LEVEL 1 SMATTERING

Roadclaw

Medium humanoid (roadclaw), lawful evil
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Armor Class 14 (shield, natural armor)
Hit Points 19 (3d8 + 6)
Speed 25 ft., swim 15 ft.
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STR 10 (+0) DEX 13 (+1) CON 14 (+2)
INT 18 (+4) WIS 10 (+0) CHA 10 (+0)
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Condition Immunities stunned
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish, Dwarvish
Challenge 1/2 (100 XP)
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Giant Demon. While it is standing on ice or snow, opportunity attacks against the Roadclaw have disadvantage.

Amphibious. The Roadclaw can breathe both air and water.

Heated Body. A creature that touches the Roadclaw'or hits it with a melee attack while within 5 feet of it takes 1 (1d2) fire damage.

Innate Spellcasting. The Roadclaw's innate spellcasting ability is Constitution (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: frostbite

Actions
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Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d8 + 1) piercing damage.


Thuggish Pitdead

Medium fiend (demon), chaotic evil
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Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 45 ft.
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STR 13 (+1) DEX 15 (+2) CON 12 (+1)
INT 16 (+3) WIS 8 (-1) CHA 3 (-4)
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Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Common, Abyssal, Dwarvish, Pitdead
Challenge 1 (200 XP)
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Legendary Resistance (1/Long Rest). If the Thuggish Pitdead fails a saving throw, it can choose to succeed instead.

Innate Spellcasting (Psionic). The Thuggish Pitdead'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
1/long rest each: command

Actions
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Sewer Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2 + 1) piercing damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

Legendary Actions
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The Thuggish Pitdead can take 1 legendary action, 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 Thuggish Pitdead regains spent legendary actions at the start of its turn.

Detect. The Thuggish Pitdead makes a Wisdom (Perception) check.
Attack. The Thuggish Pitdead makes one Sewer Bite attack.

Lair Actions
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When fighting inside its lair, the Thuggish Pitdead can take lair actions. On initiative count 20 (losing initiative ties), the Thuggish Pitdead takes a lair action to cause one of the following effects; it can't use the same lair action two rounds in a row:

Vampowl

Small undead, neutral evil
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Armor Class 9 (natural armor)
Hit Points 11 (2d6 + 4)
Speed 30 ft., swim 15 ft.
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STR 16 (+3) DEX 7 (-2) CON 14 (+2)
INT 10 (+0) WIS 17 (+3) CHA 10 (+0)
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Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, thunder
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life (Common by default)
Challenge 1/4 (50 XP)
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Keen Hearing. The Vampowl has advantage on all Wisdom (Perception) checks that rely on hearing.

Hive Mind. The Vampowl and each other Vampowl within 1 mile can communicate telepathically with each other, and each is aware of everything the others are. If at least one is not surprised, none are.

Innate Spellcasting (Psionic). The Vampowl's innate spellcasting ability is Constitution (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

2/long rest each: jump
3/long rest each: feather fall

Actions
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Multiattack. The Vampowl makes four Corrupting Touch attacks.

Corrupting Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 necrotic damage.


Mournooze

Medium monstrosity, unaligned
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Armor Class 12 (natural armor)
Hit Points 52 (15d8 - 15)
Speed 30 ft.
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STR 15 (+2) DEX 12 (+1) CON 8 (-1)
INT 2 (-4) WIS 15 (+2) CHA 15 (+2)
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Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages -
Challenge 2 (450 XP)
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Hold Breath. The Mournooze can hold its breath for 15 minutes.

Regeneration. The Mournooze regains 5 hit points at the start of each of its turn. If the Mournooze takes necrotic or force damage, this trait doesn't function at the start of the Mournooze's next turn. The Mournooze only dies if it starts its turn with 0 hit points and doesn't regenerate.

Spellcasting. The Mournooze is a 2nd level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): guidance, mending, spare the dying
1st (3 slots): ceremony, guiding bolt, healing word, shield of faith

Actions
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Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.







LEVEL 1 TRIBE

Hungrywraith

Medium fiend (yugoloth), neutral evil
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Armor Class 10
Hit Points 9 (2d8)
Speed 20 ft., fly 60 ft.
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STR 12 (+1) DEX 11 (+0) CON 10 (+0)
INT 8 (-1) WIS 10 (+0) CHA 11 (+0)
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Damage Resistances cold, fire, lightning
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common, Infernal
Challenge 0 (10 XP)
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Magic Weapons. The Hungrywraith's weapon attacks are magical.

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

Screech. The Hungrywraith can screech at a creature within 30 feet. That creature must make a DC 13 Constitution saving throw, taking 2 (1d3) thunder damage on a failed save.


Moor Hungrywraith

Medium fiend (yugoloth), neutral evil
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Armor Class 12 (natural armor)
Hit Points 13 (3d8)
Speed 25 ft.
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STR 14 (+2) DEX 13 (+1) CON 10 (+0)
INT 10 (+0) WIS 12 (+1) CHA 13 (+1)
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Skills Athletics +6, Insight +3, Medicine +3, Sleight of Hand +3, Stealth +3
Damage Resistances cold, fire, lightning
Damage Immunities acid, poison
Condition Immunities poisoned, grappled, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Common, Infernal, telepathy 120 ft.
Challenge 1/4 (50 XP)
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Magic Weapons. The Moor Hungrywraith's weapon attacks are magical.

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

Air Form. The Moor Hungrywraith can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. It cannot move through lquids.

Actions
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Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Summon Hungrywraith. The Moor Hungrywraith summons 2 (1d3) Hungrywraiths. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Hungrywraith Caller

Medium fiend (yugoloth), neutral evil
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Armor Class 13 (natural armor)
Hit Points 14 (4d8 - 4)
Speed 20 ft.
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STR 14 (+2) DEX 14 (+2) CON 8 (-1)
INT 8 (-1) WIS 12 (+1) CHA 11 (+0)
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Damage Resistances cold, fire, lightning
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common, Infernal
Challenge 1/2 (100 XP)
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Magic Weapons. The Hungrywraith Caller's weapon attacks are magical.

Fetid Cloud. The Hungrywraith Caller exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Hungrywraith Caller reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Hungrywraith Caller's enemies until it moves away. Multiple Fetid Clouds do not stack.

Crude Elf. While it is night, the Hungrywraith Caller's movement speed is doubled.

Actions
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Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Frozen Blast. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 9 (2d6 + 2) cold damage.

Summon Hungrywraith. The Hungrywraith Caller summons 21 (6d6) Hungrywraiths with a 45% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Brutal Hungrywraith

Medium fiend (yugoloth), neutral evil
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Armor Class 16 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 10 ft.
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STR 12 (+1) DEX 14 (+2) CON 12 (+1)
INT 8 (-1) WIS 10 (+0) CHA 11 (+0)
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Damage Resistances cold, fire, lightning
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common, Infernal, Auran
Challenge 1 (200 XP)
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Magic Weapons. The Brutal Hungrywraith's weapon attacks are magical.

Improved Critical. The Brutal Hungrywraith scores a critical hit on a roll of 19 or 20.

Actions
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Green Flame Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage plus 5 (1d10) fire damage, and up to one creature within 5 feet of the target takes 3 (1d6) fire damage.







LEVEL 1 MINIONS AND MASTERS

Pitpresence

Tiny construct, unaligned
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Armor Class 15 (natural armor)
Hit Points 13 (3d4 + 6)
Speed 25 ft.
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STR 12 (+1) DEX 5 (-3) CON 15 (+2)
INT 3 (-4) WIS 14 (+2) CHA 15 (+2)
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Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages -
Challenge 1/4 (50 XP)
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Flammable. If the Pitpresence takes at least 5 fire damage from a single source, it bursts into flames, taking 1d10 fire damage at the start of each of its turns. It or another creature can douse the flames as an action.

Ice Walk. The Pitpresence can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Sense Magic. The Pitpresence senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Spell Eater. When the Pitpresence succeeds on a saving throw against a spell, it gains 5 temporary hit points, which last for up to one minute, and gains advantage on attack rolls until the end of its next turn.

Actions
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Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.


Centered Pitpresence

Tiny construct, unaligned
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Armor Class 15 (natural armor)
Hit Points 24 (7d4 + 7)
Speed 25 ft.
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STR 13 (+1) DEX 5 (-3) CON 13 (+1)
INT 1 (-5) WIS 14 (+2) CHA 13 (+1)
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Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages -
Challenge 1 (200 XP)
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Bird Monkey. While it is adjacent to at least two hostile creatures, as a bonus action, the Centered Pitpresence can force each each enemy within 5 feet of the it must make a DC 12 Constitution saving throw or be deafened until the end of that enemy's next turn. A creatrue that succeedson this saving throw is immune to this ability for the next 24 hours.

Slow Fall. Reduce all falling damage the Centered Pitpresence takes by 20.

Spellcasting. The Centered Pitpresence is a 1st level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It knows the following spells:

Cantrips (at will): acid splash, blade ward, dancing lights, shape water
1st (2 slots): chaos bolt, mage armor

Actions
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Multiattack. The Centered Pitpresence makes two attacks, one with its Unarmed Strike and one with its Strike of the Militant Bear.

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 1) bludgeoning damage.

Strike of the Militant Bear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage plus 2 (1d3) slashing damage.


Putridbody

Small humanoid (putridbody), neutral evil
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Armor Class 12 (padded armor)
Hit Points 16 (3d6 + 6)
Speed 30 ft., burrow 15 ft., climb 30 ft., swim 15 ft.
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STR 8 (-1) DEX 12 (+1) CON 15 (+2)
INT 15 (+2) WIS 13 (+1) CHA 11 (+0)
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Damage Resistances cold, acid
Damage Vulnerabilities fire
Damage Immunities thunder
Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 11
Languages Undercommon, Common
Challenge 1/2 (100 XP)
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Sunlight Sensativity. While in sunlight, the Putridbody has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Snow Camouflage. The Putridbody has advantage on Dexterity (Stealth) checks made while in frozen or snowcovered terrain.

Amphibious. The Putridbody can breathe both air and water.

Shock Wave (Recharge 6). As a bonus action, the Putridbody can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 14 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Putridbody. If the save fails by 5 or more, a creature also falls prone.

Loud Armor. The Putridbody suffers disadvantage on Dexterity (Stealth) checks.

Corrosive Orb. While it is adjacent to both an enemy and an ally, opportunity attacks against the Putridbody have disadvantage.

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

Speak With Beasts and Plants. The Putridbody can communicate with beasts and plants as if they shared a language.

Slow Fall. Reduce all falling damage the Putridbody takes by 20.

Actions
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Trident. Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d10 - 1) piercing damage.

Corrosive Blast (Recharge 6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 12 Dexterity saving throw, taking 7 (3d4) acid damage on a failed save, or half as much on a successful one.


Protecting Putridbody

Small humanoid (putridbody), neutral evil
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Armor Class 13 (rusted mail)
Hit Points 11 (2d6 + 4)
Speed 30 ft., burrow 15 ft., climb 30 ft., swim 15 ft.
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STR 14 (+2) DEX 3 (-4) CON 15 (+2)
INT 15 (+2) WIS 13 (+1) CHA 11 (+0)
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Saving Throws Cha +2
Damage Resistances cold, acid
Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 11
Languages Undercommon, Common
Challenge 1/4 (50 XP)
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Sunlight Sensativity. While in sunlight, the Protecting Putridbody has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Snow Camouflage. The Protecting Putridbody has advantage on Dexterity (Stealth) checks made while in frozen or snowcovered terrain.

Amphibious. The Protecting Putridbody can breathe both air and water.

Loud Armor. The Protecting Putridbody suffers disadvantage on Dexterity (Stealth) checks.

Serpant Breath. While it is below ground, the Protecting Putridbody gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Actions
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Multiattack. The Protecting Putridbody makes two Greatclub attacks.

Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d3 + 2) bludgeoning damage.

Pulse. One creature within 60 feet of the Protecting Putridbody must make a DC 12 Strength saving throw. On a failed save, the target falls prone and is pushed up to 10 feet in any direction the Protecting Putridbody chooses.


Clever Putridbody

Small humanoid (putridbody), neutral evil
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Armor Class 13 (rusted mail)
Hit Points 27 (5d6 + 10)
Speed 30 ft., burrow 25 ft., climb 40 ft., swim 25 ft.
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STR 12 (+1) DEX 1 (-5) CON 15 (+2)
INT 13 (+1) WIS 11 (+0) CHA 11 (+0)
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Saving Throws Int +3
Skills Athletics +3, Insight +2, Religion +3
Damage Resistances cold, acid, fire
Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 10
Languages Undercommon, Common
Challenge 1 (200 XP)
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Sunlight Sensativity. While in sunlight, the Clever Putridbody has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Snow Camouflage. The Clever Putridbody has advantage on Dexterity (Stealth) checks made while in frozen or snowcovered terrain.

Amphibious. The Clever Putridbody can breathe both air and water.

Loud Armor. The Clever Putridbody suffers disadvantage on Dexterity (Stealth) checks.

Assistant. The Clever Putridbody can use the Help action as a bonus action.

Anchoring Aura. Enemies within 20 feet of the Clever Putridbody cannot teleport. In addition, any enemy that attempts to move beyond 20 feet away from the Clever Putridbody must succeed at a DC 12 Charisma saving throw or its movement ends.

Charge. If the Clever Putridbody moves at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 5 (1d10) damage to the target.

Actions
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Multiattack. The Clever Putridbody makes two Handaxe attacks.

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.







LEVEL 1 VARIANTS

Assured Mindthing

Medium fey, chaotic evil
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Armor Class 11
Hit Points 33 (6d8 + 6)
Speed 30 ft.
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STR 19 (+4) DEX 12 (+1) CON 12 (+1)
INT 15 (+2) WIS 20 (+5) CHA 17 (+3)
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Skills Stealth +3
Damage Resistances fire
Damage Vulnerabilities cold
Senses passive Perception 15
Languages Sylvan
Challenge 1 (200 XP)
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Ice Walk. The Assured Mindthing can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Heated Body. A creature that touches the Assured Mindthing'or hits it with a melee attack while within 5 feet of it takes 2 (1d3) fire damage.

False Appearance. While the Assured Mindthing remains motionless, it is indistinguishable from a boring rock.

Innate Spellcasting. The Assured Mindthing's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: acid splash
1/long rest each: disguise self

Actions
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Burning Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 4 (1d8) fire damage.

Burning Breath (Recharge 6). Each creature in a 30-foot long, 5-foot wide line must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much on a successful one.


Smashing Mindthing

Medium fey, chaotic evil
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Armor Class 10 (natural armor)
Hit Points 49 (14d8 - 14)
Speed 30 ft.
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STR 15 (+2) DEX 9 (-1) CON 9 (-1)
INT 17 (+3) WIS 17 (+3) CHA 13 (+1)
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Senses passive Perception 13
Languages Sylvan, Ignan
Challenge 2 (450 XP)
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Ice Walk. The Smashing Mindthing can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Heated Body. A creature that touches the Smashing Mindthing'or hits it with a melee attack while within 5 feet of it takes 2 (1d3) fire damage.

Spellcasting. The Smashing Mindthing is a 1st level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It knows the following spells:

1st (2 slots): animal friendship, hail of thorns

Actions
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Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) slashing damage.


Mindthing Cryomancer

Medium fey, chaotic evil
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Armor Class 13 (natural armor)
Hit Points 59 (17d8 - 17)
Speed 30 ft.
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STR 15 (+2) DEX 7 (-2) CON 8 (-1)
INT 14 (+2) WIS 18 (+4) CHA 13 (+1)
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Senses passive Perception 14
Languages Sylvan
Challenge 3 (700 XP)
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Ice Walk. The Mindthing Cryomancer can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Heated Body. A creature that touches the Mindthing Cryomancer'or hits it with a melee attack while within 5 feet of it takes 2 (1d3) fire damage.

Spellcasting. The Mindthing Cryomancer is a 3rd level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): acid splash, control flames, minor illusion
1st (4 slots): catapult, disguise self, false life
2nd (2 slots): earthbind, phantasmal force

Actions
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Burning Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 5 (1d10) fire damage.


Mindthing Pyromancer

Medium fey, chaotic evil
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Armor Class 12
Hit Points 63 (14d8)
Speed 30 ft.
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STR 15 (+2) DEX 15 (+2) CON 11 (+0)
INT 13 (+1) WIS 18 (+4) CHA 13 (+1)
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Senses passive Perception 14
Languages Sylvan
Challenge 3 (700 XP)
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Ice Walk. The Mindthing Pyromancer can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Heated Body. A creature that touches the Mindthing Pyromancer'or hits it with a melee attack while within 5 feet of it takes 2 (1d3) fire damage.

Burning Leakage. While the Mindthing Pyromancer has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Mindthing Pyromancer takes 3 (1d6) fire damage.

Violent Pine. While it is not touching the ground, the Mindthing Pyromancer deals an additional 1 bludgeoning damage when it hits with an attack.

Innate Spellcasting. The Mindthing Pyromancer'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: enthrall, silent image
1/long rest each: tongues
3/long rest each: disguise self

Actions
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Multiattack. The Mindthing Pyromancer makes two attacks, one with its Claws and one with its Bite.

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Spine. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 12 (3d6 + 2) piercing damage.


Druidic Mindthing

Medium fey, chaotic evil
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Armor Class 11
Hit Points 16 (3d8 + 3)
Speed 30 ft.
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STR 14 (+2) DEX 12 (+1) CON 12 (+1)
INT 13 (+1) WIS 14 (+2) CHA 13 (+1)
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Senses passive Perception 12
Languages Sylvan
Challenge 1/2 (100 XP)
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Ice Walk. The Druidic Mindthing can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Heated Body. A creature that touches the Druidic Mindthing'or hits it with a melee attack while within 5 feet of it takes 1 (1d2) fire damage.

Spellcasting. The Druidic Mindthing is a 1st level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): control flames, frostbite
1st (2 slots): cure wounds, detect magic, thunderwave

Actions
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Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage.







LEVEL 1 NPCS

Oozing Emuu

Medium humanoid (any), any alignment
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Armor Class 13 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., burrow 30 ft.
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STR 12 (+1) DEX 10 (+0) CON 14 (+2)
INT 14 (+2) WIS 10 (+0) CHA 16 (+3)
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Skills Perception +2
Damage Immunities acid
Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)
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Assistant. The Oozing Emuu can use the Help action as a bonus action.

Actions
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Multiattack. The Oozing Emuu makes two attacks, one with its Lance and one with its Quarterstaff.

Lance. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d3 + 1) piercing damage.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage.


Deformed Cryptpresence

Medium humanoid (any), any alignment
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Armor Class 13 (natural armor)
Hit Points 22 (5d8)
Speed 30 ft.
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STR 15 (+2) DEX 16 (+3) CON 10 (+0)
INT 17 (+3) WIS 5 (-3) CHA 14 (+2)
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Senses darkvision 60 ft., passive Perception 7
Languages Common
Challenge 1 (200 XP)
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Actions
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Multiattack. The Deformed Cryptpresence makes two attacks, one with its Greatsword and one with its Booming Strike.

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

Booming Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage plus 2 (1d4) thunder damage, and if the target willingly moves before the end of the Deformed Cryptpresence's next turn, the target takes 4 thunder damage.

Magic Blast (Recharge 5-6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 12 Dexterity saving throw, taking 11 (2d10) force damage on a failed save, or half as much on a successful one.

Summon Moor Hungrywraith. The Deformed Cryptpresence summons 9 (2d8) Moor Hungrywraiths with a 55% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Abnormal Cityfigure

Medium humanoid (any), any alignment
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Armor Class 13 (natural armor)
Hit Points 25 (3d8 + 12)
Speed 30 ft.
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STR 13 (+1) DEX 10 (+0) CON 18 (+4)
INT 9 (-1) WIS 15 (+2) CHA 15 (+2)
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Damage Resistances cold
Senses blindsight 60 ft., passive Perception 12
Languages Common
Challenge 1 (200 XP)
------------------------------------------------

Ice Walk. The Abnormal Cityfigure can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Innate Spellcasting. The Abnormal Cityfigure'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: goodberry, shape water

Actions
------------------------------------------------
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 5 (1d10) poison damage on a failed save.


Thuggish Vexslime

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 24 (7d8 - 7)
Speed 30 ft.
------------------------------------------------
STR 13 (+1) DEX 14 (+2) CON 9 (-1)
INT 15 (+2) WIS 13 (+1) CHA 12 (+1)
------------------------------------------------
Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)
------------------------------------------------

Actions
------------------------------------------------
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage.


Mutauser Freak

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 11
Hit Points 22 (4d8 + 4)
Speed 30 ft.
------------------------------------------------
STR 13 (+1) DEX 13 (+1) CON 12 (+1)
INT 10 (+0) WIS 10 (+0) CHA 12 (+1)
------------------------------------------------
Saving Throws Dex +3
Senses blindsight 60 ft., passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
------------------------------------------------

Actions
------------------------------------------------
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage.







LEVEL 2 SMATTERING

Slippery Moonflayer

Medium fey, lawful neutral
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 40 (9d8)
Speed 30 ft., climb 35 ft.
------------------------------------------------
STR 5 (-3) DEX 15 (+2) CON 10 (+0)
INT 15 (+2) WIS 18 (+4) CHA 14 (+2)
------------------------------------------------
Skills Athletics -1
Senses passive Perception 14
Languages Sylvan
Challenge 2 (450 XP)
------------------------------------------------

Innate Spellcasting. The Slippery Moonflayer'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: friends, minor illusion
3/long rest each: faerie fire

Actions
------------------------------------------------
Multiattack. The Slippery Moonflayer makes two attacks, one with its Dagger and one with its Proboscis.

Proboscis. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 piercing damage.


Stealthy Ancient Holyflayer

Small construct, lawful neutral
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 49 (11d6 + 11)
Speed 25 ft., climb 25 ft.
------------------------------------------------
STR 8 (-1) DEX 14 (+2) CON 12 (+1)
INT 11 (+0) WIS 15 (+2) CHA 15 (+2)
------------------------------------------------
Saving Throws Cha +4
Skills Stealth +4
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't adamantine
Senses darkvision 60 ft., passive Perception 12
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage.


Ca’doinra

Small undead, chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 22 (5d6 + 5)
Speed 30 ft., climb 45 ft.
------------------------------------------------
STR 10 (+0) DEX 16 (+3) CON 13 (+1)
INT 4 (-3) WIS 9 (-1) CHA 3 (-4)
------------------------------------------------
Saving Throws Con +3
Skills Athletics +2
Damage Immunities poison, thunder
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 9
Languages -
Challenge 1 (200 XP)
------------------------------------------------

Detect Life. The Ca’doinra can can magically sense the presence of living creatures up to 5 miles away. It knows the general direction they're in but not their exact locations.

Keen Hearing. The Ca’doinra has advantage on all Wisdom (Perception) checks that rely on hearing.

Actions
------------------------------------------------
Multiattack. The Ca’doinra makes two Slam attacks.

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

Screech. The Ca’doinra can screech at a creature within 30 feet. That creature must make a DC 14 Constitution saving throw, taking 9 (2d8) thunder damage on a failed save.


Morncreep

Small construct, lawful evil
------------------------------------------------
Armor Class 14 (chain shirt)
Hit Points 18 (4d6 + 4)
Speed 30 ft.
------------------------------------------------
STR 11 (+0) DEX 12 (+1) CON 12 (+1)
INT 13 (+1) WIS 10 (+0) CHA 16 (+3)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
------------------------------------------------

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

Actions
------------------------------------------------
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage.


Whirlwind Lost Ooze

Large ooze, chaotic evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 40 ft., climb 55 ft.
------------------------------------------------
STR 14 (+2) DEX 14 (+2) CON 13 (+1)
INT 1 (-5) WIS 6 (-2) CHA 5 (-3)
------------------------------------------------
Skills Athletics +4
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Damage Resistances cold, fire
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 8
Languages -
Challenge 1 (200 XP)
------------------------------------------------

Eternal Poet. While it is the first round of combat, the Whirlwind Lost Ooze's movement speed is increased by 10 feet.

Glide. Reduce all falling damage the Whirlwind Lost Ooze takes by 20.

Actions
------------------------------------------------
Dissolve. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) acid damage.


Zasolkimserpant

Small fey, chaotic evil
------------------------------------------------
Armor Class 12 (padded armor)
Hit Points 15 (2d6 + 8)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 13 (+1) DEX 12 (+1) CON 18 (+4)
INT 15 (+2) WIS 10 (+0) CHA 9 (-1)
------------------------------------------------
Skills Perception +2
Damage Immunities cold
Senses passive Perception 12
Languages Common, Sylvan
Challenge 1/2 (100 XP)
------------------------------------------------

Loud Armor. The Zasolkimserpant suffers disadvantage on Dexterity (Stealth) checks.

Innate Spellcasting. The Zasolkimserpant's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: sleep

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage.

Bent Spit. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 8 (2d6 + 1) force damage.







LEVEL 2 TRIBE

Fogwoman

Small construct, lawful evil
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 10 (3d6)
Speed 30 ft., climb 45 ft.
------------------------------------------------
STR 15 (+2) DEX 10 (+0) CON 10 (+0)
INT 9 (-1) WIS 10 (+0) CHA 12 (+1)
------------------------------------------------
Skills Athletics +4, Perception +2
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Resistances acid
Senses darkvision 60 ft., passive Perception 12
Languages understands Common but can't speak it
Challenge 1/4 (50 XP)
------------------------------------------------

Nymph Wind. While it has moved at least half its speed since the start of its last turn, as a bonus action, the Fogwoman can make a ranged weapon attack.

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


Fogwoman Skirmisher

Medium construct, lawful evil
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 24 (7d8 - 7)
Speed 30 ft.
------------------------------------------------
STR 19 (+4) DEX 12 (+1) CON 8 (-1)
INT 7 (-2) WIS 10 (+0) CHA 10 (+0)
------------------------------------------------
Skills Athletics +8, Perception +2
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages understands Common but can't speak it
Challenge 1 (200 XP)
------------------------------------------------

Innate Spellcasting. The Fogwoman Skirmisher's innate spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: eldritch blast

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Summon Fogwoman. The Fogwoman Skirmisher summons 5 (1d10) Fogwomans with a 35% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Massive Fogwoman

Medium construct, lawful evil
------------------------------------------------
Armor Class 13
Hit Points 38 (7d8 + 7)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 18 (+4) DEX 17 (+3) CON 12 (+1)
INT 11 (+0) WIS 12 (+1) CHA 12 (+1)
------------------------------------------------
Saving Throws Dex +5
Skills Athletics +6, Perception +3
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 30 ft./60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 14 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.


Tangled Fogwoman

Medium construct, lawful evil
------------------------------------------------
Armor Class 13
Hit Points 45 (10d8)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 20 (+5) DEX 16 (+3) CON 10 (+0)
INT 11 (+0) WIS 10 (+0) CHA 10 (+0)
------------------------------------------------
Saving Throws Str +7
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Spine. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.


Deep Fogwoman

Medium construct, lawful evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 66 (19d8 - 19)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 10 (+0) CON 8 (-1)
INT 7 (-2) WIS 8 (-1) CHA 10 (+0)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 9
Languages understands Common but can't speak it
Challenge 2 (450 XP)
------------------------------------------------

Legendary Resistance (1/Long Rest). If the Deep Fogwoman fails a saving throw, it can choose to succeed instead.

Sunlight Sensativity. While in sunlight, the Deep Fogwoman has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions
------------------------------------------------
Multiattack. The Deep Fogwoman makes two Slam attacks.

Manufactured Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.

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

Legendary Actions
------------------------------------------------
The Deep Fogwoman can take 1 legendary action, 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 Deep Fogwoman regains spent legendary actions at the start of its turn.

Move. The Deep Fogwoman moves up to half its speed. This movement does not provoke opportunity attacks.
Attack. The Deep Fogwoman makes one Manufactured Slam attack.







LEVEL 2 MINIONS AND MASTERS

Churnshadow

Small plant, chaotic evil
------------------------------------------------
Armor Class 11
Hit Points 19 (3d6 + 9)
Speed 25 ft., burrow 15 ft., climb 25 ft.
------------------------------------------------
STR 10 (+0) DEX 12 (+1) CON 16 (+3)
INT 13 (+1) WIS 9 (-1) CHA 7 (-2)
------------------------------------------------
Damage Resistances acid
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 9
Languages Sylvan, telepathy 120 ft.
Challenge 1/2 (100 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Churnshadow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Dark Camouflage. The Churnshadow has advantage on Dexterity (Stealth) checks made while underground.

Spell Eater. When the Churnshadow succeeds on a saving throw against a spell, it gains 5 temporary hit points, which last for up to one minute, and gains advantage on attack rolls until the end of its next turn.

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage.


Churnshadow Slugger

Small plant, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 44 (8d6 + 16)
Speed 25 ft.
------------------------------------------------
STR 10 (+0) DEX 14 (+2) CON 14 (+2)
INT 11 (+0) WIS 7 (-2) CHA 5 (-3)
------------------------------------------------
Senses passive Perception 8
Languages Sylvan
Challenge 2 (450 XP)
------------------------------------------------

Assistant. The Churnshadow Slugger can use the Help action as a bonus action.

Imp From Beyond. While a creature within 120 feet of it that it is aware of is suffering from madness or confusion, as a bonus action, until the end of its next turn, the Churnshadow Slugger deals an additional 3 psychic damage when it hits with an attack.

Innate Spellcasting. The Churnshadow Slugger's innate spellcasting ability is Constitution (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: acid splash, ray of frost
1/long rest each: command
2/long rest each: tongues

Actions
------------------------------------------------
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage, and a Medium or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the Churnshadow Slugger can't constrict another target.

Deep Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 12 Constitution saving throw, taking 13 (2d12) poison damage on a failed save, or half as much on a successful one.


Harddead

Tiny undead, neutral evil
------------------------------------------------
Armor Class 14 (padded armor)
Hit Points 42 (12d4 + 12)
Speed 10 ft.
------------------------------------------------
STR 7 (-2) DEX 17 (+3) CON 13 (+1)
INT 11 (+0) WIS 13 (+1) CHA 18 (+4)
------------------------------------------------
Skills Perception +3, Stealth +5
Damage Immunities poison, acid
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life (Common by default)
Challenge 2 (450 XP)
------------------------------------------------

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

Ambusher. During its first turn, the Harddead has advantage on attack rolls against any creature that it has surprised.

Loud Armor. The Harddead suffers disadvantage on Dexterity (Stealth) checks.

Acid Absorption. Whenever the Harddead is subjected to acid damage, it takes no damage and regains a number of hit points equal to the acid damage.

Ranged Bear. While it is night, the Harddead gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Innate Spellcasting (Psionic). The Harddead'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: chill touch
1/long rest each: tongues

Actions
------------------------------------------------
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Horrifying Visage. Each non-undead creature within 60 feet of the Harddead that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Harddead is within line of sight, 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 Harddead's Horrifying Visage for the next 24 hours.


Harddead Hydromancer

Tiny undead, neutral evil
------------------------------------------------
Armor Class 13
Hit Points 45 (13d4 + 13)
Speed 10 ft., swim 15 ft.
------------------------------------------------
STR 5 (-3) DEX 16 (+3) CON 13 (+1)
INT 7 (-2) WIS 11 (+0) CHA 14 (+2)
------------------------------------------------
Saving Throws Int +0
Skills Perception +2
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life (Common by default)
Challenge 2 (450 XP)
------------------------------------------------

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

Innate Spellcasting (Psionic). The Harddead Hydromancer'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: chill touch
1/long rest each: tongues

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Mystic Burst (Recharge 5-6). Each creature within 20 feet of the Harddead Hydromancer must make a DC 12 Dexterity saving throw, taking 13 (2d12) fire damage on a failed save, or half as much on a successful one.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Harddead Hydromancer must make a DC 12 Wisdom saving throw or become frightened for one minute. An affected creature can repeat the save as an action. On a successful save, the effect is removed for that creature.







LEVEL 2 VARIANTS

Trancevine

Medium monstrosity, lawful evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 49 (14d8 - 14)
Speed 30 ft.
------------------------------------------------
STR 9 (-1) DEX 14 (+2) CON 9 (-1)
INT 11 (+0) WIS 16 (+3) CHA 13 (+1)
------------------------------------------------
Skills Stealth +4
Damage Immunities lightning, radiant
Damage Resistances fire
Senses blindsight 60 ft., passive Perception 13
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Spawn Maw. When the Trancevine takes at least 9 damage from a single source, it spawns an additional mouth. As a bonus action, it can make a Bite attack with each of these new mouths. The mouths last until the Trancevine takes a short or long rest.

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Mystic Blast (Recharge 6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 13 Dexterity saving throw, taking 13 (2d12) fire damage on a failed save, or half as much on a successful one.


Trancevine Thug

Medium monstrosity, lawful evil
------------------------------------------------
Armor Class 11 (natural armor)
Hit Points 49 (14d8 - 14)
Speed 30 ft., fly 30 ft. (hover)
------------------------------------------------
STR 14 (+2) DEX 11 (+0) CON 8 (-1)
INT 11 (+0) WIS 18 (+4) CHA 15 (+2)
------------------------------------------------
Saving Throws Con +1
Skills Perception +8
Damage Immunities lightning, radiant
Damage Resistances fire
Senses blindsight 60 ft., passive Perception 18
Languages Auran
Challenge 2 (450 XP)
------------------------------------------------

Death Rage. The Trancevine Thug has advantage on attack rolls while it has 9 or fewer hit points remaining.

Actions
------------------------------------------------
Stomp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage.


Savvy Trancevine

Medium monstrosity, lawful evil
------------------------------------------------
Armor Class 12
Hit Points 42 (12d8 - 12)
Speed 30 ft.
------------------------------------------------
STR 9 (-1) DEX 15 (+2) CON 8 (-1)
INT 15 (+2) WIS 16 (+3) CHA 15 (+2)
------------------------------------------------
Skills Investigation +4, Stealth +4
Damage Immunities lightning, radiant
Damage Resistances fire
Senses blindsight 60 ft., passive Perception 13
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Spawn Maw. When the Savvy Trancevine takes at least 9 damage from a single source, it spawns an additional mouth. As a bonus action, it can make a Bite attack with each of these new mouths. The mouths last until the Savvy Trancevine takes a short or long rest.

Ambusher. During its first turn, the Savvy Trancevine has advantage on attack rolls against any creature that it has surprised.

Innate Spellcasting. The Savvy Trancevine's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: divine favor, word of radiance
1/long rest each: guiding bolt, searing smite

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Distant Trancevine

Medium monstrosity, lawful evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 49 (11d8)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 11 (+0) CON 11 (+0)
INT 11 (+0) WIS 16 (+3) CHA 13 (+1)
------------------------------------------------
Damage Immunities lightning, radiant
Damage Resistances fire
Senses blindsight 60 ft., passive Perception 13
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Distant Trancevine makes four Talon attacks.

Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d3 + 2) piercing damage.


Trancevine Stoneworker

Medium monstrosity, lawful evil
------------------------------------------------
Armor Class 13
Hit Points 45 (10d8)
Speed 30 ft., burrow 15 ft.
------------------------------------------------
STR 11 (+0) DEX 16 (+3) CON 11 (+0)
INT 11 (+0) WIS 20 (+5) CHA 13 (+1)
------------------------------------------------
Damage Immunities lightning, radiant
Damage Resistances fire
Senses blindsight 60 ft., passive Perception 15
Languages Terran
Challenge 2 (450 XP)
------------------------------------------------

Spawn Maw. When the Trancevine Stoneworker takes at least 9 damage from a single source, it spawns an additional mouth. As a bonus action, it can make a Bite attack with each of these new mouths. The mouths last until the Trancevine Stoneworker takes a short or long rest.

Assassinate. During its first turn, the Trancevine Stoneworker has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Trancevine Stoneworker scores against a surprised creature is a critical hit.

False Appearance. While the Trancevine Stoneworker remains motionless, it is indistinguishable from a normal sand dune.

Stone Burrow. The Trancevine Stoneworker can burrow through solid stone and similar substances, but not metal, at half its normal burrow speed.

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.







LEVEL 2 NPCS

Queenly Wasteakll

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
------------------------------------------------
STR 5 (-3) DEX 14 (+2) CON 16 (+3)
INT 10 (+0) WIS 12 (+1) CHA 16 (+3)
------------------------------------------------
Senses passive Perception 11
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Spellcasting. The Queenly Wasteakll is a 6th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following spells:

Cantrips (at will): infestation, poison spray, true strike
1st: armor of agathys, charm person, expeditious retreat
2nd: invisibility, spider climb
3rd (2 slots/short rest): fly, remove curse

Actions
------------------------------------------------
Multiattack. The Queenly Wasteakll makes two attacks, one with its Claws and one with its Dagger.

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

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d10 + 2) piercing damage.


Smashing Gitohakza

Large humanoid (any), any alignment
------------------------------------------------
Armor Class 12
Hit Points 59 (17d10 - 34)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 14 (+2) CON 6 (-2)
INT 12 (+1) WIS 18 (+4) CHA 11 (+0)
------------------------------------------------
Senses passive Perception 14
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Legendary Resistance (1/Long Rest). If the Smashing Gitohakza fails a saving throw, it can choose to succeed instead.

Actions
------------------------------------------------
Multiattack. The Smashing Gitohakza makes two attacks, one with its Lance and one with its Maul.

Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3 piercing damage.

Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) bludgeoning damage.

Legendary Actions
------------------------------------------------
The Smashing Gitohakza can take 1 legendary action, 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 Smashing Gitohakza regains spent legendary actions at the start of its turn.

Detect. The Smashing Gitohakza makes a Wisdom (Perception) check.
Attack. The Smashing Gitohakza makes one Lance attack.


Energetic Duskoak

Medium humanoid (any), neutral
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 25 (3d8 + 12)
Speed 30 ft.
------------------------------------------------
STR 12 (+1) DEX 12 (+1) CON 18 (+4)
INT 15 (+2) WIS 8 (-1) CHA 11 (+0)
------------------------------------------------
Skills Persuasion +2
Senses passive Perception 9
Languages Common
Challenge 1 (200 XP)
------------------------------------------------

Death Rage. The Energetic Duskoak has advantage on attack rolls while it has 5 or fewer hit points remaining.

Goat Devil. While at least half of its hit points remain, opportunity attacks against the Energetic Duskoak have disadvantage.

Actions
------------------------------------------------
Multiattack. The Energetic Duskoak makes two Spear attacks.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (2d4 + 1) piercing damage.

Mystic Blast (Recharge 5-6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much on a successful one.


Better Iokaziii

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 38 (7d4 + 21)
Speed 30 ft., swim 30 ft.
------------------------------------------------
STR 5 (-3) DEX 16 (+3) CON 16 (+3)
INT 15 (+2) WIS 14 (+2) CHA 17 (+3)
------------------------------------------------
Skills Perception +4
Senses passive Perception 14
Languages Common, Auran
Challenge 2 (450 XP)
------------------------------------------------

Snake Thief. While it is not touching the ground, the Better Iokaziii gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Innate Spellcasting. The Better Iokaziii'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: acid splash
1/long rest each: wrathful smite

Actions
------------------------------------------------
Multiattack. The Better Iokaziii makes two Shortsword attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Wind Gust (Recharge 5-6). Each creature in a 30-foot cone must make a DC 15 Strength saving throw, taking 13 (2d12) bludgeoning damage on a failed save, or half as much on a successful one. On a failed save, a target is also pushed to the edge of the effect, and falls prone.







LEVEL 3 SMATTERING

Skilled Proficient Dryad

Small fey, neutral evil
------------------------------------------------
Armor Class 12 (hide armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft., fly 30 ft. (hover)
------------------------------------------------
STR 14 (+2) DEX 11 (+0) CON 14 (+2)
INT 20 (+5) WIS 13 (+1) CHA 14 (+2)
------------------------------------------------
Skills Intimidation +4, Performance +4, Stealth +2
Senses passive Perception 11
Languages Common, Sylvan, Dryad
Challenge 1 (200 XP)
------------------------------------------------

Innate Spellcasting. The Skilled Proficient Dryad'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:

1/long rest each: fog cloud
2/long rest each: heroism

Actions
------------------------------------------------
Multiattack. The Skilled Proficient Dryad makes two Sickle attacks.

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

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 4 (1d8) piercing damage.


Hyperpest

Tiny fey, lawful neutral
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 47 (19d4)
Speed 20 ft., fly 20 ft. (hover)
------------------------------------------------
STR 17 (+3) DEX 15 (+2) CON 10 (+0)
INT 9 (-1) WIS 20 (+5) CHA 7 (-2)
------------------------------------------------
Skills Survival +7
Senses passive Perception 15
Languages Common, Sylvan, Auran
Challenge 2 (450 XP)
------------------------------------------------

Amphibious. The Hyperpest can breathe both air and water.

Innate Spellcasting. The Hyperpest's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: shape water
3/long rest each: feather fall

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Reactions
------------------------------------------------
Bear Magic Eater. When it succeeds on a saving throw, the Hyperpest can force each each enemy within 5 feet of the it must make a DC 13 Constitution saving throw or be incapacitated until the end of that enemy's next turn. A creatrue that succeedson this saving throw is immune to this ability for the next 24 hours.


Abomihide

Small monstrosity, chaotic evil
------------------------------------------------
Armor Class 12
Hit Points 39 (6d6 + 18)
Speed 30 ft., swim 45 ft., burrow 30 ft.
------------------------------------------------
STR 13 (+1) DEX 14 (+2) CON 16 (+3)
INT 20 (+5) WIS 10 (+0) CHA 18 (+4)
------------------------------------------------
Skills Arcana +7, Athletics +3, Deception +6, History +7, Intimidation +6, Investigation +7, Religion +7, Sleight of Hand +4, Survival +2
Senses blindsight 60 ft., tremorsense 120 ft., darkvision 120 ft., passive Perception 10
Languages Common, Terran
Challenge 2 (450 XP)
------------------------------------------------

Regeneration. The Abomihide regains 5 hit points at the start of each of its turn. If the Abomihide takes thunder or radiant damage, this trait doesn't function at the start of the Abomihide's next turn. The Abomihide only dies if it starts its turn with 0 hit points and doesn't regenerate.

Hold Breath. The Abomihide can hold its breath for 15 minutes.

Spawn Maw. When the Abomihide takes at least 9 damage from a single source, it spawns an additional mouth. As a bonus action, it can make a Bite attack with each of these new mouths. The mouths last until the Abomihide takes a short or long rest.

Innate Spellcasting. The Abomihide's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: earth tremor
3/long rest each: cause fear

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage.


Ironuser

Small humanoid (ironuser), chaotic evil
------------------------------------------------
Armor Class 10
Hit Points 63 (14d6 + 14)
Speed 25 ft., swim 15 ft.
------------------------------------------------
STR 16 (+3) DEX 11 (+0) CON 13 (+1)
INT 13 (+1) WIS 19 (+4) CHA 13 (+1)
------------------------------------------------
Skills Athletics +5, Deception +3, History +3, Medicine +6, Performance +3, Religion +3
Damage Immunities cold
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 3 (700 XP)
------------------------------------------------

Hold Breath. The Ironuser can hold its breath for 15 minutes.

Relentless. If the Ironuser is reduced to 0 hit points, it is not knocked unconscious or killed as a result until the end of its next turn, provided it still has 0 hit points.

Wrath. Any time the Ironuser sees an ally fall in battle, it gains a +1 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Slow Fall. Reduce all falling damage the Ironuser takes by 20.

Aspect of the Tundra Magic. At the start of its turn, the Ironuser can take on the Aspect of the Tundra Magic. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Ironuser gains a +2 bonus to Armor Class and saving throws, but its movement speed is halved.

Aspect of the Able Name. At the start of its turn, the Ironuser can take on the Aspect of the Able Name. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, when the Ironuser is hit by an attack made by a creature adjacent to it, that creature takes 2 (1d4) piercing damage.

Innate Spellcasting. The Ironuser'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: ray of frost

Actions
------------------------------------------------
Multiattack. The Ironuser chooses to make either two Dagger attacks, or two Sling attacks.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Sling. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 2 (1d4) bludgeoning damage.


Charm Spawn

Small plant, unaligned
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 54 (12d6 + 12)
Speed 25 ft., swim 40 ft., burrow 15 ft.
------------------------------------------------
STR 9 (-1) DEX 14 (+2) CON 13 (+1)
INT 1 (-5) WIS 11 (+0) CHA 1 (-5)
------------------------------------------------
Condition Immunities blinded
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 10
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Innate Spellcasting. The Charm Spawn's innate spellcasting ability is Constitution (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: guidance, spare the dying
2/long rest each: cure wounds, tongues

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage.

Entangling Plants (Recharge 6). Grasping roots and vines sprout in a 15-foot radius centered on the Charm Spawn, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the Charm Spawn's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success.







LEVEL 3 TRIBE

Thornscreamer

Medium construct, unaligned
------------------------------------------------
Armor Class 11 (natural armor)
Hit Points 17 (2d8 + 8)
Speed 30 ft., fly 40 ft. (hover)
------------------------------------------------
STR 14 (+2) DEX 9 (-1) CON 19 (+4)
INT 1 (-5) WIS 6 (-2) CHA 2 (-4)
------------------------------------------------
Damage Immunities necrotic, poison, radiant
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 8
Languages -
Challenge 1/2 (100 XP)
------------------------------------------------

Wrath. Any time the Thornscreamer sees an ally fall in battle, it gains a +1 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.


Thornscreamer Deviation

Medium construct, unaligned
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 9 (-1) CON 17 (+3)
INT 1 (-5) WIS 6 (-2) CHA 4 (-3)
------------------------------------------------
Skills Perception +0
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 1 (200 XP)
------------------------------------------------

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage.

Reactions
------------------------------------------------
Viscious Lampoon (Recharge 5-6). One creature within 60 feet of the Thornscreamer Deviation that misses with an attack must make a DC 13 Charisma saving throw. On a failed save, that creature suffers disadvantage on attack rolls for one minute, or until it hits with an attack.

Animate Armor. When it fails a saving throw, the Thornscreamer Deviation can take the Dodge action.


Enchanted Thornscreamer

Large construct, unaligned
------------------------------------------------
Armor Class 13
Hit Points 38 (4d10 + 16)
Speed 30 ft.
------------------------------------------------
STR 19 (+4) DEX 16 (+3) CON 19 (+4)
INT 3 (-4) WIS 8 (-1) CHA 6 (-2)
------------------------------------------------
Skills Perception +1
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Druidic Sky. While it hidden from all hostile creatures, as a bonus action, the Enchanted Thornscreamer can make a ranged weapon attack.

Glide. Reduce all falling damage the Enchanted Thornscreamer takes by 20.

Innate Spellcasting. The Enchanted Thornscreamer's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: magic missile, thorn whip

Actions
------------------------------------------------
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Natural Bolt. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 10 (2d6 + 3) poison damage.

Druidic Blast (Recharge 5-6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 14 Constitution saving throw, taking 13 (2d12) poison damage on a failed save, or half as much on a successful one.


Commanding Thornscreamer

Medium construct, unaligned
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 9 (-1) CON 17 (+3)
INT 3 (-4) WIS 6 (-2) CHA 2 (-4)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 8
Languages -
Challenge 3 (700 XP)
------------------------------------------------

Legendary Resistance (1/Long Rest). If the Commanding Thornscreamer fails a saving throw, it can choose to succeed instead.

Actions
------------------------------------------------
Multiattack. The Commanding Thornscreamer makes two attacks, one with its Antlers and one with its Bite.

Antlers. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d2 + 2) bludgeoning damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 4 (1d8) poison damage on a failed save.

Hunting Blast (Recharge 5-6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 13 Dexterity saving throw, taking 9 (2d8) piercing damage on a failed save, or half as much on a successful one.

Summon Thornscreamer Deviation. The Commanding Thornscreamer summons 11 (2d10) Thornscreamer Deviations with a 25% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions
------------------------------------------------
The Commanding Thornscreamer can take 1 legendary action, 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 Commanding Thornscreamer regains spent legendary actions at the start of its turn.

Attack. The Commanding Thornscreamer makes one Antlers attack.
Move. The Commanding Thornscreamer moves up to half its speed.







