LEVEL 1 SMATTERING

Wilydeviation

Small humanoid (wilydeviation), lawful evil
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Armor Class 16 (chain mail)
Hit Points 27 (5d6 + 10)
Speed 20 ft., burrow 15 ft.
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STR 13 (+1) DEX 10 (+0) CON 14 (+2)
INT 11 (+0) WIS 12 (+1) CHA 12 (+1)
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Saving Throws Dex +2
Skills Athletics +3
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 11
Languages Undercommon, Common
Challenge 1 (200 XP)
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Subterrainian Camouflage. The Wilydeviation has advantage on Dexterity (Stealth) checks made while underground.

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

Speak With Spiders. The Wilydeviation can communicate simple concepts to spiders when it speaks Common.

Deep Queen. While the temperature is below freezing, opportunity attacks against the Wilydeviation have disadvantage.

Actions
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Multiattack. The Wilydeviation makes two Greataxe attacks.

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

Reactions
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Adhesive. When the Wilydeviation 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 Wilydeviation and can be retrieved only with a successful grapple attack, or by the Wilydeviation itself.


Hexwyrm

Small fey, chaotic evil
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Armor Class 14 (natural armor)
Hit Points 14 (4d6)
Speed 20 ft.
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STR 16 (+3) DEX 8 (-1) CON 10 (+0)
INT 5 (-3) WIS 14 (+2) CHA 11 (+0)
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Skills Stealth +1
Senses passive Perception 12
Languages Sylvan
Challenge 1/2 (100 XP)
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Sneak Attack (1/Turn). The Hexwyrm deals an additional 9 (2d8) 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 Hexwyrm that is not incapacitated and the Hexwyrm doesn't have disadvantage on the attack roll.

Actions
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Light Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d3 + 3) bludgeoning damage.


Kuggarlo

Medium ooze, unaligned
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Armor Class 11
Hit Points 26 (4d8 + 8)
Speed 20 ft.
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STR 11 (+0) DEX 13 (+1) CON 14 (+2)
INT 1 (-5) WIS 12 (+1) CHA 2 (-4)
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Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 11
Languages -
Challenge 1 (200 XP)
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Innate Spellcasting (Psionic). The Kuggarlo'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: feather fall, infestation, sacred flame
1/long rest each: ray of sickness

Spellcasting. The Kuggarlo is a 2nd level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): sacred flame, spare the dying, word of radiance
1st (3 slots): detect evil and good, detect magic, inflict wounds

Actions
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Multiattack. The Kuggarlo makes two attacks, one with its Slam and one with its Freezing Strike.

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

Freezing Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d3) bludgeoning damage plus 2 (1d4) cold damage.

Frozen Shot. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 11 (3d6 + 1) cold damage.


Webling

Huge monstrosity, neutral evil
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Armor Class 12 (padded armor)
Hit Points 19 (3d12)
Speed 45 ft.
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STR 13 (+1) DEX 13 (+1) CON 10 (+0)
INT 8 (-1) WIS 9 (-1) CHA 16 (+3)
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Skills Athletics +3, Perception +1, Sleight of Hand +3, Stealth +3
Condition Immunities paralyzed
Damage Resistances cold
Senses darkvision 120 ft., blindsight 60 ft., passive Perception 11
Languages Common, Sylvan
Challenge 1/2 (100 XP)
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Loud Armor. The Webling suffers disadvantage on Dexterity (Stealth) checks.

Ice Walk. The Webling 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.

Sneak Attack (1/Turn). The Webling deals an additional 5 (2d4) 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 Webling that is not incapacitated and the Webling doesn't have disadvantage on the attack roll.

Actions
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Shortsword. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage.


Slippery Massdeviation

Small monstrosity, lawful neutral
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Armor Class 12 (natural armor)
Hit Points 31 (9d6)
Speed 20 ft.
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STR 16 (+3) DEX 12 (+1) CON 11 (+0)
INT 11 (+0) WIS 14 (+2) CHA 12 (+1)
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Skills Perception +4
Senses passive Perception 14
Languages Common, Auran
Challenge 1 (200 XP)
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Ice Walk. The Slippery Massdeviation 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.

Actions
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Chitinous Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d2 + 3) bludgeoning damage plus 6 (1d12) poison damage.







LEVEL 1 TRIBE

Prettyvine

Small fey, neutral
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Armor Class 13 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 25 ft., burrow 15 ft.
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STR 13 (+1) DEX 14 (+2) CON 12 (+1)
INT 15 (+2) WIS 8 (-1) CHA 7 (-2)
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Skills Athletics +3
Senses passive Perception 9
Languages Sylvan, Undercommon
Challenge 1/8 (25 XP)
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Sunlight Sensativity. While in sunlight, the Prettyvine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

Actions
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Glaive. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4 + 1) slashing damage.


Prettyvine Lurker

Small fey, neutral
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Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 5 ft., fly 25 ft. (hover)
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STR 14 (+2) DEX 14 (+2) CON 12 (+1)
INT 15 (+2) WIS 8 (-1) CHA 7 (-2)
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Senses passive Perception 9
Languages Sylvan, Undercommon
Challenge 1/4 (50 XP)
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Sunlight Sensativity. While in sunlight, the Prettyvine Lurker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions
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Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Prettyvine Burrower

Small fey, neutral
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Armor Class 12
Hit Points 16 (3d6 + 6)
Speed 25 ft., burrow 25 ft.
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STR 15 (+2) DEX 14 (+2) CON 14 (+2)
INT 15 (+2) WIS 10 (+0) CHA 9 (-1)
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Senses tremorsense 120 ft., passive Perception 10
Languages Sylvan, Undercommon, Common
Challenge 1/2 (100 XP)
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Sunlight Sensativity. While in sunlight, the Prettyvine Burrower has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

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

Actions
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Green Flame Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage, and up to one creature within 5 feet of the target takes 3 (1d2 + 2) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Reactions
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Ooze Armor. When it reduces a living creature to 0 hit points, the Prettyvine Burrower can force each each enemy within 10 feet of the it must make a DC 12 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.


Prettyvine Brute

Small fey, neutral
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Armor Class 13 (padded armor)
Hit Points 36 (8d6 + 8)
Speed 25 ft.
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STR 16 (+3) DEX 14 (+2) CON 12 (+1)
INT 15 (+2) WIS 8 (-1) CHA 7 (-2)
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Senses passive Perception 9
Languages Sylvan, Undercommon
Challenge 1 (200 XP)
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Sunlight Sensativity. While in sunlight, the Prettyvine Brute has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Critical Claw. The Prettyvine Brute scores a critical hit with its Claw on a roll of 19 or 20.

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

Actions
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Multiattack. The Prettyvine Brute makes two Claw attacks.

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







LEVEL 1 MINIONS AND MASTERS

Hexlump

Medium monstrosity, neutral evil
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Armor Class 15 (natural armor)
Hit Points 13 (3d8)
Speed 30 ft.
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STR 3 (-4) DEX 12 (+1) CON 10 (+0)
INT 20 (+5) WIS 2 (-4) CHA 19 (+4)
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Condition Immunities stunned
Senses passive Perception 6
Languages Giant
Challenge 1/4 (50 XP)
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Spawn Maw. When the Hexlump takes at least 3 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 Hexlump takes a short or long rest.

Beguiling Manticore. While it is adjacent to at least two hostile creatures, opportunity attacks against the Hexlump have disadvantage.

Innate Spellcasting (Psionic). The Hexlump'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: eldritch blast

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


Wasteland Hexlump

Medium monstrosity, chaotic evil
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Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
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STR 3 (-4) DEX 11 (+0) CON 12 (+1)
INT 20 (+5) WIS 4 (-3) CHA 19 (+4)
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Condition Immunities stunned, poisoned
Damage Immunities poison
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 7
Languages Druidic
Challenge 1/4 (50 XP)
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Cool Off. If the Wasteland Hexlump takes at least 5 cold damage from a single source, it is also slowed until the end of its next turn. While slowed, it moves at half speed, has -2 to Armor Class and Dexterity saving throws, and can take either an action or a bonus action during its turn, not both.

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

Innate Spellcasting (Psionic). The Wasteland Hexlump'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: eldritch blast

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


Forged Hexlump

Medium monstrosity, chaotic evil
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Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
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STR 3 (-4) DEX 12 (+1) CON 13 (+1)
INT 20 (+5) WIS 4 (-3) CHA 19 (+4)
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Skills Perception -1
Condition Immunities stunned, poisoned
Damage Immunities poison
Damage Resistances fire, necrotic
Senses darkvision 60 ft., passive Perception 9
Languages Sylvan
Challenge 1/4 (50 XP)
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Pillar of Magic. The Forged Hexlump and its allies within 10 feet of it have advantage on saving throws against spells.

Ice Walk. The Forged Hexlump 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.

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

Innate Spellcasting (Psionic). The Forged Hexlump'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: eldritch blast

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

Druidic Spit. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) poison damage.

Reactions
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Master Horror. When it reduces a living creature to 0 hit points, until the end of its next turn, the Forged Hexlump deals an additional 2 slashing damage when it hits with an attack.


Celestial Nighttorgatas

Medium undead, chaotic evil
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Armor Class 11
Hit Points 15 (2d8 + 6)
Speed 30 ft.
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STR 15 (+2) DEX 12 (+1) CON 16 (+3)
INT 1 (-5) WIS 10 (+0) CHA 3 (-4)
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Saving Throws Int -3
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages -
Challenge 1/2 (100 XP)
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Glide. Reduce all falling damage the Celestial Nighttorgatas takes by 20.

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

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Zombified Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 14 Constitution saving throw, taking 7 (3d4) necrotic damage on a failed save, or half as much on a successful one.

Reactions
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Treant Flower. When it scores a critical hit, until the end of its next turn, the Celestial Nighttorgatas deals an additional 3 damage when it hits with an attack.


Draconic Nighttorgatas

Medium undead, chaotic evil
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Armor Class 12 (natural armor)
Hit Points 15 (2d8 + 6)
Speed 30 ft., burrow 15 ft.
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STR 15 (+2) DEX 13 (+1) CON 16 (+3)
INT 1 (-5) WIS 13 (+1) CHA 1 (-5)
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Skills Perception +5
Damage Immunities poison, fire
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 15
Languages -
Challenge 1/2 (100 XP)
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Spellcasting. The Draconic Nighttorgatas is a 1st level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following spells:

Cantrips (at will): create bonfire, toll the dead
1st (2 slots): hunter's mark, ray of sickness

Actions
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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.







LEVEL 1 VARIANTS

Churnmorph Spelunker

Medium humanoid (churnmorph), any alignment
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Armor Class 11 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft., fly 30 ft.
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STR 12 (+1) DEX 8 (-1) CON 13 (+1)
INT 14 (+2) WIS 12 (+1) CHA 14 (+2)
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Saving Throws Con +3
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 1/2 (100 XP)
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Sunlight Sensativity. While in sunlight, the Churnmorph Spelunker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Wrath. Any time the Churnmorph Spelunker 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
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Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d8 + 1) slashing damage.


Liquid Churnmorph

Large humanoid (churnmorph), any alignment
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Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 30 ft., fly 30 ft.
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STR 9 (-1) DEX 13 (+1) CON 13 (+1)
INT 16 (+3) WIS 12 (+1) CHA 14 (+2)
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Saving Throws Con +3, Int +5
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 1 (200 XP)
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Wrath. Any time the Liquid Churnmorph 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.

Hold Breath. The Liquid Churnmorph can hold its breath for 15 minutes.

Spellcasting. The Liquid Churnmorph is a 3rd level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following spells:

Cantrips (at will): produce flame, true strike
1st (4 slots): expeditious retreat, goodberry
2nd (2 slots): gust of wind, magic weapon

Actions
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Multiattack. The Liquid Churnmorph makes two Handaxe attacks.

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


Churnmorph

Medium humanoid (churnmorph), any alignment
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Armor Class 13 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft., fly 30 ft.
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STR 9 (-1) DEX 14 (+2) CON 13 (+1)
INT 14 (+2) WIS 12 (+1) CHA 18 (+4)
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Saving Throws Con +3
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 1 (200 XP)
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Wrath. Any time the Churnmorph 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 Churnmorph'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:

3/long rest each: feather fall

Actions
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Multiattack. The Churnmorph chooses to make either two Glaive attacks, or two Light Crossbow attacks.

Glaive. Melee Weapon Attack: +1 to hit, reach 10 ft., one target. Hit: 5 (1d12 - 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Churnmorph 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.


Malicious Churnmorph

Medium humanoid (churnmorph), any alignment
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Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft., fly 30 ft.
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STR 13 (+1) DEX 8 (-1) CON 13 (+1)
INT 14 (+2) WIS 12 (+1) CHA 14 (+2)
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Saving Throws Con +3
Skills Stealth +1
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 1/4 (50 XP)
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Wrath. Any time the Malicious Churnmorph 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.

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







LEVEL 1 NPCS

Defending Eternafey

Medium humanoid (any), any alignment
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Armor Class 15 (natural armor)
Hit Points 22 (5d8)
Speed 30 ft., burrow 15 ft.
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STR 10 (+0) DEX 13 (+1) CON 10 (+0)
INT 12 (+1) WIS 14 (+2) CHA 17 (+3)
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Skills Nature +3, Religion +3, Stealth +5
Condition Immunities stunned
Senses tremorsense 120 ft., passive Perception 12
Languages Common
Challenge 1 (200 XP)
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Actions
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Multiattack. The Defending Eternafey makes two Whip attacks.

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

Earth Wave (Recharge 5-6). The Defending Eternafey sends a wave of earth rushing forward in a 400-foot line. Each creature in the line must make a DC 11 Dexterity saving throw, taking 5 (1d10) 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 11 Strength (Athletics) check as an action. On a successful check, the effect ends for that creature.

Reactions
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Force Reactive (Recharge 5-6). When a creature misses the Defending Eternafey with a melee attack, the Defending Eternafey 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.

Warped Bear. When it sees an ally fall in battle, the Defending Eternafey can force each each enemy within 30 feet of the it must make a DC 12 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.


Metalthing Virtuoso

Medium humanoid (any), any alignment
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Armor Class 16 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
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STR 11 (+0) DEX 14 (+2) CON 15 (+2)
INT 8 (-1) WIS 10 (+0) CHA 14 (+2)
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Skills Medicine +2, Religion +1, Survival +2
Senses passive Perception 10
Languages Common
Challenge 2 (450 XP)
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Leafy Bow. While it is poisoned, the Metalthing Virtuoso has advantage on saving throws against being deafened.

Actions
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Multiattack. The Metalthing Virtuoso makes two Whip attacks.

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

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


Assured Tearwitch

Medium humanoid (any), any alignment
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Armor Class 13 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
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STR 14 (+2) DEX 13 (+1) CON 15 (+2)
INT 8 (-1) WIS 11 (+0) CHA 10 (+0)
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Skills Athletics +6
Damage Resistances lightning
Senses tremorsense 120 ft., passive Perception 10
Languages Common
Challenge 1/4 (50 XP)
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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: 4 (1d6 + 1) piercing damage.


Dynamic Villagebeing

Medium humanoid (any), any alignment
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Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 30 ft.
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STR 12 (+1) DEX 13 (+1) CON 13 (+1)
INT 12 (+1) WIS 10 (+0) CHA 13 (+1)
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Skills Arcana +3, Athletics +3, Deception +3
Senses tremorsense 120 ft., passive Perception 10
Languages Common
Challenge 1/4 (50 XP)
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Aggressive. As a bonus action, the Dynamic Villagebeing can move up to its speed toward a hostile creature that it can see.

Lost Camouflage. The Dynamic Villagebeing has advantage on Dexterity (Stealth) checks made while in jungle terrain.

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

3/long rest each: tongues

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

Magma Step (Recharge 5-6). The Dynamic Villagebeing chooses two adjacent spaces. Those spaces are covered in magma until the start of the Dynamic Villagebeing'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 2 (1d4) fire damage.

Reactions
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Manticore Caster. When it fails a saving throw, the Dynamic Villagebeing can take the Help action.


Better Metrohound

Medium humanoid (any), any alignment
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Armor Class 12 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 30 ft.
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STR 16 (+3) DEX 12 (+1) CON 17 (+3)
INT 6 (-2) WIS 16 (+3) CHA 12 (+1)
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Skills Stealth +3
Senses tremorsense 120 ft., passive Perception 13
Languages Common
Challenge 1 (200 XP)
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Sneak Attack (1/Turn). The Better Metrohound deals an additional 5 (1d10) 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 Better Metrohound that is not incapacitated and the Better Metrohound doesn't have disadvantage on the attack roll.

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

Innate Spellcasting. The Better Metrohound's innate spellcasting ability is Charisma (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, fog cloud

Actions
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Multiattack. The Better Metrohound makes two attacks, one with its Club and one with its Morningstar.

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

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







LEVEL 2 SMATTERING

Foguser

Small elemental, unaligned
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Armor Class 14 (natural armor)
Hit Points 60 (11d6 + 22)
Speed 25 ft.
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STR 14 (+2) DEX 13 (+1) CON 14 (+2)
INT 1 (-5) WIS 16 (+3) CHA 7 (-2)
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Skills Athletics +4
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 2 (450 XP)
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Sunlight Sensativity. While in sunlight, the Foguser has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions
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Multiattack. The Foguser makes two attacks, one with its Constrict and one with its Bite.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage, and a Medium or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the Foguser can't constrict another target.

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

Phantasms (Recharges after a Short or Long Rest). The Foguser magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which Foguser is the real one. If the Foguser is ever in an area of bright light, the duplicates disappear.
     Whenever any creature targets the Foguser with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the Foguser or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
     A duplicate has the Foguser's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.


Ripeyes

Small fey, lawful evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 33 (6d6 + 12)
Speed 25 ft., climb 30 ft., burrow 20 ft.
------------------------------------------------
STR 12 (+1) DEX 14 (+2) CON 14 (+2)
INT 14 (+2) WIS 3 (-4) CHA 7 (-2)
------------------------------------------------
Senses passive Perception 6
Languages Sylvan, Undercommon
Challenge 1 (200 XP)
------------------------------------------------

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

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


Websnarl

Small construct, unaligned
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 55 (10d6 + 20)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 14 (+2) CON 15 (+2)
INT 1 (-5) WIS 11 (+0) CHA 3 (-4)
------------------------------------------------
Skills Athletics +4, Perception +2
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Vulnerabilities cold
Senses darkvision 60 ft., passive Perception 12
Languages -
Challenge 3 (700 XP)
------------------------------------------------

Subterrainian Flower. While it is not touching the ground, as a bonus action, until the end of its next turn, the Websnarl deals an additional 2 piercing damage when it hits with an attack.

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

Innate Spellcasting. The Websnarl'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: infestation
1/long rest each: beast sense

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

Pulse. One creature within 60 feet of the Websnarl 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 Websnarl chooses.

Phantasms (Recharges after a Short or Long Rest). The Websnarl magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which Websnarl is the real one. If the Websnarl is ever in an area of bright light, the duplicates disappear.
     Whenever any creature targets the Websnarl with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the Websnarl or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
     A duplicate has the Websnarl's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.


Elemental Runner Spelunker

Large elemental, unaligned
------------------------------------------------
Armor Class 12 (natural armor, defensive fighting style)
Hit Points 49 (9d10)
Speed 35 ft.
------------------------------------------------
STR 18 (+4) DEX 14 (+2) CON 11 (+0)
INT 1 (-5) WIS 9 (-1) CHA 6 (-2)
------------------------------------------------
Saving Throws Dex +4
Skills Athletics +6
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 9
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Glide. Reduce all falling damage the Elemental Runner Spelunker takes by 20.

Lion Mandrake. While it is adjacent to at least two hostile creatures, as a bonus action, the Elemental Runner Spelunker can teleport up to 30 feet.

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

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

Shard. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 11 (2d8 + 2) slashing damage.

Black Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much on a successful one.







LEVEL 2 TRIBE

Goocube

Small ooze, unaligned
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 16 (3d6 + 6)
Speed 25 ft., climb 15 ft.
------------------------------------------------
STR 14 (+2) DEX 10 (+0) CON 15 (+2)
INT 1 (-5) WIS 16 (+3) CHA 5 (-3)
------------------------------------------------
Skills Stealth +2
Damage Immunities acid, cold, fire
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 13
Languages -
Challenge 1/2 (100 XP)
------------------------------------------------

Composer Runner. While it is hidden from all hostile creatures, the Goocube has advantage on saving throws against being petrified.

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

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


Sneaky Goocube

Small ooze, unaligned
------------------------------------------------
Armor Class 11 (natural armor)
Hit Points 31 (7d6 + 7)
Speed 25 ft.
------------------------------------------------
STR 12 (+1) DEX 10 (+0) CON 13 (+1)
INT 1 (-5) WIS 16 (+3) CHA 3 (-4)
------------------------------------------------
Skills Athletics +3, Stealth +2
Damage Immunities acid, cold, fire
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 13
Languages -
Challenge 1 (200 XP)
------------------------------------------------

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

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

Channel Life (1/Long Rest). One creature within 30 feet of the Sneaky Goocube that it can see must make a DC 13 Constitution saving throw. On a failed save, the target takes 11 (2d10) necrotic damage, or half as much on a successful one. An ally of the Sneaky Goocube that it can see within 30 feet is healed the same amount.


Peak Goocube

Small ooze, unaligned
------------------------------------------------
Armor Class 13
Hit Points 44 (8d6 + 16)
Speed 25 ft., climb 25 ft.
------------------------------------------------
STR 15 (+2) DEX 16 (+3) CON 15 (+2)
INT 1 (-5) WIS 16 (+3) CHA 7 (-2)
------------------------------------------------
Skills Stealth +7
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 13
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Mage Merlin. While it is not surprised and at least one hostile creature is surprised, the Peak Goocube has advantage on saving throws against being paralyzed.

Actions
------------------------------------------------
Booming Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 6 (1d12) thunder damage, and if the target willingly moves before the end of the Peak Goocube's next turn, the target takes 6 (1d6 + 3) thunder damage.

Pious Burst (Recharge 5-6). Each creature within 20 feet of the Peak Goocube must make a DC 13 Dexterity saving throw, taking 9 (2d8) radiant damage on a failed save, or half as much on a successful one.

Channel Life (1/Long Rest). One creature within 30 feet of the Peak Goocube that it can see must make a DC 13 Constitution saving throw. On a failed save, the target takes 13 (2d12) necrotic damage, or half as much on a successful one. An ally of the Peak Goocube that it can see within 30 feet is healed the same amount.


Goocube Queen

Small ooze, unaligned
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 67 (15d6 + 15)
Speed 25 ft.
------------------------------------------------
STR 14 (+2) DEX 15 (+2) CON 13 (+1)
INT 1 (-5) WIS 14 (+2) CHA 3 (-4)
------------------------------------------------
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 12
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d3 + 2) bludgeoning damage plus 9 (2d8) acid damage.







LEVEL 2 MINIONS AND MASTERS

Duskpi

Small undead, neutral evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 27 (5d6 + 10)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 5 (-3) CON 14 (+2)
INT 7 (-2) WIS 4 (-3) CHA 1 (-5)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 7
Languages the languages it knew in life (Common and Dwarvish by default)
Challenge 1 (200 XP)
------------------------------------------------

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

Actions
------------------------------------------------
Multiattack. The Duskpi makes two Claw attacks.

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


Capable Duskpi

Small undead, neutral evil
------------------------------------------------
Armor Class 11
Hit Points 19 (3d6 + 9)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 13 (+1) DEX 12 (+1) CON 16 (+3)
INT 9 (-1) WIS 4 (-3) CHA 1 (-5)
------------------------------------------------
Skills Animal Handling -1, History +1, Perception -1, Sleight of Hand +3
Damage Immunities poison, fire
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 9
Languages the languages it knew in life (Common and Dwarvish by default)
Challenge 1/2 (100 XP)
------------------------------------------------

Scorpion Freezer. While it is adjacent to at least two allies that are not incapacitated, as a bonus action, the Capable Duskpi can make a melee weapon attack.

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

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


Civilized Duskpi

Small undead, neutral evil
------------------------------------------------
Armor Class 8 (padded armor)
Hit Points 45 (6d6 + 24)
Speed 30 ft.
------------------------------------------------
STR 18 (+4) DEX 5 (-3) CON 18 (+4)
INT 11 (+0) WIS 6 (-2) CHA 1 (-5)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 8
Languages the languages it knew in life (Common and Dwarvish by default)
Challenge 2 (450 XP)
------------------------------------------------

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

Brutish Mephit. While it is stunned, the Civilized Duskpi suffers none of the effects of that condition. Instead, while it would be stunned, opportunity attacks against the Civilized Duskpi have disadvantage.

Relentless. If the Civilized Duskpi 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 Civilized Duskpi 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.

Innate Spellcasting. The Civilized Duskpi'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: create bonfire
1/long rest each: false life, ray of sickness

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


Savage Wilydeviation

Small humanoid (wilydeviation), lawful evil
------------------------------------------------
Armor Class 11 (padded armor)
Hit Points 60 (11d6 + 22)
Speed 25 ft., burrow 15 ft., climb 15 ft.
------------------------------------------------
STR 14 (+2) DEX 10 (+0) CON 14 (+2)
INT 13 (+1) WIS 16 (+3) CHA 16 (+3)
------------------------------------------------
Skills Perception +5
Damage Vulnerabilities fire
Damage Resistances cold
Senses darkvision 60 ft., tremorsense 60 ft., blindsight 60 ft., passive Perception 15
Languages Undercommon
Challenge 2 (450 XP)
------------------------------------------------

Subterrainian Camouflage. The Savage Wilydeviation has advantage on Dexterity (Stealth) checks made while underground.

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

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

Relentless. If the Savage Wilydeviation 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 Savage Wilydeviation makes two Shortbow attacks.

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

Shortbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 3 (1d6) piercing damage.

Reactions
------------------------------------------------
Radiant Nixie. When it reduces a living creature to 0 hit points, until the end of its next turn, the Savage Wilydeviation deals an additional 2 cold damage when it hits with an attack.


Wilydeviation Brute

Small humanoid (wilydeviation), lawful evil
------------------------------------------------
Armor Class 11 (padded armor)
Hit Points 66 (12d6 + 24)
Speed 25 ft., burrow 15 ft., climb 15 ft.
------------------------------------------------
STR 15 (+2) DEX 10 (+0) CON 14 (+2)
INT 9 (-1) WIS 12 (+1) CHA 12 (+1)
------------------------------------------------
Skills Perception +3
Damage Vulnerabilities fire
Damage Resistances cold
Senses darkvision 60 ft., tremorsense 60 ft., blindsight 60 ft., passive Perception 13
Languages Undercommon
Challenge 2 (450 XP)
------------------------------------------------

Subterrainian Camouflage. The Wilydeviation Brute has advantage on Dexterity (Stealth) checks made while underground.

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

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

Actions
------------------------------------------------
Multiattack. The Wilydeviation Brute makes two Heavy Crossbow attacks.

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

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.







LEVEL 2 VARIANTS

Demonic Chaoling

Large ooze, unaligned
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 16 (3d10)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 12 (+1) CON 11 (+0)
INT 1 (-5) WIS 13 (+1) CHA 3 (-4)
------------------------------------------------
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 11
Languages -
Challenge 1/2 (100 XP)
------------------------------------------------

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

Helpful Worker. While it is the first round of combat, as a bonus action, the Demonic Chaoling can take the Help action.

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


Chaoling Modulator

Large ooze, unaligned
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 22 (4d10)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 13 (+1) CON 11 (+0)
INT 1 (-5) WIS 13 (+1) CHA 3 (-4)
------------------------------------------------
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 11
Languages -
Challenge 1 (200 XP)
------------------------------------------------

Aberrant Thief. While it is the first round of combat, the Chaoling Modulator deals an additional 4 bludgeoning damage when it hits with an attack.

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

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

Enslave (3/Long Rest). The Chaoling Modulator targets one creature it can see within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be magically charmed by the Chaoling Modulator until the Chaoling Modulator dies or until it is on a different plane of existence from the target. The charmed target is under the Chaoling Modulator's control and can't take reactions, and the Chaoling Modulator 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 Chaoling Modulator.


Chaoling

Large ooze, unaligned
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 44 (8d10)
Speed 30 ft.
------------------------------------------------
STR 18 (+4) DEX 16 (+3) CON 10 (+0)
INT 1 (-5) WIS 13 (+1) CHA 3 (-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 11
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Glide. Reduce all falling damage the Chaoling takes by 20.

Actions
------------------------------------------------
Multiattack. The Chaoling makes three Spiked Tentacle attacks.

Spiked Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 piercing damage.

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

Channel Life (1/Long Rest). One creature within 30 feet of the Chaoling that it can see must make a DC 13 Constitution saving throw. On a failed save, the target takes 13 (2d12) necrotic damage, or half as much on a successful one. An ally of the Chaoling that it can see within 30 feet is healed the same amount.


Thunder Chaoling

Large ooze, unaligned
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 117 (18d10 + 18)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 7 (-2) CON 12 (+1)
INT 1 (-5) WIS 13 (+1) CHA 3 (-4)
------------------------------------------------
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 11
Languages -
Challenge 5 (1800 XP)
------------------------------------------------

Calm Spray. Whenever the Thunder Chaoling takes at least 15 damage from a single source, each adjacent creature takes 9 (2d8) bludgeoning damage.

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

Innate Spellcasting (Psionic). The Thunder Chaoling'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: tasha's hideous laughter
1/long rest each: glyph of warding

Actions
------------------------------------------------
Multiattack. The Thunder Chaoling makes two Claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.


Sniping Chaoling

Large ooze, unaligned
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 115 (21d10)
Speed 30 ft., fly 30 ft. (hover)
------------------------------------------------
STR 17 (+3) DEX 15 (+2) CON 11 (+0)
INT 1 (-5) WIS 15 (+2) CHA 3 (-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 12
Languages -
Challenge 5 (1800 XP)
------------------------------------------------

Trident Highlander. While it is on its home plane, the Sniping Chaoling deals an additional 2 piercing damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Sniping Chaoling chooses to make either two Slam attacks, or two attacks, one with its Grassy Shot and one with its Hunting Spit.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.

Grassy Shot. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) poison damage.

Hunting Spit. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 16 (4d6 + 2) piercing damage.

Hell Infestation (Recharge 6). One creature within 30 feet of the Sniping Chaoling must make a DC 13 Constitution saving throw. On a failed save, the target takes 11 (2d10) fire damage at the start of each of its turns for one minute. The target repeats the save at the end of each of its turns. On a successful save, the effect ends.







LEVEL 2 NPCS

Unholy Vexdrip

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 18 (4d8)
Speed 25 ft.
------------------------------------------------
STR 14 (+2) DEX 16 (+3) CON 11 (+0)
INT 15 (+2) WIS 12 (+1) CHA 7 (-2)
------------------------------------------------
Skills Athletics +4
Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)
------------------------------------------------

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

Actions
------------------------------------------------
Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Reactions
------------------------------------------------
Adhesive. When the Unholy Vexdrip 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 Unholy Vexdrip and can be retrieved only with a successful grapple attack, or by the Unholy Vexdrip itself.


Greater Sewerbug

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 25 (3d8 + 12)
Speed 15 ft.
------------------------------------------------
STR 13 (+1) DEX 17 (+3) CON 19 (+4)
INT 17 (+3) WIS 7 (-2) CHA 7 (-2)
------------------------------------------------
Senses passive Perception 8
Languages Common
Challenge 1 (200 XP)
------------------------------------------------

Colossus Avenger. While it has not moved since the start of its last turn, the Greater Sewerbug has advantage on Intelligence, Wisdom, and Charisma checks.

Actions
------------------------------------------------
Multiattack. The Greater Sewerbug makes two Dagger attacks.

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


Magnificent Crolismi

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 10 ft.
------------------------------------------------
STR 13 (+1) DEX 14 (+2) CON 15 (+2)
INT 7 (-2) WIS 16 (+3) CHA 17 (+3)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Spellcasting. The Magnificent Crolismi is a 1st 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): fire bolt, infestation, poison spray, shape water
1st (2 slots): chromatic orb, expeditious retreat

Actions
------------------------------------------------
Multiattack. The Magnificent Crolismi makes two attacks, one with its Spear and one with its Pike.

Pike. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

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

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 11 (2d8 + 2) piercing damage.


Darkhorror Warrior

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 104 (19d8 + 19)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 16 (+3) CON 12 (+1)
INT 12 (+1) WIS 10 (+0) CHA 13 (+1)
------------------------------------------------
Damage Vulnerabilities cold
Senses passive Perception 10
Languages Common, Ignan
Challenge 3 (700 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Darkhorror Warrior 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 Darkhorror Warrior. If the save fails by 5 or more, a creature also falls prone.

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

Orphan Rogue. While it is the first round of combat, the Darkhorror Warrior deals an additional 1 fire damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Darkhorror Warrior makes two attacks, one with its Warhammer and one with its Mace.

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

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

Summon Unholy Vexdrip. The Darkhorror Warrior summons 11 (2d10) Unholy Vexdrips 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.

Reactions
------------------------------------------------
Adhesive. When the Darkhorror Warrior 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 Darkhorror Warrior and can be retrieved only with a successful grapple attack, or by the Darkhorror Warrior itself.


Chaosbeast King

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 63 (14d8)
Speed 25 ft.
------------------------------------------------
STR 15 (+2) DEX 17 (+3) CON 10 (+0)
INT 12 (+1) WIS 17 (+3) CHA 12 (+1)
------------------------------------------------
Senses passive Perception 13
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

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

Actions
------------------------------------------------
Multiattack. The Chaosbeast King makes two attacks, one with its Trident and one with its Warhammer.

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

Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage.







LEVEL 3 SMATTERING

Titan

Small undead, neutral evil
------------------------------------------------
Armor Class 12
Hit Points 67 (9d6 + 36)
Speed 30 ft., swim 20 ft.
------------------------------------------------
STR 18 (+4) DEX 14 (+2) CON 19 (+4)
INT 4 (-3) WIS 18 (+4) CHA 10 (+0)
------------------------------------------------
Skills Perception +6
Damage Immunities poison, cold
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 16
Languages -
Challenge 3 (700 XP)
------------------------------------------------

Detect Life. The Titan 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.

Warped Fairy. While it is deafened, the Titan suffers none of the effects of that condition. Instead, while it would be deafened, as a bonus action, until the end of its next turn, the Titan deals an additional 3 cold damage when it hits with an attack.

Innate Spellcasting. The Titan'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: alter self

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Strange Burst (Recharge 6). Each creature within 20 feet of the Titan must make a DC 14 Dexterity saving throw, taking 11 (2d10) force damage on a failed save, or half as much on a successful one.


Dexterous Verdanbeing

Small humanoid (verdanbeing), any alignment
------------------------------------------------
Armor Class 13 (leather armor)
Hit Points 20 (8d6 - 8)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 15 (+2) CON 9 (-1)
INT 9 (-1) WIS 18 (+4) CHA 12 (+1)
------------------------------------------------
Skills Perception +8, Stealth +4
Damage Resistances cold, radiant
Condition Immunities grappled, restrained
Senses darkvision 60 ft., passive Perception 18
Languages Common, Elvish, Verdanbeing
Challenge 1 (200 XP)
------------------------------------------------

Ice Walk. The Dexterous Verdanbeing 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.

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

Air Form. The Dexterous Verdanbeing 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.

Glide. Reduce all falling damage the Dexterous Verdanbeing takes by 20.

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

3/long rest each: feather fall

Actions
------------------------------------------------
Multiattack. The Dexterous Verdanbeing makes two attacks, one with its Shortsword and one with its Dagger.

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

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d12 + 2) piercing damage.


Verdanmaruda

Medium plant, unaligned
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 28 (3d8 + 15)
Speed 30 ft., swim 50 ft.
------------------------------------------------
STR 7 (-2) DEX 15 (+2) CON 21 (+5)
INT 3 (-4) WIS 6 (-2) CHA 3 (-4)
------------------------------------------------
Saving Throws Dex +4
Skills Athletics +0, Perception +0
Condition Immunities blinded
Damage Resistances cold
Damage Vulnerabilities fire
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 10
Languages -
Challenge 1 (200 XP)
------------------------------------------------

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

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

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


Swarm of Citymorphs

Medium swarm of Tiny elementals, chaotic evil
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 38 (4d8 + 20)
Speed 30 ft., swim 50 ft.
------------------------------------------------
STR 19 (+4) DEX 19 (+4) CON 20 (+5)
INT 5 (-3) WIS 14 (+2) CHA 7 (-2)
------------------------------------------------
Skills Athletics +6, Perception +4
Damage Resistances bludgeoning, piercing, slashing, cold
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned, exhaustion, poisoned, unconscious
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 14
Languages Terran
Challenge 2 (450 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.

Hold Breath. The Swarm of Citymorphs can hold its breath for 15 minutes.

Glitch. If the Swarm of Citymorphs takes at least 10 lightning damage from a single source, it also becomes confused, as the confusion spell, until the end of its next turn.

Innate Spellcasting. The Swarm of Citymorphs'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: armor of agathys, feather fall
2/long rest each: tongues

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

Quill. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.







LEVEL 3 TRIBE

Ganus

Small fiend (demon), chaotic evil
------------------------------------------------
Armor Class 11
Hit Points 13 (3d6 + 3)
Speed 30 ft.
------------------------------------------------
STR 13 (+1) DEX 13 (+1) CON 13 (+1)
INT 8 (-1) WIS 5 (-3) CHA 23 (+6)
------------------------------------------------
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 7
Languages Undercommon, Abyssal, Draconic
Challenge 1/4 (50 XP)
------------------------------------------------

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

Innate Spellcasting (Psionic). The Ganus'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: thunderclap

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


Ganus Skirmisher

Small fiend (demon), chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 36 (8d6 + 8)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 13 (+1) DEX 16 (+3) CON 13 (+1)
INT 8 (-1) WIS 5 (-3) CHA 23 (+6)
------------------------------------------------
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 7
Languages Undercommon, Abyssal, Draconic
Challenge 1 (200 XP)
------------------------------------------------

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

Innate Spellcasting (Psionic). The Ganus Skirmisher'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: thunderclap

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


Ganus of the Dexterous Name

Small fiend (demon), chaotic evil
------------------------------------------------
Armor Class 12
Hit Points 31 (7d6 + 7)
Speed 30 ft.
------------------------------------------------
STR 13 (+1) DEX 15 (+2) CON 13 (+1)
INT 8 (-1) WIS 5 (-3) CHA 23 (+6)
------------------------------------------------
Skills Athletics +5
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 7
Languages Undercommon, Abyssal, Draconic
Challenge 1 (200 XP)
------------------------------------------------

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

Innate Spellcasting (Psionic). The Ganus of the Dexterous Name'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: thunderclap

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


Sniping Ganus

Small fiend (demon), chaotic evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 63 (14d6 + 14)
Speed 30 ft.
------------------------------------------------
STR 13 (+1) DEX 19 (+4) CON 13 (+1)
INT 8 (-1) WIS 5 (-3) CHA 23 (+6)
------------------------------------------------
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 7
Languages Undercommon, Abyssal, Draconic
Challenge 2 (450 XP)
------------------------------------------------

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

Innate Spellcasting (Psionic). The Sniping Ganus'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: thunderclap

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


Brutish Ganus

Small fiend (demon), chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 67 (15d6 + 15)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 17 (+3) CON 13 (+1)
INT 8 (-1) WIS 5 (-3) CHA 23 (+6)
------------------------------------------------
Saving Throws Int +1
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 7
Languages Undercommon, Abyssal, Draconic
Challenge 3 (700 XP)
------------------------------------------------

Arcane Leakage. While the Brutish Ganus has less than half of its maximum hit points, each creature that begins its turn within 10 feet of the Brutish Ganus takes 3 (1d6) force damage.

Innate Spellcasting (Psionic). The Brutish Ganus'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: thunderclap

Actions
------------------------------------------------
Foul Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 2 (1d4) fire damage.







LEVEL 3 MINIONS AND MASTERS

Warrior Grimvine

Medium humanoid (grimvine), neutral evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 30 (4d8 + 12)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 14 (+2) CON 16 (+3)
INT 4 (-3) WIS 11 (+0) CHA 2 (-4)
------------------------------------------------
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)
------------------------------------------------

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

Wolf Book. While it is the first round of combat, the Warrior Grimvine has advantage on saving throws against being petrified.

Innate Spellcasting (Psionic). The Warrior Grimvine'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: animal friendship

Actions
------------------------------------------------
Multiattack. The Warrior Grimvine makes two Beak attacks.

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


Demonic Grimvine

Medium humanoid (grimvine), chaotic evil
------------------------------------------------
Armor Class 13 (padded armor)
Hit Points 30 (4d8 + 12)
Speed 5 ft., fly 40 ft.
------------------------------------------------
STR 16 (+3) DEX 14 (+2) CON 16 (+3)
INT 4 (-3) WIS 11 (+0) CHA 2 (-4)
------------------------------------------------
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)
------------------------------------------------

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

Innate Spellcasting (Psionic). The Demonic Grimvine'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: animal friendship

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


Mechashadow

Large undead, lawful evil
------------------------------------------------
Armor Class 12
Hit Points 44 (8d10)
Speed 35 ft., fly 35 ft., climb 35 ft.
------------------------------------------------
STR 18 (+4) DEX 14 (+2) CON 11 (+0)
INT 6 (-2) WIS 9 (-1) CHA 9 (-1)
------------------------------------------------
Skills Perception +1
Damage Immunities poison, fire
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)
Challenge 2 (450 XP)
------------------------------------------------

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

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

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

Aspect of the Demonic Tiger. At the start of its turn, the Mechashadow can take on the Aspect of the Demonic Tiger. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Mechashadow deals an additional 2 (1d4) fire damage with the first attack it hits with during each turn.

Actions
------------------------------------------------
Multiattack. The Mechashadow makes two attacks, one with its Longbow and one with its Heavy Crossbow.

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

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

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 4 (1d3 + 2) piercing damage.

Reactions
------------------------------------------------
Dryad Herald. When it takes damage, the Mechashadow can make a ranged weapon attack.


Experienced Mechashadow

Large undead, lawful evil
------------------------------------------------
Armor Class 8
Hit Points 45 (7d10 + 7)
Speed 35 ft., climb 25 ft.
------------------------------------------------
STR 16 (+3) DEX 6 (-2) CON 13 (+1)
INT 14 (+2) WIS 9 (-1) CHA 9 (-1)
------------------------------------------------
Skills Perception +1, Sleight of Hand +0
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, fire
Senses darkvision 60 ft., passive Perception 11
Languages the languages it knew in life (Common by default)
Challenge 2 (450 XP)
------------------------------------------------

Psionics. The Experienced Mechashadow is a 1st 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: 4 (psi limit 2)
Talents: Mystic Charm
Disciplines: Precognition

Hawk Boss. While it is adjacent to both an enemy and an ally, as a bonus action, until the end of its next turn, the Experienced Mechashadow deals an additional 2 piercing damage when it hits with an attack.

Fetid Cloud. The Experienced Mechashadow exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Experienced Mechashadow 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 Experienced Mechashadow's enemies until it moves away. Multiple Fetid Clouds do not stack.

Heated Body. A creature that touches the Experienced Mechashadow'or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Actions
------------------------------------------------
Multiattack. The Experienced Mechashadow makes two Lance attacks.

Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.







LEVEL 3 VARIANTS

Demonic Starfigure

Medium fey, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 30 ft., climb 30 ft.
------------------------------------------------
STR 5 (-3) DEX 12 (+1) CON 13 (+1)
INT 7 (-2) WIS 9 (-1) CHA 9 (-1)
------------------------------------------------
Skills Athletics +1
Senses darkvision 120 ft., passive Perception 9
Languages Sylvan
Challenge 1 (200 XP)
------------------------------------------------

Absorbing Elf. While it hidden from all hostile creatures, opportunity attacks against the Demonic Starfigure have disadvantage.

Innate Spellcasting (Psionic). The Demonic Starfigure'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: friends, minor illusion, primal savagery
1/long rest each: feather fall

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 1) bludgeoning damage plus 7 (2d6) acid damage.

Reactions
------------------------------------------------
Viscious Lampoon (Recharge 5-6). One creature within 60 feet of the Demonic Starfigure that misses with an attack must make a DC 11 Charisma saving throw. On a failed save, that creature suffers disadvantage on attack rolls for one minute, or until it hits with an attack.


