Crooked Moon Bestiary
Core Bestiary for the Crooked Moon adventure by Avantris Entertainment
Cannot willingly move into running water or to within Reach 3 of running water. “Running water keeps bat hounds at bay and can destroy them, a lingering remnant from the vampiric curse that spawned them.”
Cannot be targeted by Opportunity Attacks.
- • Bite.
1d8+10. On damage, Grappled. OR:
- • Flying Drop.
(Only VS Grappled) Fly 4 straight up, 1d8+5, then drop target and return to ground.
The clergy is Dazed if it can see its reflection. “Crimson clergy struggle to accept how monstrous they have become. They can’t stand the sight of themselves and see their true visage in their reflections.”
- • Consume.
(Reach 6) 2d6+16. On crit: +1 Wound. OR:
- • Crimson Blessing.
(Reach 3) All allies roll with advantage for 1 round.
Cannot cross a line of ashes created by burning feathers sprinkled with Holy Water. “Savvy demon hunters bar corvodaemons with warding lines of ash prepared from feathers.”
On crit, +1 Wound.
- Feeding Frenzy (2x).
2d4+9. If both damage the same hero, Weakened 10.
Has disadvantage on attacks while within Reach 2 of a religious figure. "Their disdain for deities runs so deep that alpengrendel are enraged and unnerved by the trappings of faith."
Does not die at 0 HP. Only acid, lightning, or a crit while already at 0 HP can kill it.
- • Frigid Assault (2x).
1d10+11. On hit, Slowed for 1 round. OR:
- • Frost Breath.
(1 use, AoE, Cone 4) DC 15 STR save or 1d10+20 and Dazed, save for half only. Recharges on crit.
When splashed with alcohol, take 10 and Restrained for 1 round. “The jinxcraft seals can be washed away with alcohol, hindering and even destroying the bayou beast.”
When crit: Restrain the hero (esc. DC 14, slashing/alcohol also frees) and deal 2d10.
- Hexed Slam.
d66. On hit, Prone.
When the Boneflayer hears a drum or a gong, or is crit, it is Dazed. "A lingering result of the fey bargain that created them, boneflayers are disoriented and diminished by loud, thunderous noises."
- • Flurry (3x).
1d8+5. If damaged by all three, Grappled. THEN:
- • Swoop.
(Only VS Grappled) Use any remaining Fly speed straight up then drops target. On landing, Dazed.
At the end of each round, summon 1 Centipede minion/Hero. (Centipede Minion: 1d4. On hit, 2 damage).
(1/turn) If splashed with soapy water, take 15 (ignoring armor). “Centipede hags draw more than strength from the filth that covers them; it is the essence of their being. Scrubbing it away dissolves the hag.”
- • Weeping Caress.
3d8+40. On hit, Dazed. If this kills a hero, they turn into a lump of flesh and cannot be revived by any means. OR:
- • Insect Plague.
(1 use, AoE, Reach 12) Summon a 2x2 swarm of insects. It is now Difficult Terrain in that area and heroes who enter or end their turn within make a DC 16 DEX save or 3d8+30 and Blinded, save for half only. Lingers for 2 rounds.
Recharge Insect Plague and now summon 2 Centipede Minions/Hero with Call Vermin.