and dancing. + A charmed target is incapacitated and begins to dance and caper for the duration of the revels. 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 Enchanting Revels of the same band of korrigan for the next 24 hours. + + + Catch Me If You Can + When a creature moves within 5 feet of the korrigan, the korrigan can cast the misty step spell. + + + Innate Spellcasting + The korrigan's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: + 3/day each: charm person, enthrall, hideous laughter, misty step + 1/day each: divination + + charm person, enthrall, hideous laughter, misty step, divination + Source: CCodex (3pp) + forest + + + Kryt + M + humanoid (kryt) + Neutral Evil + 15 (natural armor) + 120 (16d8+48) + walk 25 ft. + 20 + 10 + 16 + 6 + 18 + 6 + + Insight +7, Perception +7 + 17 + Common + 5 + + + + exhaustion + darkvision 60 ft. + + Hold Breath + The kryt can hold its breath for 15 minutes. + + + Prophetic Vision (1/Turn) + The kryt catches a glimpse of the immediate future and gains advantage on one attack roll or one saving throw. + + + Multiattack + The kryt makes three attacks. one with its bite and two with its quarterstaff. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage if used with two hands. + Bite|8|2d8+5 + Bite|8|1d6+5 + + + Haunting Vision + When a kryt is attacked by a creature it can see within 30 feet of it, the kryt can haunt the creature with a vision of the creature's death. The haunted creature has disadvantage on its next attack roll. Undead creatures and creatures that are unable to be killed are immune to this reaction. + + Source: CCodex (3pp) + forest, mountain + + + Külmking + L + undead + Chaotic Evil + 14 (natural armor) + 127 (15d10+45) + walk 60 ft. + 17 + 15 + 16 + 12 + 18 + 17 + + Perception +8 + 18 + Common + 9 + cold, lightning; bludgeoning, piercing, slashing from nonmagical weapons + necrotic, poison + + charmed, exhaustion, poisoned + darkvision 120 ft. + + Corruption + If the külmking moves through another creature, it can use a bonus action to corrupt that creature's soul. The target creature must make a DC 16 Charisma saving throw. A creature paralyzed by the külmking has disadvantage on this saving throw. On a failed save, a creature suffers from terrible and violent thoughts and tendencies. Over the course of 2d4 days, its alignment shifts to chaotic evil. A creature that dies during this time, or after this shift is complete, rises 24 hours later as a külmking. The corruption can be reversed by a remove curse spell or similar magic used before the creature's death. + On a success, a creature is immune to the külmking's Corruption for the next 24 hours. + + + Incorporeal Movement + The külmking can pass 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. + + + Trampling Charge + If the külmking moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the külmking can make one hooves attack against it as a bonus action. + + + Multiattack + The külmking makes two claw attacks and one bite or hooves attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage. If the target is a creature that is not undead, it must make a DC 16 Constitution saving throw or take 12 (2d8 + 3) necrotic damage. The külmking regains hp equal to the amount of necrotic damage dealt. + Bite|7|2d8+3 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is not undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|7|2d6+3 + + + Hooves + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (3d6 + 3) bludgeoning damage. + Hooves|7|3d6+3 + + Source: CCodex (3pp) + forest, grassland + + + Kuunganisha + S + fiend + Any Evil Alignment + 13 + 17 (5d6) + walk 20 ft., fly 40 ft. + 6 + 17 + 11 + 10 + 12 + 13 + + Insight +3, Stealth +5 + 11 + Common, Abyssal, Infernal + 2 + fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison + + poisoned + darkvision 20 ft. + + Fiend Sight + Magical darkness doesn't impede the fiend's darkvision. + + + Magic Resistance + The kuunganisha has advantage on saving throws against spells and other magical effects. + + + Regeneration + The fiend regains 1 hp at the start of its turn if it has at least 1 hp. Will of the Master. The master of the kuunganisha can cast a spell through the familiar, using the fiend's senses to target the spell. The range limitations are treated as if the spell originated from the kuunganisha, not the master. The spell effect occurs on the kuunganisha's turn, though the master must cast the spell during the master's turn. Concentration spells must still be maintained by the master. + + + Multiattack + The kuunganisha makes one claw attack and one bite attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|5|1d4+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage. + Claw|5|2d4+3 + + + Invisibility + The kuunganisha magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the fiend wears or carries becomes invisible with it. + + Source: CCodex (3pp) + + + + Lady In White + M + undead + Any alignment + 12 + 49 (11d8) + walk 0 ft., fly 30 ft. + 6 + 14 + 10 + 10 + 11 + 18 + + + 10 + The languages it knew in life + 2 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Incorporeal Movement + The lady in white 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. + + + Grasp + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) necrotic damage, and, if the target is a Large or smaller humanoid, the lady in white attaches to it. The lady in white attaches to the target's back, where it is unable to see the lady in white. The lady in white can detach itself by spending 5 feet of its movement. A creature, other than the target, can take its action to detach the lady in white by succeeding on a DC 14 Strength check. + Grasp|4|1d4+2 + + + Inflict Sorrow + The lady in white makes one grasp attack against the target to which it is attached. If the attack hits, the target's Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. + If a female humanoid dies from this attack, a new lady in white rises from the corpse 1d4 hours later. + + + Invisibility + The lady in white turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). + + + Corpse Revealed + The lady in white does away with her living disguise and reveals her undead state. Each non-undead creature within 50 feet of the lady that can see her must succeed on a DC 13 Wisdom saving throw or be 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 target's saving throw is successful or the effect ends for it, the target is immune to the lady's Corpse Revealed for the next 24 hours. + + Source: CCodex (3pp) p. 246 + + + + Lamassu + L + celestial + Good Lawful + 17 (natural armor) + 147 (14d10+70) + walk 30 ft., fly 60 ft. + 18 + 14 + 20 + 17 + 18 + 16 + Dex +6, Con +9, Wis +8, Cha +7 + Arcana +7, History +7, Insight +8, Perception +8 + 18 + All, telepathy 120 ft. + 10 + radiant; bludgeoning, piercing, slashing from nonmagical weapons + + + charmed, exhaustion, frightened + truesight 60 ft. + + Magic Resistance + The lamassu has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The lamassu's weapon attacks are magical. + + + Pounce + If the lamassu 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 16 Strength saving throw or be knocked prone. If the target is prone, the lamassu can make one claw attack against it as a bonus action. + + + Multiattack + The lamassu makes two attacks with its claws. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage plus 9 (2d8) radiant damage. + Claw|8|2d8+4 + + + Healing Touch (3/Day) + The lamassu touches a creature. + The target magically regains 22 (5d8) hp and is cured of any curses or diseases and of any poisoned, blinded, or deafened conditions afflicting it. + + + The celestial can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn. + + + Options + The lamassu 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 lamassu regains spent legendary actions at the start of its turn. + + + Detect + The lamassu makes a Wisdom (Perception) check. + + + Claw Attack + The lamassu makes one claw attack. + + + Wing Attack (Costs 2 Actions) + The lamassu beats its wings. + Each creature within 10 feet of it must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The lamassu can then fly up to its flying speed. + + + Innate Spellcasting + The lamassu's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: detect evil and good, mage hand, magic circle, sacred flame, unseen servant + 3/day each: bless, calm emotions, command, dimension door, invisibility, thunderwave + 1/day each: banishment, flame strike, glyph of warding + + detect evil and good, mage hand, magic circle, sacred flame, unseen servant, bless, calm emotions, command, dimension door, invisibility, thunderwave, banishment, flame strike, glyph of warding + Source: CCodex (3pp) p. 247 + coastal + + + Serpentine Lamia + M + monstrosity + Neutral Evil + 13 (leather armor) + 36 (8d8) + walk 30 ft., climb 20 ft., swim 20 ft. + 12 + 15 + 11 + 8 + 13 + 15 + + Deception +6, Intimidation +6 + 11 + Common, Abyssal + 1 + + + + + darkvision 60 ft. + + Seductive Gaze + When a humanoid that can see the serpentine lamia's eyes starts its turn within 30 feet of the serpentine lamia, the serpentine lamia can force it to make a DC 13 Charisma saving throw if the serpentine lamia isn't incapacitated and can see the creature. If the creature fails, it is charmed for 1 minute. + The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the serpentine lamia's Seductive Gaze for the next 24 hours. + 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 serpentine lamia until the start of its next turn, when it can avert its eyes again. If the creature looks at the serpentine lamia in the meantime, it must immediately make the save. + + + Serpent Strike + The serpentine lamia has advantage on attack rolls against a creature it has surprised, or that is charmed by it or its allies. + + + Snake Body + The serpentine lamia has advantage on saving throws and ability checks against being knocked prone. + + + Multiattack + The serpentine lamia makes two attacks, only one of which can be a constrict attack. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|4|1d6+2 + + + Constrict + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the serpentine lamia can't constrict another target. + Constrict|4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|4|1d6+2 + + Source: CCodex (3pp) + forest, mountain + + + Matriarch Serpentine Lamia + L + monstrosity + Neutral Evil + 15 (natural armor) + 90 (12d8+36) + walk 40 ft., climb 20 ft., swim 20 ft. + 12 + 17 + 16 + 8 + 15 + 19 + + Deception +10, Intimidation +10, Stealth +6 + 12 + Common, Abyssal + 5 + + + + + darkvision 60 ft. + + Serpent Strike + The matriarch serpentine lamia has advantage on attack rolls against a creature she has surprised or that is charmed by her or her allies. + + + Snake Body + The matriarch serpentine lamia has advantage on saving throws and ability checks against being knocked prone. + + + Speak With Snakes + The matriarch serpentine lamia can communicate with snakes as if they shared a language. + + + Multiattack + The matriarch serpentine lamia makes three attacks, but can use her constrict and Debilitating Touch attacks only once each. + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Scimitar|6|2d6+3 + + + Constrict + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (2d10 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, the matriarch can automatically hit the target with her constrict, and the she can't constrict another target. + Constrict|6|2d10+3 + + + Debilitating Touch + Melee Spell Attack: +7 to hit, reach 5 ft., one target. The target is magically cursed for 10 minutes. Until the curse ends, the target has disadvantage on Dexterity and Strength saving throws and ability checks. + + + Seduce + One humanoid the matriarch serpentine lamia can see within 30 feet of her must succeed on a DC 15 Charisma saving throw or be magically charmed for 1 day. The charmed target obeys the matriarch's verbal 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 ends on it, the target is immune to the matriarch's Seduce for the next 24 hours. + The matriarch can have only one target seduced at a time. If it seduces another, the effect on the previous target ends. + + + Innate Spellcasting + The matriarch serpentine lamia's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only), disguise self (any humanoid form), suggestion + 3/day each: animal messenger (snakes only), charm person, hypnotic pattern, moonbeam + 1/day each: compulsion, vampiric touch + + animal friendship, disguise self, suggestion, animal messenger, charm person, hypnotic pattern, moonbeam, compulsion, vampiric touch + Source: CCodex (3pp) + + + + Leonino + T + beast + Unaligned + 13 + 13 (3d4+6) + walk 30 ft., fly 40 ft. + 10 + 16 + 14 + 8 + 8 + 12 + Dex +5, Wis +1 + Perception +1, Persuasion +3, Stealth +5 + 11 + Elvish + 1/8 + + + + + darkvision 30 ft. + + Flyby + The leonino doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Evasion + If the leonino is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the leonino instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Silent Wings + The flight of a leonine is especially silent and difficult to notice in forests and urban settings. It has advantage on Dexterity (Stealth) checks made while flying in these areas. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. If this is the first time the leonino has hit the target within the past 24 hours, the target must succeed on a DC 10 Wisdom saving throw or be charmed by the leonino for 1 hour. + Bite|5|1d4+3 + + Source: CCodex (3pp) p. 250 + forest + + + Hierophant Lich + M + undead + Any Evil Alignment + 14 (natural armor) + 91 (14d8+28) + walk 30 ft. + 12 + 13 + 15 + 12 + 20 + 17 + Con +6, Int +5, Wis +9 + Insight +9, Perception +9, Religion +5 + 19 + Common, Abyssal, Infernal + 9 + + poison; bludgeoning, piercing, slashing from nonmagical weapons + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 60 ft. + + Legendary Resistance (3/Day) + If the lich fails a saving throw, it can choose to succeed instead. + + + Levitate + As a bonus action, a hierophant lich can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the lich doesn't need to concentrate to continue levitating each round. + + + Rejuvenation + If it has a sacred vessel, a destroyed hierophant lich gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the vessel. + + + Turn Resistance + The hierophant lich has advantage on saving throws against any effect that turns undead. + + + Unholy Smite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d6 + 1) bludgeoning damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the hierophant. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours. + Unholy Smite|5|2d6+1 + + + The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Options + The hierophant lich 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 lich regains spent legendary actions at the start of its turn. + + + Cantrip + The hierophant lich casts a cantrip. + + + Unholy Smite (Costs 2 Actions) + The heirophant lich uses its Unholy Smite. + + + Damnation (Costs 2 Actions) + The hierophant lich threatens one creature within 10 feet of it with eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the hierophant lich's Damnation for the next 24 hours. + + + Spellcasting + The hierophant lich is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The hierophant lich has the following Cleric spells prepared: + Cantrips (at will): guidance, mending, sacred flame, thaumaturgy + • 1st level (4 slots): command, detect magic, protection from evil and good, sanctuary + • 2nd level (3 slots): blindness/deafness, hold person, silence + • 3rd level (3 slots): animate dead, dispel magic, spirit guardians + • 4th level (3 slots): banishment, freedom of movement, guardian of faith + • 5th level (1 slots): flame strike + + 4, 3, 3, 3, 1 + guidance, mending, sacred flame, thaumaturgy, command, detect magic, protection from evil and good, sanctuary, blindness/deafness, hold person, silence, animate dead, dispel magic, spirit guardians, banishment, freedom of movement, guardian of faith, flame strike + Source: CCodex (3pp) p. 251 + + + + Pact Lich + M + undead + Any Evil Alignment + 17 (natural armor) + 195 (26d8+78) + walk 30 ft. + 11 + 16 + 16 + 16 + 14 + 20 + Dex +8, Int +8 + Deception +10, Persuasion +10 + 12 + The languages it knew in life + 15 + cold, fire, necrotic + poison; bludgeoning, piercing, slashing from nonmagical weapons + + charmed, frightened, paralyzed, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If the pact lich fails a saving throw, it can choose to succeed instead. + + + One With Shadows + As a bonus action when in an area of dim light or darkness, the pact lich can become invisible until it moves or takes an action or reaction. + + + Patron's Blessing + When the pact lich reduces a target to 0 hp, the lich gains 25 temporary hp. + + + Pact Rejuvenation + If a fist-sized or larger diamond is within its lair, a destroyed pact lich usually gains a new body in 3d10 days, but its return to the Material Plane is ultimately dictated by its patron. + + + Conjure Elemental, Dominate Monster, Eyebite, Finger Of Death, Fly, Hellish Rebuke (5D10), Hold Monster, Slo + onjure elemental, dominate monster, eyebite, finger of death, fly, hellish rebuke (5d10), hold monster, slow + + + Multiattack + The pact lich makes four enhanced eldritch blast attacks. + + + Maddening Touch + Melee Spell Attack: +10 to hit, reach 5 ft., one target. 10 (3d6) necrotic damage. The target must succeed on a DC 18 Charisma saving throw or have vivid hallucinations for 1 minute. During this time, the target is blinded, stunned, and deafened, sensing only the hallucinatory terrain and events. + Maddening Touch|10|3d6 + The hallucinations play on aspects of the creature's deepest fears. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Enhanced Eldritch Blast + Ranged Spell Attack: +10 to hit, range 300 ft., one target. 10 (1d10 + 5) force damage. On a successful hit, the pact lich can push the target 10 feet away from it in a straight line. + Enhanced Eldritch Blast|10|1d10+5 + + + Hurl Through Hell (1/Day) + The pact lich targets one creature it can see within 60 feet of it. The target must make a DC 18 Wisdom saving throw. On a failure, the target disappears and is paralyzed as it is hurtled through the nightmare landscape of the lower planes. At the end of the pact lich's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space, and is no longer paralyzed. If the target is not a fiend, it takes 55 (10d10) psychic damage when it returns. The target must succeed on another DC 18 Wisdom saving throw or be frightened until the end of the lich's next turn as the target reels from its horrific experience. + + + The undead can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Options + The pact lich 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 lich regains spent legendary actions at the start of its turn. + + + At Will Spell + The lich casts a spell it can cast at will. + + + Fiendish Resilience + The pact lich chooses one damage type, gaining resistance to that damage type until it chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. + + + Maddening Touch (Costs 2 Actions) + The pact lich uses its Maddening Touch. + + + Eldritch Master (Costs 3 Actions, 1/Day) + The lich entreats its patron for aid, regaining all expended spells. + + + Innate Spellcasting + The pact lich's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: + At will: chill touch, detect magic, levitate, mage hand, prestidigitation, speak with dead, true strike + 1/day each: banishment, bestow curse, compulsion, confusion, + + chill touch, detect magic, levitate, mage hand, prestidigitation, speak with dead, true strike, banishment, bestow curse, compulsion, confusion, + Source: CCodex (3pp) p. 253 + + + + Living Shade + M + fey + Neutral + 12 + 18 (4d8) + walk 40 ft. + 6 + 14 + 10 + 9 + 10 + 12 + + Stealth +6 + 10 + Understands Common but can't speak + 1/4 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons + necrotic, poison + radiant + exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Amorphous + The living shade can move through a space as narrow as 1 inch wide without squeezing. + + + Shadow Stealth + While in dim light or darkness, the living shade can take the Hide action as a bonus action. + + + Sunlight Sensitivity + While in sunlight, the living shade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shadow Touch + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 2 (1d4) cold damage. + Shadow Touch|4|1d4 + + Source: CCodex (3pp) p. 255 + + + + Living Star + H + celestial + Any alignment + 19 (natural armor) + 207 (18d12+90) + walk 0 ft., fly 60 ft. + 24 + 22 + 21 + 21 + 19 + 22 + Dex +12, Con +11, Wis +10 + Acrobatics +12, Insight +10, Perception +10, Persuasion +12 + 20 + Common, Celestial + 19 + bludgeoning, piercing, slashing from nonmagical weapons + necrotic, poison, radiant + + charmed, frightened, poisoned, stunned + truesight 120 ft. + + Magic Resistance + The living star has advantage on saving throws against spells and other magical effects. + + + Resize + As a bonus action, the living star can change its size. This trait works like the enlarge/reduce spell, except it deals 2d4 extra damage when enlarged and 2d4 less damage when reduced. + + + Starshine + A creature that starts its turn within 30 feet of the living star must make a DC 19 Intelligence saving throw. On a failed save, the creature is blinded for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the living star's Starshine for the next 24 hours. + + + Supernova + When a living star dies, it erupts, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hp by this damage dies. + + + Multiattack + The living star makes three starflare attacks. It can use its Silvered Ray in place of one starflare attack. + + + Starflare + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 20 (3d8 + 7) bludgeoning damage plus 14 (4d6) radiant damage. + Starflare|13|3d8+7 + + + Silvered Ray + Ranged Spell Attack: +12 to hit, range 150 ft., one target. 28 (4d10 + 6) radiant damage, and the target must succeed on a DC 19 Charisma saving throw or be stunned until the end of its next turn. + Silvered Ray|12|4d10+6 + + Source: CCodex (3pp) p. 256 + + + + Lou Carcolh + M + monstrosity + Unaligned + 14 (natural armor) + 78 (12d8+24) + walk 30 ft., climb 10 ft., swim 20 ft. + 15 + 14 + 14 + 3 + 10 + 10 + + Perception +2, Stealth +6 + 12 + + 2 + + + + + tremorsense 60 ft. + + Sticky Tongues + Given half an hour, the lou carcolh can extend its 6 sticky tongues up to 60 feet from itself. A creature who touches one of these tongues must succeed on a DC 13 Dexterity saving throw or be restrained as it adheres to the tongue. The tongues can be attacked (AC 12, 10 hp), and any damage done to a tongue is also done to the lou carcolh. Killing a tongue ends the restrained condition, and the lou carcolh can't use that tongue for for the next 24. + + + Slime Trail (1/Day) + For 1 minute, the lou carcolh leaves a slime trail behind it as it moves. The slime creates difficult terrain, and any creature walking through it must succeed on a DC 13 Dexterity (Acrobatics) check or fall prone. The slime remains effective for 1 hour. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage and 2 (1d4) poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. + Bite|4|2d8+2 + + + Spit Venom + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 16 (3d10) poison damage. + Spit Venom|4|3d10 + + + Sticky Tongue + Melee Weapon Attack: +4 to hit, reach 60 ft., one target. The target is restrained and the lou carcolh can't use the same sticky tongue on another target. + + + Reel + The lou carcolh pulls in each creature of Large size or smaller who is restrained by one of its sticky tongues. The creature is knocked prone and dragged up to 30 feet towards the lou carcolh. If a creature is dragged within 5 feet of the lou carcolh, it can make one bite attack against the creature as a bonus action. + + Source: CCodex (3pp) p. 257 + swamp + + + Werebat + M + humanoid (human, shapechanger) + Lawful Evil + 13 (human form, 14 (natural armor in bat form)) + 66 (12d8+12) + walk 30 ft., fly 50 ft. + 12 + 16 + 12 + 10 + 12 + 9 + + Perception +3, Stealth +5 + 13 + Common + 3 + + bludgeoning, piercing, slashing from nonmagical weapons + + + blindsight 60 ft. + + Echolocation + The werebat can't use its blindsight while deafened. + + + Keen Hearing + The werebat has advantage on Wisdom (Perception) checks that rely on hearing. + + + Shapechanger + The werebat can use its action to polymorph into a bat-humanoid hybrid or into a Medium-sized bat, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form with the exception that only its true and bat forms retain its flying speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Sunlight Sensitivity + While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + In humanoid form, the werebat makes two mace attacks. In hybrid form, it makes two attacks. one with its bite and one with its claws or mace. + + + Bite (Bat or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy. + Bite (Bat or Hybrid Form Only)|4|2d4+2 + + + Claws (Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) slashing damage. + Claws (Hybrid Form Only)|4|1d6+2 + + + Mace (Humanoid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) bludgeoning damage. + Mace (Humanoid Form Only)|4|1d6+2 + + Source: CCodex (3pp) p. 258 + + + + Werehyena + M + humanoid (gnoll, shapechanger) + Chaotic Evil + 13 (14 (natural armor in hyena or hybrid form)) + 58 (9d8+18) + walk 30 ft. + 11 + 16 + 14 + 10 + 11 + 10 + + Perception +2, Stealth +5 + 12 + Gnoll + 3 + + bludgeoning, piercing, slashing from nonmagical weapons + + + + + Keen Hearing And Smell + The werehyena has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Shapechanger + The werehyena can use its action to polymorph into a hyena-gnoll hybrid or into a hyena, or back into its true gnoll form. Its statistics, other than AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. + It reverts to its true form if it dies. + + + Multiattack + The werehyena makes two attacks. one with its bite and one with its claws or scimitar. + + + Bite (Hyena or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werehyena lycanthropy. + Bite (Hyena or Hybrid Form Only)|5|1d8+3 + + + Claws (Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage. + Claws (Hybrid Form Only)|5|2d4+3 + + + Scimitar (Gnoll or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Scimitar (Gnoll or Hybrid Form Only)|5|1d8+3 + + Source: CCodex (3pp) + farmland, grassland + + + Mandrake + T + plant + Unaligned + 8 + 22 (4d4+12) + walk 5 ft. + 10 + 6 + 16 + 1 + 9 + 12 + + + 9 + + 1/2 + + poison + + exhaustion, poisoned + tremorsense 60 ft. + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 5 (2d4) piercing damage. + Bite|2|2d4 + + + Shriek (Recharge 4-6) + All creatures within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 5 (2d4) thunder damage. If a creature fails the saving throw by 5 or more, it is stunned until the end of its next turn. If it fails by 10 or more, it falls unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. + + Source: CCodex (3pp) + + + + Great Mandrake + T + plant + Unaligned + 11 (natural armor) + 44 (8d4+24) + walk 10 ft. + 14 + 8 + 16 + 4 + 11 + 12 + + + 10 + Common + 1 + + poison + + exhaustion, poisoned + tremorsense 60 ft. + + Multiattack + A great mandrake makes two attacks with its bite. + When its shriek is available, it can use the shriek in place of one bite attack. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. + Bite|4|2d4+2 + + + Shriek (Recharge 3-6) + Each creature within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 11 (3d6) thunder damage. If a creature fails the saving throw by 5 or more, it is stunned until the end of its next turn. If it fails by 10 or more, it falls unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. + + Source: CCodex (3pp) + + + + Mandriano + L + plant + Lawful Evil + 13 (natural armor) + 60 (8d10+16) + walk 40 ft. + 15 + 6 + 15 + 10 + 10 + 7 + + Athletics +5, Perception +3, Stealth +1 + 13 + Understands Common, Sylvan but can't speak + 5 + + poison + fire, necrotic, bludgeoning, piercing, slashing + exhaustion, poisoned + darkvision 60 ft. + + Multiattack + The mandriano makes two swipe attacks. + + + Swipe + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. It can grapple up to three creatures. + Swipe|5|2d6+4 + + + Consume the Spark + The mandriano drains the essence of one grappled target. The target must make a DC 14 Constitution saving throw, taking 13 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the mandriano regains hp equal to that amount. The reduction lasts until the target finishes a long rest. + The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way rises 24 hours later as a zombie or skeleton under the mandriano's control, unless the humanoid is restored to life or its body is destroyed. The mandriano can control up to twelve undead at one time. + + Source: CCodex (3pp) + badlands, forest + + + Ancient Mandriano + H + plant + Lawful Evil + 14 (natural armor) + 102 (12d12+24) + walk 40 ft. + 21 + 8 + 15 + 12 + 10 + 7 + + Athletics +8, Perception +3, Stealth +2 + 13 + + 8 + + poison + fire, necrotic, bludgeoning, piercing, slashing + exhaustion, poisoned + + + Siege Monster + The ancient mandriano deals double damage to objects and structures. + + + Multiattack + The ancient mandriano makes two swipe attacks. + + + Swipe + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 15 (3d6 + 5) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. It can grapple up to three creatures. + Swipe|8|3d6+5 + + + Consume the Spark + As the mandriano, except the target must make a DC 16 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much on a succes. + + + Call the Dead (3/Day) + The ancient mandriano animates one humanoid corpse within 60 feet. This works like the animate dead spell, except it only creates zombies and the zombies. The mandriano can control up to twenty zombies at one time. + + Source: CCodex (3pp) + badlands + + + Mantik, Barbed King of the Manticores + H + monstrosity + Lawful Evil + 16 (natural armor) + 168 (16d12+64) + walk 40 ft. + 19 + 14 + 18 + 10 + 14 + 16 + Str +8, Con +8 + Athletics +8, Intimidation +7, Perception +6 + 16 + Common, Dwarvish, Draconic + 9 + poison + + + charmed, poisoned + darkvision 120 ft. + + Cursed + Mantik may not fly, levitate, or be polymorphed by any spell or effect. + + + Legendary Resistance (2/Day) + If Mantik fails a saving throw, he can choose to succeed instead. + + + Magic Weapons + Mantik's weapon attacks are magical. + + + Merciless Ferocity + Mantik has advantage on all opportunity attacks, and a creature reduced to 0 hp by his attacks has disadvantage on its first death saving throw. + + + Penetrating Volley + If Mantik moves at least 20 feet in a straight line, all tail spike attacks made this round have advantage. A creature struck by these tail spike attacks must succeed on a DC 16 Strength saving throw or be knocked prone. + + + Tail Spike Regrowth + Mantik has thirty-six tail spikes. Used spikes regrow when he finishes a long rest. + + + Multiattack + Mantik makes three attacks. two with his claws and one with his bite or three with his tail spikes. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Bite|8|2d8+4 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|8|2d6+4 + + + Tail Spike + Ranged Weapon Attack: +6 to hit, range 100/200 ft., one target. 