LEVEL 3 MINIONS AND MASTERS

Goozie

Tiny humanoid (goozie), chaotic evil
------------------------------------------------
Armor Class 12 (studded leather)
Hit Points 30 (20d4 - 20)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 11 (+0) CON 9 (-1)
INT 12 (+1) WIS 4 (-3) CHA 16 (+3)
------------------------------------------------
Saving Throws Int +3
Damage Immunities radiant, acid
Senses darkvision 60 ft., passive Perception 7
Languages Common, Dwarvish
Challenge 1 (200 XP)
------------------------------------------------

Reckless. At the start of its turn, the Goozie 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.

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d2 + 2) bludgeoning damage plus 7 (2d6) acid damage.


Slimy Goozie

Tiny humanoid (goozie), chaotic evil
------------------------------------------------
Armor Class 14 (studded leather, shield)
Hit Points 22 (9d4)
Speed 30 ft.
------------------------------------------------
STR 19 (+4) DEX 11 (+0) CON 11 (+0)
INT 12 (+1) WIS 6 (-2) CHA 18 (+4)
------------------------------------------------
Saving Throws Int +3
Damage Immunities radiant, acid
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 8
Languages Common, Dwarvish
Challenge 1 (200 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Slimy Goozie makes two Handaxe attacks.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d2 + 4) slashing damage.

Reactions
------------------------------------------------
Plains Ant. When it reduces a living creature to 0 hit points, until the end of its next turn, the Slimy Goozie deals an additional 1 psychic damage when it hits with an attack.


Assured Goozie

Tiny humanoid (goozie), chaotic evil
------------------------------------------------
Armor Class 12 (studded leather)
Hit Points 7 (3d4)
Speed 30 ft.
------------------------------------------------
STR 12 (+1) DEX 11 (+0) CON 11 (+0)
INT 10 (+0) WIS 4 (-3) CHA 16 (+3)
------------------------------------------------
Saving Throws Int +2
Damage Immunities radiant, acid
Senses darkvision 60 ft., passive Perception 7
Languages Common, Dwarvish
Challenge 0 (10 XP)
------------------------------------------------

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2 + 1) slashing damage.

Dart. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 2 (1d3) piercing damage.


Cryptmorph

Small undead, chaotic evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 52 (15d6)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 13 (+1) CON 11 (+0)
INT 1 (-5) WIS 14 (+2) CHA 13 (+1)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 12
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Cryptmorph has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Loud Armor. The Cryptmorph suffers disadvantage on Dexterity (Stealth) checks.

Regeneration. The Cryptmorph regains 5 hit points at the start of each of its turn. If the Cryptmorph takes radiant damage or damage from holy water, this trait doesn't function at the start of the Cryptmorph's next turn. The Cryptmorph only dies if it starts its turn with 0 hit points and doesn't regenerate.

Actions
------------------------------------------------
Light Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.


Subterrainian Cryptmorph

Small undead, chaotic evil
------------------------------------------------
Armor Class 15 (scale mail)
Hit Points 70 (20d6)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 13 (+1) CON 10 (+0)
INT 1 (-5) WIS 14 (+2) CHA 13 (+1)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Damage Vulnerabilities radiant
Senses darkvision 60 ft., passive Perception 12
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Subterrainian Cryptmorph has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Loud Armor. The Subterrainian Cryptmorph suffers disadvantage on Dexterity (Stealth) checks.

Actions
------------------------------------------------
Multiattack. The Subterrainian Cryptmorph makes two Warhammer attacks.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.


Slippery Cryptmorph

Small undead, chaotic evil
------------------------------------------------
Armor Class 13 (leather armor)
Hit Points 59 (17d6)
Speed 30 ft., burrow 20 ft.
------------------------------------------------
STR 16 (+3) DEX 14 (+2) CON 10 (+0)
INT 1 (-5) WIS 14 (+2) CHA 13 (+1)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 12
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Slippery Cryptmorph has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions
------------------------------------------------
Multiattack. The Slippery Cryptmorph makes two Glaive attacks.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) slashing damage.







LEVEL 3 VARIANTS

Lordly Black Kin

Medium humanoid (kin), chaotic evil
------------------------------------------------
Armor Class 14 (ring mail)
Hit Points 71 (11d8 + 22)
Speed 30 ft., burrow 20 ft.
------------------------------------------------
STR 14 (+2) DEX 8 (-1) CON 15 (+2)
INT 17 (+3) WIS 16 (+3) CHA 1 (-5)
------------------------------------------------
Senses darkvision 60 ft., blindsight 120 ft., passive Perception 13
Languages Undercommon, Abyssal, Giant, Dwarvish
Challenge 3 (700 XP)
------------------------------------------------

Echolocation. The Lordly Black Kin can't use its blindsight while deafened.

Reaving Strikes. Damage from the Lordly Black Kin's weapon attacks cannot be reduced or resisted, except by total immunity.

Sunlight Sensativity. While in sunlight, the Lordly Black Kin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Psionics. The Lordly Black Kin is a 3rd level psionicist. Its psionic ability is Intelligence (discipline save DC 13, +5 to hit with discipline attacks). It has the following psionic powers:

Psi Points: 14 (psi limit 3)
Talents: Mind Meld, Mind Thrust
Disciplines: Mantle of Fury, Psionic Restoration

Loud Armor. The Lordly Black Kin suffers disadvantage on Dexterity (Stealth) checks.

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage.


Subterrainian Black Kin

Medium humanoid (kin), chaotic evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 130 (20d8 + 40)
Speed 30 ft., burrow 20 ft.
------------------------------------------------
STR 14 (+2) DEX 8 (-1) CON 15 (+2)
INT 20 (+5) WIS 16 (+3) CHA 1 (-5)
------------------------------------------------
Senses darkvision 60 ft., blindsight 120 ft., passive Perception 13
Languages Undercommon, Abyssal, Giant
Challenge 5 (1800 XP)
------------------------------------------------

Echolocation. The Subterrainian Black Kin can't use its blindsight while deafened.

Reaving Strikes. Damage from the Subterrainian Black Kin's weapon attacks cannot be reduced or resisted, except by total immunity.

Sunlight Sensativity. While in sunlight, the Subterrainian Black Kin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Loud Armor. The Subterrainian Black Kin suffers disadvantage on Dexterity (Stealth) checks.

Actions
------------------------------------------------
Multiattack. The Subterrainian Black Kin makes three attacks, one with its Bite, one with its Claws, and one with its Sickle.

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

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

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

Summon Lordly Black Kin. The Subterrainian Black Kin summons 5 (2d4) Lordly Black Kins with a 25% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Reactions
------------------------------------------------
Sudden Escape. When the Subterrainian Black Kin takes damage, it can teleport up to 20 feet.


Hulking Black Kin

Huge humanoid (kin), chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 136 (16d12 + 32)
Speed 30 ft., burrow 20 ft., fly 60 ft., climb 30 ft.
------------------------------------------------
STR 16 (+3) DEX 17 (+3) CON 15 (+2)
INT 20 (+5) WIS 22 (+6) CHA 1 (-5)
------------------------------------------------
Senses darkvision 60 ft., blindsight 120 ft., passive Perception 16
Languages Undercommon, Abyssal, Giant
Challenge 6 (2300 XP)
------------------------------------------------

Echolocation. The Hulking Black Kin can't use its blindsight while deafened.

Reaving Strikes. Damage from the Hulking Black Kin's weapon attacks cannot be reduced or resisted, except by total immunity.

Sunlight Sensativity. While in sunlight, the Hulking Black Kin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Hulking Black Kin that the Hulking Black Kin is aware of takes damage, the Hulking Black Kin can cause the damaged creature to take an additional 5 (1d10) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Actions
------------------------------------------------
Multiattack. The Hulking Black Kin makes two Club attacks.

Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.


Sunstroked Black Kin

Large humanoid (kin), chaotic evil
------------------------------------------------
Armor Class 13 (scale mail)
Hit Points 135 (18d10 + 36)
Speed 30 ft., burrow 20 ft.
------------------------------------------------
STR 14 (+2) DEX 8 (-1) CON 15 (+2)
INT 20 (+5) WIS 16 (+3) CHA 1 (-5)
------------------------------------------------
Senses darkvision 60 ft., blindsight 120 ft., passive Perception 13
Languages Undercommon, Abyssal, Giant
Challenge 5 (1800 XP)
------------------------------------------------

Echolocation. The Sunstroked Black Kin can't use its blindsight while deafened.

Reaving Strikes. Damage from the Sunstroked Black Kin's weapon attacks cannot be reduced or resisted, except by total immunity.

Sensitive Eyes. If the Sunstroked Black Kin takes at least 15 radiant damage from a single source, it is also blinded until the end of its next turn.

Loud Armor. The Sunstroked Black Kin suffers disadvantage on Dexterity (Stealth) checks.

Sunstroked Camouflage. The Sunstroked Black Kin has advantage on Dexterity (Stealth) checks made while in grasslands.

Actions
------------------------------------------------
Multiattack. The Sunstroked Black Kin makes two Bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage.

Summon Lordly Black Kin. The Sunstroked Black Kin summons 2 (1d3) Lordly Black Kins with a 70% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.







LEVEL 3 NPCS

Kingly Stonefang

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 82 (15d8 + 15)
Speed 30 ft.
------------------------------------------------
STR 11 (+0) DEX 14 (+2) CON 12 (+1)
INT 13 (+1) WIS 7 (-2) CHA 15 (+2)
------------------------------------------------
Senses passive Perception 8
Languages Common
Challenge 3 (700 XP)
------------------------------------------------

Assistant. The Kingly Stonefang can use the Help action as a bonus action.

Actions
------------------------------------------------
Multiattack. The Kingly Stonefang makes two attacks, one with its Shortsword and one with its Scimitar.

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

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.


Defending Zomthing

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 77 (14d8 + 14)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 12 (+1) CON 12 (+1)
INT 20 (+5) WIS 5 (-3) CHA 10 (+0)
------------------------------------------------
Senses passive Perception 7
Languages Common
Challenge 3 (700 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Defending Zomthing makes two attacks, one with its Longsword and one with its Battleaxe.

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

Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.


Handy Scalyspawn

Large humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 97 (13d10 + 26)
Speed 30 ft., swim 30 ft.
------------------------------------------------
STR 20 (+5) DEX 11 (+0) CON 14 (+2)
INT 12 (+1) WIS 13 (+1) CHA 12 (+1)
------------------------------------------------
Skills Animal Handling +3
Senses passive Perception 11
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

Assistant. The Handy Scalyspawn can use the Help action as a bonus action.

Actions
------------------------------------------------
Multiattack. The Handy Scalyspawn makes two Pike attacks.

Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5) piercing damage.


Savvy Smilecreep

Large humanoid (any), any alignment
------------------------------------------------
Armor Class 12
Hit Points 49 (9d10)
Speed 30 ft., swim 30 ft.
------------------------------------------------
STR 15 (+2) DEX 15 (+2) CON 11 (+0)
INT 12 (+1) WIS 10 (+0) CHA 17 (+3)
------------------------------------------------
Saving Throws Dex +4
Skills Medicine +2, Persuasion +5
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Bat Keeper. While it is the first round of combat, the Savvy Smilecreep gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Watery Camouflage. The Savvy Smilecreep has advantage on Dexterity (Stealth) checks made while underwater.

Actions
------------------------------------------------
Multiattack. The Savvy Smilecreep makes two Halberd attacks.

Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Electric Burst (Recharge 5-6). Each creature within 20 feet of the Savvy Smilecreep must make a DC 13 Dexterity saving throw, taking 13 (2d12) lightning damage on a failed save, or half as much on a successful one.


Treebeing Spelunker

Large humanoid (any), any alignment
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 30 ft., burrow 20 ft.
------------------------------------------------
STR 6 (-2) DEX 13 (+1) CON 15 (+2)
INT 17 (+3) WIS 17 (+3) CHA 8 (-1)
------------------------------------------------
Skills Animal Handling +5
Senses tremorsense 120 ft., passive Perception 13
Languages Common
Challenge 1 (200 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Treebeing Spelunker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting. The Treebeing Spelunker's innate spellcasting ability is Constitution (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: jump
1/long rest each: expeditious retreat
2/long rest each: detect poison and disease
3/long rest each: beast bond

Actions
------------------------------------------------
Multiattack. The Treebeing Spelunker makes two attacks, one with its Dagger and one with its Shortsword.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d8 + 1) piercing damage.







LEVEL 4 SMATTERING

Hell Chaosscreamer

Medium plant, unaligned
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 10 (+0) CON 12 (+1)
INT 3 (-4) WIS 14 (+2) CHA 5 (-3)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 120 ft., passive Perception 12
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Fetid Cloud. The Hell Chaosscreamer exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Hell Chaosscreamer reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Hell Chaosscreamer's enemies until it moves away. Multiple Fetid Clouds do not stack.

Devil's Sight. Magical darkness does not impede the Hell Chaosscreamer's vision.

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.


Ranged Unholy Elemental

Medium elemental, lawful evil
------------------------------------------------
Armor Class 12
Hit Points 49 (11d8)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 15 (+2) CON 10 (+0)
INT 14 (+2) WIS 6 (-2) CHA 15 (+2)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison, lightning
Senses darkvision 60 ft., passive Perception 8
Languages Ignan, Common
Challenge 2 (450 XP)
------------------------------------------------

Magic Weapons. The Ranged Unholy Elemental's weapon attacks are magical.

Demonic Throes. When the Ranged Unholy Elemental dies, each creature within a 10-foot radius burst must make a DC 13 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much on a successful one.

Fetid Cloud. The Ranged Unholy Elemental exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Ranged Unholy Elemental reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Ranged Unholy Elemental's enemies until it moves away. Multiple Fetid Clouds do not stack.

Lightning Absorption. Whenever the Ranged Unholy Elemental is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage.

Innate Spellcasting (Psionic). The Ranged Unholy Elemental'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:

1/long rest each: cure wounds

Actions
------------------------------------------------
Multiattack. The Ranged Unholy Elemental makes two Quill attacks.

Lightning Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 5 (2d4) lightning damage.

Quill. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Protecting Ironserpant

Large elemental, unaligned
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 88 (16d10)
Speed 0 ft., fly 35 ft., climb 35 ft.
------------------------------------------------
STR 14 (+2) DEX 16 (+3) CON 10 (+0)
INT 1 (-5) WIS 17 (+3) CHA 1 (-5)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 4 (1100 XP)
------------------------------------------------

Magic Weapons. The Protecting Ironserpant's weapon attacks are magical.

Actions
------------------------------------------------
Multiattack. The Protecting Ironserpant makes two Wretch attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 2) piercing damage.

Wretch. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) acid damage.


Mephit

Small elemental, unaligned
------------------------------------------------
Armor Class 13
Hit Points 88 (16d6 + 32)
Speed 25 ft.
------------------------------------------------
STR 15 (+2) DEX 16 (+3) CON 14 (+2)
INT 1 (-5) WIS 9 (-1) CHA 3 (-4)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 9
Languages -
Challenge 4 (1100 XP)
------------------------------------------------

Cult Madness. While it is adjacent to both an enemy and an ally, the Mephit has advantage on saving throws against being paralyzed.

Magic Weapons. The Mephit's weapon attacks are magical.

Innate Spellcasting (Psionic). The Mephit's innate spellcasting ability is Constitution (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: ray of frost
1/long rest each: chaos bolt, silence, tongues
2/long rest each: entangle
3/long rest each: chromatic orb

Actions
------------------------------------------------
Cult Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 7 (2d6) necrotic damage.

Cult Spray (Recharge 5-6). Each creature in a 30-foot long, 5-foot wide line must make a DC 12 Constitution saving throw, taking 19 (3d12) necrotic damage on a failed save, or half as much on a successful one.


Unholy Chaochild

Medium construct, chaotic evil
------------------------------------------------
Armor Class 12
Hit Points 110 (17d8 + 34)
Speed 30 ft., fly 60 ft. (hover)
------------------------------------------------
STR 15 (+2) DEX 15 (+2) CON 15 (+2)
INT 14 (+2) WIS 7 (-2) CHA 5 (-3)
------------------------------------------------
Skills Stealth +5
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 8
Languages understands Common but can't speak it
Challenge 5 (1800 XP)
------------------------------------------------

Ambusher. During its first turn, the Unholy Chaochild has advantage on attack rolls against any creature that it has surprised.

Psionics. The Unholy Chaochild is a 5th level psionicist. Its psionic ability is Intelligence (discipline save DC 13, +5 to hit with discipline attacks). It has the following psionic powers:

Psi Points: 27 (psi limit 5)
Talents: Blind Spot, Delusion
Disciplines: Nomadic Chameleon, Nomadic Step, Third Eye

Actions
------------------------------------------------
Multiattack. The Unholy Chaochild makes two attacks, one with its Shortsword and one with its Dagger.

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

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (3d8 + 2) piercing damage.


Ho’openeume

Small construct, lawful evil
------------------------------------------------
Armor Class 13 (rusted mail)
Hit Points 80 (32d6 - 32)
Speed 30 ft., fly 30 ft.
------------------------------------------------
STR 8 (-1) DEX 16 (+3) CON 9 (-1)
INT 5 (-3) WIS 11 (+0) CHA 15 (+2)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 10
Languages understands Common but can't speak it
Challenge 4 (1100 XP)
------------------------------------------------

Loud Armor. The Ho’openeume suffers disadvantage on Dexterity (Stealth) checks.

Fetid Cloud. The Ho’openeume exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Ho’openeume reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Ho’openeume's enemies until it moves away. Multiple Fetid Clouds do not stack.

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Ho’openeume that the Ho’openeume is aware of takes damage, the Ho’openeume can cause the damaged creature to take an additional 3 (1d6) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Actions
------------------------------------------------
Multiattack. The Ho’openeume makes two attacks, one with its Booming Shortsword and one with its Booming Dagger.

Booming Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 piercing damage plus 2 (1d4) thunder damage, and if the target willingly moves before the end of the Ho’openeume's next turn, the target takes 4 (1d3 + 2) thunder damage.

Booming Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 piercing damage plus 2 (1d4) thunder damage, and if the target willingly moves before the end of the Ho’openeume's next turn, the target takes 4 (1d3 + 2) thunder damage.







LEVEL 4 TRIBE

Elemental

Large elemental, unaligned
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 17 (2d10 + 6)
Speed 35 ft., swim 60 ft.
------------------------------------------------
STR 16 (+3) DEX 13 (+1) CON 17 (+3)
INT 1 (-5) WIS 7 (-2) CHA 10 (+0)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 8
Languages -
Challenge 1/2 (100 XP)
------------------------------------------------

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Screech. The Elemental can screech at a creature within 30 feet. That creature must make a DC 14 Constitution saving throw, taking 9 (2d8) thunder damage on a failed save.


Oversized Elemental

Large elemental, unaligned
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 66 (7d10 + 28)
Speed 40 ft., climb 25 ft.
------------------------------------------------
STR 17 (+3) DEX 15 (+2) CON 19 (+4)
INT 3 (-4) WIS 11 (+0) CHA 10 (+0)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Damage Resistances thunder
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 3 (700 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Oversized Elemental can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 15 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Oversized Elemental. If the save fails by 5 or more, a creature also falls prone.

Wet Camouflage. The Oversized Elemental has advantage on Dexterity (Stealth) checks made while underwater.

Amphibious. The Oversized Elemental can breathe both air and water.

Actions
------------------------------------------------
Multiattack. The Oversized Elemental makes two Slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Quill. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 13 (2d10 + 2) piercing damage.


Quick Elemental

Large elemental, unaligned
------------------------------------------------
Armor Class 13
Hit Points 85 (10d10 + 30)
Speed 30 ft., swim 40 ft.
------------------------------------------------
STR 17 (+3) DEX 17 (+3) CON 17 (+3)
INT 1 (-5) WIS 7 (-2) CHA 10 (+0)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Damage Vulnerabilities lightning
Senses darkvision 60 ft., passive Perception 8
Languages -
Challenge 3 (700 XP)
------------------------------------------------

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) bludgeoning damage.

Summon Elemental. The Quick Elemental summons 19 (3d12) Elementals with an 80% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Inspired Elemental

Large elemental, unaligned
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 35 ft.
------------------------------------------------
STR 21 (+5) DEX 13 (+1) CON 17 (+3)
INT 1 (-5) WIS 7 (-2) CHA 10 (+0)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 8
Languages -
Challenge 4 (1100 XP)
------------------------------------------------

Construct Slave. While it is the first round of combat, opportunity attacks against the Inspired Elemental have disadvantage.

Actions
------------------------------------------------
Multiattack. The Inspired Elemental makes two Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage.







LEVEL 4 MINIONS AND MASTERS

Tranceowl

Small aberration, lawful evil
------------------------------------------------
Armor Class 13
Hit Points 45 (6d6 + 24)
Speed 30 ft., burrow 30 ft., climb 20 ft.
------------------------------------------------
STR 13 (+1) DEX 16 (+3) CON 19 (+4)
INT 11 (+0) WIS 11 (+0) CHA 20 (+5)
------------------------------------------------
Skills Nature +2, Performance +7, Persuasion +7, Religion +2, Sleight of Hand +5, Survival +2
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 10
Languages understands Deep Speech but can't speak it, telepathy 120 ft.
Challenge 2 (450 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Tranceowl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting (Psionic). The Tranceowl's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: chromatic orb, create bonfire

Actions
------------------------------------------------
Spiked Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 1) piercing damage.


Crude Tranceowl

Small aberration, lawful evil
------------------------------------------------
Armor Class 9
Hit Points 33 (6d6 + 12)
Speed 30 ft., burrow 30 ft., climb 20 ft.
------------------------------------------------
STR 12 (+1) DEX 9 (-1) CON 15 (+2)
INT 9 (-1) WIS 9 (-1) CHA 20 (+5)
------------------------------------------------
Skills Nature +1, Performance +7, Religion +1, Sleight of Hand +1, Survival +1
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 9
Languages understands Deep Speech but can't speak it, telepathy 120 ft.
Challenge 1 (200 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Crude Tranceowl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Sensitive Eyes. If the Crude Tranceowl takes at least 10 radiant damage from a single source, it is also blinded until the end of its next turn.

Innate Spellcasting (Psionic). The Crude Tranceowl's innate spellcasting ability is Constitution (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: chromatic orb

Actions
------------------------------------------------
Psudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) poison damage.


Tranceowl of the Brutish Thief

Small aberration, lawful evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 38 (7d6 + 14)
Speed 30 ft., burrow 30 ft., climb 20 ft.
------------------------------------------------
STR 13 (+1) DEX 9 (-1) CON 15 (+2)
INT 9 (-1) WIS 9 (-1) CHA 20 (+5)
------------------------------------------------
Skills Nature +1, Performance +7, Religion +1, Sleight of Hand +1, Survival +1
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 9
Languages understands Deep Speech but can't speak it, telepathy 120 ft.
Challenge 1 (200 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Tranceowl of the Brutish Thief has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting (Psionic). The Tranceowl of the Brutish Thief's innate spellcasting ability is Constitution (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: chromatic orb

Actions
------------------------------------------------
Hook. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 1) slashing damage.


Collected Goozie

Tiny humanoid (goozie), chaotic evil
------------------------------------------------
Armor Class 12 (studded leather)
Hit Points 64 (43d4 - 43)
Speed 15 ft., fly 30 ft.
------------------------------------------------
STR 17 (+3) DEX 11 (+0) CON 9 (-1)
INT 14 (+2) WIS 8 (-1) CHA 18 (+4)
------------------------------------------------
Saving Throws Int +4
Damage Immunities radiant
Senses darkvision 60 ft., passive Perception 9
Languages Common, Elvish
Challenge 3 (700 XP)
------------------------------------------------

Sneak Attack (1/Turn). The Collected Goozie deals an additional 11 (2d10) 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 Collected Goozie that is not incapacitated and the Collected Goozie doesn't have disadvantage on the attack roll.

Overpowering Unicorn. While it is the first round of combat, the Collected Goozie deals an additional 3 damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Collected Goozie makes two attacks, one with its Booming Halberd and one with its Greataxe.

Booming Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 4 slashing damage plus 1 (1d2) thunder damage, and if the target willingly moves before the end of the Collected Goozie's next turn, the target takes 5 thunder damage.

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


Protecting Goozie

Tiny humanoid (goozie), chaotic evil
------------------------------------------------
Armor Class 16 (studded leather, shield)
Hit Points 60 (24d4)
Speed 15 ft., fly 30 ft.
------------------------------------------------
STR 15 (+2) DEX 14 (+2) CON 10 (+0)
INT 14 (+2) WIS 4 (-3) CHA 16 (+3)
------------------------------------------------
Saving Throws Int +4
Skills Athletics +4
Damage Immunities radiant
Senses darkvision 60 ft., passive Perception 7
Languages Common, Elvish
Challenge 3 (700 XP)
------------------------------------------------

Snow Covered Camouflage. The Protecting Goozie has advantage on Dexterity (Stealth) checks made while in frozen or snowcovered terrain.

Actions
------------------------------------------------
Multiattack. The Protecting Goozie makes two Light Hammer attacks.

Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.







LEVEL 4 VARIANTS

Chaoliweeli

Medium ooze, unaligned
------------------------------------------------
Armor Class 10 (natural armor)
Hit Points 132 (24d8 + 24)
Speed 30 ft.
------------------------------------------------
STR 21 (+5) DEX 7 (-2) CON 13 (+1)
INT 1 (-5) WIS 17 (+3) CHA 7 (-2)
------------------------------------------------
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Damage Resistances cold
Damage Vulnerabilities slashing
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 13
Languages -
Challenge 4 (1100 XP)
------------------------------------------------

Ice Walk. The Chaoliweeli can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Oozing Usurper. While it is the first round of combat, the Chaoliweeli's movement speed is increased by 10 feet.

Innate Spellcasting (Psionic). The Chaoliweeli's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: frostbite

Spellcasting. The Chaoliweeli is a 3rd level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It knows the following spells:

1st (4 slots): detect magic, speak with animals
2nd (2 slots): darkvision, locate object

Actions
------------------------------------------------
Multiattack. The Chaoliweeli chooses to make either two Slam attacks, or two Spine attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage plus 9 (2d8) acid damage.

Spine. Ranged Weapon Attack: +0 to hit, range 30/120 ft., one target. Hit: 9 (2d10 - 2) piercing damage.


Tracking Chaoliweeli

Tiny ooze, unaligned
------------------------------------------------
Armor Class 8
Hit Points 66 (19d4 + 19)
Speed 30 ft.
------------------------------------------------
STR 9 (-1) DEX 7 (-2) CON 13 (+1)
INT 1 (-5) WIS 10 (+0) CHA 5 (-3)
------------------------------------------------
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Damage Resistances cold
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 10
Languages -
Challenge 4 (1100 XP)
------------------------------------------------

Ice Walk. The Tracking Chaoliweeli can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Lost Thief. While it is adjacent to both an enemy and an ally, the Tracking Chaoliweeli's movement speed is increased by 10 feet.

Innate Spellcasting (Psionic). The Tracking Chaoliweeli's innate spellcasting ability is Constitution (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: cordon of arrows, tongues

Actions
------------------------------------------------
Multiattack. The Tracking Chaoliweeli chooses to make either two Slam attacks, or two Wretch attacks.

Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage plus 10 (3d6) acid damage.

Wretch. Ranged Weapon Attack: +0 to hit, range 30/120 ft., one target. Hit: 11 (2d12 - 2) acid damage.

Chill Wind Blast (Recharge 6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 13 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much on a successful one.


Chaoliweeli Warrior

Medium ooze, unaligned
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 10 ft.
------------------------------------------------
STR 16 (+3) DEX 5 (-3) CON 15 (+2)
INT 1 (-5) WIS 10 (+0) CHA 5 (-3)
------------------------------------------------
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Damage Resistances cold
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 10
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Ice Walk. The Chaoliweeli Warrior can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Insect Skeleton. While it is adjacent to at least two hostile creatures, the Chaoliweeli Warrior has advantage on saving throws against being restrained.

Moor Camouflage. The Chaoliweeli Warrior has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Actions
------------------------------------------------
Multiattack. The Chaoliweeli Warrior makes two Slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage plus 5 (1d10) acid damage.

Wretch. Ranged Weapon Attack: -1 to hit, range 30/120 ft., one target. Hit: 11 (4d6 - 3) acid damage.


Earth Chaoliweeli

Medium ooze, unaligned
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft., burrow 15 ft.
------------------------------------------------
STR 17 (+3) DEX 15 (+2) CON 15 (+2)
INT 1 (-5) WIS 10 (+0) CHA 5 (-3)
------------------------------------------------
Skills Stealth +4
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Damage Resistances cold
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 10
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Ice Walk. The Earth Chaoliweeli can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

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

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d2 + 3) bludgeoning damage plus 9 (2d8) acid damage.

Throw Fire. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 11 (2d8 + 2) fire damage.

Reactions
------------------------------------------------
Sudden Escape. When the Earth Chaoliweeli takes damage, it can teleport up to 20 feet.


Chaoliweeli Icer

Tiny ooze, unaligned
------------------------------------------------
Armor Class 14
Hit Points 126 (23d4 + 69)
Speed 30 ft.
------------------------------------------------
STR 22 (+6) DEX 19 (+4) CON 17 (+3)
INT 1 (-5) WIS 14 (+2) CHA 3 (-4)
------------------------------------------------
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Damage Resistances cold
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 12
Languages -
Challenge 6 (2300 XP)
------------------------------------------------

Ice Walk. The Chaoliweeli Icer can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Charge. If the Chaoliweeli Icer moves at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 14 (4d6) damage to the target.

Slime Orphan. While it is stunned, the Chaoliweeli Icer suffers none of the effects of that condition. Instead, while it would be stunned, the Chaoliweeli Icer gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Actions
------------------------------------------------
Multiattack. The Chaoliweeli Icer chooses to make either two Slam attacks, or three Quill attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 bludgeoning damage plus 11 (2d10) acid damage.

Quill. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Air Gust (Recharge 5-6). Each creature in a 30-foot cone must make a DC 17 Strength saving throw, taking 22 (5d8) bludgeoning damage on a failed save, or half as much on a successful one. On a failed save, a target is also pushed to the edge of the effect, and falls prone.







LEVEL 4 NPCS

Greater Holykeeper

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
------------------------------------------------
STR 18 (+4) DEX 19 (+4) CON 17 (+3)
INT 11 (+0) WIS 8 (-1) CHA 14 (+2)
------------------------------------------------
Saving Throws Cha +4
Senses blindsight 60 ft., passive Perception 9
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

Monkey Servant. While it is the first round of combat, the Greater Holykeeper deals an additional 2 force damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Greater Holykeeper makes two Handaxe attacks.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Summon Fey. The Greater Holykeeper summons 5 (1d10) creatures of the fey type with a challenge rating of 1/8 or lower with a 20% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Feathered Shinemuuri

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
------------------------------------------------
STR 5 (-3) DEX 15 (+2) CON 14 (+2)
INT 18 (+4) WIS 13 (+1) CHA 18 (+4)
------------------------------------------------
Skills Perception +5
Damage Resistances acid
Senses passive Perception 15
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Melancholy Survivor. While no hostile creature is adjacent to it, the Feathered Shinemuuri has advantage on saving throws against being poisoned.

Spellcasting. The Feathered Shinemuuri is a 6th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It knows the following spells:

1st (4 slots): animal friendship, arms of hadar, detect evil and good
2nd (3 slots): detect thoughts, mind spike
3rd (3 slots): hunger of hadar, thunder step

Actions
------------------------------------------------
Multiattack. The Feathered Shinemuuri makes two Sling attacks.

Horn. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 14 (5d6 - 3) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 3 bludgeoning damage.


Slimy Endoface

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 103 (23d4 + 46)
Speed 30 ft.
------------------------------------------------
STR 20 (+5) DEX 19 (+4) CON 15 (+2)
INT 6 (-2) WIS 17 (+3) CHA 8 (-1)
------------------------------------------------
Skills Investigation +1, Perception +6
Senses blindsight 60 ft., passive Perception 16
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Tracking Aura. Each creature that begins its turn within 5 feet of the Slimy Endoface takes 5 (1d10) piercing damage.

Handy Priest. While no hostile creature is adjacent to it, the Slimy Endoface has advantage on saving throws against being paralyzed.

Spellcasting. The Slimy Endoface is a 2nd level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It knows the following spells:

1st (3 slots): ensnaring strike, hail of thorns, hunter's mark

Actions
------------------------------------------------
Multiattack. The Slimy Endoface makes two attacks, one with its Mace and one with its Greataxe.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d2 + 5) bludgeoning damage.

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

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 5 piercing damage.


Professional Xeszigaa

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor, defensive fighting style)
Hit Points 26 (4d8 + 8)
Speed 30 ft., swim 45 ft.
------------------------------------------------
STR 14 (+2) DEX 15 (+2) CON 14 (+2)
INT 10 (+0) WIS 14 (+2) CHA 8 (-1)
------------------------------------------------
Skills Medicine +4, Nature +2, Persuasion +1, Survival +4
Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)
------------------------------------------------

Wrath. Any time the Professional Xeszigaa sees an ally fall in battle, it gains a +2 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Innate Spellcasting (Psionic). The Professional Xeszigaa's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

3/long rest each: mage armor

Actions
------------------------------------------------
Stomp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.

Reactions
------------------------------------------------
Slimy Tree. When it fails a saving throw, until the end of its next turn, the Professional Xeszigaa deals an additional 2 radiant damage when it hits with an attack.







LEVEL 5 SMATTERING

Bigfiend

Large undead, chaotic evil
------------------------------------------------
Armor Class 12
Hit Points 123 (19d10 + 19)
Speed 30 ft., swim 45 ft.
------------------------------------------------
STR 8 (-1) DEX 14 (+2) CON 12 (+1)
INT 10 (+0) WIS 12 (+1) CHA 13 (+1)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 11
Languages the languages it knew in life (Common by default), Undercommon
Challenge 5 (1800 XP)
------------------------------------------------

Sneak Attack (1/Turn). The Bigfiend deals an additional 24 (7d6) 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 Bigfiend that is not incapacitated and the Bigfiend doesn't have disadvantage on the attack roll.

Shadowcloak (Recharge 5-6). As a bonus action, the Bigfiend turns invisible until the end of its next turn, or until it attacks or casts a spell.

Innate Spellcasting (Psionic). The Bigfiend'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: blindness/deafness, inflict wounds

Actions
------------------------------------------------
Multiattack. The Bigfiend makes two attacks, one with its Rapier and one with its Dagger.

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

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d12 + 2) piercing damage.


Ripmorph

Small aberration, lawful good
------------------------------------------------
Armor Class 14
Hit Points 132 (24d6 + 48)
Speed 25 ft., swim 50 ft.
------------------------------------------------
STR 21 (+5) DEX 18 (+4) CON 15 (+2)
INT 19 (+4) WIS 12 (+1) CHA 16 (+3)
------------------------------------------------
Skills Athletics +8
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 11
Languages Common, Deep Speech
Challenge 7 (2900 XP)
------------------------------------------------

Sensitive Eyes. If the Ripmorph takes at least 15 radiant damage from a single source, it is also blinded until the end of its next turn.

Vine Mushroom. While it is the first round of combat, opportunity attacks against the Ripmorph have disadvantage.

Speak With Fish. The Ripmorph can communicate simple concepts to fish when it speaks Common.

Druidic Flow. While the Ripmorph has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Ripmorph takes 10 (3d6) poison damage.

Innate Spellcasting (Psionic). The Ripmorph's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: continual flame, spare the dying

Spellcasting. The Ripmorph is a 3rd level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared:

1st (4 slots): detect evil and good, detect magic, protection from evil and good
2nd (2 slots): magic weapon, misty step, protection from poison

Actions
------------------------------------------------
Multiattack. The Ripmorph makes three attacks, one with its Psudopod and two with its Spiked Tentacles.

Psudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d3 + 5) bludgeoning damage.

Spiked Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.


Hulk

Large giant, neutral evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 123 (19d10 + 19)
Speed 35 ft.
------------------------------------------------
STR 18 (+4) DEX 6 (-2) CON 12 (+1)
INT 9 (-1) WIS 15 (+2) CHA 4 (-3)
------------------------------------------------
Skills Intimidation +0, Nature +2
Senses darkvision 120 ft., passive Perception 12
Languages Giant
Challenge 5 (1800 XP)
------------------------------------------------

Loud Armor. The Hulk suffers disadvantage on Dexterity (Stealth) checks.

Hold Breath. The Hulk can hold its breath for 15 minutes.

Actions
------------------------------------------------
Multiattack. The Hulk makes two Handaxe attacks.

Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Mornmutant Runner

Small undead, neutral evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 102 (12d6 + 60)
Speed 25 ft.
------------------------------------------------
STR 15 (+2) DEX 13 (+1) CON 21 (+5)
INT 6 (-2) WIS 14 (+2) CHA 12 (+1)
------------------------------------------------
Saving Throws Cha +4
Skills Athletics +5
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
Languages Terran
Challenge 5 (1800 XP)
------------------------------------------------

Detect Life. The Mornmutant Runner can can magically sense the presence of living creatures up to 5 miles away. It knows the general direction they're in but not their exact locations.

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

Loud Armor. The Mornmutant Runner suffers disadvantage on Dexterity (Stealth) checks.

Innate Spellcasting. The Mornmutant Runner's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: shape water
2/long rest each: feather fall

Actions
------------------------------------------------
Multiattack. The Mornmutant Runner makes two attacks, one with its Slam and one with its Zombified Strike.

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

Zombified Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the Mornmutant Runner that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Mornmutant Runner is within line of sight, 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 Mornmutant Runner's Horrifying Visage for the next 24 hours.







LEVEL 5 TRIBE

Inspiring Kin

Medium humanoid (kin), chaotic evil
------------------------------------------------
Armor Class 9
Hit Points 45 (7d8 + 14)
Speed 30 ft., burrow 20 ft., climb 20 ft.
------------------------------------------------
STR 16 (+3) DEX 8 (-1) CON 15 (+2)
INT 17 (+3) WIS 20 (+5) CHA 1 (-5)
------------------------------------------------
Skills Athletics +5
Damage Immunities fire
Senses darkvision 60 ft., blindsight 120 ft., tremorsense 60 ft., passive Perception 15
Languages Undercommon, Dwarvish, Elvish, Common
Challenge 2 (450 XP)
------------------------------------------------

Echolocation. The Inspiring Kin can't use its blindsight while deafened.

Sunlight Sensativity. While in sunlight, the Inspiring Kin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Hive Mind. The Inspiring Kin and each other Kin within 10 miles can communicate telepathically with each other, and each is aware of everything the others are. If at least one is not surprised, none are.

Psionics. The Inspiring Kin is a 4th level psionicist. Its psionic ability is Intelligence (discipline save DC 13, +5 to hit with discipline attacks). It has the following psionic powers:

Psi Points: 17 (psi limit 3)
Talents: Beacon, Mind Slam
Disciplines: Nomadic Chameleon, Nomadic Step

Insectoid Sword. While it has moved at least half its speed since the start of its last turn, as a bonus action, the Inspiring Kin can force each each enemy within 10 feet of the it must make a DC 13 Constitution saving throw or be blinded until the end of that enemy's next turn. A creatrue that succeedson this saving throw is immune to this ability for the next 24 hours.

Actions
------------------------------------------------
Multiattack. The Inspiring Kin makes two Greataxe attacks.

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.


Kin

Medium humanoid (kin), chaotic evil
------------------------------------------------
Armor Class 13 (rusted mail)
Hit Points 45 (6d8 + 18)
Speed 30 ft., burrow 25 ft., climb 25 ft.
------------------------------------------------
STR 15 (+2) DEX 10 (+0) CON 17 (+3)
INT 20 (+5) WIS 18 (+4) CHA 3 (-4)
------------------------------------------------
Skills Athletics +4
Damage Immunities fire
Damage Resistances cold
Senses darkvision 60 ft., blindsight 120 ft., tremorsense 60 ft., passive Perception 14
Languages Undercommon, Dwarvish, Elvish, Common
Challenge 2 (450 XP)
------------------------------------------------

Echolocation. The Kin can't use its blindsight while deafened.

Sunlight Sensativity. While in sunlight, the Kin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Hive Mind. The Kin and each other Kin within 10 miles can communicate telepathically with each other, and each is aware of everything the others are. If at least one is not surprised, none are.

Loud Armor. The Kin suffers disadvantage on Dexterity (Stealth) checks.

Innate Spellcasting (Psionic). The Kin's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: fire bolt
3/long rest each: tongues

Actions
------------------------------------------------
Multiattack. The Kin makes two Trident attacks.

Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d10 + 2) piercing damage.


Dexterous Kin

Medium humanoid (kin), chaotic evil
------------------------------------------------
Armor Class 14 (ring mail)
Hit Points 45 (7d8 + 14)
Speed 30 ft., burrow 20 ft., climb 20 ft.
------------------------------------------------
STR 14 (+2) DEX 8 (-1) CON 15 (+2)
INT 20 (+5) WIS 16 (+3) CHA 1 (-5)
------------------------------------------------
Skills Athletics +4
Damage Immunities fire, radiant
Senses darkvision 60 ft., blindsight 120 ft., tremorsense 60 ft., passive Perception 13
Languages Undercommon, Dwarvish, Elvish
Challenge 2 (450 XP)
------------------------------------------------

Echolocation. The Dexterous Kin can't use its blindsight while deafened.

Sunlight Sensativity. While in sunlight, the Dexterous Kin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Hive Mind. The Dexterous Kin and each other Kin within 10 miles can communicate telepathically with each other, and each is aware of everything the others are. If at least one is not surprised, none are.

Loud Armor. The Dexterous Kin suffers disadvantage on Dexterity (Stealth) checks.

Lightning Avenger. While it is adjacent to at least two allies that are not incapacitated, the Dexterous Kin's movement speed is doubled.

Actions
------------------------------------------------
Multiattack. The Dexterous Kin makes two attacks, one with its Greatclub and one with its Morningstar.

Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Summon Fey. The Dexterous Kin summons 18 (4d8) creatures of the fey type with a challenge rating of 1/4 or lower with a 40% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Crawling Kin

Medium humanoid (kin), chaotic evil
------------------------------------------------
Armor Class 13 (rusted mail)
Hit Points 45 (7d8 + 14)
Speed 30 ft., burrow 25 ft., climb 25 ft.
------------------------------------------------
STR 14 (+2) DEX 8 (-1) CON 15 (+2)
INT 20 (+5) WIS 16 (+3) CHA 1 (-5)
------------------------------------------------
Damage Immunities fire
Senses darkvision 60 ft., blindsight 120 ft., tremorsense 60 ft., passive Perception 13
Languages Undercommon, Dwarvish, Elvish, Common
Challenge 2 (450 XP)
------------------------------------------------

Echolocation. The Crawling Kin can't use its blindsight while deafened.

Sunlight Sensativity. While in sunlight, the Crawling Kin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Hive Mind. The Crawling Kin and each other Kin within 10 miles can communicate telepathically with each other, and each is aware of everything the others are. If at least one is not surprised, none are.

Loud Armor. The Crawling Kin suffers disadvantage on Dexterity (Stealth) checks.

Wasteland Camouflage. The Crawling Kin has advantage on Dexterity (Stealth) checks made while in desert terrain.

Actions
------------------------------------------------
Multiattack. The Crawling Kin makes two attacks, one with its Pike and one with its Proboscis.

Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3 piercing damage.

Proboscis. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration.


High Kin

Medium humanoid (kin), chaotic evil
------------------------------------------------
Armor Class 14
Hit Points 91 (14d8 + 28)
Speed 30 ft., burrow 20 ft., climb 20 ft.
------------------------------------------------
STR 10 (+0) DEX 19 (+4) CON 15 (+2)
INT 20 (+5) WIS 16 (+3) CHA 1 (-5)
------------------------------------------------
Skills Perception +5
Damage Immunities fire
Damage Resistances cold
Senses darkvision 60 ft., blindsight 120 ft., tremorsense 60 ft., passive Perception 15
Languages understands Undercommon, Dwarvish, and Elvish but can't speak them
Challenge 4 (1100 XP)
------------------------------------------------

Echolocation. The High Kin can't use its blindsight while deafened.

Sunlight Sensativity. While in sunlight, the High Kin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Hive Mind. The High Kin and each other Kin within 10 miles can communicate telepathically with each other, and each is aware of everything the others are. If at least one is not surprised, none are.

Bossy Scroll. While it is adjacent to at least two allies that are not incapacitated, as a bonus action, the High Kin can make a ranged weapon attack.

Innate Spellcasting (Psionic). The High Kin's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

3/long rest each: alter self

Actions
------------------------------------------------
Multiattack. The High Kin chooses to make either two Lance attacks, or two Light Crossbow attacks.

Lance. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 11 (2d10) piercing damage.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Summon Crawling Kin. The High Kin summons a Crawling Kin with a 50% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Kin Spelunker

Tiny humanoid (kin), chaotic evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 103 (23d4 + 46)
Speed 30 ft., burrow 20 ft., climb 20 ft.
------------------------------------------------
STR 15 (+2) DEX 8 (-1) CON 15 (+2)
INT 18 (+4) WIS 16 (+3) CHA 1 (-5)
------------------------------------------------
Damage Immunities fire
Senses darkvision 60 ft., blindsight 120 ft., tremorsense 60 ft., passive Perception 13
Languages Undercommon, Dwarvish, Elvish
Challenge 5 (1800 XP)
------------------------------------------------

Echolocation. The Kin Spelunker can't use its blindsight while deafened.

Sunlight Sensativity. While in sunlight, the Kin Spelunker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Hive Mind. The Kin Spelunker and each other Kin within 10 miles can communicate telepathically with each other, and each is aware of everything the others are. If at least one is not surprised, none are.

Loud Armor. The Kin Spelunker suffers disadvantage on Dexterity (Stealth) checks.

Psionics. The Kin Spelunker is a 5th level psionicist. Its psionic ability is Intelligence (discipline save DC 15, +7 to hit with discipline attacks). It has the following psionic powers:

Psi Points: 27 (psi limit 5)
Talents: Beacon, Mystic Hand
Disciplines: Crown of Despair, Mantle of Command, Mantle of Fear

Actions
------------------------------------------------
Multiattack. The Kin Spelunker makes two attacks, one with its Battleaxe and one with its Booming Club.

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

Booming Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 6 (1d12) thunder damage, and if the target willingly moves before the end of the Kin Spelunker's next turn, the target takes 9 (2d4 + 4) thunder damage.







LEVEL 5 MINIONS AND MASTERS

Foul Zom Body

Small undead, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 49 (14d6)
Speed 30 ft., burrow 30 ft.
------------------------------------------------
STR 13 (+1) DEX 17 (+3) CON 11 (+0)
INT 4 (-3) WIS 4 (-3) CHA 17 (+3)
------------------------------------------------
Saving Throws Str +3
Skills Survival -1
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 7
Languages understands the languages it knew in life (Undercommon and Common by default) but can't speak them
Challenge 2 (450 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Foul Zom Body has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting (Psionic). The Foul Zom Body'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: sacred flame

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.


Zom Body

Small undead, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 73 (21d6)
Speed 30 ft., burrow 30 ft.
------------------------------------------------
STR 11 (+0) DEX 15 (+2) CON 11 (+0)
INT 4 (-3) WIS 4 (-3) CHA 17 (+3)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Damage Vulnerabilities radiant
Senses darkvision 60 ft., passive Perception 7
Languages the languages it knew in life (Undercommon and Common by default)
Challenge 2 (450 XP)
------------------------------------------------

Fetid Cloud. The Zom Body exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Zom Body reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Zom Body's enemies until it moves away. Multiple Fetid Clouds do not stack.

Sunlight Sensativity. While in sunlight, the Zom Body has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting (Psionic). The Zom Body'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: sacred flame

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 6 (1d12) necrotic damage.


Zom Body Leader

Small undead, neutral evil
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 7 (2d6)
Speed 5 ft., burrow 30 ft., fly 60 ft., climb 30 ft.
------------------------------------------------
STR 11 (+0) DEX 11 (+0) CON 11 (+0)
INT 4 (-3) WIS 4 (-3) CHA 17 (+3)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 7
Languages understands the languages it knew in life (Undercommon and Common by default) but can't speak them
Challenge 0 (10 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Zom Body Leader has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting (Psionic). The Zom Body Leader's innate spellcasting ability is Constitution (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: sacred flame

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


Angel

Medium celestial, chaotic good
------------------------------------------------
Armor Class 12 (leather armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., fly 30 ft., climb 30 ft.
------------------------------------------------
STR 17 (+3) DEX 13 (+1) CON 14 (+2)
INT 12 (+1) WIS 7 (-2) CHA 14 (+2)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 8
Languages Common, Celestial
Challenge 4 (1100 XP)
------------------------------------------------

Maze Camouflage. The Angel has advantage on Dexterity (Stealth) checks made while indoors or in a city.