Garden Starfigure

Medium fey, chaotic evil
------------------------------------------------
Armor Class 9
Hit Points 30 (4d8 + 12)
Speed 30 ft., fly 60 ft. (hover)
------------------------------------------------
STR 16 (+3) DEX 9 (-1) CON 17 (+3)
INT 9 (-1) WIS 11 (+0) CHA 13 (+1)
------------------------------------------------
Skills Athletics +7
Condition Immunities blinded
Damage Resistances acid, lightning
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 10
Languages Sylvan
Challenge 1 (200 XP)
------------------------------------------------

Crude Shadow. While it is the first round of combat, as a bonus action, until the end of its next turn, the Garden Starfigure deals an additional 2 bludgeoning damage when it hits with an attack.

Watery Camouflage. The Garden Starfigure has advantage on Dexterity (Stealth) checks made while underwater.

Hold Breath. The Garden Starfigure can hold its breath for 15 minutes.

Magic Weapons. The Garden Starfigure's weapon attacks are magical.

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

At will: friends, minor illusion, primal savagery
1/long rest each: feather fall

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


Slimy Starfigure

Medium fey, chaotic evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
------------------------------------------------
STR 9 (-1) DEX 14 (+2) CON 13 (+1)
INT 7 (-2) WIS 9 (-1) CHA 9 (-1)
------------------------------------------------
Skills Athletics +3
Senses darkvision 120 ft., passive Perception 9
Languages Sylvan
Challenge 3 (700 XP)
------------------------------------------------

Fetid Cloud. The Slimy Starfigure exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Slimy Starfigure 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 Slimy Starfigure's enemies until it moves away. Multiple Fetid Clouds do not stack.

Charge. If the Slimy Starfigure moves at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target.

Innate Spellcasting (Psionic). The Slimy Starfigure'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: friends, minor illusion, primal savagery
1/long rest each: feather fall

Actions
------------------------------------------------
Multiattack. The Slimy Starfigure makes two Claw attacks.

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

Feytouched Battle Cry (1/Long Rest). The Slimy Starfigure lets out a battle cry. Its allies within 60 feet add 5 radiant damage to weapon damage rolls until the end of the Slimy Starfigure's next turn.


Starfigure

Medium fey, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 7 (-2) CON 13 (+1)
INT 7 (-2) WIS 11 (+0) CHA 9 (-1)
------------------------------------------------
Skills Athletics +6
Damage Immunities acid
Senses passive Perception 10
Languages Sylvan
Challenge 3 (700 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Starfigure'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: friends, minor illusion, primal savagery
1/long rest each: feather fall

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 11 (2d10) acid damage.


Slippery Starfigure

Medium fey, chaotic evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 0 ft., fly 30 ft. (hover)
------------------------------------------------
STR 5 (-3) DEX 12 (+1) CON 13 (+1)
INT 7 (-2) WIS 9 (-1) CHA 9 (-1)
------------------------------------------------
Skills Athletics +1
Senses passive Perception 9
Languages Sylvan
Challenge 1/2 (100 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Slippery Starfigure'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: friends, minor illusion, primal savagery
1/long rest each: feather fall

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 1) bludgeoning damage plus 7 (2d6) acid damage.

Screech. The Slippery Starfigure 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.







LEVEL 3 NPCS

Goofigure Virtuoso

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 45 (10d8)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 13 (+1) CON 11 (+0)
INT 17 (+3) WIS 9 (-1) CHA 11 (+0)
------------------------------------------------
Skills Arcana +5, Athletics +4, Perception +1, Religion +5, Survival +1
Damage Immunities acid
Senses passive Perception 11
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Brutal Cyclops. While it is the first round of combat, the Goofigure Virtuoso is invisible.

Innate Spellcasting (Psionic). The Goofigure Virtuoso'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: alarm
1/long rest each: invisibility (self only)
2/long rest each: detect poison and disease

Actions
------------------------------------------------
Multiattack. The Goofigure Virtuoso makes two Lance attacks.

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

Caustic 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 13 (2d12) acid damage on a failed save, or half as much on a successful one.


Energetic Scalybehemoth

Medium humanoid (any), lawful evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
------------------------------------------------
STR 8 (-1) DEX 15 (+2) CON 12 (+1)
INT 15 (+2) WIS 9 (-1) CHA 15 (+2)
------------------------------------------------
Skills Stealth +4
Senses passive Perception 9
Languages Common
Challenge 3 (700 XP)
------------------------------------------------

Sneaky Mind. While it is hidden from all hostile creatures, as a bonus action, until the end of its next turn, the Energetic Scalybehemoth deals an additional 2 bludgeoning damage when it hits with an attack.

Spellcasting. The Energetic Scalybehemoth is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following spells:

Cantrips (at will): acid splash, infestation, ray of frost
1st (4 slots): hunter's mark, thunderwave
2nd (3 slots): crown of madness, maximilian's earthen grasp
3rd (2 slots): lightning bolt, tidal wave

Actions
------------------------------------------------
Multiattack. The Energetic Scalybehemoth makes two attacks, one with its Shortsword and one with its Rapier.

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

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


Slick Grassmorph

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
------------------------------------------------
STR 18 (+4) DEX 10 (+0) CON 15 (+2)
INT 15 (+2) WIS 20 (+5) CHA 10 (+0)
------------------------------------------------
Skills History +4, Intimidation +2, Stealth +2
Senses passive Perception 15
Languages Common, Druidic
Challenge 3 (700 XP)
------------------------------------------------

Truth Vampire. While it is the first round of combat, the Slick Grassmorph's movement speed is doubled.

Actions
------------------------------------------------
Multiattack. The Slick Grassmorph makes two attacks, one with its Greatclub and one with its Pike.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d3 + 4) bludgeoning damage.

Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Summon Goofigure Virtuoso. The Slick Grassmorph summons a Goofigure Virtuoso 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.


Energetic Roaddeviation

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 81 (18d8)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 6 (-2) CON 10 (+0)
INT 14 (+2) WIS 17 (+3) CHA 14 (+2)
------------------------------------------------
Saving Throws Str +5
Skills Perception +5
Senses passive Perception 15
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

Relentless. If the Energetic Roaddeviation 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 Energetic Roaddeviation makes two Mace attacks.

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

Channel Life (1/Long Rest). One creature within 30 feet of the Energetic Roaddeviation that it can see must make a DC 13 Constitution saving throw. On a failed save, the target takes 19 (3d12) necrotic damage, or half as much on a successful one. An ally of the Energetic Roaddeviation that it can see within 30 feet is healed the same amount.


Militant Slitherserpant

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 15 ft.
------------------------------------------------
STR 15 (+2) DEX 15 (+2) CON 13 (+1)
INT 10 (+0) WIS 5 (-3) CHA 15 (+2)
------------------------------------------------
Senses passive Perception 7
Languages Common
Challenge 1 (200 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Militant Slitherserpant makes two attacks, one with its Maul and one with its Handaxe.

Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

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







LEVEL 4 SMATTERING

Wildword

Small monstrosity, lawful evil
------------------------------------------------
Armor Class 13
Hit Points 85 (10d6 + 50)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 7 (-2) DEX 16 (+3) CON 20 (+5)
INT 11 (+0) WIS 13 (+1) CHA 4 (-3)
------------------------------------------------
Skills Deception -1, Religion +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 11
Languages Terran
Challenge 3 (700 XP)
------------------------------------------------

Pixie Strength. While it is touching the ground, as a bonus action, the Wildword can make a melee weapon attack.

Actions
------------------------------------------------
Stomp. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 16 (4d8 - 2) bludgeoning damage.

Steppe Spit. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 14 (2d10 + 3) fire damage.


Thornwings

Large plant, neutral evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 71 (13d10)
Speed 35 ft., climb 35 ft.
------------------------------------------------
STR 18 (+4) DEX 17 (+3) CON 11 (+0)
INT 13 (+1) WIS 11 (+0) CHA 13 (+1)
------------------------------------------------
Skills Perception +2
Condition Immunities blinded
Damage Immunities necrotic
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 12
Languages Sylvan
Challenge 4 (1100 XP)
------------------------------------------------

Detect Life. The Thornwings 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.

Innate Spellcasting. The Thornwings's innate spellcasting ability is Charisma (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: chaos bolt
2/long rest each: ice knife

Actions
------------------------------------------------
Multiattack. The Thornwings makes two Quill attacks.

Corrupting Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) necrotic damage.

Quill. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Thornwings must make a DC 13 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.


Goosoul

Medium celestial, neutral good
------------------------------------------------
Armor Class 12
Hit Points 121 (22d8 + 22)
Speed 30 ft., climb 30 ft., burrow 15 ft.
------------------------------------------------
STR 13 (+1) DEX 14 (+2) CON 12 (+1)
INT 8 (-1) WIS 7 (-2) CHA 9 (-1)
------------------------------------------------
Damage Immunities thunder
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 8
Languages understands Common and Celestial but can't speak them
Challenge 5 (1800 XP)
------------------------------------------------

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

Deflecting Aeromancer. Ranged weapon attacks against the Goosoul suffer disadvantage.

Unicorn Boomer. While it is not touching the ground, as a bonus action, until the end of its next turn, the Goosoul deals an additional 2 fire damage when it hits with an attack.

Wrath. Any time the Goosoul 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.

Shock Wave (Recharge 6). As a bonus action, the Goosoul 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 Goosoul. If the save fails by 5 or more, a creature also falls prone.

Innate Spellcasting (Psionic). The Goosoul'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: mold earth
1/long rest each: levitate (self only), lightning arrow, maximilian's earthen grasp

Actions
------------------------------------------------
Multiattack. The Goosoul makes two Greatclub attacks.

Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15 (4d6 + 1) bludgeoning damage.

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

Thunder Burst (Recharge 6). Each creature within 20 feet of the Goosoul must make a DC 12 Constitution saving throw, taking 24 (7d6) thunder damage on a failed save, or half as much on a successful one.


Germmutant

Medium monstrosity, chaotic evil
------------------------------------------------
Armor Class 9
Hit Points 52 (8d8 + 16)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 18 (+4) DEX 9 (-1) CON 15 (+2)
INT 11 (+0) WIS 12 (+1) CHA 9 (-1)
------------------------------------------------
Skills Perception +3, Stealth +1
Damage Resistances acid
Senses darkvision 120 ft., blindsight 60 ft., tremorsense 120 ft., passive Perception 13
Languages Auran
Challenge 2 (450 XP)
------------------------------------------------

Violent Dog. While it is hidden from all hostile creatures, the Germmutant gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save.







LEVEL 4 TRIBE

Sparklevine

Tiny dragon, neutral good
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 31 (7d4 + 14)
Speed 20 ft., fly 45 ft., climb 25 ft.
------------------------------------------------
STR 12 (+1) DEX 7 (-2) CON 14 (+2)
INT 4 (-3) WIS 10 (+0) CHA 9 (-1)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 10
Languages Draconic
Challenge 1 (200 XP)
------------------------------------------------

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


Protecting Sparklevine

Tiny dragon, neutral good
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 90 (20d4 + 40)
Speed 20 ft., fly 40 ft., climb 20 ft.
------------------------------------------------
STR 15 (+2) DEX 7 (-2) CON 14 (+2)
INT 4 (-3) WIS 10 (+0) CHA 9 (-1)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 10
Languages understands Draconic but can't speak it
Challenge 3 (700 XP)
------------------------------------------------

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


Thuggish Sparklevine

Tiny dragon, neutral good
------------------------------------------------
Armor Class 10 (natural armor)
Hit Points 65 (10d4 + 40)
Speed 20 ft., fly 55 ft., climb 35 ft.
------------------------------------------------
STR 14 (+2) DEX 9 (-1) CON 18 (+4)
INT 4 (-3) WIS 14 (+2) CHA 11 (+0)
------------------------------------------------
Skills Athletics +6
Damage Resistances poison
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 12
Languages Draconic
Challenge 3 (700 XP)
------------------------------------------------

Usurper Runner. While it is charmed, the Thuggish Sparklevine gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Actions
------------------------------------------------
Multiattack. The Thuggish Sparklevine makes two attacks, one with its Claws and one with its High Bite.

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

High Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) bludgeoning damage.

High Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 12 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much on a successful one.


Queenly Sparklevine

Small dragon, neutral good
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 99 (18d6 + 36)
Speed 20 ft., fly 40 ft., climb 20 ft.
------------------------------------------------
STR 17 (+3) DEX 7 (-2) CON 14 (+2)
INT 4 (-3) WIS 10 (+0) CHA 16 (+3)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 10
Languages Draconic
Challenge 4 (1100 XP)
------------------------------------------------

Spellcasting. The Queenly Sparklevine is a 4th 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): dancing lights, light, true strike
1st (4 slots): earth tremor, healing word, heroism
2nd (2 slots): enhance ability, lesser restoration

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

Reactions
------------------------------------------------
Ant Guy. When it sees an ally fall in battle, the Queenly Sparklevine can teleport up to 30 feet.







LEVEL 4 MINIONS AND MASTERS

Warrior Frozen Verdanbeing

Small humanoid (verdanbeing), any alignment
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 27 (5d6 + 10)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 19 (+4) CON 14 (+2)
INT 11 (+0) WIS 16 (+3) CHA 14 (+2)
------------------------------------------------
Damage Resistances cold, radiant
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish, Verdanbeing
Challenge 1 (200 XP)
------------------------------------------------

Ice Walk. The Warrior Frozen Verdanbeing 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 Warrior Frozen Verdanbeing suffers disadvantage on Dexterity (Stealth) checks.

Civilized Kin. While it is adjacent to at least two allies that are not incapacitated, as a bonus action, until the end of its next turn, the Warrior Frozen Verdanbeing deals an additional 2 poison damage when it hits with an attack.

Innate Spellcasting. The Warrior Frozen Verdanbeing'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:

3/long rest each: feather fall

Actions
------------------------------------------------
Multiattack. The Warrior Frozen Verdanbeing makes two Greataxe attacks.

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


Icy Frozen Verdanbeing

Small humanoid (verdanbeing), any alignment
------------------------------------------------
Armor Class 12 (leather armor)
Hit Points 7 (2d6)
Speed 30 ft.
------------------------------------------------
STR 11 (+0) DEX 12 (+1) CON 10 (+0)
INT 7 (-2) WIS 14 (+2) CHA 12 (+1)
------------------------------------------------
Damage Resistances cold, radiant
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Verdanbeing
Challenge 0 (10 XP)
------------------------------------------------

Ice Walk. The Icy Frozen Verdanbeing 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.

Flammable. If the Icy Frozen Verdanbeing 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.

Overdrive Healing. The Icy Frozen Verdanbeing can choose to regain 5 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 Icy Frozen Verdanbeing has chosen to do this, the healing is automatic on each of its following turns.

Critical Mass. If the Icy Frozen Verdanbeing ever has temporary hit points equal to or exceeding 20, it explodes, killing it instantly. Each creature within 10 feet of it must make a DC 10 Dexterity saving throw, taking 2 (1d4) radiant damage on a failed save, or half as much on a successful one.

Automaton Slugger. While it has half or fewer hit points remaining, as a bonus action, the Icy Frozen Verdanbeing can move up to half its speed. This movement does not provoke attacks of opportunity.

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

3/long rest each: feather fall

Actions
------------------------------------------------
Natural Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d3) bludgeoning damage plus 1 (1d2) poison damage.


Body

Medium undead, lawful evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 63 (14d8)
Speed 30 ft., climb 45 ft.
------------------------------------------------
STR 14 (+2) DEX 10 (+0) CON 10 (+0)
INT 6 (-2) WIS 16 (+3) CHA 20 (+5)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 3 (700 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Body'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: tongues

Spellcasting. The Body is a 6th 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): arms of hadar, cause fear, inflict wounds
2nd (3 slots): blindness/deafness, gentle repose
3rd (3 slots): bestow curse, speak with dead

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


Tempered Body

Medium undead, lawful evil
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., climb 45 ft.
------------------------------------------------
STR 15 (+2) DEX 10 (+0) CON 15 (+2)
INT 8 (-1) WIS 18 (+4) CHA 20 (+5)
------------------------------------------------
Damage Immunities poison, lightning
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 14
Languages Sylvan
Challenge 3 (700 XP)
------------------------------------------------

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

Flower Shadow. While it is climbing, the Tempered Body has advantage on saving throws against being restrained.

Innate Spellcasting (Psionic). The Tempered Body'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: tongues

Actions
------------------------------------------------
Multiattack. The Tempered Body makes two attacks, one with its Corrupting Touch and one with its Slam.

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

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

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

Terror Blast (Recharge 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 9 (2d8) necrotic damage on a failed save, or half as much on a successful one.

Shocking Charm. One humanoid the Tempered Body can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Tempered Body's spoken commands. If the target suffers any harm from the Tempered Body or another creature or receives a suicidal command from the Tempered Body, 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 Tempered Body's Shocking Charm for the next 24 hours.

Legendary Actions
------------------------------------------------
The Tempered Body 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 Tempered Body regains spent legendary actions at the start of its turn.

Detect. The Tempered Body makes a Wisdom (Perception) check.
Attack. The Tempered Body makes one Bite attack.







LEVEL 4 VARIANTS

Smilewitch

Medium monstrosity, neutral evil
------------------------------------------------
Armor Class 13
Hit Points 91 (26d8 - 26)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 16 (+3) CON 8 (-1)
INT 6 (-2) WIS 14 (+2) CHA 9 (-1)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Immunities thunder
Senses blindsight 60 ft., passive Perception 12
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

Tundra Scroll. While no hostile creature is adjacent to it, the Smilewitch has advantage on saving throws against spells.

Actions
------------------------------------------------
Multiattack. The Smilewitch chooses to make either two attacks, one with its Beak and one with its Gore, or two attacks, one with its Heavy Crossbow and one with its Longbow.

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

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

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


Avalanche Smilewitch

Tiny monstrosity, neutral evil
------------------------------------------------
Armor Class 18 (natural armor, shield)
Hit Points 150 (60d4)
Speed 30 ft., burrow 15 ft.
------------------------------------------------
STR 21 (+5) DEX 18 (+4) CON 11 (+0)
INT 12 (+1) WIS 14 (+2) CHA 9 (-1)
------------------------------------------------
Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 8 (3900 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Avalanche Smilewitch 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 Avalanche Smilewitch. If the save fails by 5 or more, a creature also falls prone.

Innate Spellcasting. The Avalanche Smilewitch'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: enlarge/reduce
1/long rest each: invisibility (self only)

Actions
------------------------------------------------
Multiattack. The Avalanche Smilewitch makes two Bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 11 (2d10) poison damage on a failed save.

Summon Smilewitch. The Avalanche Smilewitch summons a Smilewitch 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.


Dexterous Smilewitch

Tiny monstrosity, neutral evil
------------------------------------------------
Armor Class 14
Hit Points 130 (87d4 - 87)
Speed 30 ft., fly 60 ft., climb 30 ft.
------------------------------------------------
STR 18 (+4) DEX 18 (+4) CON 9 (-1)
INT 6 (-2) WIS 16 (+3) CHA 18 (+4)
------------------------------------------------
Skills Athletics +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses passive Perception 13
Languages Common
Challenge 8 (3900 XP)
------------------------------------------------

Spellcasting. The Dexterous Smilewitch 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): acid splash, fire bolt, minor illusion, mold earth, thunderclap
1st (4 slots): chromatic orb, jump, thunderwave
2nd (3 slots): levitate, misty step
3rd (3 slots): fly, thunder step
4th (3 slots): stoneskin
5th (1 slot): far step, wall of stone

Actions
------------------------------------------------
Multiattack. The Dexterous Smilewitch makes two attacks, one with its Talons and one with its Stomp.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage.

Screech. The Dexterous Smilewitch can screech at a creature within 30 feet. That creature must make a DC 18 Constitution saving throw, taking 36 (8d8) thunder damage on a failed save.


Thuggish Smilewitch

Medium monstrosity, neutral evil
------------------------------------------------
Armor Class 14 (leather armor)
Hit Points 49 (11d8)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 16 (+3) CON 11 (+0)
INT 6 (-2) WIS 10 (+0) CHA 5 (-3)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses passive Perception 10
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Actions
------------------------------------------------
Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.


Smilewitch of the Earthen Elf

Medium monstrosity, neutral evil
------------------------------------------------
Armor Class 15 (leather armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 15 ft.
------------------------------------------------
STR 17 (+3) DEX 18 (+4) CON 14 (+2)
INT 8 (-1) WIS 10 (+0) CHA 5 (-3)
------------------------------------------------
Skills Athletics +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Immunities thunder
Senses darkvision 120 ft., passive Perception 10
Languages Common
Challenge 3 (700 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Smilewitch of the Earthen Elf 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 Smilewitch of the Earthen Elf. If the save fails by 5 or more, a creature also falls prone.

Thunder Absorption. Whenever the Smilewitch of the Earthen Elf is subjected to thunder damage, it takes no damage and regains a number of hit points equal to the thunder damage.

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save.

Reactions
------------------------------------------------
Sky Mystic. When it fails a saving throw, the Smilewitch of the Earthen Elf can force each each enemy within 5 feet of the it must make a DC 13 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.







LEVEL 4 NPCS

Townfairy Crack

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 67 (15d8)
Speed 30 ft., fly 30 ft. (hover)
------------------------------------------------
STR 11 (+0) DEX 16 (+3) CON 10 (+0)
INT 12 (+1) WIS 8 (-1) CHA 15 (+2)
------------------------------------------------
Skills Investigation +3, Perception +1, Stealth +5
Senses passive Perception 11
Languages Common
Challenge 3 (700 XP)
------------------------------------------------

Trained Construct. While it is deafened, the Townfairy Crack has advantage on saving throws against being stunned.

Spellcasting. The Townfairy Crack is a 4th level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following spells:

Cantrips (at will): eldritch blast, frostbite, prestidigitation
1st: arms of hadar, hex, witch bolt
2nd (2 slots/short rest): crown of madness, shatter

Actions
------------------------------------------------
Multiattack. The Townfairy Crack makes two Sling attacks.

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

Sling. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 bludgeoning damage.


Slimy Lowerhawk

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 76 (9d8 + 36)
Speed 30 ft.
------------------------------------------------
STR 13 (+1) DEX 16 (+3) CON 19 (+4)
INT 6 (-2) WIS 16 (+3) CHA 16 (+3)
------------------------------------------------
Skills Nature +0
Senses passive Perception 13
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Slimy Lowerhawk'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: mind spike
1/long rest each: catapult
2/long rest each: disguise self, scorching ray

Spellcasting. The Slimy Lowerhawk is a 4th 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): frostbite, minor illusion, toll the dead
1st: arms of hadar, burning hands, witch bolt
2nd (2 slots/short rest): shatter, spider climb

Actions
------------------------------------------------
Multiattack. The Slimy Lowerhawk chooses to make either two attacks, one with its Maul and one with its Dagger, or two Light Crossbow attacks.

Maul. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d12 + 1) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d10 + 1) piercing damage.

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

Reactions
------------------------------------------------
Power Rogue. When an attack roll misses it, the Slimy Lowerhawk can make a ranged weapon attack.


Greater Too’hai

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 12
Hit Points 49 (11d8)
Speed 30 ft., fly 60 ft. (hover)
------------------------------------------------
STR 5 (-3) DEX 14 (+2) CON 11 (+0)
INT 19 (+4) WIS 10 (+0) CHA 17 (+3)
------------------------------------------------
Senses darkvision 120 ft., passive Perception 10
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Greater Too’hai'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: zephyr strike

Actions
------------------------------------------------
Multiattack. The Greater Too’hai makes two attacks, one with its Scimitar and one with its Dissolve.

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

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


Oozing Trashkeeper

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 49 (11d8)
Speed 10 ft., fly 60 ft. (hover)
------------------------------------------------
STR 17 (+3) DEX 14 (+2) CON 10 (+0)
INT 11 (+0) WIS 8 (-1) CHA 12 (+1)
------------------------------------------------
Senses passive Perception 9
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

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







LEVEL 5 SMATTERING

Gravething

Tiny undead, chaotic evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 105 (30d4 + 30)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 16 (+3) CON 12 (+1)
INT 12 (+1) WIS 4 (-3) CHA 12 (+1)
------------------------------------------------
Damage Immunities poison, radiant
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 7
Languages the languages it knew in life (Common by default)
Challenge 5 (1800 XP)
------------------------------------------------

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

Dryad Pine. While it has reduced a living creature to 0 hit points within the past minute, the Gravething deals an additional 2 poison damage when it hits with an attack.

Innate Spellcasting. The Gravething'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: blur, feather fall
1/long rest each: darkvision
3/long rest each: levitate (self only)

Actions
------------------------------------------------
Multiattack. The Gravething makes two Bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) necrotic damage, and target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Gravething regains hit points equal to that amount. 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.


Thoughtanomaly

Medium construct, neutral evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 3 (-4) CON 15 (+2)
INT 7 (-2) WIS 16 (+3) CHA 20 (+5)
------------------------------------------------
Skills Athletics +5
Damage Immunities necrotic, poison, lightning
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Quick Magic. While it is conscious, as a bonus action, the Thoughtanomaly can force each each enemy within 10 feet of the it must make a DC 13 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.

Actions
------------------------------------------------
Booming Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 6 (1d12) thunder damage, and if the target willingly moves before the end of the Thoughtanomaly's next turn, the target takes 6 (1d2 + 5) thunder damage.


Kingly Churnmorph

Medium humanoid (churnmorph), any alignment
------------------------------------------------
Armor Class 11 (natural armor)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
------------------------------------------------
STR 19 (+4) DEX 10 (+0) CON 15 (+2)
INT 16 (+3) WIS 12 (+1) CHA 16 (+3)
------------------------------------------------
Saving Throws Con +4
Skills Stealth +2
Damage Immunities fire, radiant
Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish
Challenge 4 (1100 XP)
------------------------------------------------

False Appearance. While the Kingly Churnmorph remains motionless, it is indistinguishable from a normal dead shrub.

Actions
------------------------------------------------
Multiattack. The Kingly Churnmorph makes two Green Flame Maul attacks.

Green Flame Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage plus 3 (1d6) fire damage, and up to one creature within 5 feet of the target takes 4 fire damage.

Chuck Force. Ranged Weapon Attack: +2 to hit, range 60/240 ft., one target. Hit: 18 (4d8) force damage.


Quick Skapy

Tiny aberration, chaotic neutral
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 101 (29d4 + 29)
Speed 30 ft., swim 45 ft.
------------------------------------------------
STR 7 (-2) DEX 16 (+3) CON 12 (+1)
INT 8 (-1) WIS 18 (+4) CHA 6 (-2)
------------------------------------------------
Saving Throws Con +4
Damage Immunities radiant
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 14
Languages Common, Deep Speech, telepathy 120 ft.
Challenge 5 (1800 XP)
------------------------------------------------

Arcane Leakage. While the Quick Skapy has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Quick Skapy takes 5 (1d10) force damage.

Plains Camouflage. The Quick Skapy has advantage on Dexterity (Stealth) checks made while in grasslands.

Amphibious. The Quick Skapy can breathe both air and water.

Innate Spellcasting (Psionic). The Quick Skapy'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: dissonant whispers

Actions
------------------------------------------------
Multiattack. The Quick Skapy makes three Booming Strike attacks.

Booming Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d3 + 3) bludgeoning damage plus 5 (2d4) thunder damage, and if the target willingly moves before the end of the Quick Skapy's next turn, the target takes 4 (1d10 - 1) thunder damage.

Channel Life (Recharge 5-6). One creature within 30 feet of the Quick Skapy that it can see must make a DC 12 Constitution saving throw. On a failed save, the target takes 24 (7d6) necrotic damage. An ally of the Quick Skapy that it can see within 30 feet is healed the same amount.







LEVEL 5 TRIBE

Draconic Fiend Highlander

Small fiend, neutral evil
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 21 (6d6)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 13 (+1) DEX 13 (+1) CON 10 (+0)
INT 14 (+2) WIS 5 (-3) CHA 13 (+1)
------------------------------------------------
Saving Throws Dex +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 7
Languages Common, Abyssal, Celestial, telepathy 120 ft.
Challenge 1/2 (100 XP)
------------------------------------------------

Magic Weapons. The Draconic Fiend Highlander's weapon attacks are magical.

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

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


Fiend Highlander of the Crude Deep

Small fiend, neutral evil
------------------------------------------------
Armor Class 11 (natural armor)
Hit Points 55 (10d6 + 20)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 14 (+2) DEX 10 (+0) CON 15 (+2)
INT 16 (+3) WIS 5 (-3) CHA 15 (+2)
------------------------------------------------
Saving Throws Dex +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 7
Languages Common, Abyssal, Celestial, telepathy 120 ft.
Challenge 2 (450 XP)
------------------------------------------------

Magic Weapons. The Fiend Highlander of the Crude Deep's weapon attacks are magical.

Wrath. Any time the Fiend Highlander of the Crude Deep 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
------------------------------------------------
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Summon Fiend Highlander Infernus. The Fiend Highlander of the Crude Deep summons a Fiend Highlander Infernus 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.


Fiend Highlander Infernus

Small fiend, neutral evil
------------------------------------------------
Armor Class 11
Hit Points 49 (9d6 + 18)
Speed 30 ft., climb 25 ft.
------------------------------------------------
STR 19 (+4) DEX 12 (+1) CON 15 (+2)
INT 18 (+4) WIS 9 (-1) CHA 15 (+2)
------------------------------------------------
Saving Throws Dex +3
Skills Athletics +6
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 9
Languages Common, Abyssal, Celestial, telepathy 120 ft.
Challenge 2 (450 XP)
------------------------------------------------

Magic Weapons. The Fiend Highlander Infernus's weapon attacks are magical.

Heated Body. A creature that touches the Fiend Highlander Infernus'or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Wrath. Any time the Fiend Highlander Infernus 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: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Summon Draconic Fiend Highlander. The Fiend Highlander Infernus summons 2 (1d3) Draconic Fiend Highlanders. 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.


Holy Fiend Highlander

Small fiend, neutral evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 99 (22d6 + 22)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 19 (+4) DEX 12 (+1) CON 12 (+1)
INT 14 (+2) WIS 5 (-3) CHA 17 (+3)
------------------------------------------------
Saving Throws Dex +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 7
Languages Common, Abyssal, Celestial, telepathy 120 ft.
Challenge 4 (1100 XP)
------------------------------------------------

Magic Weapons. The Holy Fiend Highlander's weapon attacks are magical.

Actions
------------------------------------------------
Multiattack. The Holy Fiend Highlander makes two Claws attacks.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.


Quick Fiend Highlander

Small fiend, neutral evil
------------------------------------------------
Armor Class 11 (natural armor)
Hit Points 75 (30d6 - 30)
Speed 30 ft., climb 25 ft.
------------------------------------------------
STR 17 (+3) DEX 10 (+0) CON 9 (-1)
INT 14 (+2) WIS 5 (-3) CHA 17 (+3)
------------------------------------------------
Saving Throws Dex +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 7
Languages Common, Abyssal, Celestial, telepathy 120 ft.
Challenge 4 (1100 XP)
------------------------------------------------

Magic Weapons. The Quick Fiend Highlander's weapon attacks are magical.

Fetid Cloud. The Quick Fiend Highlander exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Quick Fiend Highlander 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 Fiend Highlander's enemies until it moves away. Multiple Fetid Clouds do not stack.

Actions
------------------------------------------------
Multiattack. The Quick Fiend Highlander makes two Slam attacks.

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

Summon Draconic Fiend Highlander. The Quick Fiend Highlander summons 7 (2d6) Draconic Fiend Highlanders 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 Fiend Highlander

Small fiend, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 122 (35d6)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 14 (+2) DEX 10 (+0) CON 11 (+0)
INT 15 (+2) WIS 5 (-3) CHA 13 (+1)
------------------------------------------------
Saving Throws Dex +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 7
Languages Common, Abyssal, Celestial, telepathy 120 ft.
Challenge 5 (1800 XP)
------------------------------------------------

Magic Weapons. The Inspired Fiend Highlander's weapon attacks are magical.

Spellcasting. The Inspired Fiend Highlander is a 8th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It knows the following spells:

1st (4 slots): command, detect poison and disease, longstrider
2nd (3 slots): alter self, beast sense
3rd (3 slots): fly, gaseous form
4th (2 slots): freedom of movement, mordenkainen's faithful hound

Actions
------------------------------------------------
Multiattack. The Inspired Fiend Highlander makes two Claws attacks.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage.







LEVEL 5 MINIONS AND MASTERS

Furry Verdanbeing

Small humanoid (verdanbeing), any alignment
------------------------------------------------
Armor Class 13
Hit Points 52 (15d6)
Speed 30 ft., burrow 30 ft., swim 30 ft.
------------------------------------------------
STR 13 (+1) DEX 17 (+3) CON 10 (+0)
INT 7 (-2) WIS 16 (+3) CHA 12 (+1)
------------------------------------------------
Skills Perception +7
Damage Resistances cold, radiant
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 17
Languages Undercommon, Dwarvish, Verdanbeing
Challenge 2 (450 XP)
------------------------------------------------

Ice Walk. The Furry Verdanbeing 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.

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

Anchoring Aura. Enemies within 20 feet of the Furry Verdanbeing cannot teleport. In addition, any enemy that attempts to move beyond 20 feet away from the Furry Verdanbeing must succeed at a DC 13 Charisma saving throw or its movement ends.

Blizzard Ages. While it is submerged entirely in water, as a bonus action, the Furry Verdanbeing can force each each enemy within 5 feet of the it must make a DC 13 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.

Assistant. The Furry Verdanbeing can use the Help action as a bonus action.

Keen Smell. The Furry Verdanbeing has advantage on all Wisdom (Perception) checks that rely on scent.

Innate Spellcasting. The Furry Verdanbeing'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: feather fall

Actions
------------------------------------------------
Multiattack. The Furry Verdanbeing makes two Maul attacks.

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


Warrior Watery Demon

Large fiend, chaotic evil
------------------------------------------------
Armor Class 14 (ring mail)
Hit Points 45 (6d10 + 12)
Speed 30 ft., fly 30 ft. (hover)
------------------------------------------------
STR 14 (+2) DEX 17 (+3) CON 15 (+2)
INT 11 (+0) WIS 10 (+0) CHA 16 (+3)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal
Challenge 2 (450 XP)
------------------------------------------------

Fetid Cloud. The Warrior Watery Demon exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Warrior Watery Demon 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 Warrior Watery Demon's enemies until it moves away. Multiple Fetid Clouds do not stack.

Hold Breath. The Warrior Watery Demon can hold its breath for 15 minutes.

Loud Armor. The Warrior Watery Demon suffers disadvantage on Dexterity (Stealth) checks.

Shock Wave (Recharge 6). As a bonus action, the Warrior Watery Demon 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 Warrior Watery Demon. If the save fails by 5 or more, a creature also falls prone.

Actions
------------------------------------------------
Multiattack. The Warrior Watery Demon makes two attacks, one with its Halberd and one with its Flail.

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

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


Blue Watery Demon

Large fiend, chaotic evil
------------------------------------------------
Armor Class 14 (padded armor)
Hit Points 45 (6d10 + 12)
Speed 30 ft., fly 30 ft. (hover)
------------------------------------------------
STR 2 (-4) DEX 17 (+3) CON 15 (+2)
INT 11 (+0) WIS 10 (+0) CHA 16 (+3)
------------------------------------------------
Skills Stealth +5
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal
Challenge 2 (450 XP)
------------------------------------------------

Fetid Cloud. The Blue Watery Demon exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Blue Watery Demon 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 Blue Watery Demon's enemies until it moves away. Multiple Fetid Clouds do not stack.

Hold Breath. The Blue Watery Demon can hold its breath for 15 minutes.

Sneak Attack (1/Turn). The Blue Watery Demon deals an additional 13 (2d12) 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 Blue Watery Demon that is not incapacitated and the Blue Watery Demon doesn't have disadvantage on the attack roll.

Loud Armor. The Blue Watery Demon suffers disadvantage on Dexterity (Stealth) checks.

Actions
------------------------------------------------
Multiattack. The Blue Watery Demon makes two Dagger attacks.

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


Watery Demon of the Militant Void

Large fiend, chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 52 (7d10 + 14)
Speed 30 ft., fly 30 ft. (hover)
------------------------------------------------
STR 2 (-4) DEX 17 (+3) CON 15 (+2)
INT 11 (+0) WIS 10 (+0) CHA 16 (+3)
------------------------------------------------
Skills Stealth +5
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal
Challenge 2 (450 XP)
------------------------------------------------

Fetid Cloud. The Watery Demon of the Militant Void exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Watery Demon of the Militant Void 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 Watery Demon of the Militant Void's enemies until it moves away. Multiple Fetid Clouds do not stack.

Hold Breath. The Watery Demon of the Militant Void can hold its breath for 15 minutes.

Sneak Attack (1/Turn). The Watery Demon of the Militant Void deals an additional 9 (2d8) 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 Watery Demon of the Militant Void that is not incapacitated and the Watery Demon of the Militant Void doesn't have disadvantage on the attack roll.

Actions
------------------------------------------------
Multiattack. The Watery Demon of the Militant Void makes two attacks, one with its Unarmed Strike and one with its Dagger.

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

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage.


Defending Verdanbeing

Medium humanoid (verdanbeing), any alignment
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 115 (33d8 - 33)
Speed 30 ft., burrow 30 ft., swim 30 ft.
------------------------------------------------
STR 14 (+2) DEX 15 (+2) CON 8 (-1)
INT 13 (+1) WIS 14 (+2) CHA 16 (+3)
------------------------------------------------
Skills Perception +6, Stealth +5
Damage Resistances cold, radiant, thunder
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
Languages Undercommon, Dwarvish, Verdanbeing
Challenge 5 (1800 XP)
------------------------------------------------

Ice Walk. The Defending Verdanbeing 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.

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

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

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

Innate Spellcasting (Psionic). The Defending Verdanbeing'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:

3/long rest each: feather fall

Actions
------------------------------------------------
Multiattack. The Defending Verdanbeing 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: 9 (2d6 + 2) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) piercing damage.

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







LEVEL 5 VARIANTS

Joyooze

Medium plant, chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 127 (17d8 + 51)
Speed 30 ft., burrow 15 ft.
------------------------------------------------
STR 11 (+0) DEX 16 (+3) CON 16 (+3)
INT 21 (+5) WIS 6 (-2) CHA 14 (+2)
------------------------------------------------
Saving Throws Cha +5
Skills Perception +0
Damage Immunities acid, radiant
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 10
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Keen Sight. The Joyooze has advantage on all Wisdom (Perception) checks that rely on sight.

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

Fragile Lifeforce. If the Joyooze takes at least 15 necrotic damage from a single source, it also suffers disadvantage on Strength, Dexterity, and Constitution saving throws until the end of its next turn.

Innate Spellcasting. The Joyooze'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: dancing lights
1/long rest each: color spray

Actions
------------------------------------------------
Multiattack. The Joyooze makes three attacks, one with its Stomp, one with its Ram, and one with its Magic Slam.

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

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.

Magic Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d10) bludgeoning damage plus 3 (1d6) force damage.

Magma Step (Recharge 5-6). The Joyooze chooses two adjacent spaces. Those spaces are covered in magma until the start of the Joyooze'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 11 (2d10) fire damage.


Furry Joyooze

Medium plant, chaotic evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 60 (11d8 + 11)
Speed 30 ft., fly 40 ft.
------------------------------------------------
STR 19 (+4) DEX 7 (-2) CON 12 (+1)
INT 15 (+2) WIS 6 (-2) CHA 12 (+1)
------------------------------------------------
Skills Perception +0
Damage Immunities acid, radiant
Senses darkvision 60 ft., passive Perception 10
Languages Common, Sylvan
Challenge 2 (450 XP)
------------------------------------------------

Keen Sight. The Furry Joyooze has advantage on all Wisdom (Perception) checks that rely on sight.

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

Fragile Lifeforce. If the Furry Joyooze takes at least 10 necrotic damage from a single source, it also suffers disadvantage on Strength, Dexterity, and Constitution saving throws until the end of its next turn.

Moon Leader. While it is adjacent to an ally that is not incapacitated, opportunity attacks against the Furry Joyooze have disadvantage.

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


Joyooze of the Savage Aeons

Medium plant, chaotic evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 247 (45d8 + 45)
Speed 30 ft., fly 40 ft.
------------------------------------------------
STR 18 (+4) DEX 11 (+0) CON 12 (+1)
INT 15 (+2) WIS 6 (-2) CHA 12 (+1)
------------------------------------------------
Skills Perception +0
Damage Immunities acid, radiant
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 10 (5900 XP)
------------------------------------------------

Keen Sight. The Joyooze of the Savage Aeons has advantage on all Wisdom (Perception) checks that rely on sight.

Keen Hearing. The Joyooze of the Savage Aeons has advantage on all Wisdom (Perception) checks that rely on hearing.

Fragile Lifeforce. If the Joyooze of the Savage Aeons takes at least 15 necrotic damage from a single source, it also suffers disadvantage on Strength, Dexterity, and Constitution saving throws until the end of its next turn.

Actions
------------------------------------------------
Multiattack. The Joyooze of the Savage Aeons makes two Stomp attacks.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage.







LEVEL 5 NPCS

Savvy Wilybug

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 10 (+0) CON 19 (+4)
INT 5 (-3) WIS 17 (+3) CHA 15 (+2)
------------------------------------------------
Skills Athletics +5, Perception +9, Stealth +3
Condition Immunities petrified
Senses passive Perception 19
Languages understands Common but can't speak it
Challenge 5 (1800 XP)
------------------------------------------------

Legendary Resistance (2/Long Rest). If the Savvy Wilybug fails a saving throw, it can choose to succeed instead.

Wrath. Any time the Savvy Wilybug 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.

Actions
------------------------------------------------
Multiattack. The Savvy Wilybug makes two attacks, one with its Light Hammer and one with its Club.

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

Light Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

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

Reactions
------------------------------------------------
Unicorn Keeper. When it scores a critical hit, the Savvy Wilybug can force each each enemy within 5 feet of the it must make a DC 13 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.

Legendary Actions
------------------------------------------------
The Savvy Wilybug 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 Savvy Wilybug regains spent legendary actions at the start of its turn.

Sonic Expulsion (Costs 2 Actions). Each creature within 20 feet of the Savvy Wilybug must make a DC 13 Constitution saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much on a successful one.
Move. The Savvy Wilybug moves up to half its speed. This movement does not provoke opportunity attacks.
Detect. The Savvy Wilybug makes a Wisdom (Perception) check.


Canny Idulyanrim

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 9
Hit Points 39 (6d8 + 12)
Speed 30 ft.
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STR 14 (+2) DEX 9 (-1) CON 15 (+2)
INT 5 (-3) WIS 17 (+3) CHA 16 (+3)
------------------------------------------------
Skills Acrobatics +1, Investigation -1
Damage Resistances thunder
Senses passive Perception 13
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Spellcasting. The Canny Idulyanrim is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): mending, resistance, spare the dying, word of radiance
1st (4 slots): bane, create or destroy water, fog cloud
2nd (3 slots): calm emotions, find traps, spiritual weapon
3rd (3 slots): create food and water, revivify, sleet storm

Actions
------------------------------------------------
Multiattack. The Canny Idulyanrim makes two attacks, one with its Dagger and one with its Handaxe.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d12 + 2) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Channel Life (Recharge 5-6). One creature within 30 feet of the Canny Idulyanrim that it can see must make a DC 13 Constitution saving throw. On a failed save, the target takes 13 (2d12) necrotic damage. An ally of the Canny Idulyanrim that it can see within 30 feet is healed the same amount.

Reactions
------------------------------------------------
Slime Mask. When it fails a saving throw, the Canny Idulyanrim can force each each enemy within 10 feet of the it must make a DC 13 Strength saving throw or be restrained 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.


Slimy Huntbeast

Medium humanoid (any), any alignment
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Armor Class 16 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
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STR 17 (+3) DEX 6 (-2) CON 12 (+1)
INT 8 (-1) WIS 19 (+4) CHA 10 (+0)
------------------------------------------------
Senses passive Perception 14
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Slimy Huntbeast makes two attacks, one with its War Pick and one with its Pike.

War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d3 + 3) piercing damage.