11 (2d8 + 2) piercing damage and the creature must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. A creature poisoned by the tail spike has its speed halved and can't take the Dash action. + Tail Spike|6|2d8+2 + + + Roar of the Barbed King (Recharge 5-6) + Mantik unleashes an ground-shaking roar. Each creature within 60 feet who can hear him must succeed on a DC 14 Wisdom saving throw or be incapacitated for 1d4 rounds. + + + Mantik, can take 4 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. Mantik, regains spent legendary actions at the start of its turn. + + + Options + Mantik 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. Mantik regains spent legendary actions at the start of his turn. + + + Move + Mantik moves up to his speed without provoking opportunity attacks. + + + Growl (Costs 2 Actions) + Mantik lets loose a throaty growl. Each creature within 60 feet who can hear Mantik must succeed on a DC 14 Wisdom saving throw or be frightened of him until the end of its next turn. + + + Tail Spike (Costs 2 Actions) + Mantik makes a tail spike attack. + + Source: CCodex (3pp) p. 262 + badlands + + + The Barbed + S + humanoid (kobold) + Lawful Evil + 13 + 44 (8d8+8) + walk 30 ft. + 14 + 16 + 12 + 8 + 10 + 11 + + Athletics +4, Stealth +5 + 10 + Common, Draconic + 1 + + poison + + poisoned + darkvision 60 ft. + + Pack Tactics + The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Barbed Slash + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage and 3 (1d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn. + Barbed Slash|4|2d4+2 + + + Javelin + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Javelin|4|1d6+2 + + Source: CCodex (3pp) p. 263 + badlands + + + Master Of Demon Mountain + M + humanoid (tiefling) + Lawful Evil + 14 (17 with mage armor) + 110 (20d8+20) + walk 30 ft. + 11 + 18 + 12 + 23 + 14 + 17 + Dex +10, Con +7, Wis +8, Cha +9 + Arcana +12, Deception +9, History +12, Intimidation +9 + 12 + Common, Abyssal, Infernal + 17 + fire + + + + darkvision 60 ft. + + Legendary Resistance (3/Day) + If the Master fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + The Master has advantage on saving throws against spells and other magical effects. + + + Master Of Fiends + Fiends summoned by the Master's Summon Fiend share a telepathic link with him, are under his control, and can't summon other demons or devils. A fiend remains until it or the Master dies or until the Master dismisses it as a bonus action. The total CR of the fiends under the Master's control can't exceed 16, otherwise the Master can summon any number or combination of fiends. Any fiends the Master attempts to summon in excess of this limit aren't summoned. + + + Master's Knife + Melee Weapon Attack. +10 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 14 (4d6) fire damage. + Master's Knife|10|2d6+4 + + + Summon Fiend (Recharge 6) + The Master summons 2d4 wind demons (see page 93), 1d4 wind's harp devils (see page 105), 1d2 vrocks, 1d2 chain devils, or 1 fulad-zereh (see page 85) with no chance of failure. A summoned fiend appears in an unoccupied space within 60 feet of the Master and acts immediately and on the Master's initiative. + + + The humanoid (tiefling) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (tiefling) regains spent legendary actions at the start of its turn. + + + Options + The Master of Demon Mountain 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 Master of Demon Mountain regains spent legendary actions at the start of his turn. + + + Detect + The Master makes a Wisdom (Perception) check. + + + Teleport (Costs 2 Actions) + The Master magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. + + + Cast a Spell (Costs 3 Actions) + The Master casts a spell from his list of prepared spells, using a spell slot as normal. + + + Spellcasting + The master of demon mountain is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The master of demon mountain has the following Wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, message, poison spray + • 1st level (4 slots): fog cloud, grease, mage armor, magic missile, shield + • 2nd level (3 slots): acid arrow, mirror image, misty step + • 3rd level (3 slots): counterspell, fireball, fly, stinking cloud + • 4th level (3 slots): banishment, confusion, fire shield + • 5th level (3 slots): contact other plane, dominate person, seeming + • 6th level (2 slots): arcane gate, disintegrate + • 7th level (2 slots): mirage arcane, plane shift + • 8th level (1 slots): antimagic field, dominate monster + • 9th level (1 slots): foresight, meteor swarm + + 4, 3, 3, 3, 3, 2, 2, 1, 1 + fire bolt, light, mage hand, message, poison spray, fog cloud, grease, mage armor, magic missile, shield, acid arrow, mirror image, misty step, counterspell, fireball, fly, stinking cloud, banishment, confusion, fire shield, contact other plane, dominate person, seeming, arcane gate, disintegrate, mirage arcane, plane shift, antimagic field, dominate monster, foresight, meteor swarm + Source: CCodex (3pp) + mountain + + + Master Of Demon Mountain (Midgard Version) + M + humanoid (tiefling) + Lawful Evil + 14 (17 with mage armor) + 110 (20d8+20) + walk 30 ft. + 11 + 18 + 12 + 23 + 14 + 17 + Dex +10, Con +7, Wis +8, Cha +9 + Arcana +12, Deception +9, History +12, Intimidation +9 + 12 + Common, Abyssal, Infernal + 17 + fire + + + + darkvision 60 ft. + + Legendary Resistance (3/Day) + If the Master fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + The Master has advantage on saving throws against spells and other magical effects. + + + Master Of Fiends + Fiends summoned by the Master's Summon Fiend share a telepathic link with him, are under his control, and can't summon other demons or devils. A fiend remains until it or the Master dies or until the Master dismisses it as a bonus action. The total CR of the fiends under the Master's control can't exceed 16, otherwise the Master can summon any number or combination of fiends. Any fiends the Master attempts to summon in excess of this limit aren't summoned. + + + Master's Knife + Melee Weapon Attack. +10 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 14 (4d6) fire damage. + Master's Knife|10|2d6+4 + + + Summon Fiend (Recharge 6) + The Master summons 2d4 wind demons (see page 93), 1d4 wind's harp devils (see page 105), 1d2 vrocks, 1d2 chain devils, or 1 fulad-zereh (see page 85) with no chance of failure. A summoned fiend appears in an unoccupied space within 60 feet of the Master and acts immediately and on the Master's initiative. + + + The humanoid (tiefling) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (tiefling) regains spent legendary actions at the start of its turn. + + + Options + The Master of Demon Mountain 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 Master of Demon Mountain regains spent legendary actions at the start of his turn. + + + Detect + The Master makes a Wisdom (Perception) check. + + + Teleport (Costs 2 Actions) + The Master magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. + + + Cast a Spell (Costs 3 Actions) + The Master casts a spell from his list of prepared spells, using a spell slot as normal. + + + Spellcasting + The master of demon mountain (midgard version) is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The master of demon mountain (midgard version) has the following Wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, message, poison spray + • 1st level (4 slots): fog cloud, land bond*, mage armor, magic missile, shield + • 2nd level (3 slots): acid arrow, ley disruption*, mirror image + • 3rd level (3 slots): counterspell, ley energy bolt*, ley sense*, stinking cloud + • 4th level (3 slots): banishment, ray of life suppression* + • 5th level (3 slots): contact other plane, dominate person, ley leech*, seeming + • 6th level (2 slots): arcane gate, ley whip* + • 7th level (2 slots): mirage arcane, plane shift + • 8th level (1 slots): disruptive aura*, dominate monster + • 9th level (1 slots): ley storm*, ley surge* + + 4, 3, 3, 3, 3, 2, 2, 1, 1 + fire bolt, light, mage hand, message, poison spray, fog cloud, land bond, mage armor, magic missile, shield, acid arrow, ley disruption, mirror image, counterspell, ley energy bolt, ley sense, stinking cloud, banishment, ray of life suppression, contact other plane, dominate person, ley leech, seeming, arcane gate, ley whip, mirage arcane, plane shift, disruptive aura, dominate monster, ley storm, ley surge + Source: CCodex (3pp) + + + + Megapede + L + monstrosity + Unaligned + 15 (natural armor) + 75 (10d10+20) + walk 40 ft., climb 40 ft. + 17 + 14 + 15 + 2 + 7 + 3 + + + 8 + + 3 + + acid + + + blindsight 60 ft., darkvision 120 ft. + + Metal Sense + The megapede can sense any metal within 600 feet of it. It knows the direction to the metal and can identify the specific type of metal within the area. + + + Multiattack + The megapede makes one stinger attack and one bite attack. It can use its Consume Metal in place of its bite attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). + Bite|5|2d6+3 + Until this grapple ends, the megapede has advantage on attacks against the grappled target, and it can't make bite attacks against another target. + + + Stinger + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 8 (1d10 + 3) piercing damage and the target must make a DC 13 Constitution saving throw or become poisoned for 1 minute. + Stinger|5|1d10+3 + + + Consume Metal + The megapede consumes one unattended Medium or smaller metal object or attempts to consume a metal object worn or held by the creature it is grappling. The grappled creature must succeed on a DC 13 Strength saving throw or the object is consumed. If the object is a magic item, the creature has advantage on the saving throw. Magic items consumed by the megapede stay intact in its stomach for 1d4 hours before they are destroyed. + + + Acid Spray (Recharge 6) + The megapede spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) p. 266 + mountain + + + Labyrinth Keeper + L + monstrosity + Chaotic Evil + 15 (natural armor) + 119 (14d10+42) + walk 40 ft. + 18 + 11 + 16 + 10 + 12 + 16 + + Perception +7 + 17 + Abyssal + 5 + + + + + darkvision 60 ft. + + Charge + If the labyrinth keeper moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone. + + + Labyrinthine Recall + The minotaur labyrinth keeper can perfectly recall any path it has traveled. + + + Reckless Caster + At the start of its turn, the minotaur labyrinth keeper can gain advantage on all spell attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Multiattack + The minotaur labyrinth keeper makes two attacks. + one with its gore and one with its shortsword. + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Gore|6|2d8+4 + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Shortsword|7|2d6+4 + + + Innate Spellcasting + The labyrinth keeper's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: acid arrow, fire bolt, locate object, misty step + 2/day each: inflict wounds, stone shape + + acid arrow, fire bolt, locate object, misty step, inflict wounds, stone shape + Source: CCodex (3pp) + + + + Moon Priestess + L + monstrosity + Chaotic Evil + 14 (natural armor) + 153 (18d10+54) + walk 40 ft. + 18 + 11 + 16 + 10 + 16 + 12 + + Perception +9 + 19 + Abyssal + 7 + + + + + darkvision 60 ft. + + Charge + As the minotaur labyrinth keeper. + + + Labyrinthine Recall + As the minotaur labyrinth keeper. + + + Multiattack + The moon priestess makes two melee attacks. + + + Labrys Axe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage. + Labrys Axe|7|2d12+4 + + + Gore + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Gore|7|2d8+4 + + + Spellcasting + The moon priestess is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The moon priestess has the following Cleric spells prepared: + Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy + • 1st level (4 slots): bane, guiding bolt, shield of faith + • 2nd level (3 slots): hold person, locate object, spiritual weapon + • 3rd level (3 slots): bestow curse, spirit guardians + • 4th level (3 slots): banishment, divination, stone shape + • 5th level (2 slots): flame strike, hallow + + 4, 3, 3, 3, 2 + guidance, light, resistance, sacred flame, thaumaturgy, bane, guiding bolt, shield of faith, hold person, locate object, spiritual weapon, bestow curse, spirit guardians, banishment, divination, stone shape, flame strike, hallow + Source: CCodex (3pp) + + + + Lost Minotaur + L + undead + Neutral Evil + 16 (natural armor) + 114 (12d10+48) + walk 40 ft. + 20 + 10 + 18 + 5 + 12 + 8 + Dex +3, Wis +4 + Athletics +8, Perception +4, Survival +4 + 14 + Understands the languages it knew in life but can't speak + 8 + necrotic + cold, poison + radiant + charmed, exhaustion, frightened, paralyzed, poisoned, stunned + darkvision 60 ft. + + Charge + If the lost minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. + + + Keen Smell + The lost minotaur has advantage on Wisdom (Perception) checks that rely on smell. + + + Magic Resistance + The lost minotaur has advantage on saving throws against spells and other magical effects. + + + Sense Life + The lost minotaur can magically sense the presence of living creatures within 1 mile away. It knows each creature's general direction but not exact location. + + + Multiattack + The minotaur makes two twilight greataxe attacks. + + + Twilight Greataxe + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (2d12 + 5) slashing damage and 9 (2d8) necrotic damage. + Twilight Greataxe|8|2d12+5 + + + Gore + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage. + Gore|8|2d8+5 + + Source: CCodex (3pp) + + + + Moon Nymph + M + aberration + Chaotic Neutral + 13 + 110 (20d8+20) + walk 0 ft., fly 40 ft. + 5 + 17 + 12 + 13 + 15 + 17 + + Perception +5, Persuasion +6, Stealth +6 + 15 + + 8 + necrotic, radiant + psychic + + + darkvision 60 ft. + + Invisibility + The moon nymph is invisible in darkness or in bright light. It can only be seen via normal means when in dim light. + + + Magic Resistance + The moon nymph has advantage on saving throws against spells and other magical effects. + + + Multiattack + The moon nymph makes two beguiling touch attacks or two moonbeam attacks. + + + Beguiling Touch + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (4d6 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn. + Beguiling Touch|6|4d6+3 + + + Moonbeam + Ranged Weapon Attack: +6 to hit, range 120 ft., one target. 21 (4d8 + 3) radiant damage, and the target is blinded until the end of its next turn. + Moonbeam|6|4d8+3 + + + Veil of Nightmares (1/Day) + The moon nymph emits a wave of hallucinatory nightmare visions. Each creature within 5 feet of the moon nymph must make a DC 14 Wisdom saving throw. + On a failure, the creature takes 36 (8d8) psychic damage and is frightened. On a success, the creature takes half of the damage and isn't frightened. A frightened creature must succeed on a DC 10 Wisdom saving throw at the end of its turn to end the effect on itself. On a second failed save, the creature is incapacitated by fright for 1 round. On the start of its next turn, the creature must succeed on a DC 12 Wisdom saving throw or be reduced to 0 hp. + + Source: CCodex (3pp) + farmland + + + Morko + S + fey + Chaotic Evil + 12 + 17 (5d6) + walk 30 ft. + 12 + 15 + 11 + 12 + 10 + 8 + + Perception +2, Stealth +6 + 12 + Elvish, Sylvan + 1/4 + + fire, poison + + + + + Magic Resistance + The morko has advantage on saving throws against spells and other magical effects. + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. and range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|3|1d6+1 + + + Disdainful Eye (Recharge 6) + The morko fixes its gaze on a creature it can see within 30 feet. The target must make a DC 13 Wisdom saving throw or become cursed with ill manners, taking disadvantage on all ability checks and saving throws based on Charisma. The curse lasts until removed by the remove curse spell or other magic, or until the creature drinks a pitcher of curdled milk. + + + Shrink (Recharges after a Short or Long Rest) + For 1 minute, the morko magically decreases in size, along with anything it is wearing or carrying. While shrunken, the morko is Tiny, halves its damage dice on Strength-based weapon attacks, and makes Strength checks and Strength saving throws with disadvantage. + If the morko lacks the room to grow back to its regular size, it attains the maximum size possible in the space available. + + Source: CCodex (3pp) + farmland + + + Mytholabe + L + construct + Unaligned + 18 (natural armor) + 152 (16d10+64) + walk 0 ft., fly 30 ft. + 20 + 13 + 18 + 6 + 16 + 1 + + + 13 + Understands but can't speak + 9 + acid, cold, fire, radiant, thunder + poison, psychic; bludgeoning, piercing, slashing + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone + + + Immutable Form + The mytholabe is immune to any spell or effect that would alter its form. + + + Magic Resistance + The mytholabe has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The mytholabe's weapon attacks are magical. + + + Melodious Recharge + Whenever the mytholabe is hit by a magical weapon attack, it recharges its Purifying Resonance ability. + + + Spanner In The Works + When the mytholabe suffers a critical hit from a nonmagical weapon, the attacker quadruples the dice rolled instead of doubling them. + + + Sentient Transformation + If the mytholabe is inhabited by a sentient weapon, its mental statistics and alignment change to match that of the weapon's. + + + Unbearable Scraping + When the mytholabe is hit with a nonmagical melee weapon attack, each creature within 15 feet of it must succeed on a DC 16 Constitution saving throw or be deafened for 1 minute. + + + Multiattack + The mytholabe makes three heroic jab attacks. When its Purifying Resonance is available, it can use the resonance in place of one heroic jab attack. + + + Heroic Jab + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage. + Heroic Jab|9|1d8+5 + + + Purifying Resonance (Recharge 5-6) + The mytholabe thrums with a harmonic resonance that brings order to those within 30 feet. Each creature in that area must succeed on a DC 16 Constitution saving throw or have all conditions and magical effects on it ended immediately and any concentration it's maintaining broken. + + + Innate Spellcasting + The mytholabe's innate spellcasting ability is Wisdom (spell save DC 0). It can innately cast the following spells, requiring no material components: + 1/day each: plane shift (self only) + + plane shift + Source: CCodex (3pp) + + + + Nachzehrer + M + undead + Chaotic Evil + 15 (natural armor) + 136 (16d8+64) + walk 30 ft., burrow 15 ft. + 20 + 12 + 18 + 10 + 15 + 9 + + Stealth +7 + 12 + The languages it knew in life + 8 + + necrotic, poison + + charmed, exhaustion, frightened, poisoned + darkvision 60 ft. + + Grave Pox + A creature infected with grave pox becomes vulnerable to necrotic damage and gains one level of exhaustion that can't be removed until the disease is cured. Additionally, the creature cannot reduce its exhaustion by finishing a long rest. + The infected creature is highly contagious. Each creature that touches it, or that is within 10 feet of it when it finishes a long rest, must succeed on a DC 12 Constitution saving throw or also contract grave pox. + When an infected creature finishes a long rest, it must succeed on a DC 16 Constitution saving throw or gain one level of exhaustion. As the disease progresses, the infected creature becomes weaker and develops painful green pustules all over its skin. A creature that succeeds on two saving throws against the disease recovers from it. The cured creature is no longer vulnerable to necrotic damage and can remove exhaustion levels as normal. + + + Weakening Shadow + A creature other than a construct or undead has disadvantage on attack rolls, saving throws, and ability checks based on Strength while within 5 feet of the nachzehrer. + + + Multiattack + The nachzehrer makes three attacks. two with its fists and one with its bite. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 7 (1d4 + 5) piercing damage plus 13 (3d8) necrotic damage. + Bite|8|1d4+5 + The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the nachzehrer regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. + The target must succeed on a DC 16 Constitution saving throw or become infected with the grave pox disease (see the Grave Pox trait). + + + Fist + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage. + Fist|8|2d6+5 + + Source: CCodex (3pp) + + + + Moonchild Naga + L + monstrosity + Neutral Evil + 15 (natural armor) + 75 (10d10+20) + walk 40 ft. + 17 + 18 + 14 + 12 + 16 + 18 + Wis +6, Cha +7 + Arcana +4, Deception +7, Insight +6, Persuasion +7 + 13 + Common + 6 + + poison + + charmed, poisoned + darkvision 60 ft. + + Rejuvenation + If it dies, the moonchild naga returns to life in 1d6 days and regains all its hp. Only a wish spell can prevent this trait from functioning. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 13 (2d8 + 4) piercing damage plus 18 (4d8) poison damage. + Bite|7|2d8+4 + + + Constrict + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the naga can't constrict another target. + Constrict|7|2d6+4 + + + Starry Gaze + The moonchild naga's bottomless gaze inexorably draws the eye of one target within 30 feet. If the target can see the naga, it must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the naga's next turn. If the target's saving throw is successful, it is immune to the naga's gaze for the next 24 hours. + + + Innate Spellcasting + The moonchild naga's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: + At will: charm person, friends, mage hand, message, minor illusion, poison spray, suggestion + 3/day each: color spray, dispel magic, fear, hold person, + 1/day each: dominate beast, hypnotic pattern + + charm person, friends, mage hand, message, minor illusion, poison spray, suggestion, color spray, dispel magic, fear, hold person, , dominate beast, hypnotic pattern + Source: CCodex (3pp) + + + + Nalusa Falaya + M + aberration + Neutral Evil + 13 (natural armor) + 33 (6d8+6) + walk 30 ft. + 12 + 15 + 13 + 11 + 13 + 9 + + Stealth +4 + 11 + + 1/2 + + + + + darkvision 120 ft. + + Shadow Stealth + While in dim light or darkness, the nalusa falaya can take the Hide action as a bonus action. + + + Shadow Step + As an action, the nalusa falaya can teleport itself to a shadow it can see within 30 feet. + + + Sunlight Weakness + While in sunlight, the nalusa falaya has disadvantage on ability checks, attack rolls, and saving throws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. + Bite|4|1d6+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage. + Claw|4|1d8+2 + + + Terrifying Glare + The nalusa falaya targets one creature it can see within 30 feet of it. If the target can see the nalusa falaya, the target must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the nalusa falaya's next turn. + + Source: CCodex (3pp) + farmland + + + Necrotic Tick + T + beast + Unaligned + 15 (natural armor) + 3 (1d4+1) + walk 10 ft., climb 10 ft. + 2 + 14 + 12 + 1 + 12 + 8 + Con +3 + + 11 + + 1/4 + + + + + darkvision 60 ft. + + Necrotic Regeneration + While attached to a living host, a necrotic tick leaks negative energy into the host's bloodstream, quickly closing over the creature's wounds with scabrous, necrotic flesh. If the host doesn't already have regeneration, it regains 2 hp at the start of its turn if it has at least 1 hit point. + Track how many "necrotic hp" a host recovers via Necrotic Regeneration. Magical healing reverses the necrosis and subtracts an equal number of necrotic hp from those accumulated. + When the necrotic hp equal the host's hit point maximum, the host becomes a zombie. + + + Ride Host + When a necrotic tick's living host has lost three-quarters of its maximum hp from Blood Drain, the tick's toxins fill the host with an unnatural desire to approach other living beings. + When a suitable creature is within 5 feet, the tick incites a sudden rage in the host, riding the current host to a new host. The current host must succeed on a DC 13 Wisdom saving throw or it attempts to grapple a living creature within 5 feet of it as a reaction. The host can re-attempt this saving throw at the end of each turn that it suffers damage from the necrotic tick's Blood Drain. + + + Blood Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 1 piercing damage, and the tick attaches to the target. While attached, the necrotic tick doesn't attack. Instead, at the start of each of the tick's turns, the target loses 5 (1d4 + 3) hp due to blood loss. The target must make a DC 13 Wisdom saving throw. If it fails, it is affected by the tick's toxins and doesn't attempt to remove the tick. The host will even replace a dislodged tick unless prevented from doing so for 1 minute, after which the tick's influence fades. + The tick can detach itself by spending 5 feet of its movement. + It does so when seeking a new host or if the target dies. A creature, including the target, can use its action to detach the tick. When a necrotic tick detaches, voluntarily or otherwise, its host takes 1 necrotic damage. + + Source: CCodex (3pp) + + + + Nian + L + monstrosity + Chaotic Neutral + 13 (natural armor) + 102 (12d10+36) + walk 50 ft., climb 30 ft., swim 30 ft. + 18 + 11 + 17 + 11 + 16 + 9 + + + 13 + Sylvan, telepathy 60 ft. + 4 + + poison + + charmed, paralyzed, poisoned + truesight 60 ft. + + Hold Breath + The nian can hold its breath for 30 minutes. + + + Trampling Charge + If the nian moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the nian can make one stomp attack against it as a bonus action. + + + Tremulous + The nian is inherently fearful of loud noises, fire, and the color red. It will not choose to move toward any red object or any fiery or burning materials. If presented forcefully with a red object, flame, or if it is dealt fire or thunder damage, the nian must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific red object or a particular source of noise (such as clanging a weapon on a shield) or fire (such as the burning hands spell), the nian can't be frightened by that same source again for 24 hours. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (2d12 + 4) piercing damage. + Bite|6|2d12+4 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Gore|6|2d8+4 + + + Stomp + Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. 15 (2d10 + 4) bludgeoning damage. + Stomp|6|2d10+4 + + + Year's Termination (1/Day) + The nian creates magical darkness and silence around it in a 15-foot-radius sphere that moves with it and spreads around corners. The dark silence lasts as long as the nian maintains concentration, up to 10 minutes (as if concentrating on a spell). The nian sees objects in the sphere in shades of gray. Darkvision can't penetrate the darkness, no natural light can illuminate it, no sound can be created within or pass through it, and any creature or object entirely inside the sphere of dark silence is immune to thunder damage. Creatures entirely inside the darkness are deafened and can't cast spells that include a verbal component. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is destroyed. + + Source: CCodex (3pp) + mountain + + + Nightgaunt + L + aberration + Lawful Evil + 17 (natural armor) + 142 (15d10+60) + walk 20 ft., fly 60 ft. + 18 + 17 + 18 + 4 + 16 + 16 + Str +8, Con +8, Wis +7, Cha +7 + Athletics +8, Intimidation +7, Perception +7, Stealth +11 + 17 + Understands Common, Abyssal but can't speak + 10 + necrotic, bludgeoning + + + blinded, frightened + blindsight 120 ft. + + Flyby + The nightgaunt doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Pack Tactics + The nightgaunt has advantage on attack rolls against a creature if at least one of the nightgaunt's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Magic Resistance + The nightgaunt has advantage on saving throws against spells and other magical effects. + + + Utterly Silent + The nightgaunt doesn't make a sound and has advantage on Dexterity (Stealth) checks. + + + Multiattack + The nightgaunt can use its Baneful Presence. It then makes three attacks. two with its clutching claws and one with its barbed tail. If the nightgaunt is grappling a creature, it can use its barbed tail one additional time. + + + Clutching Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. + Clutching Claws|8|2d8+4 + Until this grapple ends, the target is restrained. The nightgaunt has two claws, each of which can grapple only one target. While using a claw to grapple, the nightgaunt can't use that claw to attack. + + + Barbed Tail + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage. + Barbed Tail|8|1d8+4 + + + Baneful Presence + Each creature of the nightgaunt's choice that is within 30 feet of the nightgaunt and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on all attack rolls and saving throws 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 nightgaunt's Baneful Presence for the next 24 hours. + + Source: CCodex (3pp) + + + + Ningyo + S + aberration + Neutral Evil + 15 + 77 (14d6+28) + walk 0 ft., fly 60 ft., swim 60 ft. + 8 + 21 + 15 + 14 + 11 + 7 + Str +2, Dex +8, Wis +3 + Deception +1, Insight +3, Perception +3 + 13 + Common, Deep Speech, Aquan + 7 + acid, cold, fire, necrotic, poison + + + + darkvision 120 ft. + + Aquatic + The ningyo can breathe only underwater and can hold its breath for 1 hour. + + + Curse Of Ill Fortune + When a creature that the ningyo can see attacks the ningyo and misses, the attack is automatically redirected against another creature within 5 feet of the ningyo or the attacker. This attack uses the same attack roll. + + + Multiattack + The ningyo makes four barbed tentacle attacks. + + + Barbed Tentacle + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) piercing damage plus 5 (1d10) poison damage. + Barbed Tentacle|8|1d6+5 + + + Share Pain + When the ningyo takes damage, it can choose to take half the damage instead. The ningyo then chooses a creature within 60 feet. The target must succeed on a DC 15 Constitution saving throw or have disadvantage until the end of its next turn as it is wracked with the pain of the attack. + + Source: CCodex (3pp) + underwater + + + Tusked Crimson Ogre + L + giant + Chaotic Evil + 14 (half plate armor) + 93 (11d10+33) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + Con +6, Wis +1 + Athletics +7, Intimidation +4 + 8 + Common, Giant + 5 + poison + + + frightened + darkvision 60 ft. + + Blood Frenzy + The ogre has advantage on melee attack rolls against any creature that doesn't have all its hp. + + + Rampage + When the ogre reduces a creature to 0 hp with a melee attack on its turn, the ogre can take a bonus action to move up to half its speed and make one bite attack. + + + Multiattack + The tusked crimson ogre makes two attacks. + one with its morningstar and one with its bite. + + + Morningstar + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Morningstar|7|2d8+4 + + + Bite + Melee Weapon Attack:+7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Bite|7|2d6+4 + + + Berserker's Blood (Recharge 5-6) + If the tusked crimson ogre doesn't have all of its hp, it flexes and roars, spraying blood from its wounds. Each creature within 15 feet of the ogre must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) acid damage and goes berserk. On a success, a creature takes half the damage and doesn't go berserk. On each of its turns, a berserk creature must attack the nearest creature it can see, eschewing ranged or magical attacks in favor of melee attacks. If no creature is near enough to move to and attack, the berserk creature attacks an object, with preference for an object smaller than itself. Once a creature goes berserk, it continues to do so until it is unconscious, regains all of its hp, or is cured through lesser restoration or similar magic. + + Source: CCodex (3pp) + badlands, grassland + + + Oliphaunt + G + beast + Unaligned + 14 (natural armor) + 148 (9d20+54) + walk 50 ft. + 27 + 9 + 23 + 3 + 11 + 6 + Dex +2 + + 10 + + 8 + + + + + + + Trampling Charge + If the oliphaunt moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. + If the target is prone, the oliphaunt can make one stomp attack against it as a bonus action. + + + Trunk Slam + If the oliphaunt starts its turn with a target grappled, it can slam the target into the ground as a bonus action. The creature must make a DC 17 Constitution saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. This doesn't end the grappled condition on the target. + + + Multiattack + The oliphaunt uses its trunk, then it makes one gore or stomp attack. + + + Gore + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 30 (5d8 + 8) piercing damage. + Gore|11|5d8+8 + + + Stomp + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 35 (5d10 + 8) bludgeoning damage. + Stomp|11|5d10+8 + + + Trunk + Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. The target is grappled (escape DC 17) if it is a Large or smaller creature. Until the grapple ends, the target is restrained and the oliphaunt can't use its trunk on another target. + + + Tusk Sweep (Recharge 5-6) + The oliphaunt sweeps its tusks in a wide arc. Each creature in a 20-foot cube must make a DC 17 Dexterity saving throw, taking 35 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + arctic, grassland + + + Alchemical Apprentice + S + ooze + Unaligned + 11 (natural armor) + 63 (14d6+14) + walk 10 ft., climb 10 ft. + 13 + 6 + 13 + 16 + 6 + 10 + + Arcana +5 + 8 + Understands Common but can't speak, telepathy 10 ft. + 1 + acid, cold, fire, poison + + + blinded, charmed, deafened, frightened, poisoned, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Absorb Potion + The ooze can absorb any potion, oil, tincture, or alchemical draught that touches it, choosing to be affected by the substance or to nullify it. + + + Perishable + These oozes don't fare well in sunlight and don't easily endure the rigors of travel. The creature dies if it is directly exposed to sunlight for more than 1 minute. Each day it is more than 1 mile from its "birth" place, the ooze must succeed on a DC 12 Constitution saving throw or die. + + + Produce Potion (1/Day) + The alchemical apprentice can produce one common potion, oil, tincture, or alchemical draught each day. If no creature is there to bottle, or otherwise collect, the substance when it is produced, it trickles away and is wasted. + + + Pseudopod + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 10 (2d8 + 1) bludgeoning damage. + Pseudopod|3|2d8+1 + + + Magical Burble + Ranged Spell Attack: +5 to hit, range 60 ft., one target. 10 (3d6) acid, cold, fire, or poison damage. + + Source: CCodex (3pp) + + + + Blood Ooze + L + ooze + Unaligned + 8 + 76 (8d10+32) + walk 20 ft., climb 20 ft. + 16 + 6 + 18 + 1 + 8 + 2 + + + 9 + + 6 + + acid, fire, necrotic, slashing + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Blood Drain + A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage and the ooze gains temporary hp equal to that amount as it drains blood from the victim. It can add temporary hp gained from this trait to temporary hp gained from its pseudopod attack and Overflow reaction. Its temporary hp can't exceed half its maximum hp. If the ooze takes radiant damage, this trait doesn't function at the start of the ooze's next turn, although it retains any temporary hp it previously gained. + + + Spider Climb + The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 16 (3d10) necrotic damage. The ooze gains temporary hp equal to the necrotic damage taken. + Pseudopod|5|1d6+3 + + + Overflow + When the blood ooze is hit with a melee attack, it can drain blood from the attacker. The attacker must make a DC 15 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. The ooze gains temporary hp equal to the necrotic damage taken. + + Source: CCodex (3pp) + + + + Foxfire Ooze + L + ooze + Unaligned + 9 + 126 (12d10+60) + walk 20 ft., climb 20 ft., swim 20 ft., fly 10 ft. + 19 + 8 + 20 + 2 + 6 + 1 + + + 8 + + 10 + bludgeoning, piercing, slashing from nonmagical weapons + acid, fire, lightning + cold + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Ambusher + The ooze has advantage on attack rolls against any creature it has surprised. + + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Lightning Storm + A creature that touches the ooze while wearing metal or hits it with a melee attack with a metal weapon takes 9 (2d8) lightning damage and triggers a lightning storm. All creatures within 20 feet of the ooze that are holding or wearing metal must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) lightning damage. + + + Spider Climb + The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The foxfire ooze makes three pseudopod attacks. + + + Pseudopod + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 20 (3d10 + 4) bludgeoning damage plus 4 (1d8) lightning damage. + Pseudopod|8|3d10+4 + + Source: CCodex (3pp) + forest, grassland, swamp + + + Giant Shark Bowl + H + ooze + Unaligned + 6 + 172 (15d12+75) + walk 20 ft., swim 20 ft. + 23 + 3 + 20 + 1 + 10 + 5 + + + 10 + + 8 + acid, fire, slashing + lightning + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amphibious + The giant shark bowl can breathe air and water. + + + Blood Frenzy + The giant shark bowl has advantage on melee attack rolls against any creature that doesn't have all its hp. + + + Electrical Charge + When the giant shark bowl is subjected to lightning damage, it takes no damage and instead becomes charged for 1 minute. While charged, its attacks deal an extra 2 (1d4) lightning damage. + + + Ooze Fish Bowl + The shark bowl takes up its entire space. Other creatures can enter the space, but they are subjected to the bowl's Engulf and have disadvantage on the saving throw. + Creatures inside the bowl can be seen but have total cover. A creature within 5 feet of the bowl can take an action to pull a creature out. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 22 (3d10 + 6) piercing damage. The bowl can hold one Large creature or up to six Medium or smaller creatures inside it at a time. + + + Symbiotically Bound + The ooze and the giant shark's life forces have been entwined by an arcane force. They share statistics as if they were one monster and can't be separated. + + + Multiattack + The giant shark bowl makes two attacks. one with its bite and one with its pseudopod. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage. + Bite|9|3d10+6 + + + Pseudopod + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 22 (3d10 + 6) bludgeoning damage. + Pseudopod|9|3d10+6 + + + Engulf + The giant shark bowl moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the bowl enters a creature's space, the creature must make a DC 16 Dexterity saving throw. + On a successful save, the creature can choose to be pushed 5 feet back or to the side of the bowl. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. + On a failed save, the bowl enters the creature's space, and the creature takes 22 (3d10 + 6) piercing damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (3d10 + 6) piercing damage at the start of each of the bowl's turns. + When the bowl moves, the engulfed creature moves with it. + 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 bowl. + + Source: CCodex (3pp) + + + + Ink Guardian + L + ooze + Unaligned + 8 + 102 (12d10+36) + walk 20 ft. + 16 + 7 + 16 + 6 + 6 + 1 + + + 8 + + 4 + fire, thunder, slashing + acid + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The ink guardian can move through a space as narrow as 1 inch wide without squeezing. + + + Bottled Rejuvenation + When activated, the creature launches from its bottle, landing within 20 feet of the bottle. It starts as Tiny, and at the start of each of its turns, it increases in size by one step to a maximum of Large. + o oze, i nk g uardian When the ink guardian is defeated, the bottle becomes inactive for 3d8 hours. After that time, the ink guardian regains all its hp and is active again. The bottle has AC of 20, 10 hp, and is immune to damage that isn't bludgeoning. If the bottle is destroyed, the ink guardian dies and can't rejuvenate. + + + Selectively Caustic + A creature that touches the ink guardian or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. The ink guardian can eat through flesh quickly, but it doesn't harm metal, wood, or paper. + + + Volatile + When the ink guardian is subjected to thunder damage, it takes no damage and instead splashes onto creatures within 5 feet of it. Each creature in the area takes 4 (1d8) acid damage. + When the ink guardian is reduced to 0 hp, it explodes. Each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one. + + + Multiattack + As a Medium or Large creature, the ink guardian makes two pseudopod attacks. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) acid damage. + Pseudopod|5|1d8+3 + + Source: CCodex (3pp) + + + + Ruby Ooze + M + ooze + Unaligned + 9 + 93 (11d8+44) + walk 20 ft., climb 20 ft. + 14 + 8 + 18 + 2 + 6 + 1 + + + 8 + + 6 + bludgeoning, piercing, slashing from nonmagical weapons + acid, fire + lightning + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Ambusher + The ooze has advantage on attack rolls against any creature it has surprised. + + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Corrosive Form + A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid damage. + Any nonmagical weapon made of metal or wood that hits the ooze is coated in a corrosive red slime. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. + Nonmagical ammunition made of metal or wood that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical wood or metal in 1 round. + + + False Appearance + While the ooze remains motionless, it is indistinguishable from a pile of rubies. + + + Spider Climb + The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The ruby ooze makes two pseudopod attacks. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage. + Pseudopod|5|2d6+2 + + + Acid Spray (Recharge 5-6) + The ooze sprays its bright red protoplasm in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, the creature takes 21 (6d6) acid damage and is restrained as its flesh begins to turn into a translucent ruby -like stone. On a success, the creature takes half the damage and isn't restrained. The restrained creature must make a DC 15 Constitution saving throw at the end of its next turn, taking 21 (6d6) acid damage and becoming petrified on a failure or ending the effect on a success. + + Source: CCodex (3pp) + + + + Shadow Ooze + M + ooze + Unaligned + 8 + 60 (9d8+36) + walk 20 ft., climb 20 ft. + 16 + 6 + 18 + 2 + 6 + 2 + + Stealth +2 + 8 + + 3 + + acid, necrotic + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Aura Of Darkness + The ooze devours all natural and magical light within 30 feet of it. This area is heavily obscured by darkness for all creatures except shadow fey. + + + Spider Climb + The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The ooze makes one pseudopod attack and then uses Snuff Out. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage and 3 (1d6) acid damage. + Pseudopod|5|2d6+3 + + + Snuff Out + The ooze extinguishes one natural or magical light source within 60 feet of it. If the light source is created by a spell, it is dispelled. + + Source: CCodex (3pp) + + + + Suppurating Ooze + M + ooze + Unaligned + 8 + 30 (4d8+12) + walk 10 ft., climb 10 ft. + 16 + 6 + 16 + 1 + 6 + 2 + Con +5 + + 8 + + 1 + cold, necrotic, slashing + poison + + blinded, charmed, deafened, exhaustion, frightened, poisoned, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Seeping Death + A living creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 13 Constitution saving throw or contract a disease. At the end of each long rest, the diseased creature must succeed on a DC 13 Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature's Dexterity to 0, the creature dies and its body becomes a suppurating ooze 1d4 hours later. The disease lasts until removed by the lesser restoration spell or other similar magic. + + + Spider Climb + The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with the seeping death disease (see the Seeping Death trait). + Pseudopod|5|1d6+3 + + Source: CCodex (3pp) + + + + Black Sun Orc + M + humanoid (orc) + Chaotic Evil + 14 (hide armor) + 65 (10d8+20) + walk 30 ft., climb 20 ft. + 16 + 14 + 14 + 9 + 12 + 8 + + Perception +3, Stealth +4, Survival +3 + 13 + Common, Orc + 2 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Black Sun Sight + Magical darkness doesn't impede the Black Sun orc's darkvision. + + + Light Sensitivity + While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Stone Camouflage + The orc has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The orc makes two attacks with its greatclub or with its sling. + + + Greatclub + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. + Greatclub|5|1d8+3 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Sling|4|1d4+2 + + Source: CCodex (3pp) + mountain + + + Black Sun Priestess + M + humanoid (orc) + Chaotic Evil + 13 (hide armor) + 67 (9d8+27) + walk 30 ft. + 16 + 12 + 16 + 9 + 16 + 14 + + Insight +6, Intimidation +6, Religion +1 + 13 + Common, Orc + 3 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the priestess can move up to her speed toward a hostile creature that she can see. + + + Black Sun Sight + Magical darkness doesn't impede the the Black Sun priestess' darkvision. + + + Light Sensitivity + While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Greatclub + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. + Greatclub|5|1d8+3 + + + Spellcasting + The black sun priestess is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The black sun priestess has the following Cleric spells prepared: + Cantrips (at will): guidance, mending, resistance, sacred flame + • 1st level (4 slots): bane, command, cure wounds, detect magic + • 2nd level (3 slots): augury, spiritual weapon + • 3rd level (3 slots): animate dead, bestow curse, spirit guardians + + 4, 3, 3 + guidance, mending, resistance, sacred flame, bane, command, cure wounds, detect magic, augury, spiritual weapon, animate dead, bestow curse, spirit guardians + Source: CCodex (3pp) + mountain + + + Green Abyss Orc + M + humanoid (orc) + Chaotic Evil + 13 + 15 (2d8+6) + walk 30 ft., climb 30 ft. + 14 + 16 + 16 + 9 + 11 + 10 + + Acrobatics +5, Athletics +4, Perception +2, Stealth +5 + 12 + Orc + 1/2 + + poison + + poisoned + darkvision 90 ft. + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Sunlight Sensitivity + While in sunlight, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Poisoned Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. If the target is a creature, it must succeed on a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way. + Poisoned Spear|4|1d6+2 + + Source: CCodex (3pp) + forest + + + Orthrus + M + monstrosity + Lawful Neutral + 13 + 60 (8d8+24) + walk 40 ft. + 15 + 16 + 16 + 8 + 12 + 7 + Wis +3 + Perception +5, Survival +3 + 15 + Understands Common but can't speak + 3 + + + + + darkvision 120 ft. + + Three-headed + The orthrus has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + + + Wakeful + While the orthrus sleeps, at least one of its heads is awake. + + + Multiattack + The orthrus makes three bite attacks. two with its canine heads and one with its snake head. If the orthrus bites the same creature with both of its canine heads in the same round, that creature must succeed on a DC 12 Strength saving throw or be knocked prone. + + + Bite (Canine Head) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bite (Canine Head)|5|1d6+3 + + + Bite (Snake Head) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failed save, it takes 14 (4d6) poison damage and is poisoned for 1 minute. + Bite (Snake Head)|5|1d4+3 + On a success, it takes half the damage and isn't poisoned. + + Source: CCodex (3pp) + + + + Ouroboros + H + dragon + Neutral + 15 (natural armor) + 94 (9d12+36) + walk 40 ft., fly 80 ft. + 21 + 11 + 19 + 15 + 18 + 12 + Dex +3, Con +7, Wis +7, Cha +4 + Arcana +8, History +8, Perception +7 + 17 + All + 6 + + + + + blindsight 60 ft., darkvision 120 ft. + + Energetic Rebirth + When the ouroboros is slain, it is reborn in a burst of energy in a 300-foot radius from its body. Roll any die. On an even result, the energy causes plants to grow, and creatures in the area regain 22 (5d8) hp. On an odd result, creatures in the area must make a DC 15 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. + + + Variegated Scales + As a bonus action, the ouroboros gains immunity to one type of damage. It can change this immunity from one type to another as a bonus action. + + + Multiattack + The ouroboros can use its Introspective Presence. It then makes two bite attacks. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 10 (1d10 + 5) piercing damage. + Bite|8|1d10+5 + + + Introspective 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 15 Wisdom saving throw or be incapacitated for 1 minute as the creature is overcome by introspective thoughts. 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 Introspective Presence for the next 24 hours. + + + Kaleidoscopic Breath (Recharge 5-6) + The ouroboros exhales energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) damage on a failed save, or half as much damage on a successful one. + The damage is either acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. The dragon chooses the type of damage before exhaling. + + + Reactive Hide + When the dragon is hit with an attack, it gains resistance to damage of that type until the end of its next turn, including the damage from the attack that triggered this reaction. + + + The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Options + The ouroboros 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 ouroboros regains spent legendary actions at the start of its turn. + + + Bite Attack + The ouroboros makes one bite attack. + + + Blurring Faade (Costs 2 Actions) + The ouroboros blurs and shifts light around itself or another creature it can see within 60 feet of it. Attacks against the target have disadvantage until the end of the ouroboros' next turn. The target can resist this effect with a successful DC 15 Wisdom saving throw. + + + Guiding Beacon (Costs 2 Actions) + The ouroboros causes itself or another creature it can see within 60 feet of it to illuminate with white flame. Attacks against the target have advantage until the end of the ouroboros' next turn. The target can resist this effect with a successful DC 15 Wisdom saving throw. + + Source: CCodex (3pp) + + + + Pech + S + elemental (pech) + Good Neutral + 15 (natural armor) + 33 (6d6+12) + walk 20 ft., climb 10 ft. + 16 + 11 + 14 + 11 + 13 + 11 + + Athletics +5, Perception +3 + 13 + Common, Undercommon, Terran + 2 + + poison + + exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 120 ft. + + Light Sensitivity + While in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + One With The Stone (Recharges After A Short Or Long Rest) + As a bonus action, the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech's next turn, it gains resistance to piercing and slashing damage. + + + Multiattack + The pech makes two attacks. one with its pick and one with its hammer. If the pech hits the same target with both attacks, the target must succeed on a DC 11 Constitution saving throw or be incapacitated until the start of its next turn. + + + Pick + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Pick|5|1d8+3 + + + Hammer + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Hammer|5|1d6+3 + + Source: CCodex (3pp) p. 294 + mountain + + + Pech Lithlord + S + elemental (pech) + Good Neutral + 17 (natural armor) + 104 (16d6+48) + walk 30 ft., climb 30 ft. + 18 + 11 + 16 + 11 + 18 + 13 + + Athletics +7, Perception +7 + 17 + Common, Undercommon, Terran + 7 + + poison + + exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 120 ft. + + Light Sensitivity + While in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + One With The Stone (Recharges After A Short Or Long Rest) + rAs a bonus action, the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech's next turn, it gains resistance to piercing and slashing damage. + + + Multiattack + The pech lithlord makes three attacks. two with its pick and one with its hammer. If the pech lithlord hits the same target with two attacks, the target must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Pick + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Pick|7|1d8+4 + + + Hammer + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) bludgeoning damage. + Hammer|7|1d6+4 + + + Innate Spellcasting + The pech lithlord's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: + At will: mending, thunderwave (4d8) + 3/day each: shatter (4d8) + 1/day each: meld into stone, stone shape + + mending, thunderwave, shatter, meld into stone, stone shape + Source: CCodex (3pp) p. 295 + mountain + + + Pech Stonemaster + S + elemental (pech) + Good Neutral + 16 (natural armor) + 65 (10d6+30) + walk 20 ft., climb 10 ft. + 18 + 11 + 16 + 11 + 16 + 11 + + Athletics +6, Perception +5 + 15 + Common, Undercommon, Terran + 4 + + poison + + exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 120 ft. + + Light Sensitivity + While in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + One With The Stone (Recharges After A Short Or Long Rest) + As a bonus action, the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech's next turn, it gains resistance to piercing and slashing damage. + + + Multiattack + The pech stonemaster makes two attacks. one with its pick and one with its hammer. If the pech stonemaster hits the same target with both attacks, the target must succeed on a DC 13 Constitution saving throw or be stunned until the start of its next turn. + + + Pick + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Pick|6|1d8+4 + + + Hammer + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) bludgeoning damage. + Hammer|6|1d6+4 + + + Innate Spellcasting + The pech stonemaster's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: thunderwave + 3/day each: shatter + + thunderwave, shatter + Source: CCodex (3pp) p. 295 + mountain + + + Phantom + M + undead + Any alignment + 11 + 22 (5d8) + walk 0 ft., fly 40 ft. + 7 + 12 + 10 + 6 + 12 + 12 + + + 11 + The languages it knew in life + 1 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Incorporeal Movement + The phantom 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. + + + Sunlight Weakness + While in sunlight, the phantom has disadvantage on attack rolls, ability checks, and saving throws. + + + Ghostly Grasp + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 7 (2d6) necrotic damage. + Ghostly Grasp|3|2d6 + + + Chilling Moan (Recharge 5-6) + The phantom emits an eerie moan. Each creature within 30 feet that isn't an undead or a construct must make a DC 13 Wisdom saving throw. On a failure, the target takes 9 (2d8) cold damage and is frightened until the end of the phantom's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. On a success, the target takes half the damage and isn't frightened. + + Source: CCodex (3pp) + + + + Philosopher's Ghost + M + ooze + Unaligned + 13 + 7 (2d4+2) + walk 40 ft. + 9 + 17 + 12 + 2 + 10 + 6 + + + 10 + + 4 + acid, cold; slashing from nonmagical weapons + fire, poison + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Illumination + The philosopher's ghost sheds bright light in a 20-foot-radius and dim light for an additional 20 feet. + + + Persistent Burning Form + The philosopher's ghost can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the ghost or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the philosopher's ghost can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that target takes 5 (1d10) fire damage and catches fire; until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. + + + Siege Monster + The philosopher's ghost deals double damage to objects and structures. + + + Water Vulnerability + If completely immersed in water, a philosopher's ghost's movement halves each round until it stops moving completely, becoming incapacitated, and contact with it no longer causes damage. As soon as any portion of it is exposed to the air again, it resumes moving at full speed. + + + Multiattack + The philosopher's ghost makes two burning touch attacks. + + + Burning Touch + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) fire damage. If the target is a creature, it suffers a burning lesion, taking 2 (1d4) fire damage at the start of each of its turns. Any creature can take an action to soothe the burning lesion with a successful DC 12 Wisdom (Medicine) check. The lesion is also soothed if the target receives magical healing. + Burning Touch|5|2d4+3 + + Source: CCodex (3pp) p. 297 + + + + Piasa + L + dragon + Unaligned + 15 (natural armor) + 144 (17d10+51) + walk 40 ft., fly 80 ft. + 18 + 11 + 16 + 9 + 12 + 7 + Dex +3, Con +6 + Athletics +7, Perception +4, Stealth +3 + 14 + Draconic + 6 + + + poison + + blindsight 15 ft., darkvision 120 ft. + + Segmented Tail + The piasa's spiked tail is segmented and up to three times the length of its body. When the piasa takes 25 or more damage in a single turn, a segment of its tail is severed. + When the first segment is severed, the tail attack's damage type changes from piercing to bludgeoning and deals 1d8 less damage. When the second segment is severed, the tail attack no longer deals damage, but it can still grapple. When the third segment is severed, the piasa can't make tail attacks. The tail re-grows at a rate of one segment per long rest. + + + Multiattack + The piasa can use its Frightful Presence. It then makes three attacks. one with its bite or tail and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage. + Bite|7|2d10+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|7|2d6+4 + + + Tail + Melee Weapon Attack: +7 to hit, reach 15 ft., one target. 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the piasa can't make tail attacks against other targets. When the piasa moves, any Medium or smaller creature it is grappling moves with it. + Tail|7|2d8+4 + + + Frightful Presence + Each creature of the piasa's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 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 piasa's Frightful Presence for the next 24 hours. + + + Sleep Breath (Recharge 5-6) + The piasa exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. + + Source: CCodex (3pp) + forest + + + Pillar Of The Lost Magocracy + H + construct + Chaotic Neutral + 14 (natural armor) + 90 (12d12+12) + walk 0 ft. + 9 + 1 + 13 + 18 + 8 + 13 + Con +3, Wis +1 + Arcana +6, History +6 + 9 + Understands Common but can't speak, telepathy 120 ft. + 4 + bludgeoning, piercing, slashing from nonmagical weapons + poison + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Mental Agility + The pillar uses its Intelligence instead of its Dexterity to determine its place in the initiative order. + + + Shocking Vengeance + A creature that touches the pillar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage. + + + Anger of the Ancient Mage + The pillar of lost magocracy unleashes a random magical attack on a target or area within 120 feet. Roll a d4 to determine the effect. + 1 - Mutant Plants - Grasping tendrils of alien vegetation sprout from the ground in a 20-foot radius centered on a point the pillar can see within 120 feet. The area becomes difficult terrain, and each creature in the area must succeed on a DC 14 Strength saving throw or become restrained. Treat as an entangle spell, except it only lasts for 2d4 rounds. + 2 - Acid Rain - Corrosive acid falls from the sky centered on a point the pillar can see within 120 feet. Each creature in a 20-foot-radius, 40-foot-high cylinder must make a DC 14 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one. + 3 - Noxious Cloud - The pillar creates a 20-foot-radius sphere of reddish, stinging mist centered on a point it can see within 120 feet. The area is heavily obscured, and each creature inside the cloud at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage and is blinded until the start of its next turn. On a success, the creature takes half the damage and isn't blinded. The cloud lasts for 1d4 rounds. + 4 - Shrinking Ray - A bright green ray strikes a single creature within 120 feet. The creature must succeed on a DC 14 Constitution saving throw or be shrunk to half its size. Treat as an enlarge/reduce spell, except it lasts for 2d4 rounds. + + Source: CCodex (3pp) p. 299 + badlands + + + Pixiu + L + monstrosity + Unaligned + 15 (natural armor) + 112 (15d10+30) + walk 30 ft., fly 60 ft. + 18 + 15 + 14 + 5 + 12 + 10 + + Perception +4 + 14 + Understands but can't speak + 6 + necrotic + + + + darkvision 60 ft. + + Consume Treasure + The pixiu has an appetite for gold, silver, and jewels and consumes them whenever possible. If the pixiu attempts to eat a magical coin, gemstone, or piece of jewelry, the object has a 25% chance of breaking, dispelling its magic and rendering it useless. If the object doesn't break, the pixiu gives up trying to eat it. + + + Protector Of Qi + The pixiu is immune to disease and to effects that would lower its maximum hp. In addition, each ally within 10 feet of the pixiu has advantage on saving throws against disease and is immune to effects that would lower its maximum hp. + + + Treasure Sense + A pixiu can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. + + + Multiattack + The pixiu makes three attacks. one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage. + Bite|7|3d8+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (3d6 + 4) slashing damage. + Claws|7|3d6+4 + + Source: CCodex (3pp) + mountain + + + Alabaster Tree + H + celestial + Good Neutral + 18 (natural armor) + 105 (10d12+40) + walk 10 ft. + 20 + 10 + 18 + 10 + 14 + 10 + Str +8 + Perception +5 + 15 + All, telepathy 120 ft. + 7 + bludgeoning, piercing, slashing from nonmagical weapons + radiant + + stunned + blindsight 60 ft. (blind beyond this radius) + + Churning Advance (3/Day) + As a bonus action, the alabaster tree moves up to five times its speed, leaving a trail of difficult terrain behind it. + + + Foster The Grasses + Hallowed reeds within 60 feet of an alabaster tree have advantage on saving throws. + + + Like Calls To Like + The alabaster tree knows if a creature within 60 feet of it is good-aligned or not. + + + Soul's Respite + A good-aligned creature who takes a short rest within 10 feet of an alabaster tree gains all the benefits of a long rest. + + + Multiattack + The alabaster tree makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (3d4 + 5) bludgeoning damage plus 4 (1d8) radiant damage and the creature is grappled (escape DC 16). + Slam|8|3d4+5 + + + Serrated Squeeze (Willow Only) + The alabaster tree makes one slam attack against a Large or smaller target it is grappling. If the attack hits, the target is engulfed in razor-sharp leaves, and the grapple ends. While engulfed, the target is blinded and restrained, it has total cover against attacks and other effects outside of the leaves, and it takes 13 (3d8) slashing damage at the start of each of the alabaster tree's turns. An alabaster tree can have only one creature engulfed at a time. + If the alabaster tree takes 15 damage or more on a single turn from the engulfed creature, the alabaster tree must succeed on a DC 14 Constitution saving throw at the end of that turn or release the creature in a shower of shredded leaves. The released creature falls prone in a space within 10 feet of the alabaster tree. If the alabaster tree dies, an engulfed creature is no longer restrained by it and can escape from the leaves and branches by using an action to untangle itself. + + + Toss (Oak Only) + One Large or smaller object held or creature grappled by the alabaster tree is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. + + + Cloud of Needles (Recharge 5-6, Pine Only) + The alabaster tree fires a cloud of sharp needles at all creatures within 30 feet of it. + Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + + + + Devil Bough + H + fiend + Neutral Evil + 14 (natural armor) + 114 (12d12+36) + walk 10 ft. + 18 + 10 + 17 + 10 + 10 + 8 + Con +6 + Perception +3 + 13 + Abyssal, Infernal, telepathy 120 ft. + 6 + + fire, poison + + poisoned + tremorsense 60 ft. + + Grinding Maw + The devil bough has advantage on attack rolls against any creature grappled by its bite attack. + + + Like Calls To Like + The devil bough knows if a creature within 60 feet of it is evil-aligned or not. + + + Multiattack + The devil bough makes one claw attack and one bite attack. + + + Claw + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 14 (3d6 + 4) slashing damage. + Claw|7|3d6+4 + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the devil bough can't make bite attacks against other targets. + Bite|7|3d8+4 + + + Arcasynthesis + When a spell of 5th level or lower is cast within 100 feet of the devil bough, it attempts to synthesize the magic. + The spell resolves as normal, but the devil bough has a 50% chance of regaining 5 (1d10) hp per level of the spell cast. + + Source: CCodex (3pp) + + + + Ecstatic Bloom + H + celestial + Good Neutral + 15 (natural armor) + 171 (18d12+54) + walk 10 ft. + 10 + 9 + 16 + 20 + 19 + 14 + Int +9, Wis +9 + Insight +9, Perception +9 + 19 + All, telepathy 120 ft. + 11 + + radiant + fire + charmed, frightened + truesight 120 ft. + + Aura Of Life + When an undead creature starts its turn within 30 feet of the bloom, it must succeed on a DC 17 Wisdom saving throw or be turned until the end of its next turn. + + + Blessed Regrowth + At the start of each of the ecstatic bloom's turns, the bloom and each good-aligned creature, including the bloom, within 10 feet of it regains 4 (1d8) hp. If the bloom takes fire damage, this trait doesn't function at the start of the bloom's next turn. The ecstatic bloom dies only if it starts its turn with 0 hp and doesn't regain hp from this trait. + + + Foster The Trees + Alabaster trees within 60 feet of the ecstatic bloom have advantage on all saving throws. + + + Like Calls To Like + The ecstatic bloom knows if a creature within 120 feet of it is good-aligned or not. + + + Multiattack + The ecstatic bloom makes three gilded beam attacks. + + + Gilded Beam + Ranged Spell Attack: +9 to hit, range 150 ft., one target. 27 (6d8) radiant damage. + Gilded Beam|9|6d8 + + + Castigate (Recharges after a Short or Long Rest) + The bloom summons a chorus of booming celestial voices that descend into the minds of nearby creatures. Each creature within 30 feet of the bloom must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn. Castigate only affects non-good-aligned creatures with an Intelligence of 5 or higher. + + Source: CCodex (3pp) p. 303 + + + + Execrable Shrub + M + fiend + Neutral Evil + 14 (natural armor) + 40 (9d8) + walk 10 ft., burrow 10 ft. + 12 + 14 + 10 + 7 + 14 + 10 + + Perception +4 + 14 + + 1/2 + poison, piercing + fire + + poisoned + tremorsense 60 ft. + + Healed By Blood + Whenever a creature is reduced to 0 hp within 60 feet of the execrable shrub, the shrub regains 5 (1d10) hp. + + + Like Calls To Like + The execrable shrub knows if a creature within 60 feet of it is evil-aligned or not. + + + Limited Telepathy + Using telepathy, the execrable shrub can magically communicate with any other evil-aligned creature within 100 feet of it. This communication is primarily through images and emotions rather than actual words. + + + Burning Slash + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage plus 2 (1d4) fire damage. + Burning Slash|5|1d4+2 + + + Smolder (Recharge 5-6) + The execrable shrub releases a billowing cloud of smoke in a 10-foot-radius that lasts for 1 minute and moves with the shrub. The area affected by the smoke is heavily obscured. + + Source: CCodex (3pp) p. 304 + + + + Hallowed Reed + M + celestial + Good Neutral + 13 (natural armor) + 22 (5d8) + walk 10 ft. + 14 + 10 + 10 + 7 + 14 + 10 + + Perception +4 + 14 + + 1/2 + bludgeoning, piercing + radiant + + + blindsight 30 ft. (blind beyond this radius) + + Like Calls To Like + The hallowed reed knows if a creature within 30 feet of it is good-aligned or not. + + + Limited Telepathy + Using telepathy, a hallowed reed can magically communicate with any other good-aligned creature within 100 feet of it. This communication is primarily through images and emotions rather than actual words. + + + Rebirth + If a hallowed reed is slain, a new patch of hallowed reeds will grow in the same spot starting within a week of its death. + charring or salting the ground where a hallowed reed was slain prevents this resurgence. + + + Searing Grasp + Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. 4 (1d4 + 2) radiant damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, it takes 2 (1d4) radiant damage at the start of each of its turns, and the hallowed reed can't grasp another target. + Searing Grasp|4|1d4+2 + Undead and fiends have disadvantage on ability checks made to escape the grapple. + + Source: CCodex (3pp) p. 304 + + + + Thorned Sulfurlord + H + fiend + Chaotic Evil + 17 (natural armor) + 171 (18d12+54) + walk 20 ft. + 20 + 14 + 16 + 10 + 9 + 12 + Str +9 + Athletics +9, Perception +7 + 17 + Abyssal, Infernal, telepathy 120 ft. + 11 + + fire, poison + cold + charmed, poisoned + truesight 120 ft. + + Burning Tangle + The ground within 10 feet of the thorned sulfurlord is difficult terrain. + + + Hell Core + At the start of each of the thorned sulfurlord's turns, each creature within 10 feet of the sulfurlord takes 7 (2d6) fire damage. If the thorned sulfurlord takes cold damage, this trait doesn't function at the start of its next turn. + + + Like Calls To Like + The thorned sulfurlord knows if a creature within 100 feet of it is evil-aligned or not. + + + Root (3/Day) + As a bonus action, the thorned sulfurlord sends its roots deep into the ground. For 1 minute, the sulfurlord's speed is halved, it is immune to effects that would move it, and it can't be knocked prone. + + + Multiattack + The thorned sulfurlord makes two sulfur slam attacks or two fiery spike attacks. + + + Sulfur Slam + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. The target must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. + Sulfur Slam|9|2d8+5 + + + Fiery Spike + Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. 12 (3d6 + 2) piercing damage plus 9 (2d8) fire damage. + Fiery Spike|6|3d6+2 + + + The World Shall Know Fire (Recharge 5-6) + The thorned sulfurlord targets a creature that has taken fire damage from it within the last minute and causes a burst of fire to expand out from that creature in a 30-foot-radius. Each creature in the area, including the target, must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. + + Source: CCodex (3pp) p. 306 + + + + Purple Slime + L + ooze + Unaligned + 7 + 76 (8d10+32) + walk 20 ft., climb 10 ft., swim 30 ft. + 17 + 8 + 18 + 2 + 6 + 1 + + Stealth +1 + 8 + + 3 + + acid, cold + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The purple slime can move through a space as narrow as 1 inch wide without squeezing. + + + Amphibious + The purple slime can breathe air and water. + + + Underwater Camouflage + The purple slime has advantage on Dexterity (Stealth) checks made while underwater. + + + Multiattack + The purple slime makes two spike attacks. + + + Spike + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d8 + 2) piercing damage and 10 (3d6) poison damage. + Spike|5|1d8+2 + In addition, the target must succeed on a DC 14 Constitution saving throw or its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. + + Source: CCodex (3pp) p. 307 + swamp + + + Quickstep + S + fey + Neutral Evil + 16 (studded leather armor) + 49 (9d6+18) + walk 50 ft. + 14 + 19 + 15 + 10 + 12 + 14 + Dex +7, Con +5, Wis +4 + Deception +5, Intimidation +5, Perception +4 + 14 + Common, Elvish + 5 + + + + unconscious + darkvision 60 ft., truesight 60 ft. + + Evasion + If the quickstep is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the quickstep instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Fey Ancestry + The quickstep has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Startling Speed + The movements of a quickstep are so swift that it is almost invisible when in motion. If the quickstep moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the quickstep is incapacitated or restrained. + + + Multiattack + A quickstep makes two attacks with its moonlight rapier and one with its hidden dagger. + + + Moonlight Rapier + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage plus 7 (2d6) cold damage. + Moonlight Rapier|7|1d8+4 + + + Hidden Dagger + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage plus 3 (1d6) cold damage. + Hidden Dagger|7|1d4+4 + + + Freezing Steel (Recharge 6) + Each creature within 10 feet of the quickstep must make a DC 15 Constitution saving throw as the quickstep whirls in a blur of cold steel. On a failure, a target takes 9 (2d8) piercing damage and 7 (2d6) cold damage and is paralyzed for 1 round. On a success, a target takes half the piercing and cold damage and isn't paralyzed. + + + Quick Dodge + When a creature the quickstep can see targets it with an attack, the quickstep can move to an unoccupied space within 5 feet of it without provoking opportunity attacks. If this movement would put the quickstep out of reach of the attacker, the attack misses. + + Source: CCodex (3pp) p. 308 + forest + + + Quiet Soul + M + undead + Neutral Evil + 15 (natural armor) + 90 (20d8) + walk 10 ft. + 6 + 10 + 10 + 8 + 18 + 10 + Con +3, Wis +7, Cha +3 + Perception +7 + 17 + Understands the languages it knew in life but can't speak + 6 + + cold, poison, psychic + + poisoned + blindsight 60 ft. (blind beyond this radius) + + False Appearance + While the quiet soul remains motionless, it is indistinguishable from an ordinary humanoid corpse. + + + Melancholic Emanation + The quiet soul emits a magical aura of lethargy and despondency. Any creature that starts its turn within 30 feet of the quiet soul must succeed on a DC 15 Wisdom saving throw or fall unconscious for 1 minute. + The effect ends for a creature if the creature takes damage or another creature uses an action to wake it. + + + Psychic Lash + Ranged Spell Attack: +7 to hit, range 60 ft., one target. 