Speak With Rats. The Angel can communicate simple concepts to rats when it speaks Celestial.

Druidic Automaton. While it is the first round of combat, opportunity attacks against the Angel have disadvantage.

Actions
------------------------------------------------
Multiattack. The Angel makes two Sickle attacks.

Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Druidic Beam (Recharge 5-6). Each creature in a 30-foot long, 5-foot wide line must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one.


Lush Angel

Medium celestial, chaotic good
------------------------------------------------
Armor Class 14 (hide armor)
Hit Points 38 (7d8 + 7)
Speed 30 ft., fly 30 ft., climb 30 ft.
------------------------------------------------
STR 15 (+2) DEX 15 (+2) CON 12 (+1)
INT 14 (+2) WIS 9 (-1) CHA 18 (+4)
------------------------------------------------
Skills Arcana +4
Damage Resistances thunder
Senses darkvision 60 ft., passive Perception 9
Languages Common, Celestial, telepathy 60 ft.
Challenge 2 (450 XP)
------------------------------------------------

Mystic Leaf. While it is in sunlight, the Lush Angel has advantage on saving throws against being petrified.

Spellcasting. The Lush Angel is a 1st level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It knows the following spells:

1st (2 slots): inflict wounds, protection from evil and good

Actions
------------------------------------------------
Multiattack. The Lush Angel makes two attacks, one with its Green Flame Trident and one with its Green Flame Morningstar.

Green Flame Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d2 + 2) piercing damage plus 2 (1d3) fire damage, and up to one creature within 5 feet of the target takes 5 fire damage.

Green Flame Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d2 + 2) piercing damage plus 2 (1d3) fire damage, and up to one creature within 5 feet of the target takes 5 fire damage.

Screech. The Lush Angel can screech at a creature within 30 feet. That creature must make a DC 15 Constitution saving throw, taking 11 (2d10) thunder damage on a failed save.


Powerful Angel

Tiny celestial, chaotic good
------------------------------------------------
Armor Class 16 (scale mail)
Hit Points 88 (16d4 + 48)
Speed 30 ft., fly 45 ft., climb 45 ft.
------------------------------------------------
STR 19 (+4) DEX 15 (+2) CON 17 (+3)
INT 12 (+1) WIS 7 (-2) CHA 16 (+3)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 8
Languages Common, Celestial
Challenge 5 (1800 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Powerful Angel can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 16 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Powerful Angel. If the save fails by 5 or more, a creature also falls prone.

Loud Armor. The Powerful Angel suffers disadvantage on Dexterity (Stealth) checks.

Wrath. Any time the Powerful Angel sees an ally fall in battle, it gains a +2 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Land Strategist. While it is adjacent to both an enemy and an ally, as a bonus action, the Powerful Angel can take the Help action.

Actions
------------------------------------------------
Multiattack. The Powerful Angel makes two Club attacks.

Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Mystic Burst (Recharge 5-6). Each creature within 20 feet of the Powerful Angel must make a DC 14 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much on a successful one.

Healing Touch (1/Long Rest). The Powerful Angel touches another creature. The target magically regains 5 (1d10) hit points and is freed from any curse, disease, poison, blindness, or deafness.







LEVEL 5 VARIANTS

Dark Subterrainian Elemental

Large elemental, lawful neutral
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 120 (16d10 + 32)
Speed 35 ft., burrow 20 ft.
------------------------------------------------
STR 10 (+0) DEX 14 (+2) CON 15 (+2)
INT 8 (-1) WIS 12 (+1) CHA 11 (+0)
------------------------------------------------
Skills Stealth +5
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 11
Languages Terran, Undercommon
Challenge 5 (1800 XP)
------------------------------------------------

Unstoppable Burrow. The Dark Subterrainian Elemental can burrow through all but the most powerful, magically reinforced materials, at half its normal burrow speed.

Sunlight Sensativity. While in sunlight, the Dark Subterrainian Elemental has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Ambusher. During its first turn, the Dark Subterrainian Elemental has advantage on attack rolls against any creature that it has surprised.

Sonic Demoralization. While the Dark Subterrainian Elemental is not incapacitated, it can emit subsonic vibrations. Any enemy within 30 feet that can hear the Dark Subterrainian Elemental reduces all of its attack rolls, saving throws, and ability checks by 1d4. Undead, constructs, and creatures that cannot be frightened are immune to this effect.

Innate Spellcasting. The Dark Subterrainian Elemental's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: spider climb
1/long rest each: dust devil, protection from evil and good
2/long rest each: web

Actions
------------------------------------------------
Multiattack. The Dark Subterrainian Elemental makes three Slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.


Subterrainian Elemental Geomancer

Large elemental, lawful neutral
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 35 ft., burrow 20 ft., climb 35 ft.
------------------------------------------------
STR 10 (+0) DEX 16 (+3) CON 21 (+5)
INT 10 (+0) WIS 10 (+0) CHA 15 (+2)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison, thunder
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages Terran, Undercommon
Challenge 5 (1800 XP)
------------------------------------------------

Unstoppable Burrow. The Subterrainian Elemental Geomancer can burrow through all but the most powerful, magically reinforced materials, at half its normal burrow speed.

Sunlight Sensativity. While in sunlight, the Subterrainian Elemental Geomancer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Resilient Thief. While it is on an elemental plane of existence, the Subterrainian Elemental Geomancer has advantage on attack rolls.

Actions
------------------------------------------------
Multiattack. The Subterrainian Elemental Geomancer makes two attacks, one with its Unyielding Strike and one with its Slam.

Unyielding Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage plus 3 (1d6) force damage.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) bludgeoning damage.


Subterrainian Elemental Defender

Small elemental, lawful neutral
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 104 (19d6 + 38)
Speed 35 ft., burrow 20 ft.
------------------------------------------------
STR 10 (+0) DEX 16 (+3) CON 15 (+2)
INT 8 (-1) WIS 10 (+0) CHA 11 (+0)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Senses darkvision 60 ft., blindsight 120 ft., passive Perception 10
Languages Terran, Undercommon
Challenge 5 (1800 XP)
------------------------------------------------

Unstoppable Burrow. The Subterrainian Elemental Defender can burrow through all but the most powerful, magically reinforced materials, at half its normal burrow speed.

Split (1/Long Rest). When the Subterrainian Elemental Defender is reduced to half hit points, it splits into two identical copies of itself. Its remaining hit points are divided evenly between the two copies.

Bear Virtuoso. While it is restrained, the Subterrainian Elemental Defender suffers none of the effects of that condition. Instead, while it would be restrained, the Subterrainian Elemental Defender has advantage on saving throws against being deafened.

Actions
------------------------------------------------
Multiattack. The Subterrainian Elemental Defender makes two attacks, one with its Slam and one with its Dark Strike.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Dark Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 9 (2d8) poison damage.







LEVEL 5 NPCS

Protecting Toxinbody

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 95 (38d4)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 12 (+1) CON 11 (+0)
INT 20 (+5) WIS 17 (+3) CHA 19 (+4)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Icy Leakage. While the Protecting Toxinbody has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Protecting Toxinbody takes 5 (1d10) cold damage.

Shock Wave (Recharge 6). As a bonus action, the Protecting Toxinbody can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 16 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Protecting Toxinbody. If the save fails by 5 or more, a creature also falls prone.

Griffon Deviation. While the temperature is below freezing, the Protecting Toxinbody has advantage on saving throws against being deafened.

Actions
------------------------------------------------
Multiattack. The Protecting Toxinbody makes two attacks, one with its Warhammer and one with its Handaxe.

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

Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (3d6 + 2) slashing damage.

Enslave (3/Long Rest). The Protecting Toxinbody targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the Protecting Toxinbody until the Protecting Toxinbody dies or until it is on a different plane of existence from the target. The charmed target is under the Protecting Toxinbody's control and can't take reactions, and the Protecting Toxinbody and the target can communicate telepathically with each other over any distance.
     Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Protecting Toxinbody.


Dynamic Townslime

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
------------------------------------------------
STR 10 (+0) DEX 17 (+3) CON 17 (+3)
INT 14 (+2) WIS 10 (+0) CHA 12 (+1)
------------------------------------------------
Skills Arcana +4, Athletics +2
Senses passive Perception 10
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Dynamic Townslime's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: prestidigitation
1/long rest each: levitate (self only)
2/long rest each: false life

Actions
------------------------------------------------
Multiattack. The Dynamic Townslime makes two attacks, one with its Dagger and one with its Rapier.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage.


Protecting Cloudfigure

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 12
Hit Points 58 (9d8 + 18)
Speed 0 ft., fly 30 ft.
------------------------------------------------
STR 5 (-3) DEX 14 (+2) CON 15 (+2)
INT 11 (+0) WIS 15 (+2) CHA 14 (+2)
------------------------------------------------
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Actions
------------------------------------------------
Unyielding Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 7 (2d6) force damage.


Rimnit Ace

Large humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 175 (27d10 + 27)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 19 (+4) DEX 16 (+3) CON 13 (+1)
INT 14 (+2) WIS 12 (+1) CHA 15 (+2)
------------------------------------------------
Saving Throws Con +4
Skills Deception +5, Investigation +5, Perception +4, Stealth +6
Senses passive Perception 14
Languages Common
Challenge 7 (2900 XP)
------------------------------------------------

Orange Camouflage. The Rimnit Ace has advantage on Dexterity (Stealth) checks made while in desert terrain.

Ambusher. During its first turn, the Rimnit Ace has advantage on attack rolls against any creature that it has surprised.

Actions
------------------------------------------------
Multiattack. The Rimnit Ace makes two attacks, one with its Ram and one with its Sting.

Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save.

Blizzard Blast (Recharge 6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 13 Constitution saving throw, taking 35 (10d6) cold damage on a failed save, or half as much on a successful one.


Oozing Abomichild

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 82 (15d8 + 15)
Speed 30 ft.
------------------------------------------------
STR 10 (+0) DEX 16 (+3) CON 12 (+1)
INT 17 (+3) WIS 11 (+0) CHA 20 (+5)
------------------------------------------------
Senses blindsight 60 ft., passive Perception 10
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

Assassinate. During its first turn, the Oozing Abomichild has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Oozing Abomichild scores against a surprised creature is a critical hit.

Dune Camouflage. The Oozing Abomichild has advantage on Dexterity (Stealth) checks made while in desert terrain.

Ice Walk. The Oozing Abomichild can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Freezing Aura. The ground within 30 feet of the Oozing Abomichild is slicked with ice, and is considered difficult terrain until the Oozing Abomichild moves away.

Actions
------------------------------------------------
Antlers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) bludgeoning damage.

Reactions
------------------------------------------------
Elementary Hate. When it scores a critical hit, the Oozing Abomichild can take the Dodge action.







LEVEL 6 SMATTERING

Star Snarl

Medium dragon, chaotic neutral
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 165 (30d8 + 30)
Speed 25 ft.
------------------------------------------------
STR 17 (+3) DEX 6 (-2) CON 13 (+1)
INT 16 (+3) WIS 10 (+0) CHA 6 (-2)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 10
Languages Draconic
Challenge 6 (2300 XP)
------------------------------------------------

Overdrive Healing. The Star Snarl can choose to regain 10 hit points at the start of each of its turn. If this healing exceeds its maximum hit points, it gains the remainder as bonus hit points, which stack with other bonus hit points gained by this ability. Once the Star Snarl has chosen to do this, the healing is automatic on each of its following turns.

Critical Mass. If the Star Snarl ever has temporary hit points equal to or exceeding 40, it explodes, killing it instantly. Each creature within 10 feet of it must make a DC 14 Constitution saving throw, taking 31 (9d6) necrotic damage on a failed save, or half as much on a successful one.

Sense Magic. The Star Snarl senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions
------------------------------------------------
Multiattack. The Star Snarl makes three Bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.


Metalface

Tiny fey, chaotic evil
------------------------------------------------
Armor Class 9
Hit Points 72 (16d4 + 32)
Speed 30 ft., fly 40 ft. (hover)
------------------------------------------------
STR 19 (+4) DEX 9 (-1) CON 15 (+2)
INT 15 (+2) WIS 11 (+0) CHA 9 (-1)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses passive Perception 10
Languages Sylvan
Challenge 3 (700 XP)
------------------------------------------------

Sense Magic. The Metalface senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Innate Spellcasting (Psionic). The Metalface's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: disguise self
1/long rest each: inflict wounds, locate object

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.

Reactions
------------------------------------------------
Tripping Tongue. One creature within 60 feet of the Metalface that speaks must make a DC 12 Charisma saving throw. On a failed save, that creature speaks the opposite of what it intended. An entreaty for peace becomes a challenge to battle, a friendly greeting becomes an insulting threat, etc. If the target was casting a spell with a verbal component, roll 1d20. On a 1, the spell slot is expended, but a wild magic effect occurs instead of the spell's effect. Otherwise, the spell is not cast and no spell slot is expended.


Toxinsoul

Small plant, unaligned
------------------------------------------------
Armor Class 9 (natural armor)
Hit Points 54 (12d6 + 12)
Speed 15 ft., fly 35 ft. (hover)
------------------------------------------------
STR 20 (+5) DEX 7 (-2) CON 13 (+1)
INT 3 (-4) WIS 10 (+0) CHA 7 (-2)
------------------------------------------------
Senses passive Perception 10
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Spell Eater. When the Toxinsoul succeeds on a saving throw against a spell, it gains 5 temporary hit points, which last for up to one minute, and gains advantage on attack rolls until the end of its next turn.

Wrath. Any time the Toxinsoul sees an ally fall in battle, it gains a +1 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Innate Spellcasting. The Toxinsoul's innate spellcasting ability is Constitution (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: inflict wounds, tongues

Actions
------------------------------------------------
Multiattack. The Toxinsoul makes two Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.


Autooak

Huge plant, unaligned
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 127 (15d12 + 30)
Speed 40 ft.
------------------------------------------------
STR 17 (+3) DEX 9 (-1) CON 14 (+2)
INT 1 (-5) WIS 11 (+0) CHA 3 (-4)
------------------------------------------------
Damage Resistances cold
Senses passive Perception 10
Languages -
Challenge 6 (2300 XP)
------------------------------------------------

Quagmire Camouflage. The Autooak has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Spell Eater. When the Autooak succeeds on a saving throw against a spell, it gains 10 temporary hit points, which last for up to one minute, and gains advantage on attack rolls until the end of its next turn.

Chill Wind Leakage. While the Autooak has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Autooak takes 7 (3d4) cold damage.

Actions
------------------------------------------------
Multiattack. The Autooak makes three Slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Reactions
------------------------------------------------
Adhesive. When the Autooak is hit with an attack, it can make a grapple attack against the attacker. If successful, it can disarm the attacker of the weapon it used, if any, instead of grappling it. A weapon disarmed in this way is stuck to the Autooak and can be retrieved only with a successful grapple attack, or by the Autooak itself.







LEVEL 6 TRIBE

Automaton From Beyond Hydromancer

Medium construct, neutral evil
------------------------------------------------
Armor Class 13
Hit Points 54 (12d8)
Speed 30 ft., swim 15 ft.
------------------------------------------------
STR 9 (-1) DEX 16 (+3) CON 11 (+0)
INT 5 (-3) WIS 13 (+1) CHA 11 (+0)
------------------------------------------------
Skills Athletics +1, Perception +3
Damage Immunities necrotic, poison, cold
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages Aquan
Challenge 2 (450 XP)
------------------------------------------------

Ranged Pixie. While it is following orders, opportunity attacks against the Automaton From Beyond Hydromancer have disadvantage.

Innate Spellcasting. The Automaton From Beyond Hydromancer's innate spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: feather fall, tongues

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.


Brutal Automaton From Beyond

Medium construct, neutral evil
------------------------------------------------
Armor Class 12
Hit Points 154 (28d8 + 28)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 14 (+2) CON 13 (+1)
INT 3 (-4) WIS 11 (+0) CHA 7 (-2)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't adamantine
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 10
Languages -
Challenge 5 (1800 XP)
------------------------------------------------

Arcane Aura. Each creature that begins its turn within 10 feet of the Brutal Automaton From Beyond takes 5 (1d10) force damage.

Unknown Nymph. While it is the first round of combat, as a bonus action, until the end of its next turn, the Brutal Automaton From Beyond deals an additional 1 radiant damage when it hits with an attack.

Innate Spellcasting. The Brutal Automaton From Beyond's innate spellcasting ability is Constitution (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: feather fall, tongues

Actions
------------------------------------------------
Multiattack. The Brutal Automaton From Beyond makes three attacks, two with its Slam and one with its Booming Strike.

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

Booming Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 5 (1d10) thunder damage, and if the target willingly moves before the end of the Brutal Automaton From Beyond's next turn, the target takes 5 (1d10) thunder damage.


Automaton From Beyond Monk

Medium construct, neutral evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 30 ft., climb 30 ft., swim 15 ft.
------------------------------------------------
STR 13 (+1) DEX 16 (+3) CON 19 (+4)
INT 5 (-3) WIS 17 (+3) CHA 13 (+1)
------------------------------------------------
Skills Perception +6
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't adamantine
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Vulnerabilities fire
Damage Resistances cold
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 16
Languages Aquan, telepathy 60 ft.
Challenge 5 (1800 XP)
------------------------------------------------

Confusion Aura. An enemy that starts its turn within 10 feet of the Automaton From Beyond Monk must make a DC 12 Wisdom saving throw. On a failed save, the enemy is affected as if by a confusion spell. Whether or not the save succeeds, a creature cannot be affected again for 24 hours.

Centered Ogrun. While it is climbing, the Automaton From Beyond Monk's movement speed is increased by 10 feet.

Slow Fall. Reduce all falling damage the Automaton From Beyond Monk takes by 25.

Innate Spellcasting. The Automaton From Beyond Monk'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: clairvoyance
1/long rest each: feather fall, tongues

Actions
------------------------------------------------
Multiattack. The Automaton From Beyond Monk chooses to make either three attacks, two with its Unarmed Strike and one with its Strike of the Mountain Flower, or two Created Bolt attacks.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage.

Strike of the Mountain Flower. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 5 (2d4) fire damage.

Created Bolt. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 10 (2d6 + 3) lightning damage.


Far Automaton From Beyond

Medium construct, neutral evil
------------------------------------------------
Armor Class 13
Hit Points 121 (22d8 + 22)
Speed 30 ft.
------------------------------------------------
STR 7 (-2) DEX 17 (+3) CON 12 (+1)
INT 3 (-4) WIS 11 (+0) CHA 16 (+3)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 6 (2300 XP)
------------------------------------------------

Legendary Resistance (2/Long Rest). If the Far Automaton From Beyond fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The Far Automaton From Beyond'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:

1/long rest each: feather fall, tongues

Spellcasting. The Far Automaton From Beyond is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following spells:

Cantrips (at will): acid splash, create bonfire, ray of frost
1st (4 slots): earth tremor, ray of sickness
2nd (3 slots): dragon's breath, spike growth
3rd (3 slots): call lightning, melf's minute meteors
4th (3 slots): evard's black tentacles, sickening radiance
5th (1 slot): cone of cold, holy weapon

Actions
------------------------------------------------
Multiattack. The Far Automaton From Beyond makes three attacks, one with its Slam, one with its Hook, and one with its Strike of the Woodland Hate.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d2 + 3) bludgeoning damage.

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

Strike of the Woodland Hate. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d3 + 3) bludgeoning damage plus 5 (2d4) poison damage.

Moan. Each enemy within 120 feet that can hear the Far Automaton From Beyond must make a DC 14 Wisdom saving throw or become frightened until the end of the Far Automaton From Beyond's next turn. If a creature's saving throw is successful, the creature is immune to the Far Automaton From Beyond's moan for the next 24 hours.

Legendary Actions
------------------------------------------------
The Far Automaton From Beyond can take 2 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 Far Automaton From Beyond regains spent legendary actions at the start of its turn.

Detect. The Far Automaton From Beyond makes a Wisdom (Perception) check.
Attack. The Far Automaton From Beyond makes one Hook attack.







LEVEL 6 MINIONS AND MASTERS

Druidic Protecting Giant

Small giant, neutral evil
------------------------------------------------
Armor Class 16 (shield, defensive fighting style)
Hit Points 38 (11d6)
Speed 30 ft., climb 30 ft., burrow 15 ft.
------------------------------------------------
STR 11 (+0) DEX 16 (+3) CON 11 (+0)
INT 17 (+3) WIS 16 (+3) CHA 17 (+3)
------------------------------------------------
Saving Throws Int +5
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 13
Languages Undercommon, Giant, Sylvan
Challenge 2 (450 XP)
------------------------------------------------

Speak With Burrowing Animals. The Druidic Protecting Giant can communicate simple concepts to burrowing animals when it speaks Giant.

Innate Spellcasting (Psionic). The Druidic Protecting Giant'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: faerie fire

Actions
------------------------------------------------
Multiattack. The Druidic Protecting Giant chooses to make either two attacks, one with its Greatsword and one with its War Pick, or two Longbow attacks.

Greatsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

War Pick. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 4 (1d2 + 3) piercing damage.


Lost Swarm of Nightjonamps

Medium swarm of Tiny aberrations, neutral
------------------------------------------------
Armor Class 8
Hit Points 52 (7d8 + 21)
Speed 25 ft., climb 15 ft.
------------------------------------------------
STR 13 (+1) DEX 7 (-2) CON 16 (+3)
INT 13 (+1) WIS 15 (+2) CHA 8 (-1)
------------------------------------------------
Damage Resistances bludgeoning, piercing, slashing, radiant
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 12
Languages Deep Speech, Abyssal, telepathy 120 ft.
Challenge 3 (700 XP)
------------------------------------------------

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 creature. The swarm can't regain hit points or gain temporary hit points, and its weapon attacks deal half damage while it has half or fewer hit points.

Magic Weapons. The Lost Swarm of Nightjonamps's weapon attacks are magical.

Fetid Cloud. The Lost Swarm of Nightjonamps exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Lost Swarm of Nightjonamps reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Lost Swarm of Nightjonamps's enemies until it moves away. Multiple Fetid Clouds do not stack.

Master Vampire. While a creature within 120 feet of it that it is aware of is suffering from madness or confusion, the Lost Swarm of Nightjonamps deals an additional 1 psychic damage when it hits with an attack.

Innate Spellcasting (Psionic). The Lost Swarm of Nightjonamps's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: blindness/deafness, spiritual weapon
2/long rest each: tongues
3/long rest each: silent image

Actions
------------------------------------------------
Multiattack. The Lost Swarm of Nightjonamps makes two Tentacles attacks.

Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 1) bludgeoning damage.

Shocking Blast (Recharge 6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 13 Dexterity saving throw, taking 17 (5d6) lightning damage on a failed save, or half as much on a successful one.


Protecting Giant Spelunker

Small giant, neutral evil
------------------------------------------------
Armor Class 15 (shield, natural armor)
Hit Points 49 (9d6 + 18)
Speed 30 ft., climb 30 ft., burrow 30 ft.
------------------------------------------------
STR 11 (+0) DEX 14 (+2) CON 15 (+2)
INT 19 (+4) WIS 14 (+2) CHA 15 (+2)
------------------------------------------------
Senses blindsight 60 ft., passive Perception 12
Languages Undercommon, Giant, Sylvan, Druidic
Challenge 3 (700 XP)
------------------------------------------------

Speak With Burrowing Animals. The Protecting Giant Spelunker can communicate simple concepts to burrowing animals when it speaks Druidic.

Innate Spellcasting (Psionic). The Protecting Giant Spelunker'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: faerie fire

Actions
------------------------------------------------
Stomp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) bludgeoning damage.

Reactions
------------------------------------------------
Protecting Silk. When it scores a critical hit, until the end of its next turn, the Protecting Giant Spelunker deals an additional 2 poison damage when it hits with an attack.


Swarm of Nightjonamps

Medium swarm of Tiny aberrations, neutral
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 67 (15d8)
Speed 25 ft.
------------------------------------------------
STR 9 (-1) DEX 14 (+2) CON 11 (+0)
INT 14 (+2) WIS 13 (+1) CHA 6 (-2)
------------------------------------------------
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech, Abyssal
Challenge 3 (700 XP)
------------------------------------------------

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 creature. The swarm can't regain hit points or gain temporary hit points, and its weapon attacks deal half damage while it has half or fewer hit points.

Magic Weapons. The Swarm of Nightjonamps's weapon attacks are magical.

Psionics. The Swarm of Nightjonamps is a 3rd level psionicist. Its psionic ability is Intelligence (discipline save DC 12, +4 to hit with discipline attacks). It has the following psionic powers:

Psi Points: 14 (psi limit 3)
Talents: Delusion, Psychic Hammer
Disciplines: Mastery of Fire, Mastery of Force

Farspawn Monkey. While a creature within 120 feet of it that it is aware of is suffering from madness or confusion, as a bonus action, the Swarm of Nightjonamps can force each each enemy within 30 feet of the it must make a DC 13 Wisdom saving throw or be stunned until the end of that enemy's next turn. A creatrue that succeedson this saving throw is immune to this ability for the next 24 hours.

Innate Spellcasting (Psionic). The Swarm of Nightjonamps's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: blindness/deafness, spiritual weapon
2/long rest each: tongues
3/long rest each: silent image

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 13 (4d6 - 1) piercing damage.


Swarm of Nightjonamp Spell Thiefs

Medium swarm of Tiny aberrations, neutral
------------------------------------------------
Armor Class 9
Hit Points 139 (31d8)
Speed 25 ft., climb 15 ft.
------------------------------------------------
STR 14 (+2) DEX 9 (-1) CON 11 (+0)
INT 17 (+3) WIS 17 (+3) CHA 10 (+0)
------------------------------------------------
Damage Resistances bludgeoning, piercing, slashing, lightning
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 13
Languages Deep Speech, Abyssal, Celestial, telepathy 120 ft.
Challenge 5 (1800 XP)
------------------------------------------------

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 creature. The swarm can't regain hit points or gain temporary hit points, and its weapon attacks deal half damage while it has half or fewer hit points.

Magic Weapons. The Swarm of Nightjonamp Spell Thiefs's weapon attacks are magical.

Corrosive Flow. While the Swarm of Nightjonamp Spell Thiefs has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Swarm of Nightjonamp Spell Thiefs takes 5 (1d10) acid damage.

Sense Magic. The Swarm of Nightjonamp Spell Thiefs senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Fiend Bow. While it is in sunlight, the Swarm of Nightjonamp Spell Thiefs deals an additional 1 damage when it hits with an attack.

Wrath. Any time the Swarm of Nightjonamp Spell Thiefs sees an ally fall in battle, it gains a +2 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Spell Eater. When the Swarm of Nightjonamp Spell Thiefs succeeds on a saving throw against a spell, it gains 10 temporary hit points, which last for up to one minute, and gains advantage on attack rolls until the end of its next turn.

Innate Spellcasting (Psionic). The Swarm of Nightjonamp Spell Thiefs'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:

1/long rest each: blindness/deafness, spiritual weapon
2/long rest each: tongues
3/long rest each: silent image

Actions
------------------------------------------------
Multiattack. The Swarm of Nightjonamp Spell Thiefs makes three Tentacles attacks.

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

Healing Touch (1/Long Rest). The Swarm of Nightjonamp Spell Thiefs touches another creature. The target magically regains 5 (1d10) hit points and is freed from any curse, disease, poison, blindness, or deafness.







LEVEL 6 VARIANTS

Scalytongue

Large dragon, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 115 (11d10 + 55)
Speed 35 ft., swim 60 ft.
------------------------------------------------
STR 8 (-1) DEX 16 (+3) CON 20 (+5)
INT 16 (+3) WIS 10 (+0) CHA 15 (+2)
------------------------------------------------
Skills Athletics +2, Perception +2
Damage Resistances thunder
Senses darkvision 60 ft., passive Perception 12
Languages Draconic, Aquan
Challenge 6 (2300 XP)
------------------------------------------------

Glide. Reduce all falling damage the Scalytongue takes by 30.

Heated Body. A creature that touches the Scalytongue'or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage.

Innate Spellcasting. The Scalytongue'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: blade ward, vicious mockery
1/long rest each: tongues, zephyr strike

Actions
------------------------------------------------
Multiattack. The Scalytongue makes three attacks, one with its Bite and two with its Cacophony Bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Cacophony Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) thunder damage.


Stalking Scalytongue

Large dragon, chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 201 (31d10 + 31)
Speed 35 ft.
------------------------------------------------
STR 8 (-1) DEX 17 (+3) CON 13 (+1)
INT 12 (+1) WIS 10 (+0) CHA 15 (+2)
------------------------------------------------
Skills Perception +2, Stealth +7
Damage Resistances thunder
Senses darkvision 60 ft., passive Perception 12
Languages Draconic
Challenge 9 (5000 XP)
------------------------------------------------

Glide. Reduce all falling damage the Stalking Scalytongue takes by 45.

Assassinate. During its first turn, the Stalking Scalytongue has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Stalking Scalytongue scores against a surprised creature is a critical hit.

Innate Spellcasting. The Stalking Scalytongue'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: blade ward, feather fall, thunderclap, vicious mockery
1/long rest each: tongues, zephyr strike

Actions
------------------------------------------------
Multiattack. The Stalking Scalytongue makes three Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) slashing damage.

Sonic Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 18 Constitution saving throw, taking 33 (6d10) thunder damage on a failed save, or half as much on a successful one.


Tempered Scalytongue

Large dragon, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 82 (15d10)
Speed 35 ft.
------------------------------------------------
STR 6 (-2) DEX 17 (+3) CON 10 (+0)
INT 12 (+1) WIS 17 (+3) CHA 15 (+2)
------------------------------------------------
Saving Throws Int +3
Skills Perception +5
Damage Resistances thunder
Senses darkvision 60 ft., passive Perception 15
Languages Draconic
Challenge 4 (1100 XP)
------------------------------------------------

Glide. Reduce all falling damage the Tempered Scalytongue takes by 20.

Innate Spellcasting. The Tempered Scalytongue's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: blade ward, vicious mockery
1/long rest each: tongues, zephyr strike

Spellcasting. The Tempered Scalytongue is a 2nd level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It knows the following spells:

1st (3 slots): fog cloud, hail of thorns, hunter's mark

Actions
------------------------------------------------
Multiattack. The Tempered Scalytongue makes two attacks, one with its Bite and one with its Proficient Bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Proficient Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d3) piercing damage.


Nasty Scalytongue

Large dragon, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 143 (26d10)
Speed 25 ft.
------------------------------------------------
STR 6 (-2) DEX 17 (+3) CON 11 (+0)
INT 12 (+1) WIS 12 (+1) CHA 15 (+2)
------------------------------------------------
Skills Perception +3, Stealth +6
Damage Resistances thunder
Senses darkvision 60 ft., passive Perception 13
Languages Draconic
Challenge 6 (2300 XP)
------------------------------------------------

Glide. Reduce all falling damage the Nasty Scalytongue takes by 30.

Sonic Flow. While the Nasty Scalytongue has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Nasty Scalytongue takes 7 (3d4) thunder damage.

Melancholy Dark Knight. While it is not touching the ground, as a bonus action, the Nasty Scalytongue can force each each enemy within 5 feet of the it must make a DC 14 Wisdom saving throw or be frightened until the end of that enemy's next turn. A creatrue that succeedson this saving throw is immune to this ability for the next 24 hours.

Innate Spellcasting. The Nasty Scalytongue'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: blade ward, vicious mockery
1/long rest each: tongues, zephyr strike
2/long rest each: thunderwave

Actions
------------------------------------------------
Multiattack. The Nasty Scalytongue makes two attacks, one with its Claws and one with its Swampland Bite.

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

Swampland Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) necrotic damage.


Scalytongue Runner

Large dragon, chaotic evil
------------------------------------------------
Armor Class 12
Hit Points 58 (13d10 - 13)
Speed 35 ft.
------------------------------------------------
STR 6 (-2) DEX 15 (+2) CON 9 (-1)
INT 12 (+1) WIS 10 (+0) CHA 15 (+2)
------------------------------------------------
Skills Perception +2
Damage Resistances thunder
Senses darkvision 60 ft., passive Perception 12
Languages Draconic
Challenge 2 (450 XP)
------------------------------------------------

Glide. Reduce all falling damage the Scalytongue Runner takes by 20.

Innate Spellcasting. The Scalytongue Runner'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: blade ward, vicious mockery
1/long rest each: tongues, zephyr strike

Actions
------------------------------------------------
Better Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 2 (1d4) bludgeoning damage.







LEVEL 6 NPCS

Magnificent Mechastrike

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 40 (9d8)
Speed 30 ft., swim 30 ft.
------------------------------------------------
STR 8 (-1) DEX 16 (+3) CON 10 (+0)
INT 20 (+5) WIS 10 (+0) CHA 17 (+3)
------------------------------------------------
Saving Throws Con +2
Skills Perception +4
Senses passive Perception 14
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Herald Crack. While it is submerged at least partially in water, the Magnificent Mechastrike deals an additional 2 piercing damage when it hits with an attack.

Watery Camouflage. The Magnificent Mechastrike has advantage on Dexterity (Stealth) checks made while underwater.

Actions
------------------------------------------------
Multiattack. The Magnificent Mechastrike makes two Heavy Crossbow attacks.

Greatsword. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 10 (2d10 - 1) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Terror Blast (Recharge 5-6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 13 Constitution saving throw, taking 13 (2d12) necrotic damage on a failed save, or half as much on a successful one.


Warp Ooze Crack

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 110 (17d8 + 34)
Speed 30 ft., swim 15 ft.
------------------------------------------------
STR 14 (+2) DEX 17 (+3) CON 15 (+2)
INT 13 (+1) WIS 20 (+5) CHA 14 (+2)
------------------------------------------------
Saving Throws Cha +5
Skills Insight +8, Nature +4
Senses passive Perception 15
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Terror Leakage. While the Warp Ooze Crack has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Warp Ooze Crack takes 5 (1d10) necrotic damage.

Woman Dryad. While it is adjacent to at least two hostile creatures, as a bonus action, the Warp Ooze Crack can make a melee weapon attack.

Hold Breath. The Warp Ooze Crack can hold its breath for 15 minutes.

Spellcasting. The Warp Ooze Crack is a 2nd level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:

1st (3 slots): bane, detect evil and good, protection from evil and good, shield of faith

Actions
------------------------------------------------
Multiattack. The Warp Ooze Crack makes two Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d10 + 3) piercing damage.


Lively Greenuser

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 126 (23d4 + 69)
Speed 30 ft.
------------------------------------------------
STR 22 (+6) DEX 19 (+4) CON 17 (+3)
INT 17 (+3) WIS 5 (-3) CHA 8 (-1)
------------------------------------------------
Senses passive Perception 7
Languages Common, Ignan
Challenge 6 (2300 XP)
------------------------------------------------

Spellcasting. The Lively Greenuser is a 10th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): acid splash, friends, frostbite, infestation, ray of frost
1st (4 slots): charm person, color spray, grease
2nd (3 slots): hold person, pyrotechnics
3rd (3 slots): fear, sleet storm, tidal wave
4th (3 slots): confusion, control water, storm sphere
5th (2 slots): synaptic static, wall of force

Actions
------------------------------------------------
Multiattack. The Lively Greenuser makes two Scimitar attacks.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.


Skittering Imik

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 10 (+0) CON 13 (+1)
INT 14 (+2) WIS 12 (+1) CHA 13 (+1)
------------------------------------------------
Senses passive Perception 11
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Hive Mind. The Skittering Imik and each other Imik within 10 miles can communicate telepathically with each other, and each is aware of everything the others are. If at least one is not surprised, none are.

Actions
------------------------------------------------
Multiattack. The Skittering Imik makes two attacks, one with its Greataxe and one with its Spear.

Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d3 + 2) slashing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Reactions
------------------------------------------------
Amphibious Devil. When it reduces a living creature to 0 hit points, the Skittering Imik can make a melee weapon attack.







LEVEL 7 SMATTERING

Draconic Genorwta

Small undead, lawful evil
------------------------------------------------
Armor Class 13
Hit Points 58 (13d6 + 13)
Speed 25 ft.
------------------------------------------------
STR 14 (+2) DEX 16 (+3) CON 12 (+1)
INT 12 (+1) WIS 11 (+0) CHA 16 (+3)
------------------------------------------------
Skills Perception +2, Stealth +5
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, fire
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life (Draconic by default)
Challenge 3 (700 XP)
------------------------------------------------

Ambusher. During its first turn, the Draconic Genorwta has advantage on attack rolls against any creature that it has surprised.

Heated Body. A creature that touches the Draconic Genorwta'or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage.

Actions
------------------------------------------------
Multiattack. The Draconic Genorwta chooses to make either two attacks, one with its Mace and one with its Morningstar, or two Glaive attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) slashing damage.


Reaping Hellmorph

Small plant, chaotic neutral
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 180 (40d6 + 40)
Speed 25 ft., fly 50 ft., climb 25 ft.
------------------------------------------------
STR 17 (+3) DEX 6 (-2) CON 12 (+1)
INT 10 (+0) WIS 7 (-2) CHA 15 (+2)
------------------------------------------------
Damage Resistances lightning
Senses passive Perception 8
Languages Sylvan
Challenge 7 (2900 XP)
------------------------------------------------

Legendary Resistance (1/Long Rest). If the Reaping Hellmorph fails a saving throw, it can choose to succeed instead.

Overdrive Healing. The Reaping Hellmorph can choose to regain 10 hit points at the start of each of its turn. If this healing exceeds its maximum hit points, it gains the remainder as bonus hit points, which stack with other bonus hit points gained by this ability. Once the Reaping Hellmorph has chosen to do this, the healing is automatic on each of its following turns.

Critical Mass. If the Reaping Hellmorph ever has temporary hit points equal to or exceeding 40, it explodes, killing it instantly. Each creature within 10 feet of it must make a DC 14 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much on a successful one.

Relentless. If the Reaping Hellmorph is reduced to 0 hit points, it is not knocked unconscious or killed as a result until the end of its next turn, provided it still has 0 hit points.

Detect Life. The Reaping Hellmorph can can magically sense the presence of living creatures up to 5 miles away. It knows the general direction they're in but not their exact locations.

Actions
------------------------------------------------
Multiattack. The Reaping Hellmorph makes three attacks, two with its Claw and one with its Bite.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) piercing damage.

Legendary Actions
------------------------------------------------
The Reaping Hellmorph can take 1 legendary action, 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 Reaping Hellmorph regains spent legendary actions at the start of its turn.

Move. The Reaping Hellmorph moves up to half its speed. This movement does not provoke opportunity attacks.


Linzz’mestrike

Small humanoid (linzz’mestrike), lawful evil
------------------------------------------------
Armor Class 12 (armor scraps)
Hit Points 51 (6d6 + 30)
Speed 25 ft., swim 15 ft., climb 15 ft.
------------------------------------------------
STR 18 (+4) DEX 12 (+1) CON 20 (+5)
INT 8 (-1) WIS 20 (+5) CHA 11 (+0)
------------------------------------------------
Skills Athletics +8, Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 120 ft., passive Perception 17
Languages Common
Challenge 3 (700 XP)
------------------------------------------------

Fetid Cloud. The Linzz’mestrike exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Linzz’mestrike reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Linzz’mestrike's enemies until it moves away. Multiple Fetid Clouds do not stack.

Magic Weapons. The Linzz’mestrike's weapon attacks are magical.

Hold Breath. The Linzz’mestrike can hold its breath for 15 minutes.

Actions
------------------------------------------------
Multiattack. The Linzz’mestrike makes two Handaxe attacks.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d10 + 4) slashing damage.


Webshadow

Medium undead, neutral evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 130 (20d8 + 40)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 14 (+2) DEX 7 (-2) CON 14 (+2)
INT 11 (+0) WIS 13 (+1) CHA 17 (+3)
------------------------------------------------
Saving Throws Con +5
Skills Perception +4
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 14
Languages the languages it knew in life (Common by default)
Challenge 5 (1800 XP)
------------------------------------------------

Loud Armor. The Webshadow suffers disadvantage on Dexterity (Stealth) checks.

Actions
------------------------------------------------
Multiattack. The Webshadow makes two Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (3d6 + 2) piercing damage.







LEVEL 7 TRIBE

Autohag

Small aberration, chaotic evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 44 (8d6 + 16)
Speed 20 ft.
------------------------------------------------
STR 20 (+5) DEX 15 (+2) CON 15 (+2)
INT 10 (+0) WIS 12 (+1) CHA 9 (-1)
------------------------------------------------
Saving Throws Str +7
Skills Athletics +7
Condition Immunities charmed, frightened, blinded, deafened
Damage Immunities radiant, acid, thunder
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 11
Languages Common, Deep Speech, Undercommon, telepathy 60 ft.
Challenge 2 (450 XP)
------------------------------------------------

Muskeg Camouflage. The Autohag has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Actions
------------------------------------------------
Spiked Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Shard. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 11 (2d8 + 2) slashing damage.


Speedy Autohag

Small aberration, chaotic evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 108 (24d6 + 24)
Speed 20 ft., fly 60 ft. (hover)
------------------------------------------------
STR 16 (+3) DEX 15 (+2) CON 12 (+1)
INT 10 (+0) WIS 8 (-1) CHA 7 (-2)
------------------------------------------------
Saving Throws Str +6
Skills Athletics +6
Condition Immunities charmed, frightened, blinded, deafened
Damage Immunities radiant, acid, lightning
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 9
Languages Common, Deep Speech, Undercommon, telepathy 60 ft.
Challenge 5 (1800 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Speedy Autohag's innate spellcasting ability is Constitution (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: wall of sand

Actions
------------------------------------------------
Multiattack. The Speedy Autohag chooses to make either two attacks, one with its Tentacles and one with its Tongue, or three attacks, one with its Quill and two with its Shard.

Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Tongue. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Quill. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Shard. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 11 (2d8 + 2) slashing damage.


Wet Autohag

Small aberration, chaotic evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 115 (21d6 + 42)
Speed 20 ft., swim 30 ft.
------------------------------------------------
STR 16 (+3) DEX 14 (+2) CON 15 (+2)
INT 10 (+0) WIS 8 (-1) CHA 9 (-1)
------------------------------------------------
Saving Throws Str +6
Skills Athletics +6
Condition Immunities charmed, frightened, blinded, deafened
Damage Immunities radiant, acid
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 9
Languages Common, Deep Speech, Undercommon, telepathy 60 ft.
Challenge 5 (1800 XP)
------------------------------------------------

Death Flow. While the Wet Autohag has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Wet Autohag takes 5 (1d10) necrotic damage.

Innate Spellcasting (Psionic). The Wet Autohag's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: thunderclap
1/long rest each: blindness/deafness, hold person
3/long rest each: see invisibility

Actions
------------------------------------------------
Multiattack. The Wet Autohag chooses to make either two Slam attacks, or two Withering Spit attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage plus 6 (1d12) acid damage.

Withering Spit. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (1d10 + 2) necrotic damage.


Slimy Autohag

Small aberration, chaotic evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 108 (31d6)
Speed 20 ft.
------------------------------------------------
STR 18 (+4) DEX 12 (+1) CON 11 (+0)
INT 10 (+0) WIS 8 (-1) CHA 13 (+1)
------------------------------------------------
Saving Throws Str +7
Condition Immunities charmed, frightened, blinded, deafened
Damage Immunities radiant, acid
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 9
Languages Common, Deep Speech, Undercommon, telepathy 60 ft.
Challenge 5 (1800 XP)
------------------------------------------------

Mystic Flow. While the Slimy Autohag has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Slimy Autohag takes 5 (1d10) fire damage.

Behemoth Modulator. While it is adjacent to both an enemy and an ally, the Slimy Autohag's movement speed is doubled.

Innate Spellcasting (Psionic). The Slimy Autohag'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: command

Actions
------------------------------------------------
Multiattack. The Slimy Autohag chooses to make either three Spiked Tentacles attacks, or three Quill attacks.

Spiked Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d3 + 4) piercing damage.

Quill. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d8 + 1) piercing damage.


Subterrainian Autohag

Small aberration, chaotic evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 164 (47d6)
Speed 20 ft., burrow 15 ft.
------------------------------------------------
STR 17 (+3) DEX 10 (+0) CON 10 (+0)
INT 10 (+0) WIS 8 (-1) CHA 7 (-2)
------------------------------------------------
Saving Throws Str +6, Dex +3
Condition Immunities charmed, frightened, blinded, deafened
Damage Immunities radiant, acid
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 9
Languages Common, Deep Speech, Undercommon, telepathy 60 ft.
Challenge 7 (2900 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Subterrainian Autohag has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Wrath. Any time the Subterrainian Autohag sees an ally fall in battle, it gains a +4 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Deflecting Guster. Ranged weapon attacks against the Subterrainian Autohag suffer disadvantage.

Defending Troll. While it is daytime, the Subterrainian Autohag deals an additional 1 psychic damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Subterrainian Autohag chooses to make either three attacks, one with its Tongues, one with its Ungulae, and one with its Hooks, or two Angelic Spit attacks.

Tongues. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 4 (1d2 + 3) poison damage.

Ungulae. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Hooks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

Angelic Spit. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 22 (5d8) radiant damage.







LEVEL 7 MINIONS AND MASTERS

Dark Stump

Small plant, unaligned
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 49 (9d6 + 18)
Speed 10 ft., climb 20 ft., burrow 15 ft., swim 45 ft.
------------------------------------------------
STR 16 (+3) DEX 9 (-1) CON 15 (+2)
INT 3 (-4) WIS 13 (+1) CHA 7 (-2)
------------------------------------------------
Skills Stealth +1
Senses darkvision 60 ft., tremorsense 60 ft., blindsight 120 ft., passive Perception 11
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Deep Camouflage. The Dark Stump has advantage on Dexterity (Stealth) checks made while underground.

Sunlight Sensativity. While in sunlight, the Dark Stump has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

False Appearance. While the Dark Stump remains motionless, it is indistinguishable from a normal shrub.

Echolocation. The Dark Stump can't use its blindsight while deafened.

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) bludgeoning damage.


Stump

Small plant, unaligned
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 87 (25d6)
Speed 30 ft., climb 25 ft., burrow 20 ft., swim 50 ft.
------------------------------------------------
STR 16 (+3) DEX 9 (-1) CON 11 (+0)
INT 5 (-3) WIS 13 (+1) CHA 3 (-4)
------------------------------------------------
Saving Throws Dex +1
Skills Athletics +5
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
Languages Undercommon
Challenge 4 (1100 XP)
------------------------------------------------

Deep Camouflage. The Stump has advantage on Dexterity (Stealth) checks made while underground.

Sunlight Sensativity. While in sunlight, the Stump has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions
------------------------------------------------
Multiattack. The Stump makes two Constrict attacks.

Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the Stump can't constrict another target.


Reptilian Putridbody

Small humanoid (putridbody), neutral evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 108 (24d6 + 24)
Speed 30 ft., burrow 15 ft., climb 30 ft.
------------------------------------------------
STR 15 (+2) DEX 1 (-5) CON 13 (+1)
INT 17 (+3) WIS 11 (+0) CHA 9 (-1)
------------------------------------------------
Skills Perception +4
Damage Resistances cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Condition Immunities blinded, deafened, charmed, frightened
Damage Vulnerabilities fire
Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 14
Languages Undercommon, Deep Speech
Challenge 5 (1800 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Reptilian Putridbody has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Keen Sight. The Reptilian Putridbody has advantage on all Wisdom (Perception) checks that rely on sight.

Snow Camouflage. The Reptilian Putridbody has advantage on Dexterity (Stealth) checks made while in frozen or snowcovered terrain.

Keen Smell. The Reptilian Putridbody has advantage on all Wisdom (Perception) checks that rely on scent.

Loud Armor. The Reptilian Putridbody suffers disadvantage on Dexterity (Stealth) checks.

Shadowcloak (Recharge 5-6). As a bonus action, the Reptilian Putridbody turns invisible until the end of its next turn, or until it attacks or casts a spell.