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


Savvy Putridmouth

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 8 (natural armor)
Hit Points 67 (15d8)
Speed 30 ft.
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STR 14 (+2) DEX 5 (-3) CON 10 (+0)
INT 15 (+2) WIS 13 (+1) CHA 20 (+5)
------------------------------------------------
Saving Throws Str +4
Skills Animal Handling +3
Senses passive Perception 11
Languages Common
Challenge 2 (450 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Savvy Putridmouth 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 Savvy Putridmouth. If the save fails by 5 or more, a creature also falls prone.

Resilient Love. While it is climbing, the Savvy Putridmouth's movement speed is doubled.

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







LEVEL 6 SMATTERING

Hauntuser

Medium undead, lawful evil
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Armor Class 17 (chain shirt, shield)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
------------------------------------------------
STR 19 (+4) DEX 15 (+2) CON 17 (+3)
INT 16 (+3) WIS 11 (+0) CHA 11 (+0)
------------------------------------------------
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 (Aquan by default)
Challenge 6 (2300 XP)
------------------------------------------------

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

Mandrake Sound. While it is deafened, the Hauntuser's movement speed is increased by 10 feet.

Actions
------------------------------------------------
Multiattack. The Hauntuser makes two attacks, one with its Slam and one with its Sickle.

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

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


Starspark

Medium elemental, lawful evil
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Armor Class 17 (natural armor)
Hit Points 135 (30d8)
Speed 30 ft., swim 15 ft.
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STR 8 (-1) DEX 19 (+4) CON 11 (+0)
INT 8 (-1) WIS 10 (+0) CHA 14 (+2)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 10
Languages Common, Aquan
Challenge 6 (2300 XP)
------------------------------------------------

Amphibious. The Starspark can breathe both air and water.

Assistant. The Starspark can use the Help action as a bonus action.

Dog Cryomancer. While it is the first round of combat, the Starspark has advantage on saving throws against being restrained.

Innate Spellcasting. The Starspark'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: light
1/long rest each: guiding bolt, tidal wave
3/long rest each: tongues

Actions
------------------------------------------------
Multiattack. The Starspark makes three Inspiring Strike attacks.

Inspiring Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d3 + 4) bludgeoning damage plus 9 (2d8) radiant damage.

Summon Duskpi. The Starspark summons 7 (2d6) Duskpis 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.


Hardtongue

Medium plant, unaligned
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 38 (4d8 + 20)
Speed 30 ft., swim 45 ft., fly 30 ft.
------------------------------------------------
STR 9 (-1) DEX 17 (+3) CON 20 (+5)
INT 3 (-4) WIS 17 (+3) CHA 3 (-4)
------------------------------------------------
Saving Throws Dex +5
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Condition Immunities blinded
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 13
Languages -
Challenge 2 (450 XP)
------------------------------------------------

Water Void. While it is submerged entirely in water, opportunity attacks against the Hardtongue have disadvantage.

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

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

Water Escape (1/Long Rest). The Hardtongue 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 Hardtongue has physically visited before.


Duskspawn

Tiny fey, neutral evil
------------------------------------------------
Armor Class 13 (padded armor)
Hit Points 45 (10d4 + 20)
Speed 0 ft., fly 30 ft. (hover), swim 15 ft., burrow 15 ft.
------------------------------------------------
STR 13 (+1) DEX 16 (+3) CON 14 (+2)
INT 11 (+0) WIS 4 (-3) CHA 11 (+0)
------------------------------------------------
Saving Throws Dex +5
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses tremorsense 60 ft., passive Perception 7
Languages Sylvan
Challenge 2 (450 XP)
------------------------------------------------

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

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

Charged Deep. While it is in moonlight, as a bonus action, the Duskspawn can make a melee weapon attack.

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







LEVEL 6 TRIBE

Arlaigeslime

Medium monstrosity, lawful evil
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Armor Class 13 (rusted mail)
Hit Points 18 (4d8)
Speed 30 ft.
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STR 14 (+2) DEX 1 (-5) CON 10 (+0)
INT 15 (+2) WIS 11 (+0) CHA 14 (+2)
------------------------------------------------
Senses passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
------------------------------------------------

Pillar of Magic. The Arlaigeslime and its allies within 10 feet of it have advantage on saving throws against spells.

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

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

Reactions
------------------------------------------------
Absorb Properties. When the Arlaigeslime is hit by an attack from a magic weapon, it absorbs the properties of that weapon for one hour or until it dies. During that time, the weapon loses all magical properties, and the Arlaigeslime's weapon attacks gain them. The Arlaigeslime can also use any other power the weapon possessed as if it wielded the weapon and was attuned to it. If the Arlaigeslime absorbs more than one weapon's properties in this way, it can use the properties of only one weapon during a single attack, but can interchange them as it chooses.


Arlaigeslime Skirmisher

Medium monstrosity, lawful evil
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Armor Class 12
Hit Points 90 (20d8)
Speed 30 ft., climb 20 ft.
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STR 15 (+2) DEX 14 (+2) CON 10 (+0)
INT 15 (+2) WIS 11 (+0) CHA 14 (+2)
------------------------------------------------
Senses passive Perception 10
Languages Common, Undercommon
Challenge 3 (700 XP)
------------------------------------------------

Pillar of Magic. The Arlaigeslime Skirmisher and its allies within 10 feet of it have advantage on saving throws against spells.

Actions
------------------------------------------------
Multiattack. The Arlaigeslime Skirmisher makes two attacks, one with its Greatsword and one with its Antlers.

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

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

Reactions
------------------------------------------------
Absorb Properties. When the Arlaigeslime Skirmisher is hit by an attack from a magic weapon, it absorbs the properties of that weapon for one hour or until it dies. During that time, the weapon loses all magical properties, and the Arlaigeslime Skirmisher's weapon attacks gain them. The Arlaigeslime Skirmisher can also use any other power the weapon possessed as if it wielded the weapon and was attuned to it. If the Arlaigeslime Skirmisher absorbs more than one weapon's properties in this way, it can use the properties of only one weapon during a single attack, but can interchange them as it chooses.


Treetop Arlaigeslime

Large monstrosity, lawful evil
------------------------------------------------
Armor Class 17 (chain mail, defensive fighting style)
Hit Points 119 (14d10 + 42)
Speed 30 ft., climb 30 ft.
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STR 15 (+2) DEX 1 (-5) CON 16 (+3)
INT 15 (+2) WIS 11 (+0) CHA 14 (+2)
------------------------------------------------
Skills Perception +3
Senses passive Perception 13
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Pillar of Magic. The Treetop Arlaigeslime and its allies within 10 feet of it have advantage on saving throws against spells.

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

Actions
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Multiattack. The Treetop Arlaigeslime makes two attacks, one with its Glaive and one with its Pike.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 15 (3d8 + 2) piercing damage.

Summon Arlaigeslime. The Treetop Arlaigeslime summons 2 (1d4) Arlaigeslimes 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.

Reactions
------------------------------------------------
Absorb Properties. When the Treetop Arlaigeslime is hit by an attack from a magic weapon, it absorbs the properties of that weapon for one hour or until it dies. During that time, the weapon loses all magical properties, and the Treetop Arlaigeslime's weapon attacks gain them. The Treetop Arlaigeslime can also use any other power the weapon possessed as if it wielded the weapon and was attuned to it. If the Treetop Arlaigeslime absorbs more than one weapon's properties in this way, it can use the properties of only one weapon during a single attack, but can interchange them as it chooses.


Oozing Arlaigeslime

Medium monstrosity, lawful evil
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Armor Class 16 (chain mail)
Hit Points 159 (29d8 + 29)
Speed 30 ft.
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STR 16 (+3) DEX 1 (-5) CON 12 (+1)
INT 15 (+2) WIS 11 (+0) CHA 14 (+2)
------------------------------------------------
Senses passive Perception 10
Languages Common, Undercommon
Challenge 6 (2300 XP)
------------------------------------------------

Pillar of Magic. The Oozing Arlaigeslime and its allies within 10 feet of it have advantage on saving throws against spells.

Reckless. At the start of its turn, the Oozing Arlaigeslime 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.

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

Actions
------------------------------------------------
Multiattack. The Oozing Arlaigeslime makes two Sickle attacks.

Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

Reactions
------------------------------------------------
Absorb Properties. When the Oozing Arlaigeslime is hit by an attack from a magic weapon, it absorbs the properties of that weapon for one hour or until it dies. During that time, the weapon loses all magical properties, and the Oozing Arlaigeslime's weapon attacks gain them. The Oozing Arlaigeslime can also use any other power the weapon possessed as if it wielded the weapon and was attuned to it. If the Oozing Arlaigeslime absorbs more than one weapon's properties in this way, it can use the properties of only one weapon during a single attack, but can interchange them as it chooses.







LEVEL 6 MINIONS AND MASTERS

Archery Swarm of Sopaws

Medium swarm of Tiny aberrations, lawful evil
------------------------------------------------
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., fly 40 ft.
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STR 11 (+0) DEX 14 (+2) CON 15 (+2)
INT 10 (+0) WIS 10 (+0) CHA 19 (+4)
------------------------------------------------
Skills Perception +2
Damage Resistances bludgeoning, piercing, slashing, cold
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 12
Languages Deep Speech, telepathy 120 ft.
Challenge 1 (200 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.

Red Turtle. While it is climbing, as a bonus action, the Archery Swarm of Sopaws can make a ranged weapon attack.

Amphibious Camouflage. The Archery Swarm of Sopaws has advantage on Dexterity (Stealth) checks made while underwater.

Fetid Cloud. The Archery Swarm of Sopaws exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Archery Swarm of Sopaws 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 Archery Swarm of Sopaws's enemies until it moves away. Multiple Fetid Clouds do not stack.

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

Hold Breath. The Archery Swarm of Sopaws can hold its breath for 15 minutes.

Innate Spellcasting (Psionic). The Archery Swarm of Sopaws'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: mage hand
1/long rest each: tongues

Actions
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Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.

Shard. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Watery Infestation (Recharge 6). Each creature in a 10-foot radius burst centered within 30 feet of the Archery Swarm of Sopaws must make a DC 12 Constitution saving throw. On a failed save, a target takes 2 (1d4) cold damage at the start of each of its turns for one minute. A target repeats the save at the end of each of its turns. On a successful save, the effect ends for that creature.


Swarm of Sopaws

Medium swarm of Tiny aberrations, lawful evil
------------------------------------------------
Armor Class 10
Hit Points 44 (8d8 + 8)
Speed 30 ft., climb 40 ft.
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STR 18 (+4) DEX 11 (+0) CON 13 (+1)
INT 12 (+1) WIS 14 (+2) CHA 19 (+4)
------------------------------------------------
Skills Athletics +6
Damage Resistances bludgeoning, piercing, slashing, acid
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., blindsight 60 ft., tremorsense 60 ft., passive Perception 12
Languages Deep Speech, Druidic, telepathy 120 ft.
Challenge 2 (450 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.

Peak Folk. While a creature within 120 feet of it that it is aware of is suffering from madness or confusion, the Swarm of Sopaws gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

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

Speak With Goats. The Swarm of Sopaws can communicate simple concepts to goats when it speaks Druidic.

Innate Spellcasting (Psionic). The Swarm of Sopaws'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: mage hand
1/long rest each: tongues

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


Demonic Swarm of Sopaws

Tiny swarm of Tiny aberrations, lawful evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 42 (17d4)
Speed 30 ft., fly 30 ft., climb 30 ft.
------------------------------------------------
STR 9 (-1) DEX 17 (+3) CON 11 (+0)
INT 8 (-1) WIS 10 (+0) CHA 15 (+2)
------------------------------------------------
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 10
Languages Deep Speech
Challenge 2 (450 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.

Bear From Beyond. While it outside of its home plane, the Demonic Swarm of Sopaws has advantage on saving throws against being poisoned.

Innate Spellcasting (Psionic). The Demonic Swarm of Sopaws'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: mage hand
1/long rest each: tongues

Actions
------------------------------------------------
Tongue. Melee Weapon Attack: +1 to hit, reach 15 ft., one target. Hit: 6 (3d4 - 1) poison damage.

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


Vampbody

Small undead, lawful evil
------------------------------------------------
Armor Class 11 (padded armor)
Hit Points 88 (16d6 + 32)
Speed 25 ft.
------------------------------------------------
STR 14 (+2) DEX 11 (+0) CON 14 (+2)
INT 1 (-5) WIS 12 (+1) CHA 14 (+2)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 11
Languages telepathy 60 ft.
Challenge 3 (700 XP)
------------------------------------------------

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

Actions
------------------------------------------------
Multiattack. The Vampbody makes two attacks, one with its Handaxe and one with its Bite.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) slashing damage.


Alien Vampbody

Small undead, lawful evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 136 (16d6 + 80)
Speed 25 ft.
------------------------------------------------
STR 16 (+3) DEX 17 (+3) CON 20 (+5)
INT 1 (-5) WIS 12 (+1) CHA 14 (+2)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 6 (2300 XP)
------------------------------------------------

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

Aura of Whirlwind Might. The Alien Vampbody's allies within 60 feet of it gain a +2 bonus to weapon damage rolls. When such a creature is reduced to 0 hit points, it can make one melee or ranged weapon attack as a reaction. Multiple auras do not stack.

Innate Spellcasting. The Alien Vampbody'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:

1/long rest each: shield of faith

Actions
------------------------------------------------
Multiattack. The Alien Vampbody makes two Bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) necrotic damage, and target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Alien Vampbody regains hit points equal to that amount. 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.


Defending Vampbody

Small undead, lawful evil
------------------------------------------------
Armor Class 17 (chain mail, defensive fighting style)
Hit Points 115 (21d6 + 42)
Speed 25 ft.
------------------------------------------------
STR 22 (+6) DEX 11 (+0) CON 14 (+2)
INT 1 (-5) WIS 12 (+1) CHA 16 (+3)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, acid
Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 6 (2300 XP)
------------------------------------------------

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

Aspect of the Field Potato. At the start of its turn, the Defending Vampbody can take on the Aspect of the Field Potato. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, when the Defending Vampbody is hit by an attack made by a creature adjacent to it, that creature takes 5 (1d10) radiant damage.

Aspect of the Far Panther. At the start of its turn, the Defending Vampbody can take on the Aspect of the Far Panther. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Defending Vampbody can take a Dash or Disengage action as a bonus action.

Field Camouflage. The Defending Vampbody has advantage on Dexterity (Stealth) checks made while in grasslands.

Spellcasting. The Defending Vampbody is a 5th 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, blade ward, chill touch, dancing lights, light
1st (4 slots): chaos bolt, ray of sickness
2nd (3 slots): blur, mirror image
3rd (2 slots): clairvoyance, daylight

Actions
------------------------------------------------
Multiattack. The Defending Vampbody makes two attacks, one with its Mace and one with its War Pick.

Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d3 + 6) bludgeoning damage.

War Pick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.







LEVEL 6 VARIANTS

Treelux

Small plant, unaligned
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 121 (22d6 + 44)
Speed 30 ft., burrow 20 ft., climb 20 ft.
------------------------------------------------
STR 3 (-4) DEX 20 (+5) CON 15 (+2)
INT 1 (-5) WIS 17 (+3) CHA 1 (-5)
------------------------------------------------
Saving Throws Con +5
Senses tremorsense 120 ft., darkvision 60 ft., passive Perception 13
Languages -
Challenge 6 (2300 XP)
------------------------------------------------

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

Innate Spellcasting. The Treelux'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: compelled duel, infestation, poison spray

Spellcasting. The Treelux is a 8th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): guidance, infestation, poison spray
1st (4 slots): animal friendship, cure wounds, healing word
2nd (3 slots): barkskin, warding wind, web
3rd (3 slots): haste, speak with plants, stinking cloud
4th (2 slots): conjure woodland beings, greater invisibility

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

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


Treelux Spelunker

Medium plant, unaligned
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 123 (19d8 + 38)
Speed 30 ft., burrow 20 ft., fly 30 ft., climb 30 ft.
------------------------------------------------
STR 5 (-3) DEX 18 (+4) CON 15 (+2)
INT 3 (-4) WIS 17 (+3) CHA 1 (-5)
------------------------------------------------
Saving Throws Con +5
Skills Perception +6
Senses tremorsense 120 ft., darkvision 120 ft., passive Perception 16
Languages -
Challenge 5 (1800 XP)
------------------------------------------------

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

Enticing Bow. While it is restrained, the Treelux Spelunker suffers none of the effects of that condition. Instead, while it would be restrained, the Treelux Spelunker gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Innate Spellcasting (Psionic). The Treelux Spelunker'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: infestation, poison spray

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) piercing damage.

Verdant Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much on a successful one.


Spell Eating Treelux

Small plant, unaligned
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 178 (21d6 + 105)
Speed 30 ft., burrow 20 ft., climb 20 ft.
------------------------------------------------
STR 20 (+5) DEX 8 (-1) CON 21 (+5)
INT 5 (-3) WIS 17 (+3) CHA 3 (-4)
------------------------------------------------
Senses tremorsense 120 ft., darkvision 60 ft., passive Perception 13
Languages understands Undercommon but can't speak it
Challenge 9 (5000 XP)
------------------------------------------------

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

Spell Eater. When the Spell Eating Treelux 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.

Critical Green Flame Strike. The Spell Eating Treelux scores a critical hit with its Green Flame Strike on a roll of 19 or 20.

Rooted Mage. While it is within thick underbrush or other foliage, opportunity attacks against the Spell Eating Treelux have disadvantage.

Innate Spellcasting. The Spell Eating Treelux'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: infestation, poison spray
1/long rest each: rope trick

Actions
------------------------------------------------
Multiattack. The Spell Eating Treelux makes two attacks, one with its Green Flame Strike and one with its Booming Strike.

Green Flame Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage plus 2 (1d4) fire damage, and up to one creature within 5 feet of the target takes 2 (2d4 - 3) fire damage.

Booming Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage plus 21 (6d6) thunder damage, and if the target willingly moves before the end of the Spell Eating Treelux's next turn, the target takes 21 (7d6 - 3) thunder damage.

Magma Step (Recharge 5-6). The Spell Eating Treelux chooses two adjacent spaces. Those spaces are covered in magma until the start of the Spell Eating Treelux'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.


Thuggish Treelux

Small plant, unaligned
------------------------------------------------
Armor Class 8
Hit Points 58 (9d6 + 27)
Speed 30 ft., burrow 20 ft.
------------------------------------------------
STR 19 (+4) DEX 6 (-2) CON 17 (+3)
INT 5 (-3) WIS 15 (+2) CHA 3 (-4)
------------------------------------------------
Senses tremorsense 120 ft., darkvision 60 ft., passive Perception 12
Languages understands Undercommon but can't speak it
Challenge 2 (450 XP)
------------------------------------------------

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

Aspect of the Energetic Book. At the start of its turn, the Thuggish Treelux can take on the Aspect of the Energetic Book. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Thuggish Treelux is immune to bludgeoning and poison damage

Aspect of the Corrosive Bear. At the start of its turn, the Thuggish Treelux can take on the Aspect of the Corrosive Bear. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, when the Thuggish Treelux dies, each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 5 (2d4) bludgeoning damage on a failed save, or half as much on a successful one.

Aspect of the Deep Sun. At the start of its turn, the Thuggish Treelux can take on the Aspect of the Deep Sun. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Thuggish Treelux deals an additional 2 (1d4) poison damage with the first attack it hits with during each turn.

Aspect of the Acid Elf. At the start of its turn, the Thuggish Treelux can take on the Aspect of the Acid Elf. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Thuggish Treelux deals an additional 2 (1d4) acid damage with the first attack it hits with during each turn.

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

Spell Eater. When the Thuggish Treelux 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.

Pine Follower. While it is within thick underbrush or other foliage, the Thuggish Treelux gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Innate Spellcasting. The Thuggish Treelux'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: acid splash, infestation, poison spray

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.


Wet Treelux

Small plant, unaligned
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 119 (14d6 + 70)
Speed 30 ft., burrow 20 ft., swim 15 ft.
------------------------------------------------
STR 7 (-2) DEX 20 (+5) CON 21 (+5)
INT 3 (-4) WIS 13 (+1) CHA 7 (-2)
------------------------------------------------
Saving Throws Str +1
Senses tremorsense 120 ft., blindsight 120 ft., passive Perception 11
Languages -
Challenge 6 (2300 XP)
------------------------------------------------

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

Pillar of Magic. The Wet Treelux and its allies within 10 feet of it have advantage on saving throws against spells.

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

Echolocation. The Wet Treelux can't use its blindsight while deafened.

Innate Spellcasting. The Wet Treelux'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: infestation, poison spray

Actions
------------------------------------------------
Multiattack. The Wet Treelux makes three Slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning 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 14 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much on a successful one.

Reactions
------------------------------------------------
Deep Reaver. When it reduces a living creature to 0 hit points, until the end of its next turn, the Wet Treelux deals an additional 2 damage when it hits with an attack.







LEVEL 6 NPCS

Better Roadspawn

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 14
Hit Points 105 (14d4 + 70)
Speed 30 ft.
------------------------------------------------
STR 11 (+0) DEX 19 (+4) CON 21 (+5)
INT 11 (+0) WIS 8 (-1) CHA 15 (+2)
------------------------------------------------
Senses passive Perception 9
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Spellcasting. The Better Roadspawn is a 8th 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, ray of frost, vicious mockery
1st (4 slots): arms of hadar, command, hunter's mark
2nd (3 slots): cloud of daggers, enlarge/reduce
3rd (3 slots): blinding smite, spirit guardians
4th (2 slots): compulsion, control water

Actions
------------------------------------------------
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage.

Caustic 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 18 (4d8) acid damage on a failed save, or half as much on a successful one.


Resilient Trashthing

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 117 (18d8 + 36)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 5 (-3) CON 15 (+2)
INT 16 (+3) WIS 12 (+1) CHA 10 (+0)
------------------------------------------------
Saving Throws Cha +3
Senses passive Perception 11
Languages Common, Dwarvish
Challenge 5 (1800 XP)
------------------------------------------------

Deflecting Aeromancer. Ranged weapon attacks against the Resilient Trashthing suffer disadvantage.

Automaton Elf. While it is in dim light or darkness, the Resilient Trashthing deals an additional 2 slashing damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Resilient Trashthing makes two Halberd attacks.

Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) slashing damage.

Enslave (1/Long Rest). The Resilient Trashthing 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 Resilient Trashthing until the Resilient Trashthing dies or until it is on a different plane of existence from the target. The charmed target is under the Resilient Trashthing's control and can't take reactions, and the Resilient Trashthing 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 Resilient Trashthing.


Warrior Fardrip

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 132 (24d8 + 24)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 14 (+2) CON 12 (+1)
INT 12 (+1) WIS 13 (+1) CHA 16 (+3)
------------------------------------------------
Senses passive Perception 11
Languages Common
Challenge 6 (2300 XP)
------------------------------------------------

Spellcasting. The Warrior Fardrip 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): protection from evil and good, shield of faith, thunderous smite
2nd (2 slots): lesser restoration, locate object, protection from poison

Actions
------------------------------------------------
Multiattack. The Warrior Fardrip makes two attacks, one with its Trident and one with its Flail.

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

Trident. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

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


Proficient Hell Mouth

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 132 (24d4 + 72)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 18 (+4) CON 16 (+3)
INT 18 (+4) WIS 14 (+2) CHA 18 (+4)
------------------------------------------------
Saving Throws Int +7
Skills Intimidation +7, Stealth +7
Senses tremorsense 60 ft., passive Perception 12
Languages Common
Challenge 8 (3900 XP)
------------------------------------------------

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

Labyrinth Dog. While it is in dim light or darkness, as a bonus action, the Proficient Hell Mouth can make a ranged weapon attack.

Amphibious. The Proficient Hell Mouth can breathe both air and water.

Innate Spellcasting. The Proficient Hell Mouth'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: acid splash, greater invisibility

Spellcasting. The Proficient Hell Mouth is a 3rd level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared:

1st (4 slots): searing smite, thunderous smite, wrathful smite
2nd (2 slots): branding smite, hold person, magic weapon, protection from poison

Actions
------------------------------------------------
Multiattack. The Proficient Hell Mouth chooses to make either two attacks, one with its Halberd and one with its Morningstar, or three Lively Spit attacks.

Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage.

Lively Spit. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Whirlwind Gust (Recharge 5-6). Each creature in a 30-foot cone must make a DC 18 Strength saving throw, taking 31 (9d6) 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.


Aquatic Brightman

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 126 (23d8 + 23)
Speed 30 ft., swim 45 ft.
------------------------------------------------
STR 15 (+2) DEX 15 (+2) CON 12 (+1)
INT 14 (+2) WIS 10 (+0) CHA 8 (-1)
------------------------------------------------
Skills Sleight of Hand +5
Senses passive Perception 10
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Sonic Monkey. While it is the first round of combat, the Aquatic Brightman has advantage on saving throws against being stunned.

Innate Spellcasting. The Aquatic Brightman'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: compelled duel, divine favor, true strike
1/long rest each: cat nap

Actions
------------------------------------------------
Multiattack. The Aquatic Brightman makes two Mace attacks.

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







LEVEL 7 SMATTERING

Gilgileri

Tiny construct, lawful evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 132 (24d4 + 72)
Speed 30 ft., burrow 30 ft.
------------------------------------------------
STR 19 (+4) DEX 18 (+4) CON 16 (+3)
INT 10 (+0) WIS 14 (+2) CHA 5 (-3)
------------------------------------------------
Damage Immunities necrotic, poison, radiant, thunder
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened, paralyzed
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't adamantine
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 12
Languages Common, Ignan
Challenge 7 (2900 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Gilgileri 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 Gilgileri. If the save fails by 5 or more, a creature also falls prone.

Thunder Absorption. Whenever the Gilgileri is subjected to thunder damage, it takes no damage and regains a number of hit points equal to the thunder damage.

Innate Spellcasting (Psionic). The Gilgileri'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: prestidigitation

Actions
------------------------------------------------
Multiattack. The Gilgileri makes three attacks, one with its Slam and two with its Plains Strike.

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

Plains Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d3 + 4) bludgeoning damage plus 7 (2d6) radiant damage.

Screech. The Gilgileri can screech at a creature within 30 feet. That creature must make a DC 17 Constitution saving throw, taking 31 (7d8) thunder damage on a failed save.

Thunderous Spray (Recharge 5-6). Each creature in a 30-foot long, 5-foot wide line must make a DC 14 Constitution saving throw, taking 35 (10d6) thunder damage on a failed save, or half as much on a successful one.


Gravefigure

Tiny undead, chaotic evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 177 (71d4)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 11 (+0) CON 11 (+0)
INT 1 (-5) WIS 17 (+3) CHA 1 (-5)
------------------------------------------------
Damage Immunities poison, radiant
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 9 (5000 XP)
------------------------------------------------

Detect Life. The Gravefigure 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.

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

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

Sorcerous Flow. While the Gravefigure has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Gravefigure takes 7 (2d6) fire damage.

Innate Spellcasting. The Gravefigure'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: light
2/long rest each: spirit guardians

Actions
------------------------------------------------
Multiattack. The Gravefigure makes two Fire Slam attacks.

Fire Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 5 (1d10) fire damage.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Gravefigure 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.

Legendary Actions
------------------------------------------------
The Gravefigure 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 Gravefigure regains spent legendary actions at the start of its turn.

Sorcerous Expulsion (Costs 2 Actions). Each creature within 20 feet of the Gravefigure must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one.
Move. The Gravefigure moves up to half its speed. This movement does not provoke opportunity attacks.
Detect. The Gravefigure makes a Wisdom (Perception) check.
Attack (Costs 2 Actions). The Gravefigure makes one Fire Slam attack.


Satan

Large undead, chaotic neutral
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 104 (16d10 + 16)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 18 (+4) DEX 13 (+1) CON 13 (+1)
INT 10 (+0) WIS 16 (+3) CHA 17 (+3)
------------------------------------------------
Damage Immunities poison, radiant
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages it knew in life (Aquan by default) but can't speak them
Challenge 5 (1800 XP)
------------------------------------------------

Detect Life. The Satan 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.

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

Heated Body. A creature that touches the Satan'or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Speak With Birds. The Satan can communicate simple concepts to birds.

Innate Spellcasting. The Satan'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: druidcraft
1/long rest each: alter self, fog cloud, summon lesser demons

Actions
------------------------------------------------
Multiattack. The Satan makes three attacks, one with its Slam and two with its Undead Strike.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Undead Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage plus 5 (1d10) necrotic damage.


Whirlwind Wilydeviation

Small humanoid (wilydeviation), lawful evil
------------------------------------------------
Armor Class 18 (natural armor, shield)
Hit Points 93 (11d6 + 55)
Speed 25 ft., burrow 15 ft., climb 25 ft.
------------------------------------------------
STR 20 (+5) DEX 12 (+1) CON 20 (+5)
INT 15 (+2) WIS 18 (+4) CHA 14 (+2)
------------------------------------------------
Damage Resistances radiant
Condition Immunities paralyzed, unconscious, grappled, restrained
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 14
Languages Undercommon
Challenge 5 (1800 XP)
------------------------------------------------

Subterrainian Camouflage. The Whirlwind Wilydeviation has advantage on Dexterity (Stealth) checks made while underground.

Melodic Priest. While it is adjacent to at least two allies that are not incapacitated, as a bonus action, until the end of its next turn, the Whirlwind Wilydeviation deals an additional 2 radiant damage when it hits with an attack.

Glide. Reduce all falling damage the Whirlwind Wilydeviation takes by 25.

Air Form. The Whirlwind Wilydeviation 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
------------------------------------------------
Multiattack. The Whirlwind Wilydeviation makes two Trident attacks.

Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (3d6 + 5) piercing damage.


Holyghost Pyromancer

Small undead, neutral evil
------------------------------------------------
Armor Class 15 (rusted mail, shield)
Hit Points 58 (9d6 + 27)
Speed 25 ft.
------------------------------------------------
STR 14 (+2) DEX 14 (+2) CON 17 (+3)
INT 9 (-1) WIS 9 (-1) CHA 11 (+0)
------------------------------------------------
Damage Immunities poison, radiant, fire
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 9
Languages the languages it knew in life (Common and Auran by default)
Challenge 3 (700 XP)
------------------------------------------------

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

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

Elementary Game. While the temperature is above 100 degrees Fahrenheit, as a bonus action, the Holyghost Pyromancer can take the Dodge action.

Heated Body. A creature that touches the Holyghost Pyromancer'or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage.

Innate Spellcasting. The Holyghost Pyromancer'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: divine favor
1/long rest each: arms of hadar

Actions
------------------------------------------------
Multiattack. The Holyghost Pyromancer makes two attacks, one with its Grassland Strike and one with its Corrupting Touch.

Grassland Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage plus 2 (1d3) radiant damage.

Corrupting Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) necrotic damage.







LEVEL 7 TRIBE

Woman

Medium monstrosity, unaligned
------------------------------------------------
Armor Class 12
Hit Points 58 (9d8 + 18)
Speed 30 ft.
------------------------------------------------
STR 11 (+0) DEX 15 (+2) CON 15 (+2)
INT 2 (-4) WIS 6 (-2) CHA 22 (+6)
------------------------------------------------
Skills Perception +0
Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 2 (450 XP)
------------------------------------------------

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

Innate Spellcasting. The Woman'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: divine favor, sacred flame
1/long rest each: moonbeam

Actions
------------------------------------------------
Multiattack. The Woman makes two Fist attacks.

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


Quick Woman

Medium monstrosity, unaligned
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft.
------------------------------------------------
STR 11 (+0) DEX 16 (+3) CON 15 (+2)
INT 2 (-4) WIS 6 (-2) CHA 22 (+6)
------------------------------------------------
Skills Athletics +2, Perception +0
Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 4 (1100 XP)
------------------------------------------------

Slow Fall. Reduce all falling damage the Quick Woman takes by 20.

Innate Spellcasting. The Quick Woman'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: divine favor, sacred flame
1/long rest each: moonbeam

Actions
------------------------------------------------
Multiattack. The Quick Woman makes two Fist attacks.

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


Protecting Woman

Medium monstrosity, unaligned
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
------------------------------------------------
STR 11 (+0) DEX 15 (+2) CON 15 (+2)
INT 2 (-4) WIS 6 (-2) CHA 22 (+6)
------------------------------------------------
Skills Perception +0
Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 5 (1800 XP)
------------------------------------------------

Slow Fall. Reduce all falling damage the Protecting Woman takes by 25.

Innate Spellcasting (Psionic). The Protecting Woman'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: divine favor, sacred flame
1/long rest each: moonbeam

Actions
------------------------------------------------
Multiattack. The Protecting Woman makes three Fist attacks.

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


Disciplined Woman

Tiny monstrosity, unaligned
------------------------------------------------
Armor Class 14
Hit Points 126 (23d4 + 69)
Speed 30 ft.
------------------------------------------------
STR 11 (+0) DEX 18 (+4) CON 17 (+3)
INT 4 (-3) WIS 6 (-2) CHA 20 (+5)
------------------------------------------------
Saving Throws Dex +7
Skills Perception +0
Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 7 (2900 XP)
------------------------------------------------

Slow Fall. Reduce all falling damage the Disciplined Woman takes by 35.

Cat Thief. While a creature within 120 feet of it that it is aware of is frightened, as a bonus action, the Disciplined Woman can make a melee weapon attack.

Innate Spellcasting. The Disciplined Woman'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: divine favor, sacred flame
1/long rest each: moonbeam

Spellcasting. The Disciplined Woman is a 8th 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): light, shape water, vicious mockery
1st (4 slots): compelled duel, faerie fire, searing smite
2nd (3 slots): cloud of daggers, scorching ray
3rd (3 slots): erupting earth, protection from energy
4th (2 slots): evard's black tentacles, ice storm

Actions
------------------------------------------------
Multiattack. The Disciplined Woman makes three attacks, two with its Beak and one with its Horn.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.







LEVEL 7 MINIONS AND MASTERS

Protecting Villagesnarl

Medium elemental, unaligned
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 9 (-1) CON 15 (+2)
INT 1 (-5) WIS 16 (+3) CHA 1 (-5)
------------------------------------------------
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 13
Languages -
Challenge 1 (200 XP)
------------------------------------------------

Innate Spellcasting. The Protecting Villagesnarl'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: tongues

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


Villagesnarl

Medium elemental, neutral evil
------------------------------------------------
Armor Class 10
Hit Points 30 (4d8 + 12)
Speed 30 ft., fly 60 ft.
------------------------------------------------
STR 18 (+4) DEX 11 (+0) CON 17 (+3)
INT 5 (-3) WIS 18 (+4) CHA 3 (-4)
------------------------------------------------
Skills Athletics +6
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 14
Languages Terran
Challenge 2 (450 XP)
------------------------------------------------

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

Actions
------------------------------------------------
Force Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) force damage.


Wildcritter

Tiny fey, neutral evil
------------------------------------------------
Armor Class 14
Hit Points 71 (142d4 - 284)
Speed 25 ft., fly 35 ft.
------------------------------------------------
STR 14 (+2) DEX 18 (+4) CON 7 (-2)
INT 13 (+1) WIS 10 (+0) CHA 16 (+3)
------------------------------------------------
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 10
Languages Sylvan, Wildcritter
Challenge 4 (1100 XP)
------------------------------------------------

Assured Sound. While it hidden from all hostile creatures, the Wildcritter's movement speed is increased by 10 feet.

Innate Spellcasting. The Wildcritter'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:

3/long rest each: feather fall

Spellcasting. The Wildcritter is a 3rd 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): acid splash, vicious mockery
1st (4 slots): hex, hunter's mark
2nd (2 slots): maximilian's earthen grasp, melf's acid arrow

Actions
------------------------------------------------
Multiattack. The Wildcritter makes two Unarmed Strike attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.


Villagesnarl Boss

Medium elemental, unaligned
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 9 (-1) CON 15 (+2)
INT 1 (-5) WIS 16 (+3) CHA 1 (-5)
------------------------------------------------
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 13
Languages -
Challenge 4 (1100 XP)
------------------------------------------------

Assistant. The Villagesnarl Boss can use the Help action as a bonus action.

Actions
------------------------------------------------
Multiattack. The Villagesnarl Boss makes two attacks, one with its Commanding Strike and one with its Slam.

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

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


Wildcritter Overseer

Tiny fey, neutral evil
------------------------------------------------
Armor Class 15
Hit Points 138 (92d4 - 92)
Speed 25 ft., fly 35 ft.
------------------------------------------------
STR 14 (+2) DEX 20 (+5) CON 8 (-1)
INT 15 (+2) WIS 16 (+3) CHA 6 (-2)
------------------------------------------------
Condition Immunities charmed
Senses passive Perception 13
Languages Sylvan, Wildcritter
Challenge 7 (2900 XP)
------------------------------------------------

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

Feign Enchantment. The Wildcritter Overseer knows the intended effect of any charm, memory modification, or other similar enchantment effect that is placed upon it. It is unaffected, but can perfectly replicate the behaviors associated with the intended effect for as long as the effect would normally last, and the creature that produced the effect believes it was successful. Even effects that sense magic, detect mind control, etc. register the Wildcritter Overseer as affected normally.

Innate Spellcasting (Psionic). The Wildcritter Overseer'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: suggestion
1/long rest each: erupting earth
2/long rest each: tongues
3/long rest each: fear, feather fall

Actions
------------------------------------------------
Multiattack. The Wildcritter Overseer makes three Unarmed Strike attacks.

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

Summon Villagesnarl Boss. The Wildcritter Overseer summons 5 (2d4) Villagesnarl Bosss 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 7 VARIANTS

Slitherbug

Huge giant, lawful evil
------------------------------------------------
Armor Class 13 (chain shirt)
Hit Points 156 (24d12)
Speed 40 ft., swim 50 ft.
------------------------------------------------
STR 20 (+5) DEX 10 (+0) CON 11 (+0)
INT 5 (-3) WIS 16 (+3) CHA 9 (-1)
------------------------------------------------
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 13
Languages Common, Giant
Challenge 7 (2900 XP)
------------------------------------------------

Aspect of the Hulking Madness. At the start of its turn, the Slitherbug can take on the Aspect of the Hulking Madness. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, when the Slitherbug is hit by an attack made by a creature adjacent to it, that creature takes 7 (2d6) bludgeoning damage.

Aspect of the Water Pine. At the start of its turn, the Slitherbug can take on the Aspect of the Water Pine. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Slitherbug deals an additional 10 (3d6) cold damage with the first attack it hits with during each turn.

Aspect of the Blue Unicorn. At the start of its turn, the Slitherbug can take on the Aspect of the Blue Unicorn. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, when the Slitherbug dies, each creature within 10 feet must make a DC 14 Strength saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much on a successful one.

Aspect of the Blue Unicorn. At the start of its turn, the Slitherbug can take on the Aspect of the Blue Unicorn. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Slitherbug can take a Dash or Disengage action as a bonus action.

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

Blue Camouflage. The Slitherbug has advantage on Dexterity (Stealth) checks made while underwater.

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

1st (4 slots): alarm, detect poison and disease
2nd (2 slots): darkvision, healing spirit

Actions
------------------------------------------------
Multiattack. The Slitherbug makes two Pike attacks.

Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Reactions
------------------------------------------------
Mental Strength. When it reduces a living creature to 0 hit points, the Slitherbug can force each each enemy within 5 feet of the it must make a DC 14 Wisdom saving throw or be charmed 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.


Militant Slitherbug

Huge giant, lawful evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 312 (48d12)
Speed 40 ft., swim 40 ft.
------------------------------------------------
STR 18 (+4) DEX 10 (+0) CON 11 (+0)
INT 5 (-3) WIS 14 (+2) CHA 9 (-1)
------------------------------------------------
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 12
Languages Common, Giant
Challenge 13 (10000 XP)
------------------------------------------------

Aspect of the Hulking Madness. At the start of its turn, the Militant Slitherbug can take on the Aspect of the Hulking Madness. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, when the Militant Slitherbug is hit by an attack made by a creature adjacent to it, that creature takes 13 (2d12) bludgeoning damage.

Aspect of the Water Pine. At the start of its turn, the Militant Slitherbug can take on the Aspect of the Water Pine. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Militant Slitherbug deals an additional 17 (5d6) cold damage with the first attack it hits with during each turn.

Aspect of the Blue Unicorn. At the start of its turn, the Militant Slitherbug can take on the Aspect of the Blue Unicorn. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, when the Militant Slitherbug dies, each creature within 10 feet must make a DC 17 Strength saving throw, taking 26 (4d12) bludgeoning damage on a failed save, or half as much on a successful one.

Aspect of the Blue Unicorn. At the start of its turn, the Militant Slitherbug can take on the Aspect of the Blue Unicorn. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Militant Slitherbug can take a Dash or Disengage action as a bonus action.

Hold Breath. The Militant Slitherbug can hold its breath for 15 minutes.

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

Actions
------------------------------------------------
Multiattack. The Militant Slitherbug makes three attacks, two with its Maul and one with its Dagger.

Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 26 (5d8 + 4) piercing damage.

Channel Life (1/Long Rest). One creature within 30 feet of the Militant Slitherbug that it can see must make a DC 17 Constitution saving throw. On a failed save, the target takes 65 (10d12) necrotic damage, or half as much on a successful one. An ally of the Militant Slitherbug that it can see within 30 feet is healed the same amount.

Reactions
------------------------------------------------
Zealotry. The Militant Slitherbug gains advantage on a saving throw it makes.


Amphibious Slitherbug

Huge giant, lawful evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 299 (26d12 + 130)
Speed 40 ft., swim 40 ft.
------------------------------------------------
STR 22 (+6) DEX 18 (+4) CON 21 (+5)
INT 9 (-1) WIS 16 (+3) CHA 17 (+3)
------------------------------------------------
Saving Throws Str +11
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 13
Languages Common, Giant
Challenge 13 (10000 XP)
------------------------------------------------

Aspect of the Hulking Madness. At the start of its turn, the Amphibious Slitherbug can take on the Aspect of the Hulking Madness. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, when the Amphibious Slitherbug is hit by an attack made by a creature adjacent to it, that creature takes 13 (2d12) bludgeoning damage.

Aspect of the Water Pine. At the start of its turn, the Amphibious Slitherbug can take on the Aspect of the Water Pine. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Amphibious Slitherbug deals an additional 17 (5d6) cold damage with the first attack it hits with during each turn.

Aspect of the Blue Unicorn. At the start of its turn, the Amphibious Slitherbug can take on the Aspect of the Blue Unicorn. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, when the Amphibious Slitherbug dies, each creature within 10 feet must make a DC 18 Strength saving throw, taking 26 (4d12) bludgeoning damage on a failed save, or half as much on a successful one.

Aspect of the Blue Unicorn. At the start of its turn, the Amphibious Slitherbug can take on the Aspect of the Blue Unicorn. It remains in this aspect until it enters another or takes a short or long rest. While in this aspect, the Amphibious Slitherbug can take a Dash or Disengage action as a bonus action.

Hold Breath. The Amphibious Slitherbug can hold its breath for 15 minutes.

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

Regeneration. The Amphibious Slitherbug regains 15 hit points at the start of each of its turn. If the Amphibious Slitherbug takes cold or psychic damage, this trait doesn't function at the start of the Amphibious Slitherbug's next turn. The Amphibious Slitherbug only dies if it starts its turn with 0 hit points and doesn't regenerate.

Innate Spellcasting. The Amphibious Slitherbug'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:

At will: alter self
1/long rest each: lightning arrow

Actions
------------------------------------------------
Multiattack. The Amphibious Slitherbug chooses to make either three attacks, one with its Glaive and two with its Green Flame Lance, or three attacks, two with its Booming Light Hammer and one with its Green Flame Maul.

Glaive. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Green Flame Lance. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 11 (2d10) fire damage, and up to one creature within 5 feet of the target takes 10 (2d6 + 3) fire damage.

Green Flame Maul. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 11 (2d10) fire damage, and up to one creature within 5 feet of the target takes 10 (2d6 + 3) fire damage.

Booming Light Hammer. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d3 + 6) bludgeoning damage plus 5 (1d10) thunder damage, and if the target willingly moves before the end of the Amphibious Slitherbug's next turn, the target takes 8 (2d4 + 3) thunder damage.







LEVEL 7 NPCS

Oversized Grimjoraan

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 77 (22d8 - 22)
Speed 30 ft.
------------------------------------------------
STR 7 (-2) DEX 16 (+3) CON 9 (-1)
INT 13 (+1) WIS 18 (+4) CHA 18 (+4)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

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

Stealthy Deer. While it is the first round of combat, the Oversized Grimjoraan has advantage on attack rolls.