21 (6d6) psychic damage. If an unconscious creature is hit by this attack, that creature must make a DC 15 Wisdom saving throw, remaining unconscious on a failed save, or waking on a successful one. + Psychic Lash|7|6d6 + + Source: CCodex (3pp) + arctic + + + Rageipede + S + beast + Unaligned + 15 (natural armor) + 55 (10d6+20) + walk 30 ft. + 15 + 14 + 15 + 1 + 7 + 3 + + Stealth +4 + 8 + + 2 + + + + + blindsight 30 ft. + + Natural Camouflage + The rageipede has advantage on Dexterity (Stealth) checks made while in forests and tall grass. + + + Surprise Bite + If the rageipede surprises a creature and hits it with a bite attack during the first round of combat, the target has disadvantage on its saving throw against the rage caused by the rageipede's bite. + + + Multiattack + The rageipede makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage and the target must succeed on a DC 12 Wisdom saving throw or be overcome with a fit of rage for 1 minute. While in a fit of rage, a creature has advantage on melee attack rolls and its melee weapon attacks deal an extra 3 (1d6) damage. The creature is unable to distinguish friend from foe and must attack the nearest creature other than the rageipede. If no other creature is near enough to move to and attack, the victim stalks off in a random direction, seeking a target for its rage. + Bite|4|1d6+2 + The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Claw|4|1d6+2 + + Source: CCodex (3pp) + + + + Greater Rakshasa + M + fiend + Lawful Evil + 18 (natural armor) + 144 (17d8+68) + walk 40 ft. + 14 + 18 + 18 + 15 + 16 + 20 + + Deception +10, Insight +8 + 13 + Common, Infernal + 15 + + bludgeoning, piercing, slashing from nonmagical weapons + piercing + + darkvision 60 ft. + + Limited Magic Immunity + The greater rakshasa can't be affected or detected by spells of 7th level or lower unless it wishes to be. + It has advantage on saving throws against all other spells and magical effects. + + + Puppet Master + When the greater rakshasa casts the charm person spell, it can target up to five creatures. When it casts the dominate person spell, the spell's duration is concentration, up to 8 hours. + + + Multiattack + The greater rakshasa makes two claw attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. + Claw|7|2d6+2 + + + Harrowing Visions (Recharge 5-6) + The greater rakshasa chooses a point it can see within 60 feet, conjuring a terrifying manifestation of its enemies' worst fears in a 30-foot-radius around the point. Each non-rakshasa in the area must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 66 (12d10) psychic damage and becomes frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + The fiend can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend regains spent legendary actions at the start of its turn. + + + Options + The greater rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The greater rakshasa regains spent legendary actions at the start of its turn. + + + Claw Attack + The greater rakshasa makes one claw attack. + + + Misleading Escape (Costs 2 Actions) + The greater rakshasa becomes invisible at the same time that an illusory double of itself appears where it is standing. This switch is indiscernible to others. After the double appears, the greater rakshasa can move up to its speed. Both effects last until the start of the greater rakshasa's next turn, but the invisibility ends if the greater rakshasa makes an attack or casts a spell before then. + + + Cast a Spell (Costs 3 Actions) + The greater rakshasa casts a spell from its list of innate spells, consuming a use of the spell as normal. + + + Innate Spellcasting + The greater rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: detect thoughts, disguise self, mage hand, minor illusion + 3/day each: charm person, detect magic, invisibility, major image, suggestion + 1/day each: dominate person, fly, plane shift, true seeing + + detect thoughts, disguise self, mage hand, minor illusion, charm person, detect magic, invisibility, major image, suggestion, dominate person, fly, plane shift, true seeing + Source: CCodex (3pp) p. 312 + + + + Ramag Portal Master + M + humanoid (ramag) + Neutral + 12 (15 with mage armor) + 71 (13d8+13) + walk 30 ft. + 10 + 14 + 12 + 18 + 12 + 13 + + Arcana +7, History +7, Investigation +7 + 11 + Common, Giant, Abyssal, Celestial, Infernal + 5 + + + + + + + Magic Resistance + The ramag has advantage on saving throws against spells and other magical effects. + + + Multiattack + The ramag portal master makes two lightning stroke attacks. + + + Gate Seal + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage plus 14 (4d6) force damage. + Gate Seal|5|1d4+2 + + + Lightning Stroke + Ranged Spell Attack: +7 to hit, range 120 ft., one target. 14 (4d6) lightning damage. If the target is a creature, it can't take reactions until the start of the ramag's next turn. + Lightning Stroke|7|4d6 + + + Dimensional Seal (Recharges after a Short or Long Rest) + The ramag magically empowers its gate seal to dampen teleportation, planar gates, and portals within 60 feet of it. A creature that attempts to teleport while within or into the area must succeed on a DC 15 Charisma saving throw or the teleport fails. Spells and abilities that conjure creatures or objects automatically fail, and portals or gates are suppressed while they remain in the area. The seal lasts 1 hour, or until the ramag loses concentration on it as if concentrating on a spell. + + + Weave Dimensions + The ramag creates two magical gateways in unoccupied spaces it can see within 100 feet of it. The gateways appear as shimmering, opaque ovals in the air. A creature that moves into one gateway appears at the other immediately. + The gateways last for 1 minute, or until the ramag loses concentration on them as if concentrating on a spell. + + + Spellcasting + The ramag portal master is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The ramag portal master has the following Wizard spells prepared: + Cantrips (at will): fire bolt, light, prestidigitation, shocking grasp + • 1st level (4 slots): burning hands, mage armor, magic missile + • 2nd level (3 slots): arcane lock, hold person, levitate, misty step + • 3rd level (3 slots): counterspell, dispel magic, fireball + • 4th level (1 slots): banishment + + 4, 3, 3, 1 + fire bolt, light, prestidigitation, shocking grasp, burning hands, mage armor, magic missile, arcane lock, hold person, levitate, misty step, counterspell, dispel magic, fireball, banishment + Source: CCodex (3pp) p. 313 + + + + Ratatosk Warlord + S + celestial + Chaotic Neutral + 16 (breastplate) + 77 (14d6+28) + walk 25 ft., climb 25 ft. + 7 + 18 + 14 + 12 + 14 + 12 + Dex +7, Wis +5 + Acrobatics +7, Intimidation +4 + 12 + Common, Celestial, telepathy 100 ft. + 5 + bludgeoning, piercing, slashing from nonmagical weapons + + + + darkvision 60 ft. + + I'm Bigger That's Why + As a bonus action, the ratatosk warlord commands one ratatosk within 30 feet of it to make one melee attack as a reaction. + + + Warlord Skitter + The ratatosk warlord can take the Dash or Disengage action as a bonus action on each of its turns. + + + Multiattack + The ratatosk warlord makes two attacks. one with its gore and one with its ratatosk shortspear. + + + Ratatosk Shortspear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage. + Ratatosk Shortspear|7|2d6+4 + + + Gore + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage plus 14 (4d6) psychic damage. + Gore|7|1d4+4 + + + Chatter of War (Recharges 5-6) + Each non-ratatosk creature within 30 feet that can hear the warlord must succeed on a DC 15 Charisma saving throw or have disadvantage on all attack rolls until the start of the warlord's next turn. + + Source: CCodex (3pp) p. 314 + + + + Ratfolk Mercenary + S + humanoid (ratfolk) + Neutral + 15 (leather armor) + 45 (13d6) + walk 25 ft., swim 10 ft. + 7 + 18 + 11 + 14 + 10 + 10 + Dex +6, Int +4 + Acrobatics +8, Deception +2, Intimidation +2, Perception +2, Stealth +8 + 12 + Common + 2 + + + + + darkvision 60 ft. + + Chopper Squad + The ratfolk mercenary's melee weapon attacks deal one extra die of damage if at least one of the mercenary's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Nimbleness + The ratfolk mercenary can move through the space of any Medium or larger creature. + + + Pack Tactics + The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Packing Heat + If the ratfolk mercenary moves at least 10 feet straight toward a target and then hits it with a shortsword attack on the same turn, the mercenary can make one dart attack against another target within 20 feet as a bonus action without disadvantage. + + + Multiattack + The ratfolk mercenary makes two attacks with its shortsword or dart. If both shortsword attacks hit the same target, the ratfolk mercenary can use its bonus action to automatically deal an extra 4 (1d8) piercing damage as it bites the target. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Shortsword|6|1d6+4 + + + Dart + Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. 6 (1d4 + 4) piercing damage. + Dart|6|1d4+4 + + + Guard the Big Cheese + When a creature makes an attack against the ratfolk mercenary's current employer, the mercenary grants a +2 bonus to the employer's AC if the mercenary is within 5 feet of the employer. + + Source: CCodex (3pp) p. 315 + + + + Ratfolk Warlock + S + humanoid (ratfolk) + Any alignment + 13 (16 with mage armor) + 27 (6d6+6) + walk 25 ft., swim 10 ft. + 8 + 16 + 12 + 14 + 12 + 17 + Wis +3, Cha +5 + Arcana +4, Deception +5, Perception +3 + 13 + Common + 1 + + + + + darkvision 60 ft. + + Nimbleness + The ratfolk warlock can move through the space of any Medium or larger creature. + + + Pack Tactics + The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|5|1d4+3 + + + Quarterstaff + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if used with two hands. + Quarterstaff|1|1d6-1 + + + Darken + The ratfolk warlock causes tendrils of shadow to reach out from its body toward all creatures within 10 feet of it. Each creature in the area must succeed on a DC 13 Wisdom saving throw or be restrained by the tendrils until the end of the ratfolk warlock's next turn. + + + Innate Spellcasting + The ratfolk warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: dancing lights, eldritch blast, fire bolt, mage armor, mage hand, minor illusion, poison spray, speak with animals + 3/day each: command, darkness, hellish rebuke + 1/day each: blindness/deafness, hold person + + dancing lights, eldritch blast, fire bolt, mage armor, mage hand, minor illusion, poison spray, speak with animals, command, darkness, hellish rebuke, blindness/deafness, hold person + Source: CCodex (3pp) p. 316 + + + + Razorleaf + M + plant + Neutral Evil + 14 (natural armor) + 122 (15d8+45) + walk 30 ft. + 14 + 12 + 16 + 7 + 12 + 10 + + Perception +4 + 14 + + 5 + cold, necrotic + + fire + blinded, deafened, exhaustion + blindsight 60 ft. (blind beyond this radius) + + Dark Ground + As an action, the razorleaf can dig its roots into the ground, securing itself in place and causing the area in a 20-foot radius around it to be shrouded in shadow. While rooted in this way, the razorleaf's speed becomes 0, it can't be knocked prone, and its attacks deal an extra 3 (1d6) necrotic damage. This area is difficult terrain and nonmagical sources of light are only half as effective while within it. Small and smaller beasts with Intelligence 3 or lower in the area lose their natural coloration and turn pale grey. These creatures are charmed by the razorleaf while within the area. Plants and trees inside the area turn an ashen color. The razorleaf can recall its roots and end this effect as a bonus action. + + + Do Not Touch + A creature that touches the razorleaf or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage. + + + Light Sensitivity + While in bright light, the razorleaf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The razorleaf makes two lacerating leaves attacks. + + + Lacerating Leaves + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 12 (3d6 + 2) slashing damage. + Lacerating Leaves|5|3d6+2 + + + Shower of Razors (Recharge 5-6) + The razorleaf shakes loose a deadly shower of slicing leaves. Each creature within 10 feet of the razorleaf must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) p. 317 + forest + + + Ring Servant + L + construct + Neutral + 15 (natural armor) + 114 (12d10+48) + walk 0 ft., fly 60 ft. + 20 + 10 + 18 + 8 + 13 + 10 + Str +8, Wis +4 + Athletics +8, Perception +4 + 14 + Understands but can't speak + 8 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned + darkvision 60 ft. + + Immutable Form + The ring servant is immune to any spell or effect that would alter its form. + + + Magic Weapons + The ring servant's slam attacks are magical. + + + Multiattack + The ring servant makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (3d8 + 5) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone. + Slam|8|3d8+5 + + + Ring of Destruction (Recharge 5-6) + The ring servant discharges a spinning ring of magical energy. Each creature within 20 feet of the servant must make a DC 16 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) p. 318 + + + + Roachling Scout + S + humanoid (roachling) + Chaotic Neutral + 14 + 63 (14d6+14) + walk 25 ft., climb 15 ft. + 10 + 18 + 13 + 10 + 14 + 8 + Dex +6, Con +3 + Acrobatics +6, Perception +6, Stealth +6, Survival +6 + 16 + Common + 2 + + + + + darkvision 60 ft., tremorsense 10 ft. + + Keen Smell + The roachling scout has advantage on Wisdom (Perception) checks that rely on smell. + + + Resistant + The roachling scout has advantage on Constitution saving throws. + + + Stealthy Traveler + The roachling scout can move stealthily while traveling at a normal pace. + + + Unlovely + The roachling scout has disadvantage on Charisma (Performance) and Charisma (Persuasion) checks in interactions with non-roachlings. + + + Multiattack + The roachling scout makes two begrimed shortsword attacks or two begrimed dart attacks. + + + Begrimed Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. + Begrimed Shortsword|6|1d6+4 + + + Begrimed Dart + Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage. + Begrimed Dart|6|1d4+4 + + Source: CCodex (3pp) p. 319 + + + + Roggenwolf + M + monstrosity + Neutral Evil + 13 + 60 (11d8+11) + walk 40 ft. + 14 + 16 + 13 + 5 + 13 + 14 + + Perception +3, Stealth +5 + 13 + + 2 + bludgeoning, piercing, slashing from nonmagical weapons + + + + darkvision 60 ft. + + Keen Hearing And Smell + The roggenwolf has advantage on Wisdom (Perception) checks that rely on hearing and smell. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) necrotic damage. + Bite|5|1d8+3 + + + Howl (Recharge 5-6) + The roggenwolf lets loose a howl that can only be heard inside the minds of nearby creatures. Each creature within 30 feet of the roggenwolf that isn't an undead or a construct must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending both effects on itself on a success. + + Source: CCodex (3pp) p. 320 + farmland, grassland + + + Scitalis + L + monstrosity + Unaligned + 13 (natural armor) + 58 (9d10+9) + walk 20 ft., swim 30 ft. + 16 + 12 + 12 + 2 + 18 + 3 + Con +3, Wis +6, Cha +2 + Perception +6 + 16 + + 2 + cold + + + + blindsight 10 ft. + + Magic Resistance + The scitalis has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 6 (1d6 + 3) piercing damage plus 9 (2d8) poison damage. + Bite|5|1d6+3 + + + Stunning Scales + Each creature of the scitalis' choice that is within 60 feet of the scitalis and can see it must succeed on a DC 14 Wisdom saving throw or be stunned 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 scitalis' Stunning Scales for the next 24 hours. + + Source: CCodex (3pp) p. 321 + + + + Lesser Scrag + M + monstrosity + Chaotic Evil + 13 (natural armor) + 45 (7d8+14) + walk 10 ft., swim 40 ft. + 18 + 10 + 15 + 8 + 10 + 9 + + + 10 + Abyssal, Aquan + 2 + + + + + darkvision 60 ft. + + Amphibious + The scrag can breathe air and water Regeneration. The lesser scrag regains 5 hp at the start of its turn if it is in contact with water. If the scrag takes acid or fire damage, this trait doesn't function at the start of the scrag's next turn. The scrag dies only if it starts its turn with 0 hp and doesn't regenerate. + + + Multiattack + The lesser scrag makes two attacks. one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) + + Source: CCodex (3pp) p. 322 + swamp, underwater + + + Greater Scrag + L + monstrosity + Chaotic Evil + 16 (natural armor) + 127 (15d10+45) + walk 30 ft., swim 40 ft. + 20 + 10 + 17 + 10 + 10 + 11 + Str +8, Con +6 + + 10 + Giant, Abyssal, Aquan + 7 + + + + + darkvision 60 ft. + + Amphibious + The scrag can breathe air and water. + + + Blood Frenzy + The scrag has advantage on melee attack rolls against any creature that doesn't have all of its hp. + + + Regeneration + The greater scrag regains 10 hp at the start of its turn if it is in contact with water. If the scrag takes acid or fire damage, this trait doesn't function at the start of the scrag's next turn. The scrag dies only if it starts its turn with 0 hp and doesn't regenerate. + + + Multiattack + The greater scrag makes three attacks. one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (3d4 + 5) + + Source: CCodex (3pp) p. 322 + swamp, underwater + + + Sentinel In Darkness + L + construct + Unaligned + 13 (natural armor) + 127 (15d10+45) + walk 30 ft. + 20 + 9 + 16 + 6 + 18 + 1 + + Perception +7 + 17 + Understands the languages of its creator but can't speak + 7 + bludgeoning, piercing, slashing from nonmagical weapons + poison + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + truesight 60 ft. + + Scourge Of The Seekers + The sentinel has advantage on attack rolls against creatures with darkvision, blindsight, or truesight. + + + Vault Keeper + Secret doors and illusory walls within 1,500 feet of the sentinel have the DC to detect their presence increased by 5. + + + Multiattack + The sentinel makes two stone fist attacks. If both attacks hit a Large or smaller creature, the target must succeed on a DC 15 Wisdom saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand. The object is teleported to a random unoccupied space within 200 feet of the sentinel. The target feels a mental tug in the general direction of the item until it is recovered. + + + Stone Fist + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (2d12 + 5) bludgeoning damage. + Stone Fist|8|2d12+5 + + + Curse of the Wanderer (Recharge 6) + One creature the sentinel can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or suffer the Curse of the Wanderer. While cursed, the creature's speed is halved and it can't regain hp. + For every 24 hours it goes without discovering or learning new information, it takes 10 (3d6) psychic damage. The curse lasts until it is lifted by a remove curse spell or similar magic. + + Source: CCodex (3pp) p. 323 + + + + Serpentfolk Of Yig + M + humanoid + Neutral Evil + 12 + 40 (9d8) + walk 30 ft. + 11 + 14 + 11 + 14 + 11 + 14 + Cha +4 + Deception +6, Perception +2, Stealth +4 + 12 + Common, Abyssal, Draconic, Infernal + 1 + + poison + + poisoned + darkvision 60 ft. + + Magic Resistance + The serpentfolk has advantage on saving throws against spells and other magical effects. + + + Multiattack + The serpentfolk makes two attacks. one with its bite and one with its scimitar. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage. + Bite|4|1d4+2 + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|4|1d6+2 + + + Innate Spellcasting + The serpentfolk of yig's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + 3/day each: charm person, disguise self + + charm person, disguise self + Source: CCodex (3pp) p. 324 + + + + Servant Of Yig + M + aberration + Neutral Evil + 12 + 90 (12d8+36) + walk 30 ft., swim 30 ft. + 15 + 14 + 16 + 14 + 12 + 14 + Dex +4, Con +5, Wis +3, Cha +4 + Perception +5, Persuasion +4, Stealth +6 + 15 + Common, Abyssal, Draconic, Infernal + 4 + + poison + + poisoned + blindsight 10 ft., darkvision 60 ft. + + Magic Resistance + The Servant of Yig has advantage on saving throws against spells and other magical effects. + + + Multiattack + The servant of Yig makes two attacks. one with its bite and one with its glaive. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 10 (3d6) poison damage. + Bite|4|1d4+2 + The target must succeed on a DC 13 Constitution saving throw or become poisoned. While poisoned this way, the target is incapacitated and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Glaive + Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. 7 (1d10 + 2) slashing damage. + Glaive|4|1d10+2 + + + Constrict + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the Servant of Yig can't constrict another target. + Constrict|4|1d8+2 + + + Innate Spellcasting + The servant of yig's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + 3/day each: charm person, fear + 1/day each: confusion + + {@spell charm person, {@spell fear, {@spell confusion + Source: CCodex (3pp) p. 325 + + + + Shadow Blight + S + plant + Neutral Evil + 13 (natural armor) + 65 (10d6+30) + walk 40 ft. + 13 + 15 + 16 + 5 + 16 + 3 + + Stealth +4 + 13 + + 1 + cold, necrotic + + fire + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + + False Appearance + While the shadow blight remains motionless, it is indistinguishable from the stump of a dead tree. + + + Frozen Shadow Tendril + Melee Spell Attack: +5 to hit, reach 10 ft., one target. 7 (2d6) cold damage plus 3 (1d6) necrotic damage. + Frozen Shadow Tendril|5|2d6 + + + Animate Plants (Recharges after a Short or Long Rest) + The shadow blight magically animates 1d4 plants within 60 feet of it, turning them into awakened shrubs under its control. These plants' attacks deal an additional 3 (1d6) necrotic damage. If the shrubs are not destroyed before 1 hour passes, they become new shadow blights. + + Source: CCodex (3pp) p. 326 + arctic, forest + + + Shadow River Lord + M + undead + Neutral Evil + 16 (natural armor) + 135 (18d8+54) + walk 30 ft., swim 60 ft. + 14 + 18 + 16 + 12 + 16 + 18 + + + 13 + Common + 9 + cold, fire, necrotic; bludgeoning, piercing, slashing from nonmagical weapons + poison + + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Amorphous + The shadow river lord can move through a space as narrow as one inch wide without squeezing. + + + Multiattack + The shadow river lord makes two greenfire staff or two shadowfrost bolt attacks. If two attacks hit the same target, the target must make a DC 16 Constitution saving throw or be blinded until the end of its next turn. + + + Greenfire Staff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. + Greenfire Staff|8|1d6+4 + + + Shadowfrost Bolt + Ranged Spell Attack: +8 to hit, range 150 ft., one target. 9 (2d8) necrotic damage plus 7 (2d6) cold damage. + Shadowfrost Bolt|8|2d8 + + + Shadow Geyser (Recharge 6) + The shadow river lord expels a geyser of shadowy water from its staff in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) necrotic damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) p. 327 + forest, underwater + + + Shantak + L + monstrosity + Lawful Evil + 16 (natural armor) + 123 (13d10+52) + walk 10 ft., fly 60 ft. + 18 + 12 + 18 + 6 + 14 + 8 + Con +7, Wis +5 + Perception +5 + 15 + Understands Common but can't speak + 5 + necrotic + + + + darkvision 120 ft. + + Eldritch Sight + Magical darkness doesn't impede the shantak's darkvision. + + + Flyby + The shantak doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Keen Sight And Smell + The shantak has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Magic Resistance + The shantak has advantage on saving throws against spells and other magical effects. + + + Pack Tactics + The shantak has advantage on attack rolls against a creature if at least one of the shantak's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Unctuous Hide + A shantak's hide is very slippery. A rider can dismount a shantak without any penalty to movement speed. If an effect moves the shantak against its will while a creature is on it, the creature must succeed on a DC 15 Dexterity saving throw or fall off the shantak, landing prone in a space within 5 feet of it. If a rider is knocked prone or unconscious while mounted, it must make the same saving throw. In addition, the shantak can attempt to shake off a rider as a bonus action, forcing the rider to make the saving throw to stay mounted. + + + Multiattack + The shantak makes two attacks. one with its bite and one with its talons. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage plus 5 (1d10) necrotic damage. + Bite|7|2d6+4 + + + Talons + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage plus 5 (1d10) necrotic damage. + Talons|7|2d8+4 + + + Insane Tittering (Recharge 4-6) + The shantak emits a horrific screech. Each non-shantak creature within 60 feet of it that can hear it must succeed on a DC 15 Constitution saving throw or be frightened until the end of the shantak's next turn. The shantak can choose to include or exclude its rider when using this action. + + Source: CCodex (3pp) p. 328 + + + + Shard Swarm + M + construct + Unaligned + 13 (natural armor) + 22 (5d8) + walk 0 ft., fly 30 ft. + 3 + 13 + 11 + 1 + 5 + 1 + + + 7 + + 1/2 + bludgeoning, piercing, slashing + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The swarm is incapacitated while in the area of an antimagic field . If targeted by the dispel magic spell, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + Come Together (3/Day) + If the shard swarm has at least 1 hit point and all of its pieces are within 30 feet of each other, the pieces can re-form as a bonus action in any space containing at least one of its pieces. + + + False Appearance + While the swarm remains motionless and isn't flying, it is indistinguishable from a normal pile of junk. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a pebble. The swarm can't regain hp or gain temporary hp. + + + Shards + Melee Weapon Attack: +3 to hit, reach 0 ft., one creature in the swarm's space. 5 (2d4) slashing damage or 2 (1d4) slashing damage if the swarm has half of its hp or less. + Shards|3|2d4 + + + Shrapnel + Ranged Weapon Attack: +3 to hit, range 30 ft., one target. 3 (1d6) piercing damage. A piece of the swarm breaks off, falling into the target's space. + Shrapnel|3|1d6 + + + Contain (Recharge 5-6) + The shard swarm envelopes one Medium or smaller creature in its space. The target must succeed on a DC 13 Dexterity saving throw or be restrained inside the swarm for 1 minute. The target has disadvantage on this saving throw if the shard swarm used Come Together to form in the target's space. While restrained, the target doesn't take damage from the swarm's Shards action, but it takes 5 (2d4) slashing damage if it takes an action that requires movement, such as attacking or casting a spell with somatic components. + A creature within 5 feet of the swarm can take an action to pull a restrained creature out of the swarm. Doing so requires a successful DC 13 Strength check, and the creature making the attempt takes 5 (2d4) slashing damage. + + + Variant: RUBBLE SWARM + Some constructs are made entirely of stone and leave behind rubble when destroyed. A rubble swarm has the same statistics as a shard swarm, except that it deals bludgeoning damage with its attacks. + + Source: CCodex (3pp) p. 329 + + + + Shoreline Scrapper + L + beast + Unaligned + 16 (natural armor) + 93 (11d10+33) + walk 30 ft., swim 20 ft. + 16 + 12 + 16 + 3 + 11 + 5 + Con +5 + Survival +2 + 10 + + 4 + + + + + darkvision 60 ft. + + Amphibious + The shoreline scrapper can breathe air and water. + + + Magnetic Shell + At the start of each of the shoreline scrapper's turns, each creature within 5 feet of the scrapper must succeed on a DC 15 Strength saving throw or the metal items worn or carried by it stick to the scrapper's shell. A creature that is made of metal or is wearing metal armor that fails the saving throw is stuck to the shell and restrained. If the item is a weapon and the wielder can't or won't let go of the weapon, the wielder is adhered to the shell and is restrained. A stuck item can't be used. A creature can take its action to remove one creature or object from the shoreline scrapper's shell by succeeding on a DC 15 Strength check. + Items made of gold and silver are unaffected by the shoreline scrapper's Magnetic Shell. When the shoreline scrapper dies, all metal creatures and objects are released. + + + Metal Sense + The shoreline scrapper can pinpoint, by scent, the location of metals within 60 feet of it. + + + Multiattack + The shoreline scrapper makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (2d10 + 3) slashing damage. + Claw|5|2d10+3 + + + Magnetic Pulse (Recharge 5-6) + The shoreline scrapper causes a surge in the magnetic power of its shell. Each creature within 25 feet of the shoreline scrapper is subjected to its Magnetic Shell. + On a failed save, a creature's metal objects or the creature itself, if it is made of metal or wearing metal armor, are pulled up to 25 feet toward the shoreline scrapper and adhere to its shell. + Creatures adhered to the shoreline scrapper's shell are restrained. + + + Shell Protection + The shoreline scrapper adds 4 to its AC against one melee attack that would hit it as it withdraws into its shell. + Until it emerges, it increases its AC by 4, has a speed of 0 ft., and can't use its claws or magnetic pulse. The shoreline scrapper can emerge from its shell as a bonus action. + + Source: CCodex (3pp) p. 330 + underwater + + + Avatar Of Shoth + G + aberration (shoth) + Lawful Neutral + 18 (natural armor) + 341 (22d20+110) + walk 30 ft., climb 30 ft. + 20 + 9 + 20 + 18 + 20 + 22 + Con +12, Wis +12, Cha +13 + Insight +12, Perception +12, Persuasion +13 + 22 + All, telepathy 120 ft. + 21 + + acid, cold, fire + + charmed, frightened, prone + blindsight 60 ft., truesight 60 ft. + + Absorbent + When the avatar damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the avatar's statistics where applicable. + + + Amorphous + The avatar, including its equipment, can move through a space as narrow as 1 inch wide without squeezing. + + + Legendary Resistance (3/Day) + If the avatar fails a saving throw, it can choose to succeed instead. + + + Soothing Aura + Any creature hostile to the avatar that starts its turn within 30 feet of the avatar must succeed on a DC 20 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw. + + + Multiattack + The avatar makes three oozing tentacle attacks. + + + Oozing Tentacle + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 31 (4d12 + 5) bludgeoning damage and 14 (4d6) acid damage. + Oozing Tentacle|12|4d12+5 + + + Legendary Merge + A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. The avatar can accept any number of such mergers. + + + Acid Wave (Recharge 5-6) + The avatar rises up and crashes down, releasing a 20-foot radius wave of acidic ooze. Each creature in the area must make a DC 20 Dexterity saving throw. + On a failure, a creature takes 67 (15d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. + + + Consult the Zom (1/Day) + The avatar uses its action to consult its weighty zom for insight. The zom flashes brilliant crimson-and-white light. Each creature within 120 feet who can see the avatar must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn. Each creature of the avatar's choice within 120 feet that speaks a language must succeed on a DC 20 Charisma saving throw or be stunned until the end of its next turn as the avatar telepathically utters a short expression that is particularly meaningful to that creature. + + + The aberration (shoth) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration (shoth) regains spent legendary actions at the start of its turn. + + + Options + The avatar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn. + + + At Will Spell + The avatar casts one at will spell. + + + Oozing Tentacle + The avatar makes one oozing tentacle attack. + + + Acid Wave (Costs 2 Actions) + The avatar uses Acid Wave, if it is available. + + + Innate Spellcasting + The avatar of shoth's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: acid splash (4d6), light, spare the dying, true strike + 3/day each: bless, blur, command, darkness, enthrall, shield + 2/day each: counterspell, dispel magic + 1/day each: black tentacles, confusion + + acid splash, light, spare the dying, true strike, bless, blur, command, darkness, enthrall, shield, counterspell, dispel magic, black tentacles, confusion + Source: CCodex (3pp) p. 332 + + + + Droth + H + aberration (shoth) + Lawful Neutral + 16 (natural armor) + 230 (20d12+100) + walk 20 ft., climb 10 ft. + 18 + 9 + 20 + 14 + 16 + 20 + Con +9, Wis +7, Cha +9 + Perception +7 + 17 + All, telepathy 100 ft. + 12 + cold, fire + acid + + + blindsight 60 ft. + + Absorbent (3/Day) + When the droth damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the droth's statistics where applicable. + + + Amorphous + The droth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing. + + + Soothing Aura + Any creature hostile to the droth that starts its turn within 20 feet of the droth must succeed on a DC 17 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw. + + + Multiattack + The droth makes two oozing crush attacks. + + + Oozing Crush + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 30 (4d12 + 4) bludgeoning damage and 7 (2d6) acid damage. + Oozing Crush|8|4d12+4 + + + Merge + A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours. + + + Acid Wave (Recharge 5-6) + The droth rises up and crashes down, releasing a 20-foot-radius wave of acidic ooze. Each creature in the area must make a DC 17 Dexterity saving throw. + On a failure, a creature takes 45 (10d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. + + Source: CCodex (3pp) p. 333 + + + + Oth + L + aberration (shoth) + Lawful Neutral + 15 (natural armor) + 119 (14d10+42) + walk 30 ft., climb 10 ft. + 16 + 10 + 16 + 11 + 14 + 18 + + Arcana +3, Perception +5, Persuasion +7, Religion +3 + 15 + All, telepathy 100 ft. + 5 + acid, cold, fire + + + + blindsight 60 ft. + + Amorphous + The oth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing. + + + Multiple Roles + Choose either the Dripping Arcanist (Innate Spellcasting) or Paladin of Shoth trait. + + + Paladin Of Shoth + The oth derives its power from Shoth itself, its zom shining with sacred light. Its Armor Class increases by 2. A non-shoth creature that starts its turn within 5 feet of the oth must succeed on a DC 15 Charisma saving throw or be blinded by the light of Shoth until the end of its turn. + + + Multiattack + The oth makes two oozing slam attacks or one oozing slam and one greatsword attack. + + + Oozing Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (2d10 + 3) bludgeoning damage and 2 (1d4) acid damage. + Oozing Slam|6|2d10+3 + + + Greatsword (Paladin of Shoth Only) + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 17 (4d6 + 3) slashing damage. + Greatsword (Paladin of Shoth Only)|6|4d6+3 + + + Merge + A shoth who has less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours. + + + Spray (Recharge 6) + The oth sprays acid in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. + + + Innate Spellcasting + The oth's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: + At will: fire bolt (2d10), light, thaumaturgy + 3/day each: command, mage armor, magic missile + 2/day each: augury, detect thoughts + 1/day each: fireball + + fire bolt, light, thaumaturgy, command, mage armor, magic missile, augury, detect thoughts, fireball + Source: CCodex (3pp) p. 334 + + + + Sooze + M + aberration (shoth) + Lawful Neutral + 12 (natural armor) + 49 (11d8) + walk 30 ft., climb 10 ft. + 14 + 10 + 10 + 10 + 14 + 16 + + Perception +4 + 14 + All, telepathy 100 ft. + 1/2 + acid, cold, fire + + + + blindsight 60 ft. + + Amorphous + The sooze, including its equipment, can move through a space as narrow as 1 inch wide without squeezing. + + + Multiple Roles + Choose either the Laborer or Warrior trait. + + + Laborer + The sooze is strong and tireless. It gains immunity to exhaustion and can Dash as a bonus action 3 times each day. + + + Warrior + The sooze is trained and equipped as a warrior. Its Armor Class increases by 2. The sooze has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Oozing Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage and 2 (1d4) acid damage. + Oozing Slam|4|1d4+2 + + + Longsword (Warrior Only) + Melee Weapon Attack. +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword (Warrior Only)|4|1d8+2 + + + Merge + A shoth who has less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours. + + Source: CCodex (3pp) p. 334 + + + + Sigilian + M + construct + Unaligned + 14 + 65 (10d8+20) + walk 0 ft., fly 60 ft. + 6 + 18 + 14 + 5 + 10 + 20 + + Perception +2, Stealth +6 + 12 + Understands Common but can't speak + 2 + bludgeoning, piercing, slashing from nonmagical weapons + poison + psychic + blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious + darkvision 60 ft. + + Amorphous + The sigilian can move through a space as narrow as 1 inch wide without squeezing. + + + Cognivore + At the start of each of its turns if the sigilian is inside a book that is not a spellbook, it removes the words from 3 (1d6) pages and regains 7 (2d6) hp. + + + Home Sweet Tome + The sigilian can move half its speed to enter a book. If the book is being worn or carried by a creature, that creature must succeed on a DC 14 Dexterity saving throw or the sigilian enters the book. A creature can take its action to find the sigilian in a book by succeeding on a DC 12 Intelligence (Investigation) check. If successful, a creature can use a bonus action to tear out the pages where the sigilian is hiding, forcing the sigilian out of the book and into an unoccupied space within 5 feet. Alternatively, a creature can destroy the book with a successful melee attack, dealing half of the damage to the sigilian and forcing it out of the book into an unoccupied space within 5 feet. + + + Multiattack + The sigilian makes three attacks. one with its cut and two with its paste. + + + Cut + Ranged Weapon Attack: +6 to hit, range 60 ft., one target. 