Actions
------------------------------------------------
Multiattack. The Reptilian Putridbody chooses to make either two Slam attacks, or three attacks, two with its Strike of the Alien Avenger and one with its Dagger.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) bludgeoning damage.

Strike of the Alien Avenger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage plus 1 psychic damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Summon Better Iokaziii. The Reptilian Putridbody summons 5 (2d4) Better Iokaziiis with a 30% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Reactions
------------------------------------------------
Sudden Escape. When the Reptilian Putridbody takes damage, it can teleport up to 20 feet.


Queenly Stump

Small plant, unaligned
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 168 (48d6)
Speed 30 ft., climb 20 ft., burrow 15 ft., swim 45 ft.
------------------------------------------------
STR 16 (+3) DEX 7 (-2) CON 11 (+0)
INT 1 (-5) WIS 11 (+0) CHA 3 (-4)
------------------------------------------------
Damage Resistances necrotic
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages -
Challenge 7 (2900 XP)
------------------------------------------------

Deep Camouflage. The Queenly Stump has advantage on Dexterity (Stealth) checks made while underground.

Sunlight Sensativity. While in sunlight, the Queenly Stump has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions
------------------------------------------------
Multiattack. The Queenly Stump makes two Slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage.

Enslave (3/Long Rest). The Queenly Stump targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the Queenly Stump until the Queenly Stump dies or until it is on a different plane of existence from the target. The charmed target is under the Queenly Stump's control and can't take reactions, and the Queenly Stump and the target can communicate telepathically with each other over any distance.
     Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Queenly Stump.


Magic Eating Putridbody

Small humanoid (putridbody), neutral evil
------------------------------------------------
Armor Class 6
Hit Points 99 (18d6 + 36)
Speed 30 ft., burrow 15 ft., climb 30 ft.
------------------------------------------------
STR 8 (-1) DEX 3 (-4) CON 15 (+2)
INT 17 (+3) WIS 17 (+3) CHA 14 (+2)
------------------------------------------------
Skills Perception +7
Damage Resistances cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't adamantine
Condition Immunities blinded, deafened, charmed, frightened
Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 17
Languages Undercommon, Deep Speech, Dwarvish
Challenge 5 (1800 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Magic Eating Putridbody has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Keen Sight. The Magic Eating Putridbody has advantage on all Wisdom (Perception) checks that rely on sight.

Snow Camouflage. The Magic Eating Putridbody has advantage on Dexterity (Stealth) checks made while in frozen or snowcovered terrain.

Keen Smell. The Magic Eating Putridbody has advantage on all Wisdom (Perception) checks that rely on scent.

Limited Telepathy. The Magic Eating Putridbody can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Automaton Thief. While it is below ground, the Magic Eating Putridbody's movement speed is increased by 10 feet.

Slow Fall. Reduce all falling damage the Magic Eating Putridbody takes by 25.

Spell Eater. When the Magic Eating Putridbody succeeds on a saving throw against a spell, it gains 10 temporary hit points, which last for up to one minute, and gains advantage on attack rolls until the end of its next turn.

Spellcasting. The Magic Eating Putridbody is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following spells:

Cantrips (at will): create bonfire, infestation, thunderclap
1st (4 slots): cause fear, tasha's hideous laughter
2nd (3 slots): pyrotechnics, ray of enfeeblement
3rd (3 slots): conjure barrage, melf's minute meteors
4th (1 slot): elemental bane, fire shield

Actions
------------------------------------------------
Multiattack. The Magic Eating Putridbody makes three attacks, two with its Club and one with its Slam.

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 8 (2d8 - 1) bludgeoning damage.

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 8 (2d8 - 1) bludgeoning damage.







LEVEL 7 VARIANTS

Smashing Ta’ullin

Medium construct, neutral evil
------------------------------------------------
Armor Class 14
Hit Points 81 (18d8)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 19 (+4) CON 11 (+0)
INT 6 (-2) WIS 16 (+3) CHA 3 (-4)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages understands Common but can't speak it
Challenge 3 (700 XP)
------------------------------------------------

Pope Acolyte. While it is the first round of combat, as a bonus action, until the end of its next turn, the Smashing Ta’ullin deals an additional 3 lightning damage when it hits with an attack.

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Infirmity of Mind (Recharge 5-6). One creature within 60 feet that the Smashing Ta’ullin can see must make a DC 13 Wisdom saving throw. On a failed save, the target's mind is magically aged into a feeble state for one minute. While aged in this way, the target suffers disadvantage on all Intelligence, Wisdom, and Charisma attacks, checks, and saving throws, except against this effect. The creature can repeat the save at the end of each of its turns. A successful save removes the effect for that creature.


Sniping Ta’ullin

Tiny construct, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 95 (38d4)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 17 (+3) CON 11 (+0)
INT 8 (-1) WIS 16 (+3) CHA 5 (-3)
------------------------------------------------
Saving Throws Str +5
Skills Perception +9
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 19
Languages understands Common but can't speak it
Challenge 5 (1800 XP)
------------------------------------------------

Critical Proboscis. The Sniping Ta’ullin scores a critical hit with its Proboscis on a roll of 19 or 20.

Inspiring Reaver. While it is adjacent to an ally that is not incapacitated, as a bonus action, the Sniping Ta’ullin can make a ranged weapon attack.

Heated Body. A creature that touches the Sniping Ta’ullin'or hits it with a melee attack while within 5 feet of it takes 7 (3d4) fire damage.

Actions
------------------------------------------------
Multiattack. The Sniping Ta’ullin chooses to make either three Proboscis attacks, or two Hurl Fire attacks.

Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (3d4) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration.

Hurl Fire. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 10 (2d6 + 3) fire damage.

Summon Smashing Ta’ullin. The Sniping Ta’ullin summons 14 (4d6) Smashing Ta’ullins with a 20% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Ta’ullin

Medium construct, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 181 (33d8 + 33)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 17 (+3) CON 12 (+1)
INT 4 (-3) WIS 16 (+3) CHA 3 (-4)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages understands Common but can't speak it
Challenge 7 (2900 XP)
------------------------------------------------

Relentless. If the Ta’ullin is reduced to 0 hit points, it is not knocked unconscious or killed as a result until the end of its next turn, provided it still has 0 hit points.

Actions
------------------------------------------------
Multiattack. The Ta’ullin makes two Smother attacks.

Smother. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: , and the creature is grappled (escape DC 14). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the Ta’ullin can't smother another target. In addition, at the start of each of the target's turns, the target takes 35 (10d6) bludgeoning damage.


Lively Ta’ullin

Tiny construct, neutral evil
------------------------------------------------
Armor Class 14
Hit Points 208 (32d4 + 128)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 19 (+4) CON 18 (+4)
INT 6 (-2) WIS 18 (+4) CHA 5 (-3)
------------------------------------------------
Damage Immunities necrotic, poison, fire
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 14
Languages understands Common but can't speak it
Challenge 10 (5900 XP)
------------------------------------------------

Web Sense. While in contact with a web, the Lively Ta’ullin knows the exact location of any other creature in contact with the same web.

Web Walker. The Lively Ta’ullin ignores movement restrictions caused by webbing.

Heated Body. A creature that touches the Lively Ta’ullin'or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.

Actions
------------------------------------------------
Multiattack. The Lively Ta’ullin makes two Slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 35 (9d6 + 4) bludgeoning damage.

Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 30 ft./60 ft., one Small or smaller creature. Hit: 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 ends if the webbing is destroyed. The webbing has AC 10, 10 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Reactions
------------------------------------------------
Sudden Escape. When the Lively Ta’ullin takes damage, it can teleport up to 20 feet.


Magic Ta’ullin

Tiny construct, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 202 (135d4 - 135)
Speed 30 ft.
------------------------------------------------
STR 19 (+4) DEX 18 (+4) CON 9 (-1)
INT 10 (+0) WIS 16 (+3) CHA 3 (-4)
------------------------------------------------
Saving Throws Str +8
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages understands Common but can't speak it
Challenge 10 (5900 XP)
------------------------------------------------

Innate Spellcasting. The Magic Ta’ullin's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: spider climb
1/long rest each: aura of life

Actions
------------------------------------------------
Multiattack. The Magic Ta’ullin makes two attacks, one with its Slam and one with its Booming Strike.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.

Booming Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage plus 16 (3d10) thunder damage, and if the target willingly moves before the end of the Magic Ta’ullin's next turn, the target takes 16 (3d10) thunder damage.

Arcane Blast (Recharge 6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 15 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much on a successful one.







LEVEL 7 NPCS

Magnificent Mornspawn

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 130 (52d4)
Speed 30 ft., fly 30 ft. (hover)
------------------------------------------------
STR 22 (+6) DEX 8 (-1) CON 10 (+0)
INT 13 (+1) WIS 16 (+3) CHA 20 (+5)
------------------------------------------------
Saving Throws Str +9
Skills Perception +6
Senses passive Perception 16
Languages Common
Challenge 7 (2900 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Magnificent Mornspawn makes two Spear attacks.

Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Healing Touch (1/Long Rest). The Magnificent Mornspawn touches another creature. The target magically regains 10 (3d6) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Summon Protecting Giant Spelunker. The Magnificent Mornspawn summons 5 (1d10) Protecting Giant Spelunkers with a 35% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Mornixya Adept

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 148 (33d4 + 66)
Speed 30 ft., fly 30 ft. (hover)
------------------------------------------------
STR 10 (+0) DEX 16 (+3) CON 15 (+2)
INT 16 (+3) WIS 15 (+2) CHA 16 (+3)
------------------------------------------------
Saving Throws Dex +7
Skills Animal Handling +6, Perception +6, Survival +6
Senses passive Perception 16
Languages Common, Draconic
Challenge 9 (5000 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Mornixya Adept'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:

3/long rest each: invisibility (self only)

Spellcasting. The Mornixya Adept is a 13th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It knows the following spells:

Cantrips (at will): acid splash, frostbite, ray of frost, word of radiance
1st (4 slots): command, ensnaring strike
2nd (3 slots): heat metal, spike growth
3rd (3 slots): erupting earth, plant growth
4th (3 slots): evard's black tentacles, vitriolic sphere
5th (2 slots): cone of cold
6th (1 slot): druid grove
7th (1 slot): divine word

Actions
------------------------------------------------
Multiattack. The Mornixya Adept makes two attacks, one with its Claws and one with its Longsword.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 33 (6d10) slashing damage.

Screech. The Mornixya Adept can screech at a creature within 30 feet. That creature must make a DC 18 Constitution saving throw, taking 40 (9d8) thunder damage on a failed save.


High Idonaoh’et

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 148 (27d4 + 81)
Speed 30 ft.
------------------------------------------------
STR 9 (-1) DEX 19 (+4) CON 17 (+3)
INT 17 (+3) WIS 12 (+1) CHA 13 (+1)
------------------------------------------------
Skills Acrobatics +7, Athletics +2
Damage Resistances fire
Senses passive Perception 11
Languages Common, Ignan
Challenge 7 (2900 XP)
------------------------------------------------

Legendary Resistance (1/Long Rest). If the High Idonaoh’et fails a saving throw, it can choose to succeed instead.

Wrath. Any time the High Idonaoh’et sees an ally fall in battle, it gains a +4 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Construct Heavens. While it is in sunlight, the High Idonaoh’et's movement speed is increased by 10 feet.

Actions
------------------------------------------------
Multiattack. The High Idonaoh’et makes two attacks, one with its Dagger and one with its Scimitar.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d2 + 4) piercing damage.

Channel Life (1/Long Rest). One creature within 30 feet of the High Idonaoh’et that it can see must make a DC 14 Constitution saving throw. On a failed save, the target takes 28 (8d6) necrotic damage, or half as much on a successful one. An ally of the High Idonaoh’et that it can see within 30 feet is healed the same amount.

Legendary Actions
------------------------------------------------
The High Idonaoh’et can take 1 legendary action, 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 High Idonaoh’et regains spent legendary actions at the start of its turn.

Move. The High Idonaoh’et moves up to half its speed. This movement does not provoke opportunity attacks.
Attack. The High Idonaoh’et makes one Bite attack.


Energetic Brainnaolw

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 135 (18d4 + 90)
Speed 30 ft., fly 60 ft., climb 30 ft.
------------------------------------------------
STR 16 (+3) DEX 12 (+1) CON 20 (+5)
INT 16 (+3) WIS 19 (+4) CHA 10 (+0)
------------------------------------------------
Saving Throws Wis +7
Skills Animal Handling +7, Perception +7, Religion +6
Senses passive Perception 17
Languages Common
Challenge 7 (2900 XP)
------------------------------------------------

Wrath. Any time the Energetic Brainnaolw sees an ally fall in battle, it gains a +4 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Angel Pope. While it is not touching the ground, as a bonus action, the Energetic Brainnaolw can take the Help action.

Actions
------------------------------------------------
Multiattack. The Energetic Brainnaolw makes two Morningstar attacks.

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage.

Healing Touch (1/Long Rest). The Energetic Brainnaolw touches another creature. The target magically regains 10 (3d6) hit points and is freed from any curse, disease, poison, blindness, or deafness.







LEVEL 8 SMATTERING

Chaobody

Small fey, unaligned
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 81 (18d6 + 18)
Speed 30 ft., fly 60 ft. (hover)
------------------------------------------------
STR 16 (+3) DEX 9 (-1) CON 12 (+1)
INT 3 (-4) WIS 9 (-1) CHA 15 (+2)
------------------------------------------------
Skills Perception +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses passive Perception 13
Languages -
Challenge 4 (1100 XP)
------------------------------------------------

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) slashing damage.

Reactions
------------------------------------------------
Fairy Brute. When it sees an ally fall in battle, the Chaobody can force each each enemy within 10 feet of the it must make a DC 13 Constitution saving throw or be stunned until the end of that enemy's next turn. A creatrue that succeedson this saving throw is immune to this ability for the next 24 hours.


Rock Ling

Medium monstrosity, chaotic evil
------------------------------------------------
Armor Class 14
Hit Points 162 (25d8 + 50)
Speed 30 ft., burrow 15 ft.
------------------------------------------------
STR 19 (+4) DEX 18 (+4) CON 15 (+2)
INT 3 (-4) WIS 18 (+4) CHA 10 (+0)
------------------------------------------------
Skills Perception +7
Senses passive Perception 17
Languages -
Challenge 8 (3900 XP)
------------------------------------------------

Stalking Flow. While the Rock Ling has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Rock Ling takes 9 (2d8) piercing damage.

Innate Spellcasting. The Rock Ling's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: fireball, inflict wounds, thunderclap
1/long rest each: lightning bolt, snilloc's snowball swarm, vitriolic sphere
2/long rest each: chaos bolt
3/long rest each: melf's acid arrow

Spellcasting. The Rock Ling is a 4th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It knows the following spells:

1st (4 slots): ensnaring strike, hail of thorns, zephyr strike
2nd (2 slots): lesser restoration, locate animals or plants

Actions
------------------------------------------------
Multiattack. The Rock Ling chooses to make either three attacks, one with its Stomp, one with its Beak, and one with its Ram, or two Wretch attacks.

Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Wretch. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 18 (4d6 + 4) acid damage.


Hardthing

Small construct, unaligned
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 105 (14d6 + 56)
Speed 25 ft.
------------------------------------------------
STR 1 (-5) DEX 20 (+5) CON 19 (+4)
INT 7 (-2) WIS 13 (+1) CHA 10 (+0)
------------------------------------------------
Skills Perception +5
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Hardthing can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 16 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Hardthing. If the save fails by 5 or more, a creature also falls prone.

Innate Spellcasting. The Hardthing's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: feather fall

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage.


Witkugra

Small humanoid (witkugra), any alignment
------------------------------------------------
Armor Class 15 (rusted mail, shield)
Hit Points 60 (11d6 + 22)
Speed 30 ft., fly 40 ft.
------------------------------------------------
STR 18 (+4) DEX 11 (+0) CON 14 (+2)
INT 16 (+3) WIS 11 (+0) CHA 17 (+3)
------------------------------------------------
Skills Perception +2
Damage Resistances fire, cold
Senses passive Perception 12
Languages Common, Elvish
Challenge 3 (700 XP)
------------------------------------------------

Loud Armor. The Witkugra suffers disadvantage on Dexterity (Stealth) checks.

Innate Spellcasting (Psionic). The Witkugra'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: tongues
1/long rest each: levitate (self only)

Actions
------------------------------------------------
Multiattack. The Witkugra chooses to make either two Green Flame Sickle attacks, or two Light Crossbow attacks.

Green Flame Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 slashing damage plus 3 (1d6) fire damage, and up to one creature within 5 feet of the target takes 4 fire damage.

Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 7 (2d6) piercing damage.


Puddlething

Large ooze, unaligned
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 110 (17d10 + 17)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 11 (+0) CON 13 (+1)
INT 1 (-5) WIS 13 (+1) CHA 3 (-4)
------------------------------------------------
Damage Immunities acid, cold, fire
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Vulnerabilities psychic
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 11
Languages -
Challenge 3 (700 XP)
------------------------------------------------

Actions
------------------------------------------------
White Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 3 (1d6) cold damage.


Trancething

Large elemental, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 225 (41d10)
Speed 40 ft.
------------------------------------------------
STR 11 (+0) DEX 15 (+2) CON 10 (+0)
INT 17 (+3) WIS 18 (+4) CHA 13 (+1)
------------------------------------------------
Skills Perception +12
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 22
Languages Common, Aquan, Draconic
Challenge 10 (5900 XP)
------------------------------------------------

Stalking Flow. While the Trancething has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Trancething takes 11 (2d10) piercing damage.

Innate Spellcasting. The Trancething's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: feather fall

Spellcasting. The Trancething is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It knows the following spells:

1st (4 slots): ensnaring strike, hail of thorns
2nd (3 slots): cordon of arrows, spike growth
3rd (2 slots): conjure barrage, lightning arrow

Actions
------------------------------------------------
Multiattack. The Trancething makes two Slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 30 (8d6 + 2) bludgeoning damage.

Screech. The Trancething can screech at a creature within 30 feet. That creature must make a DC 19 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save.







LEVEL 8 TRIBE

Vine

Medium monstrosity, chaotic evil
------------------------------------------------
Armor Class 12 (natural armor, shield)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
------------------------------------------------
STR 13 (+1) DEX 9 (-1) CON 12 (+1)
INT 12 (+1) WIS 10 (+0) CHA 11 (+0)
------------------------------------------------
Skills Perception +2
Damage Resistances radiant, fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
Languages -
Challenge 1 (200 XP)
------------------------------------------------

Innate Spellcasting. The Vine's innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: disguise self

Actions
------------------------------------------------
Multiattack. The Vine makes two attacks, one with its Claws and one with its Bite.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d12 + 1) piercing damage.


Draconic Vine

Medium monstrosity, chaotic evil
------------------------------------------------
Armor Class 13 (natural armor, shield)
Hit Points 127 (17d8 + 51)
Speed 30 ft., fly 65 ft. (hover)
------------------------------------------------
STR 18 (+4) DEX 11 (+0) CON 16 (+3)
INT 18 (+4) WIS 12 (+1) CHA 16 (+3)
------------------------------------------------
Skills Perception +3
Damage Resistances radiant, fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Immunities thunder
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
Languages Draconic
Challenge 6 (2300 XP)
------------------------------------------------

Glitch. If the Draconic Vine takes at least 15 lightning damage from a single source, it also becomes confused, as the confusion spell, until the end of its next turn.

Innate Spellcasting. The Draconic Vine's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: disguise self

Spellcasting. The Draconic Vine is a 6th level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following spells:

Cantrips (at will): blade ward, create bonfire, true strike
1st: hellish rebuke, hold person, hunger of hadar, invisibility, protection from evil and good, summon lesser demons, tongues
2nd: charm person, comprehend languages, counterspell, darkness, expeditious retreat, fly, heroism, hypnotic pattern, invisibility, misty step, plant growth, shatter
3rd (2 slots/short rest): blink, dispel magic, fly

Actions
------------------------------------------------
Multiattack. The Draconic Vine makes two Ram attacks.

Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.


Vine Skirmisher

Medium monstrosity, chaotic evil
------------------------------------------------
Armor Class 13 (natural armor, shield)
Hit Points 97 (15d8 + 30)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 11 (+0) CON 14 (+2)
INT 16 (+3) WIS 12 (+1) CHA 13 (+1)
------------------------------------------------
Skills Athletics +7, Perception +3
Damage Resistances radiant, fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
Languages Elvish
Challenge 4 (1100 XP)
------------------------------------------------

Easily Confused. If the Vine Skirmisher takes at least 10 psychic damage from a single source, it also becomes confused, as the confusion spell, until the end of its next turn.

Innate Spellcasting. The Vine Skirmisher'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:

1/long rest each: disguise self

Actions
------------------------------------------------
Multiattack. The Vine Skirmisher makes two Green Flame Greatclub attacks.

Green Flame Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d3 + 3) bludgeoning damage plus 3 (1d6) fire damage, and up to one creature within 5 feet of the target takes 4 fire damage.

Pact Spray (Recharge 6). Each creature in a 30-foot long, 5-foot wide line must make a DC 13 Constitution saving throw, taking 19 (3d12) necrotic damage on a failed save, or half as much on a successful one.


Protecting Vine

Medium monstrosity, chaotic evil
------------------------------------------------
Armor Class 13 (natural armor, shield)
Hit Points 135 (30d8)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 11 (+0) CON 10 (+0)
INT 12 (+1) WIS 10 (+0) CHA 11 (+0)
------------------------------------------------
Skills Perception +2
Damage Resistances radiant, fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
Languages -
Challenge 6 (2300 XP)
------------------------------------------------

Overdrive Healing. The Protecting Vine can choose to regain 10 hit points at the start of each of its turn. If this healing exceeds its maximum hit points, it gains the remainder as bonus hit points, which stack with other bonus hit points gained by this ability. Once the Protecting Vine has chosen to do this, the healing is automatic on each of its following turns.

Critical Mass. If the Protecting Vine ever has temporary hit points equal to or exceeding 40, it explodes, killing it instantly. Each creature within 10 feet of it must make a DC 14 Constitution saving throw, taking 31 (9d6) necrotic damage on a failed save, or half as much on a successful one.

Assistant. The Protecting Vine can use the Help action as a bonus action.

Innate Spellcasting. The Protecting Vine's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: counterspell, moonbeam
1/long rest each: disguise self
3/long rest each: daylight

Actions
------------------------------------------------
Multiattack. The Protecting Vine makes two Light Hammer attacks.

Light Hammer. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.


Better Vine

Medium monstrosity, chaotic evil
------------------------------------------------
Armor Class 12 (natural armor, shield)
Hit Points 203 (37d8 + 37)
Speed 30 ft.
------------------------------------------------
STR 9 (-1) DEX 9 (-1) CON 12 (+1)
INT 12 (+1) WIS 10 (+0) CHA 13 (+1)
------------------------------------------------
Skills Perception +2
Damage Resistances radiant, fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
Languages -
Challenge 8 (3900 XP)
------------------------------------------------

Legendary Resistance (2/Long Rest). If the Better Vine fails a saving throw, it can choose to succeed instead.

Shock Wave (Recharge 6). As a bonus action, the Better Vine can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 18 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Better Vine. If the save fails by 5 or more, a creature also falls prone.

Petrifying Gaze. If a creature starts its turn within 30 feet of the Better Vine and the two of them can see each other, the Better Vine can force the creature to make a DC 15 Constitution saving throw if the Better Vine isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater restoration spell or other magic.
     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 Better Vine until the start of its next turn, when it can avert its eyes again. If it looks at the Better Vine in the meantime, it must immediately make the save.
     If the Better Vine sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Pious Strength. While it is adjacent to at least two hostile creatures, the Better Vine has advantage on saving throws against being blinded.

Keen Hearing. The Better Vine has advantage on all Wisdom (Perception) checks that rely on hearing.

Innate Spellcasting. The Better Vine'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:

1/long rest each: disguise self

Actions
------------------------------------------------
Multiattack. The Better Vine makes three Ram attacks.

Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 13 (4d6 - 1) bludgeoning damage.

Legendary Actions
------------------------------------------------
The Better Vine can take 2 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 Better Vine regains spent legendary actions at the start of its turn.

Resurgence (Costs 2 Actions). The Better Vine regains 19 (3d12) hit points.







LEVEL 8 MINIONS AND MASTERS

Reptilian Amphibious Treefiend

Small fiend, lawful evil
------------------------------------------------
Armor Class 15 (rusted mail, shield)
Hit Points 71 (13d6 + 26)
Speed 30 ft., swim 30 ft.
------------------------------------------------
STR 15 (+2) DEX 14 (+2) CON 14 (+2)
INT 8 (-1) WIS 13 (+1) CHA 16 (+3)
------------------------------------------------
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 11
Languages Common, Infernal, telepathy 120 ft.
Challenge 3 (700 XP)
------------------------------------------------

Hold Breath. The Reptilian Amphibious Treefiend can hold its breath for 15 minutes.

Magic Weapons. The Reptilian Amphibious Treefiend's weapon attacks are magical.

Ice Walk. The Reptilian Amphibious Treefiend can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Loud Armor. The Reptilian Amphibious Treefiend suffers disadvantage on Dexterity (Stealth) checks.

Innate Spellcasting (Psionic). The Reptilian Amphibious Treefiend'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: feather fall
1/long rest each: disguise self, silent image, speak with animals

Actions
------------------------------------------------
Multiattack. The Reptilian Amphibious Treefiend makes two Club attacks.

Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.


Distant Amphibious Treefiend

Small fiend, lawful evil
------------------------------------------------
Armor Class 14
Hit Points 75 (10d6 + 40)
Speed 30 ft., swim 30 ft.
------------------------------------------------
STR 6 (-2) DEX 18 (+4) CON 18 (+4)
INT 10 (+0) WIS 15 (+2) CHA 18 (+4)
------------------------------------------------
Skills Perception +4
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 14
Languages Common, Infernal, telepathy 120 ft.
Challenge 4 (1100 XP)
------------------------------------------------

Hold Breath. The Distant Amphibious Treefiend can hold its breath for 15 minutes.

Magic Weapons. The Distant Amphibious Treefiend's weapon attacks are magical.

Ice Walk. The Distant Amphibious Treefiend can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Innate Spellcasting (Psionic). The Distant Amphibious Treefiend'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: blindness/deafness, feather fall
1/long rest each: disguise self, silent image, speak with animals

Actions
------------------------------------------------
Multiattack. The Distant Amphibious Treefiend makes two Light Hammer attacks.

Light Hammer. Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d10 - 2) bludgeoning damage.

Ranged Spit. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 18 (4d6 + 4) piercing damage.


Protecting Amphibious Treefiend

Small fiend, lawful evil
------------------------------------------------
Armor Class 15 (leather armor, defensive fighting style)
Hit Points 143 (26d6 + 52)
Speed 30 ft., swim 30 ft.
------------------------------------------------
STR 2 (-4) DEX 16 (+3) CON 14 (+2)
INT 8 (-1) WIS 13 (+1) CHA 16 (+3)
------------------------------------------------
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Vulnerabilities radiant
Senses darkvision 60 ft., passive Perception 11
Languages Common, Infernal, telepathy 120 ft.
Challenge 4 (1100 XP)
------------------------------------------------

Hold Breath. The Protecting Amphibious Treefiend can hold its breath for 15 minutes.

Magic Weapons. The Protecting Amphibious Treefiend's weapon attacks are magical.

Ice Walk. The Protecting Amphibious Treefiend can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Innate Spellcasting (Psionic). The Protecting Amphibious Treefiend'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: feather fall
1/long rest each: disguise self, silent image, speak with animals

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) slashing damage.


Fabricated Linzz’mestrike

Small humanoid (linzz’mestrike), lawful evil
------------------------------------------------
Armor Class 11 (leather armor)
Hit Points 93 (11d6 + 55)
Speed 25 ft., fly 25 ft.
------------------------------------------------
STR 18 (+4) DEX 10 (+0) CON 20 (+5)
INT 6 (-2) WIS 18 (+4) CHA 11 (+0)
------------------------------------------------
Condition Immunities charmed, frightened, petrified, blinded
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 14
Languages understands Common but can't speak it, Linzz’mestrike
Challenge 6 (2300 XP)
------------------------------------------------

Fetid Cloud. The Fabricated Linzz’mestrike exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Fabricated Linzz’mestrike reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Fabricated Linzz’mestrike's enemies until it moves away. Multiple Fetid Clouds do not stack.

Magic Weapons. The Fabricated Linzz’mestrike's weapon attacks are magical.

Spellcasting. The Fabricated Linzz’mestrike is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It knows the following spells:

Cantrips (at will): minor illusion, sacred flame, vicious mockery
1st (4 slots): arms of hadar, command, compelled duel
2nd (3 slots): calm emotions, phantasmal force
3rd (3 slots): wall of sand
4th (3 slots): find greater steed, greater invisibility
5th (1 slot): hold monster, holy weapon

Actions
------------------------------------------------
Multiattack. The Fabricated Linzz’mestrike makes two attacks, one with its Glaive and one with its Claws.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Screech. The Fabricated Linzz’mestrike can screech at a creature within 30 feet. That creature must make a DC 17 Constitution saving throw, taking 27 (6d8) thunder damage on a failed save.


Abyssal Linzz’mestrike

Small humanoid (linzz’mestrike), lawful evil
------------------------------------------------
Armor Class 13
Hit Points 130 (20d6 + 60)
Speed 25 ft.
------------------------------------------------
STR 18 (+4) DEX 17 (+3) CON 16 (+3)
INT 4 (-3) WIS 18 (+4) CHA 17 (+3)
------------------------------------------------
Skills Stealth +9
Senses passive Perception 14
Languages understands Common but can't speak it, Linzz’mestrike
Challenge 6 (2300 XP)
------------------------------------------------

Spellcasting. The Abyssal Linzz’mestrike is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following spells:

Cantrips (at will): friends, frostbite, light, minor illusion, ray of frost
1st (4 slots): chromatic orb, disguise self, sleep
2nd (3 slots): blindness/deafness, darkness, suggestion
3rd (3 slots): protection from energy, tongues
4th (3 slots): greater invisibility
5th (1 slot): dominate person

Actions
------------------------------------------------
Multiattack. The Abyssal Linzz’mestrike makes two attacks, one with its Lance and one with its Bite.

Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 piercing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) piercing damage.


Linzz’mestrike Soldier

Small humanoid (linzz’mestrike), lawful evil
------------------------------------------------
Armor Class 13 (chain shirt)
Hit Points 130 (20d6 + 60)
Speed 25 ft.
------------------------------------------------
STR 22 (+6) DEX 10 (+0) CON 16 (+3)
INT 16 (+3) WIS 20 (+5) CHA 9 (-1)
------------------------------------------------
Senses passive Perception 15
Languages understands Common but can't speak it, Infernal, Linzz’mestrike
Challenge 6 (2300 XP)
------------------------------------------------

Reckless. At the start of its turn, the Linzz’mestrike Soldier 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.

Spellcasting. The Linzz’mestrike Soldier is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It knows the following spells:

Cantrips (at will): eldritch blast, friends, vicious mockery
1st (4 slots): animal friendship, command
2nd (3 slots): enthrall, phantasmal force
3rd (3 slots): hunger of hadar, speak with plants
4th (1 slot): charm monster, divination

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) bludgeoning damage.







LEVEL 8 VARIANTS

Brainbabbler

Small celestial, lawful good
------------------------------------------------
Armor Class 18 (chain mail, shield)
Hit Points 162 (25d6 + 75)
Speed 30 ft.
------------------------------------------------
STR 19 (+4) DEX 10 (+0) CON 17 (+3)
INT 13 (+1) WIS 15 (+2) CHA 15 (+2)
------------------------------------------------
Saving Throws Dex +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 12
Languages Common, Celestial
Challenge 8 (3900 XP)
------------------------------------------------

Glide. Reduce all falling damage the Brainbabbler takes by 40.

Loud Armor. The Brainbabbler suffers disadvantage on Dexterity (Stealth) checks.

Moon Burner. While it is in sunlight, the Brainbabbler deals an additional 1 radiant damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Brainbabbler makes three attacks, two with its Fist and one with its Pious Slam.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage.

Pious Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage plus 11 (2d10) radiant damage.

Channel Life (1/Long Rest). One creature within 30 feet of the Brainbabbler that it can see must make a DC 14 Constitution saving throw. On a failed save, the target takes 39 (6d12) necrotic damage, or half as much on a successful one. An ally of the Brainbabbler that it can see within 30 feet is healed the same amount.

Healing Touch (1/Long Rest). The Brainbabbler touches another creature. The target magically regains 9 (2d8) hit points and is freed from any curse, disease, poison, blindness, or deafness.


Brainbabbler Druid

Small celestial, lawful good
------------------------------------------------
Armor Class 15 (scale mail)
Hit Points 169 (26d6 + 78)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 14 (+2) DEX 12 (+1) CON 17 (+3)
INT 7 (-2) WIS 11 (+0) CHA 11 (+0)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 10
Languages Common, Celestial, telepathy 60 ft.
Challenge 8 (3900 XP)
------------------------------------------------

Glide. Reduce all falling damage the Brainbabbler Druid takes by 40.

Loud Armor. The Brainbabbler Druid suffers disadvantage on Dexterity (Stealth) checks.

Daemon Moon. While it is adjacent to both an enemy and an ally, as a bonus action, until the end of its next turn, the Brainbabbler Druid deals an additional 2 force damage when it hits with an attack.

Fetid Cloud. The Brainbabbler Druid exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Brainbabbler Druid reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Brainbabbler Druid's enemies until it moves away. Multiple Fetid Clouds do not stack.

Speak With Beasts and Plants. The Brainbabbler Druid can communicate with beasts and plants as if they shared a language.

Actions
------------------------------------------------
Multiattack. The Brainbabbler Druid makes two Lance attacks.

Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 24 (5d8 + 2) piercing damage.

Channel Life (1/Long Rest). One creature within 30 feet of the Brainbabbler Druid that it can see must make a DC 14 Constitution saving throw. On a failed save, the target takes 39 (6d12) necrotic damage, or half as much on a successful one. An ally of the Brainbabbler Druid that it can see within 30 feet is healed the same amount.

Holy Blast (Recharge 6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 14 Dexterity saving throw, taking 31 (9d6) radiant damage on a failed save, or half as much on a successful one.

Healing Touch (1/Long Rest). The Brainbabbler Druid touches another creature. The target magically regains 9 (2d8) hit points and is freed from any curse, disease, poison, blindness, or deafness.


Archery Brainbabbler

Small celestial, lawful good
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 117 (18d6 + 54)
Speed 30 ft.
------------------------------------------------
STR 18 (+4) DEX 10 (+0) CON 17 (+3)
INT 11 (+0) WIS 13 (+1) CHA 17 (+3)
------------------------------------------------
Skills Perception +4
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 14
Languages Common, Celestial
Challenge 6 (2300 XP)
------------------------------------------------

Glide. Reduce all falling damage the Archery Brainbabbler takes by 30.

Loud Armor. The Archery Brainbabbler suffers disadvantage on Dexterity (Stealth) checks.

Wrath. Any time the Archery Brainbabbler sees an ally fall in battle, it gains a +4 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Master Soldier. While no hostile creature is adjacent to it, the Archery Brainbabbler deals an additional 2 acid damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Archery Brainbabbler makes two Lance attacks.

Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30 ft./60 ft., one Medium or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 14 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 10 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Channel Life (1/Long Rest). One creature within 30 feet of the Archery Brainbabbler that it can see must make a DC 14 Constitution saving throw. On a failed save, the target takes 31 (9d6) necrotic damage, or half as much on a successful one. An ally of the Archery Brainbabbler that it can see within 30 feet is healed the same amount.

Healing Touch (1/Long Rest). The Archery Brainbabbler touches another creature. The target magically regains 7 (3d4) hit points and is freed from any curse, disease, poison, blindness, or deafness.







LEVEL 8 NPCS

Skeletal Broodsnare

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 71 (13d8 + 13)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 7 (-2) CON 13 (+1)
INT 15 (+2) WIS 21 (+5) CHA 5 (-3)
------------------------------------------------
Senses passive Perception 15
Languages Common, Auran
Challenge 3 (700 XP)
------------------------------------------------

Deflecting Guster. Ranged weapon attacks against the Skeletal Broodsnare suffer disadvantage.

Detect Life. The Skeletal Broodsnare can can magically sense the presence of living creatures up to 5 miles away. It knows the general direction they're in but not their exact locations.

Actions
------------------------------------------------
Multiattack. The Skeletal Broodsnare makes three Slam attacks.

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


Speedy Putridghost

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 99 (22d8)
Speed 30 ft.
------------------------------------------------
STR 10 (+0) DEX 17 (+3) CON 10 (+0)
INT 10 (+0) WIS 13 (+1) CHA 14 (+2)
------------------------------------------------
Senses passive Perception 11
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

Trident Runner. While it is poisoned, the Speedy Putridghost suffers none of the effects of that condition. Instead, while it would be poisoned, as a bonus action, the Speedy Putridghost can move up to half its speed. This movement does not provoke attacks of opportunity.

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage.

Summon Ooze. The Speedy Putridghost summons 5 (2d4) creatures of the ooze type with a challenge rating of 1/8 or lower with a 70% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Zombified Tearsnout

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 161 (19d8 + 76)
Speed 30 ft.
------------------------------------------------
STR 9 (-1) DEX 19 (+4) CON 18 (+4)
INT 14 (+2) WIS 19 (+4) CHA 5 (-3)
------------------------------------------------
Skills Stealth +7
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 8 (3900 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Zombified Tearsnout's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

3/long rest each: darkness

Actions
------------------------------------------------
Multiattack. The Zombified Tearsnout makes three attacks, one with its Shortsword, one with its Claws, and one with its Bite.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Whirlwind Gust (Recharge 5-6). Each creature in a 30-foot cone must make a DC 18 Strength saving throw, taking 39 (6d12) bludgeoning damage on a failed save, or half as much on a successful one. On a failed save, a target is also pushed to the edge of the effect, and falls prone.


Handy Trickbug

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 10 (natural armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft., burrow 30 ft.
------------------------------------------------
STR 15 (+2) DEX 9 (-1) CON 12 (+1)
INT 17 (+3) WIS 12 (+1) CHA 17 (+3)
------------------------------------------------
Saving Throws Con +3
Skills Deception +5, Insight +3, Intimidation +5, Nature +5, Performance +5, Stealth +1
Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
------------------------------------------------

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

Field Camouflage. The Handy Trickbug has advantage on Dexterity (Stealth) checks made while in grasslands.

Ambusher. During its first turn, the Handy Trickbug has advantage on attack rolls against any creature that it has surprised.

Innate Spellcasting (Psionic). The Handy Trickbug'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: alter self
1/long rest each: pass without trace

Actions
------------------------------------------------
Corrupting Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) necrotic damage.

Summon Beast. The Handy Trickbug summons a creature of the beast type with a challenge rating of 1/8 or lower with a 35% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Earthen Wave (Recharge 5-6). The Handy Trickbug sends a wave of earth rushing forward in a 400-foot line. Each creature in the line must make a DC 12 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails this save is also burried in rubble. A burried creature is restrained and can make a DC 12 Strength (Athletics) check as an action. On a successful check, the effect ends for that creature.

Reactions
------------------------------------------------
Ogrun Hawk. When it fails a saving throw, the Handy Trickbug can teleport up to 60 feet.







LEVEL 9 SMATTERING

Tundra Abnormal Archon

Small celestial, lawful good
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 126 (36d6)
Speed 30 ft., fly 40 ft. (hover)
------------------------------------------------
STR 6 (-2) DEX 16 (+3) CON 11 (+0)
INT 11 (+0) WIS 11 (+0) CHA 14 (+2)
------------------------------------------------
Skills Perception +6
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 16
Languages Common, Celestial, telepathy 60 ft.
Challenge 5 (1800 XP)
------------------------------------------------

Snow Camouflage. The Tundra Abnormal Archon has advantage on Dexterity (Stealth) checks made while in frozen or snowcovered terrain.

Actions
------------------------------------------------
Multiattack. The Tundra Abnormal Archon chooses to make either three attacks, one with its Unarmed Strike, one with its Claws, and one with its Strike of the Civilized Tiger, or two attacks, one with its Talons and one with its Antlers.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d2 + 3) bludgeoning damage.

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

Strike of the Civilized Tiger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Antlers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.


Mutapest

Huge giant, chaotic evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 201 (31d12)
Speed 45 ft.
------------------------------------------------
STR 20 (+5) DEX 12 (+1) CON 11 (+0)
INT 15 (+2) WIS 15 (+2) CHA 19 (+4)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 12
Languages Common, Giant
Challenge 9 (5000 XP)
------------------------------------------------

Loud Armor. The Mutapest suffers disadvantage on Dexterity (Stealth) checks.

Demonic Spray. Whenever the Mutapest takes at least 15 damage from a single source, each adjacent creature must make a DC 14 Constitution saving throw, taking 45 (10d8) fire damage on a failed save.

Actions
------------------------------------------------
Multiattack. The Mutapest makes two attacks, one with its Beak and one with its Antlers.

Beak. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (5d6 + 5) piercing damage.

Antlers. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (5d6 + 5) bludgeoning damage.

Stabbing Frenzy (Recharge 5-6). The Mutapest moves up to its speed and can make a single Beak attack against each creature it chooses that is within its reach at any point during this movement. The movement does not provoke attacks of opportunity.


Daywraith

Medium undead, lawful evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 220 (49d8)
Speed 25 ft.
------------------------------------------------
STR 16 (+3) DEX 10 (+0) CON 10 (+0)
INT 10 (+0) WIS 12 (+1) CHA 6 (-2)
------------------------------------------------
Saving Throws Str +7
Skills Perception +5
Damage Immunities poison, cold
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 15
Languages -
Challenge 9 (5000 XP)
------------------------------------------------

Regeneration. The Daywraith regains 10 hit points at the start of each of its turn if it has at least 1 hit point.

Blade Knight. While it is the first round of combat, as a bonus action, the Daywraith can teleport up to 30 feet.

Innate Spellcasting. The Daywraith's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: shadow of moil

Actions
------------------------------------------------
Multiattack. The Daywraith makes three Corrupting Touch attacks.

Corrupting Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) necrotic damage.


Wind Mutant Automaton

Large construct, lawful evil
------------------------------------------------
Armor Class 14 (chain shirt)
Hit Points 210 (20d10 + 100)
Speed 10 ft., fly 30 ft.
------------------------------------------------
STR 17 (+3) DEX 13 (+1) CON 20 (+5)
INT 16 (+3) WIS 14 (+2) CHA 2 (-4)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't adamantine
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 12
Languages Auran
Challenge 9 (5000 XP)
------------------------------------------------

Antimagic Susceptibility. The Wind Mutant Automaton is incapacitated while in the area of an anti magic field. If targeted by dispel magic, the Wind Mutant Automaton must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Crude Game. While it has half or fewer hit points remaining, the Wind Mutant Automaton's movement speed is doubled.

Actions
------------------------------------------------
Multiattack. The Wind Mutant Automaton makes three attacks, two with its Claw and one with its Bite.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (5d10 + 3) piercing damage.

Feeding Frenzy (Recharge 5-6). The Wind Mutant Automaton moves up to its speed and can make a single Bite attack against each creature it chooses that is within its reach at any point during this movement. The movement does not provoke attacks of opportunity.


Following Giant Lord

Gargantuan giant, lawful evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 276 (24d20 + 24)
Speed 50 ft.
------------------------------------------------
STR 22 (+6) DEX 9 (-1) CON 13 (+1)
INT 11 (+0) WIS 7 (-2) CHA 20 (+5)
------------------------------------------------
Skills Perception +2
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Vulnerabilities fire
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 12
Languages Giant, Ignan
Challenge 12 (8400 XP)
------------------------------------------------

Loud Armor. The Following Giant Lord suffers disadvantage on Dexterity (Stealth) checks.

Spellcasting. The Following Giant Lord is a 15th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It knows the following spells:

Cantrips (at will): create bonfire, frostbite, prestidigitation, true strike
1st: arms of hadar, hex, hold person, major image, vampiric touch, witch bolt
2nd: hold person, invisibility, mirror image, misty step, shatter, spider climb
3rd: calm emotions, charm person, darkness, fly, gaseous form, hex, mirror image, scorching ray
4th: elemental bane, shadow of moil
5th (3 slots/short rest): negative energy flood, wall of light
6th (1 slot): investiture of stone
7th (1 slot): power word pain
8th (1 slot): feeblemind

Actions
------------------------------------------------
Multiattack. The Following Giant Lord makes three Warhammer attacks.

Warhammer. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.

Bashing Frenzy (Recharge 5-6). The Following Giant Lord moves up to its speed and can make a single Warhammer attack against each creature it chooses that is within its reach at any point during this movement. The movement does not provoke attacks of opportunity.

Reactions
------------------------------------------------
Zealotry. The Following Giant Lord gains advantage on a saving throw it makes.


Townbody

Tiny fey, lawful neutral
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 195 (78d4)
Speed 20 ft., fly 20 ft., climb 20 ft.
------------------------------------------------
STR 16 (+3) DEX 6 (-2) CON 10 (+0)
INT 17 (+3) WIS 9 (-1) CHA 10 (+0)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses passive Perception 9
Languages Common, Sylvan, Ignan
Challenge 9 (5000 XP)
------------------------------------------------

Loud Armor. The Townbody suffers disadvantage on Dexterity (Stealth) checks.

Innate Spellcasting (Psionic). The Townbody's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: moonbeam, tongues
2/long rest each: plane shift (self plus gear only)

Spellcasting. The Townbody is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It knows the following spells:

1st (4 slots): armor of agathys, charm person
2nd (3 slots): darkvision, detect thoughts
3rd (3 slots): gaseous form, hunger of hadar
4th (3 slots): charm monster, dominate beast
5th (1 slot): dream, geas

Actions
------------------------------------------------
Multiattack. The Townbody makes two Morningstar attacks.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (3d12 + 3) piercing damage.







LEVEL 9 TRIBE

Dragon

Small monstrosity, lawful evil
------------------------------------------------
Armor Class 12
Hit Points 52 (15d6)
Speed 10 ft., fly 35 ft., climb 25 ft.
------------------------------------------------
STR 18 (+4) DEX 15 (+2) CON 10 (+0)
INT 16 (+3) WIS 5 (-3) CHA 14 (+2)
------------------------------------------------
Senses passive Perception 7
Languages Draconic
Challenge 2 (450 XP)
------------------------------------------------

Actions
------------------------------------------------
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.


Inferno Dragon

Small monstrosity, lawful evil
------------------------------------------------
Armor Class 13
Hit Points 143 (26d6 + 52)
Speed 25 ft., climb 15 ft.
------------------------------------------------
STR 19 (+4) DEX 17 (+3) CON 14 (+2)
INT 20 (+5) WIS 5 (-3) CHA 14 (+2)
------------------------------------------------
Skills Perception +0
Damage Resistances fire
Senses passive Perception 10
Languages Draconic
Challenge 7 (2900 XP)
------------------------------------------------

Natural Aura. Each creature that begins its turn within 10 feet of the Inferno Dragon takes 10 (3d6) poison damage.

Ridge Camouflage. The Inferno Dragon has advantage on Dexterity (Stealth) checks made while in mountainous terrain.

Wind Freak. While it is not touching the ground, as a bonus action, the Inferno Dragon can teleport up to 30 feet.

Heated Body. A creature that touches the Inferno Dragon'or hits it with a melee attack while within 5 feet of it takes 5 (2d4) fire damage.

Actions
------------------------------------------------
Multiattack. The Inferno Dragon chooses to make either two attacks, one with its Ram and one with its Stomp, or two Wretch attacks.

Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Wretch. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 14 (2d10 + 3) acid damage.


Devious Dragon

Medium monstrosity, neutral evil
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 172 (23d8 + 69)
Speed 25 ft., climb 15 ft.
------------------------------------------------
STR 20 (+5) DEX 13 (+1) CON 16 (+3)
INT 20 (+5) WIS 5 (-3) CHA 14 (+2)
------------------------------------------------
Skills Perception +0, Stealth +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses passive Perception 10
Languages Draconic
Challenge 7 (2900 XP)
------------------------------------------------

Speak With Goats. The Devious Dragon can communicate simple concepts to goats when it speaks Draconic.