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

Actions
------------------------------------------------
Multiattack. The Oversized Grimjoraan makes two Dagger attacks.

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

Summon Beast. The Oversized Grimjoraan summons a creature of the beast type with a challenge rating of 1/4 or lower 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 Oversized Grimjoraan takes damage, it can teleport up to 20 feet.


Warpserpant of the Energetic Thief

Tiny humanoid (any), lawful evil
------------------------------------------------
Armor Class 13
Hit Points 122 (35d4 + 35)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 16 (+3) CON 13 (+1)
INT 14 (+2) WIS 18 (+4) CHA 10 (+0)
------------------------------------------------
Saving Throws Cha +3
Senses passive Perception 14
Languages Common
Challenge 7 (2900 XP)
------------------------------------------------

Blizzard Madness. While it is adjacent to an ally that is not incapacitated, attack rolls against the Warpserpant of the Energetic Thief have disadvantage.

Innate Spellcasting. The Warpserpant of the Energetic 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: levitate (self only), word of radiance
2/long rest each: blinding smite
3/long rest each: enlarge/reduce

Actions
------------------------------------------------
Multiattack. The Warpserpant of the Energetic Thief makes two Magma Slam attacks.

Magma Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage.

Burning Burst (Recharge 5-6). Each creature within 20 feet of the Warpserpant of the Energetic Thief must make a DC 15 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one.

Summon Watery Demon of the Militant Void. The Warpserpant of the Energetic Thief summons a Watery Demon of the Militant Void 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.


Goomutant Trickster

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 188 (29d8 + 58)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 16 (+3) CON 15 (+2)
INT 14 (+2) WIS 10 (+0) CHA 16 (+3)
------------------------------------------------
Skills Stealth +7
Senses passive Perception 10
Languages Common
Challenge 9 (5000 XP)
------------------------------------------------

Legendary Resistance (2/Long Rest). If the Goomutant Trickster fails a saving throw, it can choose to succeed instead.

Actions
------------------------------------------------
Multiattack. The Goomutant Trickster makes three Unarmed Strike attacks.

Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Legendary Actions
------------------------------------------------
The Goomutant Trickster 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 Goomutant Trickster regains spent legendary actions at the start of its turn.

Attack (Costs 2 Actions). The Goomutant Trickster makes one Quarterstaff attack.
Move. The Goomutant Trickster moves up to half its speed. This movement does not provoke opportunity attacks.

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

Experienced Dayoak

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 121 (22d8 + 22)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 15 (+2) CON 12 (+1)
INT 12 (+1) WIS 14 (+2) CHA 15 (+2)
------------------------------------------------
Skills Intimidation +5, Medicine +5, Nature +4
Senses passive Perception 12
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Stalking Flow. While the Experienced Dayoak has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Experienced Dayoak takes 5 (1d10) piercing damage.

Shadow Defender. While it is the first round of combat, opportunity attacks against the Experienced Dayoak have disadvantage.

Actions
------------------------------------------------
Multiattack. The Experienced Dayoak makes two attacks, one with its Trident and one with its Glaive.

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

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







LEVEL 8 SMATTERING

Endoli

Large construct, neutral
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 187 (25d10 + 50)
Speed 30 ft., swim 15 ft.
------------------------------------------------
STR 19 (+4) DEX 21 (+5) CON 14 (+2)
INT 6 (-2) WIS 15 (+2) CHA 3 (-4)
------------------------------------------------
Skills Perception +5
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 15
Languages Giant
Challenge 8 (3900 XP)
------------------------------------------------

Tracking Flow. While the Endoli has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Endoli takes 9 (2d8) piercing damage.

Magic Resistance. The Endoli has advantage on saving throws against spells.

Heated Body. A creature that touches the Endoli'or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage.

Actions
------------------------------------------------
Multiattack. The Endoli chooses to make either two attacks, one with its Lance and one with its Handaxe, or two attacks, one with its Frost Dart and one with its Blowgun.

Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 21 (5d6 + 4) slashing damage.

Frost Dart. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 6 (1d2 + 5) piercing damage plus 3 (1d6) cold damage.

Blowgun. Ranged Weapon Attack: +8 to hit, range 25/100 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save.

Reactions
------------------------------------------------
Construct Flower. When it sees an ally fall in battle, the Endoli can make a ranged weapon attack.


Smileowl Diver

Huge monstrosity, lawful evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 30 ft., swim 30 ft.
------------------------------------------------
STR 10 (+0) DEX 21 (+5) CON 18 (+4)
INT 13 (+1) WIS 9 (-1) CHA 5 (-3)
------------------------------------------------
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 9
Languages Common, Ignan
Challenge 8 (3900 XP)
------------------------------------------------

Shock Flow. While the Smileowl Diver has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Smileowl Diver takes 9 (2d8) lightning damage.

Amphibious. The Smileowl Diver can breathe both air and water.

Heated Body. A creature that touches the Smileowl Diver'or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

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

False Appearance. While the Smileowl Diver remains motionless, it is indistinguishable from a normal coral formation.

Actions
------------------------------------------------
Multiattack. The Smileowl Diver makes two attacks, one with its Whip and one with its Rapier.

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

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 29 (7d6 + 5) piercing damage.


Brainfiend Diver

Large aberration, neutral evil
------------------------------------------------
Armor Class 14
Hit Points 214 (33d10 + 33)
Speed 30 ft.
------------------------------------------------
STR 22 (+6) DEX 18 (+4) CON 13 (+1)
INT 12 (+1) WIS 6 (-2) CHA 11 (+0)
------------------------------------------------
Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 8
Languages Common, Deep Speech, Ignan, Giant, telepathy 60 ft.
Challenge 10 (5900 XP)
------------------------------------------------

Hold Breath. The Brainfiend Diver can hold its breath for 15 minutes.

Innate Spellcasting (Psionic). The Brainfiend Diver'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: infestation, levitate (self only), produce flame
1/long rest each: tongues

Actions
------------------------------------------------
Multiattack. The Brainfiend Diver makes two Tongue attacks.

Tongue. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 30 (7d6 + 6) piercing damage.

Tranquil Infestation (Recharge 6). Each creature in a 10-foot radius burst centered within 30 feet of the Brainfiend Diver must make a DC 16 Constitution saving throw. On a failed save, a target takes 11 (2d10) force damage at the start of each of its turns for one minute. A target repeats the save at the end of each of its turns. On a successful save, the effect ends for that creature.


Toxinbrute

Large humanoid (toxinbrute), neutral evil
------------------------------------------------
Armor Class 13 (rusted mail)
Hit Points 90 (12d10 + 24)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 16 (+3) DEX 11 (+0) CON 15 (+2)
INT 14 (+2) WIS 7 (-2) CHA 13 (+1)
------------------------------------------------
Condition Immunities prone, grappled, restrained
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses passive Perception 8
Languages Common, Dwarvish
Challenge 4 (1100 XP)
------------------------------------------------

Detect Life. The Toxinbrute 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.

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

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

Heated Body. A creature that touches the Toxinbrute'or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Amphibious. The Toxinbrute can breathe both air and water.

Innate Spellcasting. The Toxinbrute'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: feather fall

Actions
------------------------------------------------
Multiattack. The Toxinbrute makes two Claws attacks.

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







LEVEL 8 TRIBE

Chaogerm

Huge giant, chaotic evil
------------------------------------------------
Armor Class 11 (natural armor)
Hit Points 57 (6d12 + 18)
Speed 40 ft., swim 40 ft.
------------------------------------------------
STR 18 (+4) DEX 11 (+0) CON 16 (+3)
INT 10 (+0) WIS 10 (+0) CHA 15 (+2)
------------------------------------------------
Saving Throws Con +5
Senses darkvision 60 ft., passive Perception 10
Languages understands Giant and Sylvan but can't speak them
Challenge 2 (450 XP)
------------------------------------------------

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.


High Chaogerm

Huge giant, chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 142 (19d12 + 19)
Speed 40 ft., fly 50 ft.
------------------------------------------------
STR 20 (+5) DEX 16 (+3) CON 13 (+1)
INT 10 (+0) WIS 16 (+3) CHA 19 (+4)
------------------------------------------------
Senses passive Perception 13
Languages understands Giant and Sylvan but can't speak them
Challenge 6 (2300 XP)
------------------------------------------------

Slippery. The High Chaogerm has advantage on all checks and saves to resist or escape any effect or device that causes the restrained or grappled condition.

Actions
------------------------------------------------
Multiattack. The High Chaogerm makes three attacks, two with its Hoof and one with its Beak.

Hoof. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Beak. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.


Dexterous Chaogerm

Huge giant, chaotic evil
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 88 (16d12 - 16)
Speed 40 ft., fly 40 ft. (hover)
------------------------------------------------
STR 17 (+3) DEX 13 (+1) CON 8 (-1)
INT 10 (+0) WIS 10 (+0) CHA 13 (+1)
------------------------------------------------
Senses passive Perception 10
Languages understands Giant and Sylvan but can't speak them
Challenge 4 (1100 XP)
------------------------------------------------

Plains Camouflage. The Dexterous Chaogerm has advantage on Dexterity (Stealth) checks made while in grasslands.

Actions
------------------------------------------------
Multiattack. The Dexterous Chaogerm makes two Bite attacks.

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


Chaogerm Diver

Huge giant, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 112 (15d12 + 15)
Speed 40 ft., swim 60 ft.
------------------------------------------------
STR 16 (+3) DEX 16 (+3) CON 12 (+1)
INT 10 (+0) WIS 10 (+0) CHA 13 (+1)
------------------------------------------------
Senses passive Perception 10
Languages understands Giant and Sylvan but can't speak them, Aquan
Challenge 4 (1100 XP)
------------------------------------------------

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 3) piercing damage.


Chaogerm of the Blue Silk

Huge giant, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 136 (16d12 + 32)
Speed 40 ft.
------------------------------------------------
STR 18 (+4) DEX 11 (+0) CON 14 (+2)
INT 10 (+0) WIS 17 (+3) CHA 13 (+1)
------------------------------------------------
Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 13
Languages understands Giant and Sylvan but can't speak them
Challenge 6 (2300 XP)
------------------------------------------------

Hold Breath. The Chaogerm of the Blue Silk can hold its breath for 15 minutes.

Spellcasting. The Chaogerm of the Blue Silk is a 4th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): light, sacred flame, spare the dying, word of radiance
1st (4 slots): bane, command, detect magic, guiding bolt
2nd (2 slots): blindness/deafness, hold person, spike growth

Actions
------------------------------------------------
Multiattack. The Chaogerm of the Blue Silk makes two Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Channel Life (1/Long Rest). One creature within 30 feet of the Chaogerm of the Blue Silk 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 Chaogerm of the Blue Silk that it can see within 30 feet is healed the same amount.

Reactions
------------------------------------------------
Absorb Properties. When the Chaogerm of the Blue Silk is hit by an attack from a magic weapon, it absorbs the properties of that weapon for one hour or until it dies. During that time, the weapon loses all magical properties, and the Chaogerm of the Blue Silk's weapon attacks gain them. The Chaogerm of the Blue Silk can also use any other power the weapon possessed as if it wielded the weapon and was attuned to it. If the Chaogerm of the Blue Silk absorbs more than one weapon's properties in this way, it can use the properties of only one weapon during a single attack, but can interchange them as it chooses.


Chaogerm Barbarian

Huge giant, chaotic evil
------------------------------------------------
Armor Class 11
Hit Points 212 (25d12 + 50)
Speed 40 ft., swim 20 ft.
------------------------------------------------
STR 22 (+6) DEX 13 (+1) CON 14 (+2)
INT 10 (+0) WIS 10 (+0) CHA 13 (+1)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 10
Languages understands Giant and Sylvan but can't speak them
Challenge 8 (3900 XP)
------------------------------------------------

Swooping Affliction. At the end of the Chaogerm Barbarian's turn, each creature that it hit with at least one weapon attack during its turn takes 9 (2d8) slashing damage.

Smashing Devotion. The Chaogerm Barbarian has advantage on saves against being charmed or frightened.

Innate Spellcasting. The Chaogerm Barbarian'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: guiding bolt, sacred flame
1/long rest each: disguise self, freedom of movement, tongues
2/long rest each: phantasmal killer

Actions
------------------------------------------------
Multiattack. The Chaogerm Barbarian makes two Bite attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage.







LEVEL 8 MINIONS AND MASTERS

High Fiendish Giant

Huge giant, neutral evil
------------------------------------------------
Armor Class 8
Hit Points 82 (11d12 + 11)
Speed 45 ft., climb 70 ft.
------------------------------------------------
STR 18 (+4) DEX 6 (-2) CON 12 (+1)
INT 9 (-1) WIS 9 (-1) CHA 5 (-3)
------------------------------------------------
Damage Resistances fire
Senses passive Perception 9
Languages Common, Giant
Challenge 3 (700 XP)
------------------------------------------------

Cool Off. If the High Fiendish Giant takes at least 10 cold damage from a single source, it is also slowed until the end of its next turn. While slowed, it moves at half speed, has -2 to Armor Class and Dexterity saving throws, and can take either an action or a bonus action during its turn, not both.

Actions
------------------------------------------------
Multiattack. The High Fiendish Giant makes two attacks, one with its Battleaxe and one with its Mace.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Mace. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.


Whirlpool Fiendish Giant

Huge giant, neutral evil
------------------------------------------------
Armor Class 14 (padded armor)
Hit Points 52 (8d12)
Speed 45 ft., swim 25 ft.
------------------------------------------------
STR 21 (+5) DEX 17 (+3) CON 11 (+0)
INT 13 (+1) WIS 11 (+0) CHA 7 (-2)
------------------------------------------------
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Challenge 3 (700 XP)
------------------------------------------------

Loud Armor. The Whirlpool Fiendish Giant suffers disadvantage on Dexterity (Stealth) checks.

Ancient Daemon. While it is submerged entirely in water, the Whirlpool Fiendish Giant has advantage on saving throws against being poisoned.

Amphibious. The Whirlpool Fiendish Giant can breathe both air and water.

Actions
------------------------------------------------
Multiattack. The Whirlpool Fiendish Giant makes two Flail attacks.

Flail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.


Brutish Grimvine

Medium humanoid (grimvine), neutral evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 30 ft.
------------------------------------------------
STR 19 (+4) DEX 14 (+2) CON 20 (+5)
INT 4 (-3) WIS 11 (+0) CHA 2 (-4)
------------------------------------------------
Senses passive Perception 10
Languages Common, Ignan
Challenge 4 (1100 XP)
------------------------------------------------

Pious Leakage. While the Brutish Grimvine has less than half of its maximum hit points, each creature that begins its turn within 10 feet of the Brutish Grimvine takes 5 (2d4) radiant damage.

Elemental Elemental. While it is submerged entirely in water, the Brutish Grimvine's movement speed is increased by 10 feet.

Innate Spellcasting (Psionic). The Brutish Grimvine'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: disguise self
1/long rest each: animal friendship, zone of truth
2/long rest each: bane

Actions
------------------------------------------------
Multiattack. The Brutish Grimvine makes two attacks, one with its Green Flame Morningstar and one with its Quarterstaff.

Green Flame Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 piercing damage plus 2 (1d4) fire damage, and up to one creature within 5 feet of the target takes 2 (1d10 - 3) fire damage.

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


Mental Fiendish Giant

Medium giant, neutral evil
------------------------------------------------
Armor Class 14 (leather armor)
Hit Points 77 (22d8 - 22)
Speed 45 ft.
------------------------------------------------
STR 19 (+4) DEX 16 (+3) CON 9 (-1)
INT 9 (-1) WIS 11 (+0) CHA 5 (-3)
------------------------------------------------
Senses passive Perception 10
Languages Common, Giant
Challenge 4 (1100 XP)
------------------------------------------------

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

1/long rest each: tongues
3/long rest each: thunderwave

Actions
------------------------------------------------
Multiattack. The Mental Fiendish Giant chooses to make either two attacks, one with its Morningstar and one with its Longsword, or two attacks, one with its Rock and one with its Distant Shot.

Morningstar. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage.

Distant Shot. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d10 + 3) piercing damage.


Deft Grimvine

Tiny humanoid (grimvine), neutral evil
------------------------------------------------
Armor Class 15 (leather armor)
Hit Points 119 (14d4 + 84)
Speed 30 ft., climb 20 ft., swim 15 ft.
------------------------------------------------
STR 19 (+4) DEX 19 (+4) CON 22 (+6)
INT 10 (+0) WIS 13 (+1) CHA 4 (-3)
------------------------------------------------
Skills Animal Handling +4, Investigation +3, Perception +4, Survival +4
Condition Immunities paralyzed
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 6 (2300 XP)
------------------------------------------------

Godly Flow. While the Deft Grimvine has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Deft Grimvine takes 7 (3d4) radiant damage.

Speak With Snakes. The Deft Grimvine can communicate simple concepts to snakes when it speaks Common.

Amphibious. The Deft Grimvine can breathe both air and water.

Innate Spellcasting (Psionic). The Deft Grimvine'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: primal savagery
1/long rest each: animal friendship

Actions
------------------------------------------------
Multiattack. The Deft Grimvine chooses to make either two Longsword attacks, or two Shortbow attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 5 (1d2 + 4) piercing damage.

Reactions
------------------------------------------------
Bear Bow. When it scores a critical hit, the Deft Grimvine can make a ranged weapon attack.







LEVEL 8 VARIANTS

Inspired Shineyth

Small giant, lawful evil
------------------------------------------------
Armor Class 16 (scale mail)
Hit Points 149 (23d6 + 69)
Speed 40 ft.
------------------------------------------------
STR 12 (+1) DEX 18 (+4) CON 16 (+3)
INT 18 (+4) WIS 14 (+2) CHA 9 (-1)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 8 (3900 XP)
------------------------------------------------

Keen Sight. The Inspired Shineyth has advantage on all Wisdom (Perception) checks that rely on sight.

Psionics. The Inspired Shineyth is a 12th 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: 64 (psi limit 7)
Talents: Blade Meld, Blind Spot, Psychic Hammer
Disciplines: Crown of Despair, Crown of Disgust, Mantle of Courage, Mantle of Fury, Mastery of Force, Psionic Restoration

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

Actions
------------------------------------------------
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

Psionic Mastery (1/Long Rest). The Inspired Shineyth 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 Inspired Shineyth 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.


Feathered Shineyth

Large giant, lawful evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 40 ft.
------------------------------------------------
STR 16 (+3) DEX 14 (+2) CON 16 (+3)
INT 7 (-2) WIS 18 (+4) CHA 11 (+0)
------------------------------------------------
Skills Athletics +7, Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Giant
Challenge 3 (700 XP)
------------------------------------------------

Keen Sight. The Feathered Shineyth has advantage on all Wisdom (Perception) checks that rely on sight.

Altered Leakage. While the Feathered Shineyth has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Feathered Shineyth takes 3 (1d6) force damage.

Bent Knife. While it is within thick underbrush or other foliage, the Feathered Shineyth's movement speed is doubled.

Innate Spellcasting. The Feathered Shineyth'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: alter self, shillelagh
1/long rest each: barkskin

Actions
------------------------------------------------
Multiattack. The Feathered Shineyth chooses to make either two attacks, one with its Gore and one with its Glaive, or two Hand Crossbow attacks.

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

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Slippery Shineyth

Small giant, lawful evil
------------------------------------------------
Armor Class 16
Hit Points 195 (23d6 + 115)
Speed 40 ft., fly 95 ft. (hover)
------------------------------------------------
STR 20 (+5) DEX 23 (+6) CON 20 (+5)
INT 9 (-1) WIS 18 (+4) CHA 9 (-1)
------------------------------------------------
Skills Athletics +9, Perception +8
Condition Immunities charmed
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses darkvision 60 ft., passive Perception 18
Languages Giant
Challenge 12 (8400 XP)
------------------------------------------------

Keen Sight. The Slippery Shineyth has advantage on all Wisdom (Perception) checks that rely on sight.

Feign Enchantment. The Slippery Shineyth knows the intended effect of any charm, memory modification, or other similar enchantment effect that is placed upon it. It is unaffected, but can perfectly replicate the behaviors associated with the intended effect for as long as the effect would normally last, and the creature that produced the effect believes it was successful. Even effects that sense magic, detect mind control, etc. register the Slippery Shineyth as affected normally.

Innate Spellcasting. The Slippery Shineyth'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: dominate person

Actions
------------------------------------------------
Multiattack. The Slippery Shineyth makes two attacks, one with its Gore and one with its Constrict.

Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 37 (7d8 + 6) bludgeoning damage, and a Medium or smaller target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Slippery Shineyth can't constrict another target.

Reactions
------------------------------------------------
Viscious Lampoon (Recharge 5-6). One creature within 60 feet of the Slippery Shineyth that misses with an attack must make a DC 17 Charisma saving throw. On a failed save, that creature suffers disadvantage on attack rolls for one minute, or until it hits with an attack.


Shineyth of the Savage Name

Medium giant, lawful evil
------------------------------------------------
Armor Class 15 (leather armor)
Hit Points 150 (20d8 + 60)
Speed 40 ft.
------------------------------------------------
STR 16 (+3) DEX 18 (+4) CON 16 (+3)
INT 7 (-2) WIS 14 (+2) CHA 11 (+0)
------------------------------------------------
Saving Throws Int +1
Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Giant
Challenge 8 (3900 XP)
------------------------------------------------

Keen Sight. The Shineyth of the Savage Name has advantage on all Wisdom (Perception) checks that rely on sight.

Legendary Resistance (2/Long Rest). If the Shineyth of the Savage Name fails a saving throw, it can choose to succeed instead.

Collected Affliction. At the end of the Shineyth of the Savage Name's turn, each creature that it hit with at least one weapon attack during its turn takes 9 (2d8) force damage.

Actions
------------------------------------------------
Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Enslave (1/Long Rest). The Shineyth of the Savage Name 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 Shineyth of the Savage Name until the Shineyth of the Savage Name dies or until it is on a different plane of existence from the target. The charmed target is under the Shineyth of the Savage Name's control and can't take reactions, and the Shineyth of the Savage Name 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 Shineyth of the Savage Name.

Legendary Actions
------------------------------------------------
The Shineyth of the Savage Name 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 Shineyth of the Savage Name regains spent legendary actions at the start of its turn.

Attack (Costs 2 Actions). The Shineyth of the Savage Name makes one Whip attack.
Move. The Shineyth of the Savage Name moves up to half its speed.


Pious Shineyth

Large giant, lawful evil
------------------------------------------------
Armor Class 14
Hit Points 204 (24d10 + 72)
Speed 40 ft.
------------------------------------------------
STR 12 (+1) DEX 19 (+4) CON 16 (+3)
INT 7 (-2) WIS 14 (+2) CHA 9 (-1)
------------------------------------------------
Skills Athletics +4
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 8 (3900 XP)
------------------------------------------------

Keen Sight. The Pious Shineyth has advantage on all Wisdom (Perception) checks that rely on sight.

Actions
------------------------------------------------
Multiattack. The Pious Shineyth makes two Light Hammer attacks.

Light Hammer. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage.

Channel Life (1/Long Rest). One creature within 30 feet of the Pious Shineyth 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 Pious Shineyth that it can see within 30 feet is healed the same amount.







LEVEL 8 NPCS

Lively Foghak

Large humanoid (any), any alignment
------------------------------------------------
Armor Class 11
Hit Points 187 (34d10)
Speed 30 ft.
------------------------------------------------
STR 18 (+4) DEX 12 (+1) CON 11 (+0)
INT 18 (+4) WIS 16 (+3) CHA 11 (+0)
------------------------------------------------
Senses passive Perception 13
Languages Common, Terran
Challenge 8 (3900 XP)
------------------------------------------------

Druidic Aura. Each creature that begins its turn within 5 feet of the Lively Foghak takes 9 (2d8) poison damage.

Druidic Love. While it is the first round of combat, the Lively Foghak is invisible.

Innate Spellcasting (Psionic). The Lively Foghak'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: armor of agathys, friends
2/long rest each: dominate beast

Actions
------------------------------------------------
Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 23 (3d12 + 4) slashing damage.

Enslave (1/Long Rest). The Lively Foghak targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically charmed by the Lively Foghak until the Lively Foghak dies or until it is on a different plane of existence from the target. The charmed target is under the Lively Foghak's control and can't take reactions, and the Lively Foghak 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 Lively Foghak.

Avalanche Wave (Recharge 5-6). The Lively Foghak sends a wave of earth rushing forward in a 400-foot line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 19 (3d12) 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 15 Strength (Athletics) check as an action. On a successful check, the effect ends for that creature.


Gawyspark Smasher

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 13 (+1) CON 14 (+2)
INT 8 (-1) WIS 18 (+4) CHA 12 (+1)
------------------------------------------------
Senses passive Perception 14
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Gawyspark Smasher makes two attacks, one with its Sickle and one with its Glaive.

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

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) slashing damage.


High Feargerm

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 14
Hit Points 114 (12d8 + 60)
Speed 30 ft., burrow 30 ft.
------------------------------------------------
STR 10 (+0) DEX 18 (+4) CON 20 (+5)
INT 5 (-3) WIS 17 (+3) CHA 12 (+1)
------------------------------------------------
Saving Throws Str +3
Senses tremorsense 120 ft., passive Perception 13
Languages Common
Challenge 6 (2300 XP)
------------------------------------------------

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

Avalanche Infection. At the end of the High Feargerm's turn, each creature that it hit with at least one weapon attack during its turn takes 7 (3d4) bludgeoning damage.

Spellcasting. The High Feargerm is a 4th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): infestation, primal savagery, produce flame
1st (4 slots): beast bond, detect magic, detect poison and disease, jump
2nd (2 slots): beast sense, healing spirit, spider climb

Actions
------------------------------------------------
Multiattack. The High Feargerm makes two attacks, one with its Dagger and one with its Shortsword.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

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

Screech. The High Feargerm can screech at a creature within 30 feet. That creature must make a DC 17 Constitution saving throw, taking 19 (3d12) thunder damage on a failed save.

Magma Step (Recharge 5-6). The High Feargerm chooses two adjacent spaces. Those spaces are covered in magma until the start of the High Feargerm'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 14 (4d6) fire damage.


Zee Skirmisher

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 209 (22d8 + 110)
Speed 30 ft., burrow 30 ft.
------------------------------------------------
STR 13 (+1) DEX 21 (+5) CON 20 (+5)
INT 8 (-1) WIS 16 (+3) CHA 8 (-1)
------------------------------------------------
Saving Throws Wis +6
Senses passive Perception 13
Languages Common
Challenge 8 (3900 XP)
------------------------------------------------

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

Ogre Flower. While the temperature is below freezing, as a bonus action, until the end of its next turn, the Zee Skirmisher deals an additional 4 damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Zee Skirmisher makes two attacks, one with its Rapier and one with its Scimitar.

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

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.







LEVEL 9 SMATTERING

Grimsee

Small undead, chaotic evil
------------------------------------------------
Armor Class 12
Hit Points 91 (14d6 + 42)
Speed 30 ft., burrow 20 ft.
------------------------------------------------
STR 12 (+1) DEX 15 (+2) CON 17 (+3)
INT 4 (-3) WIS 15 (+2) CHA 19 (+4)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 12
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Deathless Demon. While it is touching the ground, the Grimsee has advantage on attack rolls.

Spell Eater. When the Grimsee 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.

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

Actions
------------------------------------------------
Multiattack. The Grimsee chooses to make either three attacks, one with its Constrict and two with its Corrupting Touch, or three Sniping Shot attacks.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the Grimsee can't constrict another target.

Corrupting Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) necrotic damage.

Sniping Shot. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d10 + 2) piercing damage.


Iiesling

Small fiend, lawful evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 164 (47d6)
Speed 25 ft., fly 35 ft., swim 15 ft.
------------------------------------------------
STR 14 (+2) DEX 18 (+4) CON 11 (+0)
INT 17 (+3) WIS 7 (-2) CHA 14 (+2)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities cold
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 8
Languages Common, Infernal, telepathy 120 ft.
Challenge 7 (2900 XP)
------------------------------------------------

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

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

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

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.


Huntpresence

Large dragon, chaotic neutral
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 192 (35d10)
Speed 35 ft.
------------------------------------------------
STR 16 (+3) DEX 20 (+5) CON 11 (+0)
INT 12 (+1) WIS 10 (+0) CHA 13 (+1)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 10
Languages Draconic, Sylvan
Challenge 9 (5000 XP)
------------------------------------------------

Glide. Reduce all falling damage the Huntpresence takes by 45.

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

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) bludgeoning damage.

Summon Ganus. The Huntpresence summons a Ganus. 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.


Ricaorpest

Large undead, chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 247 (33d10 + 66)
Speed 35 ft.
------------------------------------------------
STR 16 (+3) DEX 17 (+3) CON 14 (+2)
INT 1 (-5) WIS 4 (-3) CHA 1 (-5)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 7
Languages -
Challenge 9 (5000 XP)
------------------------------------------------

Innate Spellcasting. The Ricaorpest'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: primal savagery

Actions
------------------------------------------------
Multiattack. The Ricaorpest makes three attacks, two with its Ungula and one with its Bite.

Ungula. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (5d10 + 3) piercing damage.

Summon Grimsee. The Ricaorpest summons 3 (1d6) Grimsees. 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.


Prettyfigure

Medium fey, chaotic evil
------------------------------------------------
Armor Class 16
Hit Points 214 (33d8 + 66)
Speed 5 ft., fly 60 ft. (hover), swim 15 ft.
------------------------------------------------
STR 7 (-2) DEX 23 (+6) CON 15 (+2)
INT 23 (+6) WIS 14 (+2) CHA 11 (+0)
------------------------------------------------
Skills Perception +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses blindsight 60 ft., darkvision 60 ft., tremorsense 60 ft., passive Perception 16
Languages Sylvan, telepathy 60 ft.
Challenge 12 (8400 XP)
------------------------------------------------

Confusion Aura. An enemy that starts its turn within 10 feet of the Prettyfigure 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.

Earthen Land. While it is within thick underbrush or other foliage, as a bonus action, the Prettyfigure can force each each enemy within 30 feet of the it must make a DC 17 Wisdom saving throw or be charmed 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.

Worshipping Flow. While the Prettyfigure has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Prettyfigure takes 14 (4d6) radiant damage.

Worshipping Spray. Whenever the Prettyfigure takes at least 20 damage from a single source, each adjacent creature must make a DC 18 Constitution saving throw, taking 59 (17d6) radiant damage on a failed save.

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

Innate Spellcasting (Psionic). The Prettyfigure'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: disguise self, eldritch blast, infestation, primal savagery, witch bolt
1/long rest each: teleport (self plus gear only)
3/long rest each: chaos bolt

Actions
------------------------------------------------
Multiattack. The Prettyfigure chooses to make either three Lance attacks, or three attacks, one with its Psychic Shortbow, one with its Shortbow, and one with its Poison Light Crossbow.

Lance. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 17 (3d12 - 2) piercing damage.

Psychic Shortbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 7 piercing damage plus 1 (1d2) psychic damage.

Shortbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 8 (1d3 + 6) piercing damage.

Poison Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 7 (2d6) poison damage.


Devil

Medium fiend (yugoloth), neutral evil
------------------------------------------------
Armor Class 14
Hit Points 76 (8d8 + 40)
Speed 30 ft., fly 30 ft.
------------------------------------------------
STR 17 (+3) DEX 18 (+4) CON 20 (+5)
INT 7 (-2) WIS 8 (-1) CHA 11 (+0)
------------------------------------------------
Skills Perception +1
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech, telepathy 120 ft.
Challenge 4 (1100 XP)
------------------------------------------------

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

Actions
------------------------------------------------
Multiattack. The Devil makes two Project Lightning attacks.

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

Project Lightning. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 9 (2d4 + 4) lightning damage.

Reactions
------------------------------------------------
Daemon Composer. When it fails a saving throw, the Devil can make a ranged weapon attack.







LEVEL 9 TRIBE

Skelgolem

Huge undead, neutral evil
------------------------------------------------
Armor Class 12 (studded leather)
Hit Points 60 (8d12 + 8)
Speed 30 ft., burrow 30 ft.
------------------------------------------------
STR 14 (+2) DEX 10 (+0) CON 12 (+1)
INT 6 (-2) WIS 3 (-4) CHA 15 (+2)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 6
Languages the languages it knew in life (Undercommon by default)
Challenge 2 (450 XP)
------------------------------------------------

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

Reckless. At the start of its turn, the Skelgolem 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. The Skelgolem'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

Actions
------------------------------------------------
Multiattack. The Skelgolem makes two attacks, one with its Booming Handaxe and one with its Claws.

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

Booming Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 slashing damage plus 2 (1d3) thunder damage, and if the target willingly moves before the end of the Skelgolem's next turn, the target takes 3 thunder damage.


Capable Skelgolem

Huge undead, neutral evil
------------------------------------------------
Armor Class 12 (studded leather)
Hit Points 180 (24d12 + 24)
Speed 30 ft., burrow 30 ft., fly 30 ft.
------------------------------------------------
STR 17 (+3) DEX 14 (+2) CON 12 (+1)
INT 8 (-1) WIS 5 (-3) CHA 15 (+2)
------------------------------------------------
Skills Arcana +2, Performance +5, Persuasion +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 7
Languages the languages it knew in life (Undercommon by default)
Challenge 7 (2900 XP)
------------------------------------------------

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

Relentless. If the Capable Skelgolem 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.

Warped Leakage. While the Capable Skelgolem has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Capable Skelgolem takes 10 (3d6) force damage.

Innate Spellcasting. The Capable Skelgolem'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: chill touch

Actions
------------------------------------------------
Multiattack. The Capable Skelgolem makes two attacks, one with its Glaive and one with its Pike.

Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage.


Skelgolem Skirmisher

Huge undead, neutral evil
------------------------------------------------
Armor Class 16 (studded leather)
Hit Points 165 (22d12 + 22)
Speed 30 ft., burrow 40 ft.
------------------------------------------------
STR 22 (+6) DEX 19 (+4) CON 12 (+1)
INT 12 (+1) WIS 5 (-3) CHA 17 (+3)
------------------------------------------------
Skills Athletics +9
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., tremorsense 60 ft., passive Perception 7
Languages the languages it knew in life (Undercommon by default)
Challenge 7 (2900 XP)
------------------------------------------------

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

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

Innate Spellcasting (Psionic). The Skelgolem Skirmisher'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

Actions
------------------------------------------------
Multiattack. The Skelgolem Skirmisher makes three Claw attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Channel Life (Recharge 5-6). One creature within 30 feet of the Skelgolem Skirmisher that it can see must make a DC 14 Constitution saving throw. On a failed save, the target takes 35 (10d6) necrotic damage. An ally of the Skelgolem Skirmisher that it can see within 30 feet is healed the same amount.


Black Skelgolem

Huge undead, neutral evil
------------------------------------------------
Armor Class 15 (studded leather)
Hit Points 172 (23d12 + 23)
Speed 30 ft., burrow 30 ft., fly 60 ft. (hover)
------------------------------------------------
STR 16 (+3) DEX 16 (+3) CON 12 (+1)
INT 6 (-2) WIS 3 (-4) CHA 15 (+2)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., tremorsense 60 ft., blindsight 60 ft., passive Perception 6
Languages the languages it knew in life (Undercommon by default)
Challenge 7 (2900 XP)
------------------------------------------------

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

Innate Spellcasting. The Black Skelgolem'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: chill touch

Actions
------------------------------------------------
Multiattack. The Black Skelgolem makes three attacks, one with its Slam and two with its Corrupting Touch.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.

Corrupting Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) necrotic damage.


Dynamic Skelgolem

Huge undead, neutral evil
------------------------------------------------
Armor Class 15 (studded leather)
Hit Points 172 (23d12 + 23)
Speed 30 ft., burrow 30 ft., climb 20 ft.
------------------------------------------------
STR 11 (+0) DEX 16 (+3) CON 12 (+1)
INT 6 (-2) WIS 5 (-3) CHA 15 (+2)
------------------------------------------------
Skills Perception +0
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages the languages it knew in life (Undercommon by default)
Challenge 7 (2900 XP)
------------------------------------------------

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

Reckless. At the start of its turn, the Dynamic Skelgolem 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.

Black Spider. While it has reduced a living creature to 0 hit points within the past minute, the Dynamic Skelgolem deals an additional 3 piercing damage when it hits with an attack.

Innate Spellcasting (Psionic). The Dynamic Skelgolem'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: chill touch

Actions
------------------------------------------------
Multiattack. The Dynamic Skelgolem makes three Beguiling Blast attacks.

Corrupting Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 22 (5d8) necrotic damage.

Beguiling Blast. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3) psychic damage.


Crude Skelgolem

Huge undead, neutral evil
------------------------------------------------
Armor Class 12 (studded leather)
Hit Points 240 (32d12 + 32)
Speed 30 ft., burrow 30 ft.
------------------------------------------------
STR 16 (+3) DEX 10 (+0) CON 12 (+1)
INT 6 (-2) WIS 3 (-4) CHA 15 (+2)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 6
Languages the languages it knew in life (Undercommon by default)
Challenge 9 (5000 XP)
------------------------------------------------

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

Legendary Resistance (2/Long Rest). If the Crude Skelgolem fails a saving throw, it can choose to succeed instead.

Sorcerous Flow. While the Crude Skelgolem has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Crude Skelgolem takes 7 (2d6) fire damage.

Innate Spellcasting. The Crude Skelgolem'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

Actions
------------------------------------------------
Multiattack. The Crude Skelgolem makes two Light Hammer attacks.

War Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Light Hammer. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 20 (5d6 + 3) bludgeoning damage.

Legendary Actions
------------------------------------------------
The Crude Skelgolem 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 Skelgolem regains spent legendary actions at the start of its turn.

Attack (Costs 2 Actions). The Crude Skelgolem makes one War Pick attack.
Detect. The Crude Skelgolem makes a Wisdom (Perception) check.
Move. The Crude Skelgolem moves up to half its speed.
Mystic Expulsion (Costs 2 Actions). Each creature within 20 feet of the Crude Skelgolem must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one.







LEVEL 9 MINIONS AND MASTERS

Mindpest

Small fiend, lawful evil
------------------------------------------------
Armor Class 13
Hit Points 67 (15d6 + 15)
Speed 25 ft., fly 50 ft.
------------------------------------------------
STR 11 (+0) DEX 17 (+3) CON 13 (+1)
INT 13 (+1) WIS 12 (+1) CHA 9 (-1)
------------------------------------------------
Skills Perception +3
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 13
Languages Common, Infernal, Abyssal, telepathy 120 ft.
Challenge 3 (700 XP)
------------------------------------------------

Fetid Cloud. The Mindpest exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Mindpest 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 Mindpest's enemies until it moves away. Multiple Fetid Clouds do not stack.

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

Speak With Walruses. The Mindpest can communicate simple concepts to walruses when it speaks Abyssal.

Innate Spellcasting (Psionic). The Mindpest'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:

3/long rest each: thunder step

Actions
------------------------------------------------
Multiattack. The Mindpest makes two attacks, one with its Longbow and one with its Heavy Crossbow.

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 17 (5d6) slashing damage.

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

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Slimy Mindpest

Tiny fiend, lawful evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 72 (48d4 - 48)
Speed 25 ft., fly 50 ft.
------------------------------------------------
STR 7 (-2) DEX 9 (-1) CON 9 (-1)
INT 11 (+0) WIS 10 (+0) CHA 7 (-2)
------------------------------------------------
Skills Stealth +3
Senses darkvision 60 ft., passive Perception 10
Languages Common, Infernal, Abyssal
Challenge 3 (700 XP)
------------------------------------------------

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

Magic Weapons. The Slimy Mindpest's weapon attacks are magical.

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

3/long rest each: thunder step

Actions
------------------------------------------------
Multiattack. The Slimy Mindpest makes two attacks, one with its Scimitar and one with its Rapier.

Scimitar. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 4 (1d10 - 1) slashing damage.

Rapier. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 10 (2d10 - 1) piercing damage.


Dexterous Mindpest

Tiny fiend, lawful evil
------------------------------------------------
Armor Class 14 (leather armor)
Hit Points 85 (19d4 + 38)
Speed 25 ft., fly 65 ft.
------------------------------------------------
STR 9 (-1) DEX 16 (+3) CON 14 (+2)
INT 15 (+2) WIS 10 (+0) CHA 7 (-2)
------------------------------------------------
Skills Athletics +1
Senses darkvision 60 ft., passive Perception 10
Languages Common, Infernal, Abyssal, telepathy 120 ft.
Challenge 4 (1100 XP)
------------------------------------------------

Magic Weapons. The Dexterous Mindpest's weapon attacks are magical.

Hold Breath. The Dexterous Mindpest can hold its breath for 15 minutes.

Innate Spellcasting (Psionic). The Dexterous Mindpest'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:

3/long rest each: thunder step

Actions
------------------------------------------------
Multiattack. The Dexterous Mindpest makes two Mace attacks.

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

Screech. The Dexterous Mindpest can screech at a creature within 30 feet. That creature must make a DC 16 Constitution saving throw, taking 18 (4d8) thunder damage on a failed save.


Air Steampresence Swimmer

Medium aberration, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 161 (14d8 + 98)
Speed 30 ft., fly 30 ft., climb 30 ft.
------------------------------------------------
STR 17 (+3) DEX 6 (-2) CON 24 (+7)
INT 9 (-1) WIS 6 (-2) CHA 15 (+2)
------------------------------------------------
Damage Immunities thunder
Senses darkvision 60 ft., passive Perception 8
Languages Deep Speech, telepathy 60 ft.
Challenge 7 (2900 XP)
------------------------------------------------

Spell Eater. When the Air Steampresence Swimmer 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.

Amphibious. The Air Steampresence Swimmer can breathe both air and water.

Madness Caller. While it is poisoned, the Air Steampresence Swimmer gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Innate Spellcasting (Psionic). The Air Steampresence Swimmer'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: friends

Actions
------------------------------------------------
Multiattack. The Air Steampresence Swimmer makes two attacks, one with its Tentacles and one with its Tongue.

Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Tongue. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 21 (4d8 + 3) piercing damage.

Summon Mindpest. The Air Steampresence Swimmer summons 2 (1d3) Mindpests 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.


Watery Steampresence Swimmer

Medium aberration, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 115 (10d8 + 70)
Speed 30 ft., swim 15 ft.
------------------------------------------------
STR 14 (+2) DEX 6 (-2) CON 24 (+7)
INT 9 (-1) WIS 6 (-2) CHA 15 (+2)
------------------------------------------------
Damage Immunities thunder, radiant
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 8
Languages Deep Speech, telepathy 60 ft.
Challenge 5 (1800 XP)
------------------------------------------------

Spell Eater. When the Watery Steampresence Swimmer 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.

Amphibious. The Watery Steampresence Swimmer can breathe both air and water.

Confusion Aura. An enemy that starts its turn within 10 feet of the Watery Steampresence Swimmer must make a DC 13 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.

Shock Wave (Recharge 6). As a bonus action, the Watery Steampresence Swimmer 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 Watery Steampresence Swimmer. If the save fails by 5 or more, a creature also falls prone.

Centered Tiger. While it is daytime, the Watery Steampresence Swimmer gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Innate Spellcasting (Psionic). The Watery Steampresence Swimmer'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: friends

Actions
------------------------------------------------
Multiattack. The Watery Steampresence Swimmer makes two Spiked Tentacle attacks.

Spiked Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 2) piercing damage.


Lush Steampresence Swimmer

Tiny aberration, chaotic evil
------------------------------------------------
Armor Class 10 (natural armor)
Hit Points 152 (16d4 + 112)
Speed 30 ft., swim 15 ft.
------------------------------------------------
STR 13 (+1) DEX 8 (-1) CON 24 (+7)
INT 11 (+0) WIS 8 (-1) CHA 19 (+4)
------------------------------------------------
Damage Immunities thunder
Damage Resistances radiant
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 9
Languages Deep Speech, telepathy 60 ft.
Challenge 9 (5000 XP)
------------------------------------------------

Spell Eater. When the Lush Steampresence Swimmer 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.

Amphibious. The Lush Steampresence Swimmer can breathe both air and water.

Shock Wave (Recharge 6). As a bonus action, the Lush Steampresence Swimmer 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 Lush Steampresence Swimmer. If the save fails by 5 or more, a creature also falls prone.