7 (1d6 + 4) slashing damage and the sigilian copies one of the target's weapon attacks for 1 minute. + Cut|6|1d6+4 + + + Paste + ms,rs +7 to hit, reach 5 ft. or range 60 ft., one target. Damage die and type are determined by the copied weapon attack from Cut. Glowing runes in the image of that weapon appear as the sigilian attacks. + + + Devour Spell + While inside a spellbook, the sigilian eats one spell of the highest level present then exits the spellbook. It chooses to either make its next Paste attack with a number of damage dice equal to the eaten spell's level or regain 3 hp per spell level. The sigilian can only eat one spell at a time and must use the devoured spell's energy before attempting to enter another spellbook. The eaten spell's entry is garbled, but the owner can repair it for half the gold and time usually spent to copy a spell. + If the owner has the spell prepared, it can re-record the spell during a long rest for no additional cost. + + Source: CCodex (3pp) p. 335 + + + + Kapi + M + humanoid (simian) + Good Chaotic + 14 + 13 (3d8) + walk 30 ft., climb 30 ft. + 14 + 18 + 10 + 11 + 13 + 9 + + Acrobatics +6, Sleight of hand +6, Stealth +6 + 11 + Common + 1/2 + + + + + darkvision 60 ft. + + Nimble Feet + The kapi can take the Disengage action as a bonus action on each of its turns. + + + Prehensile Tail + The kapi can use its tail to pick up or hold a small object that isn't being worn or carried. It can use its tail to interact with objects, leaving its hands free to wield weapons or carry heavier objects. The kapi can't use its tail to wield a weapon but can use it to trip an opponent (see below). + + + Multiattack + The kapi makes two attacks. one with its quarterstaff and one with its tail trip. + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands. + Quarterstaff|4|1d6+2 + + + Tail Trip + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. The target must succeed on a DC 14 Dexterity saving throw or be knocked prone. + + + Sling + Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. 6 (1d4 + 4) bludgeoning damage. + Sling|6|1d4+4 + + Source: CCodex (3pp) p. 336 + forest + + + Monkey King + M + celestial (simian) + Neutral + 21 (natural armor) + 262 (25d8+150) + walk 60 ft., fly 60 ft. + 19 + 24 + 22 + 16 + 21 + 17 + Dex +14, Con +13, Wis +12 + Deception +10, Insight +12, Perception +12, Stealth +14 + 22 + Common, Celestial + 21 + + necrotic, poison, radiant + + charmed, frightened, poisoned, stunned + truesight 120 ft. + + Legendary Resistance (3/Day) + If the Monkey King fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + The Monkey King has advantage on saving throws against spells and other magical effects. + + + Simian Affinity + The Monkey King can communicate with primates as if they shared a language. In addition, he can control primates with an Intelligence of 8 or lower that are within 120 feet of him. + + + Multiattack + The Monkey King makes three golden staff attacks or two golden staff attacks and one tail attack. + + + Golden Staff + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) radiant damage. + Golden Staff|14|2d10+7 + + + Enlightened Ray + Ranged Spell Attack: +12 to hit, range 100 ft., one target. 18 (4d8) radiant damage. The target must succeed on a DC 18 Charisma saving throw or be stunned until the end of its next turn. + Enlightened Ray|12|4d8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 16 (2d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Dexterity saving throw or be knocked prone. + Tail|14|2d8+7 + + + Drunken Dodge + When the Monkey King is hit by a weapon attack, he gains resistance to bludgeoning, piercing, and slashing damage until the end of that turn. + + + The celestial (simian) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial (simian) regains spent legendary actions at the start of its turn. + + + Options + The Monkey King 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 Monkey King regains spent legendary actions at the start of his turn. + + + Great Leap + The Monkey King moves up to his speed without provoking opportunity attacks. + + + Quick Staff + The Monkey King makes a golden staff attack. + + + Golden Burst (Costs 3 Actions) + Each creature of the Monkey King's choice within 10 feet of him must make a DC 18 Charisma saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) p. 337 + farmland, forest + + + Vanara + M + humanoid (simian) + Good Neutral + 13 + 55 (10d8+10) + walk 30 ft., climb 30 ft. + 14 + 16 + 12 + 11 + 15 + 12 + + Acrobatics +5, Perception +4, Stealth +5 + 14 + Common + 2 + + + + + darkvision 60 ft. + + Distract + As a bonus action, the vanara can use its tail to distract an opponent within 5 feet of it by pulling on an arm, tossing dirt in the target's face, or some other method of interfering. The target must succeed on a DC 13 Dexterity saving throw or have disadvantage on all attacks against the vanara until the vanara's next turn. + + + Quadrupedal Dash + As a bonus action, the vanara can move up to 80 feet without provoking opportunity attacks. It can't use this trait if it is wielding a weapon or holding an object weighing more than 10 lbs. + + + Standing Leap + The vanara's long jump is 30 feet and its high jump is up to 15 feet, with or without a running start. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) bludgeoning damage and the target must succeed on a DC 13 Dexterity saving throw or drop its weapon in a space within 10 feet of the target. + Slam|5|2d8+3 + + + Sling + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 5 (1d4 + 3) bludgeoning damage. + Sling|5|1d4+3 + + + Howl (Recharge 5-6) + The vanara releases a sonorous howl in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) thunder damage and is deafened for 1 minute. On a success, the creature takes half the damage and isn't deafened. + + Source: CCodex (3pp) p. 338 + + + + Simurg + G + celestial + Good Neutral + 15 (natural armor) + 108 (8d20+24) + walk 20 ft., fly 80 ft. + 18 + 11 + 17 + 14 + 17 + 16 + Dex +3, Con +6, Wis +6, Cha +6 + Perception +6 + 16 + All, telepathy 120 ft. + 5 + + + + + darkvision 120 ft. + + Flyby + The simurg doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Keen Sight + The simurg has advantage on Perception (Wisdom) checks that rely on sight. + + + Multiattack + The simurg makes three attacks. one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Bite|7|2d8+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|7|2d6+4 + + + Forceful Gale (Recharge 5-6) + The simurg beats its wings, creating wind in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage, is pushed 10 feet away from the simurg and is knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. + + + Innate Spellcasting + The simurg's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: + At will: detect poison and disease, detect thoughts, spare the dying + 2/day each: cure wounds, lesser restoration, purify food and drink + 1/day each: greater restoration, remove curse + + detect poison and disease, detect thoughts, spare the dying, cure wounds, lesser restoration, purify food and drink, greater restoration, remove curse + Source: CCodex (3pp) + + + + Clacking Skeleton + M + undead (skeleton) + Neutral Evil + 14 (armor scraps) + 45 (10d8) + walk 30 ft. + 14 + 12 + 11 + 6 + 8 + 5 + + + 9 + Understands the languages it knew in life but can't speak + 2 + + poison + bludgeoning + exhaustion, poisoned + darkvision 60 ft. + + Horrid Clacking + If the clacking skeleton moves at least 10 feet, each beast or humanoid within 30 feet of the skeleton that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. + + + Multiattack + The clacking skeleton makes two attacks. one with its glaive and one with its gore or two with its shortbow. + + + Glaive + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 7 (1d10 + 2) slashing damage. + Glaive|4|1d10+2 + + + Gore + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Gore|4|1d4+2 + + + Shortbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 4 (1d6 + 1) piercing damage. + Shortbow|3|1d6+1 + + Source: CCodex (3pp) p. 340 + + + + Monarch Skeleton + M + undead (skeleton) + Neutral Evil + 15 (chain shirt) + 142 (15d8+75) + walk 30 ft. + 21 + 14 + 20 + 12 + 14 + 8 + Wis +6 + + 12 + The languages it knew in life + 9 + bludgeoning, piercing, slashing from nonmagical weapons + necrotic, poison + + charmed, exhaustion, paralyzed, petrified, poisoned + darkvision 120 ft. + + Master Tactician + The monarch skeleton and any skeletons within 30 feet of it have advantage on attack rolls against a creature if at least one of the skeleton's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Sovereign's Command + As a bonus action, the monarch commands a skeleton within 30 feet of it to make one attack as a reaction against a creature the monarch attacked this round. + + + Turning Defiance + The monarch skeleton and any skeletons within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Multiattack + The monarch skeleton makes two dreadblade attacks. + + + Dreadblade + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hp maximum to 0. + Dreadblade|9|2d8+5 + + + Grasp of the Grave (Recharge 5-6) + Each non-skeleton creature within 30 feet of the monarch must succeed on a DC 16 Dexterity saving throw or be restrained by ghostly, skeletal hands for 1 minute. A restrained target takes 10 (3d6) necrotic damage at the start of each of its turns. A creature, including the target, can take its action to break the ghostly restraints by succeeding on a DC 16 Strength check. + + Source: CCodex (3pp) p. 341 + + + + Shadow Skeleton + M + undead (skeleton) + Neutral Evil + 13 + 52 (8d8+16) + walk 30 ft., swim 40 ft. + 10 + 16 + 15 + 9 + 11 + 9 + + + 10 + Understands the languages it knew in life but can't speak + 2 + fire, piercing, slashing + poison + + exhaustion, poisoned + darkvision 60 ft. + + Multiattack + The shadow skeleton makes two scimitar attacks. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 7 (1d8 + 3) slashing damage. + Scimitar|5|1d8+3 + + + Finger Darts + Ranged Weapon Attack: +5 to hit, range 30 ft., one target. 5 (1d4 + 3) piercing damage plus 3 (1d6) necrotic damage. If the target is a creature other than an undead or a construct, it must make a DC 12 Constitution saving throw. On a failure, the target is surrounded by a shadowy aura for 1 minute. + Finger Darts|5|1d4+3 + While surrounded by the aura, the target takes an extra 7 (2d6) necrotic damage when hit by the scimitar attack of a shadow skeleton. Any creature can take an action to extinguish the shadow with a successful DC 12 Intelligence (Arcana) check. The shadow also extinguishes if the target receives magical healing. + + Source: CCodex (3pp) p. 342 + underwater + + + Skull Lantern + T + undead + Unaligned + 13 + 14 (4d4+4) + walk 0 ft., fly 30 ft. + 1 + 16 + 12 + 3 + 6 + 5 + Dex +5 + + 8 + + 1/4 + + poison + + charmed, exhaustion, frightened, paralyzed, poisoned, prone, unconscious + + + Flare + When immersed in magical darkness, a skull lantern emits a brilliant flash of light powerful enough to dispel magical darkness in a 30-foot-radius sphere centered on itself, illuminating the area with bright light for 1d4 rounds. + Afterwards, the light winks out and the skull falls to the ground, inert. In one week, the skull lantern has a 50% chance of becoming active again, though failure to do so means it will never reanimate. + + + Illumination + The skull lantern sheds bright light in a 20-foot-radius and dim light for an additional 20 feet. + + + Undead Fortitude + If damage reduces the skull to 0 hp, 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 skull drops to 1 hp instead. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Bite|5|1d4+3 + + + Fire Beam (Recharge 6) + The skull lantern opens its mouth, releasing a searing beam of light in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) p. 343 + + + + Sleipnir + L + monstrosity + Good Neutral + 15 (natural armor) + 105 (10d10+50) + walk 40 ft. + 20 + 12 + 20 + 10 + 15 + 10 + Con +8 + Athletics +8, Perception +5 + 15 + Primordial + 5 + cold + + + exhaustion + darkvision 120 ft. + + Heroic Leap (1/Day) + As a bonus action, the sleipnir can leap into the air, gaining a flying speed of 60 feet for 1 minute. + + + Trampling Charge + If the sleipnir moves at least 20 feet straight toward a creature and then hits it with a rune hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the sleipnir can make another rune hooves attack against it as a bonus action. + + + Multiattack + The sleipnir makes two rune hooves attacks. + + + Rune Hooves + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage and 3 (1d6) radiant damage. An undead creature who takes damage from this attack must succeed on a DC 16 Charisma saving throw or be restrained by magical runes until the end of its next turn. + Rune Hooves|8|2d6+5 + + + Gold and Ice (1/Day) + The sleipnir summons a gilded avalanche in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 13 (3d8) bludgeoning and 13 (3d8) cold damage, is pushed 15 feet away from the sleipnir, and is knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. + + + Eight Hooves (3/Day) + When a creature moves within 5 feet of the sleipnir, the sleipnir can move up to its speed without provoking opportunity attacks. + + Source: CCodex (3pp) p. 344 + arctic, grassland + + + Giant Sloth + L + beast + Unaligned + 15 (natural armor) + 168 (16d10+50) + walk 20 ft., climb 20 ft. + 19 + 10 + 19 + 3 + 12 + 10 + Str +7 + Athletics +7, Perception +4 + 14 + + 7 + poison + + + poisoned + darkvision 120 ft. + + Foul Odor + Any creature that starts its turn within 15 feet of the giant sloth must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check. + + + Hunter's Dash (1/Day) + The giant sloth moves double its normal speed and has advantage on all of its attacks for 1 round. + + + Multiattack + The giant sloth makes two attacks. one with its claw and one with its bite. If the giant sloth is grappling a creature, it can also use its Sloth's Embrace once. + + + Claw + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 14 (3d6 + 4) slashing damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the sloth doesn't have another creature grappled. + Claw|7|3d6+4 + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage. + Bite|7|3d8+4 + + + Sloth's Embrace + The giant sloth crushes a creature it is grappling by pulling the creature against its fetid, furry chest. + The target must make a DC 15 Strength saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also stunned until the end of its next turn. + + Source: CCodex (3pp) p. 345 + grassland + + + Snow Cat + M + beast + Unaligned + 12 + 13 (3d8) + walk 50 ft., climb 40 ft. + 14 + 14 + 10 + 3 + 14 + 7 + + Perception +4, Stealth +6 + 14 + + 1/4 + + + + + + + Keen Senses + The snow cat has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. + + + Stalker + If the snow cat surprises a creature and hits it with a bite attack, the target is grappled (escape DC 12) if it is a Medium or smaller creature. + + + Snow Camouflage + The snow cat has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage. + Bite|4|1d6+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) slashing damage. + Claw|4|1d4+2 + + Source: CCodex (3pp) p. 346 + arctic, forest + + + Spawn Of Chernobog + L + fiend + Chaotic Evil + 14 (natural armor) + 95 (10d10+40) + walk 40 ft. + 22 + 12 + 18 + 10 + 12 + 12 + + Athletics +8, Stealth +3 + 11 + Understands Common, Undercommon but can't speak + 4 + necrotic + + radiant + charmed, frightened + darkvision 60 ft. + + Night's Blood + If a bite wound from the spawn of Chernobog results in an infection, the black oil that drips from the spawn's jaws seeps into the wound and vanishes. After each long rest, the creature must make a DC 14 Constitution saving throw. On two successes, the disease is cured. On a failure, the disease progresses, forcing the creature to undergo a series of changes, in the following order. + 1 - The creature can't speak, and its tongue turns black. + 2 - The creature's eyes turn a deep red, and it gains darkvision 60 feet and the Sunlight Sensitivity trait. + 3 - The creature secretes black oil from its skin, and it has advantage on ability checks and saving throws made to escape a grapple. + 4 - The creature's veins turn black, slowly working their way up through the body from the appendages over 24 hours. + 5 - When the blackened veins reach its head after the final long rest, the creature experiences excruciating, stabbing pains in its temples. At sunset, the creature dies as the antlers of an elk burst from its head. The oil secreting from the corpse pools and forms a spawn of Chernobog at midnight. + + + Sunlight Sensitivity + While in sunlight, the spawn of Chernobog has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The spawn of Chernobog makes two attacks. one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (1d8 + 6) piercing damage, and the creature must succeed on a DC 14 Constitution saving throw or become infected with the night's blood disease (see the Night's Blood trait). + Bite|8|1d8+6 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claws|8|2d6+6 + + Source: CCodex (3pp) p. 347 + arctic + + + Crypt Spider + M + beast + Lawful Evil + 15 (natural armor) + 38 (7d8+7) + walk 30 ft., climb 30 ft. + 14 + 16 + 12 + 10 + 11 + 8 + + Deception +1, Intimidation +1, Stealth +5 + 10 + Common, Undercommon + 2 + + poison + + poisoned + blindsight 10 ft., darkvision 60 ft. + + Cocoon Prey + As a bonus action, a crypt spider can cocoon a creature within 5 feet that is currently restrained by webbing. A cocooned creature has disadvantage on ability checks and saving throws made to escape the web. + + + 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 that web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d8 + 2) piercing damage, and the creature 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. If the poison damage reduces the creature to 0 hp, the creature is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way. + Bite|5|1d8+2 + + + Web (Recharge 5-6) + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. + The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hp, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. + + + Create Zombie + The crypt spider creates a zombie from a humanoid creature it has killed with its poison. This works like the animate dead spell, except the zombie stays under the crypt spider's control for 1d4 days. At the end of this duration or when the zombie is destroyed, the corpse bursts open, releasing hundreds of crypt spider young (use swarm of spiders statistics). + The crypt spider can have no more than four zombies under its control at one time. + + Source: CCodex (3pp) p. 348 + + + + Spirit Lamp + M + undead + Chaotic Evil + 17 (natural armor) + 82 (11d8+33) + walk 40 ft. + 12 + 19 + 16 + 13 + 14 + 19 + Dex +7, Con +6 + Perception +5 + 15 + Common + 7 + bludgeoning, piercing, slashing from nonmagical weapons + necrotic, poison, psychic + + charmed, frightened, poisoned, unconscious + + + Jumpy + The spirit lamp can't be surprised and can use a bonus action to take the Disengage action. + + + Lantern's Light + As a bonus action, the spirit lamp can open or close its lantern. When open, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spirit lamp can only see objects within the lantern's light and is blind while the lantern is closed. The lantern's light pierces magical and nonmagical darkness and can't be dispelled by magical darkness. If a creature dies in the lantern's light, its spirit is trapped in the lantern. + + + Lantern Spirits + Spirits of creatures that died within the lantern's light haunt it. While the lantern is open, these spirits surround the spirit lamp, slowing and attacking all creatures within the lantern's light. A creature that starts its turn within 30 feet of the spirit lamp has its speed halved and must make a DC 15 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If the spirit lamp dies and the lantern is open, the lantern's spirits continue to harm creatures within 30 feet of it until the lantern is destroyed or closed. + + + Spirit Lantern + The spirit lamp's lantern is immune to damage and can't be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp, and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can't see anything outside of the lantern's light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse. + If the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern's new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse. + + + Multiattack + The spirit lamp makes three attacks. + + + Spirit Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) necrotic damage. + Spirit Claw|7|1d6+4 + + + Lantern Beam + Ranged Spell Attack: +7 to hit, range 60 ft., one target. 11 (2d10) fire damage. + Lantern Beam|7|2d10 + + Source: CCodex (3pp) p. 349 + + + + Storm Spirit + M + elemental + Neutral + 14 (natural armor) + 22 (5d8) + walk 0 ft., fly 40 ft. + 12 + 14 + 11 + 6 + 10 + 6 + + + 10 + Auran + 1/2 + + lightning, thunder + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Storm Form + The spirit can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it takes 2 (1d4) lightning and 2 (1d4) thunder damage. In addition, the spirit can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 2 (1d4) lightning and 2 (1d4) thunder damage. Any creature which ends its turn in the same space as the spirit takes 2 (1d4) lightning and 2 (1d4) thunder damage at the end of its turn. + + + Thunder Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) thunder damage. + Thunder Slam|4|1d6+2 + + + Shocking Bolt + Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. 4 (1d4 + 2) lightning damage. + Shocking Bolt|4|1d4+2 + + + Tempest (Recharge 6) + Each creature within 10 feet of the spirit must succeed on a DC 12 Dexterity saving throw. On a failure, a creature takes 5 (2d4) lightning damage, 5 (2d4) thunder damage, is thrown 10 feet in a random direction, and is knocked prone. + + Source: CCodex (3pp) p. 350 + + + + Sunset Raptor + M + monstrosity + Unaligned + 13 (natural armor) + 32 (5d8+10) + walk 50 ft. + 12 + 15 + 14 + 4 + 12 + 16 + + Perception +3, Stealth +4 + 13 + + 1 + + + + + + + Hypnotic Plumage + When a creature that can see the sunset raptor's tail starts its turn within 100 feet of the raptor, the raptor can force it to make a DC 12 Wisdom saving throw if the raptor isn't incapacitated and can see the creature. On a failure, a creature becomes charmed until the start of its next turn. + While charmed, the creature is incapacitated as it suffers from surreal hallucinations and must move up to its speed closer to the raptor that charmed it. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the sunset raptor, a target can repeat the saving throw, ending the effect on itself on a success. Other sunset raptors are immune to this effect. + 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 sunset raptor until the start of its next turn, when it can avert its eyes again. If the creature looks at the sunset raptor in the meantime, it must immediately make the save. + + + Pack Tactics + The sunset raptor has advantage on attack rolls against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The sunset raptor makes two attacks. one with its bite and one with its claw. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) piercing damage. + Bite|4|2d6+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage + Claw|4|1d8+2 + + Source: CCodex (3pp) p. 351 + forest, grassland + + + Terror Bird + L + beast + Unaligned + 12 (natural armor) + 65 (10d8+20) + walk 50 ft. + 18 + 12 + 14 + 3 + 12 + 10 + + Athletics +6, Perception +3 + 13 + + 2 + + + + + darkvision 60 ft. + + Pack Tactics + The terror bird has advantage on attack rolls against a creature if at least one of the bird's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Passing Bite + Terror birds who move at least 20 feet straight toward a target have advantage on the next attack roll against that target. + + + Serrated Beak + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 14 (3d6 + 4) slashing damage. The target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) slashing damage at the beginning of its next turn. + Serrated Beak|6|3d6+4 + + + Variant: Red Queen + The Queen of Birds (see page 30) is guarded by a special variety of terror birds with crimson plumage and a golden-green crest rarely seen elsewhere. These terror birds are called red queens, and they are especially savage. They gain multiattack for two serrated beak attacks, and they gain a limited form of levitation, which allows them to "run uphill" on empty air or to cross chasms. This movement must be completed between two portions of solid ground within two turns (with Dash actions, a red queen bird can move up to 200 feet over empty space). Red queens have a challenge rating of 4 (1,100 XP) + + Source: CCodex (3pp) p. 352 + + + + Thread-bound Constrictor Snake + H + construct + Unaligned + 12 + 60 (8d12+8) + walk 30 ft. + 19 + 14 + 12 + 1 + 10 + 3 + + + 10 + Understands the languages of its creator but can't speak + 3 + bludgeoning, piercing, slashing from nonmagical weapons + poison + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 10 ft., darkvision 60 ft. + + Antimagic Susceptibility + The snake is incapacitated while in the area of an antimagic field . If targeted by dispel magic, the snake must succeed on a Constitution saving throw against the caster's spell save DC or return to the textile to which it is bound for 1 minute. + + + Immutable Form + The snake is immune to any spell or effect that would alter its form. + + + Magic Weapons + The snake's weapon attacks are magical. + + + Shifting Form + The snake can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Constrict + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (2d8 + 4) bludgeoning damage and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. + Constrict|6|2d8+4 + + Source: CCodex (3pp) p. 353 + + + + Three-headed Cobra + L + monstrosity + Unaligned + 16 (natural armor) + 127 (15d10+45) + walk 40 ft., swim 30 ft. + 14 + 18 + 16 + 4 + 10 + 6 + Dex +7, Wis +3 + Perception +3 + 13 + + 5 + poison + + + + blindsight 10 ft. + + Reactive Heads + The three-headed cobra gets two extra reactions that can be used only for opportunity attacks. + + + Three-headed + The cobra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + While the three-headed cobra sleeps, at least one of its heads is awake. + + + Multiattack + The three-headed cobra makes three bite attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 15 ft., one target. 7 (1d6 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. + Bite|7|1d6+4 + + Source: CCodex (3pp) p. 354 + coastal, grassland + + + Tosculi Jeweled Drone + S + humanoid (tosculi) + Lawful Evil + 15 (natural armor) + 90 (12d6+48) + walk 30 ft., fly 60 ft. + 10 + 18 + 18 + 14 + 14 + 17 + + Deception +5, Insight +4, Persuasion +5 + 12 + Common, Infernal + 4 + + + + charmed, frightened + darkvision 60 ft. + + Pheromones + The jeweled drone emits a sweet scent that empowers other tosculi within 15 feet of the drone. A tosculi that starts its turn within the area can add a d6 to one attack roll or saving throw it makes before the start of its next turn, provided it can smell the scent. A tosculi can benefit from only one Pheromones die at a time. This effect ends if the jeweled drone dies. + + + Scintillating Carapace + While in bright light, the jeweled drone's carapace shines and glitters. When a non-tosculi creature that can see the drone starts its turn within 30 feet of the drone, the drone can force the creature to make a DC 12 Wisdom saving throw if the drone isn't incapacitated. On a failure, the creature is blinded until the start of its next turn. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drone until the start of its next turn, when it can avert its eyes again. If it looks at the drone in the meantime, it must immediately make the save. + + + Multiattack + The jeweled drone makes three attacks. two with its claws and one with its scimitar. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Claws|6|1d6+4 + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage plus 10 (3d6) poison damage. + Scimitar|6|1d6+4 + If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way. + + + Protect the Queen + When a creature makes an attack against a tosculi hive queen, the jeweled drone grants a +2 bonus to the queen's AC if the drone is within 5 feet of the queen. + + Source: CCodex (3pp) + coastal, forest, grassland + + + Desert Troll + L + giant + Chaotic Evil + 15 (natural armor) + 105 (10d10+50) + walk 30 ft., burrow 30 ft. + 20 + 13 + 20 + 9 + 12 + 7 + + Perception +4, Stealth +4 + 14 + Common, Giant + 6 + + fire + + + darkvision 60 ft. + + Desert Camouflage + The desert troll has advantage on Dexterity (Stealth) checks made to hide in desert terrain. + + + Erupt + If the desert troll burrows at least 15 feet straight toward a creature, it can burst out of the ground, harming those above it. Each creature in its space when it erupts must make a DC 16 Strength saving throw. On a failure, the creature takes 10 (3d6) bludgeoning damage, is pushed out of the troll's space, and is knocked prone. On a success, the creature takes half the damage and is pushed out of the troll's space, but isn't knocked prone. + + + Keen Smell + The desert troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The troll regains 10 hp at the start of its turn. If the troll takes acid damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hp and doesn't regenerate. + + + Water Susceptibility + The desert troll takes 1 acid damage for every 5 feet it moves in water or for every gallon of water splashed on it. + + + Multiattack + The desert troll makes three attacks. one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) piercing damage. + Bite|8|1d6+5 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claws|8|2d6+5 + + Source: CCodex (3pp) + coastal + + + Trollkin Shaman + M + humanoid (trollkin) + Neutral + 14 (hide armor) + 78 (12d8+24) + walk 30 ft. + 14 + 13 + 14 + 10 + 16 + 12 + + Arcana +2, Nature +2, Perception +5 + 15 + Common + 4 + + + + + darkvision 60 ft. + + Regeneration + The trollkin shaman regains 5 hp at the start of its turn. If the shaman takes acid or fire damage, this trait doesn't function at the start of the shaman's next turn. The shaman dies only if it starts its turn with 0 hp and doesn't regenerate. + + + Thick Hide + The trollkin shaman's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin's AC. + + + Multiattack + The trollkin shaman makes two staff attacks. + + + Staff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. + 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. + + + Inspire Ferocity (1/Day) + The trollkin shaman inspires ferocity in up to three trollkin it can see. Those trollkin have advantage on attack rolls and saving throws until the end of the shaman's next turn and gain 10 temporary hp. + + + Spellcasting + The trollkin shaman is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The trollkin shaman has the following Druid spells prepared: + Cantrips (at will): druidcraft, produce flame, shillelagh + • 1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave + • 2nd level (3 slots): flaming sphere, hold person + • 3rd level (3 slots): dispel magic, meld into stone, sleet storm + • 4th level (2 slots): dominate beast, grasping vine + + 4, 3, 3, 2 + druidcraft, produce flame, shillelagh, cure wounds, entangle, faerie fire, thunderwave, flaming sphere, hold person, dispel magic, meld into stone, sleet storm, dominate beast, grasping vine + Source: CCodex (3pp) p. 357 + + + + Trollkin Grunt + M + humanoid (trollkin) + Neutral + 14 (hide armor) + 45 (6d8+18) + walk 30 ft. + 18 + 13 + 16 + 9 + 11 + 10 + + + 10 + Common + 2 + + + + + darkvision 60 ft. + + Regeneration + As the trollkin shaman, but only regains 3 hp. + + + Thick Hide + As the trollkin shaman. + + + Multiattack + The trollkin grunt makes two attacks, either with its spear or its longbow. + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|6|1d6+4 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. + Longbow|3|1d8+1 + + Source: CCodex (3pp) p. 357 + + + + Tulpa + M + undead + Neutral Evil + 13 + 39 (6d8+12) + walk 0 ft., fly 30 ft. + 14 + 16 + 14 + 10 + 14 + 9 + + + 12 + + 4 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical weapons + cold, necrotic, poison + radiant + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Incorporeal Movement + The tulpa 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. + + + Rise Again + Within a day of being slain, the tulpa reforms within 500 feet of its creator. It doesn't reform if its creator is slain, or if the creator's mental disturbance is healed. The tulpa is immune to all damage dealt to it by its creator. + + + It Follows + The tulpa always remains within 500 feet if its creator. + As long as the tulpa is within 500 feet of its creator, the creator has disadvantage on Wisdom saving throws. + + + Multiattack + The tulpa makes two black claw attacks. + + + Black Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) necrotic damage. + Black Claw|5|2d8+3 + + + Psychic Blast + Ranged Spell Attack: +4 to hit, range 120 ft., one target. 