Innate Spellcasting. The Devious Dragon's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: erupting earth, meld into stone, spider climb

Actions
------------------------------------------------
Multiattack. The Devious Dragon makes two attacks, one with its Stomp and one with its Ram.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage.

Bashing Frenzy (Recharge 5-6). The Devious Dragon moves up to its speed and can make a single Stomp attack against each creature it chooses that is within its reach at any point during this movement. The movement does not provoke attacks of opportunity.


Canny Dragon

Medium monstrosity, lawful evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 214 (33d8 + 66)
Speed 25 ft.
------------------------------------------------
STR 19 (+4) DEX 11 (+0) CON 14 (+2)
INT 16 (+3) WIS 5 (-3) CHA 14 (+2)
------------------------------------------------
Skills Perception +1
Senses passive Perception 11
Languages Draconic, Sylvan
Challenge 9 (5000 XP)
------------------------------------------------

Assistant. The Canny Dragon can use the Help action as a bonus action.

Reptilian Affliction. At the end of the Canny Dragon's turn, each creature that it hit with at least one weapon attack during its turn takes 11 (2d10) slashing damage.

Actions
------------------------------------------------
Multiattack. The Canny Dragon makes two attacks, one with its Monstrous Bite and one with its Bite.

Monstrous Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) acid damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Summon Humanoid. The Canny Dragon summons 2 (1d3) creatures of the humanoid type with a challenge rating of 2 or lower with a 90% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.







LEVEL 9 MINIONS AND MASTERS

Egawo

Large undead, neutral evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 169 (26d10 + 26)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 16 (+3) DEX 11 (+0) CON 13 (+1)
INT 1 (-5) WIS 7 (-2) CHA 9 (-1)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Damage Vulnerabilities radiant
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 8
Languages -
Challenge 4 (1100 XP)
------------------------------------------------

Innate Spellcasting. The Egawo's innate spellcasting ability is Constitution (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

2/long rest each: earthbind

Actions
------------------------------------------------
Multiattack. The Egawo makes two attacks, one with its Claws and one with its Bite.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.


Egawo of the Metallic Name

Medium undead, neutral evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 162 (25d8 + 50)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 14 (+2) DEX 11 (+0) CON 14 (+2)
INT 1 (-5) WIS 13 (+1) CHA 9 (-1)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Vulnerabilities radiant
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
Languages -
Challenge 5 (1800 XP)
------------------------------------------------

Innate Spellcasting. The Egawo of the Metallic Name's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: guidance, magic stone, mold earth
2/long rest each: earthbind, false life

Actions
------------------------------------------------
Multiattack. The Egawo of the Metallic Name makes two attacks, one with its Corrupting Touch and one with its Bite.

Corrupting Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) necrotic damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage.


Peak Egawo

Tiny undead, neutral evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 148 (33d4 + 66)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 16 (+3) DEX 15 (+2) CON 15 (+2)
INT 7 (-2) WIS 11 (+0) CHA 11 (+0)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Vulnerabilities radiant
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages -
Challenge 5 (1800 XP)
------------------------------------------------

Love Boss. While it is climbing, the Peak Egawo gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Innate Spellcasting (Psionic). The Peak Egawo's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

2/long rest each: earthbind

Actions
------------------------------------------------
Multiattack. The Peak Egawo makes two Corrupting Touch attacks.

Corrupting Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage.


Warrior Cloudfigure

Medium undead, chaotic evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 203 (37d8 + 37)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 9 (-1) CON 12 (+1)
INT 1 (-5) WIS 17 (+3) CHA 5 (-3)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 9 (5000 XP)
------------------------------------------------

Pixie Worker. While it has reduced a living creature to 0 hit points within the past minute, opportunity attacks against the Warrior Cloudfigure have disadvantage.

Innate Spellcasting. The Warrior Cloudfigure's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: mold earth, spiritual weapon, thorn whip
1/long rest each: find traps, heroism

Actions
------------------------------------------------
Multiattack. The Warrior Cloudfigure makes two Corrupting Touch attacks.

Corrupting Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (3d12 + 3) necrotic damage.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Warrior Cloudfigure must make a DC 15 Wisdom saving throw or become frightened for one minute. An affected creature can repeat the save as an action. On a successful save, the effect is removed for that creature.

Summon Egawo. The Warrior Cloudfigure summons an Egawo with a 20% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Collected Cloudfigure

Tiny undead, chaotic evil
------------------------------------------------
Armor Class 14
Hit Points 115 (77d4 - 77)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 18 (+4) CON 9 (-1)
INT 3 (-4) WIS 19 (+4) CHA 9 (-1)
------------------------------------------------
Damage Immunities poison, fire
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 14
Languages -
Challenge 7 (2900 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Collected Cloudfigure can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 17 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Collected Cloudfigure. If the save fails by 5 or more, a creature also falls prone.

Innate Spellcasting. The Collected Cloudfigure's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: compulsion, mold earth, spiritual weapon
1/long rest each: find traps, heroism
2/long rest each: blindness/deafness

Actions
------------------------------------------------
Multiattack. The Collected Cloudfigure makes three Corrupting Touch attacks.

Corrupting Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) necrotic damage.

Moan. Each enemy within 120 feet that can hear the Collected Cloudfigure must make a DC 15 Wisdom saving throw or become frightened until the end of the Collected Cloudfigure's next turn. If a creature's saving throw is successful, the creature is immune to the Collected Cloudfigure's moan for the next 24 hours.







LEVEL 9 VARIANTS

Distant Mecha Fey

Large monstrosity, lawful evil
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Armor Class 15 (leather armor)
Hit Points 217 (29d10 + 58)
Speed 0 ft.
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STR 12 (+1) DEX 18 (+4) CON 14 (+2)
INT 11 (+0) WIS 10 (+0) CHA 19 (+4)
------------------------------------------------
Saving Throws Str +5
Skills Perception +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Immunities cold
Senses darkvision 120 ft., blindsight 60 ft., passive Perception 13
Languages Common
Challenge 9 (5000 XP)
------------------------------------------------

Moor Camouflage. The Distant Mecha Fey has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Focused Burn. At the end of the Distant Mecha Fey's turn, each creature that it hit with at least one weapon attack during its turn takes 11 (2d10) bludgeoning damage.

Innate Spellcasting. The Distant Mecha Fey's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: shocking grasp

Actions
------------------------------------------------
Multiattack. The Distant Mecha Fey chooses to make either two Longsword attacks, or two attacks, one with its Necrotic Heavy Crossbow and one with its Necrotic Longbow.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (5d6 + 1) slashing damage.

Necrotic Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 4 (1d8) necrotic damage.

Necrotic Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) necrotic damage.


Clever Mecha Fey

Large monstrosity, lawful neutral
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Armor Class 14
Hit Points 195 (23d10 + 69)
Speed 0 ft.
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STR 12 (+1) DEX 19 (+4) CON 17 (+3)
INT 11 (+0) WIS 6 (-2) CHA 23 (+6)
------------------------------------------------
Saving Throws Dex +8
Skills Animal Handling +2, Athletics +9, Insight +2, Perception +1, Performance +10, Survival +2
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Immunities cold
Senses darkvision 120 ft., blindsight 60 ft., passive Perception 11
Languages Common
Challenge 9 (5000 XP)
------------------------------------------------

Moor Camouflage. The Clever Mecha Fey has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Actions
------------------------------------------------
Multiattack. The Clever Mecha Fey makes two attacks, one with its Shortsword and one with its Dagger.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 26 (5d8 + 4) piercing damage.

Mystic Blast (Recharge 5-6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much on a successful one.

Reactions
------------------------------------------------
Blooming Shadow. When it fails a saving throw, the Clever Mecha Fey can force each each enemy within 5 feet of the it must make a DC 15 Wisdom saving throw or be frightened until the end of that enemy's next turn. A creatrue that succeedson this saving throw is immune to this ability for the next 24 hours.


Greater Mecha Fey

Large monstrosity, lawful evil
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Armor Class 16
Hit Points 367 (49d10 + 98)
Speed 0 ft.
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STR 10 (+0) DEX 23 (+6) CON 15 (+2)
INT 15 (+2) WIS 12 (+1) CHA 21 (+5)
------------------------------------------------
Skills Perception +4, Stealth +11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Immunities cold
Senses darkvision 120 ft., blindsight 60 ft., passive Perception 14
Languages Common
Challenge 16 (15000 XP)
------------------------------------------------

Moor Camouflage. The Greater Mecha Fey has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Assassinate. During its first turn, the Greater Mecha Fey has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Greater Mecha Fey scores against a surprised creature is a critical hit.

Sense Magic. The Greater Mecha Fey senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Pillar of Magic. The Greater Mecha Fey and its allies within 10 feet of it have advantage on saving throws against spells.

Spell Eater. When the Greater Mecha Fey succeeds on a saving throw against a spell, it gains 15 temporary hit points, which last for up to one minute, and gains advantage on attack rolls until the end of its next turn.

Innate Spellcasting. The Greater Mecha Fey'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: frostbite

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 58 (15d6 + 6) piercing damage.

Reactions
------------------------------------------------
Adhesive. When the Greater Mecha Fey is hit with an attack, it can make a grapple attack against the attacker. If successful, it can disarm the attacker of the weapon it used, if any, instead of grappling it. A weapon disarmed in this way is stuck to the Greater Mecha Fey and can be retrieved only with a successful grapple attack, or by the Greater Mecha Fey itself.


Mecha Fey Skirmisher

Large monstrosity, lawful evil
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Armor Class 18 (chain mail, shield)
Hit Points 408 (48d10 + 144)
Speed 0 ft.
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STR 22 (+6) DEX 14 (+2) CON 16 (+3)
INT 7 (-2) WIS 4 (-3) CHA 23 (+6)
------------------------------------------------
Saving Throws Dex +7
Skills Athletics +11, Perception +0
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Immunities cold
Senses darkvision 120 ft., blindsight 60 ft., tremorsense 60 ft., passive Perception 10
Languages Common
Challenge 16 (15000 XP)
------------------------------------------------

Moor Camouflage. The Mecha Fey Skirmisher has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Loud Armor. The Mecha Fey Skirmisher suffers disadvantage on Dexterity (Stealth) checks.

Regeneration. The Mecha Fey Skirmisher regains 15 hit points at the start of each of its turn. If the Mecha Fey Skirmisher takes fire or psychic damage, this trait doesn't function at the start of the Mecha Fey Skirmisher's next turn. The Mecha Fey Skirmisher only dies if it starts its turn with 0 hit points and doesn't regenerate.

Actions
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Multiattack. The Mecha Fey Skirmisher makes three Claw attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Reactions
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White Tree. When it succeeds on a saving throw, the Mecha Fey Skirmisher can force each each enemy within 30 feet of the it must make a DC 19 Constitution saving throw or be petrified until the end of that enemy's next turn. A creatrue that succeedson this saving throw is immune to this ability for the next 24 hours.







LEVEL 9 NPCS

Deft Prettyclaw

Tiny humanoid (any), any alignment
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Armor Class 15 (natural armor)
Hit Points 142 (19d4 + 95)
Speed 30 ft., swim 45 ft., climb 20 ft., burrow 15 ft.
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STR 15 (+2) DEX 18 (+4) CON 21 (+5)
INT 19 (+4) WIS 13 (+1) CHA 22 (+6)
------------------------------------------------
Saving Throws Str +6, Int +8
Skills Insight +5, Persuasion +10, Religion +8
Senses tremorsense 60 ft., passive Perception 11
Languages Common
Challenge 9 (5000 XP)
------------------------------------------------

Priest Slugger. While it is the first round of combat, the Deft Prettyclaw has advantage on attack rolls.

Wet Camouflage. The Deft Prettyclaw has advantage on Dexterity (Stealth) checks made while underwater.

Assistant. The Deft Prettyclaw can use the Help action as a bonus action.

Aspect of the Greater Elf. At the start of its turn, the Deft Prettyclaw can take on the Aspect of the Greater Elf. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Deft Prettyclaw can, as an action, make a single melee attack against each enemy within reach.

Aspect of the Deft Beggar. At the start of its turn, the Deft Prettyclaw can take on the Aspect of the Deft Beggar. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, when the Deft Prettyclaw is hit by an attack made by a creature adjacent to it, that creature takes 9 (2d8) piercing damage.

Aspect of the Treetop Sun. At the start of its turn, the Deft Prettyclaw can take on the Aspect of the Treetop Sun. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Deft Prettyclaw is immune to poison and bludgeoning damage

Aspect of the Forest Manticore. At the start of its turn, the Deft Prettyclaw can take on the Aspect of the Forest Manticore. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, when the Deft Prettyclaw dies, each creature within 10 feet must make a DC 16 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much on a successful one.

Aspect of the Canny Strength. At the start of its turn, the Deft Prettyclaw can take on the Aspect of the Canny Strength. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Deft Prettyclaw can take a Dash or Disengage action as a bonus action.

Actions
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Multiattack. The Deft Prettyclaw chooses to make either two Handaxe attacks, or three attacks, one with its Magnificent Spit and two with its Heavy Crossbow.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 16 (4d6 + 2) slashing damage.

Magnificent Spit. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d2 + 4) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

Magma Step (Recharge 5-6). The Deft Prettyclaw chooses two adjacent spaces. Those spaces are covered in magma until the start of the Deft Prettyclaw's next turn. Magma-covered spaces are considered difficult terrain, and any creature that moves into or starts its turn in such a space takes 22 (5d8) fire damage.

Earthen Crash (Recharge 5-6). The Deft Prettyclaw slams the ground and chooses to either affect each adjacent creature, or each creature in a 30-foot line. Each affected creature must make a DC 16 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails this save also falls prone.


Professional Joyface

Tiny humanoid (any), any alignment
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Armor Class 15 (natural armor)
Hit Points 126 (23d4 + 69)
Speed 30 ft., swim 15 ft.
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STR 18 (+4) DEX 18 (+4) CON 17 (+3)
INT 12 (+1) WIS 5 (-3) CHA 17 (+3)
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Saving Throws Wis +0
Skills History +4, Religion +4, Stealth +7
Senses passive Perception 7
Languages Common
Challenge 7 (2900 XP)
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Assistant. The Professional Joyface can use the Help action as a bonus action.

Dog Manticore. While it is adjacent to both an enemy and an ally, the Professional Joyface has advantage on saving throws against being petrified.

Watery Affliction. At the end of the Professional Joyface's turn, each creature that it hit with at least one weapon attack during its turn takes 10 (3d6) bludgeoning damage.

Hold Breath. The Professional Joyface can hold its breath for 15 minutes.

Spellcasting. The Professional Joyface is a 6th level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following spells:

Cantrips (at will): acid splash, ray of frost, thunderclap
1st (4 slots): arms of hadar, hex, thunderwave
2nd (3 slots): aganazzar's scorcher, dust devil
3rd (3 slots): lightning bolt, slow

Actions
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Multiattack. The Professional Joyface makes two Shortsword attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Whirlpool Escape (1/Long Rest). The Professional Joyface touches a body of water and teleports to another body of water within 1 mile, carrying up to its carrying capacity of equipment and/or willing creatures with it. Each body of water must be at least 5 feet in diameter, and at least 3 feet deep. The destinaton must be a place the Professional Joyface has physically visited before.


Daysnare of the Resilient Mask

Medium humanoid (any), any alignment
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Armor Class 14
Hit Points 150 (20d8 + 60)
Speed 30 ft., burrow 30 ft.
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STR 12 (+1) DEX 18 (+4) CON 16 (+3)
INT 6 (-2) WIS 12 (+1) CHA 8 (-1)
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Saving Throws Cha +2
Skills Stealth +7
Senses tremorsense 120 ft., passive Perception 11
Languages Common
Challenge 7 (2900 XP)
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False Appearance. While the Daysnare of the Resilient Mask remains motionless, it is indistinguishable from a carpet.

Dryad Striker. While it is petrified, the Daysnare of the Resilient Mask suffers none of the effects of that condition. Instead, while it would be petrified, opportunity attacks against the Daysnare of the Resilient Mask have disadvantage.

Assistant. The Daysnare of the Resilient Mask can use the Help action as a bonus action.

Actions
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Multiattack. The Daysnare of the Resilient Mask makes two Rapier attacks.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Earth Crash (Recharge 5-6). The Daysnare of the Resilient Mask slams the ground and chooses to either affect each adjacent creature, or each creature in a 30-foot line. Each affected creature must make a DC 14 Dexterity saving throw, taking 26 (4d12) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails this save also falls prone.

Reactions
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Sudden Escape. When the Daysnare of the Resilient Mask takes damage, it can teleport up to 20 feet.


Air Mind’idoerclo

Tiny humanoid (any), any alignment
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Armor Class 13 (natural armor)
Hit Points 108 (24d4 + 48)
Speed 30 ft., fly 40 ft.
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STR 10 (+0) DEX 14 (+2) CON 14 (+2)
INT 12 (+1) WIS 16 (+3) CHA 19 (+4)
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Skills Arcana +4, Deception +7, Perception +6, Performance +7
Condition Immunities grappled, restrained
Senses passive Perception 16
Languages Common
Challenge 5 (1800 XP)
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Pope Monster. While it is adjacent to at least two allies that are not incapacitated, as a bonus action, the Air Mind’idoerclo can make a ranged weapon attack.

Air Form. The Air Mind’idoerclo can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. It cannot move through lquids.

Pact Flow. While the Air Mind’idoerclo has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Air Mind’idoerclo takes 5 (1d10) necrotic damage.

Innate Spellcasting. The Air Mind’idoerclo'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: feather fall, produce flame, shatter, thorn whip
1/long rest each: searing smite, thunderwave

Actions
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Multiattack. The Air Mind’idoerclo chooses to make either two Greataxe attacks, or two attacks, one with its Heavy Crossbow and one with its Force Heavy Crossbow.

Greataxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Force Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) force damage.







LEVEL 10 SMATTERING

Daemon

Medium monstrosity, chaotic evil
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Armor Class 11 (natural armor)
Hit Points 201 (31d8 + 62)
Speed 30 ft., burrow 15 ft.
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STR 18 (+4) DEX 3 (-4) CON 14 (+2)
INT 18 (+4) WIS 15 (+2) CHA 12 (+1)
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Skills Perception +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 18
Languages Terran
Challenge 8 (3900 XP)
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Innate Spellcasting. The Daemon's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: guardian of faith, message, polymorph
3/long rest each: armor of agathys, wall of fire

Actions
------------------------------------------------
Multiattack. The Daemon makes two attacks, one with its Hooves and one with its Sting.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 13 (3d8) poison damage on a failed save.


Igeamfiliface

Huge giant, lawful neutral
------------------------------------------------
Armor Class 17 (shield, natural armor)
Hit Points 199 (21d12 + 63)
Speed 40 ft., fly 40 ft., climb 40 ft.
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STR 18 (+4) DEX 18 (+4) CON 17 (+3)
INT 6 (-2) WIS 8 (-1) CHA 14 (+2)
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Skills Perception +3
Damage Immunities radiant
Senses darkvision 60 ft., passive Perception 13
Languages Common, Giant
Challenge 10 (5900 XP)
------------------------------------------------

Regeneration. The Igeamfiliface regains 10 hit points at the start of each of its turn. If the Igeamfiliface takes necrotic or thunder damage, this trait doesn't function at the start of the Igeamfiliface's next turn. The Igeamfiliface only dies if it starts its turn with 0 hit points and doesn't regenerate.

Deft Eternal. While it is daytime, the Igeamfiliface deals an additional 2 radiant damage when it hits with an attack.

Dive Attack. If the Igeamfiliface is flying and dives at least 40 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 36 (8d8) damage to the target.

Magic Weapons. The Igeamfiliface's weapon attacks are magical.

Innate Spellcasting (Psionic). The Igeamfiliface's innate spellcasting ability is Constitution (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: dimension door

Actions
------------------------------------------------
Multiattack. The Igeamfiliface chooses to make either three Longsword attacks, or two Hand Crossbow attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Summon Dragon. The Igeamfiliface summons 11 (2d10) creatures of the dragon type with a challenge rating of 3 or lower. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Bigcat

Small fiend (yugoloth), neutral evil
------------------------------------------------
Armor Class 14
Hit Points 171 (38d6 + 38)
Speed 30 ft.
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STR 9 (-1) DEX 18 (+4) CON 13 (+1)
INT 18 (+4) WIS 6 (-2) CHA 13 (+1)
------------------------------------------------
Damage Resistances cold, fire, lightning
Damage Immunities acid, poison, radiant
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages Common, Abyssal, Infernal
Challenge 10 (5900 XP)
------------------------------------------------

Magic Weapons. The Bigcat's weapon attacks are magical.

Psionics. The Bigcat is a 13th level psionicist. Its psionic ability is Intelligence (discipline save DC 16, +8 to hit with discipline attacks). It has the following psionic powers:

Psi Points: 64 (psi limit 7)
Talents: Energy Beam, Mystic Charm, Mystic Hand
Disciplines: Crown of Disgust, Crown of Rage, Mantle of Fear, Mantle of Fury, Mastery of Ice, Psionic Restoration

Fetid Cloud. The Bigcat exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Bigcat reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Bigcat's enemies until it moves away. Multiple Fetid Clouds do not stack.

Innate Spellcasting (Psionic). The Bigcat's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: invisibility (self only)
3/long rest each: animate objects, summon greater demon

Actions
------------------------------------------------
Multiattack. The Bigcat makes three attacks, two with its Claw and one with its Bite.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Psionic Mastery (2/Long Rest). The Bigcat gains 9 special psi points that it can spend only on disciplines that require an action or a bonus action to use. It can use all of the points on one discipline, or it can spread them across multiple disciplines. It can’t also spend your normal psi points on these disciplines; it can spend only the special points gained from this feature.
     If more than one of the disciplines the Bigcat activates with these points require concentration, it can concentrate on all of them. Activating one of them ends any effect it was already concentrating on, and if it begins concentrating on an effect that doesn’t use these special points, the disciplines end that it's concentrating on.


Inspiring Lordly Etaoltasur

Tiny fey, neutral evil
------------------------------------------------
Armor Class 16 (shield)
Hit Points 238 (68d4 + 68)
Speed 10 ft., fly 40 ft., climb 20 ft.
------------------------------------------------
STR 18 (+4) DEX 19 (+4) CON 13 (+1)
INT 12 (+1) WIS 10 (+0) CHA 18 (+4)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities radiant
Senses passive Perception 10
Languages Common, Sylvan
Challenge 13 (10000 XP)
------------------------------------------------

Spell Eater. When the Inspiring Lordly Etaoltasur succeeds on a saving throw against a spell, it gains 15 temporary hit points, which last for up to one minute, and gains advantage on attack rolls until the end of its next turn.

Innate Spellcasting (Psionic). The Inspiring Lordly Etaoltasur's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: beast bond, dancing lights, toll the dead

Spellcasting. The Inspiring Lordly Etaoltasur is a 12th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It knows the following spells:

Cantrips (at will): dancing lights, friends, minor illusion, true strike
1st (4 slots): cure wounds, healing word
2nd (3 slots): darkness, expeditious retreat, illusory script, invisibility, misty step, protection from evil and good, shatter
3rd (3 slots): cat nap, fear, hypnotic pattern
4th (3 slots): charm monster, freedom of movement
5th (2 slots): planar binding, raise dead
6th (1 slot): true seeing

Actions
------------------------------------------------
Multiattack. The Inspiring Lordly Etaoltasur chooses to make either three attacks, two with its Bite and one with its Claws, or two attacks, one with its Quill and one with its Force Heavy Crossbow.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 28 (7d6 + 4) slashing damage.

Quill. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

Force Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 22 (4d8 + 4) piercing damage plus 14 (4d6) force damage.

Reactions
------------------------------------------------
Tripping Tongue. One creature within 60 feet of the Inspiring Lordly Etaoltasur that speaks must make a DC 17 Charisma saving throw. On a failed save, that creature speaks the opposite of what it intended. An entreaty for peace becomes a challenge to battle, a friendly greeting becomes an insulting threat, etc. If the target was casting a spell with a verbal component, roll 1d20. On a 1, the spell slot is expended, but a wild magic effect occurs instead of the spell's effect. Otherwise, the spell is not cast and no spell slot is expended.

Power Magic Eater. When it fails a saving throw, the Inspiring Lordly Etaoltasur can move up to half its speed. This movement does not provoke attacks of opportunity.







LEVEL 10 TRIBE

Toxinscreamer

Medium plant, unaligned
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Armor Class 15
Hit Points 90 (12d8 + 36)
Speed 20 ft., burrow 30 ft., swim 15 ft.
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STR 9 (-1) DEX 20 (+5) CON 17 (+3)
INT 3 (-4) WIS 8 (-1) CHA 3 (-4)
------------------------------------------------
Skills Athletics +1
Damage Resistances acid
Senses tremorsense 120 ft., passive Perception 9
Languages -
Challenge 4 (1100 XP)
------------------------------------------------

Mire Camouflage. The Toxinscreamer has advantage on Dexterity (Stealth) checks made while in swampy terrain.

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

Slow Fall. Reduce all falling damage the Toxinscreamer takes by 20.

Actions
------------------------------------------------
Multiattack. The Toxinscreamer makes two attacks, one with its Unarmed Strike and one with its Strike of the Blooming Hawk.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Strike of the Blooming Hawk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) poison damage.


Frozen Toxinscreamer

Medium plant, unaligned
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Armor Class 19 (natural armor, defensive fighting style)
Hit Points 182 (28d8 + 56)
Speed 20 ft., burrow 30 ft., swim 15 ft.
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STR 9 (-1) DEX 21 (+5) CON 15 (+2)
INT 7 (-2) WIS 8 (-1) CHA 3 (-4)
------------------------------------------------
Saving Throws Dex +8
Senses tremorsense 120 ft., passive Perception 9
Languages Aquan
Challenge 8 (3900 XP)
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Mire Camouflage. The Frozen Toxinscreamer has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Ice Walk. The Frozen Toxinscreamer can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Savage Wolf. While it is submerged entirely in water, the Frozen Toxinscreamer has advantage on saving throws against being restrained.

Actions
------------------------------------------------
Multiattack. The Frozen Toxinscreamer makes three Slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Magma Step (Recharge 5-6). The Frozen Toxinscreamer chooses two adjacent spaces. Those spaces are covered in magma until the start of the Frozen Toxinscreamer's next turn. Magma-covered spaces are considered difficult terrain, and any creature that moves into or starts its turn in such a space takes 19 (3d12) fire damage.


Quick Toxinscreamer

Medium plant, unaligned
------------------------------------------------
Armor Class 15
Hit Points 188 (29d8 + 58)
Speed 20 ft., burrow 30 ft., swim 15 ft.
------------------------------------------------
STR 7 (-2) DEX 21 (+5) CON 15 (+2)
INT 7 (-2) WIS 10 (+0) CHA 7 (-2)
------------------------------------------------
Skills Athletics +4
Senses tremorsense 120 ft., passive Perception 10
Languages Terran
Challenge 8 (3900 XP)
------------------------------------------------

Mire Camouflage. The Quick Toxinscreamer has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Actions
------------------------------------------------
Multiattack. The Quick Toxinscreamer makes three Slam attacks.

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

Witch Blast (Recharge 6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 16 Dexterity saving throw, taking 31 (9d6) necrotic damage on a failed save, or half as much on a successful one.

Reactions
------------------------------------------------
Earthen Beast. When it sees an ally fall in battle, until the end of its next turn, the Quick Toxinscreamer deals an additional 1 poison damage when it hits with an attack.


Marshland Toxinscreamer

Large plant, unaligned
------------------------------------------------
Armor Class 14
Hit Points 204 (24d10 + 72)
Speed 20 ft., burrow 30 ft., swim 15 ft.
------------------------------------------------
STR 18 (+4) DEX 18 (+4) CON 17 (+3)
INT 1 (-5) WIS 10 (+0) CHA 1 (-5)
------------------------------------------------
Senses tremorsense 120 ft., passive Perception 10
Languages -
Challenge 8 (3900 XP)
------------------------------------------------

Mire Camouflage. The Marshland Toxinscreamer has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Fetid Cloud. The Marshland Toxinscreamer exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Marshland Toxinscreamer reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Marshland Toxinscreamer's enemies until it moves away. Multiple Fetid Clouds do not stack.

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Marshland Toxinscreamer that the Marshland Toxinscreamer is aware of takes damage, the Marshland Toxinscreamer can cause the damaged creature to take an additional 7 (3d4) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Actions
------------------------------------------------
Multiattack. The Marshland Toxinscreamer makes four attacks, three with its Bite and one with its Slam.

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

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


Lordly Toxinscreamer

Medium plant, unaligned
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 225 (41d8 + 41)
Speed 20 ft., burrow 30 ft., swim 15 ft.
------------------------------------------------
STR 5 (-3) DEX 18 (+4) CON 13 (+1)
INT 1 (-5) WIS 4 (-3) CHA 1 (-5)
------------------------------------------------
Saving Throws Dex +8
Senses tremorsense 120 ft., passive Perception 7
Languages -
Challenge 10 (5900 XP)
------------------------------------------------

Mire Camouflage. The Lordly Toxinscreamer has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Legendary Resistance (2/Long Rest). If the Lordly Toxinscreamer fails a saving throw, it can choose to succeed instead.

Inspiring Burn. At the end of the Lordly Toxinscreamer's turn, each creature that it hit with at least one weapon attack during its turn takes 11 (2d10) radiant damage.

Woman Flower. While it has reduced a living creature to 0 hit points within the past minute, the Lordly Toxinscreamer deals an additional 1 lightning damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Lordly Toxinscreamer makes two Slam attacks.

Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, and a Large or smaller target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Lordly Toxinscreamer can't constrict another target.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.

Enslave (1/Long Rest). The Lordly Toxinscreamer targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed by the Lordly Toxinscreamer until the Lordly Toxinscreamer dies or until it is on a different plane of existence from the target. The charmed target is under the Lordly Toxinscreamer's control and can't take reactions, and the Lordly Toxinscreamer and the target can communicate telepathically with each other over any distance.
     Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Lordly Toxinscreamer.

Legendary Actions
------------------------------------------------
The Lordly Toxinscreamer can take 2 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 Lordly Toxinscreamer regains spent legendary actions at the start of its turn.

Detect. The Lordly Toxinscreamer makes a Wisdom (Perception) check.
Attack. The Lordly Toxinscreamer makes one Constrict attack.

Lair Actions
------------------------------------------------
When fighting inside its lair, the Lordly Toxinscreamer can take lair actions. On initiative count 20 (losing initiative ties), the Lordly Toxinscreamer takes a lair action to cause one of the following effects; it can't use the same lair action two rounds in a row:






LEVEL 10 MINIONS AND MASTERS

Hellsoul

Small construct, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 119 (14d6 + 70)
Speed 25 ft., swim 15 ft.
------------------------------------------------
STR 19 (+4) DEX 7 (-2) CON 21 (+5)
INT 10 (+0) WIS 21 (+5) CHA 17 (+3)
------------------------------------------------
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't adamantine
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

False Appearance. While the Hellsoul remains motionless, it is indistinguishable from a boring rock.

Bird Aeons. While it is submerged at least partially in water, the Hellsoul gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Actions
------------------------------------------------
Multiattack. The Hellsoul chooses to make either three Slam attacks, or two Quill attacks.

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

Quill. Ranged Weapon Attack: +1 to hit, range 30/120 ft., one target. Hit: 11 (2d12 - 2) piercing damage.


Hellsoul King

Small construct, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 32 (5d6 + 15)
Speed 25 ft., swim 15 ft.
------------------------------------------------
STR 13 (+1) DEX 7 (-2) CON 17 (+3)
INT 8 (-1) WIS 15 (+2) CHA 15 (+2)
------------------------------------------------
Saving Throws Con +5
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Resistances cold
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 1 (200 XP)
------------------------------------------------

False Appearance. While the Hellsoul King remains motionless, it is indistinguishable from a boring rock.

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage.

Quill. Ranged Weapon Attack: +0 to hit, range 30/120 ft., one target. Hit: 9 (2d10 - 2) piercing damage.

Infirmity of Body (Recharge 5-6). One creature within 60 feet that the Hellsoul King can see must make a DC 12 Constitution saving throw. On a failed save, the target magically ages into a wizened, ancient form for one minute. While aged in this way, the target suffers disadvantage on all Strength, Constitution, and Dexterity attacks, checks, and saving throws, except against this effect. The creature can repeat the save at the end of each of its turns. A successful save removes the effect for that creature.


Blooming Prettystrike

Small fey, neutral evil
------------------------------------------------
Armor Class 16 (leather armor)
Hit Points 132 (24d6 + 48)
Speed 25 ft.
------------------------------------------------
STR 7 (-2) DEX 21 (+5) CON 14 (+2)
INT 13 (+1) WIS 10 (+0) CHA 6 (-2)
------------------------------------------------
Skills Stealth +8
Condition Immunities blinded, deafened, charmed, frightened, paralyzed
Damage Immunities acid
Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 10
Languages Common, Sylvan, Undercommon
Challenge 8 (3900 XP)
------------------------------------------------

Glide. Reduce all falling damage the Blooming Prettystrike takes by 40.

Light Invisibility. The Blooming Prettystrike is invisible so long as it is in at least dim illumination. Otherwise, it glows faintly and creatures can see it as if it were dimly lit.

Thunder Flow. While the Blooming Prettystrike has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Blooming Prettystrike takes 9 (2d8) thunder damage.

Actions
------------------------------------------------
Multiattack. The Blooming Prettystrike chooses to make either two Rapier attacks, or two Shortbow attacks.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Screech. The Blooming Prettystrike can screech at a creature within 30 feet. That creature must make a DC 18 Constitution saving throw, taking 27 (6d8) thunder damage on a failed save.


Sneaky Prettystrike

Small fey, neutral evil
------------------------------------------------
Armor Class 11 (leather armor)
Hit Points 283 (63d6 + 63)
Speed 25 ft.
------------------------------------------------
STR 18 (+4) DEX 19 (+4) CON 12 (+1)
INT 18 (+4) WIS 6 (-2) CHA 6 (-2)
------------------------------------------------
Skills Stealth +7
Condition Immunities blinded, deafened, charmed, frightened, paralyzed, poisoned
Damage Immunities acid, poison
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Vulnerabilities fire
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 8
Languages Common, Sylvan, Undercommon
Challenge 10 (5900 XP)
------------------------------------------------

Glide. Reduce all falling damage the Sneaky Prettystrike takes by 50.

False Appearance. While the Sneaky Prettystrike remains motionless, it is indistinguishable from an ordinary statue.

Psionics. The Sneaky Prettystrike is a 10th level psionicist. Its psionic ability is Intelligence (discipline save DC 16, +8 to hit with discipline attacks). It has the following psionic powers:

Psi Points: 64 (psi limit 7)
Talents: Delusion, Mind Slam, Mind Thrust
Disciplines: Nomadic Arrow, Nomadic Chameleon, Nomadic Mind, Nomadic Step, Third Eye

Innate Spellcasting (Psionic). The Sneaky Prettystrike's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: creation

Actions
------------------------------------------------
Multiattack. The Sneaky Prettystrike chooses to make either two Claw attacks, or three Quill attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) slashing damage.

Quill. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Reactions
------------------------------------------------
Sudden Escape. When the Sneaky Prettystrike takes damage, it can teleport up to 20 feet.







LEVEL 10 VARIANTS

Drake

Medium dragon, neutral evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 240 (37d8 + 74)
Speed 10 ft., fly 30 ft., climb 30 ft.
------------------------------------------------
STR 22 (+6) DEX 18 (+4) CON 14 (+2)
INT 13 (+1) WIS 9 (-1) CHA 14 (+2)
------------------------------------------------
Condition Immunities unconscious
Senses darkvision 60 ft., passive Perception 9
Languages Draconic, Terran
Challenge 10 (5900 XP)
------------------------------------------------

Cacophony Flow. While the Drake has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Drake takes 11 (2d10) thunder damage.

Assistant. The Drake can use the Help action as a bonus action.

Actions
------------------------------------------------
Multiattack. The Drake makes three attacks, one with its Slam and two with its Moor Strike.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.

Moor Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d2 + 6) bludgeoning damage plus 11 (2d10) necrotic damage.


Almighty Drake

Medium dragon, neutral evil
------------------------------------------------
Armor Class 14
Hit Points 175 (27d8 + 54)
Speed 30 ft., fly 35 ft., climb 35 ft.
------------------------------------------------
STR 13 (+1) DEX 19 (+4) CON 14 (+2)
INT 15 (+2) WIS 9 (-1) CHA 14 (+2)
------------------------------------------------
Condition Immunities unconscious
Damage Resistances thunder
Senses darkvision 60 ft., passive Perception 9
Languages Draconic, Terran
Challenge 8 (3900 XP)
------------------------------------------------

Wind Magic Eater. While it is on an elemental plane of existence, as a bonus action, until the end of its next turn, the Almighty Drake deals an additional 2 damage when it hits with an attack.

Innate Spellcasting. The Almighty Drake'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: spare the dying

Actions
------------------------------------------------
Multiattack. The Almighty Drake makes three attacks, two with its Kingly Strike and one with its Slam.

Kingly Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d2 + 4) bludgeoning damage plus 7 (2d6) radiant damage.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Slippery Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 15 Dexterity saving throw, taking 39 (6d12) piercing damage on a failed save, or half as much on a successful one.


Elemental Drake

Medium dragon, neutral evil
------------------------------------------------
Armor Class 16
Hit Points 346 (33d8 + 198)
Speed 30 ft., fly 30 ft., climb 30 ft., swim 15 ft.
------------------------------------------------
STR 23 (+6) DEX 22 (+6) CON 22 (+6)
INT 21 (+5) WIS 13 (+1) CHA 22 (+6)
------------------------------------------------
Condition Immunities unconscious
Damage Resistances thunder
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 11
Languages Draconic, Terran
Challenge 15 (13000 XP)
------------------------------------------------

Sensitive Eyes. If the Elemental Drake takes at least 20 radiant damage from a single source, it is also blinded until the end of its next turn.

Shock Wave (Recharge 6). As a bonus action, the Elemental Drake can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 21 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Elemental Drake. If the save fails by 5 or more, a creature also falls prone.

Actions
------------------------------------------------
Multiattack. The Elemental Drake makes three Necrosis Slam attacks.

Necrosis Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 11 (2d10) necrotic damage.

Pulse. One creature within 60 feet of the Elemental Drake must make a DC 18 Strength saving throw. On a failed save, the target takes 56 (16d6) force damage, and half as much on a successful one. The target also falls prone, and is pushed up to 10 feet in any direction the Elemental Drake chooses if the save fails.







LEVEL 10 NPCS

Accomplished Hauntowl

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
------------------------------------------------
STR 12 (+1) DEX 19 (+4) CON 15 (+2)
INT 15 (+2) WIS 12 (+1) CHA 10 (+0)
------------------------------------------------
Skills History +4, Intimidation +2, Survival +3
Damage Vulnerabilities fire
Damage Resistances cold
Senses passive Perception 11
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

Slow Fall. Reduce all falling damage the Accomplished Hauntowl takes by 20.

Assistant. The Accomplished Hauntowl can use the Help action as a bonus action.

Dog Orb. While it is adjacent to both an enemy and an ally, as a bonus action, the Accomplished Hauntowl can teleport up to 60 feet.

Innate Spellcasting. The Accomplished Hauntowl's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: levitate (self only)
3/long rest each: entangle

Actions
------------------------------------------------
Multiattack. The Accomplished Hauntowl makes two Dagger attacks.

Strike of the Labyrinth Unicorn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 5 (2d4) acid damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d10 + 4) piercing damage.


Smilechild Subsister

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 132 (24d4 + 72)
Speed 30 ft., swim 45 ft.
------------------------------------------------
STR 7 (-2) DEX 14 (+2) CON 16 (+3)
INT 13 (+1) WIS 18 (+4) CHA 14 (+2)
------------------------------------------------
Saving Throws Dex +5
Senses passive Perception 14
Languages Common
Challenge 8 (3900 XP)
------------------------------------------------

Magic Flow. While the Smilechild Subsister has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Smilechild Subsister takes 9 (2d8) force damage.

Innate Spellcasting. The Smilechild Subsister's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

2/long rest each: feather fall

Spellcasting. The Smilechild Subsister is a 8th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It knows the following spells:

Cantrips (at will): frostbite, infestation, thunderclap
1st (4 slots): bane, compelled duel, wrathful smite
2nd (3 slots): blindness/deafness, suggestion
3rd (3 slots): bestow curse, wall of sand
4th (2 slots): banishment, guardian of faith

Actions
------------------------------------------------
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 16 (4d6 + 2) slashing damage.

Magic Breath (Recharge 6). Each creature in a 30-foot long, 5-foot wide line must make a DC 15 Dexterity saving throw, taking 39 (6d12) force damage on a failed save, or half as much on a successful one.

Reactions
------------------------------------------------
Dryad Hydromancer. When it reduces a living creature to 0 hit points, until the end of its next turn, the Smilechild Subsister deals an additional 8 bludgeoning damage when it hits with an attack.


Lively Grassclaw

Large humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 229 (27d10 + 81)
Speed 30 ft.
------------------------------------------------
STR 20 (+5) DEX 12 (+1) CON 16 (+3)
INT 11 (+0) WIS 14 (+2) CHA 20 (+5)
------------------------------------------------
Senses passive Perception 12
Languages Common
Challenge 10 (5900 XP)
------------------------------------------------

Tree Expert. While at least half of its hit points remain, the Lively Grassclaw's movement speed is doubled.

Actions
------------------------------------------------
Multiattack. The Lively Grassclaw makes three Lance attacks.

Lance. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (5d6 + 5) piercing damage.

Warped Burst (Recharge 5-6). Each creature within 20 feet of the Lively Grassclaw must make a DC 17 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much on a successful one.

Pulse. One creature within 60 feet of the Lively Grassclaw must make a DC 17 Strength saving throw. On a failed save, the target falls prone and is pushed up to 10 feet in any direction the Lively Grassclaw chooses.


Seweranomaly of the High Breath

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 234 (36d4 + 144)
Speed 30 ft.
------------------------------------------------
STR 21 (+5) DEX 20 (+5) CON 19 (+4)
INT 14 (+2) WIS 18 (+4) CHA 18 (+4)
------------------------------------------------
Saving Throws Con +9
Skills Acrobatics +10, Athletics +10, Perception +9
Senses passive Perception 19
Languages Common
Challenge 13 (10000 XP)
------------------------------------------------

Tracking Flow. While the Seweranomaly of the High Breath has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Seweranomaly of the High Breath takes 17 (5d6) piercing damage.

Gray Camouflage. The Seweranomaly of the High Breath has advantage on Dexterity (Stealth) checks made while indoors or in a city.

Blade Ace. While it is poisoned, the Seweranomaly of the High Breath suffers none of the effects of that condition. Instead, while it would be poisoned, the Seweranomaly of the High Breath's movement speed is increased by 10 feet.

Spider Climb. The Seweranomaly of the High Breath 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 Seweranomaly of the High Breath knows the exact location of any other creature in contact with the same web.

Web Walker. The Seweranomaly of the High Breath ignores movement restrictions caused by webbing.

Innate Spellcasting. The Seweranomaly of the High Breath's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: feather fall, ray of sickness, storm sphere
1/long rest each: cloud of daggers
3/long rest each: spiritual weapon

Spellcasting. The Seweranomaly of the High Breath is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It knows the following spells:

1st (4 slots): cure wounds, goodberry, hail of thorns
2nd (3 slots): barkskin, lesser restoration
3rd (3 slots): flame arrows, lightning arrow

Actions
------------------------------------------------
Multiattack. The Seweranomaly of the High Breath chooses to make either four Unarmed Strike attacks, or three Heavy Crossbow attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Web (Recharge 5-6). Ranged Weapon Attack: +10 to hit, range 30 ft./60 ft., one Small or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 17 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 15 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Summon Accomplished Hauntowl. The Seweranomaly of the High Breath summons an Accomplished Hauntowl with a 40% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.







LEVEL 11 SMATTERING

Highbug

Small fiend, chaotic evil
------------------------------------------------
Armor Class 10
Hit Points 201 (31d6 + 93)
Speed 40 ft., climb 40 ft.
------------------------------------------------
STR 20 (+5) DEX 11 (+0) CON 17 (+3)
INT 18 (+4) WIS 14 (+2) CHA 21 (+5)
------------------------------------------------
Skills Stealth +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses darkvision 60 ft., passive Perception 12
Languages Common, Abyssal, telepathy 120 ft.
Challenge 11 (7200 XP)
------------------------------------------------

Magic Weapons. The Highbug's weapon attacks are magical.

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Highbug that the Highbug is aware of takes damage, the Highbug can cause the damaged creature to take an additional 13 (3d8) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Ambusher. During its first turn, the Highbug has advantage on attack rolls against any creature that it has surprised.

Light Invisibility. The Highbug is invisible so long as it is in at least dim illumination. Otherwise, it glows faintly and creatures can see it as if it were dimly lit.

Spell Eater. When the Highbug succeeds on a saving throw against a spell, it gains 15 temporary hit points, which last for up to one minute, and gains advantage on attack rolls until the end of its next turn.

Innate Spellcasting (Psionic). The Highbug's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: plant growth, snilloc's snowball swarm, teleport (self plus gear only)
3/long rest each: feather fall

Spellcasting. The Highbug is a 10th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It knows the following spells:

1st (4 slots): armor of agathys, command, detect poison and disease
2nd (3 slots): alter self, spider climb
3rd (3 slots): speak with plants, water walk
4th (3 slots): mordenkainen's faithful hound
5th (2 slots): banishing smite, passwall

Actions
------------------------------------------------
Multiattack. The Highbug makes two attacks, one with its Flail and one with its Bite.

Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage.


Braindrip

Tiny aberration, lawful evil
------------------------------------------------
Armor Class 15
Hit Points 221 (26d4 + 156)
Speed 0 ft., fly 60 ft. (hover), swim 15 ft.
------------------------------------------------
STR 12 (+1) DEX 20 (+5) CON 22 (+6)
INT 16 (+3) WIS 8 (-1) CHA 11 (+0)
------------------------------------------------
Skills Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 17
Languages Common, Deep Speech, Abyssal, Aquan, telepathy 120 ft.
Challenge 11 (7200 XP)
------------------------------------------------

Abyssal Spray. Whenever the Braindrip takes damage, each adjacent creature takes 13 (3d8) fire damage.

Magic Weapons. The Braindrip's weapon attacks are magical.

Hold Breath. The Braindrip can hold its breath for 15 minutes.

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

1/long rest each: tongues
2/long rest each: command
3/long rest each: arms of hadar, burning hands, chromatic orb

Actions
------------------------------------------------
Multiattack. The Braindrip chooses to make either two attacks, one with its Tentacles and one with its Psudopods, or two attacks, one with its Wretch and one with its Spine.

Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 27 (4d12 + 1) bludgeoning damage.

Psudopods. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 1) poison damage.

Wretch. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 18 (3d8 + 5) acid damage.

Spine. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 29 (7d6 + 5) piercing damage.

Summon Tranceowl of the Brutish Thief. The Braindrip summons 9 (2d8) Tranceowl of the Brutish Thiefs with a 75% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Smileholder

Huge fiend, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 314 (37d12 + 74)
Speed 50 ft., climb 50 ft.
------------------------------------------------
STR 12 (+1) DEX 20 (+5) CON 14 (+2)
INT 3 (-4) WIS 14 (+2) CHA 20 (+5)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 12
Languages telepathy 120 ft.
Challenge 14 (11500 XP)
------------------------------------------------

Glide. Reduce all falling damage the Smileholder takes by 70.

Magic Weapons. The Smileholder's weapon attacks are magical.

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Smileholder that the Smileholder is aware of takes damage, the Smileholder can cause the damaged creature to take an additional 17 (5d6) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Innate Spellcasting (Psionic). The Smileholder'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: dust devil
1/long rest each: absorb elements

Spellcasting. The Smileholder is a 15th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It knows the following spells:

Cantrips (at will): light, message, true strike, vicious mockery
1st (4 slots): earth tremor, healing word
2nd (3 slots): enhance ability, lesser restoration
3rd (3 slots): clairvoyance, major image
4th (3 slots): greater invisibility, polymorph
5th (2 slots): raise dead
6th (1 slot): otto's irresistible dance
7th (1 slot): resurrection
8th (1 slot): power word stun

Actions
------------------------------------------------
Multiattack. The Smileholder makes three attacks, two with its Claw and one with its Bite.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) slashing damage.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) piercing damage.