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

Innate Spellcasting (Psionic). The Lush Steampresence Swimmer'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: bane, friends, frostbite
3/long rest each: ice storm, lightning bolt

Actions
------------------------------------------------
Multiattack. The Lush Steampresence Swimmer makes three attacks, one with its Tentacles, one with its Ungula, and one with its Psudopod.

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

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

Psudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 22 (6d6 + 1) bludgeoning damage.

Babble (Recharge 6). Each enemy within 60 feet that can hear the Lush Steampresence Swimmer must make a DC 16 Wisdom saving throw or become confused, as the spell, for 1 minute. The DC to remove the effect is also 16.

Hunting Infestation (Recharge 6). One creature within 30 feet of the Lush Steampresence Swimmer must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (5d8) piercing damage at the start of each of its turns for one minute. The target repeats the save at the end of each of its turns. On a successful save, the effect ends.







LEVEL 9 VARIANTS

Collected Treeserpant

Small fiend, neutral evil
------------------------------------------------
Armor Class 12
Hit Points 66 (19d6)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 15 (+2) CON 11 (+0)
INT 20 (+5) WIS 4 (-3) CHA 8 (-1)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 7
Languages Infernal
Challenge 3 (700 XP)
------------------------------------------------

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Collected Treeserpant that the Collected Treeserpant is aware of takes damage, the Collected Treeserpant 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.

Magic Weapons. The Collected Treeserpant's weapon attacks are magical.

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

Acidic Burst (Recharge 6). Each creature within 20 feet of the Collected Treeserpant must make a DC 13 Dexterity saving throw, taking 11 (2d10) acid damage on a failed save, or half as much on a successful one.

Chitinous Charm. One humanoid the Collected Treeserpant 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 Collected Treeserpant's spoken commands. If the target suffers any harm from the Collected Treeserpant or another creature or receives a suicidal command from the Collected Treeserpant, 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 Collected Treeserpant's Chitinous Charm for the next 24 hours.


Energetic Treeserpant

Tiny fiend, neutral evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 147 (59d4)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 17 (+3) CON 10 (+0)
INT 22 (+6) WIS 6 (-2) CHA 8 (-1)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 8
Languages Infernal
Challenge 7 (2900 XP)
------------------------------------------------

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Energetic Treeserpant that the Energetic Treeserpant is aware of takes damage, the Energetic Treeserpant can cause the damaged creature to take an additional 10 (3d6) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Magic Weapons. The Energetic Treeserpant's weapon attacks are magical.

Actions
------------------------------------------------
Multiattack. The Energetic Treeserpant makes two Claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage.

Caustic Blast (Recharge 5-6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 14 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much on a successful one.

Enslave (1/Long Rest). The Energetic Treeserpant 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 Energetic Treeserpant until the Energetic Treeserpant dies or until it is on a different plane of existence from the target. The charmed target is under the Energetic Treeserpant's control and can't take reactions, and the Energetic Treeserpant 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 Energetic Treeserpant.

Reactions
------------------------------------------------
Beguiling Book. When it scores a critical hit, until the end of its next turn, the Energetic Treeserpant deals an additional 3 bludgeoning damage when it hits with an attack.


Stone Treeserpant

Small fiend, neutral evil
------------------------------------------------
Armor Class 10
Hit Points 192 (55d6)
Speed 30 ft., burrow 30 ft.
------------------------------------------------
STR 19 (+4) DEX 10 (+0) CON 11 (+0)
INT 22 (+6) WIS 4 (-3) CHA 8 (-1)
------------------------------------------------
Saving Throws Str +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities acid
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 7
Languages Infernal
Challenge 9 (5000 XP)
------------------------------------------------

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Stone Treeserpant that the Stone Treeserpant is aware of takes damage, the Stone Treeserpant can cause the damaged creature to take an additional 11 (2d10) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Magic Weapons. The Stone Treeserpant's weapon attacks are magical.

Beguiling Flower. While it outside of its home plane, the Stone Treeserpant deals an additional 4 force damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Stone Treeserpant makes two attacks, one with its Claws and one with its Bite.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) piercing damage.

Summon Celestial Nighttorgatas. The Stone Treeserpant summons a Celestial Nighttorgatas 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.


Treeserpant

Small fiend, neutral evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 202 (81d6 - 81)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 10 (+0) CON 9 (-1)
INT 20 (+5) WIS 4 (-3) CHA 10 (+0)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 7
Languages Infernal
Challenge 9 (5000 XP)
------------------------------------------------

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Treeserpant that the Treeserpant is aware of takes damage, the Treeserpant can cause the damaged creature to take an additional 11 (2d10) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

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

Panther Firestarter. While it is not touching the ground, the Treeserpant has advantage on saving throws against being paralyzed.

Actions
------------------------------------------------
Multiattack. The Treeserpant makes three Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) slashing damage.


Icy Treeserpant

Small fiend, neutral evil
------------------------------------------------
Armor Class 12
Hit Points 108 (31d6)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 15 (+2) CON 10 (+0)
INT 20 (+5) WIS 15 (+2) CHA 12 (+1)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 12
Languages Infernal
Challenge 5 (1800 XP)
------------------------------------------------

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Icy Treeserpant that the Icy Treeserpant is aware of takes damage, the Icy Treeserpant 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.

Magic Weapons. The Icy Treeserpant's weapon attacks are magical.

Ice Walk. The Icy Treeserpant 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.

Madness. The Icy Treeserpant cannot be charmed or confused. If a creature target's the Icy Treeserpant with an effect that would charm or confuse it, that creature becomes confused, as the spell, for 1 minute instead. There is no save to resist initially, but the DC to remove the effect is 13. A remove curse spell removes the confusion effect.

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

Cantrips (at will): thunderclap, vicious mockery, word of radiance
1st (4 slots): burning hands, grease
2nd (3 slots): crown of madness, melf's acid arrow
3rd (2 slots): dispel magic, slow

Actions
------------------------------------------------
Multiattack. The Icy Treeserpant makes two Slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d3 + 3) bludgeoning damage plus 10 (3d6) acid damage.

Reactions
------------------------------------------------
Manticore Melter. When it sees an ally fall in battle, the Icy Treeserpant can take the Help action.







LEVEL 9 NPCS

Draconic Grassmorph

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 188 (29d8 + 58)
Speed 30 ft.
------------------------------------------------
STR 16 (+3) DEX 5 (-3) CON 14 (+2)
INT 12 (+1) WIS 17 (+3) CHA 14 (+2)
------------------------------------------------
Skills Perception +6
Senses passive Perception 16
Languages Common
Challenge 7 (2900 XP)
------------------------------------------------

Sunstroked Affliction. At the end of the Draconic Grassmorph's turn, each creature that it hit with at least one weapon attack during its turn takes 10 (3d6) radiant damage.

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (5d8 + 3) slashing damage.


Practiced Raword

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 17 (natural armor)
Hit Points 182 (73d4)
Speed 30 ft., swim 15 ft.
------------------------------------------------
STR 12 (+1) DEX 17 (+3) CON 11 (+0)
INT 10 (+0) WIS 7 (-2) CHA 21 (+5)
------------------------------------------------
Saving Throws Int +4
Skills History +4, Intimidation +9, Perception +2, Stealth +7
Condition Immunities paralyzed
Senses passive Perception 12
Languages Common
Challenge 9 (5000 XP)
------------------------------------------------

Shock Mage. While it is the first round of combat, the Practiced Raword deals an additional 5 damage when it hits with an attack.

Innate Spellcasting. The Practiced Raword'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: mirror image

Actions
------------------------------------------------
Multiattack. The Practiced Raword makes two attacks, one with its Scimitar and one with its Rapier.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (3d12 + 3) slashing damage.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (3d12 + 3) piercing damage.

Summon Whirlpool Fiendish Giant. The Practiced Raword summons 3 (1d6) Whirlpool Fiendish Giants 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.

Defiant Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 18 Dexterity saving throw, taking 33 (6d10) force damage on a failed save, or half as much on a successful one.


Trained Hungrywraith

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 130 (52d4)
Speed 30 ft., fly 40 ft.
------------------------------------------------
STR 17 (+3) DEX 10 (+0) CON 10 (+0)
INT 16 (+3) WIS 14 (+2) CHA 11 (+0)
------------------------------------------------
Skills Sleight of Hand +3
Senses passive Perception 12
Languages Common, Draconic
Challenge 7 (2900 XP)
------------------------------------------------

Heated Body. A creature that touches the Trained Hungrywraith'or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

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

Innate Spellcasting. The Trained Hungrywraith'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: feather fall, jump

Actions
------------------------------------------------
Multiattack. The Trained Hungrywraith makes three attacks, one with its Bite and two with its Kingly Bite.

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

Kingly Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 2 (1d4) radiant damage.


Warrior Brighttalon

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 157 (21d8 + 63)
Speed 30 ft.
------------------------------------------------
STR 9 (-1) DEX 16 (+3) CON 16 (+3)
INT 10 (+0) WIS 15 (+2) CHA 8 (-1)
------------------------------------------------
Damage Vulnerabilities lightning
Senses passive Perception 12
Languages Common
Challenge 4 (1100 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Warrior Brighttalon makes two attacks, one with its Rapier and one with its Bite.

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

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







LEVEL 10 SMATTERING

Black Thunder Elemental

Medium elemental, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 5 (-3) CON 16 (+3)
INT 5 (-3) WIS 13 (+1) CHA 15 (+2)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 11
Languages Undercommon, Terran
Challenge 4 (1100 XP)
------------------------------------------------

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

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

Eternal Tracker. While it is the first round of combat, as a bonus action, the Black Thunder Elemental can move up to half its speed. This movement does not provoke attacks of opportunity.

Innate Spellcasting (Psionic). The Black Thunder 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: frostbite, poison spray

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


Ulalinaga

Small dragon, neutral evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 104 (19d6 + 38)
Speed 30 ft., swim 30 ft.
------------------------------------------------
STR 21 (+5) DEX 14 (+2) CON 14 (+2)
INT 11 (+0) WIS 7 (-2) CHA 12 (+1)
------------------------------------------------
Damage Vulnerabilities fire
Damage Immunities thunder
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 8
Languages Draconic
Challenge 4 (1100 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Ulalinaga 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 Ulalinaga. If the save fails by 5 or more, a creature also falls prone.

Actions
------------------------------------------------
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.


Chaostongue

Tiny aberration, lawful evil
------------------------------------------------
Armor Class 15
Hit Points 182 (52d4 + 52)
Speed 30 ft., climb 20 ft., burrow 30 ft.
------------------------------------------------
STR 20 (+5) DEX 20 (+5) CON 13 (+1)
INT 9 (-1) WIS 8 (-1) CHA 10 (+0)
------------------------------------------------
Saving Throws Int +3
Skills Animal Handling +3, History +3, Insight +3
Damage Immunities cold
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., blindsight 60 ft., tremorsense 60 ft., passive Perception 9
Languages Deep Speech, Chaostongue, telepathy 120 ft.
Challenge 10 (5900 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Chaostongue 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 Chaostongue. If the save fails by 5 or more, a creature also falls prone.

Actions
------------------------------------------------
Multiattack. The Chaostongue makes three Claw attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Dark Infestation (Recharge 6). One creature within 30 feet of the Chaostongue must make a DC 17 Constitution saving throw. On a failed save, the target takes 24 (7d6) poison damage at the start of each of its turns for one minute. The target repeats the save at the end of each of its turns. On a successful save, the effect ends.

Thunderous Blast (Recharge 5-6). Each creature in a 10-foot radius burst centered on a point within 60 feet must make a DC 17 Constitution saving throw, taking 49 (11d8) thunder damage on a failed save, or half as much on a successful one.


Greencat

Large dragon, neutral evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 208 (32d10 + 32)
Speed 40 ft., burrow 40 ft., climb 25 ft.
------------------------------------------------
STR 3 (-4) DEX 18 (+4) CON 12 (+1)
INT 14 (+2) WIS 7 (-2) CHA 12 (+1)
------------------------------------------------
Skills Perception +2
Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 12
Languages Undercommon, Draconic
Challenge 10 (5900 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Greencat 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 Greencat. If the save fails by 5 or more, a creature also falls prone.

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

False Appearance. While the Greencat remains motionless, it is indistinguishable from normal ice.

Actions
------------------------------------------------
Multiattack. The Greencat makes two Bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage.

Tundra Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 19 Constitution saving throw, taking 49 (11d8) cold damage on a failed save, or half as much on a successful one.


Warpcube

Medium ooze, unaligned
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft., climb 20 ft., burrow 15 ft.
------------------------------------------------
STR 5 (-3) DEX 19 (+4) CON 14 (+2)
INT 1 (-5) WIS 16 (+3) CHA 3 (-4)
------------------------------------------------
Damage Immunities acid, cold, thunder
Condition Immunities blinded, deafened, exhaustion, prone, charmed, frightened
Senses blindsight 60 ft., blind beyond special vision radius, passive Perception 13
Languages -
Challenge 4 (1100 XP)
------------------------------------------------

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

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

Subterrainian Camouflage. The Warpcube has advantage on Dexterity (Stealth) checks made while underground.

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

Actions
------------------------------------------------
Multiattack. The Warpcube makes two Dissolve attacks.

Dissolve. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) acid damage.


Niaahor

Large aberration, unaligned
------------------------------------------------
Armor Class 15
Hit Points 170 (31d10)
Speed 30 ft., burrow 15 ft.
------------------------------------------------
STR 21 (+5) DEX 21 (+5) CON 10 (+0)
INT 5 (-3) WIS 13 (+1) CHA 11 (+0)
------------------------------------------------
Damage Immunities cold, thunder
Senses darkvision 60 ft., blindsight 60 ft., tremorsense 60 ft., passive Perception 11
Languages Terran
Challenge 8 (3900 XP)
------------------------------------------------

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

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

Innate Spellcasting (Psionic). The Niaahor'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: call lightning, web

Actions
------------------------------------------------
Multiattack. The Niaahor chooses to make either three Psudopod attacks, or three Thunderous Shot attacks.

Psudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Thunderous Shot. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 14 (2d8 + 5) thunder damage.

Cacophony Burst (Recharge 5-6). Each creature within 20 feet of the Niaahor must make a DC 16 Constitution saving throw, taking 31 (9d6) thunder damage on a failed save, or half as much on a successful one.







LEVEL 10 TRIBE

Reukebeing

Medium elemental, chaotic evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft., fly 50 ft., burrow 30 ft.
------------------------------------------------
STR 9 (-1) DEX 19 (+4) CON 17 (+3)
INT 8 (-1) WIS 9 (-1) CHA 5 (-3)
------------------------------------------------
Saving Throws Dex +6
Skills Athletics +1
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 9
Languages Auran, Undercommon, Common
Challenge 4 (1100 XP)
------------------------------------------------

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

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage.


Reukebeing Guster

Tiny elemental, chaotic evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 127 (17d4 + 85)
Speed 30 ft., fly 40 ft., burrow 20 ft.
------------------------------------------------
STR 11 (+0) DEX 19 (+4) CON 21 (+5)
INT 10 (+0) WIS 9 (-1) CHA 18 (+4)
------------------------------------------------
Skills Stealth +7
Condition Immunities exhaustion, poisoned, petrified, paralyzed, grappled, restrained
Damage Immunities poison
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9
Languages Auran, Undercommon
Challenge 8 (3900 XP)
------------------------------------------------

Air Form. The Reukebeing 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.

Spellcasting. The Reukebeing Guster 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): eldritch blast, thunderclap, toll the dead
1st: arms of hadar, cloud of daggers, earthbind, faerie fire, mirror image, protection from evil and good, witch bolt
2nd: arms of hadar, cause fear, charm person, counterspell, dispel magic, gaseous form, hex, hunger of hadar, protection from evil and good, shatter, spider climb
3rd: arms of hadar, expeditious retreat, hellish rebuke, thunder step
4th: banishment, hallucinatory terrain
5th (2 slots/short rest): contact other plane, synaptic static

Actions
------------------------------------------------
Multiattack. The Reukebeing Guster chooses to make either three attacks, two with its Claw and one with its Bite, or three Discharge Necrosis attacks.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) slashing damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Discharge Necrosis. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 11 (2d6 + 4) necrotic damage.

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

Deep Trident. When it fails a saving throw, the Reukebeing Guster can take the Dodge action.


Reukebeing Trickster

Medium elemental, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 217 (29d8 + 87)
Speed 30 ft., fly 50 ft., burrow 30 ft.
------------------------------------------------
STR 11 (+0) DEX 21 (+5) CON 17 (+3)
INT 8 (-1) WIS 15 (+2) CHA 7 (-2)
------------------------------------------------
Skills Athletics +3, Stealth +8
Condition Immunities exhaustion, poisoned, petrified, unconscious, paralyzed
Damage Immunities poison
Damage Vulnerabilities radiant
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
Languages Auran, Undercommon
Challenge 8 (3900 XP)
------------------------------------------------

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

Assistant. The Reukebeing Trickster can use the Help action as a bonus action.

Actions
------------------------------------------------
Multiattack. The Reukebeing Trickster makes two attacks, one with its Slam and one with its Sneaky Strike.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Sneaky Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 16 (3d10) poison damage.

Magma Step (Recharge 5-6). The Reukebeing Trickster chooses two adjacent spaces. Those spaces are covered in magma until the start of the Reukebeing Trickster'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.


Reukebeing Skirmisher

Medium elemental, chaotic evil
------------------------------------------------
Armor Class 17 (natural armor)
Hit Points 157 (21d8 + 63)
Speed 30 ft., fly 50 ft., burrow 30 ft.
------------------------------------------------
STR 11 (+0) DEX 19 (+4) CON 17 (+3)
INT 8 (-1) WIS 15 (+2) CHA 7 (-2)
------------------------------------------------
Skills Athletics +3, Stealth +7
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison, fire
Senses darkvision 60 ft., blindsight 120 ft., passive Perception 12
Languages Auran, Undercommon
Challenge 8 (3900 XP)
------------------------------------------------

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

Fallen Cyclops. While it is hidden from all hostile creatures, opportunity attacks against the Reukebeing Skirmisher have disadvantage.

Echolocation. The Reukebeing Skirmisher can't use its blindsight while deafened.

Actions
------------------------------------------------
Multiattack. The Reukebeing Skirmisher makes three Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Battle Cry (1/Long Rest). The Reukebeing Skirmisher lets out a battle cry, granting its allies within 60 feet a +10 bonus to weapon damage rolls until the end of the Reukebeing Skirmisher's next turn.


Subterrainian Reukebeing

Medium elemental, chaotic evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 234 (36d8 + 72)
Speed 30 ft., fly 40 ft., burrow 20 ft.
------------------------------------------------
STR 15 (+2) DEX 19 (+4) CON 15 (+2)
INT 8 (-1) WIS 13 (+1) CHA 5 (-3)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison
Senses darkvision 60 ft., blindsight 120 ft., passive Perception 11
Languages Auran, Undercommon
Challenge 10 (5900 XP)
------------------------------------------------

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

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

Madness. The Subterrainian Reukebeing cannot be charmed or confused. If a creature target's the Subterrainian Reukebeing with an effect that would charm or confuse it, that creature becomes confused, as the spell, for 1 minute instead. There is no save to resist initially, but the DC to remove the effect is 16. A remove curse spell removes the confusion effect.

Sneak Attack (1/Turn). The Subterrainian Reukebeing 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 Subterrainian Reukebeing that is not incapacitated and the Subterrainian Reukebeing doesn't have disadvantage on the attack roll.

Heavens Martial Artist. While it is frightened, the Subterrainian Reukebeing suffers none of the effects of that condition. Instead, while it would be frightened, opportunity attacks against the Subterrainian Reukebeing have disadvantage.

Actions
------------------------------------------------
Multiattack. The Subterrainian Reukebeing makes three Slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.

Battle Cry (1/Long Rest). The Subterrainian Reukebeing lets out a battle cry, granting its allies within 60 feet a +10 bonus to weapon damage rolls until the end of the Subterrainian Reukebeing's next turn.

Summon Reukebeing. The Subterrainian Reukebeing summons 11 (2d10) Reukebeings 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.







LEVEL 10 MINIONS AND MASTERS

Primordial

Small elemental, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 91 (14d6 + 42)
Speed 35 ft., climb 55 ft., swim 20 ft.
------------------------------------------------
STR 10 (+0) DEX 19 (+4) CON 17 (+3)
INT 13 (+1) WIS 17 (+3) CHA 16 (+3)
------------------------------------------------
Saving Throws Con +5, Cha +5
Skills Perception +6
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 16
Languages Common, Aquan
Challenge 4 (1100 XP)
------------------------------------------------

Actions
------------------------------------------------
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage.


Amphibious Primordial

Large elemental, chaotic evil
------------------------------------------------
Armor Class 17 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 35 ft., climb 55 ft., swim 20 ft.
------------------------------------------------
STR 8 (-1) DEX 17 (+3) CON 19 (+4)
INT 19 (+4) WIS 15 (+2) CHA 12 (+1)
------------------------------------------------
Saving Throws Cha +4
Skills Perception +5
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison, fire
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 15
Languages Common, Aquan
Challenge 5 (1800 XP)
------------------------------------------------

Peak Camouflage. The Amphibious Primordial has advantage on Dexterity (Stealth) checks made while in mountainous terrain.

Hold Breath. The Amphibious Primordial can hold its breath for 15 minutes.

Actions
------------------------------------------------
Multiattack. The Amphibious Primordial makes two Aquatic Strike attacks.

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


Skelcorpse

Medium undead, lawful evil
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 161 (19d8 + 76)
Speed 30 ft.
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STR 22 (+6) DEX 13 (+1) CON 18 (+4)
INT 8 (-1) WIS 8 (-1) CHA 18 (+4)
------------------------------------------------
Skills Athletics +9, Perception +2
Damage Immunities poison, cold
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 8 (3900 XP)
------------------------------------------------

Detect Life. The Skelcorpse 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.

Innate Spellcasting. The Skelcorpse'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: chaos bolt, longstrider
1/long rest each: misty step, shadow of moil, tongues
3/long rest each: thunder step

Spellcasting. The Skelcorpse is a 8th 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, thunderclap, vicious mockery
1st (4 slots): detect magic, illusory script, longstrider
2nd (3 slots): detect thoughts, heat metal
3rd (3 slots): bestow curse, clairvoyance
4th (2 slots): confusion, freedom of movement

Actions
------------------------------------------------
Multiattack. The Skelcorpse 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: 13 (2d6 + 6) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.


Greater Primordial

Small elemental, chaotic evil
------------------------------------------------
Armor Class 17 (natural armor)
Hit Points 175 (27d6 + 81)
Speed 35 ft., climb 55 ft., swim 20 ft.
------------------------------------------------
STR 10 (+0) DEX 14 (+2) CON 17 (+3)
INT 18 (+4) WIS 15 (+2) CHA 12 (+1)
------------------------------------------------
Saving Throws Cha +5
Skills Perception +5
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison
Damage Resistances lightning
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 15
Languages Common, Aquan
Challenge 10 (5900 XP)
------------------------------------------------

Innate Spellcasting. The Greater Primordial'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:

2/long rest each: feather fall

Spellcasting. The Greater Primordial 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): hex, inflict wounds, ray of sickness
2nd (3 slots): blindness/deafness, gentle repose
3rd (3 slots): feign death, speak with dead
4th (3 slots): shadow of moil
5th (2 slots): contagion, destructive wave

Actions
------------------------------------------------
Multiattack. The Greater Primordial makes two attacks, one with its Steppe Strike and one with its Slam.

Steppe Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 11 (2d10) fire damage.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 30 (8d6 + 2) bludgeoning damage.

Summon Primordial. The Greater Primordial summons a Primordial 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.


Filthy Skelcorpse

Medium undead, lawful evil
------------------------------------------------
Armor Class 12 (natural armor)
Hit Points 209 (38d8 + 38)
Speed 20 ft.
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STR 18 (+4) DEX 9 (-1) CON 12 (+1)
INT 2 (-4) WIS 6 (-2) CHA 18 (+4)
------------------------------------------------
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 8
Languages -
Challenge 10 (5900 XP)
------------------------------------------------

Detect Life. The Filthy Skelcorpse 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.

Innate Spellcasting. The Filthy Skelcorpse'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: longstrider
3/long rest each: thunder step

Spellcasting. The Filthy Skelcorpse is a 13th 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): chill touch, frostbite, toll the dead, true strike
1st: expeditious retreat, hex, scorching ray, shatter, suggestion
2nd: armor of agathys, calm emotions, darkness, expeditious retreat, fireball, invisibility, mirror image, misty step, ray of enfeeblement, thunder step
3rd: counterspell, gaseous form, hellish rebuke, hex, plant growth, summon lesser demons, thunder step
4th: elemental bane, greater invisibility
5th (2 slots/short rest): far step, negative energy flood
6th (1 slot): investiture of ice
7th (1 slot): finger of death

Actions
------------------------------------------------
Multiattack. The Filthy Skelcorpse makes three Corrupting Touch attacks.

Corrupting Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) necrotic damage.

Summon Primordial. The Filthy Skelcorpse summons 3 (1d6) Primordials. 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 10 VARIANTS

Kimli of the Angelic Sword

Small undead, lawful evil
------------------------------------------------
Armor Class 13 (defensive fighting style)
Hit Points 172 (23d6 + 92)
Speed 25 ft., burrow 25 ft.
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STR 7 (-2) DEX 20 (+5) CON 19 (+4)
INT 3 (-4) WIS 17 (+3) CHA 14 (+2)
------------------------------------------------
Skills Stealth +8
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 13
Languages -
Challenge 8 (3900 XP)
------------------------------------------------

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

Merfolk Lurker. While it is submerged at least partially in water, as a bonus action, the Kimli of the Angelic Sword 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.

False Appearance. While the Kimli of the Angelic Sword remains motionless, it is indistinguishable from a boring rock.

Spider Climb. The Kimli of the Angelic Sword can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions
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Multiattack. The Kimli of the Angelic Sword chooses to make either three attacks, two with its Corrupting Touch and one with its Claws, or two attacks, one with its Poison Longbow and one with its Heavy Crossbow.

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

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) slashing damage.

Poison Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 5 (2d4) poison damage.

Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 22 (5d6 + 5) piercing damage.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Kimli of the Angelic Sword 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.

Magma Step (Recharge 5-6). The Kimli of the Angelic Sword chooses two adjacent spaces. Those spaces are covered in magma until the start of the Kimli of the Angelic Sword'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.

Healing Touch (1/Long Rest). The Kimli of the Angelic Sword touches another creature. The target magically regains 9 (2d8) hit points and is freed from any curse, disease, poison, blindness, or deafness.


Kimli Ranger

Small undead, lawful evil
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Armor Class 15
Hit Points 156 (24d6 + 72)
Speed 25 ft., burrow 25 ft.
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STR 7 (-2) DEX 20 (+5) CON 17 (+3)
INT 3 (-4) WIS 15 (+2) CHA 19 (+4)
------------------------------------------------
Skills Perception +6, Stealth +8
Damage Immunities poison, acid
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 16
Languages -
Challenge 10 (5900 XP)
------------------------------------------------

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

Dryad Hunter. While it is touching the ground, the Kimli Ranger is invisible.

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

Spellcasting. The Kimli Ranger is a 8th 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): acid splash, fire bolt, mold earth, poison spray, shocking grasp
1st (4 slots): catapult, false life, witch bolt
2nd (3 slots): earthbind, scorching ray
3rd (3 slots): lightning bolt, protection from energy
4th (2 slots): ice storm, storm sphere

Actions
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Multiattack. The Kimli Ranger chooses to make either three attacks, two with its Claws and one with its Corrupting Touch, or three attacks, two with its Shortbow and one with its Blowgun.

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 20 (5d8 - 2) slashing damage.

Corrupting Touch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 20 (5d8 - 2) necrotic damage.

Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Blowgun. Ranged Weapon Attack: +9 to hit, range 25/100 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 31 (9d6) poison damage on a failed save.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Kimli Ranger must make a DC 16 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.


Kimli

Small undead, lawful evil
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Armor Class 10
Hit Points 234 (36d6 + 108)
Speed 25 ft., burrow 25 ft.
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STR 19 (+4) DEX 10 (+0) CON 17 (+3)
INT 1 (-5) WIS 19 (+4) CHA 14 (+2)
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Skills Stealth +3
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 14
Languages -
Challenge 10 (5900 XP)
------------------------------------------------

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

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

Spellcasting. The Kimli is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): light, mending, resistance, thaumaturgy, word of radiance
1st (4 slots): fog cloud, guiding bolt, inflict wounds, shield of faith
2nd (3 slots): blindness/deafness, protection from poison, warding bond
3rd (3 slots): call lightning, protection from energy, spirit guardians
4th (3 slots): death ward, stone shape
5th (2 slots): destructive wave, greater restoration

Actions
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Multiattack. The Kimli chooses to make either three attacks, two with its Corrupting Touch and one with its Claws, or three Force Heavy Crossbow attacks.

Corrupting Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) necrotic damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.

Force Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 11 (2d10) piercing damage plus 7 (3d4) force damage.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Kimli must make a DC 16 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.

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


Focused Kimli

Small undead, lawful evil
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Armor Class 17
Hit Points 322 (43d6 + 172)
Speed 25 ft., burrow 25 ft.
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STR 7 (-2) DEX 25 (+7) CON 19 (+4)
INT 3 (-4) WIS 17 (+3) CHA 20 (+5)
------------------------------------------------
Skills Stealth +10
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 13
Languages -
Challenge 17 (18000 XP)
------------------------------------------------

Sensitive Eyes. If the Focused Kimli takes at least 25 radiant damage from a single source, it is also blinded until the end of its next turn.

Legendary Resistance (3/Long Rest). If the Focused Kimli fails a saving throw, it can choose to succeed instead.

Slow Fall. Reduce all falling damage the Focused Kimli takes by 85.

Actions
------------------------------------------------
Multiattack. The Focused Kimli chooses to make either three attacks, one with its Corrupting Touch and two with its Claws, or four attacks, one with its Necrotic Heavy Crossbow, one with its Heavy Crossbow, one with its Force Heavy Crossbow, and one with its Blowgun.

Corrupting Touch. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 24 (5d6 + 7) necrotic damage.

Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 46 (6d12 + 7) slashing damage.

Necrotic Heavy Crossbow. Ranged Weapon Attack: +13 to hit, range 100/400 ft., one target. Hit: 8 piercing damage plus 3 (1d6) necrotic damage.

Heavy Crossbow. Ranged Weapon Attack: +13 to hit, range 100/400 ft., one target. Hit: 10 (1d6 + 7) piercing damage.

Force Heavy Crossbow. Ranged Weapon Attack: +13 to hit, range 100/400 ft., one target. Hit: 8 (1d2 + 7) piercing damage plus 5 (2d4) force damage.

Blowgun. Ranged Weapon Attack: +13 to hit, range 25/100 ft., one target. Hit: 20 (3d8 + 7) piercing damage, and the target must make a DC 20 Constitution saving throw, taking 36 (8d8) poison damage on a failed save.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Focused Kimli must make a DC 19 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.

Magma Step (Recharge 5-6). The Focused Kimli chooses two adjacent spaces. Those spaces are covered in magma until the start of the Focused Kimli'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 42 (12d6) fire damage.

Legendary Actions
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The Focused Kimli 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 Focused Kimli regains spent legendary actions at the start of its turn.

Move. The Focused Kimli moves up to half its speed. This movement does not provoke opportunity attacks.
Detect. The Focused Kimli makes a Wisdom (Perception) check.
Invisibility. The Focused Kimli turns invisible until the start of its next turn, or until it takes another legendary action.

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

Dominant Kimli

Small undead, lawful evil
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Armor Class 12
Hit Points 306 (36d6 + 180)
Speed 25 ft., burrow 30 ft.
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STR 7 (-2) DEX 24 (+7) CON 21 (+5)
INT 3 (-4) WIS 17 (+3) CHA 12 (+1)
------------------------------------------------
Skills Athletics +4, Stealth +10
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, lightning, fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 13
Languages -
Challenge 17 (18000 XP)
------------------------------------------------

Sensitive Eyes. If the Dominant Kimli takes at least 25 radiant damage from a single source, it is also blinded until the end of its next turn.

Detect Life. The Dominant Kimli 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 Dominant Kimli can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Heated Body. A creature that touches the Dominant Kimli'or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage.

Critical Bite. The Dominant Kimli scores a critical hit with its Bite on a roll of 19 or 20.

Innate Spellcasting. The Dominant Kimli'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: detect evil and good
1/long rest each: earth tremor, illusory dragon
3/long rest each: major image

Actions
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Multiattack. The Dominant Kimli chooses to make either four attacks, one with its Dagger, two with its Slam, and one with its Bite, or four Flaming Hand Crossbow attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 52 (13d6 + 7) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 piercing damage.

Flaming Hand Crossbow. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 10 (1d6 + 7) piercing damage plus 7 (2d6) fire damage.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Dominant Kimli must make a DC 19 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.

Solid Crash (Recharge 5-6). The Dominant Kimli 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 19 Dexterity saving throw, taking 63 (14d8) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails this save also falls prone.







LEVEL 10 NPCS

Blizzard Slithershito

Tiny humanoid (any), any alignment
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Armor Class 16 (natural armor)
Hit Points 209 (38d4 + 114)
Speed 30 ft.
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STR 13 (+1) DEX 20 (+5) CON 16 (+3)
INT 11 (+0) WIS 15 (+2) CHA 18 (+4)
------------------------------------------------
Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge 10 (5900 XP)
------------------------------------------------

Heated Body. A creature that touches the Blizzard Slithershito'or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.

Spell Eater. When the Blizzard Slithershito 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.

Ice Walk. The Blizzard Slithershito 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 Blizzard Slithershito'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

Spellcasting. The Blizzard Slithershito 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): frostbite, infestation, magic stone, poison spray
1st: arms of hadar, dissonant whispers
2nd: crown of madness, shatter
3rd: thunder step, vampiric touch
4th: blight, dominate beast
5th (2 slots/short rest): negative energy flood, telekinesis

Actions
------------------------------------------------
Multiattack. The Blizzard Slithershito chooses to make either three Dagger attacks, or two attacks, one with its Lively Spit and one with its Frost Blast.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (4d6 + 1) piercing damage.

Lively Spit. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 22 (5d6 + 5) bludgeoning damage.

Frost Blast. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 22 (5d6 + 5) cold damage.


Better Skelowl

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 11
Hit Points 225 (41d8 + 41)
Speed 30 ft.
------------------------------------------------
STR 19 (+4) DEX 13 (+1) CON 12 (+1)
INT 12 (+1) WIS 15 (+2) CHA 14 (+2)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 12
Languages understands Common but can't speak it
Challenge 8 (3900 XP)
------------------------------------------------

Chitinous Ages. While the temperature is above 100 degrees Fahrenheit, the Better Skelowl deals an additional 2 fire damage when it hits with an attack.

Innate Spellcasting. The Better Skelowl'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: invisibility (self only)

Actions
------------------------------------------------
Multiattack. The Better Skelowl makes three Constrict attacks.

Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and a Large or smaller target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Better Skelowl can't constrict another target.

Progressive Infestation (Recharge 6). One creature within 30 feet of the Better Skelowl must make a DC 15 Constitution saving throw. On a failed save, the target takes 19 (3d12) bludgeoning damage at the start of each of its turns for one minute. The target repeats the save at the end of each of its turns. On a successful save, the effect ends.


Dynamic Ropdellpope

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 157 (63d4)
Speed 30 ft.
------------------------------------------------
STR 20 (+5) DEX 15 (+2) CON 10 (+0)
INT 18 (+4) WIS 18 (+4) CHA 9 (-1)
------------------------------------------------
Saving Throws Int +7, Cha +2
Skills History +7, Perception +7, Survival +7
Senses darkvision 60 ft., passive Perception 17
Languages Common
Challenge 8 (3900 XP)
------------------------------------------------

Mind Blast (Recharge 6). Each creature in a 30-foot cone must make a DC 15 Intelligence saving throw, taking 19 (3d12) psychic damage on a failed save, or half as much on a successful one. A creature that fails this saving throw is also stunned for one minute. It can repeat the saving throw at the end of each of its turns. On a successful save, the effect ends for that creature.

High Dragon. While it is within thick underbrush or other foliage, the Dynamic Ropdellpope's movement speed is doubled.

Innate Spellcasting. The Dynamic Ropdellpope'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: invisibility (self only)
1/long rest each: web
2/long rest each: pyrotechnics
3/long rest each: gust of wind

Spellcasting. The Dynamic Ropdellpope is a 3rd 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): fog cloud, longstrider
2nd (2 slots): cordon of arrows, silence

Actions
------------------------------------------------
Multiattack. The Dynamic Ropdellpope makes two attacks, one with its Dagger and one with its Slam.

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

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 20 (4d8 + 2) piercing damage.

Sorcerous Burst (Recharge 5-6). Each creature within 20 feet of the Dynamic Ropdellpope 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.


Smashing Duskbrood

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 182 (28d8 + 56)
Speed 30 ft.
------------------------------------------------
STR 18 (+4) DEX 14 (+2) CON 15 (+2)
INT 11 (+0) WIS 6 (-2) CHA 14 (+2)
------------------------------------------------
Senses passive Perception 8
Languages Common
Challenge 8 (3900 XP)
------------------------------------------------

Cult Flow. While the Smashing Duskbrood has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Smashing Duskbrood takes 9 (2d8) necrotic damage.

Actions
------------------------------------------------
Multiattack. The Smashing Duskbrood makes two attacks, one with its Ungula and one with its Tongue.

Ungula. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Tongue. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) poison damage.

Screech. The Smashing Duskbrood 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.







LEVEL 11 SMATTERING

Big Charmdead

Medium construct, chaotic evil
------------------------------------------------
Armor Class 9
Hit Points 150 (20d8 + 60)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 21 (+5) DEX 9 (-1) CON 16 (+3)
INT 8 (-1) WIS 12 (+1) CHA 7 (-2)
------------------------------------------------
Damage Immunities necrotic, poison, thunder
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 11
Languages understands Common but can't speak it
Challenge 8 (3900 XP)
------------------------------------------------

Antimagic Susceptibility. The Big Charmdead is incapacitated while in the area of an anti magic field. If targeted by dispel magic, the Big Charmdead must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Magic Flow. While the Big Charmdead has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Big Charmdead takes 9 (2d8) force damage.

Arcane Moon. While it is adjacent to a smaller creature, as a bonus action, the Big Charmdead can take the Help action.

Actions
------------------------------------------------
Multiattack. The Big Charmdead makes two Booming Strike attacks.

Booming Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 11 (2d10) thunder damage, and if the target willingly moves before the end of the Big Charmdead's next turn, the target takes 10 (2d10 - 1) thunder damage.


Hungrybug

Huge fiend, lawful evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 171 (18d12 + 54)
Speed 40 ft., climb 40 ft.
------------------------------------------------
STR 21 (+5) DEX 15 (+2) CON 16 (+3)
INT 12 (+1) WIS 13 (+1) CHA 15 (+2)
------------------------------------------------
Saving Throws Cha +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 11
Languages Common, Infernal, Giant, telepathy 60 ft.
Challenge 11 (7200 XP)
------------------------------------------------

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

Fetid Cloud. The Hungrybug exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Hungrybug 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 Hungrybug's enemies until it moves away. Multiple Fetid Clouds do not stack.

Magic Aura. Each creature that begins its turn within 5 feet of the Hungrybug takes 13 (3d8) force damage.

Anchoring Aura. Enemies within 20 feet of the Hungrybug cannot teleport. In addition, any enemy that attempts to move beyond 20 feet away from the Hungrybug must succeed at a DC 15 Charisma saving throw or its movement ends.

Green Camouflage. The Hungrybug has advantage on Dexterity (Stealth) checks made while in woodland terrain.

Speak With Bears. The Hungrybug can communicate simple concepts to bears when it uses telepathy.

Actions
------------------------------------------------
Multiattack. The Hungrybug makes three Booming Glaive attacks.

Booming Glaive. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) thunder damage, and if the target willingly moves before the end of the Hungrybug's next turn, the target takes 9 (2d6 + 2) thunder damage.


Massive Thuggish Hardhag

Large fey, chaotic evil
------------------------------------------------
Armor Class 12
Hit Points 246 (29d10 + 87)
Speed 5 ft., fly 60 ft., climb 30 ft.
------------------------------------------------
STR 16 (+3) DEX 24 (+7) CON 17 (+3)
INT 10 (+0) WIS 23 (+6) CHA 14 (+2)
------------------------------------------------
Saving Throws Con +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 16
Languages Common, Sylvan
Challenge 14 (11500 XP)
------------------------------------------------

Magic Flow. While the Massive Thuggish Hardhag has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Massive Thuggish Hardhag takes 17 (5d6) force damage.

Assistant. The Massive Thuggish Hardhag can use the Help action as a bonus action.

Overdrive Healing. The Massive Thuggish Hardhag can choose to regain 15 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 Massive Thuggish Hardhag has chosen to do this, the healing is automatic on each of its following turns.

Critical Mass. If the Massive Thuggish Hardhag ever has temporary hit points equal to or exceeding 60, it explodes, killing it instantly. Each creature within 10 feet of it must make a DC 19 Dexterity saving throw, taking 70 (20d6) acid damage on a failed save, or half as much on a successful one.

Innate Spellcasting. The Massive Thuggish Hardhag'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: minor illusion
3/long rest each: invisibility (self only)

Actions
------------------------------------------------
Multiattack. The Massive Thuggish Hardhag chooses to make either three Scimitar attacks, or three attacks, one with its Wretch and two with its Blowgun.

Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (5d6 + 7) slashing damage.

Wretch. Ranged Weapon Attack: +12 to hit, range 30/120 ft., one target. Hit: 17 (3d6 + 7) acid damage.

Blowgun. Ranged Weapon Attack: +12 to hit, range 25/100 ft., one target. Hit: 17 (3d6 + 7) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 26 (4d12) poison damage on a failed save.

Shock Burst (Recharge 5-6). Each creature within 20 feet of the Massive Thuggish Hardhag must make a DC 19 Dexterity saving throw, taking 70 (20d6) lightning damage on a failed save, or half as much on a successful one.


Cyclops

Huge monstrosity, chaotic evil
------------------------------------------------
Armor Class 15
Hit Points 170 (20d12 + 40)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 12 (+1) DEX 20 (+5) CON 14 (+2)
INT 15 (+2) WIS 17 (+3) CHA 4 (-3)
------------------------------------------------
Skills Perception +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses passive Perception 16
Languages Common
Challenge 8 (3900 XP)
------------------------------------------------

Crude Ages. While it is the first round of combat, opportunity attacks against the Cyclops have disadvantage.

Innate Spellcasting. The Cyclops'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

Actions
------------------------------------------------
Multiattack. The Cyclops makes two Green Flame Handaxe attacks.

Green Flame Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d8 + 1) slashing damage plus 7 (2d6) fire damage, and up to one creature within 5 feet of the target takes 7 (1d10 + 2) fire damage.


Crude Elemental Huntsman

Large elemental, neutral evil
------------------------------------------------
Armor Class 15
Hit Points 182 (28d10 + 28)
Speed 40 ft., climb 40 ft.
------------------------------------------------
STR 9 (-1) DEX 20 (+5) CON 13 (+1)
INT 14 (+2) WIS 15 (+2) CHA 16 (+3)
------------------------------------------------
Skills Stealth +8
Condition Immunities exhaustion, poisoned, petrified, paralyzed
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 12
Languages Common, Aquan, Giant
Challenge 8 (3900 XP)
------------------------------------------------

Sneak Attack (1/Turn). The Crude Elemental Huntsman deals an additional 39 (6d12) 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 Crude Elemental Huntsman that is not incapacitated and the Crude Elemental Huntsman doesn't have disadvantage on the attack roll.

Innate Spellcasting. The Crude Elemental Huntsman'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:

3/long rest each: feather fall, spirit guardians

Actions
------------------------------------------------
Multiattack. The Crude Elemental Huntsman makes three attacks, one with its Treetop Strike and two with its Arcane Slam.

Treetop Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage plus 3 (1d6) poison damage.

Arcane Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage plus 2 (1d4) force damage.