22 (4d10) psychic damage. + Psychic Blast|4|4d10 + + + Imposing Dread (1/Day) + The tulpa uses its action to fill a 40-foot radius around itself with dread-inducing psychic energy. + Each creature, other than the tulpa's creator, within that area must succeed on a DC 13 Wisdom saving throw or be frightened of the tulpa until the end of its next turn and become cursed. A creature with an Intelligence of 5 or lower can't be cursed. While cursed by the tulpa, that creature's own thoughts turn ever more dark and brooding. Its sense of hope fades, and shadows seem overly large and ominous. The cursed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on itself on a success. If not cured within three days, the cursed creature manifests its own tulpa. + + Source: CCodex (3pp) p. 358 + + + + Tveirherjar + M + undead + Lawful Evil + 18 (chain shirt, shield) + 102 (12d8+48) + walk 30 ft. + 19 + 12 + 19 + 10 + 14 + 14 + + Stealth +4 + 12 + Common, Draconic + 7 + + poison + + poisoned + truesight 60 ft. + + Battle Frenzy + Once reduced to 30 hp or less, the tveirherjar makes all attacks with advantage. + + + Curse Of The Tveirherjar (Recharge 6) + As a bonus action, the tveirherjar forces a creature it hit with its Niflheim longsword this round to make a DC 15 Constitution saving throw. The creature takes 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If an einherjar is reduced to 0 hp by this effect, it dies, cursed to become a tveirherjar at sundown. + + + Niflheim Longsword + The tveirherjar's longsword absorbs light within 30 feet of it, changing bright light to dim light and dim light to darkness. When the tveirherjar dies, its longsword crumbles away, its magic returning to the creator for the next tveirherjar. + + + Unerring Tracker + The tveirherjar can locate any einherjar within 1,000 feet. This trait works like the locate creature spell, except running water doesn't block it. + + + Multiattack + A tveirherjar makes two attacks with its Niflheim longsword. + + + Niflheim Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage plus 4 (1d8) necrotic damage. + Niflheim Longsword|7|2d8+4 + + + Spear of the Northern Sky (Recharge 5-6) + Ranged Weapon Attack. +7 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (3d6) radiant damage, and the target is outlined in a shimmering light until the end of the tveirherjar's next turn. This light works like the faerie fire spell, except only the tveirherjar has advantage on attacks against the creature and the light is not absorbed by the tveirherjar's Niflheim longsword. + Spear of the Northern Sky (Recharge 5-6)|7|1d6+4 + + + Terrifying Glare (Recharge 5-6) + The tveirherjar targets one creature it can see within 30 feet of it. If the creature can see the tveirherjar, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. While frightened, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: CCodex (3pp) p. 359 + + + + Two-headed Eagle + H + monstrosity + Unaligned + 15 + 142 (15d12+45) + walk 20 ft., fly 100 ft. + 20 + 21 + 16 + 6 + 12 + 14 + + Acrobatics +8, Athletics +8, Perception +4 + 14 + Understands Common but can't speak + 7 + + + + charmed + truesight 120 ft. + + Flyby + The two-headed eagle doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Two-headed + The eagle has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + While the two-headed eagle sleeps, at least one of its heads is awake. + + + Multiattack + The two-headed eagle makes two bite attacks and one talons attack. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d10 + 5) piercing damage. + Bite|8|2d10+5 + + + Talons + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) piercing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the two-headed eagle can't use its talons on another target. + Talons|8|2d6+5 + + Source: CCodex (3pp) p. 360 + mountain + + + Undead Phoenix + H + undead + Chaotic Evil + 17 (natural armor) + 142 (15d12+45) + walk 30 ft., fly 90 ft. + 23 + 14 + 17 + 8 + 17 + 9 + Str +10, Con +7, Wis +7 + Perception +7 + 17 + + 12 + + fire, necrotic, poison + + poisoned + darkvision 120 ft. + + Bilious Aura + A living creature that starts its turn within 10 feet of the undead phoenix can't regain hp and has disadvantage on Constitution saving throws until the start of its next turn. + + + Eternal Unlife + If it dies, the undead phoenix reverts into a pile of necrotic-tainted ooze and is reborn in 24 hours with all of its hp. Only killing it with radiant damage prevents this trait from functioning. + + + Multiattack + The undead phoenix makes three attacks. two with its claws and one with its decaying bite. + + + Claws + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 20 (4d6 + 6) slashing damage. + Claws|10|4d6+6 + + + Decaying Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (2d8 + 6) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be cursed with perpetual decay. The cursed target can't regain hp until the curse is lifted by the remove curse spell or similar magic. + Decaying Bite|10|2d8+6 + + Source: CCodex (3pp) p. 361 + + + + Undine + M + fey (shapechanger) + Chaotic Neutral + 15 (natural armor) + 85 (10d8+40) + walk 30 ft., swim 40 ft. + 8 + 15 + 18 + 11 + 13 + 19 + + Deception +10, Perception +4, Persuasion +10 + 14 + Common, Sylvan, Aquan + 5 + + + + charmed + darkvision 60 ft. + + Amphibious + The undine can breathe air and water. + + + Cursed Telepathy + The undine can communicate telepathically with any creature cursed by it with no range restriction. The undine doesn't need to be on the same plane of existence as its cursed target to communicate this way. + + + Shapechanger + The undine can use its action to polymorph into a Small or Medium humanoid with legs or with a mermaid's tail or back into its true watery humanoid form. Its statistics, other than its size, 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. + + + Undine's Curse + A creature cursed by the undine gains the Amphibious trait and a swimming speed of 30 feet. After each long rest, the target must succeed on a DC 15 Constitution saving throw or its Constitution score is reduced by 1d4 as it forgets to breathe regularly while resting. If the target received a Cursed Kiss from the undine within the past 24 hours, it automatically succeeds on its next saving throw. If the target ever lies to or is unfaithful to the undine, it has disadvantage on its next saving throw, and its Constitution is reduced by 2d4 instead of 1d4 on a failure. The curse lasts until the undine takes a bonus action to lift it or until lifted by a remove curse spell or similar magic. + + + Multiattack + The undine uses its Cursed Kiss, if it can. It then makes two water hammer attacks. + + + Water Hammer + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed (see the Undine's Curse trait). + Water Hammer|5|1d6+2 + + + Cursed Kiss (Recharge 5-6) + The undine kisses a target within 5 feet of it. The target must make a DC 15 Constitution saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. A willing target takes no damage but is immediately cursed (see the Undine's Curse trait), if it wasn't already. + + + Innate Spellcasting + The undine's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring only verbal components: + At will: control water, friends, minor illusion + 3/day each: charm person, silent image + 1/day each: hypnotic pattern, major image + + control water, friends, minor illusion, charm person, silent image, hypnotic pattern, major image + Source: CCodex (3pp) p. 362 + underwater + + + Unhatched + S + undead + Chaotic Evil + 14 (natural armor) + 71 (11d6+33) + walk 30 ft., fly 40 ft. + 15 + 14 + 16 + 18 + 10 + 9 + + Perception +2 + 12 + Common, Draconic + 4 + necrotic, piercing + poison + bludgeoning + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Hatred + Deprived of parental bonds, the unhatched despise those who nurture and heal others. The unhatched has advantage on attacks against a creature whose most recent action was to heal, restore, strengthen, or otherwise aid another creature. + + + Minor Magic Resistance (3/Day) + As a bonus action, the unhatched gives itself advantage on its next saving throw against spells or other magical effects. + + + Multiattack + The unhatched makes one bite attack and one claw attack. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 12 (3d6 + 2) slashing damage. + Claw|4|3d6+2 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage plus 4 (1d8) necrotic damage. + Bite|4|2d8+2 + + + Desiccating Breath (Recharge 5-6) + The dragon exhales a cloud of choking dust infused with necrotic magic in a 30-foot cone. + Each creature in the area must make a DC 14 Dexterity saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature who fails this save can't speak until the end of its next turn as it chokes on the dust. + + + Innate Spellcasting + The unhatched's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: + At will: chill touch, minor illusion + 1/day each: bane + + chill touch, minor illusion, bane + Source: CCodex (3pp) p. 363 + + + + Ursa Polaris + L + monstrosity + Neutral Evil + 15 (natural armor) + 133 (14d10+56) + walk 40 ft., swim 30 ft. + 20 + 12 + 18 + 4 + 16 + 5 + + Athletics +8, Perception +6 + 16 + + 7 + + cold + fire + + + + Keen Smell + The ursa polaris has advantage on Wisdom (Perception) checks that rely on smell. + + + Snow Camouflage + The ursa polaris has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Multiattack + The ursa polaris makes three attacks. + one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage plus 7 (2d6) cold damage. + Bite|8|1d8+5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claw|8|2d6+5 + + + Cold Breath (Recharge 5-6) + The ursa polaris exhales a blast of freezing wind and shards of ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) cold damage and 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one. + + + Hypnotic Array (Recharge 5-6) + The ursa polaris sways its back, causing the ice formations on its shoulders to catch available light. Each creature within 30 feet of the ursa polaris that sees the light pattern must make a DC 15 Wisdom saving throw. + On a failure, a creature takes 21 (6d6) radiant damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn't stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes any damage or if another creature takes an action to shake it out of its stupor. + + Source: CCodex (3pp) p. 364 + arctic + + + Vampire Patrician + M + undead + Lawful Evil + 16 (natural armor) + 119 (14d8+56) + walk 25 ft. + 15 + 18 + 18 + 16 + 13 + 20 + Dex +8, Wis +5, Cha +9 + Deception +9, Intimidation +9, Perception +5, Persuasion +9 + 15 + The languages it knew in life + 10 + necrotic; bludgeoning, piercing, slashing from nonmagical weapons + + + + darkvision 120 ft. + + Cruel Combatant + A melee weapon deals one extra die of its damage and an extra 3 (1d6) necrotic damage when the vampire patrician hits with it (included in the attack). + + + Misty Escape + When it drops to 0 hp outside its resting place, the vampire patrician transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hp in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. + While in mist form it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. + Once in its resting place, it reverts to vampire form. It is then paralyzed until it regains at least 1 hp. After spending 1 hour in its resting place with 0 hp, it regains 1 hp. + + + Noble Resilience (Recharges After A Long Rest) + The vampire patrician can ignore the effects of sunlight for up to 1 minute. + + + Regeneration + The patrician regains 15 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn. + + + Spider Climb + The vampire patrician can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The vampire patrician has the following flaws. + Forbiddance - The patrician can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water - The patrician takes 20 acid damage if it ends its turn in running water. + Stake to the Heart - If a piercing weapon made of wood is driven into the patrician's heart while the patrician is incapacitated in its resting place, the patrician is paralyzed until the stake is removed. + Sunlight Hypersensitivity - The patrician takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack + The vampire patrician can use its Bone-Chilling Gaze. + It then makes two attacks, only one of which can be a bite attack. + + + Rapier + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 13 (2d8 + 4) piercing damage plus 3 (1d6) necrotic damage. + Rapier|8|2d8+4 + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire patrician, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the patrician regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire patrician's control. + Bite|8|1d6+4 + + + Bone-Chilling Gaze + The vampire patrician targets one humanoid it can see within 30 feet. If the target can see the patrician, the target must succeed on a DC 17 Charisma saving throw or become paralyzed with fear until the end of its next turn. Release the Hounds! (1/Day). The vampire patrician calls 4d6 hunting hounds (use mastiff statistics) to its side. While outdoors, the vampire patrician can call 4d6 hunting raptors (use blood hawk statistics) instead. These creatures arrive in 1d4 rounds, helping the patrician and obeying its spoken commands. The beasts remain for 1 hour, until the patrician dies, or until the patrician dismisses them as a bonus action. + + + Variant: VARIANT: SHROUD-EATERS + + + Sires and Slave + A powerful strain of vampirism, shroud-eaters have a greater degree of free will from their sires, though they are bound by what is called the "Tree of Chains," a pyramid of control with a free-willed vampire at the summit and all those beneath it compelled to obedience. They cannot plot against or defy their sires, but otherwise they can create their own shroud-eaters beholden to them. Wise vampire hunters know to employ the speak with dead spell on a slain shroud-eater to discover its sire, following the Tree of Chains as far as they are able. + + + Misleading Lore + Shroud-eaters can tolerate quite a bit of sunlight, and, as they grow older, they may withstand it for a longer time, though they still suffer from it and rarely venture out in the day unless forced to do so. Over time, shroud-eaters also learn to alter the memories of the living and to erase traces of their deeds from the minds of witnesses. A subtle shroud-eater may go undetected for ages. + + + Signs of Their Presence + Unlike other vampires, shroud-eaters cannot be destroyed with a simple wooden stake. The stake must use wood of a white oak or white ash tree. Discovery of burnt groves of these trees serves as a sign that a shroud-eater may live in the area. + + Source: CCodex (3pp) p. 366 + + + + Vampire Priestess + M + undead + Lawful Evil + 16 (chain mail) + 105 (14d8+42) + walk 30 ft. + 16 + 12 + 16 + 13 + 20 + 15 + Dex +4, Wis +8, Cha +5 + Perception +8, Religion +4 + 18 + The languages it knew in life + 8 + necrotic; bludgeoning, piercing, slashing from nonmagical weapons + + + charmed + darkvision 60 ft. + + Misty Escape + When she drops to 0 hp outside her resting place, the vampire priestess transforms into a cloud of mist instead of falling unconscious, provided that she isn't in running water. If she can't transform, she is destroyed. While she has 0 hp in mist form, she can't revert to her priestess form, and she must reach her resting place within 2 hours or be destroyed. + While in mist form she can't take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, she can do so without squeezing, and she can't pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight. + Once in her resting place, she reverts to her priestess form. + She is then paralyzed until she regains at least 1 hp. After spending 1 hour in her resting place with 0 hp, she regains 1 hp. + + + Regeneration + The vampire priestess regains 15 hp at the start of her turn if she has at least 1 hp and isn't in sunlight or running water. If the priestess takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn. + + + Vampire Weaknesses + The priestess has the following flaws. + Forbiddance - The priestess can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water - The priestess takes 20 acid damage if she ends her turn in running water. + Stake to the Heart - If a piercing weapon made of wood is driven into the priestess' heart while she is incapacitated in her resting place, the she is paralyzed until the stake is removed. + Sunlight Hypersensitivity - The priestess takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. + + + Multiattack + The vampire priestess can use her Bewitching Gaze. + She then makes two attacks, only one of which can be a bite attack. + + + Scourge + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, and the creature must succeed on a DC 16 Constitution saving throw or bleed profusely from the wound. A bleeding creature takes 7 (2d6) slashing damage at the start of each of its turns. A creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. + Scourge|6|1d8+3 + The wound also closes if the target receives magical healing. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire priestess, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the priestess regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the priestess' control. + Bite|6|1d6+3 + + + Bewitching Gaze + The vampire priestess targets one humanoid she can see within 30 feet. If the target can see her, the target must succeed on a DC 16 Wisdom saving throw or be charmed by the priestess for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. Each time the vampire priestess or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor. + + + Spellcasting + The vampire priestess is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The vampire priestess has the following Cleric spells prepared: + Cantrips (at will): light, guidance, poison spray, thaumaturgy + • 1st level (4 slots): bane, command, inflict wounds, ray of sickness + • 2nd level (3 slots): blindness/deafness, silence, spiritual weapon + • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians + • 4th level (3 slots): banishment, freedom of movement + • 5th level (1 slots): contagion, flame strike + + 4, 3, 3, 3, 1 + {@spell light, {@spell guidance, {@spell poison spray, {@spell thaumaturgy, {@spell bane, {@spell command, {@spell inflict wounds, {@spell ray of sickness, {@spell blindness/deafness, {@spell silence, {@spell spiritual weapon, {@spell bestow curse, {@spell dispel magic, {@spell spirit guardians, {@spell banishment, {@spell freedom of movement, {@spell contagion, {@spell flame strike + Source: CCodex (3pp) p. 367 + + + + Vampire Priestess (Midgard Version) + M + undead + Lawful Evil + 16 (chain mail) + 105 (14d8+42) + walk 30 ft. + 16 + 12 + 16 + 13 + 20 + 15 + Dex +4, Wis +8, Cha +5 + Perception +8, Religion +4 + 18 + The languages it knew in life + 8 + necrotic; bludgeoning, piercing, slashing from nonmagical weapons + + + charmed + darkvision 60 ft. + + Misty Escape + When she drops to 0 hp outside her resting place, the vampire priestess transforms into a cloud of mist instead of falling unconscious, provided that she isn't in running water. If she can't transform, she is destroyed. While she has 0 hp in mist form, she can't revert to her priestess form, and she must reach her resting place within 2 hours or be destroyed. + While in mist form she can't take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, she can do so without squeezing, and she can't pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight. + Once in her resting place, she reverts to her priestess form. + She is then paralyzed until she regains at least 1 hp. After spending 1 hour in her resting place with 0 hp, she regains 1 hp. + + + Regeneration + The vampire priestess regains 15 hp at the start of her turn if she has at least 1 hp and isn't in sunlight or running water. If the priestess takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn. + + + Vampire Weaknesses + The priestess has the following flaws. + Forbiddance - The priestess can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water - The priestess takes 20 acid damage if she ends her turn in running water. + Stake to the Heart - If a piercing weapon made of wood is driven into the priestess' heart while she is incapacitated in her resting place, the she is paralyzed until the stake is removed. + Sunlight Hypersensitivity - The priestess takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. + + + Multiattack + The vampire priestess (midgard version) can use her Bewitching Gaze. + She then makes two attacks, only one of which can be a bite attack. + + + Scourge + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, and the creature must succeed on a DC 16 Constitution saving throw or bleed profusely from the wound. A bleeding creature takes 7 (2d6) slashing damage at the start of each of its turns. A creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. + Scourge|6|1d8+3 + The wound also closes if the target receives magical healing. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire priestess, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the priestess regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the priestess' control. + Bite|6|1d6+3 + + + Bewitching Gaze + The vampire priestess (midgard version) targets one humanoid she can see within 30 feet. If the target can see her, the target must succeed on a DC 16 Wisdom saving throw or be charmed by the priestess for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. Each time the vampire priestess or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor. + + + Spellcasting + The vampire priestess (midgard version) is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The vampire priestess (midgard version) has the following Cleric spells prepared: + Cantrips (at will): blood tide*, guidance, poison spray, thaumaturgy + • 1st level (4 slots): command, find kin*, inflict wounds, ray of sickness + • 2nd level (3 slots): animate ghoul*, silence, spiritual weapon + • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians + • 4th level (3 slots): banishment, freedom of movement + • 5th level (1 slots): cruor of visions*, exsanguinate* + + 4, 3, 3, 3, 1 + blood tide, {@spell guidance, {@spell poison spray, {@spell thaumaturgy, {@spell command, find kin, {@spell inflict wounds, {@spell ray of sickness, animate ghoul, {@spell silence, {@spell spiritual weapon, {@spell bestow curse, {@spell dispel magic, {@spell spirit guardians, {@spell banishment, {@spell freedom of movement, cruor of visions, exsanguinate + Source: CCodex (3pp) p. 367 + + + + Vampire Thrall + M + humanoid (any race) + Any Non-Good Alignment + 12 + 52 (8d8+16) + walk 30 ft. + 14 + 14 + 14 + 10 + 12 + 14 + Dex +4, Con +4 + + 11 + Common + 2 + + + + + + + Blood-bound + If the thrall has not consumed 1 ounce of blood from a vampire within the past week, it is poisoned for 1 week and it loses darkvision and its Keen Senses, Limited Regeneration, Spider Climb, and Sunlight Sensitivity traits until it consumes 1 ounce of vampire blood. + + + Keen Senses + The thrall has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. + + + Limited Regeneration + The thrall regains 2 hp at the start of its turn if it has at least 1 hp and isn't in sunlight. If the thrall takes radiant damage, this trait doesn't function at the start of the thrall's next turn. + + + Spider Climb + The thrall can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensitivity + While in sunlight, the thrall has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The vampire thrall makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|4|1d8+2 + + Source: CCodex (3pp) p. 368 + + + + Vampiric Knight + M + undead (Vampire) + Neutral Evil + 20 (plate armor, shield) + 127 (15d8+60) + walk 30 ft. + 20 + 14 + 18 + 13 + 17 + 14 + Dex +6, Con +8, Wis +7 + Athletics +9, Perception +7 + 17 + The languages it knew in life + 11 + necrotic; bludgeoning, piercing, slashing from nonmagical weapons + + + + darkvision 60 ft. + + Regeneration + The vampiric knight regains 20 hp at the start of its turn if it has at least 1 hp and isn't in running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampiric knight's next turn. + + + Vampire Weaknesses + The vampiric knight has the following flaws. + + + Forbiddance + The vampiric knight can't enter a residence without an invitation from one of the occupants. + + + Harmed By Running Water + The vampiric knight takes 20 acid damage if it ends its turn in running water. + + + Stake To The Heart + If a piercing weapon made of wood is driven into the vampiric knight's heart while the knight is incapacitated in its resting place, the vampiric knight is paralyzed until the stake is removed. + + + Multiattack + The vampiric knight makes two impaling longsword attacks. + + + Impaling Longsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. The vampiric knight impales the target on its longsword, grappling the target if it is a Medium or smaller creature (escape DC 17). Until the grapple ends, the target is restrained, takes 9 (2d8) necrotic damage at the start of each of its turns, and the vampiric knight can't make longsword attacks against other targets. + Impaling Longsword|9|1d8+5 + + + Channel Corruption (Recharge 5-6) + Each living creature within 20 feet of the vampiric knight must make a DC 17 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Shield + When a creature makes an attack against an allied vampire, the knight can grant the vampire a +3 bonus to its AC if the knight is within 5 feet of the vampire. + + Source: CCodex (3pp) p. 369 + + + + Venom Maw Hydra + H + monstrosity + Unaligned + 15 (natural armor) + 231 (22d12+88) + walk 30 ft., swim 30 ft. + 19 + 17 + 18 + 5 + 10 + 7 + + Perception +8, Stealth +7 + 18 + + 12 + fire + acid + + + darkvision 60 ft. + + Amphibious + The venom maw hydra can breathe air and water. + + + Multiple Heads + The venom maw hydra has five heads. While it has more than one head, the venom maw hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hp for each head regrown in this way. + + + Wakeful + While the hydra sleeps, at least one of its heads is awake. + + + Multiattack + The venom maw hydra makes as many bite or spit attacks as it has heads. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 7 (1d6 + 4) piercing damage and 5 (2d4) acid damage. + Bite|8|1d6+4 + + + Spit + Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. 10 (3d6) acid damage, and the target must succeed on a DC 16 Dexterity saving throw or be poisoned until the end of its next turn. + Spit|7|3d6 + + + Venom Spray (Recharge 5-6) + The hydra sprays caustic liquid in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. + + + Tail Lash + When it is hit by a melee weapon attack within 10 feet of it, the venom maw hydra lashes out with its tail. The attacker must make a DC 16 Strength saving throw. On a failure, it takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, the target takes half the damage and isn't knocked prone. + + + The monstrosity can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn. + + + Options + The venom maw hydra 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 hydra regains spent legendary actions at the start of its turn. + + + Bite + The venom maw hydra makes one bite attack. + + + Spit (Costs 2 Actions) + The venom maw hydra makes one spit attack. + + + Wallowing Rampage (Costs 3 Actions) + When the venom maw hydra is in water, it wallows, causing the water to hiss, froth, and splash within 20 feet. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) p. 370 + swamp + + + Vines Of Nemthyr + L + plant + Neutral Evil + 15 (natural armor) + 133 (14d10+56) + walk 30 ft., burrow 30 ft. + 19 + 12 + 19 + 5 + 13 + 5 + Str +7, Con +7 + Perception +4, Survival +4 + 14 + + 8 + cold, poison + + + blinded, deafened, frightened, poisoned + blindsight 60 ft. + + Dispersal + As a bonus action, the vines of Nemthyr can separate itself into a group of distinct vines. While separated in this way, the vines can move through spaces as narrow as 3 inches wide. The separated vines can't attack while in this state, but they can reform into the vines of Nemthyr as a bonus action. + + + False Appearance + While the vines of Nemthyr remains motionless, it is indistinguishable from a normal plant. + + + Magic Resistance + The vines of Nemthyr has advantage on saving throws against spells and other magical effects. + + + Multiattack + The vines of Nemthyr makes three attacks. two with its slam and one with its thorny lash. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Slam|7|2d6+4 + + + Thorny Lash + Melee Weapon Attack: +7 to hit, reach 15 ft., one target. 15 (2d10 + 4) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The vines of Nemthyr has two thorny lashes, each of which can grapple only one target. + Thorny Lash|7|2d10+4 + + + Thorn Spray (Recharge 6) + The vines of Nemthyr shoots poisonous thorns in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) + forest, grassland + + + Warlock's Trumpetbloom + L + plant + Neutral Evil + 15 (natural armor) + 152 (16d10+64) + walk 20 ft. + 17 + 10 + 18 + 6 + 10 + 6 + Str +6, Con +7 + Perception +3, Stealth +3 + 13 + Understands but can't speak + 7 + fire + poison + + blinded, deafened, exhaustion, poisoned + blindsight 60 ft. (blind beyond this radius) + + Alien Mind + A creature who attempts to communicate with the trumpetbloom must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Magic Resistance + The trumpetbloom has advantage on saving throws against spells and other magical effects. + + + Multiattack + The trumpetbloom makes three attacks. one with its stinger and two with its tendrils. + + + Stinger + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 16 (2d12 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The target is paralyzed while poisoned in this way. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Stinger|6|2d12+3 + + + Tendril + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 14) if it is a Medium or smaller creature. + Tendril|6|2d6+3 + The trumpetbloom has two tendrils, each of which can grapple only one target. + + Source: CCodex (3pp) p. 372 + forest + + + Water Horse + M + fey (shapechanger) + Neutral Evil + 12 (natural armor (humanoid form), 14 (natural armor (horse or hybrid form))) + 77 (14d8+14) + walk 30 ft., swim 60 ft. + 16 + 14 + 13 + 10 + 12 + 15 + + Deception +4, Persuasion +4 + 11 + Common, Sylvan + 4 + + + + + darkvision 60 ft. + + Amphibious + The water horse can breathe air and water. + + + Shapechanger + The water horse can use its action to polymorph into a Medium humanoid, a horse, or its true horse-humanoid hybrid form. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Multiattack + The water horse can use its Charming Gaze. In horse form, it then makes two bite attacks. In humanoid form, it then makes two longsword attacks. In hybrid form, it then makes two attacks. one with its bite and one with its longsword. + + + Bite (Hybrid or Horse Form Only) + Melee Weapon Attack. +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. + Bite (Hybrid or Horse Form Only)|5|2d6+3 + + + Longsword (Humanoid or Hybrid Form Only) + Melee Weapon Attack. +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword (Humanoid or Hybrid Form Only)|5|1d8+3 + + + Longbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack. +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow (Humanoid or Hybrid Form Only)|4|1d8+2 + + + Charming Gaze + The water horse targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. While charmed, the target is incapacitated and can only move toward the water horse. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + The target has advantage on the saving throw if it has taken damage since the end of its last turn. If the target successfully saves or if the effect ends for it, the target is immune to this water horse's Charming Gaze for the next 24 hours. + + Source: CCodex (3pp) p. 373 + underwater + + + Albino Death Weasel + L + beast + Unaligned + 13 (natural armor) + 45 (6d10+12) + walk 50 ft., burrow 30 ft. + 16 + 14 + 15 + 4 + 15 + 5 + + Perception +4, Stealth +4 + 14 + + 1 + + + + + darkvision 60 ft. + + Keen Hearing And Smell + The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pounce + If the weasel 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 13 Strength saving throw or be knocked prone. If the target is prone, the weasel can make one bite attack against it as a bonus action. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) piercing damage. + Bite|5|2d4+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. The target is also grappled (escape DC 13) if it is a Medium or smaller creature and the albino weasel isn't already grappling a creature. Until this grapple ends, the target is restrained and the albino death weasel can't claw another target. + Claw|5|1d4+3 + + + Musk Spray (Recharge 5-6) + The weasel unleashes a spray of foul musk in a 20-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or be poisoned 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. + + Source: CCodex (3pp) + + + + Wind Weasel + M + fey (shapechanger) + Chaotic Neutral + 13 + 52 (8d8+16) + walk 40 ft. + 12 + 16 + 14 + 10 + 12 + 11 + Dex +5 + Perception +3, Stealth +5 + 13 + Sylvan + 2 + + + + + darkvision 60 ft. + + Air Form (Whirlwind Form Only) + The wind weasel can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Flyby (Whirlwind Form Only) + The wind weasel doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Hidden In The Wind (Whirlwind Form Only) + Until it attacks or uses Whirling Leaves, the wind weasel is indistinguishable from a natural dust devil unless a creature succeeds on a DC 15 Intelligence (Investigation) check. + + + Shapechanger + The wind weasel can use its action to polymorph into a whirlwind. It can revert back to its true form as a bonus action. It 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. While a whirlwind, it has a flying speed of 60 feet, immunity to the grappled, petrified, restrained, and prone conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The wind weasel can't make bite or claw attacks while in whirlwind form. + + + Windy Speed (Whirlwind Form Only) + When the wind weasel is subjected to the slow spell, it doesn't suffer the effects of the spell but instead is forced into its true form and incapacitated until the end of its next turn. + + + Multiattack + The wind weasel makes three attacks. one with its bite and two with its scythe claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Bite|5|1d4+3 + + + Scythe Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) slashing damage. + Scythe Claw|5|1d10+3 + + + Whirling Leaves (Whirlwind Form Only) + Each creature in the wind weasel's space must make a DC 13 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) p. 375 + forest + + + Weirding Scroll + T + construct + Unaligned + 10 + 27 (6d4+12) + walk 0 ft., fly 10 ft. + 1 + 10 + 15 + 16 + 10 + 8 + Wis +2 + Deception +5 + 10 + All, telepathy 120 ft. + 1/2 + cold; bludgeoning, piercing, slashing from nonmagical weapons + poison, psychic + fire + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The weirding scroll is incapacitated while in the area of an antimagic field . If targeted by dispel magic, the weirding scroll must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the weirding scroll remains motionless, it is indistinguishable from a normal scroll. + + + Dominate + A weirding scroll beguiles one humanoid that it can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be charmed for 1 hour. The charmed creature obeys the telepathic commands of the weirding scroll to the best of its ability. This action works like the dominate person spell, except the weirding scroll doesn't need to concentrate to maintain the domination, and it can't take total and precise control of the target. The weirding scroll can have only one humanoid under its control at one time. If it dominates another, the effect on the previous target ends. + + + Tendril of Light + Melee Spell Attack: +5 to hit, reach 10 ft., one target. 