Ridge Angel Warrior

Large celestial, neutral good
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 225 (30d10 + 60)
Speed 20 ft., climb 20 ft.
------------------------------------------------
STR 18 (+4) DEX 6 (-2) CON 14 (+2)
INT 15 (+2) WIS 6 (-2) CHA 13 (+1)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 8
Languages Common, Celestial, Infernal, Abyssal, telepathy 120 ft.
Challenge 11 (7200 XP)
------------------------------------------------

Magic Weapons. The Ridge Angel Warrior's weapon attacks are magical.

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Ridge Angel Warrior that the Ridge Angel Warrior is aware of takes damage, the Ridge Angel Warrior can cause the damaged creature to take an additional 13 (3d8) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Loud Armor. The Ridge Angel Warrior suffers disadvantage on Dexterity (Stealth) checks.

Assistant. The Ridge Angel Warrior can use the Help action as a bonus action.

Wrath. Any time the Ridge Angel Warrior sees an ally fall in battle, it gains a +6 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Innate Spellcasting (Psionic). The Ridge Angel Warrior'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:

1/long rest each: investiture of stone
2/long rest each: spider climb

Actions
------------------------------------------------
Multiattack. The Ridge Angel Warrior makes three attacks, one with its Lance and two with its Glaive.

Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 37 (6d10 + 4) slashing damage.

Healing Touch (1/Long Rest). The Ridge Angel Warrior touches another creature. The target magically regains 13 (3d8) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Summon Elemental. The Ridge Angel Warrior summons 5 (1d10) creatures of the elemental type with a challenge rating of 2 or lower with a 90% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.







LEVEL 11 TRIBE

Hexbabbler

Small fey, lawful evil
------------------------------------------------
Armor Class 14 (leather armor)
Hit Points 40 (9d6 + 9)
Speed 10 ft., fly 25 ft., swim 25 ft.
------------------------------------------------
STR 12 (+1) DEX 16 (+3) CON 12 (+1)
INT 16 (+3) WIS 14 (+2) CHA 17 (+3)
------------------------------------------------
Skills Athletics +3
Damage Immunities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses passive Perception 12
Languages Common, Sylvan
Challenge 2 (450 XP)
------------------------------------------------

Pixie Tiger. While it is daytime, as a bonus action, the Hexbabbler can take the Help action.

Amphibious. The Hexbabbler can breathe both air and water.

Innate Spellcasting. The Hexbabbler'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:

1/long rest each: chaos bolt, invisibility (self only)

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.


Natural Hexbabbler

Small fey, lawful evil
------------------------------------------------
Armor Class 14 (leather armor)
Hit Points 162 (36d6 + 36)
Speed 10 ft., fly 25 ft.
------------------------------------------------
STR 22 (+6) DEX 16 (+3) CON 13 (+1)
INT 14 (+2) WIS 12 (+1) CHA 19 (+4)
------------------------------------------------
Damage Immunities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses passive Perception 11
Languages Common, Sylvan
Challenge 8 (3900 XP)
------------------------------------------------

Speak With Deer. The Natural Hexbabbler can communicate simple concepts to deer when it speaks Sylvan.

Innate Spellcasting. The Natural Hexbabbler'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:

1/long rest each: chaos bolt, invisibility (self only)

Spellcasting. The Natural Hexbabbler is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It knows the following spells:

Cantrips (at will): friends, poison spray, prestidigitation
1st: command, protection from evil and good
2nd: crown of madness, invisibility
3rd: fear, fireball
4th (2 slots/short rest): hallucinatory terrain, sickening radiance

Actions
------------------------------------------------
Multiattack. The Natural Hexbabbler makes two attacks, one with its Greatclub and one with its War Pick.

Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.

War Pick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) piercing damage.

Channel Life (1/Long Rest). One creature within 30 feet of the Natural Hexbabbler that it can see must make a DC 15 Constitution saving throw. On a failed save, the target takes 39 (6d12) necrotic damage, or half as much on a successful one. An ally of the Natural Hexbabbler that it can see within 30 feet is healed the same amount.


Magnificent Hexbabbler

Small fey, lawful evil
------------------------------------------------
Armor Class 15 (leather armor)
Hit Points 172 (23d6 + 92)
Speed 10 ft., fly 25 ft.
------------------------------------------------
STR 8 (-1) DEX 18 (+4) CON 18 (+4)
INT 14 (+2) WIS 16 (+3) CHA 19 (+4)
------------------------------------------------
Damage Immunities radiant
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses passive Perception 13
Languages Common, Sylvan
Challenge 8 (3900 XP)
------------------------------------------------

Innate Spellcasting. The Magnificent Hexbabbler'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:

1/long rest each: chaos bolt, invisibility (self only)
2/long rest each: burning hands

Spellcasting. The Magnificent Hexbabbler is a 10th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It knows the following spells:

Cantrips (at will): friends, infestation, thunderclap, toll the dead
1st: arms of hadar, charm person, command, expeditious retreat, hellish rebuke, illusory script, invisibility, lesser restoration, shatter
2nd: crown of madness, darkness, enthrall, hypnotic pattern, mirror image, suggestion
3rd: crown of madness, darkness, enthrall, hypnotic pattern, mirror image, suggestion
4th: blight, elemental bane
5th (2 slots/short rest): flame strike, negative energy flood

Actions
------------------------------------------------
Multiattack. The Magnificent Hexbabbler makes two Radiant Hand Crossbow attacks.

Glaive. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 16 (5d6 - 1) slashing damage.

Radiant Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 10 (1d12 + 4) piercing damage plus 7 (2d6) radiant damage.

Reactions
------------------------------------------------
Elf Warlock. When it scores a critical hit, until the end of its next turn, the Magnificent Hexbabbler deals an additional 3 cold damage when it hits with an attack.


Hexbabbler Thug

Small fey, lawful evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 229 (51d6 + 51)
Speed 10 ft., fly 25 ft.
------------------------------------------------
STR 19 (+4) DEX 14 (+2) CON 12 (+1)
INT 12 (+1) WIS 10 (+0) CHA 18 (+4)
------------------------------------------------
Damage Immunities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses passive Perception 10
Languages Common, Sylvan
Challenge 11 (7200 XP)
------------------------------------------------

Legendary Resistance (3/Long Rest). If the Hexbabbler Thug fails a saving throw, it can choose to succeed instead.

Yellow Camouflage. The Hexbabbler Thug has advantage on Dexterity (Stealth) checks made while in grasslands.

Shock Wave (Recharge 6). As a bonus action, the Hexbabbler Thug can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 19 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Hexbabbler Thug. If the save fails by 5 or more, a creature also falls prone.

Innate Spellcasting. The Hexbabbler Thug's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: eldritch blast, minor illusion
1/long rest each: chaos bolt, invisibility (self only)

Spellcasting. The Hexbabbler Thug is a 10th level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It knows the following spells:

Cantrips (at will): blade ward, eldritch blast, friends, thunderclap
1st: armor of agathys, burning hands, cause fear, charm person, detect thoughts, enthrall, fear, fly, hellish rebuke, illusory script, mirror image, phantasmal force, protection from evil and good, shatter, stinking cloud
2nd: armor of agathys, burning hands, cause fear, charm person, detect thoughts, enthrall, fear, fly, hellish rebuke, illusory script, mirror image, phantasmal force, protection from evil and good, shatter, stinking cloud
3rd: armor of agathys, invisibility, major image, mirror image, protection from evil and good
4th: elemental bane, hallucinatory terrain
5th (3 slots/short rest): dominate person, wall of light

Actions
------------------------------------------------
Multiattack. The Hexbabbler Thug makes three attacks, one with its Bite, one with its Sickle, and one with its Dagger.

War Pick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Legendary Actions
------------------------------------------------
The Hexbabbler Thug 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 Hexbabbler Thug regains spent legendary actions at the start of its turn.

Move. The Hexbabbler Thug moves up to half its speed. This movement does not provoke opportunity attacks.
Attack. The Hexbabbler Thug makes one War Pick attack.
Detect. The Hexbabbler Thug makes a Wisdom (Perception) check.

Lair Actions
------------------------------------------------
When fighting inside its lair, the Hexbabbler Thug can take lair actions. On initiative count 20 (losing initiative ties), the Hexbabbler Thug takes a lair action to cause one of the following effects; it can't use the same lair action two rounds in a row:






LEVEL 11 MINIONS AND MASTERS

Cryptmonster

Small aberration, chaotic neutral
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 85 (19d6 + 19)
Speed 30 ft.
------------------------------------------------
STR 20 (+5) DEX 16 (+3) CON 13 (+1)
INT 12 (+1) WIS 4 (-3) CHA 9 (-1)
------------------------------------------------
Condition Immunities blinded, deafened
Damage Resistances acid
Senses darkvision 60 ft., passive Perception 7
Languages Common, Deep Speech, Undercommon
Challenge 4 (1100 XP)
------------------------------------------------

Legendary Resistance (3/Long Rest). If the Cryptmonster fails a saving throw, it can choose to succeed instead.

Innate Spellcasting (Psionic). The Cryptmonster's innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: tongues

Actions
------------------------------------------------
Multiattack. The Cryptmonster makes two Winged Blast attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage plus 2 (1d3) acid damage.

Psudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 poison damage.

Winged Blast. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Legendary Actions
------------------------------------------------
The Cryptmonster 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 Cryptmonster regains spent legendary actions at the start of its turn.

Detect. The Cryptmonster makes a Wisdom (Perception) check.
Move. The Cryptmonster moves up to half its speed. This movement does not provoke opportunity attacks.
Attack. The Cryptmonster makes one Slam attack.


Desert Roadclaw

Tiny humanoid (roadclaw), lawful evil
------------------------------------------------
Armor Class 16 (shield, studded leather)
Hit Points 91 (26d4 + 26)
Speed 30 ft.
------------------------------------------------
STR 8 (-1) DEX 15 (+2) CON 12 (+1)
INT 16 (+3) WIS 8 (-1) CHA 8 (-1)
------------------------------------------------
Damage Resistances cold
Damage Immunities fire
Senses tremorsense 60 ft., passive Perception 9
Languages Common, Dwarvish, Elvish
Challenge 5 (1800 XP)
------------------------------------------------

Sorcerous Aura. Each creature that begins its turn within 10 feet of the Desert Roadclaw takes 5 (1d10) fire damage.

Innate Spellcasting (Psionic). The Desert Roadclaw'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: control flames, create bonfire, guiding bolt, jump, searing smite, thaumaturgy
1/long rest each: aid
2/long rest each: disguise self
3/long rest each: beast bond

Actions
------------------------------------------------
Multiattack. The Desert Roadclaw makes two Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d6 + 2) piercing damage.


Slippery Oozing Devil

Large fiend (devil), lawful evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 115 (21d10)
Speed 5 ft., fly 45 ft.
------------------------------------------------
STR 14 (+2) DEX 4 (-3) CON 10 (+0)
INT 12 (+1) WIS 10 (+0) CHA 13 (+1)
------------------------------------------------
Saving Throws Int +4
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities fire, poison, acid
Condition Immunities poisoned, blinded, deafened
Senses darkvision 120 ft., blindsight 120 ft., passive Perception 10
Languages Common, Infernal, Undercommon
Challenge 5 (1800 XP)
------------------------------------------------

Devil's Sight. Magical darkness does not impede the Slippery Oozing Devil's vision.

Loud Armor. The Slippery Oozing Devil suffers disadvantage on Dexterity (Stealth) checks.

Actions
------------------------------------------------
Multiattack. The Slippery Oozing Devil makes two attacks, one with its Slam and one with its Dagger.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d2 + 2) bludgeoning damage plus 7 (2d6) acid damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d10 + 2) piercing damage.


Woodland Roadclaw

Tiny humanoid (roadclaw), lawful evil
------------------------------------------------
Armor Class 17 (shield, studded leather, defensive fighting style)
Hit Points 148 (33d4 + 66)
Speed 30 ft., burrow 20 ft., climb 20 ft.
------------------------------------------------
STR 10 (+0) DEX 15 (+2) CON 15 (+2)
INT 18 (+4) WIS 14 (+2) CHA 14 (+2)
------------------------------------------------
Damage Resistances cold
Damage Immunities fire, acid
Condition Immunities petrified
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 12
Languages Common, Dwarvish, Undercommon
Challenge 8 (3900 XP)
------------------------------------------------

Oversized Priest. While it is adjacent to an ally that is not incapacitated, the Woodland Roadclaw deals an additional 3 cold damage when it hits with an attack.

Innate Spellcasting (Psionic). The Woodland Roadclaw's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: jump, thaumaturgy
2/long rest each: disguise self

Actions
------------------------------------------------
Multiattack. The Woodland Roadclaw makes two Scimitar attacks.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 2) slashing damage.

Mystic Breath (Recharge 6). Each creature in a 30-foot long, 5-foot wide line must make a DC 15 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much on a successful one.


Natural Roadclaw

Tiny humanoid (roadclaw), lawful evil
------------------------------------------------
Armor Class 19 (shield, studded leather)
Hit Points 150 (20d4 + 100)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 8 (-1) DEX 20 (+5) CON 20 (+5)
INT 18 (+4) WIS 8 (-1) CHA 10 (+0)
------------------------------------------------
Skills Stealth +8
Damage Resistances cold
Damage Immunities fire, lightning
Senses tremorsense 60 ft., passive Perception 9
Languages Common, Dwarvish, Elvish
Challenge 8 (3900 XP)
------------------------------------------------

Inspiring Automaton. While it is adjacent to an ally that is not incapacitated, attack rolls against the Natural Roadclaw have disadvantage.

Speak With Penguins. The Natural Roadclaw can communicate simple concepts to penguins when it speaks Common.

Green Camouflage. The Natural Roadclaw has advantage on Dexterity (Stealth) checks made while in woodland terrain.

Lightning Absorption. Whenever the Natural Roadclaw is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage.

Innate Spellcasting (Psionic). The Natural Roadclaw's innate spellcasting ability is Constitution (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: jump, thaumaturgy

Actions
------------------------------------------------
Multiattack. The Natural Roadclaw chooses to make either two Dagger attacks, or two Rapier attacks.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 19 (4d6 + 5) piercing damage.

Summon Cryptmonster. The Natural Roadclaw summons 2 (1d3) Cryptmonsters with a 20% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.







LEVEL 11 VARIANTS

Dinhaigan

Medium elemental, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 297 (54d8 + 54)
Speed 30 ft.
------------------------------------------------
STR 20 (+5) DEX 14 (+2) CON 13 (+1)
INT 8 (-1) WIS 12 (+1) CHA 7 (-2)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 11
Languages Common, Auran
Challenge 11 (7200 XP)
------------------------------------------------

Relentless. If the Dinhaigan is reduced to 0 hit points, it is not knocked unconscious or killed as a result until the end of its next turn, provided it still has 0 hit points.

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

Actions
------------------------------------------------
Multiattack. The Dinhaigan makes three Slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage.


Dinhaigan Lurker

Medium elemental, chaotic evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 422 (65d8 + 130)
Speed 30 ft.
------------------------------------------------
STR 26 (+8) DEX 16 (+3) CON 15 (+2)
INT 10 (+0) WIS 14 (+2) CHA 9 (-1)
------------------------------------------------
Skills Stealth +9
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 12
Languages Common, Auran
Challenge 19 (22000 XP)
------------------------------------------------

Aura of Secretive Might. The Dinhaigan Lurker's allies within 60 feet of it gain a +4 bonus to weapon damage rolls. Multiple auras do not stack.

Innate Spellcasting (Psionic). The Dinhaigan Lurker's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: fire shield
1/long rest each: magic weapon
2/long rest each: warding wind
3/long rest each: teleport (self plus gear only)

Actions
------------------------------------------------
Multiattack. The Dinhaigan Lurker makes three Slam attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 43 (10d6 + 8) bludgeoning damage.


Crude Dinhaigan

Large elemental, chaotic evil
------------------------------------------------
Armor Class 14
Hit Points 405 (54d10 + 108)
Speed 30 ft.
------------------------------------------------
STR 25 (+7) DEX 18 (+4) CON 15 (+2)
INT 16 (+3) WIS 14 (+2) CHA 15 (+2)
------------------------------------------------
Skills Stealth +9
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 12
Languages Common, Auran
Challenge 16 (15000 XP)
------------------------------------------------

Brutal Critical. The Crude Dinhaigan scores a critical hit on a roll of 18-20.

Assistant. The Crude Dinhaigan can use the Help action as a bonus action.

Eyethief (1/Turn). The Crude Dinhaigan chooses to either deal an additional 59 (17d6) damage or blind the target until the end of the Crude Dinhaigan's next turn 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 Crude Dinhaigan that is not incapacitated and the Crude Dinhaigan doesn't have disadvantage on the attack roll.

Innate Spellcasting (Psionic). The Crude Dinhaigan's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: fog cloud

Actions
------------------------------------------------
Multiattack. The Crude Dinhaigan makes two Slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 7) bludgeoning damage.


Fury Dinhaigan

Medium elemental, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
------------------------------------------------
STR 19 (+4) DEX 16 (+3) CON 17 (+3)
INT 8 (-1) WIS 14 (+2) CHA 7 (-2)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 12
Languages Common, Auran
Challenge 4 (1100 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Fury Dinhaigan makes two attacks, one with its Discharge Lightning and one with its Ranged Bolt.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.

Discharge Lightning. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6 + 3) lightning damage.

Ranged Bolt. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 10 (2d6 + 3) piercing damage.







LEVEL 11 NPCS

Feathered Mournbeing

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 301 (67d8)
Speed 20 ft.
------------------------------------------------
STR 20 (+5) DEX 5 (-3) CON 10 (+0)
INT 15 (+2) WIS 18 (+4) CHA 8 (-1)
------------------------------------------------
Skills Perception +8
Damage Immunities thunder
Senses passive Perception 18
Languages Common
Challenge 11 (7200 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Feathered Mournbeing can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 19 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Feathered Mournbeing. If the save fails by 5 or more, a creature also falls prone.

Spellcasting. The Feathered Mournbeing is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It knows the following spells:

1st (4 slots): absorb elements, ensnaring strike, goodberry
2nd (3 slots): locate animals or plants, protection from poison
3rd (3 slots): protection from energy, water walk

Actions
------------------------------------------------
Multiattack. The Feathered Mournbeing makes three attacks, one with its Dagger and two with its Sickle.

Sickle. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 18 (2d12 + 5) piercing damage.


Trained Chaosbrood

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 187 (25d4 + 125)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 15 (+2) CON 21 (+5)
INT 19 (+4) WIS 18 (+4) CHA 11 (+0)
------------------------------------------------
Saving Throws Cha +4
Skills Animal Handling +8, History +8, Nature +8, Perception +8, Sleight of Hand +6
Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 18
Languages Common
Challenge 11 (7200 XP)
------------------------------------------------

Sonic Demoralization. While the Trained Chaosbrood is not incapacitated, it can emit subsonic vibrations. Any enemy within 30 feet that can hear the Trained Chaosbrood reduces all of its attack rolls, saving throws, and ability checks by 1d4. Undead, constructs, and creatures that cannot be frightened are immune to this effect.

Keen Hearing. The Trained Chaosbrood has advantage on all Wisdom (Perception) checks that rely on hearing.

Cat Stars. While it is the first round of combat, the Trained Chaosbrood has advantage on Intelligence, Wisdom, and Charisma checks.

Moor Camouflage. The Trained Chaosbrood has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Keen Sight. The Trained Chaosbrood has advantage on all Wisdom (Perception) checks that rely on sight.

Innate Spellcasting. The Trained Chaosbrood's innate spellcasting ability is Constitution (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: dust devil, gust of wind, word of radiance
3/long rest each: blade barrier, enemies abound, teleport (self plus gear only)

Spellcasting. The Trained Chaosbrood is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It knows the following spells:

1st (4 slots): ensnaring strike, hail of thorns
2nd (3 slots): cordon of arrows, find traps
3rd (2 slots): conjure barrage, protection from energy

Actions
------------------------------------------------
Multiattack. The Trained Chaosbrood makes three attacks, two with its Light Hammer and one with its Handaxe.

Light Hammer. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 22 (3d12 + 3) bludgeoning damage.

Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 17 (4d6 + 3) slashing damage.

Screech. The Trained Chaosbrood can screech at a creature within 30 feet. That creature must make a DC 19 Constitution saving throw, taking 49 (11d8) thunder damage on a failed save.

Booming Blast (Recharge 5-6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 16 Constitution saving throw, taking 40 (9d8) thunder damage on a failed save, or half as much on a successful one.


Ironruaka Adept

Tiny humanoid (any), neutral evil
------------------------------------------------
Armor Class 12
Hit Points 101 (29d4 + 29)
Speed 30 ft.
------------------------------------------------
STR 13 (+1) DEX 15 (+2) CON 12 (+1)
INT 18 (+4) WIS 20 (+5) CHA 8 (-1)
------------------------------------------------
Skills History +7, Perception +8
Damage Immunities thunder
Senses passive Perception 18
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Reptilian Deer. While it is charmed, the Ironruaka Adept suffers none of the effects of that condition. Instead, while it would be charmed, the Ironruaka Adept deals an additional 3 bludgeoning damage when it hits with an attack.

Shock Wave (Recharge 6). As a bonus action, the Ironruaka Adept can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 16 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Ironruaka Adept. If the save fails by 5 or more, a creature also falls prone.

Innate Spellcasting. The Ironruaka Adept's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: shield of faith
1/long rest each: chromatic orb, expeditious retreat
3/long rest each: disguise self

Spellcasting. The Ironruaka Adept is a 4th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): create bonfire, infestation, mage hand, thunderclap
1st (4 slots): false life, find familiar, jump, longstrider
2nd (2 slots): dragon's breath, enlarge/reduce, magic weapon, shatter

Actions
------------------------------------------------
Multiattack. The Ironruaka Adept makes three Strike of the Reptilian Hate attacks.

Strike of the Reptilian Hate. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 5 (2d4) slashing damage.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30 ft./60 ft., one Small or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 12 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 10 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.


Dynamic Mournshi

Large humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 112 (15d10 + 30)
Speed 20 ft., fly 60 ft., climb 30 ft.
------------------------------------------------
STR 14 (+2) DEX 17 (+3) CON 15 (+2)
INT 16 (+3) WIS 12 (+1) CHA 17 (+3)
------------------------------------------------
Skills Arcana +6, Athletics +5, Deception +6, Perception +4
Damage Immunities thunder
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Dynamic Mournshi can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 16 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Dynamic Mournshi. If the save fails by 5 or more, a creature also falls prone.

White Nixie. While it is standing on ice or snow, the Dynamic Mournshi is invisible.

Actions
------------------------------------------------
Multiattack. The Dynamic Mournshi makes three attacks, one with its Stomp, one with its Constrict, and one with its Ram.

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

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and a Huge or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the Dynamic Mournshi can't constrict another target.

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.







LEVEL 12 SMATTERING

Metromirage

Large monstrosity, neutral evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 143 (22d10 + 22)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 20 (+5) DEX 5 (-3) CON 12 (+1)
INT 11 (+0) WIS 13 (+1) CHA 9 (-1)
------------------------------------------------
Senses passive Perception 11
Languages Common, Sylvan
Challenge 6 (2300 XP)
------------------------------------------------

Speak With Beasts and Plants. The Metromirage can communicate with beasts and plants as if they shared a language.

Innate Spellcasting. The Metromirage's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: acid splash

Actions
------------------------------------------------
Multiattack. The Metromirage makes three attacks, one with its Claws and two with its Bite.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.

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


Eternaspawn

Small aberration, lawful evil
------------------------------------------------
Armor Class 14
Hit Points 154 (28d6 + 56)
Speed 30 ft., fly 30 ft. (hover)
------------------------------------------------
STR 21 (+5) DEX 18 (+4) CON 15 (+2)
INT 17 (+3) WIS 16 (+3) CHA 6 (-2)
------------------------------------------------
Condition Immunities grappled, restrained
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 13
Languages Common, Deep Speech, Sylvan
Challenge 9 (5000 XP)
------------------------------------------------

Air Form. The Eternaspawn can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. It cannot move through lquids.

Innate Spellcasting. The Eternaspawn's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: prestidigitation

Actions
------------------------------------------------
Multiattack. The Eternaspawn makes two attacks, one with its War Pick and one with its Tongue.

War Pick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Tongue. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (5d8 + 5) piercing damage.


Elemental of the Mountain Truth

Large elemental, unaligned
------------------------------------------------
Armor Class 15
Hit Points 277 (37d10 + 74)
Speed 40 ft., climb 60 ft.
------------------------------------------------
STR 22 (+6) DEX 21 (+5) CON 14 (+2)
INT 4 (-3) WIS 19 (+4) CHA 9 (-1)
------------------------------------------------
Skills Stealth +9
Condition Immunities exhaustion, poisoned, petrified, paralyzed, unconscious
Damage Immunities poison
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
Languages Aquan
Challenge 12 (8400 XP)
------------------------------------------------

Natural Aura. Each creature that begins its turn within 10 feet of the Elemental of the Mountain Truth takes 14 (4d6) poison damage.

Shadow Blend. The Elemental of the Mountain Truth can hide while lightly obscured by dim light.

Innate Spellcasting. The Elemental of the Mountain Truth's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: beast bond
1/long rest each: tongues
2/long rest each: banishment

Actions
------------------------------------------------
Multiattack. The Elemental of the Mountain Truth makes three attacks, one with its Bent Slam and two with its Slam.

Bent Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 9 (2d8) force damage.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Weird Breath (Recharge 6). Each creature in a 30-foot long, 5-foot wide line must make a DC 16 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much on a successful one.


Liquid Ridge Elemental

Small elemental, lawful evil
------------------------------------------------
Armor Class 17 (natural armor)
Hit Points 234 (52d6 + 52)
Speed 30 ft., climb 30 ft., swim 15 ft.
------------------------------------------------
STR 9 (-1) DEX 23 (+6) CON 13 (+1)
INT 19 (+4) WIS 16 (+3) CHA 15 (+2)
------------------------------------------------
Skills Perception +7
Condition Immunities exhaustion, poisoned, petrified, paralyzed, unconscious
Damage Immunities poison
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 17
Languages Common, Terran, Druidic
Challenge 12 (8400 XP)
------------------------------------------------

Speak With Rats. The Liquid Ridge Elemental can communicate simple concepts to rats when it speaks Common.

Natural Aura. Each creature that begins its turn within 5 feet of the Liquid Ridge Elemental takes 14 (4d6) poison damage.

Stonework Knife. While it is charmed, the Liquid Ridge Elemental gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Hold Breath. The Liquid Ridge Elemental can hold its breath for 15 minutes.

Innate Spellcasting. The Liquid Ridge Elemental's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: disguise self, protection from evil and good
1/long rest each: feather fall

Actions
------------------------------------------------
Multiattack. The Liquid Ridge Elemental chooses to make either two Booming Strike attacks, or three Wretch attacks.

Booming Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 18 (3d12 - 1) bludgeoning damage plus 18 (4d8) thunder damage, and if the target willingly moves before the end of the Liquid Ridge Elemental's next turn, the target takes 18 (4d6 + 4) thunder damage.

Wretch. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 17 (2d10 + 6) acid damage.

Natural Burst (Recharge 5-6). Each creature within 20 feet of the Liquid Ridge Elemental must make a DC 16 Constitution saving throw, taking 59 (17d6) poison damage on a failed save, or half as much on a successful one.


Metroterror

Small aberration, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 120 (16d6 + 64)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 19 (+4) DEX 19 (+4) CON 19 (+4)
INT 16 (+3) WIS 5 (-3) CHA 21 (+5)
------------------------------------------------
Skills Athletics +7
Damage Immunities acid
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 7
Languages Common, Deep Speech, Sylvan
Challenge 6 (2300 XP)
------------------------------------------------

Speak With Goats. The Metroterror can communicate simple concepts to goats when it speaks Sylvan.

Innate Spellcasting. The Metroterror's innate spellcasting ability is Constitution (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: crown of madness
3/long rest each: snare

Actions
------------------------------------------------
Multiattack. The Metroterror makes two attacks, one with its Hook and one with its Tongue.

Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Tongue. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) poison damage.


Abomihorror

Gargantuan monstrosity, chaotic neutral
------------------------------------------------
Armor Class 17
Hit Points 367 (35d20)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 12 (+1) DEX 24 (+7) CON 11 (+0)
INT 17 (+3) WIS 8 (-1) CHA 1 (-5)
------------------------------------------------
Skills Perception +4, Stealth +12
Senses darkvision 120 ft., passive Perception 14
Languages Common
Challenge 15 (13000 XP)
------------------------------------------------

Speak With Beasts and Plants. The Abomihorror can communicate with beasts and plants as if they shared a language.

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

Natural Sky. While it is climbing, the Abomihorror deals an additional 2 poison damage when it hits with an attack.

Petrifying Gaze. If a creature starts its turn within 30 feet of the Abomihorror and the two of them can see each other, the Abomihorror can force the creature to make a DC 18 Constitution saving throw if the Abomihorror isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater restoration spell or other magic.
     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 Abomihorror until the start of its next turn, when it can avert its eyes again. If it looks at the Abomihorror in the meantime, it must immediately make the save.
     If the Abomihorror sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Innate Spellcasting. The Abomihorror's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: levitate (self only), thunderclap
3/long rest each: major image

Actions
------------------------------------------------
Multiattack. The Abomihorror makes three attacks, one with its Antlers, one with its Talons, and one with its Hooves.

Antlers. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (6d8 + 7) bludgeoning damage.

Stabbing Frenzy (Recharge 5-6). The Abomihorror moves up to its speed and can make a single Talons attack against each creature it chooses that is within its reach at any point during this movement. The movement does not provoke attacks of opportunity.







LEVEL 12 TRIBE

Garigit

Large aberration, neutral evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 78 (12d10 + 12)
Speed 30 ft., fly 40 ft. (hover)
------------------------------------------------
STR 15 (+2) DEX 17 (+3) CON 13 (+1)
INT 11 (+0) WIS 7 (-2) CHA 9 (-1)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 8
Languages Common, Deep Speech
Challenge 3 (700 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Garigit's innate spellcasting ability is Constitution (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: armor of agathys
1/long rest each: clairvoyance

Actions
------------------------------------------------
Multiattack. The Garigit makes two attacks, one with its Ungulae and one with its Spiked Tentacle.

Ungulae. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) bludgeoning damage.

Spiked Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage.


Garigit Soldier

Large aberration, neutral evil
------------------------------------------------
Armor Class 17 (natural armor, defensive fighting style)
Hit Points 136 (21d10 + 21)
Speed 30 ft., fly 40 ft. (hover)
------------------------------------------------
STR 16 (+3) DEX 17 (+3) CON 13 (+1)
INT 11 (+0) WIS 7 (-2) CHA 9 (-1)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 8
Languages Common, Deep Speech
Challenge 6 (2300 XP)
------------------------------------------------

Legendary Resistance (1/Long Rest). If the Garigit Soldier fails a saving throw, it can choose to succeed instead.

Innate Spellcasting (Psionic). The Garigit Soldier's innate spellcasting ability is Constitution (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: armor of agathys
1/long rest each: clairvoyance

Actions
------------------------------------------------
Multiattack. The Garigit Soldier makes three attacks, one with its Psudopod, one with its Tentacles, and one with its Ungulae.

Tracking Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage plus 2 (1d3) piercing damage.

Psudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 poison damage.

Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 poison damage.

Ungulae. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Legendary Actions
------------------------------------------------
The Garigit Soldier can take 1 legendary action, 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 Garigit Soldier regains spent legendary actions at the start of its turn.

Attack. The Garigit Soldier makes one Tracking Slam attack.
Move. The Garigit Soldier moves up to half its speed. This movement does not provoke opportunity attacks.

Lair Actions
------------------------------------------------
When fighting inside its lair, the Garigit Soldier can take lair actions. On initiative count 20 (losing initiative ties), the Garigit Soldier takes a lair action to cause one of the following effects:

Water Garigit

Large aberration, neutral evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 247 (38d10 + 38)
Speed 30 ft., fly 40 ft. (hover)
------------------------------------------------
STR 4 (-3) DEX 19 (+4) CON 13 (+1)
INT 11 (+0) WIS 7 (-2) CHA 9 (-1)
------------------------------------------------
Damage Resistances thunder
Senses darkvision 60 ft., passive Perception 8
Languages Common, Deep Speech
Challenge 9 (5000 XP)
------------------------------------------------

Hold Breath. The Water Garigit can hold its breath for 15 minutes.

Innate Spellcasting (Psionic). The Water Garigit's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: armor of agathys
1/long rest each: clairvoyance

Actions
------------------------------------------------
Multiattack. The Water Garigit makes two attacks, one with its Sting and one with its Ram.

Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 11 (2d10) poison damage on a failed save.

Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.


Winged Garigit

Large aberration, neutral evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 338 (52d10 + 52)
Speed 30 ft., fly 40 ft. (hover)
------------------------------------------------
STR 21 (+5) DEX 17 (+3) CON 13 (+1)
INT 11 (+0) WIS 7 (-2) CHA 9 (-1)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 8
Languages Common, Deep Speech
Challenge 12 (8400 XP)
------------------------------------------------

Legendary Resistance (3/Long Rest). If the Winged Garigit fails a saving throw, it can choose to succeed instead.

Innate Spellcasting (Psionic). The Winged Garigit's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: armor of agathys
1/long rest each: clairvoyance

Actions
------------------------------------------------
Multiattack. The Winged Garigit makes three attacks, two with its Hook and one with its Tentacles.

Poison Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage plus 7 (2d6) poison damage.

Hook. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d3 + 5) slashing damage.

Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Legendary Actions
------------------------------------------------
The Winged Garigit 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 Winged Garigit regains spent legendary actions at the start of its turn.

Druidic Expulsion (Costs 2 Actions). Each creature within 20 feet of the Winged Garigit must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much on a successful one.
Attack (Costs 2 Actions). The Winged Garigit makes one Poison Slam attack.
Move. The Winged Garigit moves up to half its speed.







LEVEL 12 MINIONS AND MASTERS

Slimy Jungle Elemental

Small elemental, neutral evil
------------------------------------------------
Armor Class 14
Hit Points 104 (11d6 + 66)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 11 (+0) DEX 19 (+4) CON 22 (+6)
INT 16 (+3) WIS 7 (-2) CHA 12 (+1)
------------------------------------------------
Skills Athletics +3
Condition Immunities exhaustion, poisoned, petrified, charmed, frightened, paralyzed
Damage Immunities poison, acid
Senses darkvision 60 ft., blindsight 120 ft., passive Perception 8
Languages Aquan, Undercommon, Common
Challenge 6 (2300 XP)
------------------------------------------------

Lost Camouflage. The Slimy Jungle Elemental has advantage on Dexterity (Stealth) checks made while in jungle terrain.

Innate Spellcasting (Psionic). The Slimy Jungle Elemental'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: melf's acid arrow
1/long rest each: invisibility (self only)

Actions
------------------------------------------------
Multiattack. The Slimy Jungle Elemental makes two attacks, one with its Slam and one with its Maze Strike.

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

Maze Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 13 (3d8) acid damage.


Jungle Elemental Guster

Small elemental, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 142 (15d6 + 90)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 9 (-1) DEX 19 (+4) CON 22 (+6)
INT 14 (+2) WIS 9 (-1) CHA 12 (+1)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified, charmed, frightened, paralyzed, grappled, restrained
Damage Immunities poison
Damage Resistances acid
Senses darkvision 60 ft., blindsight 120 ft., passive Perception 9
Languages Aquan, Undercommon
Challenge 6 (2300 XP)
------------------------------------------------

Easily Confused. If the Jungle Elemental Guster takes at least 15 psychic damage from a single source, it also becomes confused, as the confusion spell, until the end of its next turn.

Glide. Reduce all falling damage the Jungle Elemental Guster takes by 30.

Air Form. The Jungle Elemental Guster can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. It cannot move through lquids.

Innate Spellcasting (Psionic). The Jungle Elemental Guster'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: melf's acid arrow
1/long rest each: invisibility (self only)

Actions
------------------------------------------------
Multiattack. The Jungle Elemental Guster makes two Dissolve attacks.

Dissolve. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) acid damage.


Archery Kin

Tiny humanoid (kin), chaotic evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 217 (29d4 + 145)
Speed 30 ft., burrow 20 ft., climb 30 ft.
------------------------------------------------
STR 14 (+2) DEX 24 (+7) CON 21 (+5)
INT 24 (+7) WIS 18 (+4) CHA 7 (-2)
------------------------------------------------
Saving Throws Cha +2
Skills Perception +6
Damage Immunities radiant
Senses darkvision 60 ft., blindsight 120 ft., tremorsense 60 ft., passive Perception 16
Languages Undercommon, Dwarvish
Challenge 12 (8400 XP)
------------------------------------------------

Echolocation. The Archery Kin can't use its blindsight while deafened.

Hive Mind. The Archery Kin and each other Kin within 10 miles can communicate telepathically with each other, and each is aware of everything the others are. If at least one is not surprised, none are.

Sunlight Sensativity. While in sunlight, the Archery Kin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Necromantic Leakage. While the Archery Kin has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Archery Kin takes 14 (4d6) necrotic damage.

Deep Camouflage. The Archery Kin has advantage on Dexterity (Stealth) checks made while underground.

Deer Madness. While it is adjacent to both an enemy and an ally, the Archery Kin is invisible.

Glide. Reduce all falling damage the Archery Kin takes by 60.

Actions
------------------------------------------------
Multiattack. The Archery Kin chooses to make either three attacks, one with its Dagger, one with its Club, and one with its Greatsword, or three attacks, one with its Dominant Shot and two with its Heavy Crossbow.

Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (3d12 + 2) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Dominant Shot. Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d4 + 7) force damage.

Heavy Crossbow. Ranged Weapon Attack: +11 to hit, range 100/400 ft., one target. Hit: 20 (2d12 + 7) piercing damage.

Summon Slimy Jungle Elemental. The Archery Kin summons 7 (2d6) Slimy Jungle Elementals with an 80% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Greater Kin

Tiny humanoid (kin), chaotic evil
------------------------------------------------
Armor Class 11
Hit Points 192 (35d4 + 105)
Speed 30 ft., burrow 20 ft., climb 30 ft.
------------------------------------------------
STR 12 (+1) DEX 12 (+1) CON 17 (+3)
INT 22 (+6) WIS 22 (+6) CHA 3 (-4)
------------------------------------------------
Skills Perception +8
Damage Immunities radiant
Senses darkvision 60 ft., blindsight 120 ft., tremorsense 60 ft., passive Perception 18
Languages Undercommon, Dwarvish, Elvish
Challenge 12 (8400 XP)
------------------------------------------------

Echolocation. The Greater Kin can't use its blindsight while deafened.

Hive Mind. The Greater Kin and each other Kin within 10 miles can communicate telepathically with each other, and each is aware of everything the others are. If at least one is not surprised, none are.

Sunlight Sensativity. While in sunlight, the Greater Kin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Insect Spider. While it is daytime, the Greater Kin has advantage on attack rolls.

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

At will: erupting earth, hunger of hadar, shillelagh
1/long rest each: magic missile, plane shift (self plus gear only)

Actions
------------------------------------------------
Multiattack. The Greater Kin chooses to make either three Morningstar attacks, or three attacks, one with its Force Shortbow, one with its Poison Shortbow, and one with its Force Light Crossbow.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 23 (5d8 + 1) piercing damage.

Force Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 3 (1d6) force damage.

Poison Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 12 (2d10 + 1) piercing damage plus 10 (3d6) poison damage.

Force Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 12 (2d10 + 1) piercing damage plus 10 (3d6) force damage.

Pact Blast (Recharge 6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 18 Constitution saving throw, taking 59 (17d6) necrotic damage on a failed save, or half as much on a successful one.

Magma Step (Recharge 5-6). The Greater Kin chooses two adjacent spaces. Those spaces are covered in magma until the start of the Greater Kin's next turn. Magma-covered spaces are considered difficult terrain, and any creature that moves into or starts its turn in such a space takes 31 (9d6) fire damage.







LEVEL 12 VARIANTS

Pitmorph Queen

Tiny fiend, neutral evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 110 (20d4 + 60)
Speed 25 ft.
------------------------------------------------
STR 15 (+2) DEX 11 (+0) CON 17 (+3)
INT 14 (+2) WIS 11 (+0) CHA 4 (-3)
------------------------------------------------
Condition Immunities blinded, deafened
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 10
Languages Infernal, Undercommon, telepathy 60 ft.
Challenge 5 (1800 XP)
------------------------------------------------

Magic Weapons. The Pitmorph Queen's weapon attacks are magical.

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Pitmorph Queen that the Pitmorph Queen is aware of takes damage, the Pitmorph Queen can cause the damaged creature to take an additional 5 (1d10) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Slow Fall. Reduce all falling damage the Pitmorph Queen takes by 25.

Loud Armor. The Pitmorph Queen suffers disadvantage on Dexterity (Stealth) checks.

Body Orb. While it is adjacent to at least two hostile creatures, as a bonus action, the Pitmorph Queen can force each each enemy within 5 feet of the it must make a DC 13 Wisdom saving throw or be stunned until the end of that enemy's next turn. A creatrue that succeedson this saving throw is immune to this ability for the next 24 hours.

Innate Spellcasting (Psionic). The Pitmorph Queen's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: spare the dying
1/long rest each: invisibility (self only), speak with dead
3/long rest each: absorb elements

Actions
------------------------------------------------
Multiattack. The Pitmorph Queen makes three attacks, two with its Longsword and one with its Light Hammer.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d3 + 2) slashing damage.

Light Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.


Pitmorph

Tiny fiend, neutral evil
------------------------------------------------
Armor Class 18 (chain mail, shield)
Hit Points 236 (43d4 + 129)
Speed 25 ft.
------------------------------------------------
STR 20 (+5) DEX 9 (-1) CON 16 (+3)
INT 10 (+0) WIS 11 (+0) CHA 4 (-3)
------------------------------------------------
Condition Immunities blinded, deafened
Damage Immunities acid
Senses darkvision 60 ft., blindsight 120 ft., passive Perception 10
Languages Infernal, Undercommon, telepathy 60 ft.
Challenge 12 (8400 XP)
------------------------------------------------

Magic Weapons. The Pitmorph's weapon attacks are magical.

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Pitmorph that the Pitmorph is aware of takes damage, the Pitmorph can cause the damaged creature to take an additional 14 (4d6) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Slow Fall. Reduce all falling damage the Pitmorph takes by 60.

Loud Armor. The Pitmorph suffers disadvantage on Dexterity (Stealth) checks.

Fetid Cloud. The Pitmorph exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Pitmorph reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Pitmorph's enemies until it moves away. Multiple Fetid Clouds do not stack.

Queenly Magic. While it is not touching the ground, as a bonus action, until the end of its next turn, the Pitmorph deals an additional 8 acid damage when it hits with an attack.

Innate Spellcasting (Psionic). The Pitmorph's innate spellcasting ability is Constitution (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: invisibility (self only), speak with dead
3/long rest each: absorb elements

Actions
------------------------------------------------
Multiattack. The Pitmorph makes two Slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 21 (6d6) acid damage.


Slimy Pitmorph

Tiny fiend, neutral evil
------------------------------------------------
Armor Class 11
Hit Points 255 (34d4 + 170)
Speed 25 ft.
------------------------------------------------
STR 24 (+7) DEX 13 (+1) CON 20 (+5)
INT 18 (+4) WIS 20 (+5) CHA 12 (+1)
------------------------------------------------
Condition Immunities blinded, deafened, charmed, frightened
Damage Immunities acid
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 15
Languages Infernal, Undercommon, Deep Speech, telepathy 60 ft.
Challenge 12 (8400 XP)
------------------------------------------------

Magic Weapons. The Slimy Pitmorph's weapon attacks are magical.

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Slimy Pitmorph that the Slimy Pitmorph is aware of takes damage, the Slimy Pitmorph can cause the damaged creature to take an additional 14 (4d6) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Slow Fall. Reduce all falling damage the Slimy Pitmorph takes by 60.

Death Rage. The Slimy Pitmorph has advantage on attack rolls while it has 49 or fewer hit points remaining.

Innate Spellcasting (Psionic). The Slimy Pitmorph's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: invisibility (self only), speak with dead
3/long rest each: absorb elements, disguise self

Spellcasting. The Slimy Pitmorph is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It knows the following spells:

1st (4 slots): animal friendship, hail of thorns, jump
2nd (3 slots): darkvision, pass without trace
3rd (3 slots): conjure animals, protection from energy

Actions
------------------------------------------------
Multiattack. The Slimy Pitmorph makes three attacks, one with its Battleaxe and two with its War Pick.

Battleaxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) slashing damage.

War Pick. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 38 (7d8 + 7) piercing damage.


Quick Pitmorph

Tiny fiend, neutral evil
------------------------------------------------
Armor Class 16
Hit Points 235 (94d4)
Speed 25 ft., swim 25 ft.
------------------------------------------------
STR 21 (+5) DEX 22 (+6) CON 11 (+0)
INT 12 (+1) WIS 15 (+2) CHA 8 (-1)
------------------------------------------------
Condition Immunities blinded, deafened
Damage Immunities acid
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 12
Languages Infernal, Undercommon, telepathy 60 ft.
Challenge 12 (8400 XP)
------------------------------------------------

Magic Weapons. The Quick Pitmorph's weapon attacks are magical.

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Quick Pitmorph that the Quick Pitmorph is aware of takes damage, the Quick Pitmorph can cause the damaged creature to take an additional 14 (4d6) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Slow Fall. Reduce all falling damage the Quick Pitmorph takes by 60.

Fetid Cloud. The Quick Pitmorph exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Quick Pitmorph reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Quick Pitmorph's enemies until it moves away. Multiple Fetid Clouds do not stack.

Innate Spellcasting (Psionic). The Quick Pitmorph'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:

1/long rest each: invisibility (self only), speak with dead
3/long rest each: absorb elements

Actions
------------------------------------------------
Multiattack. The Quick Pitmorph makes three Lance attacks.

Lance. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage.

Channel Life (1/Long Rest). One creature within 30 feet of the Quick Pitmorph that it can see must make a DC 17 Constitution saving throw. On a failed save, the target takes 59 (17d6) necrotic damage, or half as much on a successful one. An ally of the Quick Pitmorph that it can see within 30 feet is healed the same amount.

Summon Pitmorph Queen. The Quick Pitmorph summons 11 (2d10) Pitmorph Queens with a 25% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.







LEVEL 12 NPCS

Trained Roadsnarl

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 313 (33d8 + 165)
Speed 30 ft., swim 30 ft., climb 30 ft.
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STR 20 (+5) DEX 7 (-2) CON 20 (+5)
INT 20 (+5) WIS 13 (+1) CHA 19 (+4)
------------------------------------------------
Saving Throws Str +9
Skills Religion +9
Senses passive Perception 11
Languages Common, Aquan
Challenge 12 (8400 XP)
------------------------------------------------

Relentless. If the Trained Roadsnarl is reduced to 0 hit points, it is not knocked unconscious or killed as a result until the end of its next turn, provided it still has 0 hit points.

Hold Breath. The Trained Roadsnarl can hold its breath for 15 minutes.

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

At will: friends, mage armor
3/long rest each: hellish rebuke, shield of faith

Actions
------------------------------------------------
Multiattack. The Trained Roadsnarl makes three attacks, two with its Glaive and one with its Dagger.

Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 6 slashing damage.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 32 (5d10 + 5) piercing damage.


Dynamic Ripanomaly

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 91 (14d4 + 56)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 19 (+4) DEX 17 (+3) CON 18 (+4)
INT 14 (+2) WIS 20 (+5) CHA 7 (-2)
------------------------------------------------
Saving Throws Dex +6
Skills Acrobatics +6, Nature +5, Perception +8, Religion +5
Senses passive Perception 18
Languages Common
Challenge 5 (1800 XP)
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Psionics. The Dynamic Ripanomaly is a 5th level psionicist. Its psionic ability is Intelligence (discipline save DC 13, +5 to hit with discipline attacks). It has the following psionic powers:

Psi Points: 27 (psi limit 5)
Talents: Beacon, Light Step
Disciplines: Mantle of Awe, Psychic Assault, Psychic Inquisition

Dune Camouflage. The Dynamic Ripanomaly has advantage on Dexterity (Stealth) checks made while in desert terrain.