LEVEL 11 TRIBE

Linehai

Medium aberration, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 103 (23d8)
Speed 30 ft., climb 40 ft.
------------------------------------------------
STR 16 (+3) DEX 16 (+3) CON 10 (+0)
INT 9 (-1) WIS 8 (-1) CHA 14 (+2)
------------------------------------------------
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 9
Languages Deep Speech, telepathy 120 ft.
Challenge 4 (1100 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Linehai makes two attacks, one with its Ungula and one with its Tentacles.

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

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


Draconic Linehai

Medium aberration, chaotic evil
------------------------------------------------
Armor Class 9
Hit Points 123 (19d8 + 38)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 17 (+3) DEX 8 (-1) CON 15 (+2)
INT 11 (+0) WIS 12 (+1) CHA 16 (+3)
------------------------------------------------
Damage Resistances thunder
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 11
Languages Deep Speech, telepathy 120 ft.
Challenge 5 (1800 XP)
------------------------------------------------

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

Burning Flow. While the Draconic Linehai has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Draconic Linehai takes 5 (1d10) fire damage.

Wind Clergy. While a creature within 120 feet of it that it is aware of is suffering from madness or confusion, as a bonus action, the Draconic Linehai can teleport up to 30 feet.

Speak With Snakes. The Draconic Linehai can communicate simple concepts to snakes when it uses telepathy.

Heated Body. A creature that touches the Draconic Linehai'or hits it with a melee attack while within 5 feet of it takes 7 (3d4) fire damage.

Actions
------------------------------------------------
Multiattack. The Draconic Linehai makes three attacks, one with its Spiked Tentacle and two with its Psudopods.

Spiked Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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


Linehai Druid

Medium aberration, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 137 (25d8 + 25)
Speed 30 ft., climb 40 ft.
------------------------------------------------
STR 19 (+4) DEX 10 (+0) CON 12 (+1)
INT 13 (+1) WIS 14 (+2) CHA 18 (+4)
------------------------------------------------
Skills Athletics +7
Damage Vulnerabilities cold
Damage Resistances fire
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 12
Languages Deep Speech, telepathy 120 ft.
Challenge 5 (1800 XP)
------------------------------------------------

Cyclops Druid. While a creature within 120 feet of it that it is aware of is suffering from madness or confusion, as a bonus action, the Linehai Druid can move up to half its speed. This movement does not provoke attacks of opportunity.

Heated Body. A creature that touches the Linehai Druid'or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Speak With Snakes. The Linehai Druid can communicate simple concepts to snakes when it uses telepathy.

Actions
------------------------------------------------
Multiattack. The Linehai Druid makes three attacks, one with its Tentacles, one with its Ungula, and one with its Tongue.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d3 + 4) bludgeoning damage.

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

Tongue. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Moan. Each enemy within 120 feet that can hear the Linehai Druid must make a DC 13 Wisdom saving throw or become frightened until the end of the Linehai Druid's next turn. If a creature's saving throw is successful, the creature is immune to the Linehai Druid's moan for the next 24 hours.


Burning Linehai

Tiny aberration, chaotic evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 157 (63d4)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 19 (+4) DEX 18 (+4) CON 10 (+0)
INT 15 (+2) WIS 10 (+0) CHA 16 (+3)
------------------------------------------------
Skills Perception +3
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 13
Languages Deep Speech, telepathy 120 ft.
Challenge 8 (3900 XP)
------------------------------------------------

Automaton Orb. While no hostile creature is adjacent to it, as a bonus action, the Burning Linehai can force each each enemy within 30 feet of the it must make a DC 15 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.

Heated Body. A creature that touches the Burning Linehai'or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Innate Spellcasting (Psionic). The Burning Linehai'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: flaming sphere
1/long rest each: phantasmal force
2/long rest each: flame arrows
3/long rest each: spiritual weapon

Actions
------------------------------------------------
Multiattack. The Burning Linehai chooses to make either two attacks, one with its Psudopod and one with its Hook, or three Druidic Spit attacks.

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

Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) slashing damage.

Druidic Spit. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 11 (2d6 + 4) poison damage.

Fire Beam (Recharge 5-6). Each creature in a 30-foot long, 5-foot wide line must make a DC 14 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much on a successful one.


Big Linehai

Tiny aberration, chaotic evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 190 (76d4)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 15 (+2) DEX 18 (+4) CON 10 (+0)
INT 9 (-1) WIS 10 (+0) CHA 14 (+2)
------------------------------------------------
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 10
Languages Deep Speech, telepathy 120 ft.
Challenge 11 (7200 XP)
------------------------------------------------

Legendary Resistance (3/Long Rest). If the Big Linehai fails a saving throw, it can choose to succeed instead.

Imp Con. While it is adjacent to both an enemy and an ally, as a bonus action, the Big Linehai can make a melee weapon attack.

Speak With Snakes. The Big Linehai can communicate simple concepts to snakes when it speaks Deep Speech.

Actions
------------------------------------------------
Multiattack. The Big Linehai makes three attacks, two with its Hook and one with its Tongue.

Hook. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

Tongue. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (4d6 + 2) piercing damage.

Flame Burst (Recharge 6). Each creature within 20 feet of the Big Linehai must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much on a successful one.

Legendary Actions
------------------------------------------------
The Big Linehai 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 Big Linehai regains spent legendary actions at the start of its turn.

Attack (Costs 2 Actions). The Big Linehai makes one Tongue attack.
Detect. The Big Linehai makes a Wisdom (Perception) check.
Resurgence (Costs 2 Actions). The Big Linehai regains 31 (9d6) hit points.
Move. The Big Linehai moves up to half its speed.

Lair Actions
------------------------------------------------
When fighting inside its lair, the Big Linehai can take lair actions. On initiative count 20 (losing initiative ties), the Big Linehai 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

Wonamisoul

Small fey, chaotic neutral
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 103 (23d6 + 23)
Speed 0 ft., fly 50 ft., climb 25 ft., burrow 15 ft.
------------------------------------------------
STR 15 (+2) DEX 9 (-1) CON 13 (+1)
INT 17 (+3) WIS 16 (+3) CHA 17 (+3)
------------------------------------------------
Saving Throws Dex +2
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses passive Perception 13
Languages Common, Sylvan
Challenge 5 (1800 XP)
------------------------------------------------

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

Actions
------------------------------------------------
Multiattack. The Wonamisoul chooses to make either two attacks, one with its Claws and one with its Bite, or two attacks, one with its Frost Sling and one with its Blowgun.

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

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) piercing damage.

Frost Sling. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage plus 1 (1d2) cold damage.

Blowgun. Ranged Weapon Attack: +2 to hit, range 25/100 ft., one target. Hit: 9 (3d6 - 1) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 17 (5d6) poison damage on a failed save.


Joybug

Large elemental, unaligned
------------------------------------------------
Armor Class 11 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 35 ft., climb 30 ft., swim 40 ft.
------------------------------------------------
STR 16 (+3) DEX 8 (-1) CON 19 (+4)
INT 5 (-3) WIS 8 (-1) CHA 15 (+2)
------------------------------------------------
Skills Athletics +7, Stealth +2
Condition Immunities exhaustion, poisoned, petrified, paralyzed, unconscious
Damage Immunities poison
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 9
Languages Aquan
Challenge 5 (1800 XP)
------------------------------------------------

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

Amphibious. The Joybug can breathe both air and water.

Innate Spellcasting (Psionic). The Joybug'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: conjure minor elementals, protection from evil and good
3/long rest each: plane shift (self plus gear only)

Actions
------------------------------------------------
Multiattack. The Joybug chooses to make either three Slam attacks, or two Project Radiance attacks.

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

Project Radiance. Ranged Weapon Attack: +2 to hit, range 60/240 ft., one target. Hit: 13 (4d6 - 1) radiant damage.


Drake

Large aberration, chaotic evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 94 (9d10 + 45)
Speed 30 ft., fly 50 ft. (hover)
------------------------------------------------
STR 10 (+0) DEX 14 (+2) CON 21 (+5)
INT 11 (+0) WIS 10 (+0) CHA 20 (+5)
------------------------------------------------
Skills Stealth +5
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, Undercommon
Challenge 5 (1800 XP)
------------------------------------------------

Arcane Dog. While it has reduced a living creature to 0 hit points within the past minute, the Drake has advantage on saving throws against being frightened.

Innate Spellcasting (Psionic). The Drake'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: chaos bolt, dragon's breath, feather fall
2/long rest each: protection from energy

Actions
------------------------------------------------
Multiattack. The Drake makes three Corrupting Touch attacks.

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

Air Gust (Recharge 5-6). Each creature in a 30-foot cone must make a DC 13 Strength saving throw, taking 18 (4d8) 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.


Malicious Drake

Small aberration, chaotic evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 153 (18d6 + 90)
Speed 30 ft.
------------------------------------------------
STR 6 (-2) DEX 18 (+4) CON 21 (+5)
INT 13 (+1) WIS 8 (-1) CHA 18 (+4)
------------------------------------------------
Skills Stealth +7
Senses darkvision 60 ft., passive Perception 9
Languages Deep Speech, Undercommon
Challenge 8 (3900 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Malicious Drake'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: chaos bolt, dragon's breath, feather fall, toll the dead
1/long rest each: darkness, greater invisibility
2/long rest each: protection from energy

Actions
------------------------------------------------
Multiattack. The Malicious Drake makes two attacks, one with its Tentacles and one with its Spiked Tentacle.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage.

Spiked Tentacle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

Arcane Beam (Recharge 5-6). 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.







LEVEL 11 VARIANTS

Underooze Stoneworker

Small fey, chaotic evil
------------------------------------------------
Armor Class 18 (scale mail, shield)
Hit Points 204 (24d6 + 120)
Speed 25 ft., burrow 25 ft., fly 35 ft., climb 25 ft.
------------------------------------------------
STR 17 (+3) DEX 21 (+5) CON 20 (+5)
INT 19 (+4) WIS 14 (+2) CHA 12 (+1)
------------------------------------------------
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses tremorsense 120 ft., passive Perception 12
Languages Common, Sylvan, Terran
Challenge 11 (7200 XP)
------------------------------------------------

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

Whirlwind Worker. While it hidden from all hostile creatures, the Underooze Stoneworker's movement speed is doubled.

Innate Spellcasting. The Underooze Stoneworker'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: haste, mold earth
1/long rest each: aura of life, aura of vitality, disguise self, magic circle

Actions
------------------------------------------------
Multiattack. The Underooze Stoneworker chooses to make either three Electric Touch attacks, or three Lightning Spit attacks.

Electric Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) lightning damage.

Lightning Spit. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 24 (3d12 + 5) lightning damage.

Summon Primordial. The Underooze Stoneworker summons 2 (1d4) Primordials 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.


Underooze

Small fey, chaotic evil
------------------------------------------------
Armor Class 16
Hit Points 202 (45d6 + 45)
Speed 25 ft., burrow 35 ft., fly 60 ft., climb 35 ft.
------------------------------------------------
STR 15 (+2) DEX 22 (+6) CON 12 (+1)
INT 19 (+4) WIS 10 (+0) CHA 12 (+1)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses tremorsense 120 ft., passive Perception 10
Languages Common, Sylvan, Terran
Challenge 11 (7200 XP)
------------------------------------------------

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

Innate Spellcasting. The Underooze'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: disguise self, magic circle
3/long rest each: feather fall

Actions
------------------------------------------------
Multiattack. The Underooze chooses to make either three Flail attacks, or three attacks, one with its Corrosive Longbow, one with its Shortbow, and one with its Corrosive Heavy Crossbow.

Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.

Corrosive Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 7 piercing damage plus 1 acid damage.

Shortbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 7 piercing damage.

Corrosive Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 23 (5d6 + 6) piercing damage plus 14 (4d6) acid damage.

Screech. The Underooze 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.

Reactions
------------------------------------------------
Viscious Lampoon (Recharge 5-6). One creature within 60 feet of the Underooze that misses with an attack must make a DC 16 Charisma saving throw. On a failed save, that creature suffers disadvantage on attack rolls for one minute, or until it hits with an attack.


Underooze of the Pious Beggar

Small fey, chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 237 (25d6 + 150)
Speed 25 ft., burrow 25 ft., fly 25 ft., climb 25 ft.
------------------------------------------------
STR 20 (+5) DEX 16 (+3) CON 22 (+6)
INT 19 (+4) WIS 16 (+3) CHA 14 (+2)
------------------------------------------------
Skills Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses tremorsense 120 ft., darkvision 60 ft., passive Perception 17
Languages Common, Sylvan, Terran
Challenge 11 (7200 XP)
------------------------------------------------

Innate Spellcasting. The Underooze of the Pious Beggar'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: animal friendship
1/long rest each: disguise self, magic circle

Actions
------------------------------------------------
Multiattack. The Underooze of the Pious Beggar chooses to make either three attacks, two with its Stomp and one with its Ram, or three Godly Spit attacks.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage.

Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage.

Godly Spit. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 16 (3d8 + 3) radiant damage.

Magma Step (Recharge 5-6). The Underooze of the Pious Beggar chooses two adjacent spaces. Those spaces are covered in magma until the start of the Underooze of the Pious Beggar'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 27 (5d10) fire damage.

Channel Life (1/Long Rest). One creature within 30 feet of the Underooze of the Pious Beggar that it can see must make a DC 16 Constitution saving throw. On a failed save, the target takes 55 (10d10) necrotic damage, or half as much on a successful one. An ally of the Underooze of the Pious Beggar that it can see within 30 feet is healed the same amount.


Distant Underooze

Small fey, chaotic evil
------------------------------------------------
Armor Class 15 (chain shirt)
Hit Points 187 (34d6 + 68)
Speed 25 ft., burrow 25 ft.
------------------------------------------------
STR 11 (+0) DEX 16 (+3) CON 14 (+2)
INT 19 (+4) WIS 14 (+2) CHA 12 (+1)
------------------------------------------------
Saving Throws Wis +6
Skills Perception +6
Senses tremorsense 120 ft., passive Perception 16
Languages Common, Sylvan, Terran
Challenge 11 (7200 XP)
------------------------------------------------

Cat Aeons. While the temperature is below freezing, the Distant Underooze's movement speed is increased by 10 feet.

Innate Spellcasting. The Distant Underooze'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: disguise self, magic circle

Actions
------------------------------------------------
Multiattack. The Distant Underooze chooses to make either three attacks, one with its Dagger and two with its Claws, or three attacks, one with its Hand Crossbow and two with its Quill.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (5d8 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (3d6 + 3) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Quill. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 34 (9d6 + 3) piercing damage.

Metal Crash (Recharge 5-6). The Distant Underooze 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 15 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.


Wet Underooze

Small fey, chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 236 (43d6 + 86)
Speed 25 ft., burrow 25 ft., swim 15 ft., fly 50 ft., climb 25 ft.
------------------------------------------------
STR 22 (+6) DEX 16 (+3) CON 14 (+2)
INT 13 (+1) WIS 18 (+4) CHA 12 (+1)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses tremorsense 120 ft., darkvision 60 ft., passive Perception 14
Languages Common, Sylvan, Terran
Challenge 11 (7200 XP)
------------------------------------------------

Reckless. At the start of its turn, the Wet Underooze 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.

Critical Bite. The Wet Underooze scores a critical hit with its Bite on a roll of 19 or 20.

Amphibious. The Wet Underooze can breathe both air and water.

Innate Spellcasting. The Wet Underooze'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: protection from evil and good
1/long rest each: disguise self, magic circle

Actions
------------------------------------------------
Multiattack. The Wet Underooze chooses to make either two attacks, one with its Bite and one with its Mace, or two Project Fire attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) piercing damage.

Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 48 (12d6 + 6) bludgeoning damage.

Project Fire. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 30 (5d10 + 3) fire damage.

Reactions
------------------------------------------------
Tripping Tongue. One creature within 60 feet of the Wet Underooze 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 11 NPCS

Proficient Goopest

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 25 ft.
------------------------------------------------
STR 17 (+3) DEX 8 (-1) CON 16 (+3)
INT 11 (+0) WIS 16 (+3) CHA 5 (-3)
------------------------------------------------
Skills Acrobatics +2, Arcana +3, Investigation +3
Damage Resistances lightning
Senses passive Perception 13
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Resilient Deep. While it is adjacent to at least two allies that are not incapacitated, the Proficient Goopest's movement speed is increased by 10 feet.

Actions
------------------------------------------------
Multiattack. The Proficient Goopest makes two Longsword attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Summon Fey. The Proficient Goopest summons a creature 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.


Experienced Mornmouth

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 14
Hit Points 273 (42d8 + 84)
Speed 20 ft., fly 50 ft. (hover)
------------------------------------------------
STR 19 (+4) DEX 18 (+4) CON 14 (+2)
INT 15 (+2) WIS 13 (+1) CHA 9 (-1)
------------------------------------------------
Skills Stealth +8
Senses passive Perception 11
Languages Common
Challenge 11 (7200 XP)
------------------------------------------------

Assistant. The Experienced Mornmouth can use the Help action as a bonus action.

Actions
------------------------------------------------
Multiattack. The Experienced Mornmouth makes three Morningstar attacks.

Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

Professional Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 16 Dexterity saving throw, taking 55 (10d10) piercing damage on a failed save, or half as much on a successful one.

Summon Chaoling Modulator. The Experienced Mornmouth summons 2 (1d3) Chaoling Modulators 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.


Clever Cityling

Large humanoid (any), any alignment
------------------------------------------------
Armor Class 17 (natural armor)
Hit Points 304 (29d10 + 145)
Speed 10 ft., fly 30 ft.
------------------------------------------------
STR 11 (+0) DEX 20 (+5) CON 20 (+5)
INT 19 (+4) WIS 8 (-1) CHA 20 (+5)
------------------------------------------------
Saving Throws Str +5
Skills Investigation +9, Medicine +4, Nature +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 9
Languages Common, Elvish
Challenge 14 (11500 XP)
------------------------------------------------

Corrosive Flow. While the Clever Cityling has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Clever Cityling takes 17 (5d6) acid damage.

Beetle Mushroom. While it is adjacent to an ally that is not incapacitated, the Clever Cityling deals an additional 2 acid damage when it hits with an attack.

Actions
------------------------------------------------
Multiattack. The Clever Cityling makes three Dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Summon Experienced Mornmouth. The Clever Cityling summons 2 (1d4) Experienced Mornmouths 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.

Resilient Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 18 Dexterity saving throw, taking 52 (15d6) force damage on a failed save, or half as much on a successful one.


Handy Cityfairy

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 20 ft.
------------------------------------------------
STR 14 (+2) DEX 8 (-1) CON 16 (+3)
INT 16 (+3) WIS 18 (+4) CHA 14 (+2)
------------------------------------------------
Saving Throws Con +6
Skills Athletics +5, Stealth +2
Senses passive Perception 14
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Handy Cityfairy 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: 9 (2d6 + 2) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) piercing damage.







LEVEL 12 SMATTERING

Othing

Small elemental, lawful evil
------------------------------------------------
Armor Class 12
Hit Points 236 (43d6 + 86)
Speed 35 ft., climb 35 ft.
------------------------------------------------
STR 24 (+7) DEX 14 (+2) CON 14 (+2)
INT 9 (-1) WIS 20 (+5) CHA 11 (+0)
------------------------------------------------
Condition Immunities exhaustion, poisoned, petrified, unconscious, paralyzed
Damage Immunities poison, thunder
Senses darkvision 60 ft., passive Perception 15
Languages Common, Ignan
Challenge 12 (8400 XP)
------------------------------------------------

Jungle Throes. When the Othing dies, each creature within a 30-foot radius burst must make a DC 17 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much on a successful one.

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

Arcane Game. While it is on an elemental plane of existence, as a bonus action, until the end of its next turn, the Othing deals an additional 3 bludgeoning damage when it hits with an attack.

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

Innate Spellcasting. The Othing'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: plane shift (self plus gear only)
1/long rest each: tongues
2/long rest each: chaos bolt

Spellcasting. The Othing 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): hex, protection from evil and good
2nd (3 slots): gentle repose, ray of enfeeblement
3rd (3 slots): bestow curse, vampiric touch
4th (3 slots): blight, shadow of moil
5th (2 slots): dispel evil and good, negative energy flood

Actions
------------------------------------------------
Multiattack. The Othing makes two Booming Strike attacks.

Booming Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 16 (3d10) thunder damage, and if the target willingly moves before the end of the Othing's next turn, the target takes 16 (2d10 + 5) thunder damage.


Yrkazz

Medium fiend, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 240 (37d8 + 74)
Speed 5 ft., fly 80 ft. (hover)
------------------------------------------------
STR 16 (+3) DEX 20 (+5) CON 14 (+2)
INT 5 (-3) WIS 19 (+4) CHA 10 (+0)
------------------------------------------------
Skills Perception +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 19
Languages understands Common and Infernal but can't speak them, telepathy 120 ft.
Challenge 15 (13000 XP)
------------------------------------------------

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

Pain Aura. Once during its turn, or as a reaction, when an enemy within 30 feet of the Yrkazz that the Yrkazz is aware of takes damage, the Yrkazz can cause the damaged creature to take an additional 18 (4d8) damage of the same type. Multiple Pain Auras cannot apply to the same source of damage.

Assistant. The Yrkazz can use the Help action as a bonus action.

Dominant Spray. Whenever the Yrkazz takes damage, each adjacent creature takes 18 (4d8) force damage.

Innate Spellcasting (Psionic). The Yrkazz'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: aid, minor illusion, plant growth
3/long rest each: dispel magic, mordenkainen's faithful hound, slow, teleport (self plus gear only)

Actions
------------------------------------------------
Multiattack. The Yrkazz makes two attacks, one with its Hook and one with its Bite.

Hook. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 31 (4d12 + 5) slashing damage.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 21 (6d6) poison damage on a failed save.

Tempered Infestation (Recharge 6). One creature within 30 feet of the Yrkazz must make a DC 17 Constitution saving throw. On a failed save, the target takes 36 (8d8) force damage at the start of each of its turns for one minute. The target repeats the save at the end of each of its turns. On a successful save, the effect ends.

Reactions
------------------------------------------------
Zealotry. The Yrkazz gains advantage on a saving throw it makes.


Broodbehemoth

Huge giant, chaotic neutral
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 119 (14d12 + 28)
Speed 45 ft., climb 45 ft.
------------------------------------------------
STR 15 (+2) DEX 10 (+0) CON 14 (+2)
INT 10 (+0) WIS 11 (+0) CHA 17 (+3)
------------------------------------------------
Senses darkvision 60 ft., passive Perception 10
Languages Giant
Challenge 5 (1800 XP)
------------------------------------------------

Lost Devotion. The Broodbehemoth has advantage on saves against being charmed or frightened.

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

Innate Spellcasting. The Broodbehemoth'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: spare the dying

Actions
------------------------------------------------
Multiattack. The Broodbehemoth makes three Natural Slam attacks.

Natural Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) poison damage.


Sparkleling

Small fey, neutral evil
------------------------------------------------
Armor Class 14
Hit Points 225 (30d6 + 120)
Speed 0 ft., fly 50 ft. (hover)
------------------------------------------------
STR 22 (+6) DEX 19 (+4) CON 18 (+4)
INT 24 (+7) WIS 21 (+5) CHA 17 (+3)
------------------------------------------------
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Damage Immunities lightning
Senses passive Perception 15
Languages understands Common and Sylvan but can't speak them
Challenge 12 (8400 XP)
------------------------------------------------

Innate Spellcasting. The Sparkleling'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: friends, sleep
1/long rest each: calm emotions, disguise self
3/long rest each: call lightning

Actions
------------------------------------------------
Multiattack. The Sparkleling chooses to make either two Will Sapping Bite attacks, or three Quill attacks.

Will Sapping Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) piercing damage, and the target has disadvantage on all Intelligence, Wisdom, and Charisma checks and saving throws until the end of the Sparkleling's next turn.

Quill. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

Reactions
------------------------------------------------
Viscious Lampoon (Recharge 5-6). One creature within 60 feet of the Sparkleling that misses with an attack must make a DC 17 Charisma saving throw. On a failed save, that creature suffers disadvantage on attack rolls for one minute, or until it hits with an attack.

Tripping Tongue. One creature within 60 feet of the Sparkleling 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.


Lohohordur

Small aberration, neutral evil
------------------------------------------------
Armor Class 16
Hit Points 192 (35d6 + 70)
Speed 35 ft., climb 35 ft.
------------------------------------------------
STR 16 (+3) DEX 23 (+6) CON 14 (+2)
INT 13 (+1) WIS 21 (+5) CHA 6 (-2)
------------------------------------------------
Skills Stealth +10
Condition Immunities grappled, restrained
Damage Immunities thunder
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 15
Languages Deep Speech, telepathy 120 ft.
Challenge 12 (8400 XP)
------------------------------------------------

Assistant. The Lohohordur can use the Help action as a bonus action.

False Appearance. While the Lohohordur remains motionless, it is indistinguishable from a normal tree.

Air Form. The Lohohordur 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 Lohohordur'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: earth tremor

Actions
------------------------------------------------
Multiattack. The Lohohordur makes three attacks, one with its Ungulae, one with its Psudopod, and one with its Tentacle.

Ungulae. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Psudopod. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.

Tentacle. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) poison damage.

Ancient Infestation (Recharge 6). Each creature in a 10-foot radius burst centered within 30 feet of the Lohohordur must make a DC 17 Constitution saving throw. On a failed save, a target takes 14 (4d6) thunder damage at the start of each of its turns for one minute. A target repeats the save at the end of each of its turns. On a successful save, the effect ends for that creature.

Thunder Burst (Recharge 5-6). Each creature within 20 feet of the Lohohordur must make a DC 17 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much on a successful one.


Tangled Nightthing Spell Thief

Tiny undead, neutral evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 100 (40d4)
Speed 30 ft., climb 20 ft.
------------------------------------------------
STR 10 (+0) DEX 18 (+4) CON 11 (+0)
INT 18 (+4) WIS 20 (+5) CHA 14 (+2)
------------------------------------------------
Skills Perception +8
Damage Immunities poison, thunder
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 18
Languages the languages it knew in life (Common by default)
Challenge 6 (2300 XP)
------------------------------------------------

Return. The Tangled Nightthing Spell Thief reforms each night at dusk if slain.

Distant Wolf. While it is the first round of combat, the Tangled Nightthing Spell Thief's movement speed is increased by 10 feet.

Keen Hearing. The Tangled Nightthing Spell Thief has advantage on all Wisdom (Perception) checks that rely on hearing.

Thunder Absorption. Whenever the Tangled Nightthing Spell Thief is subjected to thunder damage, it takes no damage and regains a number of hit points equal to the thunder damage.

Spell Eater. When the Tangled Nightthing Spell Thief 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.

Actions
------------------------------------------------
Multiattack. The Tangled Nightthing Spell Thief chooses to make either three Slam attacks, or two Sonic Blast attacks, or three Spine attacks.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) bludgeoning damage.

Sonic Blast. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 15 (2d10 + 4) thunder damage.

Spine. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 9 (2d4 + 4) piercing damage.







LEVEL 12 TRIBE

Hulk

Huge giant, neutral evil
------------------------------------------------
Armor Class 14 (studded leather)
Hit Points 65 (10d12)
Speed 40 ft., swim 40 ft., climb 25 ft.
------------------------------------------------
STR 15 (+2) DEX 14 (+2) CON 10 (+0)
INT 8 (-1) WIS 4 (-3) CHA 10 (+0)
------------------------------------------------
Skills Perception +0
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Challenge 3 (700 XP)
------------------------------------------------

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

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

Actions
------------------------------------------------
Multiattack. The Hulk chooses to make either two Longsword attacks, or two attacks, one with its Light Crossbow and one with its Shortbow.

Longsword. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) slashing damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d3 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Savvy Hulk

Huge giant, neutral evil
------------------------------------------------
Armor Class 14 (studded leather)
Hit Points 114 (12d12 + 36)
Speed 40 ft., swim 50 ft., climb 35 ft.
------------------------------------------------
STR 10 (+0) DEX 19 (+4) CON 16 (+3)
INT 10 (+0) WIS 6 (-2) CHA 16 (+3)
------------------------------------------------
Skills Acrobatics +7, Arcana +3, Athletics +3, Investigation +3, Nature +3, Perception +1
Damage Immunities fire
Damage Resistances cold
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
Languages Common, Giant
Challenge 6 (2300 XP)
------------------------------------------------

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

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

Charge. If the Savvy Hulk moves at least 40 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.

Actions
------------------------------------------------
Multiattack. The Savvy Hulk chooses to make either two Rapier attacks, or two attacks, one with its Heavy Crossbow and one with its Frost Light Crossbow.

Rapier. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 6 (1d3 + 4) piercing damage.

Frost Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 5 (1d10) cold damage.


Tangled Hulk

Huge giant, neutral evil
------------------------------------------------
Armor Class 15 (studded leather)
Hit Points 165 (22d12 + 22)
Speed 40 ft., swim 40 ft., climb 25 ft.
------------------------------------------------
STR 10 (+0) DEX 17 (+3) CON 12 (+1)
INT 8 (-1) WIS 10 (+0) CHA 16 (+3)
------------------------------------------------
Skills Perception +3
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 13
Languages Common, Giant
Challenge 9 (5000 XP)
------------------------------------------------

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

Watery Camouflage. The Tangled Hulk has advantage on Dexterity (Stealth) checks made while underwater.

Fragile Lifeforce. If the Tangled Hulk takes at least 15 necrotic damage from a single source, it also suffers disadvantage on Strength, Dexterity, and Constitution saving throws until the end of its next turn.

Insect Hate. While it is the first round of combat, as a bonus action, the Tangled Hulk can force each each enemy within 5 feet of the it must make a DC 15 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.

Spellcasting. The Tangled Hulk is a 12th 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, control flames, create bonfire, ray of frost
1st (4 slots): hunter's mark, thunderwave
2nd (3 slots): phantasmal force, suggestion
3rd (3 slots): call lightning, spirit guardians
4th (3 slots): evard's black tentacles, ice storm
5th (2 slots): dominate person, maelstrom
6th (1 slot): chain lightning

Actions
------------------------------------------------
Multiattack. The Tangled Hulk chooses to make either two attacks, one with its Rapier and one with its Dagger, or two attacks, one with its Corrosive Heavy Crossbow and one with its Heavy Crossbow.

Rapier. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 27 (7d6 + 3) piercing damage.

Corrosive Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 5 (1d10) acid damage.

Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 25 (4d10 + 3) piercing damage.


Inspired Hulk

Huge giant, neutral evil
------------------------------------------------
Armor Class 14 (studded leather)
Hit Points 260 (40d12)
Speed 40 ft., swim 40 ft., climb 25 ft.
------------------------------------------------
STR 4 (-3) DEX 21 (+5) CON 10 (+0)
INT 8 (-1) WIS 4 (-3) CHA 10 (+0)
------------------------------------------------
Skills Perception +0
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Challenge 12 (8400 XP)
------------------------------------------------

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

Watery Camouflage. The Inspired Hulk has advantage on Dexterity (Stealth) checks made while underwater.

Legendary Resistance (3/Long Rest). If the Inspired Hulk fails a saving throw, it can choose to succeed instead.

Fetid Cloud. The Inspired Hulk exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Inspired Hulk 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 Inspired Hulk's enemies until it moves away. Multiple Fetid Clouds do not stack.

Actions
------------------------------------------------
Multiattack. The Inspired Hulk chooses to make either three attacks, two with its Claws and one with its Shortsword, or three Blowgun attacks.

Scimitar. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Shortsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage.

Blowgun. Ranged Weapon Attack: +9 to hit, range 25/100 ft., one target. Hit: 6 piercing damage, and the target must make a DC 17 Constitution saving throw, taking 9 (2d8) poison damage on a failed save.

Legendary Actions
------------------------------------------------
The Inspired Hulk 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 Inspired Hulk regains spent legendary actions at the start of its turn.

Attack. The Inspired Hulk makes one Scimitar attack.
Resurgence (Costs 2 Actions). The Inspired Hulk regains 39 (6d12) hit points.

Lair Actions
------------------------------------------------
When fighting inside its lair, the Inspired Hulk can take lair actions. On initiative count 20 (losing initiative ties), the Inspired Hulk 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 12 MINIONS AND MASTERS

Queenly Duskje

Large elemental, chaotic neutral
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 88 (16d10)
Speed 35 ft., fly 70 ft. (hover)
------------------------------------------------
STR 8 (-1) DEX 18 (+4) CON 10 (+0)
INT 7 (-2) WIS 13 (+1) CHA 7 (-2)
------------------------------------------------
Skills Athletics +1
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison, cold
Senses darkvision 60 ft., passive Perception 11
Languages Auran
Challenge 4 (1100 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Queenly Duskje makes two attacks, one with its Thunder Touch and one with its Slam.

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

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


Militant Duskje

Large elemental, chaotic neutral
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 35 ft., fly 70 ft. (hover)
------------------------------------------------
STR 18 (+4) DEX 10 (+0) CON 16 (+3)
INT 7 (-2) WIS 13 (+1) CHA 9 (-1)
------------------------------------------------
Saving Throws Str +7
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison, cold
Senses darkvision 60 ft., passive Perception 11
Languages Auran
Challenge 5 (1800 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Militant Duskje makes two White Strike attacks.

White Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d3 + 4) bludgeoning damage plus 9 (2d8) cold damage.


Soaring Duskje

Large elemental, chaotic neutral
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 35 ft., fly 70 ft. (hover)
------------------------------------------------
STR 8 (-1) DEX 14 (+2) CON 17 (+3)
INT 7 (-2) WIS 13 (+1) CHA 11 (+0)
------------------------------------------------
Skills Stealth +5
Condition Immunities exhaustion, poisoned, petrified
Damage Immunities poison, cold
Senses darkvision 60 ft., passive Perception 11
Languages Auran
Challenge 5 (1800 XP)
------------------------------------------------

Sneak Attack (1/Turn). The Soaring Duskje deals an additional 18 (4d8) 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 Soaring Duskje that is not incapacitated and the Soaring Duskje doesn't have disadvantage on the attack roll.

Actions
------------------------------------------------
Multiattack. The Soaring Duskje makes two Tundra Strike attacks.

Tundra Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d2 + 2) bludgeoning damage plus 4 (1d8) cold damage.


Farhide

Small aberration, neutral evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 361 (38d6 + 228)
Speed 25 ft.
------------------------------------------------
STR 24 (+7) DEX 12 (+1) CON 23 (+6)
INT 13 (+1) WIS 7 (-2) CHA 13 (+1)
------------------------------------------------
Damage Vulnerabilities cold
Damage Resistances fire
Senses darkvision 60 ft., tremorsense 60 ft., blindsight 60 ft., passive Perception 8
Languages Deep Speech, Ignan, telepathy 120 ft.
Challenge 12 (8400 XP)
------------------------------------------------

Heated Body. A creature that touches the Farhide'or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage.

Arid Camouflage. The Farhide has advantage on Dexterity (Stealth) checks made while in desert terrain.

Innate Spellcasting (Psionic). The Farhide'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:

At will: feather fall, guardian of faith, guidance, invisibility (self only), zephyr strike
1/long rest each: tongues
3/long rest each: scorching ray

Actions
------------------------------------------------
Multiattack. The Farhide makes three attacks, two with its Tongue and one with its Spiked Tentacle.

Tongue. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 8 poison damage.

Spiked Tentacle. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 7) piercing damage.

Magma Battle Cry (1/Long Rest). The Farhide lets out a battle cry. Its allies within 60 feet add 15 radiant damage to weapon damage rolls until the end of the Farhide's next turn.

Summon High Fiendish Giant. The Farhide summons 19 (3d12) High Fiendish Giants 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.


Magma Farhide

Small aberration, neutral evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 342 (36d6 + 216)
Speed 25 ft.
------------------------------------------------
STR 16 (+3) DEX 24 (+7) CON 23 (+6)
INT 19 (+4) WIS 13 (+1) CHA 11 (+0)
------------------------------------------------
Skills Perception +5
Damage Vulnerabilities cold
Damage Resistances fire
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 15
Languages Deep Speech, Ignan, telepathy 120 ft.
Challenge 12 (8400 XP)
------------------------------------------------

Heated Body. A creature that touches the Magma Farhide'or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage.

Confusion Aura. An enemy that starts its turn within 10 feet of the Magma Farhide must make a DC 16 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.

Alien Voice. While no hostile creature is adjacent to it, as a bonus action, the Magma Farhide can make a ranged weapon attack.

Innate Spellcasting. The Magma Farhide'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:

At will: bigby's hand, thunderclap
1/long rest each: blur, lightning bolt, summon lesser demons
3/long rest each: ice knife, scorching ray, tongues

Actions
------------------------------------------------
Multiattack. The Magma Farhide chooses to make either three attacks, one with its Spiked Tentacles, one with its Tongue, and one with its Tentacles, or two Far Spit attacks.

Spiked Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Tongue. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) poison damage.

Far Spit. Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 33 (4d12 + 7) psychic damage.

Ranged Infestation (Recharge 6). One creature within 30 feet of the Magma Farhide must make a DC 16 Constitution saving throw. On a failed save, the target takes 31 (9d6) piercing damage at the start of each of its turns for one minute. The target repeats the save at the end of each of its turns. On a successful save, the effect ends.







LEVEL 12 VARIANTS

Folk

Large monstrosity, lawful evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 262 (35d10 + 70)
Speed 30 ft.
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STR 23 (+6) DEX 23 (+6) CON 15 (+2)
INT 15 (+2) WIS 16 (+3) CHA 14 (+2)
------------------------------------------------
Skills Perception +6
Damage Immunities fire
Damage Resistances cold, thunder
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 16
Languages Common, Dwarvish
Challenge 12 (8400 XP)
------------------------------------------------

Heated Body. A creature that touches the Folk'or hits it with a melee attack while within 5 feet of it takes 18 (4d8) fire damage.

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

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

Snow Covered Panther. While it is adjacent to at least two allies that are not incapacitated, the Folk's movement speed is increased by 10 feet.

Thunderous Flow. While the Folk has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Folk takes 14 (4d6) thunder damage.

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

Spell Eater. When the Folk 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.

Actions
------------------------------------------------
Multiattack. The Folk makes two Claw attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) slashing damage.


Magma Folk

Large monstrosity, chaotic evil
------------------------------------------------
Armor Class 14
Hit Points 195 (26d10 + 52)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 19 (+4) CON 15 (+2)
INT 17 (+3) WIS 14 (+2) CHA 16 (+3)
------------------------------------------------
Saving Throws Int +7
Skills Perception +5
Damage Immunities fire
Damage Resistances cold
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 15
Languages Common, Dwarvish, Ignan
Challenge 9 (5000 XP)
------------------------------------------------

Heated Body. A creature that touches the Magma Folk'or hits it with a melee attack while within 5 feet of it takes 13 (3d8) fire damage.

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

Actions
------------------------------------------------
Multiattack. The Magma Folk makes three attacks, one with its Fire Slam and two with its Antlers.

Fire Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage plus 2 (1d4) fire damage.

Antlers. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage.

Infirmity of Mind (Recharge 5-6). One creature within 60 feet that the Magma Folk can see must make a DC 15 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.

Channel Life (1/Long Rest). One creature within 30 feet of the Magma Folk 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 Magma Folk that it can see within 30 feet is healed the same amount.


Sapient Folk

Large monstrosity, chaotic evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 159 (29d10)
Speed 30 ft.
------------------------------------------------
STR 13 (+1) DEX 17 (+3) CON 11 (+0)
INT 15 (+2) WIS 10 (+0) CHA 10 (+0)
------------------------------------------------
Skills Perception +3, Stealth +6
Damage Immunities fire
Damage Resistances cold
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 13
Languages Common, Dwarvish, Ignan
Challenge 7 (2900 XP)
------------------------------------------------

Heated Body. A creature that touches the Sapient Folk'or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

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

Flame Turtle. While it is adjacent to at least two allies that are not incapacitated, attack rolls against the Sapient Folk have disadvantage.

False Appearance. While the Sapient Folk remains motionless, it is indistinguishable from an ordinary weapon.

Actions
------------------------------------------------
Multiattack. The Sapient Folk chooses to make either three attacks, two with its Unarmed Strike and one with its Strike of the Sapient Monkey, or two attacks, one with its Claws and one with its Bite.

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

Strike of the Sapient Monkey. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 5 (1d10) psychic damage.

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save.

Feeding Frenzy (Recharge 5-6). The Sapient Folk 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.







LEVEL 12 NPCS

Slippery Hungry Beast

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 97 (15d4 + 60)
Speed 30 ft.
------------------------------------------------
STR 7 (-2) DEX 14 (+2) CON 19 (+4)
INT 20 (+5) WIS 14 (+2) CHA 14 (+2)
------------------------------------------------
Senses passive Perception 12
Languages Common
Challenge 5 (1800 XP)
------------------------------------------------

Worker Psion. While it is the first round of combat, as a bonus action, the Slippery Hungry Beast can take the Help action.

Spellcasting. The Slippery Hungry Beast is a 8th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): frostbite, gust, resistance
1st (4 slots): animal friendship, detect poison and disease, goodberry
2nd (3 slots): beast sense, darkness, darkvision
3rd (3 slots): protection from energy, water walk
4th (2 slots): charm monster, freedom of movement

Actions
------------------------------------------------
Multiattack. The Slippery Hungry Beast 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: 5 (1d6 + 2) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 18 (3d10 + 2) piercing damage.


Magnificent Wilychild

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 16
Hit Points 246 (29d8 + 116)
Speed 10 ft.
------------------------------------------------
STR 13 (+1) DEX 23 (+6) CON 18 (+4)
INT 23 (+6) WIS 12 (+1) CHA 21 (+5)
------------------------------------------------
Skills Athletics +5, Deception +9, Medicine +5, Sleight of Hand +10
Damage Resistances thunder, fire
Senses tremorsense 120 ft., passive Perception 11
Languages Common, Sylvan
Challenge 12 (8400 XP)
------------------------------------------------

Ice Walk. The Magnificent Wilychild 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 Magnificent Wilychild is slicked with ice, and is considered difficult terrain until the Magnificent Wilychild moves away.

Frozen Leakage. While the Magnificent Wilychild has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Magnificent Wilychild takes 14 (4d6) cold damage.

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

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

Treant Trident. While it is the first round of combat, opportunity attacks against the Magnificent Wilychild have disadvantage.

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

Slow Fall. Reduce all falling damage the Magnificent Wilychild takes by 60.

Innate Spellcasting. The Magnificent Wilychild'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: speak with plants

Actions
------------------------------------------------
Multiattack. The Magnificent Wilychild makes three attacks, two with its Shortsword and one with its Constrict.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) piercing damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage, and a Large or smaller target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Magnificent Wilychild can't constrict another target.

Screech. The Magnificent Wilychild can screech at a creature within 30 feet. That creature must make a DC 20 Constitution saving throw, taking 40 (9d8) thunder damage on a failed save.


High Lakepod

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 17
Hit Points 279 (62d8)
Speed 25 ft., burrow 30 ft.
------------------------------------------------
STR 24 (+7) DEX 24 (+7) CON 11 (+0)
INT 15 (+2) WIS 12 (+1) CHA 9 (-1)
------------------------------------------------
Damage Resistances cold
Senses passive Perception 11
Languages Common
Challenge 12 (8400 XP)
------------------------------------------------

Assistant. The High Lakepod can use the Help action as a bonus action.

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

Icy Flow. While the High Lakepod has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the High Lakepod takes 14 (4d6) cold damage.

Actions
------------------------------------------------
Multiattack. The High Lakepod makes three attacks, one with its Pike and two with its Longsword.

Pike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 9 (1d3 + 7) piercing damage.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage.

Magma Step (Recharge 5-6). The High Lakepod chooses two adjacent spaces. Those spaces are covered in magma until the start of the High Lakepod'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.


Lively Roadpope

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 18 (natural armor, defensive fighting style)
Hit Points 232 (31d8 + 93)
Speed 10 ft., swim 15 ft.
------------------------------------------------
STR 14 (+2) DEX 23 (+6) CON 17 (+3)
INT 18 (+4) WIS 13 (+1) CHA 18 (+4)
------------------------------------------------
Saving Throws Wis +5
Skills Acrobatics +10, Arcana +8, Perception +5, Sleight of Hand +10
Damage Resistances lightning
Senses passive Perception 15
Languages Common
Challenge 12 (8400 XP)
------------------------------------------------

Ice Walk. The Lively Roadpope 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.