3 (1d6) psychic damage plus 3 (1d6) radiant damage. + Tendril of Light|5|1d6 + + Source: CCodex (3pp) p. 376 + + + + Wendigo + M + monstrosity + Chaotic Evil + 16 (natural armor) + 150 (20d8+60) + walk 40 ft. + 21 + 18 + 16 + 11 + 16 + 12 + + Athletics +9, Perception +7, Stealth +8, Survival +7 + 17 + Common + 11 + bludgeoning, piercing, slashing from nonmagical weapons + cold, fire + + exhaustion, stunned + darkvision 120 ft. + + Aura Of Starvation + A creature that starts its turn within 10 feet of the wendigo must succeed on a DC 15 Constitution saving throw or be paralyzed by gnawing cold and crippling hunger 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 wendigo's Aura of Starvation for the next 24 hours. + + + Magic Resistance + The wendigo has advantage on saving throws against spells and other magical effects. + + + Multiattack + The wendigo makes three attacks. two with its icy claw and one with its bite. Alternatively, it uses its Frozen Spittle twice. + + + Icy Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage and 14 (4d6) cold damage. + Icy Claw|9|2d6+5 + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage. + Bite|9|2d8+5 + + + Frozen Spittle + Ranged Spell Attack: +7 to hit, range 100 ft., one target. 28 (8d6) cold damage, and the target must succeed on a DC 16 Dexterity saving throw or be restrained until the end of its next turn. + Frozen Spittle|7|8d6 + + Source: CCodex (3pp) + arctic, farmland, mountain + + + Whisperer In Darkness + M + aberration + Neutral Evil + 17 (natural armor) + 142 (15d8+75) + walk 30 ft. + 15 + 19 + 21 + 25 + 18 + 16 + Con +10, Wis +9, Cha +8 + Arcana +17, Deception +13, Medicine +9, Perception +9, Stealth +9 + 19 + All, telepathy 60 ft. + 15 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons + poison, psychic + + charmed, frightened, poisoned + truesight 120 ft. + + Disquieting Technology + The whisperer is a highly advanced being that often carries pieces of powerful mi-go technology. Mi-go technology can be represented using the same rules as magic items, but the functions are very difficult to determine. The identify spell can't determine the function of a mi-go item, but an hour of study and a successful DC 19 Intelligence (Arcana) check can reveal its purpose and proper function. Typical items are wands of fireballs shaped like staves with peculiar triggers, eyes of the eagle shaped as a pair of cylinders, or a helm of telepathy in the form of a glowing metal disc adhered to the side of the creature's head. + + + Magic Resistance + The whisperer has advantage on saving throws against spells and other magical effects. + + + Mind Blank, Weir + ind blank, weird + + + Multiattack + The whisperer in the darkness makes two Grasp of the Void attacks. + + + Grasp of the Void + Melee Spell Attack. +12 to hit, reach 5 ft., one target. 21 (6d6) force damage, and the target must succeed on a DC 18 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Grasp of the Void|12|6d6 + + + Innate Spellcasting + The whisperer in darkness's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no material components: + At will: alter self, detect magic, detect thoughts, disguise self, fear, identify, invisibility (self only), misty step, sleep, suggestion + 3/day each: {@spell confusion, dimension door}, disintegrate, dream, modify memory, plane shift, teleport + 1/day each: feeblemind, meteor swarm, mind blank, weird + + {@spell alter self, {@spell detect magic, {@spell detect thoughts, {@spell disguise self, {@spell fear, {@spell identify, {@spell invisibility, misty step, sleep, suggestion, {@spell confusion, dimension door, {@spell disintegrate, {@spell dream, {@spell modify memory, {@spell plane shift, {@spell teleport, {@spell feeblemind, {@spell meteor swarm, {@spell mind blank, {@spell weird + Source: CCodex (3pp) p. 378 + + + + White Stag + L + celestial + Chaotic Good + 13 (natural armor) + 45 (7d10+7) + walk 60 ft. + 17 + 15 + 13 + 10 + 14 + 15 + + Athletics +5, Insight +4, Perception +4 + 14 + Understands Common, Elvish, Celestial, Sylvan but can't speak + 2 + + + + + darkvision 60 ft. + + Beloved By The Gods + When the white stag dies, the deity that created it curses the creature that dealt the killing blow. The cursed creature finds the natural world working against it. + roots randomly rise up to trip the creature when it walks past a tree (5% chance per mile traveled in forested terrain), animals are more reluctant to obey (disadvantage on Wisdom (Animal Handling) checks), and the wind seems to always be blowing in the least favorable direction for the creature (scattering papers, sending the creature's scent in the direction of a creature tracking it, etc.). This curse lasts until it is lifted by a remove curse spell or after the cursed creature completes a task of penance for the deity or its temple. + + + Forest Runner + Difficult terrain doesn't slow the white stag's travel while in a forest. + + + Running Leap + With a 10-foot running start, the white stag can long jump up to 25 feet. + + + Multiattack + The white stag makes one gore attack and one hooves attack. + + + Gore + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Gore|5|1d8+3 + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 10 (2d6 + 3) bludgeoning damage. + Hooves|5|2d6+3 + + Source: CCodex (3pp) p. 379 + + + + Wind Eater + M + undead + Lawful Evil + 14 + 65 (10d8+20) + walk 30 ft. + 8 + 18 + 14 + 12 + 16 + 13 + Con +4, Wis +5 + Perception +5, Stealth +6 + 15 + Understands Common but can't speak + 2 + acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, slashing from nonmagical weapons + poison + + charmed, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious + truesight 60 ft. + + Aura Of Silence + A creature within 120 feet of the wind eater has disadvantage on Wisdom (Perception) checks that rely on hearing. All creatures within 20 feet of the wind eater are immune to thunder damage and are deafened. This trait works like the silence spell, except the effect moves with the wind eater and persists unless it is incapacitated or until it dies. + + + Incorporeal Movement + The wind eater 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. + + + Shadow Blend + As a bonus action while in dim light or darkness, the wind eater becomes invisible. + The invisibility lasts until the wind eater uses a bonus action to end it or until the wind eater attacks, is in bright light, or is incapacitated. Any equipment the wind eater wears or carries is invisible with it. + + + Multiattack + The wind eater makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|6|2d6+4 + + + Innate Spellcasting + The wind eater's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring only somatic components: + At will: silent image + 3/day each: blur, major image + 1/day each: mirage arcana + + silent image, blur, major image, mirage arcana + Source: CCodex (3pp) p. 381 + + + + Wolpertinger + T + monstrosity + Unaligned + 13 + 9 (2d4+4) + walk 30 ft., burrow 10 ft., fly 30 ft. + 6 + 16 + 14 + 5 + 12 + 6 + + + 11 + + 1/4 + + + + + darkvision 60 ft. + + Charge + If the wolpertinger moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2 (1d4) piercing damage. + + + Flyby + The wolpertinger doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Standing Leap + The wolpertinger's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Bite|5|1d4+3 + + + Gore + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Gore|5|1d4+3 + + + Keening (Recharge 6) + The wolpertinger emits a piercing shriek. + Each creature within 30 feet that can hear the wolpertinger must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A beast with an Intelligence of 4 or lower that is in the area must also succeed on a DC 13 Wisdom saving throw or be frightened until the beginning of its next turn. + + Source: CCodex (3pp) p. 382 + + + + Woodwose + M + humanoid + Chaotic Neutral + 13 (natural armor) + 27 (6d6) + walk 30 ft., climb 20 ft. + 16 + 12 + 11 + 10 + 14 + 8 + + Nature +2, Perception +4, Stealth +3, Survival +4 + 14 + Common, Elvish, Sylvan + 1/2 + + + + + + + Fey Touched + The woodwose has advantage on saving throws against being charmed, and magic can't put the woodwose to sleep. + + + Speak With Beasts And Plants + The woodwose can communicate with beasts and plants as if they shared a language. + + + Club + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage with shillelagh. + Club|5|1d4+3 + + + Shortbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 4 (1d6 + 1) piercing damage plus 5 (2d4) poison damage. + Shortbow|3|1d6+1 + + + Innate Spellcasting + The woodwose's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: shillelagh + 3/day each: pass without trace + 1/day each: entangle + + shillelagh, pass without trace, entangle + Source: CCodex (3pp) p. 383 + forest + + + Fang Of The Great Wolf + L + monstrosity (worg) + Neutral Evil + 14 (natural armor) + 65 (10d10+10) + walk 50 ft. + 16 + 13 + 13 + 9 + 13 + 8 + + Insight +3, Perception +5, Religion +1 + 15 + Common, Goblin + 3 + cold + + + + darkvision 60 ft. + + Keen Hearing And Smell + The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 13 (3d6 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) if the worg isn't already grapping a creature. Until this grapple ends, the target is restrained and the worg can't bite another target. + Bite|5|3d6+3 + + + Might of the Great Wolf (Recharges after a Short or Long Rest) + The fang of the Great Wolf grows in size. This works like the enlarge/reduce spell, except the worg can only enlarge and it lasts for 1 minute. While enlarged, the fang of the Great Wolf gains the following action. + + + Swallow + The worg makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the worg, and it takes 10 (3d6) acid damage at the start of each of the worg's turns. + The worg can have only one creature swallowed at a time. + If the worg takes 10 damage or more on a single turn from the swallowed creature, the worg must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the worg. The creature is automatically regurgitated when the worg is no longer enlarged. If the worg dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. + + Source: CCodex (3pp) p. 384 + arctic, forest, grassland + + + Wyvern Knight + M + humanoid (any race) + Lawful Evil + 20 (plate armor, shield) + 102 (12d8+48) + walk 30 ft. + 16 + 10 + 18 + 10 + 12 + 15 + Str +6, Con +7 + Animal handling +4, Perception +4 + 14 + Common, Draconic + 5 + poison + poison + + + + + Brave + The wyvern knight has advantage on saving throws against being frightened. + + + Ring Of Feather Falling + When the wyvern knight falls while wearing this ring, it descends 60 feet per round and takes no damage from falling. + + + Multiattack + The wyvern knight makes two lance attacks. If the wyvern knight is riding a war wyvern, its mount can then make one bite, claw, or stinger attack. + + + Lance + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 9 (1d12 + 3) piercing damage plus 10 (3d6) poison damage. + Lance|6|1d12+3 + The wyvern knight has disadvantage on attacks with this weapon against creatures within 5 feet of it and can wield this weapon in one hand instead of two while mounted. + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage plus 10 (3d6) poison damage. + Heavy Crossbow|3|1d10 + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage. + Dagger|6|1d4+3 + + + Protection + When a creature the wyvern knight can see attacks a target that is within 5 feet of it, including a creature it is riding, the knight can use a reaction to impose disadvantage on the attack roll. The knight must be wielding a shield. + + Source: CCodex (3pp) p. 385 + mountain + + + War Wyvern + L + dragon + Unaligned + 15 (scale mail) + 119 (14d10+42) + walk 20 ft., fly 80 ft. + 20 + 12 + 16 + 6 + 14 + 6 + Wis +5 + Athletics +8, Perception +5 + 15 + Understands Common, Draconic but can't speak + 7 + + + + + darkvision 60 ft. + + Siege Monster + The wyvern deals double damage to objects and structures. + + + Multiattack + The wyvern makes two attacks. one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 12 (2d6 + 5) piercing damage plus 10 (3d6) poison damage. + Bite|8|2d6+5 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (3d8 + 5) slashing damage and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the wyvern can't use its claw on another target. + Claws|8|3d8+5 + + + Stinger + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 12 (2d6 + 5) piercing damage. The target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Stinger|8|2d6+5 + + + Spit Venom (Recharge 5-6) + The wyvern spits venom at a target within 60 feet. The target must make a DC 16 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. + + Source: CCodex (3pp) p. 386 + mountain + + + Xenabsorber + M + aberration + Chaotic Neutral + 15 (natural armor) + 65 (10d8+20) + walk 30 ft. + 17 + 12 + 15 + 10 + 13 + 15 + + Deception +4, Perception +5 + 15 + Common + 3 + + + + + darkvision 60 ft. + + Disguise + The xenabsorber has advantage on Charisma (Deception) checks to pass itself off as the type of creature it is impersonating as long as it has at least 1 trait from that creature. + + + Trait Mimicry + As a bonus action, a xenabsorber can take on 1 nonmagical physical trait, attack, or reaction of a beast or humanoid with a challenge rating equal to or less than its own that it has seen within the last week (see Trait Mimicry sidebar). It can have up to 5 such traits at a time, no more than two of which can be attacks. Each trait lasts until the xenabsorber replaces it with another trait as a bonus action. If the xenabsorber goes a week without exposure to a single beast or humanoid, it loses all of its traits and reverts back to its true, blue crystalline form. + + + Multiattack + The xenabsorber makes two melee attacks. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) bludgeoning damage. + Slam|5|1d10+3 + + Source: CCodex (3pp) p. 387 + + + + Xiphus + S + fey + Chaotic Evil + 15 + 55 (10d6+20) + walk 50 ft. + 14 + 21 + 15 + 10 + 12 + 14 + Dex +8 + Acrobatics +8, Perception +4, Stealth +8 + 14 + Common, Elvish + 5 + + lightning + + + darkvision 60 ft. + + Evasion + If the xiphus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the xiphus instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Lightning Absorption + Whenever the xiphus is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt. + + + Siphon Time (Recharge 5-6) + As a bonus action, a xiphus chooses one creature it can see. The xiphus' clockwork heart vibrates rapidly, bending time to give the xiphus the upper hand against its chosen target. The xiphus chooses whether to have advantage on its attacks against that target or on saving throws against spells cast by the target until the start of the xiphus' next turn. + + + Startling Speed + The movements of a xiphus are so swift that it is almost invisible when in motion. If the xiphus moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the xiphus is incapacitated or restrained. + + + Multiattack + The xiphus makes three hidden dagger attacks. + + + Hidden Dagger + Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d4 + 5) piercing damage plus 7 (2d6) lightning damage. + Hidden Dagger|8|1d4+5 + + + Borrowed Time (Recharges after a Short or Long Rest) + If damage is dealt to a xiphus that would kill it, it can attempt to temporarily borrow time from another creature to avoid death. One creature the xiphus can see within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage, and the xiphus regains hp equal to the damage taken. The target is stable and doesn't die if this effect reduces its hp to 0. After 2 rounds, the xiphus takes necrotic damage, and the target regains hp, equal to the original amount borrowed. + + Source: CCodex (3pp) p. 388 + forest + + + Yaga Goo + S + ooze + Neutral Evil + 14 + 85 (10d6+50) + walk 20 ft., climb 20 ft. + 11 + 18 + 20 + 14 + 12 + 11 + Wis +4 + Stealth +10 + 11 + Understands Common but can't speak + 5 + + necrotic + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The goo can move through a space as narrow as 1 inch wide without squeezing. + + + Deadly To Fey + The goo has advantage on attack rolls against fey and any creature with the Fey Ancestry trait. + + + Spider Climb + The goo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The Yaga goo makes two pseudopod attacks. When its Foul Transit is available, it can use Foul Transit in place of one pseudopod attack. + + + Pseudopod + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) necrotic damage. + Pseudopod|7|2d6+4 + + + Foul Transit (Recharge 4-6) + The goo teleports to an unoccupied space it can see within 50 feet, leaving behind a wretched puddle in the space it previously occupied. A creature within 5 feet of the space the goo left must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned until the end of its next turn. The first time a creature enters the puddle's space or if a creature starts its turn in the puddle's space it takes 10 (3d6) necrotic damage and is poisoned. The puddle lasts for 1 minute or until the goo that created it is killed. + + + Puddle Splash + When a creature the Yaga goo can see targets it with a melee attack while within 5 feet of the goo, the goo can teleport to a puddle created by its Foul Transit, if that puddle's space is unoccupied, negating the damage from the attack. If it does, the attacker must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned until the end of its next turn. + + Source: CCodex (3pp) p. 389 + + + + Yakirian + M + humanoid (yakirian) + Lawful Neutral + 13 (chain shirt) + 67 (9d8+27) + walk 40 ft. + 17 + 11 + 16 + 10 + 12 + 8 + Wis +3 + Arcana +4 + 11 + Common + 2 + cold + + + + darkvision 60 ft. + + Resilient Soul + The yakirian has advantage on saving throws against being charmed, frightened, or confused, as well as against any effect that causes corruption or madness. + + + Multiattack + The yakirian makes two attacks. one with its gore and one with its ritual knife. + + + Gore + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Gore|5|1d8+3 + + + Ritual Knife + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Ritual Knife|5|1d6+3 + + + Consume Heart + The yakiran consumes the heart of a dead humanoid or giant within 5 feet. If the creature also less than 1 minute ago, the yakirian gains the following benefits. + The yakirian absorbs the dead creature's knowledge and asks two questions. If the dead creature knew the answers in life, the yakirian learns them instantly. + The yakirian's maximum and current hp increase by 10 for 1 hour. + The yakirian has advantage on Strength-based attack rolls and ability checks, as well as on all saving throws for 1 hour. + + + Variant: SCHISM YAKIRIAN + Yakirian culture is split. One side holds to the oath of enlightenment, while the other encourages devouring the souls of their enemies. This affords the yakirian greater power but destroys the victim's soul in the process. The different yakirian groups still work together other to oppose the remnants of Leng. A yakirian who follows the divergent philosophy gains the following trait. + A schism yakirian has a challenge rating of 3 (700 XP). + + + Soul Consumption + When a schism yakirian consumes a creature's heart, it also consumes the soul. The duration of the benefits increases to 8 hours. In addition, the yakirian gains advantage on all attack rolls, ability checks, and saving throws, and all attack rolls made against the yakirian have disadvantage. The soul is trapped within the yakirian for 24 hours, after which it is destroyed. If the yakirian dies before that time, the soul is released. While the soul is trapped, any magic used to revive the dead creature fails unless the caster succeeds on a DC 15 spellcasting ability check. Once the soul is destroyed, only a wish spell can bring it back. + + Source: CCodex (3pp) p. 390 + mountain + + + Yann-an-oed + H + aberration + Neutral + 12 (natural armor) + 47 (5d12+15) + walk 30 ft., swim 40 ft. + 15 + 11 + 17 + 8 + 14 + 7 + + Perception +4, Stealth +2 + 14 + Aquan, telepathy 120 ft. + 2 + + + + + blindsight 60 ft. + + Amphibious + The yann-an-oed can breathe air and water. + + + Underwater Camouflage + The yann-an-oed has advantage on Dexterity (Stealth) checks made while underwater. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage. + Bite|4|2d8+2 + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 15 ft., one target. 7 (2d4 + 2) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained. The yann-an-oed can have only two targets grappled at a time. + Tentacles|4|2d4+2 + + + Swallow + The yann-an-oed makes a bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the yann-an-oed, and it takes 7 (2d6) acid damage at the start of each of the yann-an-oed's turns. A yannan-oed can have only one creature swallowed at a time. + If the yann-an-oed takes 10 damage or more on a single turn from the swallowed creature, the yann-an-oed must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the yann-an-oed. If the yann-an-oed dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. + + + Hoot (Recharges after a Short or Long Rest) + The yann-an-oed emits an owl-like hoot from a blowhole near the top of its head. + Each creature within 120 feet that is able to hear the sound must succeed on a DC 12 Wisdom saving throw or return the hooting sound, if it can make noise. The yann-an-oed is able to unerringly track a creature that responds to its call for 1 hour, even if the creature is hidden by magic or on another plane of existence. + + Source: CCodex (3pp) p. 391 + underwater + + + Ziphius + G + aberration + Neutral + 16 (natural armor) + 135 (10d20+30) + walk 10 ft., swim 60 ft. + 19 + 13 + 16 + 9 + 13 + 4 + Str +7 + Perception +4 + 14 + Aquan, telepathy 120 ft. + 8 + cold; bludgeoning, piercing, slashing from nonmagical weapons + + + prone + blindsight 120 ft. + + Charge + If the ziphius moves at least 20 feet straight toward a target and then hits it with a dorsal fin attack on the same turn, the target takes an extra 27 (5d10) slashing damage. + + + Siege Monster + The ziphius deals double damage to objects and structures. + + + Telepathic Foresight + As a bonus action at the start of its turn, the ziphius can choose one creature within 120 feet that it can see. The ziphius' eyes glow, and the target must succeed on a DC 15 Wisdom saving throw or the ziphius creates a temporary mental bond with the target until the start of the ziphius' next turn. While bonded, the ziphius reads the creature's surface thoughts, choosing to either gain advantage on attacks against that target or cause the target to have disadvantage on attacks against the ziphius. + + + Water Breathing + The ziphius can breathe only underwater. + + + Multiattack + The ziphius makes one beak attack and one claw attack. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (3d6 + 4) slashing damage. + Claw|7|3d6+4 + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be swallowed by the ziphius. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the ziphius, and it takes 14 (4d6) acid damage at the start of each of the ziphius' turns. The ziphius can have only one target swallowed at a time. + Beak|7|2d8+4 + If the ziphius takes 20 damage or more on a single turn from a creature inside it, the ziphius must succeed on a DC 13 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the ziphius. If the ziphius dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + Dorsal Fin + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 20 (3d10 + 4) slashing damage. + Dorsal Fin|7|3d10+4 + + Source: CCodex (3pp) p. 392 + underwater + + + Blood Zombie + M + undead (zombie) + Neutral Evil + 10 (natural armor) + 51 (6d8+24) + walk 20 ft. + 16 + 6 + 18 + 3 + 6 + 5 + + + 8 + Understands the languages it knew in life but can't speak + 2 + + poison + + poisoned + darkvision 60 ft. + + Blood Drain + A creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage and the zombie gains temporary hp equal to that amount as it drains blood from the victim. If the zombie takes radiant damage or damage from a magic weapon, this trait doesn't function at the start of the zombie's next turn, although it retains any temporary hp it previously gained. It can add temporary hp gained from this trait to temporary hp gained from its slam attack. Its temporary hp can't exceed half its maximum hp. + + + Undead Fortitude + If damage reduces the zombie to 0 hp, 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 hp instead. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d10 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. The zombie gains temporary hp equal to the necrotic damage taken. + Slam|5|1d10+2 + + Source: CCodex (3pp) p. 393 + + + + Lord Zombie + M + undead (zombie) + Neutral Evil + 15 (natural armor) + 82 (11d8+33) + walk 30 ft. + 16 + 14 + 16 + 10 + 13 + 15 + Con +6, Wis +4 + Perception +4 + 14 + The languages it knew in life + 5 + bludgeoning, piercing, slashing from nonmagical weapons + necrotic, poison + + exhaustion, poisoned + darkvision 60 ft. + + Legendary Resistance (3/Day) + If the lord fails a saving throw, it can choose to succeed instead. + + + Stench + Any non-undead creature that starts its turn within 30 feet of the lord must succeed on a DC 16 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 lord's Stench for 24 hours. + + + Undead Fortitude + If damage reduces the lord to 0 hp, 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 lord drops to 1 hp instead. + + + Multiattack + The lord zombie makes two slam attacks. It can use its Life Drain in place of one slam attack. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. + Slam|6|1d8+3 + + + Life Drain + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. + Life Drain|6|1d6+3 + This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. + A humanoid slain by this attack rises 24 hours later as a zombie under the lord's control, unless the humanoid is restored to life or its body is destroyed. The lord can have no more than twenty zombies under its control at one time. + + + The undead (zombie) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (zombie) regains spent legendary actions at the start of its turn. + + + Options + The zombie lord 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. It regains spent legendary actions at the start of its turn. + + + Shambling Hordes + The lord telepathically commands all zombies it controls within 1 mile to immediately move up to half their speed. A zombie that moves out of an enemy's reach because of this movement doesn't provoke an opportunity attack. + + + Life Drain (Costs 2 Actions) + The lord makes a life drain attack. + + + Arise (Costs 3 Actions) + The lord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord's control. + + Source: CCodex (3pp) + + + + Mold Zombie + M + undead (zombie) + Chaotic Evil + 13 (natural armor) + 75 (10d8+30) + walk 20 ft. + 17 + 8 + 16 + 3 + 6 + 5 + Str +5 + + 8 + + 3 + + necrotic, poison + + exhaustion, poisoned + darkvision 60 ft. + + Spore Death + When the zombie is reduced to 0 hp and doesn't survive with its Undead Fortitude, it explodes in a cloud of spores. Each creature within 5 feet of the zombie must succeed on a DC 13 Constitution saving throw or take 9 (2d8) necrotic damage and contract iumenta pox (see Iumenta Pox sidebar). + + + Undead Fortitude + If damage reduces the zombie to 0 hp, 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 hp instead. + + + Multiattack + The zombie makes two slam attacks. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. + Slam|5|1d6+3 + + + Plague Breath (Recharge 6) + The zombie breathes a cloud of spores in 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 10 (3d6) necrotic damage and contract iumenta pox (see Iumenta Pox sidebar). + + Source: CCodex (3pp) p. 395 + swamp + + + Zoog + T + aberration + Chaotic Evil + 13 + 3 (1d4+1) + walk 30 ft., climb 30 ft. + 3 + 16 + 12 + 11 + 10 + 8 + + Perception +2, Stealth +5 + 12 + Deep Speech + 0 + + + + + darkvision 60 ft. + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage. + + Source: CCodex (3pp) p. 396 + + + + Battle Mage + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 66 (12d8+12) + walk 30 ft. + 11 + 14 + 12 + 18 + 14 + 12 + Con +3, Int +6 + Arcana +6, History +6 + 12 + Common + 4 + + + + + + + Overchannel + As a bonus action, a battle mage can overchannel its spells until the start of its next turn. A creature has disadvantage on its saving throws against an overchanneled spell. Attack rolls against the battle mage have advantage until the start of its next turn. + + + Tactical Casting + When a battle mage casts a spell that causes damage or that forces a creature to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to automatically succeed on the required saving throw. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|4|1d6+2 + + + Self-Defense Casting + When the battle mage is hit by a weapon attack, it can cast a cantrip against the attacker. + + + Spellcasting + The battle mage is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The battle mage has the following Wizard spells prepared: + Cantrips (at will): fire bolt, mage hand, poison spray, shocking grasp + • 1st level (4 slots): burning hands, mage armor, magic missile, thunderwave + • 2nd level (3 slots): flaming sphere, misty step, shatter + • 3rd level (3 slots): counterspell, fireball, lightning bolt + • 4th level (1 slots): ice storm + + 4, 3, 3, 1 + {@spell fire bolt, {@spell mage hand, {@spell poison spray, {@spell shocking grasp, {@spell burning hands, {@spell mage armor, {@spell magic missile, {@spell thunderwave, {@spell flaming sphere, {@spell misty step, {@spell shatter, {@spell counterspell, {@spell fireball, {@spell lightning bolt, {@spell ice storm + Source: CCodex (3pp) p. 397 + + + + Blood Mage + M + humanoid (any race) + Any Non-Good Alignment + 13 (16 with mage armor) + 65 (10d8+20) + walk 30 ft. + 10 + 16 + 14 + 18 + 12 + 13 + Int +7, Wis +4 + Arcana +7, Medicine +4 + 11 + Common + 7 + + + + + + + Absorb Impurities + The blood mage can absorb poisons or diseases from another creature, living or dead, and turn it to the mage's use. It can expose a fresh cut to a source of disease or poison and safely absorb the dormant affliction into its blood stream. It can then inflict the disease or poison on another by spitting a stream of blood at the creature. On a successful hit as a ranged spell attack, the target is exposed to the disease or poison and must proceed with whatever saving throws are required. + + + Blood Savant + When subjected to a disease or poison effect that allows a Constitution saving throw to take only half damage, the blood mage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Blood Vision + When the blood mage ingests the blood of another creature, it is stunned until the start of its next turn. During that time, the blood mage experiences a memory of the creature through its own eyes which may or may not be of the incident which caused the creature to bleed. The older the blood, the foggier and more obscure the memory is likely to be. Once the blood mage has consumed a creature's blood in this way, the same creature's blood will never again produce a memory for that blood mage. + + + Regeneration + The blood mage holds power over the flow of its own blood and the speed at which it heals. The blood mage regains 10 hp at the start of its turn if it has at least 1 hp. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|6|1d4+3 + + + Blood Feast (Recharge 5-6) + The blood mage drains life-giving blood from nearby creatures. Each creature within 20 feet of the blood mage must succeed on a DC 15 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. The blood mage gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that doesn't have blood is immune to Blood Feast. + + + Spellcasting + The blood mage is a 10th-level spellcaster. Its spellcasting ability is (spell save DC 15, +7 to hit with spell attacks). The blood mage has the following Wizard spells prepared: + Cantrips (at will): acid splash, mage hand, mending, poison spray, prestidigitation + • 1st level (4 slots): charm person, false life, mage armor, magic missile + • 2nd level (3 slots): acid arrow, hold person + • 3rd level (3 slots): dispel magic, feign death, fly, vampiric touch + • 4th level (3 slots): black tentacles, blight + • 5th level (2 slots): conjure elemental (blood or water only), scrying + + 4, 3, 3, 3, 2 + acid splash, mage hand, mending, poison spray, prestidigitation, charm person, false life, mage armor, magic missile, acid arrow, hold person, dispel magic, feign death, fly, vampiric touch, black tentacles, blight, conjure elemental, scrying + Source: CCodex (3pp) p. 397 + + + + Blood Mage (Midgard Version) + M + humanoid (any race) + Any Non-Good Alignment + 13 (16 with mage armor) + 65 (10d8+20) + walk 30 ft. + 10 + 16 + 14 + 18 + 12 + 13 + Int +7, Wis +4 + Arcana +7, Medicine +4 + 11 + Common + 7 + + + + + + + Absorb Impurities + The blood mage can absorb poisons or diseases from another creature, living or dead, and turn it to the mage's use. It can expose a fresh cut to a source of disease or poison and safely absorb the dormant affliction into its blood stream. It can then inflict the disease or poison on another by spitting a stream of blood at the creature. On a successful hit as a ranged spell attack, the target is exposed to the disease or poison and must proceed with whatever saving throws are required. + + + Blood Savant + When subjected to a disease or poison effect that allows a Constitution saving throw to take only half damage, the blood mage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Blood Vision + When the blood mage ingests the blood of another creature, it is stunned until the start of its next turn. During that time, the blood mage experiences a memory of the creature through its own eyes which may or may not be of the incident which caused the creature to bleed. The older the blood, the foggier and more obscure the memory is likely to be. Once the blood mage has consumed a creature's blood in this way, the same creature's blood will never again produce a memory for that blood mage. + + + Regeneration + The blood mage holds power over the flow of its own blood and the speed at which it heals. The blood mage regains 10 hp at the start of its turn if it has at least 1 hp. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|6|1d4+3 + + + Blood Feast (Recharge 5-6) + The blood mage drains life-giving blood from nearby creatures. Each creature within 20 feet of the blood mage must succeed on a DC 15 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. The blood mage gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that doesn't have blood is immune to Blood Feast. + + + Spellcasting + The blood mage (midgard version) is a 10th-level spellcaster. Its spellcasting ability is (spell save DC 15, +7 to hit with spell attacks). The blood mage (midgard version) has the following Wizard spells prepared: + Cantrips (at will): acid splash, blood tide*, mage hand, mending, prestidigitation + • 1st level (4 slots): charm person, false life, stanch*, weapon of blood* + • 2nd level (3 slots): bloodshot*, hold person + • 3rd level (3 slots): blood armor*, dispel magic, fly, vampiric touch + • 4th level (3 slots): black tentacles, {@spell blight + • 5th level (2 slots): sanguine horror*, scrying * + + 4, 3, 3, 3, 2 + {@spell acid splash, blood tide, {@spell mage hand, {@spell mending, {@spell prestidigitation, {@spell charm person, {@spell false life, stanch, weapon of blood, bloodshot, {@spell hold person, blood armor, {@spell dispel magic, {@spell fly, {@spell vampiric touch, {@spell black tentacles, {@spell blight, sanguine horror, {@spell scrying + Source: CCodex (3pp) p. 397 + + + + Doomspeaker + M + humanoid (any race) + Chaotic Evil + 15 (shield) + 78 (12d8+24) + walk 30 ft. + 12 + 17 + 15 + 10 + 12 + 18 + Con +5, Wis +4 + Religion +6 + 11 + + 6 + necrotic + + + + + + Aura Of The Funeral Feast + The doomspeaker gains 10 (3d6) temporary hp whenever a creature dies within 10 feet of it. + + + Pervasive Unholy Smite + Whenever the doomspeaker deals damage with a melee weapon attack, the target takes an extra 9 (2d8) necrotic damage (included in the attack). This damage increases to 13 (3d8) if the target is a celestial, a good-aligned dragon, or a fey. + + + Multiattack + The doomspeaker makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage. + Shortsword|6|1d6+3 + + + Spellcasting + The doomspeaker is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The doomspeaker has the following Paladin spells prepared: + • 1st level (4 slots): command, searing smite, shield of faith + • 2nd level (3 slots): branding smite, locate object, magic weapon, protection from poison + • 3rd level (3 slots): aura of vitality, blinding smite, dispel magic + + 4, 3, 3 + command, searing smite, shield of faith, branding smite, locate object, magic weapon, protection from poison, aura of vitality, blinding smite, dispel magic + Source: CCodex (3pp) p. 399 + + + + Doomspeaker (Midgard Version) + M + humanoid (any race) + Chaotic Evil + 15 (shield) + 78 (12d8+24) + walk 30 ft. + 12 + 17 + 15 + 10 + 12 + 18 + Con +5, Wis +4 + Religion +6 + 11 + + 6 + necrotic + + + + + + Aura Of The Funeral Feast + The doomspeaker gains 10 (3d6) temporary hp whenever a creature dies within 10 feet of it. + + + Pervasive Unholy Smite + Whenever the doomspeaker deals damage with a melee weapon attack, the target takes an extra 9 (2d8) necrotic damage (included in the attack). This damage increases to 13 (3d8) if the target is a celestial, a good-aligned dragon, or a fey. + + + Multiattack + The doomspeaker makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage. + Shortsword|6|1d6+3 + + + Variant: Doomspeakers in Midgard + In the Southlands, doomspeakers recruit many of the gnolls of the Sarkland Desert to their cause. The gnolls are drawn by the doomspeakers' strength and the thought of easy conquest. Doomspeakers have a hidden complex in the south that serves as their main base of operations and the resting place of the Book of Nine Dooms, a book containing magic that uses raw, violent emotion as fuel. They also maintain a presence on the Rothenian Plain, both in caves under Demon Mountain by permission of its Master and in the forests north of the plain. When using the Midgard setting, change the doomspeaker's spells to the following (see "Fifth Edition Appendix" in the Midgard Worldbook) + 1st level (4 slots): bane, bloody smite, doom of the cracked shield, memento mori +2nd level (3 slots): bloodshot, caustic blood, magic weapon +3rd level (3 slots): blood armor, conjure undead, dispel magic + + + Spellcasting + The doomspeaker (midgard version) is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The doomspeaker (midgard version) has the following Paladin spells prepared: + • 1st level (4 slots): bane, bloody smite*, doom of the cracked shield*, memento mori* + • 2nd level (3 slots): bloodshot*, caustic blood*, magic weapon + • 3rd level (0 slots): blood armor*, conjure undead*, dispel magic + + 4, 3, 0 + bane, bloody smite, doom of the cracked shield, memento mori, bloodshot, caustic blood, magic weapon, blood armor, conjure undead, dispel magic + Source: CCodex (3pp) p. 399 + + + + Cleric Of The Brew + M + humanoid (dwarf) + Any Good Alignment + 18 (chain shirt, shield) + 104 (16d8+32) + walk 25 ft. + 16 + 10 + 15 + 11 + 18 + 13 + Con +5, Wis +7 + Medicine +7, Persuasion +4, Religion +3 + 14 + Common, Dwarvish + 5 + poison + + + + darkvision 60 ft. + + Master Brewer + The cleric has a +6 bonus on ability checks to brew beer, has advantage on saving throws against poison, and can't be intoxicated unless it chooses to be. + + + Multiattack + The cleric can use its Intoxicating Burp. It then makes two divine strike attacks. + + + Divine Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) radiant damage. + Divine Strike|6|1d6+3 + + + Divine Brew + The cleric drinks, or administers to an ally, one of the beer goddess' holy ales. For 1 minute, the drinker is immune to being frightened, gains 7 (2d6) temporary hp, and has advantage on ability checks based on Charisma. The creature can't benefit from Blessed Brew again until it finishes a short or long rest. + + + Intoxicating Burp + The cleric of the brew belches revoltingly in the face of a single creature within 5 feet. The target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cleric's Intoxicating Burp for the next 24 hours. + + + Boot and Rally (Recharges after a Short or Long Rest) + Allies within 30 feet of the cleric who are frightened, paralyzed, poisoned, or stunned by an effect that allows repeated saving throws (such as a dragon's Frightful Presence) have advantage on the next saving throw. A creature that succeeds on the saving throw regains 7 (2d6) hp. + + + Spellcasting + The cleric of the brew is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The cleric of the brew has the following Cleric spells prepared: + Cantrips (at will): guidance, light, mending, sacred flame + • 1st level (4 slots): cure wounds, healing word, heroism, purify food and drink + • 2nd level (3 slots): hold person, prayer of healing, spiritual weapon + • 3rd level (3 slots): aura of vitality, dispel magic, spirit guardians + • 4th level (2 slots): confusion, freedom of movement + + 4, 3, 3, 2 + guidance, light, mending, sacred flame, cure wounds, healing word, heroism, purify food and drink, hold person, prayer of healing, spiritual weapon, aura of vitality, dispel magic, spirit guardians, confusion, freedom of movement + Source: CCodex (3pp) + + + + Graveslayer + M + humanoid (dwarf) + Any Non-Evil Alignment + 18 (plate armor) + 112 (15d8+45) + walk 25 ft. + 18 + 10 + 17 + 10 + 14 + 13 + Wis +4, Cha +3 + Intimidation +3, Religion +2 + 12 + Common, Dwarvish + 4 + necrotic, poison + + + charmed, frightened + darkvision 60 ft. + + Multiattack + The graveslayer makes two attacks with its blessed battleaxe. + + + Blessed Battleaxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 7 (2d6) radiant damage. If the target is undead, it takes an extra 3 (1d6) radiant damage. The blessed battleaxe is silvered, and it is magical while in the graveslayer's hands. + Blessed Battleaxe|6|1d8+4 + + + Handaxe + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) slashing damage. + Handaxe|6|1d6+4 + + + Turn Undead (Recharges after a Short or Long Rest) + The graveslayer presents its holy symbol and says a prayer. Each undead creature within 30 feet that can see or hear it must succeed on a DC 12 Wisdom saving throw or be turned for 1 minute or until it takes damage. A turned undead must spend its turns trying to move as far away from the graveslayer as it can, and it can't take reactions or willingly move to a space within 30 feet of the graveslayer. + + + Brave Sacrifice + When an ally within 5 feet of the graveslayer is the target of an attack the graveslayer can see, the graveslayer can swap places with the ally, becoming the target instead. + + + Variant: Corrupted Graveslayers + The necromancers of the Blood Kingdom regularly animate the corpses of dwarven raiders as zombies. When a graveslayer's body is available, they use dark rituals to corrupt its soul, enlisting it to fight against its former comrades. A corrupted graveslayers' type changes from humanoid to undead, and it inflicts extra necrotic (rather than radiant) damage with its battleaxe. It loses the ability to turn undead. + + Source: CCodex (3pp) + + + + Gear Mage + M + humanoid (any race) + Lawful Neutral + 13 (16 with mage armor) + 55 (10d8+10) + walk 30 ft. + 12 + 16 + 12 + 20 + 13 + 12 + Int +7, Wis +3 + Arcana +7, Investigation +7 + 11 + + 4 + + + + + + + Clockworker's Charm + Whenever the gear mage casts a spell that animates, creates, or modifies an object, the spell's duration is increased by 3 minutes, if it has a duration. + + + Metal Shape (1/Day) + The gear mage can reshape metal with a touch. When grasping a Small or smaller piece of nonmagical metal, the gear mage can alter the form into any shape that suits its purpose. The item must be in the gear mage's hands and under its control; the mage can't, for example, reshape a piece of armor or a weapon that's being worn or wielded by someone else. To create a specific object, such as a key or mechanical component, the gear mage must be completely familiar with it. Thus, it could replicate a key that it had in its possession for an extended period of time, but it could not create a working key based on seeing the lock alone. Objects the gear mage creates can have up to two hinges and a latch, but finer mechanical detail is not possible. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used with two hands. + Quarterstaff|3|1d6+1 + + + Spellcasting + The gear mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The gear mage has the following Wizard spells prepared: + Cantrips (at will): acid splash, blade ward, mending, shocking grasp + • 1st level (4 slots): grease, identify, mage armor, shield + • 2nd level (3 slots): flaming sphere, levitate, shatter + • 3rd level (3 slots): counterspell, dispel magic, slow + • 4th level (2 slots): black tentacles, fabricate + • 5th level (1 slots): animate objects, cloudkill + + 4, 3, 3, 2, 1 + acid splash, blade ward, mending, shocking grasp, grease, identify, mage armor, shield, flaming sphere, levitate, shatter, counterspell, dispel magic, slow, black tentacles, fabricate, animate objects, cloudkill + Source: CCodex (3pp) p. 401 + + + + Gear Mage (Midgard Version) + M + humanoid (any race) + Lawful Neutral + 13 (16 with mage armor) + 55 (10d8+10) + walk 30 ft. + 12 + 16 + 12 + 20 + 13 + 12 + Int +7, Wis +3 + Arcana +7, Investigation +7 + 11 + + 4 + + + + + + + Clockworker's Charm + Whenever the gear mage casts a spell that animates, creates, or modifies an object, the spell's duration is increased by 3 minutes, if it has a duration. + + + Metal Shape (1/Day) + The gear mage can reshape metal with a touch. When grasping a Small or smaller piece of nonmagical metal, the gear mage can alter the form into any shape that suits its purpose. The item must be in the gear mage's hands and under its control; the mage can't, for example, reshape a piece of armor or a weapon that's being worn or wielded by someone else. To create a specific object, such as a key or mechanical component, the gear mage must be completely familiar with it. Thus, it could replicate a key that it had in its possession for an extended period of time, but it could not create a working key based on seeing the lock alone. Objects the gear mage creates can have up to two hinges and a latch, but finer mechanical detail is not possible. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used with two hands. + Quarterstaff|3|1d6+1 + + + Spellcasting + The gear mage (midgard version) is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The gear mage (midgard version) has the following Wizard spells prepared: + Cantrips (at will): acid splash, fist of iron*, mage hand, mending + • 1st level (4 slots): analyze device*, animate construct*, grease, mage armor + • 2nd level (3 slots): armored heart*, levitate, shatter + • 3rd level (3 slots): counterspell, dispel magic, overclock* + • 4th level (2 slots): fabricate, grinding gears* + • 5th level (1 slots): cloudkill, mechanical union* + + 4, 3, 3, 2, 1 + {@spell acid splash, fist of iron, mage hand, mending, analyze device, animate construct, {@spell grease, {@spell mage armor, armored heart, {@spell levitate, {@spell shatter, {@spell counterspell, {@spell dispel magic, overclock, {@spell fabricate, grinding gears, {@spell cloudkill, mechanical union + Source: CCodex (3pp) p. 402 + + + + Gnomish Knife Cultist + S + humanoid (gnome) + Chaotic Evil + 16 (breastplate) + 97 (15d6+45) + walk 30 ft. + 8 + 14 + 16 + 11 + 12 + 20 + Con +6, Cha +8 + Perception +4 + 14 + Common, Gnomish, Abyssal + 5 + + + + + darkvision 60 ft. + + Demon Wrangler + The knife cultist has an affinity with summoned demons. They obey it without question and are immune to being charmed. In addition, demons summoned by the cultist have advantage on saving throws against spells or effects that would send them to another plane (including their home plane). + + + Multiattack + The gnomish knife cultist makes two attacks with its ritual knife. + + + Ritual Knife + Melee Weapon Attack. +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage plus 7 (2d6) poison damage. + Ritual Knife|5|1d4+2 + + + Demonic Summonings (1/Day) + rThe gnomish knife cultist summons one demon of challenge rating 6 or two demons of challenge rating 4 or less. The summoned demons appear in unoccupied spaces within 50 feet of the cultist, acting immediately after the cultist in the initiative count. The demons are loyal to the cultist and follow its commands. They remain for 1 hour, until the cultist dies, or until the cultist dismisses them as a bonus action. + + + Goad or Soothe (Recharge 5-6) + As a bonus action, the gnomish knife cultist can goad or soothe one of its summoned demons within 50 feet. The affected demon has advantage on its next attack (if goaded) or heals 16 (3d10) hp (if soothed). + + + Innate Spellcasting + The gnomish knife cultist's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: + At will: enlarge/reduce, spider climb + 3/day each: bless, magic missile, protection from energy + 1/day each: haste, lightning bolt + + enlarge/reduce, spider climb, bless, magic missile, protection from energy, haste, lightning bolt + Source: CCodex (3pp) + farmland + + + Elfmarked Human + M + humanoid (half-elf) + Any alignment + 12 + 22 (5d8) + walk 30 ft. + 10 + 14 + 11 + 14 + 12 + 13 + + Arcana +4, Perception +3 + 13 + Common, Elvish + 1/2 + + + + + darkvision 60 ft. + + Fey Ancestry + The elfmarked has advantage on saving throws against being charmed, and magic can't put the elfmarked to sleep. + + + Magical Resonance (5/Day) + As a bonus action, the elfmarked gains advantage on its next weapon attack. If the attack hits, it deals an extra 4 (1d8) force damage. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|4|1d6+2 + + + Shortbow + Ranged Weapon Attack. +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|4|1d6+2 + + + Innate Spellcasting + The elfmarked human's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: detect magic, mage hand + 1/day each: magic missile + + detect magic, mage hand, magic missile + Source: CCodex (3pp) + + + + Metee-kolen-ol + M + humanoid (any race) + Chaotic Evil + 13 (16 with mage armor) + 32 (5d8+10) + walk 30 ft. + 11 + 16 + 14 + 17 + 13 + 9 + + Arcana +5, Insight +3 + 11 + Common + 2 + + cold + + exhaustion + + + Wintry Gaze + If a creature starts its turn within 30 feet of the metee-kolen-ol and the two of them can see each other, the metee-kolen-ol can force the creature to make a DC 12 Wisdom saving throw if the metee-kolen-ol isn't incapacitated. On a failed save, the creature has its speed halved, and it takes a -2 penalty to its AC and Dexterity saving throws for 1 minute. The 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 metee-kolen-ol's Wintry Gaze for the next 24 hours. + A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the metee-kolen-ol until the start of its next turn, when it can avert its eyes again. If it looks at the metee-kolen-ol in the meantime, it must immediately make the save. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. 5 (1d4 + 3) piercing damage. + Dagger|5|1d4+3 + + + Spellcasting + The metee-kolen-ol is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The metee-kolen-ol has the following Wizard spells prepared: + Cantrips (at will): blade ward, chill touch, light, ray of frost + • 1st level (4 slots): fog cloud, mage armor, ray of sickness + • 2nd level (3 slots): acid arrow, alter self, shatter + • 3rd level (2 slots): dispel magic, sleet storm + + 4, 3, 2 + blade ward, chill touch, light, ray of frost, fog cloud, mage armor, ray of sickness, acid arrow, alter self, shatter, dispel magic, sleet storm + Source: CCodex (3pp) + arctic + + + Necromancer + M + humanoid (any race) + Any Evil Alignment + 12 (15 with mage armor) + 49 (9d8+9) + walk 30 ft. + 10 + 15 + 12 + 18 + 15 + 13 + Int +6, Wis +5 + Arcana +7, History +7 + 12 + Common + 6 + + + + frightened + + + Grim Harvest + Once per turn when a living creature fails a saving throw against or is harmed by one of the necromancer's Necromancy spells of 1st level or higher, the necromancer regains hp equal to three times the spell's level. + + + Undead Thralls + When the necromancer casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Undead created by the necromancer have an additional 9 hp and a +3 to their weapon damage rolls. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used with two hands. + Quarterstaff|3|1d6 + + + Spellcasting + The necromancer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following Wizard spells prepared: + Cantrips (at will): chill touch, mage hand, poison spray, ray of frost + • 1st level (4 slots): false life, mage armor, ray of sickness* + • 2nd level (3 slots): blindness/deafness*, ray of enfeeblement* + • 3rd level (3 slots): animate dead, dispel magic, fear, vampiric touch* + • 4th level (3 slots): blight*, ice storm, stoneskin + • 5th level (2 slots): cloudkill, cone of cold * + + 4, 3, 3, 3, 2 + chill touch, mage hand, poison spray, ray of frost, false life, mage armor, ray of sickness, blindness/deafness, ray of enfeeblement, animate dead, dispel magic, fear, vampiric touch, blight, ice storm, stoneskin, cloudkill, cone of cold + Source: CCodex (3pp) + + + + Scorpion Assassin + M + humanoid (any race) + Neutral Evil + 17 (studded leather armor) + 105 (14d8+42) + walk 30 ft. + 12 + 20 + 16 + 10 + 18 + 16 + Dex +8, Wis +7 + Deception +6, Perception +7, Stealth +8 + 17 + + 8 + cold, necrotic + poison + + blinded, poisoned + blindsight 10 ft. + + Assassinate + During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. + + + Evasion + If the scorpion assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + Once per turn, the scorpion assassin deals an extra 17 (5d6) 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. + + + Multiattack + The scorpion assassin makes two scorpion stiletto attacks. + + + Scorpion Stiletto + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d4 + 5) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failure, the target takes 24 (7d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned. + Scorpion Stiletto|8|1d4+5 + + + Uncanny Dodge + When an attacker the scorpion assassin can see hits it with an attack, it can choose to take half the damage instead. + + + Spellcasting + The scorpion assassin is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The scorpion assassin has the following spells prepared: + Cantrips (at will): guidance, light, mending, thaumaturgy + • 1st level (4 slots): bane, command, inflict wounds, shield of faith + • 2nd level (3 slots): blindness/deafness, hold person, silence + • 3rd level (2 slots): bestow curse, meld into stone + + 4, 3, 2 + guidance, light, mending, thaumaturgy, bane, command, inflict wounds, shield of faith, blindness/deafness, hold person, silence, bestow curse, meld into stone + Source: CCodex (3pp) + badlands, coastal + + + Thief Lord + M + humanoid (any race) + Lawful Evil + 17 (Glamoured studded leather armor) + 66 (12d8+12) + walk 30 ft. + 10 + 18 + 12 + 14 + 14 + 16 + Dex +7, Int +5 + Acrobatics +7, Deception +9, Investigation +5, Perception +5, Persuasion +6, Stealth +10 + 15 + Thieves' cant + 8 + poison + + + + + + Cunning Action + On each of its turns, the thief lord can use a bonus action to take the Dash, Disengage, or Hide action. + + + Evasion + If the thief lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + The thief lord 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 thief lord that isn't incapacitated and the thief lord doesn't have disadvantage on the attack roll. + + + Multiattack + The thief lord makes two attacks with its rapier. + + + Rapier + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Rapier|7|1d8+4 + + + Hand Crossbow + Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage. + Hand Crossbow|7|1d6+4 + + + Protect Me + When a creature the thief lord can see targets it with an attack, the thief lord can sidestep behind an ally within 5 feet of it, moving to an unoccupied space within 5 feet of the ally. + The chosen ally becomes the target of the attack instead. + + Source: CCodex (3pp) + + + + Void Cultist + M + humanoid (any race) + Neutral Evil + 12 + 33 (6d8+6) + walk 30 ft. + 15 + 14 + 12 + 9 + 13 + 8 + + + 11 + Common + 1/2 + psychic + + + + + + Insane + The void cultist has advantage on saving throws against being charmed or frightened. + + + Multiattack + The void cultist makes two attacks. one with its club and one with its Flesh Twist. + + + Club + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Club|4|1d4+2 + + + Flesh Twist + The void cultist has one or more of the following attack options. + + + Poisonous Spittle + Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. 5 (1d6 + 2) poison damage, and, if the target is a creature, it must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. + Poisonous Spittle|4|1d6+2 + + + Tentacle Hand + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage, and, if the target is a Medium or smaller creature, it is grappled (escape DC 12). + Tentacle Hand|4|1d4+2 + Until this grapple ends, the target is restrained, and the void cultist can't use its tentacle hand against another target. In addition, the tentacle hand grants the cultist advantage on Strength (Athletics) checks. + + + Tusks + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage. + Tusks|4|1d8+2 + + Source: CCodex (3pp) + + + + Void Speaker + M + humanoid (any race) + Neutral Evil + 12 (15 with mage armor) + 58 (13d8) + walk 30 ft. + 9 + 14 + 11 + 18 + 10 + 8 + Int +7, Wis +3 + Arcana +7, History +7 + 10 + Common + 7 + necrotic, psychic; bludgeoning, piercing, slashing from nonmagical weapons + + + + blindsight 60 ft. + + Insane + The void speaker has advantage on saving throws against being charmed or frightened. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|5|1d4+2 + + + Word of the Void (Recharge 5-6) + The void speaker utters a magical phrase in Void Speech. Each hostile creature within 30 feet of the void speaker who can hear it is affected by one of the following. + + + Decaying Word + Each affected creature must make a DC 15 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Repelling Word + Each affected creature must make a DC 15 Strength saving throw. On a failure, the creature takes 7 (2d6) thunder damage, is pushed 15 feet directly away from the void speaker and is knocked prone. On a success, the creature takes half damage and isn't knocked prone. + + + Unsettling Word + Each affected creature must succeed on a DC 15 Wisdom saving throw or be 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. + + + Rebuke From Beyond + When a creature the void speaker can see within 60 feet hits it with an attack, the attacker takes 7 (2d6) necrotic damage as the void speaker barks a destructive word of + + + Spellcasting + The void speaker is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The void speaker has the following Wizard spells prepared: + Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp + • 1st level (4 slots): burning hands, mage armor, magic missile + • 2nd level (3 slots): hold person, misty step, suggestion + • 3rd level (3 slots): counterspell, dispel magic, fear + • 4th level (3 slots): black tentacles, blight, confusion + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + {@spell fire bolt, {@spell minor illusion, {@spell prestidigitation, {@spell shocking grasp, {@spell burning hands, {@spell mage armor, {@spell magic missile, {@spell hold person, {@spell misty step, {@spell suggestion, {@spell counterspell, {@spell dispel magic, {@spell fear, {@spell black tentacles, {@spell blight, {@spell confusion, {@spell cone of cold + Source: CCodex (3pp) + + + + Void Speaker (Midgard Version) + M + humanoid (any race) + Neutral Evil + 12 (15 with mage armor) + 58 (13d8) + walk 30 ft. + 9 + 14 + 11 + 18 + 10 + 8 + Int +7, Wis +3 + Arcana +7, History +7 + 10 + Common + 7 + necrotic, psychic; bludgeoning, piercing, slashing from nonmagical weapons + + + + blindsight 60 ft. + + Insane + The void speaker has advantage on saving throws against being charmed or frightened. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|5|1d4+2 + + + Word of the Void (Recharge 5-6) + The void speaker utters a magical phrase in Void Speech. Each hostile creature within 30 feet of the void speaker who can hear it is affected by one of the following. + + + Decaying Word + Each affected creature must make a DC 15 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Repelling Word + Each affected creature must make a DC 15 Strength saving throw. On a failure, the creature takes 7 (2d6) thunder damage, is pushed 15 feet directly away from the void speaker and is knocked prone. On a success, the creature takes half damage and isn't knocked prone. + + + Unsettling Word + Each affected creature must succeed on a DC 15 Wisdom saving throw or be 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. + + + Rebuke From Beyond + When a creature the void speaker can see within 60 feet hits it with an attack, the attacker takes 7 (2d6) necrotic damage as the void speaker barks a destructive word of + + + Spellcasting + The void speaker (midgard version) is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The void speaker (midgard version) has the following Wizard spells prepared: + Cantrips (at will): crushing curse*, minor illusion, shocking grasp, word of misfortune* + • 1st level (4 slots): burning hands, mage armor, magic missile + • 2nd level (3 slots): maddening whispers*, misty step, suggestion + • 3rd level (3 slots): counterspell, dispel magic, void strike* + • 4th level (3 slots): black tentacles, blight, confusion + • 5th level (1 slots): living shadows* + + 4, 3, 3, 3, 1 + crushing curse, minor illusion, shocking grasp, word of misfortune, burning hands, mage armor, magic missile, maddening whispers, misty step, suggestion, counterspell, dispel magic, void strike, black tentacles, blight, confusion, living shadows + Source: CCodex (3pp) + + + + Voidwracked Mage + M + humanoid (any race) + Chaotic Evil + 15 (natural armor) + 78 (12d8+24) + walk 30 ft. + 10 + 16 + 14 + 20 + 8 + 11 + Int +8, Wis +2 + Arcana +8, History +8 + 9 + + 8 + cold, necrotic; bludgeoning, piercing, slashing from nonmagical weapons + + + + + + Event Horizon + Creatures pulled through the event horizon via the voidwracked mage's Accretion ability or that pass through it willingly become trapped in the void. A trapped creature is unable to breathe and can't cast spells with verbal components. At the end of its turn, the trapped creature takes 14 (4d6) necrotic damage and 9 (2d8) cold damage. A trapped creature that is not incapacitated can escape if a rope or long pole is passed to it from the outside. + Either the creature itself or an ally outside of the event horizon must succeed on a DC 15 Strength (Athletics) check to pull the creature out. The voidwracked mage can also release a trapped creature as an action. + + + Horizon Collapse + When the voidwracked mage is reduced to 0 hp, its event horizon collapses after 1 minute. Creatures trapped in the void when the event horizon collapses are lost and can only be restored by a wish or true resurrection spell. + + + Insane + The voidwracked mage has advantage on saving throws against being charmed or frightened. + + + Void Touch + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (4d6) necrotic damage. + Void Touch|6|4d6 + + + Accretion (Recharge 5-6) + The voidwracked mage creates a strong gravitational pull in a 20-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, the creature takes 28 (8d6) force damage and is pulled through the voidwracked mage's event horizon. On a success, the creature takes half the damage and is knocked prone but isn't pulled into the event horizon. + + + Spellcasting + The voidwracked mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The voidwracked mage has the following Wizard spells prepared: + Cantrips (at will): chill touch, mage hand, prestidigitation, ray of frost + • 1st level (4 slots): cause fear, magic missile, ray of sickness, shield + • 2nd level (3 slots): darkness, misty step, scorching ray + • 3rd level (3 slots): counterspell, dispel magic, fireball + • 4th level (3 slots): black tentacles, blight + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + chill touch, mage hand, prestidigitation, ray of frost, cause fear, magic missile, ray of sickness, shield, darkness, misty step, scorching ray, counterspell, dispel magic, fireball, black tentacles, blight, cone of cold + Source: CCodex (3pp) + + + + Voidwracked Mage (Midgard Version) + M + humanoid (any race) + Chaotic Evil + 15 (natural armor) + 78 (12d8+24) + walk 30 ft. + 10 + 16 + 14 + 20 + 8 + 11 + Int +8, Wis +2 + Arcana +8, History +8 + 9 + + 8 + cold, necrotic; bludgeoning, piercing, slashing from nonmagical weapons + + + + + + Event Horizon + Creatures pulled through the event horizon via the voidwracked mage's Accretion ability or that pass through it willingly become trapped in the void. A trapped creature is unable to breathe and can't cast spells with verbal components. At the end of its turn, the trapped creature takes 14 (4d6) necrotic damage and 9 (2d8) cold damage. A trapped creature that is not incapacitated can escape if a rope or long pole is passed to it from the outside. + Either the creature itself or an ally outside of the event horizon must succeed on a DC 15 Strength (Athletics) check to pull the creature out. The voidwracked mage can also release a trapped creature as an action. + + + Horizon Collapse + When the voidwracked mage is reduced to 0 hp, its event horizon collapses after 1 minute. Creatures trapped in the void when the event horizon collapses are lost and can only be restored by a wish or true resurrection spell. + + + Insane + The voidwracked mage has advantage on saving throws against being charmed or frightened. + + + Void Touch + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (4d6) necrotic damage. + Void Touch|6|4d6 + + + Accretion (Recharge 5-6) + The voidwracked mage creates a strong gravitational pull in a 20-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, the creature takes 28 (8d6) force damage and is pulled through the voidwracked mage's event horizon. On a success, the creature takes half the damage and is knocked prone but isn't pulled into the event horizon. + + + Spellcasting + voidwracked is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). voidwracked has the following Wizard spells prepared: + Cantrips (at will): crushing curse*, mage hand, ray of frost, word of misfortune* + • 1st level (4 slots): cause fear, ray of sickness, screaming ray*, shield + • 2nd level (3 slots): destructive resonance*, maddening whispers*, misty step + • 3rd level (3 slots): counterspell, dispel magic, void strike* + • 4th level (3 slots): black tentacles, blight + • 5th level (1 slots): essence of instability* + + 4, 3, 3, 3, 1 + crushing curse, mage hand, ray of frost, word of misfortune, cause fear, ray of sickness, screaming ray, shield, destructive resonance, maddening whispers, misty step, counterspell, dispel magic, void strike, black tentacles, blight, essence of instability + Source: CCodex (3pp) + + + + War Chaplain + M + humanoid (any race) + Any Lawful Alignment + 16 (ring mail, shield) + 58 (9d8+18) + walk 30 ft. + 14 + 10 + 14 + 11 + 14 + 11 + Wis +4, Cha +2 + Medicine +4, Religion +2 + 12 + + 3 + + + + + + + Divine Orders + As a bonus action, the war chaplain commands an ally within 30 feet of it to make one attack against a creature the chaplain attacked this round. + + + Multiattack + The war chaplain makes two melee attacks. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|4|1d8+2 + + + War God's Healing (Recharge 5-6) + The war chaplain targets one ally within 30 feet engaged in melee combat. The target regains 10 (3d6) hit points. + + + Spellcasting + The war chaplain is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The war chaplain has the following Cleric spells prepared: + Cantrips (at will): light, resistance, sacred flame, spare the dying + • 1st level (4 slots): bless, cure wounds, healing word, protection from evil and good + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): beacon of hope + + 4, 3, 2 + light, resistance, sacred flame, spare the dying, bless, cure wounds, healing word, protection from evil and good, lesser restoration, spiritual weapon, beacon of hope + Source: CCodex (3pp) + + + + War Priest + M + humanoid (any race) + Any alignment + 16 (chain mail) + 91 (14d8+28) + walk 25 ft. + 16 + 10 + 14 + 11 + 16 + 12 + Con +5, Wis +6 + Medicine +6, Religion +3 + 13 + + 8 + + + + + + + Multiattack + The war priest makes three attacks with its imbued warhammer. + + + Imbued Warhammer + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands, plus 13 (3d8) radiant (good or neutral priests) or necrotic (evil priests) damage. + Imbued Warhammer|6|1d8+3 + + + Blessing of War + When an ally the war priest can see within 30 feet hits with a melee weapon attack, the war priest can make the weapon deal an extra 9 (2d8) radiant (good or neutral priests) or necrotic (evil priests) damage. + + + Spellcasting + The war priest is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The war priest has the following Cleric spells prepared: + Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy + • 1st level (4 slots): bless, command, cure wounds, shield of faith + • 2nd level (3 slots): aid, hold person, spiritual weapon + • 3rd level (3 slots): beacon of hope, mass healing word + • 4th level (1 slots): death ward + + 4, 3, 3, 1 + light, sacred flame, spare the dying, thaumaturgy, bless, command, cure wounds, shield of faith, aid, hold person, spiritual weapon, beacon of hope, mass healing word, death ward + Source: CCodex (3pp) + + + + Call a Roggenwolf + 2 + D + YES + + 5 miles + V, S, M + 1 hour + Ranger, Druid, Cleric (Nature) + You call a roggenwolf within range to your side (though it may take some time to get to you) and can verbally communicate with it for the duration. If you make an offering of meat and a successful DC 13 Charisma ability check, the roggenwolf will give you information about nearby locations and prey, including whatever it has seen within the past day. You might be able to persuade a roggenwolf to attack a particular creature or howl at a particular location, at the GM's discretion. +Source: CCodex (3pp) p. 320 + + + Robe of Iridescence + G + + + This shimmering cloak is made from the scales of a scitalis. While in an area of bright or dim light, you can pull the cloak's hood over your head to cause the scales to glimmer and shine. Each creature within 10 feet of you must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. Once this property has been used twice, it can't be used again until the next dawn. Pulling the hood up or down requires an action. +Source: CCodex (3pp) + +