Innate Spellcasting (Psionic). The Dynamic Ripanomaly'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: maximilian's earthen grasp
3/long rest each: chaos bolt

Actions
------------------------------------------------
Multiattack. The Dynamic Ripanomaly makes two War Pick attacks.

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

Psychic Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 5 (1d10) psychic damage.

Reactions
------------------------------------------------
Unyielding Hawk. When it sees an ally fall in battle, the Dynamic Ripanomaly can take the Help action.


Mindo Crack

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 17
Hit Points 333 (74d8)
Speed 30 ft., swim 25 ft.
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STR 20 (+5) DEX 24 (+7) CON 11 (+0)
INT 13 (+1) WIS 23 (+6) CHA 12 (+1)
------------------------------------------------
Skills Animal Handling +11, Persuasion +6
Senses passive Perception 16
Languages Common
Challenge 15 (13000 XP)
------------------------------------------------

Jungle Camouflage. The Mindo Crack has advantage on Dexterity (Stealth) checks made while in jungle terrain.

Hold Breath. The Mindo Crack can hold its breath for 15 minutes.

Heart of the Proficient Hate. The Mindo Crack has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Innate Spellcasting (Psionic). The Mindo Crack's innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: enthrall, fly

Actions
------------------------------------------------
Multiattack. The Mindo Crack makes three Light Hammer attacks.

Light Hammer. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage.

Enslave (3/Long Rest). The Mindo Crack targets one creature it can see within 30 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be magically charmed by the Mindo Crack until the Mindo Crack dies or until it is on a different plane of existence from the target. The charmed target is under the Mindo Crack's control and can't take reactions, and the Mindo Crack and the target can communicate telepathically with each other over any distance.
     Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Mindo Crack.


High Warpkugiprim

Large humanoid (any), any alignment
------------------------------------------------
Armor Class 10
Hit Points 285 (30d10 + 120)
Speed 30 ft.
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STR 22 (+6) DEX 10 (+0) CON 19 (+4)
INT 20 (+5) WIS 23 (+6) CHA 12 (+1)
------------------------------------------------
Saving Throws Dex +4
Skills Athletics +10, Intimidation +5, Medicine +10, Persuasion +5, Stealth +4
Damage Immunities fire
Senses passive Perception 16
Languages Common
Challenge 12 (8400 XP)
------------------------------------------------

Psionics. The High Warpkugiprim is a 12th level psionicist. Its psionic ability is Intelligence (discipline save DC 17, +9 to hit with discipline attacks). It has the following psionic powers:

Psi Points: 64 (psi limit 7)
Talents: Blade Meld, Blind Spot, Mystic Charm
Disciplines: Brute Force, Celerity, Giant Growth, Iron Durability, Mantle of Command, Psionic Weapon

Handy Avenger. While it is in sunlight, the High Warpkugiprim's movement speed is doubled.

Critical Quarterstaff. The High Warpkugiprim scores a critical hit with its Quarterstaff on a roll of 19 or 20.

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

At will: disguise self, friends, levitate (self only), produce flame, protection from energy, silence, tongues
1/long rest each: blight, hellish rebuke
3/long rest each: mass suggestion

Actions
------------------------------------------------
Multiattack. The High Warpkugiprim makes three Quarterstaff attacks.

Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.

Psionic Mastery (1/Long Rest). The High Warpkugiprim gains 9 special psi points that it can spend only on disciplines that require an action or a bonus action to use. It can use all of the points on one discipline, or it can spread them across multiple disciplines. It can’t also spend your normal psi points on these disciplines; it can spend only the special points gained from this feature.
     If more than one of the disciplines the High Warpkugiprim activates with these points require concentration, it can concentrate on all of them. Activating one of them ends any effect it was already concentrating on, and if it begins concentrating on an effect that doesn’t use these special points, the disciplines end that it's concentrating on.

Babble (Recharge 6). Each enemy within 60 feet that can hear the High Warpkugiprim must make a DC 17 Wisdom saving throw or become confused, as the spell, for 1 minute. The DC to remove the effect is also 17.


Progressive Churncat

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 15
Hit Points 234 (52d4 + 104)
Speed 30 ft.
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STR 18 (+4) DEX 20 (+5) CON 14 (+2)
INT 13 (+1) WIS 20 (+5) CHA 20 (+5)
------------------------------------------------
Saving Throws Wis +9
Skills Perception +9
Senses passive Perception 19
Languages Common
Challenge 12 (8400 XP)
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Innate Spellcasting (Psionic). The Progressive Churncat's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: storm sphere

Spellcasting. The Progressive Churncat is a 15th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It knows the following spells:

Cantrips (at will): ray of frost, thunderclap, vicious mockery, word of radiance
1st (4 slots): compelled duel, ray of sickness
2nd (3 slots): heat metal, pyrotechnics
3rd (3 slots): erupting earth
4th (3 slots): grasping vine
5th (2 slots): conjure volley
6th (1 slot): circle of death, druid grove
7th (1 slot): fire storm, power word pain
8th (1 slot): feeblemind

Actions
------------------------------------------------
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 21 (3d10 + 5) piercing damage.







LEVEL 13 SMATTERING

Scalemorph

Small plant, unaligned
------------------------------------------------
Armor Class 10
Hit Points 144 (17d6 + 85)
Speed 35 ft., swim 20 ft.
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STR 11 (+0) DEX 11 (+0) CON 20 (+5)
INT 3 (-4) WIS 12 (+1) CHA 7 (-2)
------------------------------------------------
Damage Vulnerabilities fire
Damage Resistances cold, acid
Senses passive Perception 11
Languages -
Challenge 5 (1800 XP)
------------------------------------------------

Sun Witch. While it is within thick underbrush or other foliage, as a bonus action, until the end of its next turn, the Scalemorph deals an additional 1 acid damage when it hits with an attack.

Innate Spellcasting (Psionic). The Scalemorph's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: cause fear

Actions
------------------------------------------------
Multiattack. The Scalemorph makes two Slam attacks.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d10) bludgeoning damage.

Infirmity of Body (Recharge 5-6). One creature within 60 feet that the Scalemorph can see must make a DC 12 Constitution saving throw. On a failed save, the target magically ages into a wizened, ancient form for one minute. While aged in this way, the target suffers disadvantage on all Strength, Constitution, and Dexterity attacks, checks, and saving throws, except against this effect. The creature can repeat the save at the end of each of its turns. A successful save removes the effect for that creature.


Nighthusk

Medium undead, chaotic neutral
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 285 (38d8 + 114)
Speed 30 ft.
------------------------------------------------
STR 12 (+1) DEX 18 (+4) CON 16 (+3)
INT 16 (+3) WIS 5 (-3) CHA 19 (+4)
------------------------------------------------
Damage Immunities poison, cold
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 7
Languages the languages it knew in life (Common by default)
Challenge 13 (10000 XP)
------------------------------------------------

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

Goo Mushroom. While it has reduced a living creature to 0 hit points within the past minute, as a bonus action, until the end of its next turn, the Nighthusk deals an additional 5 necrotic damage when it hits with an attack.

Innate Spellcasting (Psionic). The Nighthusk's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: friends, hypnotic pattern

Spellcasting. The Nighthusk is a 16th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It knows the following spells:

Cantrips (at will): chill touch, frostbite, infestation, poison spray
1st: calm emotions, charm person, darkness, fly, gaseous form, hex, mirror image, scorching ray
2nd: mirror image, ray of enfeeblement, spider climb
3rd: crown of madness, enthrall, hold person, invisibility, mirror image, misty step, scorching ray, spider climb, vampiric touch
4th: blight, summon greater demon
5th (3 slots/short rest): danse macabre, infernal calling
6th (1 slot): true seeing
7th (1 slot): finger of death
8th (1 slot): dominate monster

Actions
------------------------------------------------
Multiattack. The Nighthusk makes two Slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (8d6 + 4) bludgeoning damage.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Nighthusk must make a DC 17 Wisdom saving throw or become frightened for one minute. An affected creature can repeat the save as an action. On a successful save, the effect is removed for that creature.


Trained Pact Demon

Tiny fiend, chaotic evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 305 (47d4 + 188)
Speed 10 ft., fly 60 ft. (hover)
------------------------------------------------
STR 24 (+7) DEX 12 (+1) CON 19 (+4)
INT 22 (+6) WIS 8 (-1) CHA 17 (+3)
------------------------------------------------
Skills Acrobatics +6, Arcana +11, Performance +8, Stealth +6
Damage Immunities cold
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses darkvision 60 ft., passive Perception 9
Languages Common, Abyssal, Infernal, telepathy 120 ft.
Challenge 16 (15000 XP)
------------------------------------------------

Witch Flow. While the Trained Pact Demon has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Trained Pact Demon takes 19 (3d12) necrotic damage.

Magic Weapons. The Trained Pact Demon's weapon attacks are magical.

Assassinate. During its first turn, the Trained Pact Demon has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Trained Pact Demon scores against a surprised creature is a critical hit.

Loud Armor. The Trained Pact Demon suffers disadvantage on Dexterity (Stealth) checks.

White Camouflage. The Trained Pact Demon has advantage on Dexterity (Stealth) checks made while in frozen or snowcovered terrain.

Innate Spellcasting (Psionic). The Trained Pact Demon's innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: burning hands, feather fall
3/long rest each: disguise self

Spellcasting. The Trained Pact Demon is a 10th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). It knows the following spells:

1st (4 slots): chaos bolt, charm person
2nd (3 slots): alter self, enthrall, suggestion
3rd (3 slots): hunger of hadar, hypnotic pattern
4th (3 slots): freedom of movement, mordenkainen's faithful hound
5th (2 slots): dominate person

Actions
------------------------------------------------
Multiattack. The Trained Pact Demon makes three attacks, two with its Handaxe and one with its Bite.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 56 (14d6 + 7) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d10 + 7) slashing damage.

Mystic Breath (Recharge 6). Each creature in a 30-foot long, 5-foot wide line must make a DC 19 Dexterity saving throw, taking 78 (12d12) fire damage on a failed save, or half as much on a successful one.


Poisonbug

Medium dragon, lawful neutral
------------------------------------------------
Armor Class 15
Hit Points 126 (28d8)
Speed 30 ft., fly 40 ft.
------------------------------------------------
STR 14 (+2) DEX 20 (+5) CON 10 (+0)
INT 14 (+2) WIS 19 (+4) CHA 8 (-1)
------------------------------------------------
Skills Perception +7
Damage Vulnerabilities fire
Damage Immunities cold
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 17
Languages Common, Draconic
Challenge 7 (2900 XP)
------------------------------------------------

Legendary Resistance (2/Long Rest). If the Poisonbug fails a saving throw, it can choose to succeed instead.

Actions
------------------------------------------------
Multiattack. The Poisonbug chooses to make either three Slam attacks, or two Weird Shot attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage plus 5 (2d4) acid damage.

Quill. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 6 piercing damage.

Weird Shot. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 10 (1d10 + 5) force damage.

Change Shape. The Poisonbug magically polymorphs into a humanoid or beast 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 Poisonbug's choice). In a new form, the Poisonbug retains its game statistics and 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.

Legendary Actions
------------------------------------------------
The Poisonbug can take 2 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 Poisonbug regains spent legendary actions at the start of its turn.

Detect. The Poisonbug makes a Wisdom (Perception) check.
Attack. The Poisonbug makes one Quill attack.

Lair Actions
------------------------------------------------
When fighting inside its lair, the Poisonbug can take lair actions. On initiative count 20 (losing initiative ties), the Poisonbug takes a lair action to cause one of the following effects:






LEVEL 13 TRIBE

Man

Medium aberration, unaligned
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft., climb 45 ft., burrow 30 ft.
------------------------------------------------
STR 3 (-4) DEX 14 (+2) CON 17 (+3)
INT 3 (-4) WIS 8 (-1) CHA 15 (+2)
------------------------------------------------
Skills Athletics -1
Senses darkvision 60 ft., blindsight 60 ft., tremorsense 60 ft., passive Perception 9
Languages telepathy 60 ft.
Challenge 3 (700 XP)
------------------------------------------------

Worker Runner. While it has moved at least half its speed since the start of its last turn, the Man has advantage on saving throws against being paralyzed.

Innate Spellcasting (Psionic). The Man's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: shield of faith
1/long rest each: gaseous form

Actions
------------------------------------------------
Multiattack. The Man chooses to make either two Unarmed Strike attacks, or two Quill attacks.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Quill. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage.


Man Defender

Tiny aberration, neutral evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 143 (22d4 + 88)
Speed 30 ft., climb 45 ft.
------------------------------------------------
STR 5 (-3) DEX 18 (+4) CON 19 (+4)
INT 5 (-3) WIS 10 (+0) CHA 19 (+4)
------------------------------------------------
Skills Athletics +0
Senses darkvision 60 ft., blindsight 60 ft., tremorsense 60 ft., passive Perception 10
Languages Deep Speech, telepathy 60 ft.
Challenge 7 (2900 XP)
------------------------------------------------

Slippery Spray. Whenever the Man Defender takes damage, each adjacent creature takes 10 (3d6) piercing damage.

Innate Spellcasting (Psionic). The Man Defender'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: shield of faith
1/long rest each: gaseous form

Actions
------------------------------------------------
Multiattack. The Man Defender chooses to make either three attacks, two with its Tongue and one with its Psudopods, or two attacks, one with its Shard and one with its Spine.

Tongue. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

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

Shard. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Spine. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Reactions
------------------------------------------------
Imp Tiger. When it sees an ally fall in battle, until the end of its next turn, the Man Defender deals an additional 1 psychic damage when it hits with an attack.


Educated Man

Tiny aberration, unaligned
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 175 (27d4 + 108)
Speed 30 ft., climb 45 ft.
------------------------------------------------
STR 5 (-3) DEX 11 (+0) CON 19 (+4)
INT 3 (-4) WIS 16 (+3) CHA 21 (+5)
------------------------------------------------
Skills Athletics +0, Stealth +4
Senses darkvision 60 ft., blindsight 60 ft., tremorsense 60 ft., passive Perception 13
Languages telepathy 60 ft.
Challenge 9 (5000 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Educated Man's innate spellcasting ability is Constitution (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: friends, shield of faith, speak with animals
1/long rest each: gaseous form
3/long rest each: wrath of nature

Spellcasting. The Educated Man is a 12th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It knows the following spells:

Cantrips (at will): create bonfire, frostbite, magic stone, vicious mockery
1st (4 slots): compelled duel, ensnaring strike
2nd (3 slots): pyrotechnics, web
3rd (3 slots): conjure barrage, wall of water
4th (3 slots): elemental bane, wall of fire
5th (2 slots): far step, holy weapon
6th (1 slot): true seeing

Actions
------------------------------------------------
Multiattack. The Educated Man chooses to make either three Psudopods attacks, or two Controlling Spit attacks.

Psudopods. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 22 (5d8) bludgeoning damage.

Controlling Spit. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 19 (3d12) psychic damage.

Channel Life (1/Long Rest). One creature within 30 feet of the Educated Man that it can see must make a DC 15 Constitution saving throw. On a failed save, the target takes 45 (10d8) necrotic damage, or half as much on a successful one. An ally of the Educated Man that it can see within 30 feet is healed the same amount.


Liquid Man

Medium aberration, unaligned
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 255 (34d8 + 102)
Speed 30 ft., climb 45 ft., swim 60 ft.
------------------------------------------------
STR 3 (-4) DEX 20 (+5) CON 17 (+3)
INT 7 (-2) WIS 10 (+0) CHA 17 (+3)
------------------------------------------------
Skills Athletics -1
Damage Immunities fire
Senses darkvision 60 ft., blindsight 60 ft., tremorsense 60 ft., passive Perception 10
Languages Common, telepathy 60 ft.
Challenge 13 (10000 XP)
------------------------------------------------

Legendary Resistance (3/Long Rest). If the Liquid Man fails a saving throw, it can choose to succeed instead.

Heated Body. A creature that touches the Liquid Man'or hits it with a melee attack while within 5 feet of it takes 19 (3d12) fire damage.

Maze Camouflage. The Liquid Man has advantage on Dexterity (Stealth) checks made while indoors or in a city.

Mind From Beyond. While it is adjacent to an ally that is not incapacitated, the Liquid Man deals an additional 2 necrotic damage when it hits with an attack.

Innate Spellcasting (Psionic). The Liquid Man's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: shield of faith
1/long rest each: gaseous form

Actions
------------------------------------------------
Multiattack. The Liquid Man chooses to make either three attacks, one with its Tentacles, one with its Hook, and one with its Psudopod, or three Wretch attacks.

Tentacles. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 7 (1d3 + 5) bludgeoning damage.

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

Psudopod. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) poison damage.

Wretch. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 11 (1d12 + 5) acid damage.

Summon Man Defender. The Liquid Man summons 2 (1d3) Man Defenders with a 20% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions
------------------------------------------------
The Liquid Man 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 Liquid Man regains spent legendary actions at the start of its turn.

Move. The Liquid Man moves up to half its speed. This movement does not provoke opportunity attacks.
Detect. The Liquid Man makes a Wisdom (Perception) check.
Attack (Costs 2 Actions). The Liquid Man makes one Psudopod attack.

Lair Actions
------------------------------------------------
When fighting inside its lair, the Liquid Man can take lair actions. On initiative count 20 (losing initiative ties), the Liquid Man takes a lair action to cause one of the following effects; it can't use the same lair action two rounds in a row:






LEVEL 13 MINIONS AND MASTERS

Experienced Dukar

Tiny fey, chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 102 (41d4)
Speed 30 ft., fly 60 ft. (hover), burrow 20 ft.
------------------------------------------------
STR 17 (+3) DEX 16 (+3) CON 10 (+0)
INT 20 (+5) WIS 9 (-1) CHA 23 (+6)
------------------------------------------------
Saving Throws Cha +9
Skills Athletics +6, Nature +8, Persuasion +9, Survival +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Damage Immunities radiant
Senses darkvision 120 ft., blindsight 120 ft., passive Perception 9
Languages Common, Sylvan
Challenge 5 (1800 XP)
------------------------------------------------

Echolocation. The Experienced Dukar can't use its blindsight while deafened.

Innate Spellcasting. The Experienced Dukar's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: tongues
1/long rest each: mirror image
2/long rest each: phantasmal killer, sleep

Actions
------------------------------------------------
Multiattack. The Experienced Dukar makes two attacks, one with its Bite and one with its Green Flame Greataxe.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Green Flame Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) fire damage, and up to one creature within 5 feet of the target takes 7 fire damage.

Healing Touch (1/Long Rest). The Experienced Dukar touches another creature. The target magically regains 5 (1d10) hit points and is freed from any curse, disease, poison, blindness, or deafness.


Ogiohspawn Warrior

Huge giant, chaotic evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 175 (27d12)
Speed 40 ft.
------------------------------------------------
STR 20 (+5) DEX 14 (+2) CON 10 (+0)
INT 9 (-1) WIS 6 (-2) CHA 7 (-2)
------------------------------------------------
Senses passive Perception 8
Languages Giant
Challenge 9 (5000 XP)
------------------------------------------------

Loud Armor. The Ogiohspawn Warrior suffers disadvantage on Dexterity (Stealth) checks.

Actions
------------------------------------------------
Multiattack. The Ogiohspawn Warrior makes two attacks, one with its Maul and one with its Slam.

Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) bludgeoning damage.

Summon Experienced Dukar. The Ogiohspawn Warrior summons 5 (2d4) Experienced Dukars with a 25% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Reactions
------------------------------------------------
Force Reactive (Recharge 5-6). When a creature misses the Ogiohspawn Warrior with a melee attack, the Ogiohspawn Warrior can turn the force of the missed attack into energy and push the attacking creature up to 10 feet in any direction, and that creature cannot move any more during the current turn.


Ogiohspawn

Huge giant, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 180 (24d12 + 24)
Speed 40 ft., climb 25 ft.
------------------------------------------------
STR 20 (+5) DEX 12 (+1) CON 13 (+1)
INT 9 (-1) WIS 6 (-2) CHA 11 (+0)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 8
Languages Giant
Challenge 9 (5000 XP)
------------------------------------------------

Acute Tree. While it hidden from all hostile creatures, as a bonus action, the Ogiohspawn can force each each enemy within 5 feet of the it must make a DC 15 Constitution saving throw or be poisoned until the end of that enemy's next turn. A creatrue that succeedson this saving throw is immune to this ability for the next 24 hours.

Actions
------------------------------------------------
Multiattack. The Ogiohspawn makes two attacks, one with its Light Hammer and one with its Claws.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) slashing damage.

Light Hammer. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 24 (3d12 + 5) bludgeoning damage.


Dukar Defender

Tiny fey, chaotic evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 261 (174d4 - 174)
Speed 30 ft.
------------------------------------------------
STR 18 (+4) DEX 6 (-2) CON 9 (-1)
INT 20 (+5) WIS 9 (-1) CHA 23 (+6)
------------------------------------------------
Skills Survival +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses passive Perception 9
Languages Common, Sylvan
Challenge 13 (10000 XP)
------------------------------------------------

Loud Armor. The Dukar Defender suffers disadvantage on Dexterity (Stealth) checks.

Deflecting Aeromancer. Ranged weapon attacks against the Dukar Defender suffer disadvantage.

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

At will: chill touch, resistance, sacred flame, tongues
1/long rest each: mirror image
2/long rest each: phantasmal killer, sleep

Spellcasting. The Dukar Defender is a 13th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): blade ward, dancing lights, friends, light, minor illusion
1st (4 slots): color spray, earth tremor, sleep
2nd (3 slots): alter self, blur, mind spike
3rd (3 slots): counterspell, haste, magic circle
4th (3 slots): otiluke's resilient sphere, phantasmal killer, sickening radiance
5th (2 slots): dawn, seeming
6th (1 slot): contingency, flesh to stone
7th (1 slot): crown of stars, mirage arcane

Actions
------------------------------------------------
Multiattack. The Dukar Defender makes two Arcane Slam attacks.

Arcane Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage plus 13 (2d12) force damage.


Crude Ogiohspawn

Huge giant, chaotic evil
------------------------------------------------
Armor Class 14 (chain shirt)
Hit Points 214 (33d12)
Speed 25 ft.
------------------------------------------------
STR 20 (+5) DEX 12 (+1) CON 10 (+0)
INT 9 (-1) WIS 6 (-2) CHA 7 (-2)
------------------------------------------------
Senses passive Perception 8
Languages Giant, Sylvan
Challenge 9 (5000 XP)
------------------------------------------------

Legendary Resistance (2/Long Rest). If the Crude Ogiohspawn fails a saving throw, it can choose to succeed instead.

Enchanted Burn. At the end of the Crude Ogiohspawn's turn, each creature that it hit with at least one weapon attack during its turn takes 11 (2d10) psychic damage.

Actions
------------------------------------------------
Multiattack. The Crude Ogiohspawn makes two attacks, one with its Dagger and one with its Club.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Club. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Legendary Actions
------------------------------------------------
The Crude Ogiohspawn can take 2 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 Crude Ogiohspawn regains spent legendary actions at the start of its turn.

Move. The Crude Ogiohspawn moves up to half its speed. This movement does not provoke opportunity attacks.
Attack. The Crude Ogiohspawn makes one Greatclub attack.







LEVEL 13 VARIANTS

Unholy Vexthing

Huge dragon, lawful evil
------------------------------------------------
Armor Class 10
Hit Points 312 (25d12 + 150)
Speed 30 ft., fly 60 ft.
------------------------------------------------
STR 21 (+5) DEX 11 (+0) CON 22 (+6)
INT 14 (+2) WIS 21 (+5) CHA 12 (+1)
------------------------------------------------
Skills Perception +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities fire
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 20
Languages Common, Draconic, Infernal
Challenge 13 (10000 XP)
------------------------------------------------

Heated Body. A creature that touches the Unholy Vexthing'or hits it with a melee attack while within 5 feet of it takes 19 (3d12) fire damage.

Reckless. At the start of its turn, the Unholy Vexthing 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.

Spell Eater. When the Unholy Vexthing succeeds on a saving throw against a spell, it gains 15 temporary hit points, which last for up to one minute, and gains advantage on attack rolls until the end of its next turn.

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

1/long rest each: flame blade, invisibility (self only)

Actions
------------------------------------------------
Multiattack. The Unholy Vexthing makes three attacks, one with its Claws and two with its Bite.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 41 (8d8 + 5) piercing damage.

Mystic Blast (Recharge 5-6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 18 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much on a successful one.


Solid Vexthing

Huge dragon, lawful evil
------------------------------------------------
Armor Class 10 (natural armor)
Hit Points 331 (39d12 + 78)
Speed 30 ft., burrow 15 ft.
------------------------------------------------
STR 18 (+4) DEX 9 (-1) CON 14 (+2)
INT 10 (+0) WIS 21 (+5) CHA 14 (+2)
------------------------------------------------
Skills Stealth +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages Common, Draconic
Challenge 13 (10000 XP)
------------------------------------------------

Legendary Resistance (3/Long Rest). If the Solid Vexthing fails a saving throw, it can choose to succeed instead.

Ambusher. During its first turn, the Solid Vexthing has advantage on attack rolls against any creature that it has surprised.

Fetid Cloud. The Solid Vexthing exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Solid Vexthing reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Solid Vexthing's enemies until it moves away. Multiple Fetid Clouds do not stack.

Actions
------------------------------------------------
Multiattack. The Solid Vexthing makes three attacks, two with its Claw and one with its Bite.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

Hell Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 20 Dexterity saving throw, taking 39 (6d12) fire damage on a failed save, or half as much on a successful one.

Legendary Actions
------------------------------------------------
The Solid Vexthing 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 Solid Vexthing regains spent legendary actions at the start of its turn.

Move. The Solid Vexthing moves up to half its speed. This movement does not provoke opportunity attacks.
Fire Expulsion (Costs 2 Actions). Each creature within 20 feet of the Solid Vexthing must make a DC 18 Dexterity saving throw, taking 19 (3d12) fire damage on a failed save, or half as much on a successful one.


Lively Vexthing

Huge dragon, lawful evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 314 (37d12 + 74)
Speed 30 ft.
------------------------------------------------
STR 11 (+0) DEX 18 (+4) CON 15 (+2)
INT 8 (-1) WIS 17 (+3) CHA 18 (+4)
------------------------------------------------
Saving Throws Int +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 13 (10000 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Lively Vexthing's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: divine word
2/long rest each: invisibility (self only)
3/long rest each: plane shift (self plus gear only)

Spellcasting. The Lively Vexthing is a 17th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It knows the following spells:

Cantrips (at will): acid splash, frostbite, infestation, vicious mockery
1st (4 slots): entangle, thunderwave
2nd (3 slots): spike growth, web
3rd (3 slots): fear, spirit guardians
4th (3 slots): banishment, fire shield
5th (2 slots): conjure elemental
6th (1 slot): planar ally
7th (1 slot): mirage arcane
8th (1 slot): incendiary cloud
9th (1 slot): meteor swarm

Actions
------------------------------------------------
Multiattack. The Lively Vexthing makes two attacks, one with its Claws and one with its Bite.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d12) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 33 (6d10) piercing damage.


Distant Vexthing

Huge dragon, lawful evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 425 (50d12 + 100)
Speed 30 ft., fly 30 ft.
------------------------------------------------
STR 13 (+1) DEX 24 (+7) CON 14 (+2)
INT 10 (+0) WIS 21 (+5) CHA 12 (+1)
------------------------------------------------
Skills Perception +17
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 27
Languages Common, Draconic
Challenge 18 (20000 XP)
------------------------------------------------

Inferno Flow. While the Distant Vexthing has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Distant Vexthing takes 22 (5d8) fire damage.

Magic Weapons. The Distant Vexthing's weapon attacks are magical.

Heated Body. A creature that touches the Distant Vexthing'or hits it with a melee attack while within 5 feet of it takes 13 (3d8) fire damage.

Innate Spellcasting (Psionic). The Distant Vexthing's innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: plane shift (self plus gear only), searing smite
1/long rest each: gate
3/long rest each: steel wind strike

Actions
------------------------------------------------
Multiattack. The Distant Vexthing chooses to make either four attacks, one with its Claws and three with its Bite, or four Pact Spit attacks.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d12 + 1) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d12 + 1) piercing damage.

Pact Spit. Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 14 (2d6 + 7) necrotic damage.


Magma Vexthing

Huge dragon, lawful evil
------------------------------------------------
Armor Class 19 (natural armor)
Hit Points 483 (46d12 + 184)
Speed 15 ft., fly 30 ft.
------------------------------------------------
STR 15 (+2) DEX 26 (+8) CON 18 (+4)
INT 12 (+1) WIS 19 (+4) CHA 16 (+3)
------------------------------------------------
Skills Perception +11
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 21
Languages Common, Draconic
Challenge 21 (330000 XP)
------------------------------------------------

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Magma Vexthing that the Magma Vexthing is aware of takes damage, the Magma Vexthing can cause the damaged creature to take an additional 19 (3d12) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Mire Camouflage. The Magma Vexthing has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Magic Weapons. The Magma Vexthing's weapon attacks are magical.

Heated Body. A creature that touches the Magma Vexthing'or hits it with a melee attack while within 5 feet of it takes 17 (5d6) fire damage.

Innate Spellcasting (Psionic). The Magma Vexthing's innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: weird
3/long rest each: tongues

Actions
------------------------------------------------
Multiattack. The Magma Vexthing makes three attacks, one with its Bite and two with its Claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (5d8 + 2) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (5d8 + 2) slashing damage.







LEVEL 13 NPCS

Nightbeing Runner

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 266 (41d8 + 82)
Speed 30 ft., fly 60 ft. (hover)
------------------------------------------------
STR 15 (+2) DEX 19 (+4) CON 14 (+2)
INT 22 (+6) WIS 18 (+4) CHA 13 (+1)
------------------------------------------------
Saving Throws Cha +6
Skills Athletics +7
Senses passive Perception 14
Languages Common
Challenge 13 (10000 XP)
------------------------------------------------

Wrath. Any time the Nightbeing Runner sees an ally fall in battle, it gains a +3 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Innate Spellcasting (Psionic). The Nightbeing Runner's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: thunder step
3/long rest each: feather fall

Spellcasting. The Nightbeing Runner is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It knows the following spells:

1st (4 slots): cause fear, hex, protection from evil and good
2nd (3 slots): blindness/deafness, gentle repose, ray of enfeeblement
3rd (3 slots): animate dead, bestow curse
4th (3 slots): blight
5th (2 slots): contagion

Actions
------------------------------------------------
Multiattack. The Nightbeing Runner makes two attacks, one with its Dagger and one with its Rapier.

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (1d12 + 4) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 16 (3d10) poison damage on a failed save.

Magma Step (Recharge 5-6). The Nightbeing Runner chooses two adjacent spaces. Those spaces are covered in magma until the start of the Nightbeing Runner's next turn. Magma-covered spaces are considered difficult terrain, and any creature that moves into or starts its turn in such a space takes 32 (5d12) fire damage.

Healing Touch (1/Long Rest). The Nightbeing Runner touches another creature. The target magically regains 17 (5d6) hit points and is freed from any curse, disease, poison, blindness, or deafness.


Greater Villagebeing

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 103 (23d4 + 46)
Speed 30 ft.
------------------------------------------------
STR 12 (+1) DEX 17 (+3) CON 14 (+2)
INT 14 (+2) WIS 13 (+1) CHA 14 (+2)
------------------------------------------------
Skills Athletics +4, Medicine +4, Perception +4, Stealth +9
Senses passive Perception 14
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Heated Body. A creature that touches the Greater Villagebeing'or hits it with a melee attack while within 5 feet of it takes 7 (3d4) fire damage.

Flaming Aura. Each creature that begins its turn within 10 feet of the Greater Villagebeing takes 5 (1d10) fire damage.

Ranged Slime. While the temperature is above 100 degrees Fahrenheit, the Greater Villagebeing deals an additional 2 piercing damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Greater Villagebeing chooses to make either two attacks, one with its Flail and one with its Handaxe, or two attacks, one with its Zoo Arrow and one with its Quill.

Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d10 + 1) slashing damage.

Zoo Arrow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (2d4 + 3) acid damage.

Quill. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Enslave (3/Long Rest). The Greater Villagebeing targets one creature it can see within 30 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be magically charmed by the Greater Villagebeing until the Greater Villagebeing dies or until it is on a different plane of existence from the target. The charmed target is under the Greater Villagebeing's control and can't take reactions, and the Greater Villagebeing and the target can communicate telepathically with each other over any distance.
     Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Greater Villagebeing.


Proficient Puddlesnake

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 121 (22d8 + 22)
Speed 30 ft.
------------------------------------------------
STR 20 (+5) DEX 16 (+3) CON 13 (+1)
INT 17 (+3) WIS 12 (+1) CHA 8 (-1)
------------------------------------------------
Saving Throws Cha +2
Skills Acrobatics +6, Athletics +8, Stealth +9
Damage Resistances cold
Senses passive Perception 11
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Ice Walk. The Proficient Puddlesnake can move across or climb icy surfaces without needing to make an abiltiy check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Dryad Imp. While it is indoors, as a bonus action, the Proficient Puddlesnake can make a melee weapon attack.

Actions
------------------------------------------------
Multiattack. The Proficient Puddlesnake makes two Greatsword attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage.

Enslave (1/Long Rest). The Proficient Puddlesnake targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the Proficient Puddlesnake until the Proficient Puddlesnake dies or until it is on a different plane of existence from the target. The charmed target is under the Proficient Puddlesnake's control and can't take reactions, and the Proficient Puddlesnake and the target can communicate telepathically with each other over any distance.
     Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Proficient Puddlesnake.


Lively Tekkbody

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 14
Hit Points 184 (41d4 + 82)
Speed 30 ft.
------------------------------------------------
STR 20 (+5) DEX 19 (+4) CON 15 (+2)
INT 12 (+1) WIS 17 (+3) CHA 14 (+2)
------------------------------------------------
Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 9 (5000 XP)
------------------------------------------------

Fox Caster. While it is restrained, the Lively Tekkbody has advantage on saving throws against being stunned.

Innate Spellcasting (Psionic). The Lively Tekkbody's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: thunderclap

Spellcasting. The Lively Tekkbody is a 8th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It knows the following spells:

Cantrips (at will): chill touch, spare the dying, toll the dead
1st (4 slots): false life, hex, ray of sickness
2nd (3 slots): gentle repose, ray of enfeeblement
3rd (3 slots): animate dead, magic circle
4th (2 slots): blight, shadow of moil

Actions
------------------------------------------------
Multiattack. The Lively Tekkbody makes two attacks, one with its Lance and one with its Handaxe.

Lance. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 24 (3d12 + 5) slashing damage.

Death Blast (Recharge 5-6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 15 Constitution saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much on a successful one.


Dynamic Grimtongue

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 165 (22d8 + 66)
Speed 30 ft.
------------------------------------------------
STR 20 (+5) DEX 16 (+3) CON 17 (+3)
INT 22 (+6) WIS 10 (+0) CHA 17 (+3)
------------------------------------------------
Skills Athletics +8, Stealth +6
Damage Resistances fire
Senses passive Perception 10
Languages Common, Ignan
Challenge 7 (2900 XP)
------------------------------------------------

Heated Body. A creature that touches the Dynamic Grimtongue'or hits it with a melee attack while within 5 feet of it takes 5 (2d4) fire damage.

False Appearance. While the Dynamic Grimtongue remains motionless, it is indistinguishable from a boring rock.

Sneak Attack (1/Turn). The Dynamic Grimtongue deals an additional 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 Dynamic Grimtongue that is not incapacitated and the Dynamic Grimtongue doesn't have disadvantage on the attack roll.

Actions
------------------------------------------------
Multiattack. The Dynamic Grimtongue makes two War Pick attacks.

War Pick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.







LEVEL 14 SMATTERING

Secretive Guy

Small aberration, lawful evil
------------------------------------------------
Armor Class 15
Hit Points 283 (63d6 + 63)
Speed 25 ft., swim 40 ft.
------------------------------------------------
STR 20 (+5) DEX 20 (+5) CON 13 (+1)
INT 12 (+1) WIS 10 (+0) CHA 12 (+1)
------------------------------------------------
Skills Stealth +10
Damage Resistances cold
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 10
Languages Common, Deep Speech, telepathy 120 ft.
Challenge 14 (11500 XP)
------------------------------------------------

Confusion Aura. An enemy that starts its turn within 10 feet of the Secretive Guy must make a DC 18 Wisdom saving throw. On a failed save, the enemy is affected as if by a confusion spell. Whether or not the save succeeds, a creature cannot be affected again for 24 hours.

Amphibious. The Secretive Guy can breathe both air and water.

Legendary Resistance (3/Long Rest). If the Secretive Guy fails a saving throw, it can choose to succeed instead.

Sorcerous Flow. While the Secretive Guy has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Secretive Guy takes 10 (3d6) fire damage.

Innate Spellcasting (Psionic). The Secretive Guy'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: shape water
3/long rest each: levitate (self only), tongues

Actions
------------------------------------------------
Multiattack. The Secretive Guy makes three Psudopods attacks.

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

Psudopods. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Legendary Actions
------------------------------------------------
The Secretive Guy 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 Secretive Guy regains spent legendary actions at the start of its turn.

Attack. The Secretive Guy makes one Psudopods attack.
Detect. The Secretive Guy makes a Wisdom (Perception) check.
Move. The Secretive Guy moves up to half its speed.

Lair Actions
------------------------------------------------
When fighting inside its lair, the Secretive Guy can take lair actions. On initiative count 20 (losing initiative ties), the Secretive Guy takes a lair action to cause one of the following effects; it can't use the same lair action two rounds in a row:

Yzasneuora

Small undead, lawful evil
------------------------------------------------
Armor Class 14
Hit Points 264 (48d6 + 96)
Speed 30 ft., swim 45 ft.
------------------------------------------------
STR 22 (+6) DEX 19 (+4) CON 15 (+2)
INT 18 (+4) WIS 11 (+0) CHA 3 (-4)
------------------------------------------------
Damage Immunities poison, cold
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 10
Languages the languages it knew in life (Common by default)
Challenge 14 (11500 XP)
------------------------------------------------

Detect Life. The Yzasneuora can can magically sense the presence of living creatures up to 5 miles away. It knows the general direction they're in but not their exact locations.

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

Mystic Flow. While the Yzasneuora has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Yzasneuora takes 17 (5d6) fire damage.

Relentless. If the Yzasneuora is reduced to 0 hit points, it is not knocked unconscious or killed as a result until the end of its next turn, provided it still has 0 hit points.

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

At will: shape water
1/long rest each: tongues
2/long rest each: delayed blast fireball
3/long rest each: teleport (self plus gear only)

Actions
------------------------------------------------
Multiattack. The Yzasneuora makes three Light Hammer attacks.

Light Hammer. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Yzasneuora must make a DC 17 Wisdom saving throw or become frightened for one minute. An affected creature can repeat the save as an action. On a successful save, the effect is removed for that creature.


Prettywyrm

Large monstrosity, neutral evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 379 (33d10 + 198)
Speed 35 ft., swim 55 ft.
------------------------------------------------
STR 14 (+2) DEX 20 (+5) CON 23 (+6)
INT 15 (+2) WIS 7 (-2) CHA 9 (-1)
------------------------------------------------
Skills Perception +3
Damage Resistances fire
Senses darkvision 120 ft., passive Perception 13
Languages Common, Terran
Challenge 14 (11500 XP)
------------------------------------------------

Innate Spellcasting. The Prettywyrm's innate spellcasting ability is Constitution (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: feather fall
1/long rest each: flame strike, protection from energy
3/long rest each: conjure animals, teleport (self plus gear only)

Actions
------------------------------------------------
Multiattack. The Prettywyrm makes three attacks, one with its Horn, one with its Talons, and one with its Bite.

Horn. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage.

Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage.

Reactions
------------------------------------------------
Snow Roar (Recharge 5-6). When the Prettywyrm takes damage, it can emit a powerful roar. Each enemy within 30 feet that can hear it must make a DC 19 Wisdom saving throw. On a failed save, a creature is frightened until the end of its next turn.


Mii Spell Thief

Small fey, lawful evil
------------------------------------------------
Armor Class 15
Hit Points 192 (35d6 + 70)
Speed 0 ft., swim 30 ft., fly 60 ft.
------------------------------------------------
STR 7 (-2) DEX 21 (+5) CON 14 (+2)
INT 9 (-1) WIS 17 (+3) CHA 9 (-1)
------------------------------------------------
Skills Athletics +2
Damage Immunities cold
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses passive Perception 13
Languages Common, Sylvan
Challenge 10 (5900 XP)
------------------------------------------------

Hold Breath. The Mii Spell Thief can hold its breath for 15 minutes.

Heated Body. A creature that touches the Mii Spell Thief'or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.

Sense Magic. The Mii Spell Thief senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Innate Spellcasting. The Mii Spell Thief's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: acid splash, chaos bolt, compulsion
1/long rest each: teleport (self plus gear only)

Actions
------------------------------------------------
Multiattack. The Mii Spell Thief makes three Claws attacks.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Reactions
------------------------------------------------
Viscious Lampoon (Recharge 5-6). One creature within 60 feet of the Mii Spell Thief that misses with an attack must make a DC 15 Charisma saving throw. On a failed save, that creature suffers disadvantage on attack rolls for one minute, or until it hits with an attack.







LEVEL 14 TRIBE

Scalywing

Tiny fey, unaligned
------------------------------------------------
Armor Class 12
Hit Points 70 (20d4 + 20)
Speed 25 ft., climb 15 ft., swim 25 ft., burrow 15 ft.
------------------------------------------------
STR 18 (+4) DEX 15 (+2) CON 12 (+1)
INT 4 (-3) WIS 4 (-3) CHA 21 (+5)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 60 ft., tremorsense 60 ft., passive Perception 7
Languages Undercommon
Challenge 3 (700 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Scalywing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Amphibious. The Scalywing can breathe both air and water.

Death Rage. The Scalywing has advantage on attack rolls while it has 13 or fewer hit points remaining.

Glide. Reduce all falling damage the Scalywing takes by 20.

Innate Spellcasting. The Scalywing'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:

1/long rest each: levitate (self only)

Actions
------------------------------------------------
Multiattack. The Scalywing makes two Claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Quill. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 13 (2d10 + 2) piercing damage.


Ashen Scalywing

Tiny fey, unaligned
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 198 (36d4 + 108)
Speed 25 ft., climb 15 ft., swim 25 ft., burrow 15 ft.
------------------------------------------------
STR 14 (+2) DEX 17 (+3) CON 17 (+3)
INT 4 (-3) WIS 8 (-1) CHA 17 (+3)
------------------------------------------------
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 60 ft., tremorsense 60 ft., passive Perception 9
Languages Sylvan
Challenge 10 (5900 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Ashen Scalywing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Amphibious. The Ashen Scalywing can breathe both air and water.

Ancient Camouflage. The Ashen Scalywing has advantage on Dexterity (Stealth) checks made while in jungle terrain.

Heated Body. A creature that touches the Ashen Scalywing'or hits it with a melee attack while within 5 feet of it takes 7 (3d4) fire damage.

Innate Spellcasting. The Ashen Scalywing'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:

1/long rest each: levitate (self only), stinking cloud

Actions
------------------------------------------------
Multiattack. The Ashen Scalywing chooses to make either three Slam attacks, or three Spine attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage.

Spine. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Electric Burst (Recharge 6). Each creature within 20 feet of the Ashen Scalywing must make a DC 15 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much on a successful one.


Defending Scalywing

Tiny fey, unaligned
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 220 (49d4 + 98)
Speed 25 ft., climb 15 ft., swim 25 ft., burrow 15 ft.
------------------------------------------------
STR 21 (+5) DEX 15 (+2) CON 15 (+2)
INT 2 (-4) WIS 4 (-3) CHA 17 (+3)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 60 ft., tremorsense 60 ft., passive Perception 7
Languages -
Challenge 10 (5900 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Defending Scalywing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Amphibious. The Defending Scalywing can breathe both air and water.

Deflecting Aeromancer. Ranged weapon attacks against the Defending Scalywing suffer disadvantage.

Madness Tunnel Stalker. While it is not touching the ground, the Defending Scalywing has advantage on Intelligence, Wisdom, and Charisma checks.

Innate Spellcasting. The Defending Scalywing'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:

1/long rest each: levitate (self only)

Actions
------------------------------------------------
Multiattack. The Defending Scalywing chooses to make either three attacks, two with its Claw and one with its Bite, or two attacks, one with its Spine and one with its Shard.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Spine. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 16 (4d6 + 2) piercing damage.

Shard. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 28 (4d12 + 2) slashing damage.


Watery Scalywing

Tiny fey, unaligned
------------------------------------------------
Armor Class 15
Hit Points 295 (118d4)
Speed 25 ft., climb 15 ft., swim 25 ft., burrow 15 ft.
------------------------------------------------
STR 18 (+4) DEX 20 (+5) CON 11 (+0)
INT 2 (-4) WIS 4 (-3) CHA 17 (+3)
------------------------------------------------
Saving Throws Str +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 60 ft., tremorsense 60 ft., passive Perception 7
Languages -
Challenge 14 (11500 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Watery Scalywing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Amphibious. The Watery Scalywing can breathe both air and water.

Legendary Resistance (3/Long Rest). If the Watery Scalywing fails a saving throw, it can choose to succeed instead.

Tangled Camouflage. The Watery Scalywing has advantage on Dexterity (Stealth) checks made while in jungle terrain.

Ancient Scorpion. While it is in moonlight, as a bonus action, the Watery Scalywing can move up to half its speed. This movement does not provoke attacks of opportunity.

Innate Spellcasting. The Watery Scalywing's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: guidance, heroes' feast, shocking grasp
1/long rest each: levitate (self only), tongues
2/long rest each: disguise self
3/long rest each: regenerate

Actions
------------------------------------------------
Multiattack. The Watery Scalywing chooses to make either two Claw attacks, or two attacks, one with its Quill and one with its Spine.

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

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) slashing damage.

Quill. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Spine. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 27 (5d8 + 5) piercing damage.

Summon Scalywing. The Watery Scalywing summons a Scalywing with a 30% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Reactions
------------------------------------------------
Tripping Tongue. One creature within 60 feet of the Watery Scalywing that speaks must make a DC 18 Charisma saving throw. On a failed save, that creature speaks the opposite of what it intended. An entreaty for peace becomes a challenge to battle, a friendly greeting becomes an insulting threat, etc. If the target was casting a spell with a verbal component, roll 1d20. On a 1, the spell slot is expended, but a wild magic effect occurs instead of the spell's effect. Otherwise, the spell is not cast and no spell slot is expended.

Legendary Actions
------------------------------------------------
The Watery Scalywing 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 Watery Scalywing regains spent legendary actions at the start of its turn.

Detect. The Watery Scalywing makes a Wisdom (Perception) check.
Move. The Watery Scalywing moves up to half its speed. This movement does not provoke opportunity attacks.
Attack. The Watery Scalywing makes one Bite attack.
Lightning Expulsion (Costs 2 Actions). Each creature within 20 feet of the Watery Scalywing must make a DC 18 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much on a successful one.







LEVEL 14 MINIONS AND MASTERS

Autobody

Medium undead, chaotic evil
------------------------------------------------
Armor Class 12 (shield)
Hit Points 119 (14d8 + 56)
Speed 30 ft., fly 40 ft.
------------------------------------------------
STR 21 (+5) DEX 14 (+2) CON 18 (+4)
INT 3 (-4) WIS 11 (+0) CHA 5 (-3)
------------------------------------------------
Skills Perception +3
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 6 (2300 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Autobody's innate spellcasting ability is Constitution (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: blade ward, hex
1/long rest each: ray of sickness
2/long rest each: glyph of warding
3/long rest each: tongues

Actions
------------------------------------------------
Multiattack. The Autobody chooses to make either two attacks, one with its Flail and one with its Mace, or two Sling attacks.

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

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Sling. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.