Chill Aura. Each creature that begins its turn within 5 feet of the Lively Roadpope takes 14 (4d6) cold damage.

Hold Breath. The Lively Roadpope can hold its breath for 15 minutes.

Innate Spellcasting. The Lively Roadpope'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: shape water, true strike
1/long rest each: hex, otiluke's freezing sphere, shield of faith, teleport (self plus gear only)
2/long rest each: compelled duel, guiding bolt

Actions
------------------------------------------------
Multiattack. The Lively Roadpope makes two attacks, one with its Whip and one with its Chill Wind Touch.

Whip. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 6 (1d12) cold damage.

Chill Wind Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) cold damage.

Summon Slippery Hungry Beast. The Lively Roadpope summons a Slippery Hungry Beast 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.


Chaos Body Expert

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 112 (45d4)
Speed 30 ft., swim 15 ft.
------------------------------------------------
STR 21 (+5) DEX 8 (-1) CON 11 (+0)
INT 14 (+2) WIS 11 (+0) CHA 20 (+5)
------------------------------------------------
Skills Arcana +5, Stealth +2
Senses passive Perception 10
Languages Common
Challenge 6 (2300 XP)
------------------------------------------------

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

Magic Flow. While the Chaos Body Expert has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Chaos Body Expert takes 7 (3d4) force damage.

Arcane Merfolk. While it is not surprised and at least one hostile creature is surprised, the Chaos Body Expert is invisible.

Actions
------------------------------------------------
Multiattack. The Chaos Body Expert makes two attacks, one with its Trident and one with its Morningstar.

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

Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Reactions
------------------------------------------------
Adhesive. When the Chaos Body Expert 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 Chaos Body Expert and can be retrieved only with a successful grapple attack, or by the Chaos Body Expert itself.







LEVEL 13 SMATTERING

Abomiword

Large fiend (demon), chaotic evil
------------------------------------------------
Armor Class 13
Hit Points 110 (13d10 + 39)
Speed 35 ft., fly 70 ft.
------------------------------------------------
STR 16 (+3) DEX 17 (+3) CON 16 (+3)
INT 19 (+4) WIS 5 (-3) CHA 15 (+2)
------------------------------------------------
Skills Perception +0
Damage Resistances cold, fire, lightning
Damage Immunities poison, thunder
Condition Immunities poisoned, paralyzed
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 10
Languages Common, Abyssal, Dwarvish, Terran, telepathy 120 ft.
Challenge 5 (1800 XP)
------------------------------------------------

Fetid Cloud. The Abomiword exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Abomiword 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 Abomiword's enemies until it moves away. Multiple Fetid Clouds do not stack.

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

Actions
------------------------------------------------
Multiattack. The Abomiword chooses to make either two attacks, one with its Greataxe and one with its Plains Strike, or two attacks, one with its Psychic Longbow and one with its Light Crossbow.

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

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

Psychic Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 4 piercing damage plus 2 (1d4) psychic damage.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 16 (2d12 + 3) piercing damage.


Makpok

Medium plant, unaligned
------------------------------------------------
Armor Class 17 (natural armor, defensive fighting style)
Hit Points 156 (24d8 + 48)
Speed 40 ft., climb 25 ft.
------------------------------------------------
STR 19 (+4) DEX 4 (-3) CON 15 (+2)
INT 7 (-2) WIS 8 (-1) CHA 1 (-5)
------------------------------------------------
Damage Immunities radiant
Senses darkvision 120 ft., blindsight 60 ft., passive Perception 9
Languages Sylvan
Challenge 7 (2900 XP)
------------------------------------------------

Sorcerous Leakage. While the Makpok has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Makpok takes 10 (3d6) fire damage.

Innate Spellcasting. The Makpok'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: arms of hadar
3/long rest each: tongues

Actions
------------------------------------------------
Multiattack. The Makpok makes three Tongue attacks.

Tongue. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 6 (1d3 + 4) poison damage.


Imp Hydromancer

Medium fiend, neutral evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 172 (23d8 + 69)
Speed 30 ft., swim 30 ft.
------------------------------------------------
STR 16 (+3) DEX 17 (+3) CON 16 (+3)
INT 14 (+2) WIS 14 (+2) CHA 5 (-3)
------------------------------------------------
Skills Stealth +11
Damage Immunities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses darkvision 60 ft., blindsight 60 ft., tremorsense 120 ft., passive Perception 12
Languages Common, Infernal, Elvish, telepathy 120 ft.
Challenge 9 (5000 XP)
------------------------------------------------

Sneak Attack (1/Turn). The Imp Hydromancer deals an additional 45 (10d8) 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 Imp Hydromancer that is not incapacitated and the Imp Hydromancer doesn't have disadvantage on the attack roll.

Magic Weapons. The Imp Hydromancer's weapon attacks are magical.

Hold Breath. The Imp Hydromancer can hold its breath for 15 minutes.

Innate Spellcasting (Psionic). The Imp Hydromancer'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: dispel evil and good
3/long rest each: blindness/deafness, phantasmal force

Actions
------------------------------------------------
Multiattack. The Imp Hydromancer chooses to make either three Dagger attacks, or three attacks, two with its Bite and one with its Claws.

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

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


Metalkeeper

Gargantuan giant, lawful evil
------------------------------------------------
Armor Class 15
Hit Points 246 (17d20 + 68)
Speed 35 ft.
------------------------------------------------
STR 21 (+5) DEX 20 (+5) CON 18 (+4)
INT 9 (-1) WIS 9 (-1) CHA 18 (+4)
------------------------------------------------
Skills Stealth +10
Damage Immunities radiant
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 9
Languages Common, Giant, Dwarvish
Challenge 13 (10000 XP)
------------------------------------------------

Sorcerous Aura. Each creature that begins its turn within 10 feet of the Metalkeeper takes 17 (5d6) fire damage.

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

Innate Spellcasting. The Metalkeeper'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: dragon's breath
1/long rest each: levitate (self only), sickening radiance
2/long rest each: alter self, crown of stars

Spellcasting. The Metalkeeper is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared:

1st (4 slots): bane, divine favor, hunter's mark, protection from evil and good
2nd (3 slots): find steed, hold person
3rd (2 slots): blinding smite, elemental weapon, protection from energy

Actions
------------------------------------------------
Multiattack. The Metalkeeper makes three attacks, one with its Light Hammer and two with its Tentacle.

Tentacle. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 29 (7d6 + 5) bludgeoning damage.

Light Hammer. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.


Brainling

Huge construct, unaligned
------------------------------------------------
Armor Class 14
Hit Points 253 (22d12 + 110)
Speed 30 ft.
------------------------------------------------
STR 11 (+0) DEX 18 (+4) CON 20 (+5)
INT 3 (-4) WIS 9 (-1) CHA 18 (+4)
------------------------------------------------
Skills Stealth +14
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
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 9
Languages -
Challenge 13 (10000 XP)
------------------------------------------------

Mandrake Priest. While it is the first round of combat, the Brainling deals an additional 6 radiant damage when it hits with an attack.

Slow Fall. Reduce all falling damage the Brainling takes by 65.

Innate Spellcasting. The Brainling'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

Spellcasting. The Brainling 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): control flames, dancing lights, friends, gust, light, true strike
1st (4 slots): color spray, fog cloud
2nd (3 slots): detect thoughts, scorching ray
3rd (3 slots): clairvoyance, daylight
4th (3 slots): banishment, greater invisibility
5th (2 slots): seeming
6th (1 slot): sunbeam
7th (1 slot): plane shift
8th (1 slot): incendiary cloud

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

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (8d6 + 4) bludgeoning damage.


Farspawn Cryptcorpse

Small undead, lawful evil
------------------------------------------------
Armor Class 13
Hit Points 346 (77d6 + 77)
Speed 30 ft.
------------------------------------------------
STR 22 (+6) DEX 17 (+3) CON 12 (+1)
INT 6 (-2) WIS 19 (+4) CHA 9 (-1)
------------------------------------------------
Saving Throws Wis +9
Damage Immunities poison, radiant
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 the languages it knew in life (Dwarvish by default), telepathy 120 ft.
Challenge 16 (15000 XP)
------------------------------------------------

Mind Blast (Recharge 6). Each creature in a 30-foot cone must make a DC 19 Intelligence saving throw, taking 39 (6d12) psychic damage on a failed save, or half as much on a successful one. A creature that fails this saving throw is also stunned for one minute. It can repeat the saving throw at the end of each of its turns. On a successful save, the effect ends for that creature.

Death Flow. While the Farspawn Cryptcorpse has more than half of its maximum hit points, each creature that begins its turn within 10 feet of the Farspawn Cryptcorpse takes 19 (3d12) necrotic damage.

Fetid Cloud. The Farspawn Cryptcorpse exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Farspawn Cryptcorpse 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 Farspawn Cryptcorpse's enemies until it moves away. Multiple Fetid Clouds do not stack.

Innate Spellcasting (Psionic). The Farspawn Cryptcorpse'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: dominate beast
3/long rest each: telekinesis

Actions
------------------------------------------------
Multiattack. The Farspawn Cryptcorpse makes three attacks, two with its Claw and one with its Bite.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) piercing damage.

Summon Abomiword. The Farspawn Cryptcorpse summons 11 (2d10) Abomiwords. 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 13 TRIBE

Shineterror

Small monstrosity, lawful evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 58 (13d6 + 13)
Speed 30 ft., fly 30 ft., climb 30 ft.
------------------------------------------------
STR 16 (+3) DEX 14 (+2) CON 12 (+1)
INT 18 (+4) WIS 17 (+3) CHA 12 (+1)
------------------------------------------------
Saving Throws Con +3
Skills Athletics +5, Perception +6
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Vulnerabilities fire
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 16
Languages Abyssal
Challenge 2 (450 XP)
------------------------------------------------

Fetid Cloud. The Shineterror exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Shineterror 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 Shineterror's enemies until it moves away. Multiple Fetid Clouds do not stack.

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

Actions
------------------------------------------------
Multiattack. The Shineterror makes two Shortbow attacks.

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d3 + 2) piercing damage.


Smashing Shineterror

Small monstrosity, lawful evil
------------------------------------------------
Armor Class 11 (natural armor)
Hit Points 162 (36d6 + 36)
Speed 30 ft.
------------------------------------------------
STR 17 (+3) DEX 6 (-2) CON 12 (+1)
INT 20 (+5) WIS 17 (+3) CHA 8 (-1)
------------------------------------------------
Saving Throws Con +4
Skills Athletics +6, Perception +6
Damage Resistances acid, cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 16
Languages Terran
Challenge 7 (2900 XP)
------------------------------------------------

Legendary Resistance (2/Long Rest). If the Smashing Shineterror fails a saving throw, it can choose to succeed instead.

Actions
------------------------------------------------
Multiattack. The Smashing Shineterror chooses to make either two Handaxe attacks, or two attacks, one with its Hand Crossbow and one with its Heavy Crossbow.

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

Hand Crossbow. Ranged Weapon Attack: +1 to hit, range 30/120 ft., one target. Hit: 11 (3d8 - 2) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +1 to hit, range 100/400 ft., one target. Hit: 19 (6d6 - 2) piercing damage.

Metal Crash (Recharge 5-6). The Smashing Shineterror 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
------------------------------------------------
Ant Dog. When it succeeds on a saving throw, the Smashing Shineterror can take the Dodge action.

Legendary Actions
------------------------------------------------
The Smashing Shineterror 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 Smashing Shineterror regains spent legendary actions at the start of its turn.

Detect. The Smashing Shineterror makes a Wisdom (Perception) check.
Resurgence (Costs 2 Actions). The Smashing Shineterror regains 19 (3d12) hit points.
Move. The Smashing Shineterror moves up to half its speed.


Shineterror Infernus

Small monstrosity, lawful evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 182 (28d6 + 84)
Speed 30 ft.
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STR 18 (+4) DEX 18 (+4) CON 16 (+3)
INT 22 (+6) WIS 17 (+3) CHA 10 (+0)
------------------------------------------------
Saving Throws Con +7
Skills Athletics +8, Perception +6
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Damage Immunities thunder
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 16
Languages Ignan
Challenge 9 (5000 XP)
------------------------------------------------

Heated Body. A creature that touches the Shineterror Infernus'or hits it with a melee attack while within 5 feet of it takes 6 (1d12) fire damage.

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

Actions
------------------------------------------------
Multiattack. The Shineterror Infernus chooses to make either two Trident attacks, or two attacks, one with its Spine and one with its Flaming Longbow.

Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 23 (3d12 + 4) piercing damage.

Spine. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Flaming Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 17 (2d12 + 4) piercing damage plus 11 (2d10) fire damage.

Screech. The Shineterror Infernus 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.

Reactions
------------------------------------------------
Thunderous Roar (Recharge 5-6). When the Shineterror Infernus takes damage, it can emit a powerful roar. Each enemy within 30 feet that can hear it must make a DC 15 Wisdom saving throw. On a failed save, a creature is frightened until the end of its next turn.


Slippery Shineterror

Small monstrosity, lawful evil
------------------------------------------------
Armor Class 9 (natural armor)
Hit Points 162 (36d6 + 36)
Speed 30 ft.
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STR 18 (+4) DEX 6 (-2) CON 12 (+1)
INT 20 (+5) WIS 16 (+3) CHA 8 (-1)
------------------------------------------------
Saving Throws Con +4
Skills Perception +6
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 16
Languages -
Challenge 7 (2900 XP)
------------------------------------------------

Folk Deep. While it is hidden from all hostile creatures, as a bonus action, the Slippery Shineterror can take the Help action.

Spellcasting. The Slippery Shineterror is a 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): guidance, mending, resistance, sacred flame, word of radiance
1st (4 slots): detect evil and good, detect magic, detect poison and disease
2nd (3 slots): hold person, prayer of healing
3rd (3 slots): clairvoyance, create food and water, meld into stone
4th (3 slots): dominate beast, freedom of movement
5th (2 slots): greater restoration, scrying
6th (1 slot): true seeing, word of recall

Actions
------------------------------------------------
Multiattack. The Slippery Shineterror chooses to make either two Battleaxe attacks, or two attacks, one with its Shortbow and one with its Poison Longbow.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) slashing damage.

Shortbow. Ranged Weapon Attack: +1 to hit, range 80/320 ft., one target. Hit: 3 (1d10 - 2) piercing damage.

Poison Longbow. Ranged Weapon Attack: +1 to hit, range 150/600 ft., one target. Hit: 15 (5d6 - 2) piercing damage plus 9 (2d8) poison damage.


Militant Shineterror

Small monstrosity, lawful evil
------------------------------------------------
Armor Class 13 (natural armor, shield)
Hit Points 225 (50d6 + 50)
Speed 30 ft.
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STR 18 (+4) DEX 8 (-1) CON 13 (+1)
INT 16 (+3) WIS 16 (+3) CHA 12 (+1)
------------------------------------------------
Saving Throws Con +5
Skills Perception +6
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 16
Languages -
Challenge 9 (5000 XP)
------------------------------------------------

Relentless. If the Militant Shineterror 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.

Assistant. The Militant Shineterror can use the Help action as a bonus action.

Spellcasting. The Militant Shineterror 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): absorb elements, fog cloud, longstrider
2nd (2 slots): protection from poison, spike growth

Actions
------------------------------------------------
Multiattack. The Militant Shineterror chooses to make either two Battleaxe attacks, or three Quill attacks.

Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.

Quill. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 13 (4d6 - 1) piercing damage.


White Shineterror

Small monstrosity, lawful evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 292 (65d6 + 65)
Speed 30 ft.
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STR 13 (+1) DEX 19 (+4) CON 12 (+1)
INT 20 (+5) WIS 15 (+2) CHA 8 (-1)
------------------------------------------------
Saving Throws Con +6, Int +10
Skills Perception +5
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 15
Languages -
Challenge 13 (10000 XP)
------------------------------------------------

Legendary Resistance (3/Long Rest). If the White Shineterror fails a saving throw, it can choose to succeed instead.

Regeneration. The White Shineterror regains 15 hit points at the start of each of its turn. If the White Shineterror takes thunder or fire damage, this trait doesn't function at the start of the White Shineterror's next turn. The White Shineterror only dies if it starts its turn with 0 hit points and doesn't regenerate.

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

Orb Exploiter. While it is standing on ice or snow, the White Shineterror gains blindsight 60 feet, or its existing blindsight is increased by 60 feet.

Innate Spellcasting. The White Shineterror'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: aid, eyebite, melf's acid arrow, ray of sickness, thunderclap
1/long rest each: tongues, wall of force
2/long rest each: cordon of arrows
3/long rest each: grasping vine, plane shift (self plus gear only)

Actions
------------------------------------------------
Multiattack. The White Shineterror chooses to make either three attacks, one with its Maul and two with its War Pick, or three Psychic Sling attacks.

Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 1) bludgeoning damage.

War Pick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 67 (19d6 + 1) piercing damage.

Psychic Sling. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 9 (2d8) psychic damage.

Cult Burst (Recharge 5-6). Each creature within 20 feet of the White Shineterror must make a DC 18 Constitution saving throw, taking 49 (14d6) necrotic damage on a failed save, or half as much on a successful one.

Legendary Actions
------------------------------------------------
The White Shineterror 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 White Shineterror regains spent legendary actions at the start of its turn.

Detect. The White Shineterror makes a Wisdom (Perception) check.
Resurgence (Costs 2 Actions). The White Shineterror regains 39 (6d12) hit points.
Move. The White Shineterror moves up to half its speed.







LEVEL 13 MINIONS AND MASTERS

Brutish Ancient Hauntmorph

Huge undead, chaotic evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 6 (1d12)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 10 (+0) DEX 12 (+1) CON 11 (+0)
INT 8 (-1) WIS 6 (-2) CHA 22 (+6)
------------------------------------------------
Damage Immunities poison, thunder
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 8
Languages the languages it knew in life (Common by default)
Challenge 0 (10 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Brutish Ancient Hauntmorph can release a shockwave that strikes each creature within 20 feet. Affected creatures must make a DC 13 Strength saving throw. On a failed save, a creature is pushed 10 feet directly away from the Brutish Ancient Hauntmorph. If the save fails by 5 or more, a creature also falls prone.

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


Giant Ancient Hauntmorph

Huge undead, chaotic evil
------------------------------------------------
Armor Class 14
Hit Points 218 (19d12 + 95)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 9 (-1) DEX 19 (+4) CON 21 (+5)
INT 12 (+1) WIS 8 (-1) CHA 22 (+6)
------------------------------------------------
Skills Stealth +7
Damage Immunities poison, thunder
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., passive Perception 9
Languages the languages it knew in life (Common by default)
Challenge 7 (2900 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Giant Ancient Hauntmorph 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 Giant Ancient Hauntmorph. If the save fails by 5 or more, a creature also falls prone.

Sneak Attack (1/Turn). The Giant Ancient Hauntmorph deals an additional 26 (4d12) 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 Giant Ancient Hauntmorph that is not incapacitated and the Giant Ancient Hauntmorph doesn't have disadvantage on the attack roll.

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

Actions
------------------------------------------------
Multiattack. The Giant Ancient Hauntmorph makes two attacks, one with its Bite and one with its Slam.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 piercing damage.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.


Lost Ancient Hauntmorph

Huge undead, chaotic evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 204 (24d12 + 48)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 9 (-1) DEX 16 (+3) CON 15 (+2)
INT 8 (-1) WIS 6 (-2) CHA 22 (+6)
------------------------------------------------
Skills Stealth +6
Damage Immunities poison, thunder
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., passive Perception 8
Languages the languages it knew in life (Common by default)
Challenge 7 (2900 XP)
------------------------------------------------

Shock Wave (Recharge 6). As a bonus action, the Lost Ancient Hauntmorph 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 Lost Ancient Hauntmorph. If the save fails by 5 or more, a creature also falls prone.

Sneak Attack (1/Turn). The Lost Ancient Hauntmorph deals an additional 35 (10d6) 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 Lost Ancient Hauntmorph that is not incapacitated and the Lost Ancient Hauntmorph doesn't have disadvantage on the attack roll.

Actions
------------------------------------------------
Multiattack. The Lost Ancient Hauntmorph makes three attacks, one with its Slam and two with its Sonic Touch.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage plus 1 necrotic damage.

Sonic Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) thunder damage.


Abomi Corpse

Small humanoid (abomi corpse), lawful evil
------------------------------------------------
Armor Class 14 (chain shirt)
Hit Points 272 (32d6 + 160)
Speed 25 ft., climb 15 ft., swim 40 ft.
------------------------------------------------
STR 24 (+7) DEX 13 (+1) CON 20 (+5)
INT 20 (+5) WIS 10 (+0) CHA 16 (+3)
------------------------------------------------
Skills Perception +5
Damage Resistances fire
Senses passive Perception 15
Languages Common, Elvish
Challenge 13 (10000 XP)
------------------------------------------------

Death Leakage. While the Abomi Corpse has less than half of its maximum hit points, each creature that begins its turn within 10 feet of the Abomi Corpse takes 17 (5d6) necrotic damage.

Bear Usurper. While it has half or fewer hit points remaining, attack rolls against the Abomi Corpse have disadvantage.

Hold Breath. The Abomi Corpse can hold its breath for 15 minutes.

Innate Spellcasting. The Abomi Corpse'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: dragon's breath, fire bolt
1/long rest each: blindness/deafness, disguise self

Actions
------------------------------------------------
Multiattack. The Abomi Corpse makes three Ancient Strike attacks.

Ancient Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage plus 17 (5d6) thunder damage.


Abomi Corpse Boss

Small humanoid (abomi corpse), lawful evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 261 (58d6 + 58)
Speed 25 ft., climb 15 ft.
------------------------------------------------
STR 23 (+6) DEX 11 (+0) CON 12 (+1)
INT 18 (+4) WIS 8 (-1) CHA 14 (+2)
------------------------------------------------
Damage Resistances thunder
Senses passive Perception 9
Languages Common, Elvish
Challenge 13 (10000 XP)
------------------------------------------------

Loud Armor. The Abomi Corpse Boss suffers disadvantage on Dexterity (Stealth) checks.

Lost Camouflage. The Abomi Corpse Boss has advantage on Dexterity (Stealth) checks made while in jungle terrain.

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

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

Spellcasting. The Abomi Corpse Boss is a 13th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): acid splash, friends, light, shocking grasp, toll the dead
1st (4 slots): magic missile, sleep
2nd (3 slots): alter self, mind spike, mirror image
3rd (3 slots): fireball, haste, melf's minute meteors
4th (3 slots): banishment, greater invisibility, stoneskin
5th (2 slots): bigby's hand, immolation, wall of stone
6th (1 slot): create undead, mental prison
7th (1 slot): finger of death

Actions
------------------------------------------------
Multiattack. The Abomi Corpse Boss makes three attacks, one with its Greataxe and two with its Slam.

Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 slashing damage.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage.

Infirmity of Body (Recharge 5-6). One creature within 60 feet that the Abomi Corpse Boss 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.

Reactions
------------------------------------------------
Witch Breath. When it sees an ally fall in battle, until the end of its next turn, the Abomi Corpse Boss deals an additional 2 thunder damage when it hits with an attack.







LEVEL 13 VARIANTS

Masslump

Tiny construct, lawful evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 240 (32d4 + 160)
Speed 30 ft., swim 30 ft.
------------------------------------------------
STR 22 (+6) DEX 7 (-2) CON 21 (+5)
INT 14 (+2) WIS 22 (+6) CHA 4 (-3)
------------------------------------------------
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 16
Languages Deep Speech
Challenge 13 (10000 XP)
------------------------------------------------

Antimagic Susceptibility. The Masslump is incapacitated while in the area of an anti magic field. If targeted by dispel magic, the Masslump must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

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

Innate Spellcasting. The Masslump'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:

At will: chill touch, friends, primordial ward, shape water, spare the dying, tongues, vampiric touch
1/long rest each: feather fall, inflict wounds
2/long rest each: false life

Actions
------------------------------------------------
Multiattack. The Masslump makes three attacks, one with its Lance, one with its Glaive, and one with its Greataxe.

Lance. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Glaive. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage.

Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 27 (6d6 + 6) slashing damage.

Summon Brutish Grimvine. The Masslump summons a Brutish Grimvine with a 65% 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.


Masslump Reaper

Large construct, lawful evil
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Armor Class 7
Hit Points 499 (37d10 + 296)
Speed 30 ft., swim 15 ft.
------------------------------------------------
STR 27 (+8) DEX 5 (-3) CON 26 (+8)
INT 18 (+4) WIS 24 (+7) CHA 12 (+1)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't adamantine
Senses darkvision 60 ft., passive Perception 17
Languages -
Challenge 21 (330000 XP)
------------------------------------------------

Antimagic Susceptibility. The Masslump Reaper is incapacitated while in the area of an anti magic field. If targeted by dispel magic, the Masslump Reaper must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Relentless. If the Masslump Reaper 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.

Brutal Bite. The Masslump Reaper scores a critical hit with its Bite on a roll of 18-20.

Aquatic Camouflage. The Masslump Reaper has advantage on Dexterity (Stealth) checks made while underwater.

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

Innate Spellcasting. The Masslump Reaper's innate spellcasting ability is Constitution (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: chill touch, tongues, vampiric touch
2/long rest each: false life

Spellcasting. The Masslump Reaper is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). It knows the following spells:

1st (4 slots): absorb elements, hunter's mark
2nd (3 slots): barkskin, protection from poison, silence
3rd (3 slots): lightning arrow, protection from energy
4th (3 slots): conjure woodland beings, stoneskin
5th (2 slots): commune with nature

Actions
------------------------------------------------
Multiattack. The Masslump Reaper makes four attacks, one with its Bite, two with its Handaxe, and one with its Slam.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 50 (12d6 + 8) bludgeoning damage.

Handaxe. Melee or Ranged Weapon Attack: +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 21 (3d8 + 8) slashing damage.


Speedy Masslump

Medium construct, lawful evil
------------------------------------------------
Armor Class 16 (chain mail)
Hit Points 121 (22d8 + 22)
Speed 30 ft.
------------------------------------------------
STR 15 (+2) DEX 3 (-4) CON 13 (+1)
INT 8 (-1) WIS 20 (+5) CHA 2 (-4)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., passive Perception 15
Languages Deep Speech
Challenge 5 (1800 XP)
------------------------------------------------

Antimagic Susceptibility. The Speedy Masslump is incapacitated while in the area of an anti magic field. If targeted by dispel magic, the Speedy Masslump must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

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

Innate Spellcasting. The Speedy Masslump'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: chill touch, tongues, vampiric touch
2/long rest each: false life

Actions
------------------------------------------------
Multiattack. The Speedy Masslump makes two Proboscis attacks.

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







LEVEL 13 NPCS

Masterful Putridholder

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 123 (19d8 + 38)
Speed 30 ft.
------------------------------------------------
STR 14 (+2) DEX 12 (+1) CON 14 (+2)
INT 17 (+3) WIS 6 (-2) CHA 10 (+0)
------------------------------------------------
Skills Medicine +1
Senses passive Perception 8
Languages Common, Undercommon
Challenge 5 (1800 XP)
------------------------------------------------

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

Tribal Madness. While it is adjacent to at least two hostile creatures, the Masterful Putridholder has advantage on saving throws against being restrained.

Actions
------------------------------------------------
Multiattack. The Masterful Putridholder makes three Druidic Slam attacks.

Druidic Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) poison damage.

Phantasms (Recharges after a Short or Long Rest). The Masterful Putridholder magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which Masterful Putridholder is the real one. If the Masterful Putridholder is ever in an area of bright light, the duplicates disappear.
     Whenever any creature targets the Masterful Putridholder with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the Masterful Putridholder or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
     A duplicate has the Masterful Putridholder's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.


Druidic Lakeword

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 299 (46d8 + 92)
Speed 30 ft., climb 30 ft.
------------------------------------------------
STR 13 (+1) DEX 20 (+5) CON 14 (+2)
INT 9 (-1) WIS 14 (+2) CHA 23 (+6)
------------------------------------------------
Damage Resistances thunder
Senses passive Perception 12
Languages Common
Challenge 13 (10000 XP)
------------------------------------------------

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

Heated Body. A creature that touches the Druidic Lakeword'or hits it with a melee attack while within 5 feet of it takes 19 (3d12) fire damage.

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

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

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

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

Innate Spellcasting. The Druidic Lakeword's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: mage armor, protection from evil and good
1/long rest each: protection from energy, symbol, tongues
3/long rest each: disguise self

Actions
------------------------------------------------
Multiattack. The Druidic Lakeword makes three Scimitar attacks.

Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) slashing damage.

Reactions
------------------------------------------------
Cat Tunnel Stalker. When it fails a saving throw, the Druidic Lakeword can teleport up to 30 feet.


Proficient Cryptsoul

Medium humanoid (any), any alignment
------------------------------------------------
Armor Class 13
Hit Points 178 (21d8 + 84)
Speed 30 ft., fly 60 ft., climb 30 ft.
------------------------------------------------
STR 16 (+3) DEX 16 (+3) CON 18 (+4)
INT 15 (+2) WIS 9 (-1) CHA 5 (-3)
------------------------------------------------
Saving Throws Wis +3
Skills Athletics +7, Stealth +7
Senses tremorsense 120 ft., passive Perception 9
Languages Common
Challenge 9 (5000 XP)
------------------------------------------------

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

Ashen Flow. While the Proficient Cryptsoul has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Proficient Cryptsoul takes 11 (2d10) fire damage.

Innate Spellcasting. The Proficient Cryptsoul'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: create bonfire
1/long rest each: tongues
3/long rest each: clairvoyance

Actions
------------------------------------------------
Multiattack. The Proficient Cryptsoul makes two Battleaxe attacks.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) slashing damage.

Pulse. One creature within 60 feet of the Proficient Cryptsoul must make a DC 15 Strength saving throw. On a failed save, the target falls prone and is pushed up to 10 feet in any direction the Proficient Cryptsoul chooses.

Summon Masterful Putridholder. The Proficient Cryptsoul summons 3 (1d6) Masterful Putridholders 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.

Healing Touch (1/Long Rest). The Proficient Cryptsoul touches another creature. The target magically regains 11 (2d10) hit points and is freed from any curse, disease, poison, blindness, or deafness.


Able Pezasnare

Tiny humanoid (any), any alignment
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 187 (34d4 + 102)
Speed 30 ft., burrow 20 ft.
------------------------------------------------
STR 17 (+3) DEX 16 (+3) CON 17 (+3)
INT 12 (+1) WIS 7 (-2) CHA 17 (+3)
------------------------------------------------
Saving Throws Cha +7
Skills Religion +5, Survival +2
Senses passive Perception 8
Languages Common
Challenge 9 (5000 XP)
------------------------------------------------

Book Highlander. While it is adjacent to both an enemy and an ally, as a bonus action, until the end of its next turn, the Able Pezasnare deals an additional 2 poison damage when it hits with an attack.

Innate Spellcasting. The Able Pezasnare'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, thunderclap

Spellcasting. The Able Pezasnare is a 11th 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): frostbite, thunderclap, vicious mockery, word of radiance
1st (4 slots): bane, hunter's mark
2nd (3 slots): blindness/deafness, gust of wind
3rd (3 slots): enemies abound, plant growth
4th (3 slots): ice storm, wall of fire
5th (2 slots): wall of force
6th (1 slot): circle of death

Actions
------------------------------------------------
Multiattack. The Able Pezasnare chooses to make either two Longsword attacks, or two attacks, one with its Dagger and one with its Handaxe.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 27 (7d6 + 3) slashing damage.

Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 22 (3d12 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 22 (3d12 + 3) piercing damage.







LEVEL 14 SMATTERING

Armor

Huge monstrosity, unaligned
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 357 (34d12 + 136)
Speed 20 ft.
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STR 22 (+6) DEX 17 (+3) CON 19 (+4)
INT 9 (-1) WIS 15 (+2) CHA 19 (+4)
------------------------------------------------
Skills Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages Celestial
Challenge 14 (11500 XP)
------------------------------------------------

Sorcerous Flow. While the Armor has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Armor takes 17 (5d6) fire damage.

Wrath. Any time the Armor 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 Armor'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:

2/long rest each: alter self

Actions
------------------------------------------------
Multiattack. The Armor makes three Talons attacks.

Talons. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Healing Touch (3/Long Rest). The Armor touches another creature. The target magically regains 17 (5d6) hit points and is freed from any curse, disease, poison, blindness, or deafness.


Seelie Mud Feartalon

Small construct, neutral
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 214 (39d6 + 78)
Speed 25 ft., fly 60 ft. (hover)
------------------------------------------------
STR 18 (+4) DEX 1 (-5) CON 14 (+2)
INT 4 (-3) WIS 18 (+4) CHA 5 (-3)
------------------------------------------------
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 14
Languages Sylvan
Challenge 10 (5900 XP)
------------------------------------------------

Mystic Flow. While the Seelie Mud Feartalon has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Seelie Mud Feartalon takes 11 (2d10) fire damage.

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

Antimagic Susceptibility. The Seelie Mud Feartalon is incapacitated while in the area of an anti magic field. If targeted by dispel magic, the Seelie Mud Feartalon must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Actions
------------------------------------------------
Multiattack. The Seelie Mud Feartalon makes three Smother attacks.

Smother. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: , and the creature is grappled (escape DC 16). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the Seelie Mud Feartalon can't smother another target. In addition, at the start of each of the target's turns, the target takes 55 (10d10) bludgeoning damage.


Poisonterror

Large plant, chaotic neutral
------------------------------------------------
Armor Class 13
Hit Points 121 (22d10)
Speed 30 ft., swim 40 ft., burrow 20 ft.
------------------------------------------------
STR 12 (+1) DEX 17 (+3) CON 11 (+0)
INT 13 (+1) WIS 5 (-3) CHA 16 (+3)
------------------------------------------------
Senses tremorsense 120 ft., passive Perception 7
Languages Sylvan
Challenge 6 (2300 XP)
------------------------------------------------

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

Actions
------------------------------------------------
Multiattack. The Poisonterror chooses to make either two Slam attacks, or two Mystic Touch attacks.

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

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

Entangling Plants (Recharge 6). Grasping roots and vines sprout in a 15-foot radius centered on the Poisonterror, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the Poisonterror's choice in that area when the plants appear must succeed on a DC 14 Strength saving throw or become restrained. A creature can use its action to make a DC 14 Strength check, freeing it self or another entangled creature within reach on a success.

Reactions
------------------------------------------------
Striker Virtuoso. When it takes damage, the Poisonterror can force each each enemy within 30 feet of the it must make a DC 14 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.


Disciplined Duskhusk

Small undead, chaotic evil
------------------------------------------------
Armor Class 15
Hit Points 255 (30d6 + 150)
Speed 15 ft.
------------------------------------------------
STR 14 (+2) DEX 21 (+5) CON 20 (+5)
INT 23 (+6) WIS 9 (-1) CHA 20 (+5)
------------------------------------------------
Skills Perception +4
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life (Common by default), Druidic
Challenge 14 (11500 XP)
------------------------------------------------

Mystic Flow. While the Disciplined Duskhusk has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Disciplined Duskhusk takes 17 (5d6) fire damage.

Bear Imp. While it is the first round of combat, the Disciplined Duskhusk's movement speed is increased by 10 feet.

Speak With Frogs and Toads. The Disciplined Duskhusk can communicate simple concepts to frogs and toads when it speaks the languages it knew in life (Common by default).

Slow Fall. Reduce all falling damage the Disciplined Duskhusk takes by 70.

Innate Spellcasting (Psionic). The Disciplined Duskhusk'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: tongues

Spellcasting. The Disciplined Duskhusk is a 16th 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, fire bolt, frostbite, poison spray, shocking grasp, thunderclap
1st (4 slots): chaos bolt, witch bolt
2nd (3 slots): dragon's breath
3rd (3 slots): fireball, stinking cloud
4th (3 slots): blight, charm monster
5th (2 slots): cloudkill, synaptic static
6th (1 slot): chain lightning, circle of death
7th (1 slot): crown of stars
8th (1 slot): earthquake

Actions
------------------------------------------------
Multiattack. The Disciplined Duskhusk chooses to make either two attacks, one with its Claws and one with its Greatsword, or three attacks, one with its Psychic Shortbow and two with its Dart.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (5d8 + 2) slashing damage.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 42 (9d8 + 2) slashing damage.

Psychic Shortbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 6 piercing damage plus 2 (1d4) psychic damage.

Dart. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 29 (7d6 + 5) piercing damage.

Enslave (3/Long Rest). The Disciplined Duskhusk targets one creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be magically charmed by the Disciplined Duskhusk until the Disciplined Duskhusk dies or until it is on a different plane of existence from the target. The charmed target is under the Disciplined Duskhusk's control and can't take reactions, and the Disciplined Duskhusk 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 Disciplined Duskhusk.







LEVEL 14 TRIBE

Brainuser

Medium aberration, neutral evil
------------------------------------------------
Armor Class 11 (natural armor)
Hit Points 112 (32d8 - 32)
Speed 10 ft., fly 30 ft., climb 30 ft.
------------------------------------------------
STR 17 (+3) DEX 11 (+0) CON 9 (-1)
INT 12 (+1) WIS 11 (+0) CHA 9 (-1)
------------------------------------------------
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, telepathy 120 ft.
Challenge 4 (1100 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Brainuser'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: levitate (self only)

Actions
------------------------------------------------
Multiattack. The Brainuser makes two Necrotic Slam attacks.

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


Brainuser Swimmer

Medium aberration, neutral evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 148 (27d8 + 27)
Speed 10 ft., fly 30 ft., climb 30 ft., swim 45 ft.
------------------------------------------------
STR 16 (+3) DEX 18 (+4) CON 12 (+1)
INT 12 (+1) WIS 13 (+1) CHA 9 (-1)
------------------------------------------------
Saving Throws Dex +7
Damage Immunities fire
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 11
Languages Deep Speech, telepathy 120 ft.
Challenge 7 (2900 XP)
------------------------------------------------

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

Innate Spellcasting (Psionic). The Brainuser Swimmer'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: levitate (self only)

Actions
------------------------------------------------
Multiattack. The Brainuser Swimmer makes three Hook attacks.

Hook. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.


Brainuser Leader

Tiny aberration, neutral evil
------------------------------------------------
Armor Class 14
Hit Points 208 (139d4 - 139)
Speed 10 ft., fly 30 ft., climb 30 ft.
------------------------------------------------
STR 19 (+4) DEX 18 (+4) CON 8 (-1)
INT 12 (+1) WIS 11 (+0) CHA 18 (+4)
------------------------------------------------
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, telepathy 120 ft.
Challenge 10 (5900 XP)
------------------------------------------------

Heights Stoneworker. While it is poisoned, as a bonus action, the Brainuser Leader can move up to half its speed. This movement does not provoke attacks of opportunity.

Innate Spellcasting (Psionic). The Brainuser Leader'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: control flames, ray of frost
1/long rest each: levitate (self only)

Spellcasting. The Brainuser Leader is a 14th 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): acid splash, frostbite, ray of frost, vicious mockery
1st (4 slots): earth tremor, hail of thorns, thunderwave
2nd (3 slots): spike growth
3rd (3 slots): conjure barrage
4th (3 slots): divination, mordenkainen's faithful hound
5th (2 slots): conjure volley
6th (1 slot): druid grove, flesh to stone
7th (1 slot): divine word, prismatic spray

Actions
------------------------------------------------
Multiattack. The Brainuser Leader makes two attacks, one with its Spiked Tentacles and one with its Ungulae.

Spiked Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage.

Ungulae. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.


Dominant Brainuser

Medium aberration, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 280 (51d8 + 51)
Speed 10 ft., fly 30 ft., climb 30 ft.
------------------------------------------------
STR 13 (+1) DEX 20 (+5) CON 12 (+1)
INT 12 (+1) WIS 11 (+0) CHA 9 (-1)
------------------------------------------------
Damage Immunities fire
Damage Resistances acid
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 10
Languages Deep Speech, telepathy 120 ft.
Challenge 14 (11500 XP)
------------------------------------------------

Legendary Resistance (3/Long Rest). If the Dominant Brainuser fails a saving throw, it can choose to succeed instead.

Confusion Aura. An enemy that starts its turn within 10 feet of the Dominant Brainuser 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.

Innate Spellcasting (Psionic). The Dominant Brainuser'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: levitate (self only)

Actions
------------------------------------------------
Multiattack. The Dominant Brainuser makes two attacks, one with its Psudopod and one with its Hooks.

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

Psudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (4d6 + 1) bludgeoning damage.

Hooks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (7d6 + 1) slashing damage.

Legendary Actions
------------------------------------------------
The Dominant Brainuser 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 Dominant Brainuser regains spent legendary actions at the start of its turn.

Move. The Dominant Brainuser moves up to half its speed.
Attack. The Dominant Brainuser makes one Tongue attack.
Detect. The Dominant Brainuser makes a Wisdom (Perception) check.
Acid Expulsion (Costs 2 Actions). Each creature within 20 feet of the Dominant Brainuser must make a DC 18 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much on a successful one.

Lair Actions
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When fighting inside its lair, the Dominant Brainuser can take lair actions. On initiative count 20 (losing initiative ties), the Dominant Brainuser 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 14 MINIONS AND MASTERS

Chaosulaix

Large aberration, chaotic evil
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Armor Class 14
Hit Points 142 (15d10 + 60)
Speed 30 ft., burrow 20 ft., climb 30 ft.
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STR 17 (+3) DEX 19 (+4) CON 19 (+4)
INT 12 (+1) WIS 8 (-1) CHA 10 (+0)
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Skills Stealth +7
Damage Resistances fire
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9
Languages Deep Speech, telepathy 120 ft.
Challenge 6 (2300 XP)
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Sunlight Sensativity. While in sunlight, the Chaosulaix has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

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

Innate Spellcasting (Psionic). The Chaosulaix'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: silence
3/long rest each: darkness

Actions
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Multiattack. The Chaosulaix makes three Claws attacks.

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


Chaosulaix Martial Artist

Large aberration, chaotic evil
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Armor Class 14
Hit Points 168 (16d10 + 80)
Speed 30 ft., burrow 20 ft.
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STR 13 (+1) DEX 19 (+4) CON 21 (+5)
INT 12 (+1) WIS 8 (-1) CHA 14 (+2)
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Skills Stealth +7
Damage Resistances cold
Senses darkvision 60 ft., tremorsense 60 ft., blindsight 60 ft., passive Perception 9
Languages Deep Speech
Challenge 7 (2900 XP)
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Sunlight Sensativity. While in sunlight, the Chaosulaix Martial Artist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Sneak Attack (1/Turn). The Chaosulaix Martial Artist 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 Chaosulaix Martial Artist that is not incapacitated and the Chaosulaix Martial Artist doesn't have disadvantage on the attack roll.

Slow Fall. Reduce all falling damage the Chaosulaix Martial Artist takes by 35.

Innate Spellcasting (Psionic). The Chaosulaix Martial Artist'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: silence
3/long rest each: darkness

Actions
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Multiattack. The Chaosulaix Martial Artist makes three Claws attacks.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.


Wi’zas

Small fey, lawful evil
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Armor Class 14
Hit Points 195 (30d6 + 90)
Speed 30 ft., swim 45 ft.
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STR 8 (-1) DEX 19 (+4) CON 16 (+3)
INT 16 (+3) WIS 13 (+1) CHA 17 (+3)
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Skills Stealth +12
Damage Resistances cold
Senses passive Perception 11
Languages Common, Sylvan
Challenge 10 (5900 XP)
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Ice Walk. The Wi’zas 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.

Slow Fall. Reduce all falling damage the Wi’zas takes by 50.

Sneak Attack (1/Turn). The Wi’zas deals an additional 49 (11d8) 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 Wi’zas that is not incapacitated and the Wi’zas doesn't have disadvantage on the attack roll.

Amphibious. The Wi’zas can breathe both air and water.

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

Innate Spellcasting. The Wi’zas'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: chaos bolt, elemental weapon, produce flame
3/long rest each: wind wall

Actions
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Multiattack. The Wi’zas makes two Claws attacks.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Freezing Beam (Recharge 5-6). Each creature in a 30-foot long, 5-foot wide line must make a DC 15 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much on a successful one.

Screech. The Wi’zas can screech at a creature within 30 feet. That creature must make a DC 19 Constitution saving throw, taking 22 (5d8) thunder damage on a failed save.


Blue Wi’zas

Small fey, lawful evil
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Armor Class 16 (natural armor)
Hit Points 169 (26d6 + 78)
Speed 30 ft.
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STR 8 (-1) DEX 19 (+4) CON 17 (+3)
INT 16 (+3) WIS 15 (+2) CHA 17 (+3)
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Skills Athletics +3
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses passive Perception 12
Languages Common, Sylvan
Challenge 10 (5900 XP)
------------------------------------------------

Ice Walk. The Blue Wi’zas 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.

Slow Fall. Reduce all falling damage the Blue Wi’zas takes by 50.

Hold Breath. The Blue Wi’zas can hold its breath for 15 minutes.

Innate Spellcasting (Psionic). The Blue Wi’zas'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: chaos bolt, elemental weapon, produce flame
1/long rest each: tongues
3/long rest each: earth tremor, wind wall

Actions
------------------------------------------------
Multiattack. The Blue Wi’zas makes two attacks, one with its Claws and one with its Bite.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 37 (6d10 + 4) piercing damage.

Freezing Beam (Recharge 5-6). Each creature in a 30-foot long, 5-foot wide line must make a DC 15 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much on a successful one.

Reactions
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Viscious Lampoon (Recharge 5-6). One creature within 60 feet of the Blue Wi’zas 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 VARIANTS

Cloudcorpse

Medium undead, lawful neutral
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Armor Class 15 (natural armor)
Hit Points 247 (33d8 + 99)
Speed 30 ft.
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STR 17 (+3) DEX 24 (+7) CON 16 (+3)
INT 9 (-1) WIS 23 (+6) CHA 3 (-4)
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Skills Perception +9
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 19
Languages Abyssal
Challenge 14 (11500 XP)
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Slow Fall. Reduce all falling damage the Cloudcorpse takes by 70.

Detect Life. The Cloudcorpse 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.

Fetid Cloud. The Cloudcorpse exudes a vile cloud of dark power. Its allies within 30 feet of it receive a +2 bonus to attack rolls. When the Cloudcorpse 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 Cloudcorpse's enemies until it moves away. Multiple Fetid Clouds do not stack.

Mystic Aura. Each creature that begins its turn within 10 feet of the Cloudcorpse takes 17 (5d6) fire damage.

Ice Walk. The Cloudcorpse 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.

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

Innate Spellcasting (Psionic). The Cloudcorpse'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: heat metal, hunger of hadar, toll the dead
1/long rest each: enlarge/reduce
3/long rest each: warding bond, warding wind

Actions
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Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage plus 26 (4d12) necrotic damage.


Cloudcorpse Ranger

Medium undead, lawful neutral
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Armor Class 19 (natural armor)
Hit Points 378 (36d8 + 216)
Speed 30 ft.
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STR 21 (+5) DEX 26 (+8) CON 22 (+6)
INT 7 (-2) WIS 25 (+7) CHA 11 (+0)
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Skills Perception +10, Stealth +14
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., passive Perception 20
Languages Common
Challenge 20 (25000 XP)
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Slow Fall. Reduce all falling damage the Cloudcorpse Ranger takes by 100.

Detect Life. The Cloudcorpse Ranger 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.

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

Air Form. The Cloudcorpse Ranger 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.

Improved Critical. The Cloudcorpse Ranger scores a critical hit on a roll of 19 or 20.

Innate Spellcasting (Psionic). The Cloudcorpse Ranger's innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: heat metal, hunger of hadar
3/long rest each: warding bond

Actions
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Multiattack. The Cloudcorpse Ranger makes five Unarmed Strike attacks.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.

Wind Gust (Recharge 5-6). Each creature in a 30-foot cone must make a DC 20 Strength saving throw, taking 73 (21d6) 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.

Reactions
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Sudden Escape. When the Cloudcorpse Ranger takes damage, it can teleport up to 20 feet.


Dexterous Cloudcorpse

Medium undead, lawful neutral
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Armor Class 19 (natural armor)
Hit Points 368 (32d8 + 224)
Speed 10 ft., swim 45 ft.
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STR 19 (+4) DEX 26 (+8) CON 25 (+7)
INT 3 (-4) WIS 17 (+3) CHA 3 (-4)
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Skills Athletics +10, Perception +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 16
Languages -
Challenge 20 (25000 XP)
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Slow Fall. Reduce all falling damage the Dexterous Cloudcorpse takes by 100.

Detect Life. The Dexterous Cloudcorpse 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.

Necromantic Flow. While the Dexterous Cloudcorpse has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Dexterous Cloudcorpse takes 24 (7d6) necrotic damage.

Innate Spellcasting. The Dexterous Cloudcorpse's innate spellcasting ability is Constitution (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: darkvision, heat metal, hunger of hadar
1/long rest each: enervation, scatter
3/long rest each: control water, warding bond

Actions
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Multiattack. The Dexterous Cloudcorpse makes five Unarmed Strike attacks.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage.


Cloudcorpse Warrior

Medium undead, lawful neutral
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Armor Class 17 (natural armor)
Hit Points 137 (25d8 + 25)
Speed 30 ft.
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STR 19 (+4) DEX 19 (+4) CON 12 (+1)
INT 5 (-3) WIS 17 (+3) CHA 7 (-2)
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Skills Perception +6
Damage Immunities poison, cold
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 16
Languages understands Common but can't speak it
Challenge 7 (2900 XP)
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Slow Fall. Reduce all falling damage the Cloudcorpse Warrior takes by 35.

Detect Life. The Cloudcorpse Warrior 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.

Innate Spellcasting. The Cloudcorpse Warrior'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: heat metal, hunger of hadar
1/long rest each: feather fall
3/long rest each: warding bond

Actions
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Multiattack. The Cloudcorpse Warrior makes two Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage.

Screech. The Cloudcorpse Warrior can screech at a creature within 30 feet. That creature must make a DC 17 Constitution saving throw, taking 31 (7d8) thunder damage on a failed save.

Mystic 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 26 (4d12) fire damage on a failed save, or half as much on a successful one.


Civilized Cloudcorpse

Medium undead, lawful neutral
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Armor Class 17 (natural armor)
Hit Points 275 (29d8 + 145)
Speed 30 ft.
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STR 15 (+2) DEX 23 (+6) CON 20 (+5)
INT 5 (-3) WIS 23 (+6) CHA 9 (-1)
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Skills Perception +9, Stealth +11
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., blindsight 60 ft., passive Perception 19
Languages Dwarvish
Challenge 14 (11500 XP)
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Slow Fall. Reduce all falling damage the Civilized Cloudcorpse takes by 70.

Detect Life. The Civilized Cloudcorpse 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.

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

Innate Spellcasting (Psionic). The Civilized Cloudcorpse'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: chill touch, heat metal, hunger of hadar
3/long rest each: thunderous smite, warding bond

Actions
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Multiattack. The Civilized Cloudcorpse makes two attacks, one with its Dissolve and one with its Cult Touch.

Dissolve. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 38 (5d12 + 6) acid damage.

Cult Touch. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 38 (5d12 + 6) necrotic damage.

Wail of Despair (Recharge 6). Each enemy within 120 feet that can hear the Civilized Cloudcorpse must make a DC 18 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 14 NPCS

High Autowing

Medium humanoid (any), any alignment
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Armor Class 18 (natural armor)
Hit Points 330 (60d8 + 60)
Speed 30 ft., swim 15 ft.
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STR 10 (+0) DEX 22 (+6) CON 12 (+1)
INT 14 (+2) WIS 16 (+3) CHA 17 (+3)
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Saving Throws Int +7
Skills Performance +8
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 14 (11500 XP)
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Sunlight Sensativity. While in sunlight, the High Autowing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Aura of Slick Might. The High Autowing's allies within 60 feet of it gain a +2 bonus to attack rolls and a +3 bonus to weapon damage rolls. Multiple auras do not stack.

Shock Wave (Recharge 6). As a bonus action, the High Autowing 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 High Autowing. If the save fails by 5 or more, a creature also falls prone.

Innate Spellcasting. The High Autowing'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: true strike
3/long rest each: cloudkill, color spray

Actions
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Multiattack. The High Autowing makes three attacks, one with its Bite, one with its Shortsword, and one with its Claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 34 (8d6 + 6) slashing damage.

Summon Dynamic Villagebeing. The High Autowing summons 2 (1d3) Dynamic Villagebeings 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.


Wet Mindwitch

Tiny humanoid (any), any alignment
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Armor Class 19 (natural armor, defensive fighting style)
Hit Points 307 (41d4 + 205)
Speed 30 ft., fly 30 ft., climb 30 ft., swim 45 ft.
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STR 11 (+0) DEX 23 (+6) CON 21 (+5)
INT 22 (+6) WIS 7 (-2) CHA 22 (+6)
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Saving Throws Con +11
Skills Deception +12, Investigation +12, Stealth +12, Survival +4
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses darkvision 60 ft., passive Perception 8
Languages Common
Challenge 17 (18000 XP)
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Keen Sight. The Wet Mindwitch has advantage on all Wisdom (Perception) checks that rely on sight.

Dive Attack. If the Wet Mindwitch is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 63 (14d8) damage to the target.

Hold Breath. The Wet Mindwitch can hold its breath for 15 minutes.

Innate Spellcasting (Psionic). The Wet Mindwitch'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: tongues
2/long rest each: guardian of nature
3/long rest each: enlarge/reduce

Spellcasting. The Wet Mindwitch is a 10th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It knows the following spells:

1st (4 slots): jump, longstrider
2nd (3 slots): crown of madness, enthrall
3rd (3 slots): fly, gaseous form
4th (3 slots): charm monster, dominate beast
5th (2 slots): dominate person, geas

Actions
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Multiattack. The Wet Mindwitch makes three attacks, one with its Talons, one with its Beak, and one with its Sting.

Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.

Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.

Sting. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 13 (2d12) poison damage on a failed save.

Summon Beast. The Wet Mindwitch summons a creature of the beast type with a challenge rating of 9 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.

Enslave (3/Long Rest). The Wet Mindwitch targets one creature it can see within 30 feet of it. The target must succeed on a DC 20 Wisdom saving throw or be magically charmed by the Wet Mindwitch until the Wet Mindwitch dies or until it is on a different plane of existence from the target. The charmed target is under the Wet Mindwitch's control and can't take reactions, and the Wet Mindwitch 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 Wet Mindwitch.

Reactions
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Viscious Lampoon (Recharge 5-6). One creature within 60 feet of the Wet Mindwitch that misses with an attack must make a DC 20 Charisma saving throw. On a failed save, that creature suffers disadvantage on attack rolls for one minute, or until it hits with an attack.


Furry Lake Drake

Tiny humanoid (any), any alignment
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Armor Class 15
Hit Points 238 (68d4 + 68)
Speed 30 ft.
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STR 10 (+0) DEX 20 (+5) CON 13 (+1)
INT 15 (+2) WIS 20 (+5) CHA 13 (+1)
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Saving Throws Cha +6
Senses passive Perception 15
Languages Common, Aquan
Challenge 14 (11500 XP)
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Weird Flow. While the Furry Lake Drake has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Furry Lake Drake takes 17 (5d6) force damage.

Innate Spellcasting (Psionic). The Furry Lake Drake'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: plane shift (self plus gear only)
3/long rest each: globe of invulnerability, sleet storm

Spellcasting. The Furry Lake Drake is a 17th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It knows the following spells:

Cantrips (at will): acid splash, frostbite, infestation, vicious mockery
1st (4 slots): burning hands, entangle
2nd (3 slots): heat metal, suggestion
3rd (3 slots): conjure barrage, hypnotic pattern
4th (3 slots): elemental bane, storm sphere
5th (2 slots): cone of cold
6th (1 slot): mass suggestion
7th (1 slot): delayed blast fireball
8th (1 slot): incendiary cloud
9th (1 slot): storm of vengeance

Actions
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Multiattack. The Furry Lake Drake makes three attacks, two with its Rapier and one with its Dagger.

Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Pulse. One creature within 60 feet of the Furry Lake Drake must make a DC 18 Strength saving throw. On a failed save, the target falls prone and is pushed up to 10 feet in any direction the Furry Lake Drake chooses.

Reactions
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Bent Stars. When it scores a critical hit, the Furry Lake Drake can force each each enemy within 30 feet of the it must make a DC 18 Strength saving throw or be restrained 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.


Flying Daybrood

Tiny humanoid (any), any alignment
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Armor Class 15 (natural armor)
Hit Points 112 (25d4 + 50)
Speed 30 ft., swim 15 ft., fly 30 ft.
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STR 10 (+0) DEX 19 (+4) CON 14 (+2)
INT 20 (+5) WIS 16 (+3) CHA 7 (-2)
------------------------------------------------
Saving Throws Str +3
Skills Intimidation +1, Sleight of Hand +7
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 6 (2300 XP)
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Keen Smell. The Flying Daybrood has advantage on all Wisdom (Perception) checks that rely on scent.

Hold Breath. The Flying Daybrood can hold its breath for 15 minutes.

Mandrake Rogue. While it is submerged at least partially in water, as a bonus action, until the end of its next turn, the Flying Daybrood deals an additional 5 bludgeoning damage when it hits with an attack.

Actions
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Multiattack. The Flying Daybrood chooses to make either two Handaxe attacks, or two attacks, one with its Dart and one with its Psychic Heavy Crossbow.

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 18 (4d8) slashing damage.

Dart. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Psychic Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 5 (2d4) psychic damage.

Magnificent Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 15 Strength saving throw, taking 22 (5d8) bludgeoning damage on a failed save, or half as much on a successful one.

Unyielding Charm. One humanoid the Flying Daybrood can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Flying Daybrood's spoken commands. If the target suffers any harm from the Flying Daybrood or another creature or receives a suicidal command from the Flying Daybrood, 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 Flying Daybrood's Unyielding Charm for the next 24 hours.


Tranquil Rockhusk

Tiny humanoid (any), any alignment
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Armor Class 13
Hit Points 108 (31d4 + 31)
Speed 30 ft.
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STR 8 (-1) DEX 17 (+3) CON 13 (+1)
INT 14 (+2) WIS 11 (+0) CHA 17 (+3)
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Senses passive Perception 10
Languages Common
Challenge 6 (2300 XP)
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Blade Geomancer. While it is not touching the ground, the Tranquil Rockhusk deals an additional 5 force damage when it hits with an attack.

Innate Spellcasting (Psionic). The Tranquil Rockhusk'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: ray of frost
1/long rest each: feather fall

Spellcasting. The Tranquil Rockhusk 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, frostbite, infestation, ray of frost, thunderclap
1st (4 slots): sleep, thunderwave
2nd (3 slots): cloud of daggers, earthbind, pyrotechnics
3rd (3 slots): fireball, lightning bolt, sleet storm
4th (3 slots): banishment
5th (1 slot): cloudkill

Actions
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Multiattack. The Tranquil Rockhusk makes two attacks, one with its Rapier and one with its Dagger.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d10 + 3) piercing damage.







LEVEL 15 SMATTERING

Auto Monster

Small monstrosity, chaotic evil
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Armor Class 16 (natural armor)
Hit Points 165 (22d6 + 88)
Speed 40 ft.
------------------------------------------------
STR 18 (+4) DEX 19 (+4) CON 18 (+4)
INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
------------------------------------------------
Saving Throws Con +7
Skills Athletics +7, Perception +7
Damage Resistances cold
Senses darkvision 120 ft., passive Perception 17
Languages -
Challenge 8 (3900 XP)
------------------------------------------------

Innate Spellcasting. The Auto Monster'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: create food and water, thunderwave
1/long rest each: hold person

Actions
------------------------------------------------
Multiattack. The Auto Monster makes three attacks, one with its Talons, one with its Beak, and one with its Hooves.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

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


Glorious Commanding Flower

Medium undead, neutral evil
------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 275 (50d8 + 50)
Speed 30 ft., fly 30 ft.
------------------------------------------------
STR 22 (+6) DEX 9 (-1) CON 12 (+1)
INT 11 (+0) WIS 18 (+4) CHA 7 (-2)
------------------------------------------------
Skills Stealth +4
Damage Immunities poison
Condition Immunities poisoned, charmed, frightened, petrified, paralyzed, exhaustion, unconscious
Damage Resistances necrotic, cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 14
Languages Celestial
Challenge 15 (13000 XP)
------------------------------------------------

Aura of Vampiric Might. The Glorious Commanding Flower's allies within 60 feet of it gain a +2 bonus to attack rolls and a +3 bonus to weapon damage rolls. Multiple auras do not stack.

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

Innate Spellcasting. The Glorious Commanding Flower'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: chill touch, haste
1/long rest each: tongues
2/long rest each: detect evil and good
3/long rest each: locate animals or plants

Actions
------------------------------------------------
Multiattack. The Glorious Commanding Flower chooses to make either three attacks, one with its Slam and two with its Corrupting Touch, or three Quill attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.

Corrupting Touch. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 50 (8d10 + 6) necrotic damage.

Quill. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 21 (5d8 - 1) piercing damage.

Summon Auto Monster. The Glorious Commanding Flower summons 2 (1d3) Auto Monsters 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.

Healing Touch (3/Long Rest). The Glorious Commanding Flower touches another creature. The target magically regains 18 (4d8) hit points and is freed from any curse, disease, poison, blindness, or deafness.


Serpant

Gargantuan dragon, lawful evil
------------------------------------------------
Armor Class 13 (natural armor)
Hit Points 400 (32d20 + 64)
Speed 35 ft., swim 20 ft.
------------------------------------------------
STR 20 (+5) DEX 13 (+1) CON 15 (+2)
INT 16 (+3) WIS 10 (+0) CHA 17 (+3)
------------------------------------------------
Damage Vulnerabilities fire
Damage Immunities thunder
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 10
Languages Common, Draconic, Druidic
Challenge 15 (13000 XP)
------------------------------------------------

Mystic Flow. While the Serpant has more than half of its maximum hit points, each creature that begins its turn within 5 feet of the Serpant takes 18 (4d8) fire damage.

Shock Wave (Recharge 6). As a bonus action, the Serpant 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 Serpant. If the save fails by 5 or more, a creature also falls prone.

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

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

Speak With Octopi and Squid. The Serpant can communicate simple concepts to octopi and squid when it speaks Common.

Actions
------------------------------------------------
Multiattack. The Serpant makes three Claw attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (3d12 + 5) slashing damage.

Snow Covered Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 21 Constitution saving throw, taking 73 (21d6) cold damage on a failed save, or half as much on a successful one.

Reactions
------------------------------------------------
Daemon Goat. When it takes damage, the Serpant can teleport up to 60 feet.


Sowyorax

Gargantuan monstrosity, lawful evil
------------------------------------------------
Armor Class 19 (natural armor)
Hit Points 475 (38d20 + 76)
Speed 45 ft.
------------------------------------------------
STR 25 (+7) DEX 24 (+7) CON 14 (+2)
INT 14 (+2) WIS 17 (+3) CHA 16 (+3)
------------------------------------------------
Saving Throws Con +8
Skills Perception +15
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 120 ft., blindsight 60 ft., passive Perception 25
Languages Common
Challenge 18 (20000 XP)
------------------------------------------------

Ice Walk. The Sowyorax 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 Sowyorax'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: barkskin, snilloc's snowball swarm
1/long rest each: sleet storm
3/long rest each: fog cloud

Actions
------------------------------------------------
Multiattack. The Sowyorax chooses to make either three attacks, two with its Bite and one with its Claws, or three Shard attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (5d8 + 7) piercing damage.

Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (5d8 + 7) slashing damage.

Shard. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 33 (4d12 + 7) slashing damage.

Summon Glorious Commanding Flower. The Sowyorax summons 5 (1d10) Glorious Commanding Flowers 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.

Reactions
------------------------------------------------
Snow Roar (Recharge 5-6). When the Sowyorax takes damage, it can emit a powerful roar. Each enemy within 30 feet that can hear it must make a DC 21 Wisdom saving throw. On a failed save, a creature is frightened until the end of its next turn.







LEVEL 15 TRIBE

Seulekushi

Medium dragon, chaotic evil
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Armor Class 12
Hit Points 127 (15d8 + 60)
Speed 25 ft., fly 35 ft. (hover)
------------------------------------------------
STR 20 (+5) DEX 14 (+2) CON 18 (+4)
INT 10 (+0) WIS 7 (-2) CHA 8 (-1)
------------------------------------------------
Skills Perception +1
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 11
Languages Draconic
Challenge 5 (1800 XP)
------------------------------------------------

Mesa Camouflage. The Seulekushi has advantage on Dexterity (Stealth) checks made while in mountainous terrain.

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

Actions
------------------------------------------------
Multiattack. The Seulekushi makes two Lightning Slam attacks.

Lightning Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage plus 6 (1d12) lightning damage.


Archery Seulekushi

Medium dragon, chaotic evil
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Armor Class 12
Hit Points 195 (23d8 + 92)
Speed 25 ft., fly 35 ft. (hover)
------------------------------------------------
STR 18 (+4) DEX 14 (+2) CON 18 (+4)
INT 12 (+1) WIS 7 (-2) CHA 4 (-3)
------------------------------------------------
Skills Perception +1
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 11
Languages Draconic
Challenge 8 (3900 XP)
------------------------------------------------

Assistant. The Archery Seulekushi can use the Help action as a bonus action.

Actions
------------------------------------------------
Multiattack. The Archery Seulekushi makes three attacks, two with its Claw and one with its Mystic Bite.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Mystic Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 5 (1d10) fire damage.

Summon Elemental. The Archery Seulekushi summons 16 (3d10) creatures of the elemental type with a challenge rating of 3 or lower with a 65% 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.


Trained Seulekushi

Medium dragon, chaotic evil
------------------------------------------------
Armor Class 15
Hit Points 172 (23d8 + 69)
Speed 25 ft., fly 45 ft. (hover)
------------------------------------------------
STR 17 (+3) DEX 20 (+5) CON 16 (+3)
INT 14 (+2) WIS 7 (-2) CHA 4 (-3)
------------------------------------------------
Skills Athletics +6, Nature +5, Perception +1, Religion +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks
Senses darkvision 60 ft., passive Perception 11
Languages Draconic
Challenge 8 (3900 XP)
------------------------------------------------

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

Actions
------------------------------------------------
Multiattack. The Trained Seulekushi makes three attacks, two with its Claw and one with its Dexterous Bite.

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

Dexterous Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) piercing damage.

Healing Touch (1/Long Rest). The Trained Seulekushi touches another creature. The target magically regains 9 (2d8) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Summon Elemental. The Trained Seulekushi summons 2 (1d3) creatures of the elemental type with a challenge rating of 4 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.


Seulekushi of the Collected Eternal

Medium dragon, chaotic evil
------------------------------------------------
Armor Class 15
Hit Points 266 (41d8 + 82)
Speed 25 ft., fly 35 ft. (hover)
------------------------------------------------
STR 17 (+3) DEX 20 (+5) CON 14 (+2)
INT 16 (+3) WIS 9 (-1) CHA 10 (+0)
------------------------------------------------
Skills Perception +3
Damage Immunities poison
Condition Immunities poisoned, blinded, deafened
Senses darkvision 60 ft., passive Perception 13
Languages Draconic
Challenge 11 (7200 XP)
------------------------------------------------

Assistant. The Seulekushi of the Collected Eternal can use the Help action as a bonus action.

Innate Spellcasting. The Seulekushi of the Collected Eternal'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: vicious mockery
1/long rest each: tongues

Actions
------------------------------------------------
Multiattack. The Seulekushi of the Collected Eternal makes three Bite attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) piercing damage.

Manufactured Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 19 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much on a successful one.


Blooming Seulekushi

Medium dragon, chaotic evil
------------------------------------------------
Armor Class 15
Hit Points 227 (35d8 + 70)
Speed 25 ft., fly 45 ft. (hover)
------------------------------------------------
STR 19 (+4) DEX 21 (+5) CON 14 (+2)
INT 12 (+1) WIS 13 (+1) CHA 10 (+0)
------------------------------------------------
Skills Athletics +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 11
Languages Draconic
Challenge 11 (7200 XP)
------------------------------------------------

Assistant. The Blooming Seulekushi can use the Help action as a bonus action.

Actions
------------------------------------------------
Multiattack. The Blooming Seulekushi makes two Bite attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) piercing damage.

Summon Seulekushi. The Blooming Seulekushi summons a Seulekushi 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.


Clifftop Seulekushi

Medium dragon, chaotic evil
------------------------------------------------
Armor Class 15 (natural armor)
Hit Points 341 (62d8 + 62)
Speed 25 ft., fly 35 ft. (hover)
------------------------------------------------
STR 11 (+0) DEX 14 (+2) CON 12 (+1)
INT 8 (-1) WIS 20 (+5) CHA 2 (-4)
------------------------------------------------
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 15
Languages Draconic
Challenge 15 (13000 XP)
------------------------------------------------

Legendary Resistance (2/Long Rest). If the Clifftop Seulekushi fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The Clifftop Seulekushi'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: feather fall, tongues
3/long rest each: dust devil

Spellcasting. The Clifftop Seulekushi is a 18th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It knows the following spells:

Cantrips (at will): frostbite, infestation, thunderclap, vicious mockery
1st (4 slots): cause fear, command
2nd (3 slots): crown of madness, hold person
3rd (3 slots): conjure barrage, enemies abound
4th (3 slots): summon greater demon, watery sphere
5th (3 slots): transmute rock, wall of light
6th (1 slot): mental prison
7th (1 slot): simulacrum
8th (1 slot): antimagic field
9th (1 slot): mass polymorph

Actions
------------------------------------------------
Multiattack. The Clifftop Seulekushi makes two attacks, one with its Sting and one with its Ram.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save.

Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 38 (8d8 + 2) bludgeoning damage.

Channel Life (1/Long Rest). One creature within 30 feet of the Clifftop Seulekushi that it can see must make a DC 18 Constitution saving throw. On a failed save, the target takes 73 (21d6) necrotic damage, or half as much on a successful one. An ally of the Clifftop Seulekushi that it can see within 30 feet is healed the same amount.

Summon Seulekushi. The Clifftop Seulekushi summons 9 (2d8) Seulekushis 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.

Legendary Actions
------------------------------------------------
The Clifftop Seulekushi 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 Clifftop Seulekushi regains spent legendary actions at the start of its turn.

Detect. The Clifftop Seulekushi makes a Wisdom (Perception) check.
Move. The Clifftop Seulekushi moves up to half its speed. This movement does not provoke opportunity attacks.







LEVEL 15 MINIONS AND MASTERS

Metalohshiteu

Small construct, unaligned
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 123 (19d6 + 57)
Speed 30 ft., burrow 30 ft.
------------------------------------------------
STR 16 (+3) DEX 14 (+2) CON 16 (+3)
INT 1 (-5) WIS 20 (+5) CHA 6 (-2)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 15
Languages -
Challenge 6 (2300 XP)
------------------------------------------------

Actions
------------------------------------------------
Multiattack. The Metalohshiteu makes three attacks, two with its Psudopod and one with its Ungula.

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

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

Enslave (3/Long Rest). The Metalohshiteu 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 Metalohshiteu until the Metalohshiteu dies or until it is on a different plane of existence from the target. The charmed target is under the Metalohshiteu's control and can't take reactions, and the Metalohshiteu 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 Metalohshiteu.


Unknown Metalohshiteu

Large construct, unaligned
------------------------------------------------
Armor Class 13
Hit Points 105 (14d10 + 28)
Speed 30 ft., burrow 40 ft., climb 40 ft., swim 40 ft.
------------------------------------------------
STR 18 (+4) DEX 16 (+3) CON 15 (+2)
INT 5 (-3) WIS 20 (+5) CHA 10 (+0)
------------------------------------------------
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 adamantine
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15
Languages Undercommon, telepathy 120 ft.
Challenge 5 (1800 XP)
------------------------------------------------

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

Actions
------------------------------------------------
Multiattack. The Unknown Metalohshiteu makes two attacks, one with its Tentacles and one with its Psudopod.

Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Psudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Enslave (1/Long Rest). The Unknown Metalohshiteu 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 Unknown Metalohshiteu until the Unknown Metalohshiteu dies or until it is on a different plane of existence from the target. The charmed target is under the Unknown Metalohshiteu's control and can't take reactions, and the Unknown Metalohshiteu 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 Unknown Metalohshiteu.


Booming Metalohshiteu

Small construct, unaligned
------------------------------------------------
Armor Class 14
Hit Points 122 (35d6)
Speed 30 ft., burrow 30 ft., climb 30 ft.
------------------------------------------------
STR 18 (+4) DEX 19 (+4) CON 11 (+0)
INT 7 (-2) WIS 20 (+5) CHA 8 (-1)
------------------------------------------------
Damage Immunities necrotic, poison
Condition Immunities poisoned, blinded, deafened, stunned, petrified, charmed, frightened
Damage Resistances fire
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 15
Languages Deep Speech, telepathy 60 ft.
Challenge 6 (2300 XP)
------------------------------------------------

Heated Body. A creature that touches the Booming Metalohshiteu'or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage.

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

Actions
------------------------------------------------
Multiattack. The Booming Metalohshiteu makes two Slam attacks.

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

Enslave (1/Long Rest). The Booming Metalohshiteu targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically charmed by the Booming Metalohshiteu until the Booming Metalohshiteu dies or until it is on a different plane of existence from the target. The charmed target is under the Booming Metalohshiteu's control and can't take reactions, and the Booming Metalohshiteu 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 Booming Metalohshiteu.


Metrowyrm

Medium fey, neutral evil
------------------------------------------------
Armor Class 20 (shield, leather armor)
Hit Points 338 (52d8 + 104)
Speed 30 ft., fly 50 ft. (hover)
------------------------------------------------
STR 6 (-2) DEX 25 (+7) CON 15 (+2)
INT 10 (+0) WIS 5 (-3) CHA 9 (-1)
------------------------------------------------
Condition Immunities paralyzed
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 7
Languages Common, Sylvan
Challenge 15 (13000 XP)
------------------------------------------------

Enchanted Power. While it is adjacent to at least two hostile creatures, as a bonus action, until the end of its next turn, the Metrowyrm deals an additional 3 psychic damage when it hits with an attack.

Innate Spellcasting. The Metrowyrm'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: disguise self, mass suggestion, nystul's magic aura
1/long rest each: magic circle
2/long rest each: barkskin

Actions
------------------------------------------------
Multiattack. The Metrowyrm makes four Strike of the Warrior Power attacks.

Strike of the Warrior Power. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 bludgeoning damage plus 17 (5d6) slashing damage.

Warrior Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 21 Dexterity saving throw, taking 73 (21d6) slashing damage on a failed save, or half as much on a successful one.


Metrowyrm Druid

Medium fey, neutral evil
------------------------------------------------
Armor Class 15 (shield, leather armor)
Hit Points 225 (30d8 + 90)
Speed 30 ft., fly 40 ft. (hover)
------------------------------------------------
STR 14 (+2) DEX 23 (+6) CON 17 (+3)
INT 12 (+1) WIS 13 (+1) CHA 17 (+3)
------------------------------------------------
Skills Stealth +10
Condition Immunities paralyzed
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses darkvision 60 ft., passive Perception 11
Languages Common, Sylvan
Challenge 11 (7200 XP)
------------------------------------------------

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

Speak With Wolves. The Metrowyrm Druid can communicate simple concepts to wolves when it speaks Sylvan.

Innate Spellcasting. The Metrowyrm Druid'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: disguise self

Actions
------------------------------------------------
Multiattack. The Metrowyrm Druid makes three attacks, one with its Treetop Strike and two with its Antler.

Treetop Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 bludgeoning damage plus 9 (2d8) poison damage.

Antler. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) bludgeoning damage.

Channel Life (1/Long Rest). One creature within 30 feet of the Metrowyrm Druid that it can see must make a DC 15 Constitution saving throw. On a failed save, the target takes 55 (10d10) necrotic damage, or half as much on a successful one. An ally of the Metrowyrm Druid that it can see within 30 feet is healed the same amount.

Summon Quick Woman. The Metrowyrm Druid summons 2 (1d3) Quick Womans 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.

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







LEVEL 15 VARIANTS

Defending Bent Dragon

Gargantuan dragon, neutral evil
------------------------------------------------
Armor Class 18 (natural armor)
Hit Points 402 (35d20 + 35)
Speed 10 ft., fly 80 ft., climb 40 ft.
------------------------------------------------
STR 20 (+5) DEX 11 (+0) CON 13 (+1)
INT 13 (+1) WIS 17 (+3) CHA 11 (+0)
------------------------------------------------
Damage Resistances acid
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 15 (13000 XP)
------------------------------------------------

Innate Spellcasting (Psionic). The Defending Bent Dragon'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: mold earth
1/long rest each: divination

Actions
------------------------------------------------
Multiattack. The Defending Bent Dragon makes two attacks, one with its Caustic Bite and one with its Bite.

Caustic Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage plus 7 (2d6) acid damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 45 (9d8 + 5) piercing damage.


Warped Bent Dragon

Small dragon, neutral evil
------------------------------------------------
Armor Class 14 (natural armor)
Hit Points 379 (33d6 + 264)
Speed 10 ft., fly 80 ft., climb 40 ft.
------------------------------------------------
STR 26 (+8) DEX 13 (+1) CON 26 (+8)
INT 23 (+6) WIS 21 (+5) CHA 17 (+3)
------------------------------------------------
Skills Perception +19, Stealth +8
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't cold iron
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 29
Languages Common, Draconic, Sylvan
Challenge 21 (330000 XP)
------------------------------------------------

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

False Appearance. While the Warped Bent Dragon remains motionless, it is indistinguishable from a boring rock.

Innate Spellcasting (Psionic). The Warped Bent Dragon's innate spellcasting ability is Constitution (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: mold earth
1/long rest each: divination

Actions
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Multiattack. The Warped Bent Dragon makes five attacks, one with its Strike of the Sneaky Striker, one with its Unarmed Strike, one with its Caustic Bite, and two with its Claws.

Strike of the Sneaky Striker. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 9 bludgeoning damage plus 3 (1d6) poison damage.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) bludgeoning damage.

Caustic Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 5 (1d10) acid damage.

Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 43 (10d6 + 8) slashing damage.

Caustic Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 23 Dexterity saving throw, taking 78 (12d12) acid damage on a failed save, or half as much on a successful one.


Bent Dragon King

Huge dragon, neutral evil
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Armor Class 18 (natural armor)
Hit Points 507 (35d12 + 280)
Speed 10 ft., fly 80 ft., climb 40 ft.
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STR 24 (+7) DEX 11 (+0) CON 26 (+8)
INT 24 (+7) WIS 17 (+3) CHA 13 (+1)
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Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., blindsight 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 21 (330000 XP)
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Innate Spellcasting (Psionic). The Bent Dragon King's innate spellcasting ability is Constitution (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: disguise self, guidance, mold earth, spare the dying
1/long rest each: divination, flame arrows
2/long rest each: mirror image
3/long rest each: invisibility (self only)

Spellcasting. The Bent Dragon King is a 20th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). It knows the following spells:

Cantrips (at will): eldritch blast, friends, vicious mockery
1st (4 slots): jump, longstrider
2nd (3 slots): enthrall, suggestion
3rd (3 slots): fly, hunger of hadar
4th (3 slots): arcane eye, charm monster
5th (3 slots): banishing smite, dominate person
6th (2 slots): disintegrate, mass suggestion
7th (2 slots): etherealness
8th (1 slot): dominate monster
9th (1 slot): gate

Actions
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Multiattack. The Bent Dragon King makes three attacks, two with its Claw and one with its Overpowering Bite.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 35 (8d6 + 7) slashing damage.

Overpowering Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 10 (3d6) psychic damage.


Tempered Bent Dragon

Medium dragon, neutral evil
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Armor Class 16 (natural armor)
Hit Points 324 (59d8 + 59)
Speed 10 ft., fly 80 ft., climb 40 ft.
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STR 15 (+2) DEX 21 (+5) CON 12 (+1)
INT 13 (+1) WIS 17 (+3) CHA 11 (+0)
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Damage Resistances acid
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 15 (13000 XP)
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Legendary Resistance (3/Long Rest). If the Tempered Bent Dragon fails a saving throw, it can choose to succeed instead.

Innate Spellcasting (Psionic). The Tempered Bent Dragon'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: mold earth
1/long rest each: divination

Actions
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Multiattack. The Tempered Bent Dragon makes three attacks, one with its Bite and two with its Caustic Bite.

Desert Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d12 + 2) piercing damage.

Caustic Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 4 (1d8) acid damage.

Weird Burst (Recharge 6). Each creature within 20 feet of the Tempered Bent Dragon must make a DC 18 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much on a successful one.

Enslave (1/Long Rest). The Tempered Bent Dragon targets one creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be magically charmed by the Tempered Bent Dragon until the Tempered Bent Dragon dies or until it is on a different plane of existence from the target. The charmed target is under the Tempered Bent Dragon's control and can't take reactions, and the Tempered Bent Dragon 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 Tempered Bent Dragon.

Legendary Actions
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The Tempered Bent Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Tempered Bent Dragon regains spent legendary actions at the start of its turn.

Attack. The Tempered Bent Dragon makes one Desert Bite attack.
Move. The Tempered Bent Dragon moves up to half its speed.


Archery Bent Dragon

Small dragon, neutral evil
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Armor Class 17 (natural armor)
Hit Points 180 (40d6 + 40)
Speed 10 ft., fly 80 ft., climb 40 ft., swim 40 ft.
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STR 17 (+3) DEX 22 (+6) CON 12 (+1)
INT 13 (+1) WIS 19 (+4) CHA 11 (+0)
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Skills Perception +8
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses darkvision 60 ft., passive Perception 18
Languages Common, Draconic
Challenge 11 (7200 XP)
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Labyrinth Camouflage. The Archery Bent Dragon has advantage on Dexterity (Stealth) checks made while indoors or in a city.

Amphibious. The Archery Bent Dragon can breathe both air and water.

Innate Spellcasting (Psionic). The Archery Bent Dragon'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: mold earth
1/long rest each: divination

Actions
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Multiattack. The Archery Bent Dragon chooses to make either two attacks, one with its Claws and one with its Skittering Bite, or two Liquid Arrow attacks.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 27 (7d6 + 3) slashing damage.

Skittering Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) piercing damage plus 6 (1d12) poison damage.

Liquid Arrow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.

Skittering Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 19 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much on a successful one.

Reactions
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Mephit Beast. When it fails a saving throw, the Archery Bent Dragon can teleport up to 30 feet.







LEVEL 15 NPCS

Dynamic Underkeeper

Tiny humanoid (any), any alignment
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Armor Class 17 (natural armor)
Hit Points 253 (39d4 + 156)
Speed 30 ft., burrow 15 ft., climb 20 ft.
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STR 12 (+1) DEX 22 (+6) CON 19 (+4)
INT 10 (+0) WIS 12 (+1) CHA 13 (+1)
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Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapon attacks that aren't silver
Senses tremorsense 60 ft., passive Perception 11
Languages Common
Challenge 15 (13000 XP)
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Heated Body. A creature that touches the Dynamic Underkeeper'or hits it with a melee attack while within 5 feet of it takes 22 (5d8) fire damage.

Godly Aura. Each creature that begins its turn within 5 feet of the Dynamic Underkeeper takes 18 (4d8) radiant damage.

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

Black Camouflage. The Dynamic Underkeeper has advantage on Dexterity (Stealth) checks made while underground.

Innate Spellcasting (Psionic). The Dynamic Underkeeper'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: alter self, control water, hold person, tongues
1/long rest each: elemental bane, flesh to stone
3/long rest each: command, maelstrom

Actions
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Multiattack. The Dynamic Underkeeper makes three Constrict attacks.

Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and a Small or smaller target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the Dynamic Underkeeper can't constrict another target.

Pious Burst (Recharge 6). Each creature within 20 feet of the Dynamic Underkeeper must make a DC 17 Dexterity saving throw, taking 73 (21d6) radiant damage on a failed save, or half as much on a successful one.

Channel Life (1/Long Rest). One creature within 30 feet of the Dynamic Underkeeper that it can see must make a DC 17 Constitution saving throw. On a failed save, the target takes 73 (21d6) necrotic damage, or half as much on a successful one. An ally of the Dynamic Underkeeper that it can see within 30 feet is healed the same amount.


Roaduser Adept

Tiny humanoid (any), any alignment
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Armor Class 17 (natural armor)
Hit Points 256 (57d4 + 114)
Speed 30 ft.
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STR 12 (+1) DEX 23 (+6) CON 15 (+2)
INT 21 (+5) WIS 18 (+4) CHA 5 (-3)
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Saving Throws Wis +9
Skills Medicine +9
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 15 (13000 XP)
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Chill Leakage. While the Roaduser Adept has less than half of its maximum hit points, each creature that begins its turn within 5 feet of the Roaduser Adept takes 18 (4d8) cold damage.

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

Hulk Devil. While it is not touching the ground, as a bonus action, the Roaduser Adept can make a ranged weapon attack.

Psionics. The Roaduser Adept is a 15th level psionicist. Its psionic ability is Intelligence (discipline save DC 18, +10 to hit with discipline attacks). It has the following psionic powers:

Psi Points: 64 (psi limit 7)
Talents: Energy Beam, Mind Thrust, Mystic Hand
Disciplines: Mantle of Awe, Mantle of Fear, Mastery of Force, Precognition, Psychic Assault, Psychic Disruption, Telepathic Contact

Innate Spellcasting (Psionic). The Roaduser 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: branding smite
1/long rest each: death ward, lightning arrow, shatter
3/long rest each: delayed blast fireball, disguise self

Actions
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Multiattack. The Roaduser Adept chooses to make either three attacks, two with its Claw and one with its Bite, or three Force Sling attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 34 (6d10 + 1) piercing damage.

Force Sling. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage plus 6 (1d12) force damage.

Enslave (3/Long Rest). The Roaduser Adept targets one creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be magically charmed by the Roaduser Adept until the Roaduser Adept dies or until it is on a different plane of existence from the target. The charmed target is under the Roaduser Adept's control and can't take reactions, and the Roaduser Adept 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 Roaduser Adept.

Mental Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 19 Charisma saving throw, taking 56 (16d6) psychic damage on a failed save, or half as much on a successful one.

Psionic Mastery (3/Long Rest). The Roaduser Adept gains 11 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 Roaduser Adept 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.


Reaping Matorsha

Large humanoid (any), any alignment
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Armor Class 13
Hit Points 374 (68d10)
Speed 30 ft.
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STR 20 (+5) DEX 16 (+3) CON 10 (+0)
INT 20 (+5) WIS 10 (+0) CHA 15 (+2)
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Senses passive Perception 10
Languages Common, Draconic
Challenge 15 (13000 XP)
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Sunlight Sensativity. While in sunlight, the Reaping Matorsha has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Psionics. The Reaping Matorsha is a 19th level psionicist. Its psionic ability is Intelligence (discipline save DC 18, +10 to hit with discipline attacks). It has the following psionic powers:

Psi Points: 71 (psi limit 7)
Talents: Blind Spot, Light Step, Mind Meld, Mind Thrust
Disciplines: Celerity, Corrosive Metabolism, Diminution, Giant Growth, Iron Durability, Nomadic Arrow, Psionic Weapon, Psychic Inquisition

Innate Spellcasting (Psionic). The Reaping Matorsha'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: otiluke's freezing sphere

Actions
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Multiattack. The Reaping Matorsha makes three attacks, two with its Quarterstaff and one with its Club.

Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

Club. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) bludgeoning damage.

Psionic Mastery (4/Long Rest). The Reaping Matorsha gains 11 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 Reaping Matorsha 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.

Pulse. One creature within 60 feet of the Reaping Matorsha must make a DC 18 Strength saving throw. On a failed save, the target falls prone and is pushed up to 10 feet in any direction the Reaping Matorsha chooses.


Dark Sewerholder

Medium humanoid (any), any alignment
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Armor Class 16 (natural armor)
Hit Points 187 (34d8 + 34)
Speed 0 ft., fly 60 ft., climb 30 ft.
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STR 5 (-3) DEX 18 (+4) CON 12 (+1)
INT 10 (+0) WIS 20 (+5) CHA 14 (+2)
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Senses passive Perception 15
Languages Common
Challenge 8 (3900 XP)
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Sunlight Sensativity. While in sunlight, the Dark Sewerholder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions
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Multiattack. The Dark Sewerholder makes three attacks, one with its Claw, one with its Dagger, and one with its Bite.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

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

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d8 + 4) piercing damage.







Random Seed: 1545114463