Autobody Manager

Medium undead, chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 104 (11d8 + 55)
Speed 30 ft.
------------------------------------------------
STR 11 (+0) DEX 16 (+3) CON 20 (+5)
INT 5 (-3) WIS 11 (+0) CHA 3 (-4)
------------------------------------------------
Skills Perception +3
Damage Immunities poison, radiant
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

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

Innate Spellcasting (Psionic). The Autobody Manager's innate spellcasting ability is Constitution (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: hex
1/long rest each: ray of sickness
3/long rest each: tongues

Actions
------------------------------------------------
Multiattack. The Autobody Manager chooses to make either two Halberd attacks, or two attacks, one with its Corrosive Heavy Crossbow and one with its Dart.

Halberd. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 11 (2d10) slashing damage.

Corrosive Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 4 (1d2 + 3) piercing damage plus 2 (1d4) acid damage.

Dart. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Wail (1/Long Rest). The Autobody Manager releases a mournful wail, provided that it isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of it that can hear the wail must make a DC 14 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 18 (4d8) psychic damage.


Furry Autobody

Medium undead, chaotic evil
------------------------------------------------
Armor Class 11
Hit Points 19 (2d8 + 10)
Speed 30 ft.
------------------------------------------------
STR 11 (+0) DEX 12 (+1) CON 20 (+5)
INT 5 (-3) WIS 13 (+1) CHA 5 (-3)
------------------------------------------------
Skills Athletics +2
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, acid; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 1 (200 XP)
------------------------------------------------

Keen Sight. The Furry Autobody has advantage on all Wisdom (Perception) checks that rely on sight.

Body Controller. While it has reduced a living creature to 0 hit points within the past minute, the Furry Autobody deals an additional 1 psychic damage when it hits with an attack.

Charge. If the Furry Autobody moves at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 5 (1d10) damage to the target.

Innate Spellcasting (Psionic). The Furry Autobody's innate spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: dancing lights, hex
1/long rest each: ray of sickness
3/long rest each: tongues

Actions
------------------------------------------------
Multiattack. The Furry Autobody chooses to make either two attacks, one with its Greatclub and one with its Glaive, or two Longbow attacks.

Greatclub. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 1) bludgeoning damage.

Glaive. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 2 (1d2 + 1) piercing damage.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Furry Autobody must make a DC 11 Wisdom saving throw or become frightened for one minute. An affected creature can repeat the save as an action. On a successful save, the effect is removed for that creature.


Lafilinasnare

Tiny fey, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 256 (57d4 + 114)
Speed 25 ft.
------------------------------------------------
STR 18 (+4) DEX 13 (+1) CON 15 (+2)
INT 15 (+2) WIS 5 (-3) CHA 6 (-2)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses passive Perception 7
Languages Sylvan, Draconic
Challenge 10 (5900 XP)
------------------------------------------------

Deflecting Guster. Ranged weapon attacks against the Lafilinasnare suffer disadvantage.

Wrath. Any time the Lafilinasnare sees an ally fall in battle, it gains a +2 bonus to weapon damage rolls for the next minute. If another ally falls, the bonus does not stack, but the duration is reset.

Ogrun Bird. While it is in moonlight, the Lafilinasnare is invisible.

Actions
------------------------------------------------
Multiattack. The Lafilinasnare makes two Claws attacks.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (6d8 + 4) slashing damage.


Fury Lafilinasnare

Tiny fey, chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 175 (39d4 + 78)
Speed 25 ft., fly 35 ft., climb 25 ft.
------------------------------------------------
STR 16 (+3) DEX 16 (+3) CON 15 (+2)
INT 15 (+2) WIS 5 (-3) CHA 6 (-2)
------------------------------------------------
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses passive Perception 7
Languages Sylvan, Draconic
Challenge 7 (2900 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Fury Lafilinasnare makes two Claws attacks.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) slashing damage.

Solid Wave (Recharge 5-6). The Fury Lafilinasnare sends a wave of earth rushing forward in a 400-foot line. Each creature in the line must make a DC 14 Dexterity saving throw, taking 17 (5d6) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails this save is also burried in rubble. A burried creature is restrained and can make a DC 14 Strength (Athletics) check as an action. On a successful check, the effect ends for that creature.

Treetop Charm. One humanoid the Fury Lafilinasnare can see within 30 feet of it must succeed on a DC 13 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Fury Lafilinasnare's spoken commands. If the target suffers any harm from the Fury Lafilinasnare or another creature or receives a suicidal command from the Fury Lafilinasnare, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the Fury Lafilinasnare's Treetop Charm for the next 24 hours.


Draconic Lafilinasnare

Tiny fey, chaotic evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 256 (57d4 + 114)
Speed 25 ft., fly 35 ft., climb 25 ft.
------------------------------------------------
STR 14 (+2) DEX 13 (+1) CON 15 (+2)
INT 15 (+2) WIS 5 (-3) CHA 6 (-2)
------------------------------------------------
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses passive Perception 7
Languages Sylvan, Draconic
Challenge 10 (5900 XP)
------------------------------------------------

Icy Manticore. While it is blinded, as a bonus action, until the end of its next turn, the Draconic Lafilinasnare deals an additional 1 cold damage when it hits with an attack.

Innate Spellcasting. The Draconic Lafilinasnare'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:

1/long rest each: disguise self

Actions
------------------------------------------------
Multiattack. The Draconic Lafilinasnare makes three attacks, two with its Claw and one with its Green Bite.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) slashing damage.

Green Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage plus 3 (1d6) poison damage.

Reactions
------------------------------------------------
Tripping Tongue. One creature within 60 feet of the Draconic Lafilinasnare that speaks must make a DC 16 Charisma saving throw. On a failed save, that creature speaks the opposite of what it intended. An entreaty for peace becomes a challenge to battle, a friendly greeting becomes an insulting threat, etc. If the target was casting a spell with a verbal component, roll 1d20. On a 1, the spell slot is expended, but a wild magic effect occurs instead of the spell's effect. Otherwise, the spell is not cast and no spell slot is expended.







LEVEL 14 VARIANTS

Nightampbinri

Large construct, unaligned
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 337 (45d10 + 90)
Speed 30 ft.
------------------------------------------------
STR 23 (+6) DEX 17 (+3) CON 15 (+2)
INT 3 (-4) WIS 7 (-2) CHA 18 (+4)
------------------------------------------------
Damage Immunities necrotic, poison, radiant
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 8
Languages -
Challenge 14 (11500 XP)
------------------------------------------------

Unknown Spray. Whenever the Nightampbinri takes at least 20 damage from a single source, each adjacent creature takes 28 (8d6) psychic damage.

Abstinent Pine. While it is in moonlight, the Nightampbinri has advantage on attack rolls.

Slow Fall. Reduce all falling damage the Nightampbinri takes by 70.

Innate Spellcasting (Psionic). The Nightampbinri's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

3/long rest each: tongues

Actions
------------------------------------------------
Multiattack. The Nightampbinri makes three Tentacles attacks.

Tentacles. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) bludgeoning damage.


Whirlpool Nightampbinri

Large construct, unaligned
------------------------------------------------
Armor Class 18
Hit Points 399 (42d10 + 168)
Speed 25 ft., swim 60 ft.
------------------------------------------------
STR 16 (+3) DEX 26 (+8) CON 19 (+4)
INT 13 (+1) WIS 3 (-4) CHA 20 (+5)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Resistances radiant, thunder
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 6
Languages Deep Speech
Challenge 20 (25000 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Whirlpool Nightampbinri can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 24 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Whirlpool Nightampbinri. If the save fails by 5 or more, a creature also falls prone.

Sonic Leakage. While the Whirlpool Nightampbinri has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Whirlpool Nightampbinri takes 24 (7d6) thunder damage.

Plains Strength. While it is conscious, the Whirlpool Nightampbinri deals an additional 5 necrotic damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Whirlpool Nightampbinri makes three Tentacles attacks.

Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 36 (6d10 + 3) bludgeoning damage.


Thuggish Nightampbinri

Large construct, unaligned
------------------------------------------------
Armor Class 15
Hit Points 182 (28d10 + 28)
Speed 35 ft.
------------------------------------------------
STR 19 (+4) DEX 21 (+5) CON 13 (+1)
INT 3 (-4) WIS 1 (-5) CHA 18 (+4)
------------------------------------------------
Skills Athletics +10
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 5
Languages -
Challenge 8 (3900 XP)
------------------------------------------------

Magic Resistance. The Thuggish Nightampbinri has advantage on saving throws against spells.

Actions
------------------------------------------------
Multiattack. The Thuggish Nightampbinri makes two Hook attacks.

Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) slashing damage.


Far Nightampbinri

Large construct, unaligned
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 117 (18d10 + 18)
Speed 25 ft.
------------------------------------------------
STR 14 (+2) DEX 11 (+0) CON 13 (+1)
INT 5 (-3) WIS 1 (-5) CHA 18 (+4)
------------------------------------------------
Saving Throws Dex +3
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 5
Languages Deep Speech
Challenge 5 (1800 XP)
------------------------------------------------

Yellow Spray. Whenever the Far Nightampbinri takes at least 15 damage from a single source, each adjacent creature takes 9 (2d8) radiant damage.

Actions
------------------------------------------------
Multiattack. The Far Nightampbinri makes two attacks, one with its Ungulae and one with its Psudopods.

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

Psudopods. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) poison damage.







LEVEL 14 NPCS

Feathered Roadmorph

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 264 (48d8 + 48)
Speed 30 ft.
------------------------------------------------
STR 18 (+4) DEX 7 (-2) CON 12 (+1)
INT 15 (+2) WIS 16 (+3) CHA 14 (+2)
------------------------------------------------
Senses passive Perception 13
Languages Common
Challenge 10 (5900 XP)
------------------------------------------------

Deflecting Aeromancer. Ranged weapon attacks against the Feathered Roadmorph suffer disadvantage.

Actions
------------------------------------------------
Multiattack. The Feathered Roadmorph makes two attacks, one with its Strike of the Wind Priest and one with its Claws.

Strike of the Wind Priest. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 11 (2d10) slashing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) slashing damage.


Lively Mutaghost

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 17 (natural armor)
Hit Points 335 (61d8 + 61)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 22 (+6) CON 12 (+1)
INT 18 (+4) WIS 15 (+2) CHA 10 (+0)
------------------------------------------------
Saving Throws Con +6, Cha +5
Skills Athletics +12, Perception +7, Persuasion +5
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 17
Languages Common
Challenge 14 (11500 XP)
------------------------------------------------

Assistant. The Lively Mutaghost can use the Help action as a bonus action.

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

1/long rest each: disguise self

Actions
------------------------------------------------
Multiattack. The Lively Mutaghost makes three attacks, one with its Rapier and two with its Dagger.

Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 28 (5d8 + 6) piercing damage.

Altered Battle Cry (1/Long Rest). The Lively Mutaghost lets out a battle cry. Its allies within 60 feet add 15 radiant damage to weapon damage rolls until the end of the Lively Mutaghost's next turn.

Infirmity of Body (Recharge 5-6). One creature within 60 feet that the Lively Mutaghost can see must make a DC 17 Constitution saving throw. On a failed save, the target magically ages into a wizened, ancient form for one minute. While aged in this way, the target suffers disadvantage on all Strength, Constitution, and Dexterity attacks, checks, and saving throws, except against this effect. The creature can repeat the save at the end of each of its turns. A successful save removes the effect for that creature.

Summon Chaobody. The Lively Mutaghost summons 9 (2d8) Chaobodys with a 35% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Reactions
------------------------------------------------
Pact Sun. When it reduces a living creature to 0 hit points, the Lively Mutaghost can take the Dodge action.


Sewer Morph Wanderer

Large humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 331 (51d10 + 51)
Speed 30 ft., swim 15 ft.
------------------------------------------------
STR 24 (+7) DEX 17 (+3) CON 12 (+1)
INT 12 (+1) WIS 20 (+5) CHA 21 (+5)
------------------------------------------------
Saving Throws Str +12
Skills Stealth +8
Damage Resistances fire
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 15
Languages Common, Aquan
Challenge 14 (11500 XP)
------------------------------------------------

Heated Body. A creature that touches the Sewer Morph Wanderer'or hits it with a melee attack while within 5 feet of it takes 21 (6d6) fire damage.

Relentless. If the Sewer Morph Wanderer is reduced to 0 hit points, it is not knocked unconscious or killed as a result until the end of its next turn, provided it still has 0 hit points.

Fiery Flow. While the Sewer Morph Wanderer has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Sewer Morph Wanderer takes 17 (5d6) fire damage.

Man Leaf. While it is submerged entirely in water, as a bonus action, the Sewer Morph Wanderer can take the Help action.

Innate Spellcasting. The Sewer Morph Wanderer'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: beast bond, tongues
1/long rest each: investiture of flame
3/long rest each: blight

Spellcasting. The Sewer Morph Wanderer is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following spells prepared:

1st (4 slots): detect poison and disease, protection from evil and good, searing smite
2nd (3 slots): aid, branding smite, locate object
3rd (3 slots): create food and water, elemental weapon, plant growth
4th (1 slot): find greater steed, ice storm, locate creature

Actions
------------------------------------------------
Multiattack. The Sewer Morph Wanderer makes two Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d6 + 7) piercing damage.


Savage Metro Strike

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16
Hit Points 390 (52d8 + 156)
Speed 30 ft., fly 60 ft., climb 30 ft.
------------------------------------------------
STR 6 (-2) DEX 23 (+6) CON 16 (+3)
INT 24 (+7) WIS 17 (+3) CHA 18 (+4)
------------------------------------------------
Skills Athletics +4, Stealth +18
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 17 (18000 XP)
------------------------------------------------

Fetid Cloud. The Savage Metro Strike exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Savage Metro Strike reaches half hit points, the cloud thickens and sticks to the ground, causing the ground within 30 feet to become difficult terrain for all of the Savage Metro Strike's enemies until it moves away. Multiple Fetid Clouds do not stack.

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Savage Metro Strike that the Savage Metro Strike is aware of takes damage, the Savage Metro Strike can cause the damaged creature to take an additional 17 (5d6) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

High Bear. While it is the first round of combat, the Savage Metro Strike has advantage on saving throws against being deafened.

Innate Spellcasting (Psionic). The Savage Metro Strike's innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: disguise self
2/long rest each: incendiary cloud
3/long rest each: banishment, feather fall, longstrider, plane shift (self plus gear only), see invisibility

Actions
------------------------------------------------
Multiattack. The Savage Metro Strike makes three attacks, one with its Bite and two with its Claw.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.

Summon Sewer Morph Wanderer. The Savage Metro Strike summons 5 (2d4) Sewer Morph Wanderers with a 25% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Energetic Rockscreamer

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 129 (37d4 + 37)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 16 (+3) CON 12 (+1)
INT 14 (+2) WIS 15 (+2) CHA 20 (+5)
------------------------------------------------
Senses passive Perception 12
Languages Common
Challenge 6 (2300 XP)
------------------------------------------------

Witch Flow. While the Energetic Rockscreamer has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Energetic Rockscreamer takes 7 (3d4) necrotic damage.

Overdrive Healing. The Energetic Rockscreamer can choose to regain 10 hit points at the start of each of its turn. If this healing exceeds its maximum hit points, it gains the remainder as bonus hit points, which stack with other bonus hit points gained by this ability. Once the Energetic Rockscreamer has chosen to do this, the healing is automatic on each of its following turns.

Critical Mass. If the Energetic Rockscreamer ever has temporary hit points equal to or exceeding 40, it explodes, killing it instantly. Each creature within 10 feet of it must make a DC 14 Constitution saving throw, taking 31 (9d6) cold damage on a failed save, or half as much on a successful one.

Assistant. The Energetic Rockscreamer can use the Help action as a bonus action.

Barren Panther. While it is blinded, the Energetic Rockscreamer deals an additional 5 bludgeoning damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Energetic Rockscreamer chooses to make either two attacks, one with its Maul and one with its Bite, or two Shocking Light Crossbow attacks.

Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 30 ft./60 ft., one Small or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 14 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 10 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Shocking Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.

Reactions
------------------------------------------------
Zealotry. The Energetic Rockscreamer gains advantage on a saving throw it makes.







LEVEL 15 SMATTERING

Germwiogff

Huge giant, lawful evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 382 (45d12 + 90)
Speed 35 ft.
------------------------------------------------
STR 20 (+5) DEX 12 (+1) CON 15 (+2)
INT 6 (-2) WIS 9 (-1) CHA 9 (-1)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 9
Languages Giant
Challenge 15 (13000 XP)
------------------------------------------------

Anchoring Aura. Enemies within 20 feet of the Germwiogff cannot teleport. In addition, any enemy that attempts to move beyond 20 feet away from the Germwiogff must succeed at a DC 18 Charisma saving throw or its movement ends.

Loud Armor. The Germwiogff suffers disadvantage on Dexterity (Stealth) checks.

Regeneration. The Germwiogff regains 15 hit points at the start of each of its turn if it has at least 1 hit point.

Innate Spellcasting (Psionic). The Germwiogff's innate spellcasting ability is Constitution (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: eldritch blast, mordenkainen's sword, move earth, tongues
1/long rest each: feather fall
2/long rest each: animal shapes
3/long rest each: levitate (self only), skill empowerment

Actions
------------------------------------------------
Multiattack. The Germwiogff makes three attacks, one with its Trident, one with its Glaive, and one with its Pike.

Glaive. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 29 (7d6 + 5) slashing damage.

Pike. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 29 (7d6 + 5) piercing damage.

Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage.


Stalking Undershell

Tiny elemental, chaotic evil
------------------------------------------------
Armor Class 14
Hit Points 101 (29d4 + 29)
Speed 15 ft.
------------------------------------------------
STR 21 (+5) DEX 18 (+4) CON 13 (+1)
INT 15 (+2) WIS 16 (+3) CHA 14 (+2)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Damage Resistances acid
Senses darkvision 60 ft., passive Perception 13
Languages Terran
Challenge 6 (2300 XP)
------------------------------------------------

Warped Flow. While the Stalking Undershell has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Stalking Undershell takes 7 (3d4) force damage.

Assistant. The Stalking Undershell can use the Help action as a bonus action.

Innate Spellcasting. The Stalking Undershell'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: message
1/long rest each: haste
2/long rest each: levitate (self only)
3/long rest each: alter self

Actions
------------------------------------------------
Multiattack. The Stalking Undershell makes three attacks, one with its Slam and two with its Weird Strike.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Weird Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage plus 7 (2d6) force damage.


Whirlpool Muskeg Giant

Gargantuan giant, chaotic neutral
------------------------------------------------
Armor Class 18 (chain mail, deflection)
Hit Points 607 (45d20 + 135)
Speed 30 ft., swim 25 ft.
------------------------------------------------
STR 22 (+6) DEX 11 (+0) CON 17 (+3)
INT 20 (+5) WIS 13 (+1) CHA 11 (+0)
------------------------------------------------
Damage Vulnerabilities psychic
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 11
Languages Giant, Ignan
Challenge 18 (20000 XP)
------------------------------------------------

Warped Flow. While the Whirlpool Muskeg Giant has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Whirlpool Muskeg Giant takes 22 (5d8) force damage.

Loud Armor. The Whirlpool Muskeg Giant suffers disadvantage on Dexterity (Stealth) checks.

Filthy Camouflage. The Whirlpool Muskeg Giant has advantage on Dexterity (Stealth) checks made while in swampy terrain.

Anchoring Aura. Enemies within 20 feet of the Whirlpool Muskeg Giant cannot teleport. In addition, any enemy that attempts to move beyond 20 feet away from the Whirlpool Muskeg Giant must succeed at a DC 19 Charisma saving throw or its movement ends.

Lightning Absorption. Whenever the Whirlpool Muskeg Giant is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage.

Hold Breath. The Whirlpool Muskeg Giant can hold its breath for 15 minutes.

Heated Body. A creature that touches the Whirlpool Muskeg Giant'or hits it with a melee attack while within 5 feet of it takes 27 (6d8) fire damage.

Innate Spellcasting. The Whirlpool Muskeg Giant's innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: chill touch, tongues
1/long rest each: control weather, legend lore
3/long rest each: finger of death

Actions
------------------------------------------------
Multiattack. The Whirlpool Muskeg Giant makes four attacks, two with its Greatclub and two with its Glaive.

Greatclub. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 7 bludgeoning damage.

Glaive. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 50 (8d10 + 6) slashing damage.

Reactions
------------------------------------------------
Adhesive. When the Whirlpool Muskeg Giant is hit with an attack, it can make a grapple attack against the attacker. If successful, it can disarm the attacker of the weapon it used, if any, instead of grappling it. A weapon disarmed in this way is stuck to the Whirlpool Muskeg Giant and can be retrieved only with a successful grapple attack, or by the Whirlpool Muskeg Giant itself.

Goo Burner. When it takes damage, until the end of its next turn, the Whirlpool Muskeg Giant deals an additional 2 poison damage when it hits with an attack.


Poisoneyes

Tiny aberration, neutral evil
------------------------------------------------
Armor Class 17
Hit Points 288 (64d4 + 128)
Speed 15 ft.
------------------------------------------------
STR 9 (-1) DEX 25 (+7) CON 15 (+2)
INT 15 (+2) WIS 11 (+0) CHA 16 (+3)
------------------------------------------------
Skills Perception +5
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 15
Languages Deep Speech, Giant, telepathy 120 ft.
Challenge 15 (13000 XP)
------------------------------------------------

Moor Spray. Whenever the Poisoneyes takes at least 20 damage from a single source, each adjacent creature must make a DC 20 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save.

Legendary Resistance (3/Long Rest). If the Poisoneyes fails a saving throw, it can choose to succeed instead.

Tracking Affliction. At the end of the Poisoneyes's turn, each creature that it hit with at least one weapon attack during its turn takes 18 (4d8) piercing damage.

Innate Spellcasting (Psionic). The Poisoneyes's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/long rest each: find greater steed

Actions
------------------------------------------------
Multiattack. The Poisoneyes chooses to make either three attacks, two with its Tongue and one with its Spiked Tentacle, or two Aberrant Arrow attacks.

Tongue. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 16 (5d6 - 1) piercing damage.

Spiked Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (5d6 - 1) piercing damage.

Spine. Ranged Weapon Attack: +12 to hit, range 30/120 ft., one target. Hit: 9 (1d4 + 7) piercing damage.

Aberrant Arrow. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: 25 (4d8 + 7) psychic damage.

Legendary Actions
------------------------------------------------
The Poisoneyes 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 Poisoneyes regains spent legendary actions at the start of its turn.

Move. The Poisoneyes moves up to half its speed. This movement does not provoke opportunity attacks.
Attack. The Poisoneyes makes one Spine attack.

Lair Actions
------------------------------------------------
When fighting inside its lair, the Poisoneyes can take lair actions. On initiative count 20 (losing initiative ties), the Poisoneyes takes a lair action to cause one of the following effects; it can't use the same lair action two rounds in a row:






LEVEL 15 TRIBE

Kazeuket of the Skilled Worker

Medium undead, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft., burrow 30 ft.
------------------------------------------------
STR 14 (+2) DEX 16 (+3) CON 14 (+2)
INT 11 (+0) WIS 11 (+0) CHA 13 (+1)
------------------------------------------------
Skills Religion +3
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 10
Languages the languages it knew in life (Common and Terran by default), Kazeuket
Challenge 3 (700 XP)
------------------------------------------------

Dexterous Imp. While it is standing on ice or snow, the Kazeuket of the Skilled Worker has advantage on saving throws against being deafened.

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage.

Avalanche Crash (Recharge 5-6). The Kazeuket of the Skilled Worker slams the ground and chooses to either affect each adjacent creature, or each creature in a 30-foot line. Each affected creature must make a DC 13 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails this save also falls prone.


Dexterous Kazeuket of the Skilled Worker

Medium undead, chaotic evil
------------------------------------------------
Armor Class 8
Hit Points 201 (31d8 + 62)
Speed 30 ft., burrow 15 ft.
------------------------------------------------
STR 21 (+5) DEX 7 (-2) CON 14 (+2)
INT 13 (+1) WIS 11 (+0) CHA 17 (+3)
------------------------------------------------
Skills Athletics +8, Religion +4
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't adamantine
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 10
Languages the languages it knew in life (Common and Terran by default), Kazeuket
Challenge 8 (3900 XP)
------------------------------------------------

Shock Aura. Each creature that begins its turn within 10 feet of the Dexterous Kazeuket of the Skilled Worker takes 9 (2d8) lightning damage.

Snow Camouflage. The Dexterous Kazeuket of the Skilled Worker has advantage on Dexterity (Stealth) checks made while in frozen or snowcovered terrain.

Actions
------------------------------------------------
Multiattack. The Dexterous Kazeuket of the Skilled Worker chooses to make either two Corrupting Touch attacks, or two Slam attacks.

Corrupting Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Avalanche Crash (Recharge 5-6). The Dexterous Kazeuket of the Skilled Worker slams the ground and chooses to either affect each adjacent creature, or each creature in a 30-foot line. Each affected creature must make a DC 16 Dexterity saving throw, taking 31 (9d6) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails this save also falls prone.


Manufactured Kazeuket of the Skilled Worker

Medium undead, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 273 (42d8 + 84)
Speed 30 ft.
------------------------------------------------
STR 21 (+5) DEX 7 (-2) CON 14 (+2)
INT 17 (+3) WIS 11 (+0) CHA 15 (+2)
------------------------------------------------
Skills History +7, Religion +6, Stealth +6
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 10
Languages the languages it knew in life (Common and Terran by default), Kazeuket
Challenge 11 (7200 XP)
------------------------------------------------

Regeneration. The Manufactured Kazeuket of the Skilled Worker regains 15 hit points at the start of each of its turn. If the Manufactured Kazeuket of the Skilled Worker takes radiant damage or damage from holy water, this trait doesn't function at the start of the Manufactured Kazeuket of the Skilled Worker's next turn. The Manufactured Kazeuket of the Skilled Worker only dies if it starts its turn with 0 hit points and doesn't regenerate.

Innate Spellcasting (Psionic). The Manufactured Kazeuket of the Skilled Worker's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: slow
1/long rest each: chromatic orb, dominate beast
2/long rest each: investiture of stone

Actions
------------------------------------------------
Multiattack. The Manufactured Kazeuket of the Skilled Worker makes two attacks, one with its Claws and one with its Corrupting Touch.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Corrupting Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 41 (8d8 + 5) necrotic damage.

Avalanche Crash (Recharge 5-6). The Manufactured Kazeuket of the Skilled Worker slams the ground and chooses to either affect each adjacent creature, or each creature in a 30-foot line. Each affected creature must make a DC 17 Dexterity saving throw, taking 40 (9d8) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails this save also falls prone.


Solid Kazeuket of the Skilled Worker

Large undead, chaotic evil
------------------------------------------------
Armor Class 9
Hit Points 256 (27d10 + 108)
Speed 30 ft., climb 20 ft., burrow 15 ft.
------------------------------------------------
STR 20 (+5) DEX 9 (-1) CON 18 (+4)
INT 19 (+4) WIS 15 (+2) CHA 17 (+3)
------------------------------------------------
Skills Nature +8, Persuasion +7, Religion +7
Damage Immunities poison, cold
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 12
Languages the languages it knew in life (Common and Terran by default), Kazeuket
Challenge 11 (7200 XP)
------------------------------------------------

Sunlight Sensativity. While in sunlight, the Solid Kazeuket of the Skilled Worker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Detect Life. The Solid Kazeuket of the Skilled Worker can can magically sense the presence of living creatures up to 5 miles away. It knows the general direction they're in but not their exact locations.

Actions
------------------------------------------------
Multiattack. The Solid Kazeuket of the Skilled Worker makes two Slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 37 (5d12 + 5) bludgeoning damage.

Avalanche Crash (Recharge 5-6). The Solid Kazeuket of the Skilled Worker slams the ground and chooses to either affect each adjacent creature, or each creature in a 30-foot line. Each affected creature must make a DC 16 Dexterity saving throw, taking 40 (9d8) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails this save also falls prone.

Summon Kazeuket of the Skilled Worker. The Solid Kazeuket of the Skilled Worker summons 3 (1d6) Kazeuket of the Skilled Workers. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Enslave (1/Long Rest). The Solid Kazeuket of the Skilled Worker targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed by the Solid Kazeuket of the Skilled Worker until the Solid Kazeuket of the Skilled Worker dies or until it is on a different plane of existence from the target. The charmed target is under the Solid Kazeuket of the Skilled Worker's control and can't take reactions, and the Solid Kazeuket of the Skilled Worker and the target can communicate telepathically with each other over any distance.
     Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Solid Kazeuket of the Skilled Worker.


Kazeuket of the Skilled Worker Rogue

Small undead, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 319 (58d6 + 116)
Speed 30 ft.
------------------------------------------------
STR 20 (+5) DEX 7 (-2) CON 14 (+2)
INT 11 (+0) WIS 15 (+2) CHA 13 (+1)
------------------------------------------------
Skills Persuasion +6, Religion +3
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life (Common and Terran by default), Kazeuket
Challenge 15 (13000 XP)
------------------------------------------------

Legendary Resistance (3/Long Rest). If the Kazeuket of the Skilled Worker Rogue fails a saving throw, it can choose to succeed instead.

Actions
------------------------------------------------
Multiattack. The Kazeuket of the Skilled Worker Rogue makes three attacks, two with its Booming Strike and one with its Claws.

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

Booming Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d3 + 5) bludgeoning damage plus 7 (2d6) thunder damage, and if the target willingly moves before the end of the Kazeuket of the Skilled Worker Rogue's next turn, the target takes 7 (2d4 + 2) thunder damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Avalanche Crash (Recharge 5-6). The Kazeuket of the Skilled Worker Rogue slams the ground and chooses to either affect each adjacent creature, or each creature in a 30-foot line. Each affected creature must make a DC 18 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails this save also falls prone.

Battle Cry (1/Long Rest). The Kazeuket of the Skilled Worker Rogue lets out a battle cry, granting its allies within 60 feet a +15 bonus to weapon damage rolls until the end of the Kazeuket of the Skilled Worker Rogue's next turn.

Wail (1/Long Rest). The Kazeuket of the Skilled Worker Rogue releases a mournful wail, provided that it isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of it that can hear the wail must make a DC 18 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 33 (6d10) psychic damage.

Summon Dexterous Kazeuket of the Skilled Worker. The Kazeuket of the Skilled Worker Rogue summons 14 (4d6) Dexterous Kazeuket of the Skilled Workers with a 30% chance of success. A creature summoned in this way appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other creatures. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Reactions
------------------------------------------------
Inferno Magic. When it scores a critical hit, the Kazeuket of the Skilled Worker Rogue can take the Help action.

Legendary Actions
------------------------------------------------
The Kazeuket of the Skilled Worker Rogue 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 Kazeuket of the Skilled Worker Rogue regains spent legendary actions at the start of its turn.

Detect. The Kazeuket of the Skilled Worker Rogue makes a Wisdom (Perception) check.
Attack. The Kazeuket of the Skilled Worker Rogue makes one Claws attack.
Magic Expulsion (Costs 2 Actions). Each creature within 20 feet of the Kazeuket of the Skilled Worker Rogue must make a DC 18 Dexterity saving throw, taking 22 (5d8) force damage on a failed save, or half as much on a successful one.







LEVEL 15 MINIONS AND MASTERS

Air Steamanomaly

Small undead, chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 97 (13d6 + 52)
Speed 40 ft., burrow 20 ft., fly 80 ft. (hover)
------------------------------------------------
STR 10 (+0) DEX 17 (+3) CON 18 (+4)
INT 12 (+1) WIS 11 (+0) CHA 3 (-4)
------------------------------------------------
Skills Perception +3
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious, grappled, restrained
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 13
Languages the languages it knew in life (Draconic by default)
Challenge 5 (1800 XP)
------------------------------------------------

Desert Striker. While it is blinded, the Air Steamanomaly suffers none of the effects of that condition. Instead, while it would be blinded, the Air Steamanomaly is invisible.

Air Form. The Air Steamanomaly can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. It cannot move through lquids.

Speak With Reptiles. The Air Steamanomaly can communicate simple concepts to reptiles when it speaks the languages it knew in life (Draconic by default).

Innate Spellcasting. The Air Steamanomaly's innate spellcasting ability is Constitution (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: shadow of moil
1/long rest each: tongues

Actions
------------------------------------------------
Multiattack. The Air Steamanomaly makes two Corrupting Touch attacks.

Corrupting Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d10) necrotic damage.


Draconic Steamanomaly

Medium undead, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 117 (26d8)
Speed 40 ft., climb 40 ft.
------------------------------------------------
STR 19 (+4) DEX 10 (+0) CON 11 (+0)
INT 14 (+2) WIS 7 (-2) CHA 5 (-3)
------------------------------------------------
Saving Throws Cha +0
Skills Perception +1
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 11
Languages understands the languages it knew in life (Draconic by default) but can't speak them
Challenge 5 (1800 XP)
------------------------------------------------

Innate Spellcasting. The Draconic Steamanomaly'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: shadow of moil
1/long rest each: tongues

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.


Lakehound

Tiny fey, neutral evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 302 (55d4 + 165)
Speed 10 ft., fly 20 ft., climb 20 ft., burrow 20 ft.
------------------------------------------------
STR 15 (+2) DEX 25 (+7) CON 16 (+3)
INT 12 (+1) WIS 11 (+0) CHA 12 (+1)
------------------------------------------------
Skills Perception +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses tremorsense 120 ft., passive Perception 20
Languages Common, Sylvan, Terran
Challenge 15 (13000 XP)
------------------------------------------------

Anchoring Aura. Enemies within 20 feet of the Lakehound cannot teleport. In addition, any enemy that attempts to move beyond 20 feet away from the Lakehound must succeed at a DC 18 Charisma saving throw or its movement ends.

Snow Covered Camouflage. The Lakehound has advantage on Dexterity (Stealth) checks made while in frozen or snowcovered terrain.

Innate Spellcasting. The Lakehound's innate spellcasting ability is Constitution (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: levitate (self only)
1/long rest each: meld into stone
3/long rest each: disguise self

Actions
------------------------------------------------
Multiattack. The Lakehound chooses to make either three attacks, two with its War Pick and one with its Sickle, or three Dart attacks.

War Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage.

Sickle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (8d6 + 2) slashing damage.

Dart. Ranged Weapon Attack: +12 to hit, range 30/120 ft., one target. Hit: 28 (6d6 + 7) piercing damage.

Magma Step (Recharge 5-6). The Lakehound chooses two adjacent spaces. Those spaces are covered in magma until the start of the Lakehound's next turn. Magma-covered spaces are considered difficult terrain, and any creature that moves into or starts its turn in such a space takes 36 (8d8) fire damage.

Reactions
------------------------------------------------
Archery Potato. When an attack roll misses it, the Lakehound can make a ranged weapon attack.


Lakehound Boomer

Tiny fey, neutral evil
------------------------------------------------
Armor Class 16 (leather armor)
Hit Points 175 (50d4 + 50)
Speed 10 ft., fly 20 ft., climb 20 ft., burrow 20 ft., swim 10 ft.
------------------------------------------------
STR 13 (+1) DEX 21 (+5) CON 12 (+1)
INT 14 (+2) WIS 11 (+0) CHA 10 (+0)
------------------------------------------------
Damage Immunities thunder
Senses tremorsense 120 ft., passive Perception 10
Languages Common, Sylvan, Terran
Challenge 11 (7200 XP)
------------------------------------------------

Withering Leakage. While the Lakehound Boomer has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Lakehound Boomer takes 13 (3d8) necrotic damage.

Peak Camouflage. The Lakehound Boomer has advantage on Dexterity (Stealth) checks made while in mountainous terrain.

Keen Hearing. The Lakehound Boomer has advantage on all Wisdom (Perception) checks that rely on hearing.

Innate Spellcasting. The Lakehound Boomer'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: phantasmal killer
1/long rest each: meld into stone, teleport (self plus gear only)
3/long rest each: disguise self, shadow of moil

Actions
------------------------------------------------
Multiattack. The Lakehound Boomer chooses to make either two attacks, one with its Antlers and one with its Bite, or two Feytouched Blast attacks.

Antlers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 20 (3d12 + 1) bludgeoning damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 9 (2d8) poison damage on a failed save.

Feytouched Blast. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 18 (3d8 + 5) psychic damage.







LEVEL 15 VARIANTS

Duskdead

Small aberration, unaligned
------------------------------------------------
Armor Class 16
Hit Points 304 (87d6)
Speed 30 ft., burrow 15 ft.
------------------------------------------------
STR 11 (+0) DEX 22 (+6) CON 11 (+0)
INT 1 (-5) WIS 17 (+3) CHA 21 (+5)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't adamantine
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13
Languages -
Challenge 15 (13000 XP)
------------------------------------------------

Antimagic Susceptibility. The Duskdead is incapacitated while in the area of an anti magic field. If targeted by dispel magic, the Duskdead must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Imagined Spray. Whenever the Duskdead takes at least 20 damage from a single source, each adjacent creature must make a DC 18 Constitution saving throw, taking 73 (21d6) lightning damage on a failed save.

Stone Burrow. The Duskdead can burrow through solid stone and similar substances, but not metal, at half its normal burrow speed.

Glide. Reduce all falling damage the Duskdead takes by 75.

Metal Manticore. While it is daytime, the Duskdead gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Innate Spellcasting. The Duskdead'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: alter self, infestation
2/long rest each: enemies abound

Spellcasting. The Duskdead is a 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It knows the following spells:

Cantrips (at will): acid splash, mold earth, thunderclap, vicious mockery
1st (4 slots): compelled duel, fog cloud
2nd (3 slots): enlarge/reduce, phantasmal force
3rd (3 slots): meld into stone, spirit guardians
4th (3 slots): guardian of faith, watery sphere
5th (3 slots): dominate person, wall of force
6th (1 slot): mental prison
7th (1 slot): fire storm
8th (1 slot): abi-dalzim's horrid wilting
9th (1 slot): weird

Actions
------------------------------------------------
Multiattack. The Duskdead makes three attacks, one with its Spiked Tentacle, one with its Tentacles, and one with its Ungulae.

Spiked Tentacle. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Tentacles. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) poison damage.

Ungulae. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 37 (9d6 + 6) bludgeoning damage.


Earth Duskdead

Small aberration, unaligned
------------------------------------------------
Armor Class 17
Hit Points 499 (333d6 - 666)
Speed 10 ft., burrow 15 ft.
------------------------------------------------
STR 13 (+1) DEX 25 (+7) CON 7 (-2)
INT 5 (-3) WIS 23 (+6) CHA 25 (+7)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, charmed, frightened
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't adamantine
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 16
Languages Terran
Challenge 21 (330000 XP)
------------------------------------------------

Antimagic Susceptibility. The Earth Duskdead is incapacitated while in the area of an anti magic field. If targeted by dispel magic, the Earth Duskdead must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Imagined Spray. Whenever the Earth Duskdead takes at least 30 damage from a single source, each adjacent creature must make a DC 22 Constitution saving throw, taking 63 (14d8) lightning damage on a failed save.

Stone Burrow. The Earth Duskdead can burrow through solid stone and similar substances, but not metal, at half its normal burrow speed.

Legendary Resistance (3/Long Rest). If the Earth Duskdead fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The Earth Duskdead's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: infestation
2/long rest each: enemies abound

Spellcasting. The Earth Duskdead is a 19th level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It knows the following spells:

Cantrips (at will): eldritch blast, mage hand, magic stone, true strike
1st: comprehend languages, expeditious retreat
2nd: invisibility, spider climb
3rd: fly, remove curse
4th: fire shield, shadow of moil
5th (4 slots/short rest): dream, wall of light
6th (1 slot): conjure fey
7th (1 slot): crown of stars
8th (1 slot): dominate monster
9th (1 slot): mass polymorph

Actions
------------------------------------------------
Multiattack. The Earth Duskdead makes three attacks, one with its Spiked Tentacles and two with its Ungulae.

Spiked Tentacles. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) piercing damage.

Ungulae. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage.

Legendary Actions
------------------------------------------------
The Earth Duskdead 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 Earth Duskdead regains spent legendary actions at the start of its turn.

Move. The Earth Duskdead moves up to half its speed. This movement does not provoke opportunity attacks.
Attack. The Earth Duskdead makes one Spiked Tentacle attack.
Detect. The Earth Duskdead makes a Wisdom (Perception) check.
Cult Expulsion (Costs 2 Actions). Each creature within 20 feet of the Earth Duskdead must make a DC 22 Constitution saving throw, taking 31 (7d8) necrotic damage on a failed save, or half as much on a successful one.

Lair Actions
------------------------------------------------
When fighting inside its lair, the Earth Duskdead can take lair actions. On initiative count 20 (losing initiative ties), the Earth Duskdead takes a lair action to cause one of the following effects; it can't use the same lair action two rounds in a row:

Manufactured Duskdead

Small aberration, unaligned
------------------------------------------------
Armor Class 14
Hit Points 157 (45d6)
Speed 30 ft., burrow 15 ft., swim 30 ft.
------------------------------------------------
STR 13 (+1) DEX 19 (+4) CON 10 (+0)
INT 3 (-4) WIS 17 (+3) CHA 19 (+4)
------------------------------------------------
Saving Throws Cha +7
Damage Immunities necrotic, poison
Condition Immunities poisoned
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't adamantine
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13
Languages -
Challenge 8 (3900 XP)
------------------------------------------------

Antimagic Susceptibility. The Manufactured Duskdead is incapacitated while in the area of an anti magic field. If targeted by dispel magic, the Manufactured Duskdead must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Imagined Spray. Whenever the Manufactured Duskdead takes at least 15 damage from a single source, each adjacent creature must make a DC 15 Constitution saving throw, taking 39 (6d12) lightning damage on a failed save.

Stone Burrow. The Manufactured Duskdead can burrow through solid stone and similar substances, but not metal, at half its normal burrow speed.

Vine Pope. While it is daytime, the Manufactured Duskdead's movement speed is doubled.

Hold Breath. The Manufactured Duskdead can hold its breath for 15 minutes.

Innate Spellcasting (Psionic). The Manufactured Duskdead'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: infestation
2/long rest each: enemies abound

Spellcasting. The Manufactured Duskdead is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It knows the following spells:

Cantrips (at will): sacred flame, thunderclap, word of radiance
1st (4 slots): command, hail of thorns, thunderwave
2nd (3 slots): continual flame, cordon of arrows
3rd (3 slots): lightning arrow, plant growth
4th (3 slots): confusion, evard's black tentacles
5th (1 slot): wall of force

Actions
------------------------------------------------
Multiattack. The Manufactured Duskdead makes three attacks, one with its Hook, one with its Tongues, and one with its Ungula.

Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Tongues. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 5 (1d2 + 4) poison damage.

Ungula. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.







LEVEL 15 NPCS

Poiohduholder Adept

Large humanoid (any), any alignment
------------------------------------------------
Armor Class 14
Hit Points 341 (62d10)
Speed 30 ft.
------------------------------------------------
STR 20 (+5) DEX 18 (+4) CON 10 (+0)
INT 20 (+5) WIS 10 (+0) CHA 15 (+2)
------------------------------------------------
Skills Investigation +10, Stealth +9
Senses passive Perception 10
Languages Common, Ignan
Challenge 15 (13000 XP)
------------------------------------------------

Heated Body. A creature that touches the Poiohduholder Adept'or hits it with a melee attack while within 5 feet of it takes 22 (5d8) fire damage.

Reckless. At the start of its turn, the Poiohduholder Adept 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.

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

At will: counterspell, create bonfire, levitate (self only), mending
1/long rest each: alter self, crown of madness

Spellcasting. The Poiohduholder Adept is a 16th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It knows the following spells:

Cantrips (at will): eldritch blast, friends, vicious mockery
1st (4 slots): armor of agathys, chaos bolt
2nd (3 slots): mind spike, spider climb
3rd (3 slots): speak with plants, thunder step
4th (3 slots): divination, freedom of movement
5th (2 slots): bigby's hand, synaptic static
6th (1 slot): true seeing
7th (1 slot): mordenkainen's sword
8th (1 slot): feeblemind

Actions
------------------------------------------------
Multiattack. The Poiohduholder Adept makes three attacks, two with its Pike and one with its Sickle.

Pike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) piercing damage.

Sickle. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (8d6 + 5) slashing damage.


Progressive Wild Holder

Medium humanoid (any), any alignment
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Armor Class 16 (natural armor)
Hit Points 403 (62d8 + 124)
Speed 30 ft.
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STR 26 (+8) DEX 11 (+0) CON 15 (+2)
INT 19 (+4) WIS 11 (+0) CHA 22 (+6)
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Skills Animal Handling +6, Nature +10
Senses passive Perception 10
Languages Common
Challenge 18 (20000 XP)
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Spell Eater. When the Progressive Wild Holder succeeds on a saving throw against a spell, it gains 20 temporary hit points, which last for up to one minute, and gains advantage on attack rolls until the end of its next turn.

Witch Flow. While the Progressive Wild Holder has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Progressive Wild Holder takes 22 (5d8) necrotic damage.

Druidic Goo. While it is blinded, the Progressive Wild Holder has advantage on attack rolls.

Innate Spellcasting. The Progressive Wild Holder's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: antilife shell, mirror image, shape water
1/long rest each: protection from energy, stoneskin
2/long rest each: blade barrier
3/long rest each: blur, hellish rebuke

Spellcasting. The Progressive Wild Holder is a 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It knows the following spells:

Cantrips (at will): blade ward, create bonfire, friends, poison spray
1st: armor of agathys, arms of hadar, cause fear, charm person, counterspell, fly, protection from evil and good, scorching ray, spider climb, vampiric touch
2nd: arms of hadar, burning hands, expeditious retreat, magic circle, mirror image, protection from evil and good, shatter, vampiric touch
3rd: calm emotions, counterspell, dispel magic, fear, spider climb, tongues
4th: banishment, dimension door
5th (4 slots/short rest): dominate person, synaptic static
6th (1 slot): investiture of ice
7th (1 slot): etherealness
8th (1 slot): maddening darkness
9th (1 slot): mass polymorph

Actions
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Multiattack. The Progressive Wild Holder makes four attacks, three with its Pike and one with its Greataxe.

Pike. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) piercing damage.

Greataxe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Infirmity of Body (Recharge 5-6). One creature within 60 feet that the Progressive Wild Holder can see must make a DC 20 Constitution saving throw. On a failed save, the target magically ages into a wizened, ancient form for one minute. While aged in this way, the target suffers disadvantage on all Strength, Constitution, and Dexterity attacks, checks, and saving throws, except against this effect. The creature can repeat the save at the end of each of its turns. A successful save removes the effect for that creature.


Accomplished Villageman

Medium humanoid (any), any alignment
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Armor Class 18 (natural armor)
Hit Points 143 (26d8 + 26)
Speed 30 ft.
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STR 8 (-1) DEX 17 (+3) CON 12 (+1)
INT 22 (+6) WIS 14 (+2) CHA 17 (+3)
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Saving Throws Con +4
Skills Performance +6
Senses passive Perception 12
Languages Common
Challenge 6 (2300 XP)
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Grassland Camouflage. The Accomplished Villageman has advantage on Dexterity (Stealth) checks made while in grasslands.

Actions
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Multiattack. The Accomplished Villageman makes two attacks, one with its Scimitar and one with its Dagger.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 20 (5d6 + 3) piercing damage.


Unknown Endo Thing

Medium humanoid (any), any alignment
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Armor Class 16 (natural armor)
Hit Points 342 (36d8 + 180)
Speed 30 ft.
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STR 21 (+5) DEX 8 (-1) CON 20 (+5)
INT 20 (+5) WIS 11 (+0) CHA 11 (+0)
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Saving Throws Con +10
Skills Stealth +9
Senses blindsight 60 ft., passive Perception 10
Languages Common
Challenge 15 (13000 XP)
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Sunlight Sensativity. While in sunlight, the Unknown Endo Thing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

False Appearance. While the Unknown Endo Thing remains motionless, it is indistinguishable from a boring rock.

Assassinate. During its first turn, the Unknown Endo Thing has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Unknown Endo Thing scores against a surprised creature is a critical hit.

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

1/long rest each: plane shift (self plus gear only)
2/long rest each: alter self

Actions
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Multiattack. The Unknown Endo Thing makes two Psudopod attacks.

Psudopod. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) poison damage.

Natural Blast (Recharge 5-6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 18 Constitution saving throw, taking 73 (21d6) poison damage on a failed save, or half as much on a successful one.







Random Seed: 1545111345