While the blight remains motionless, it is indistinguishable from a dead shrub.
Any damage degrades Armor 1 step: Heavy » Medium » None.
Deals damage to melee attackers based on armor level: Heavy =2 » Medium =1 » None.
- Needle Spray.
(Range 6) 1d6+2
While the blight remains motionless, it is indistinguishable from a dead shrub.
- Slash.
1d6+3
Vulnerable to Fire
- Feather Gattling.
1d10 +2. (Reach 4; vertical 2): Shoot dozens of tiny sliver barbs from its wings.
Large artificial “bird” crafted of wood, animal skins, burlap, and hundreds of black raven’s feathers.
While the blight remains motionless, it is indistinguishable from a dead shrub.
- Poke with a Stick.
1d4
The wall of roots is composed of interconnected segments of black roots. Each segment has 8 HP and is five feet tall, five feet wide, and five feet deep. A segment of roots provides full cover and can't be seen through.
Vulnerable to radiant and immune to piercing and psychic. If a segment takes radiant or fire damage, it cannot regenerate for 1 turn.
- Wall Regeneration.
Roll a D8 for each destroyed segment. 1-4: nothing happens. 5-8: that segment grows back - any creature occupying a space when a segment regenerates, takes DICE slashing damage.
A creature can move through the wall of roots, albeit slowly and painfully. Moving through 1 living segment of roots costs 3 movement and deals 1d8+2 damage (cannot miss or crit).
The wall of roots is composed of interconnected segments of black roots. Each segment has 8 HP and is five feet tall, five feet wide, and five feet deep. A segment of roots provides full cover and can't be seen through.
Vulnerable to radiant and immune to piercing and psychic. If a segment takes radiant or fire damage, it cannot regenerate for 1 turn.
- Wall Regeneration.
Roll a D8 for each destroyed segment. 1-4: nothing happens. 5-8: that segment grows back - any creature occupying a space when a segment regenerates, takes [DICE] damage.
While the blight remains motionless, it is indistinguishable from a dead shrub.
Natural land within Reach 4 is considered Difficult Terrain. Creatures adjacent at the end of their turn must do a DC 10 Str save to or be Grappled. Save may be repeated at the beginning end of each turn.
- • The Grab.
Reach 2. 1d6+6. On Crit: grappled.
- • The Squeeze.
Reach 2. 2d6+6 to a grappled target. Cannot miss.
While the blight remains motionless, it is indistinguishable from a dead shrub.
When damaged, decrement this creature's die then summon one D4 minion. (D8 large » d6 medium » d4 small » dead)
- Branch Slam.
1d8
Regains all HP within a Catch Breath if not in sunlight or running water. Radiant damage or holy water damage the previous round will slow this effect.
Surrounded by a shroud of shadows that grant her 50ft hover and the benefits of heavy armor. The first time she takes radiant damage, the shroud weakens, reducing her flying speed to 8 spaces and causing her to fall 20ft. The second time she takes radiant damage, the shroud vanishes entirely.
Create The Shroud of Mist (Deals 7 damage and Frightens for 1 turn when crossing) and The Wall of Roots.
- • Dominate.
1d10 psychic (ignoring armor). (If no creatures are Enthralled) Choose half of the heroes to suffer psychic damage and a DC 10 WIL save or Enthralled as well.
- • Command.
Move 8. (Reach 8) DC 10 WIL save, force an enemy to spend one Action to make a weapon attack or cast a cantrip. On save, they attack with disadvantage.
At 50HP, gain Illusory Shift. Reaction, when attacked (1 use): Swap places with an Enthralled creature, making them the new target of the attack.
Ludmilla is Dying! 30 more damage and she dies. Until then, Ludmilla will Feed on every turn: Move 8 and bite for 2d10 damage + 1 wound (advantage on Enthralled creatures).
Enthralled: The Vampire spends one action on each of your turns, and you can't Defend against it, nor allow anyone to Interpose for you against it; damage ends.
When initiative is rolled summon 1 giant stinkbug per hero (place them within Reach 3)
When crit, summon more giant stinkbugs (1 per hero, within reach 3).
d6 tiny minion. On death: 2 damage to all adjacent enemies.
- • Cackle and Cast.
If there are more heroes than Orcs: Use your Conjure Insects ability.
- • "Feast, My Swarm!".
(1/round) Command your stinkbug minions to move then attack.
- • Ray of Sickness.
(reach 8) 4d6 +6, on crit: poisoned until end of next turn.
- • Sleep.
(on a dying hero) instead of inflicting wounds, cause a hero to fall magically unconscious. They are unable to be roused from sleep until the spell wears off normally.
"More Pretties!" Trigger your Conjure Insects ability.
Baba Lysaga is dying! 40 more damage and she dies. Conjure Insects at the end of each turn.
Does not die at 0 HP. Only silvered weapons, radiant, or a crit while at 0 HP can kill it.
When damaged, move 3.
- • Claws.
2d10+7
- • Bite.
1d10. (VS a Dying creature) On damage, cursed with Lycanthropy.
Attacks from Range 6 or beyond have disadvantage against Lorghoth.
- • Nature’s Wrath.
(1 use, Reach 8) Throws a seed that sprouts a small thorny growth. On Lorghoth's turn it will expand 3 spaces in a spiral pattern until it encompasses a 7x8 rectangle. Enemies take 5 damage for each thorny space they pass through.
- • Wolf-Spirit’s Bite.
Move 10. 2d10. On hit: drag the target 2 spaces in any direction.
- • Forest Folk’s Gust.
(Reach 8) All heroes make a DC 10 STR Save. All heroes make a DC 10 STR Save. On failure, forced 6 spaces in the same direction. Heroes or obstacles halt movement. Ignore typical forced movement damage calculations - instead split a 1d10 damage between both heroes or obstacles in a collision.
At 75 HP, one of the Greater Strix circling above swoops down to help Lorghoth.
Lorghoth is dying! 50 more damage and he's dead and the Gulthias Staff is yours! The second Greater Strix joins in the battle. The third greater strix appears in the skies overhead, one hundred and sixty feet above the winery. Before it can attack, four swarms of ravens rise from the grove to the north to surround and attack it, distracting the strix and obstructing its advance.
Has Flying in avian form and Medium Armor in lupine form.
- • Quarterstaff.
(2x) 1d8+6
- • Thorn Whip.
(Reach: 8) 2d8+10
- • Windshift (1 Use).
(Reach: 3) Creatures in reach are knocked back 4 spaces and take 10 slashing or 5 damage on a DC 12 DEX save. Shift into avian Form.
- • Lightningshift (1 Use).
(3x3 area in Range: 12) Teleport to a space within the area. Creatures in the area take 10 lightning. Shift into lupine form.
Has Flying in avian form and Medium Armor in lupine form.
- • Shillelagh Quarterstaff.
2d8+10
- • Air Cutter.
(2x) (Reach: 8) 1d8+6
- • Pheonix Fireshift (1 use).
(Reach: 4) Creatures in reach are pulled inward 1 space and take 10 fire or 5 damage on a DC 12 DEX save. Shift into avian form.
- • Moonbeam Shift (1 use).
(4-space cross pattern in Range: 12) Call down a moonbeam dealing 10 radiant damage to all within. Shift into lupine form
While Bloodied, the berserker has Advantage on attack rolls and saving throws.
- Greataxe.
2d8+10
Resistant (-10) to cold, fire, and physical attacks that aren't silvered.
Use the Hag attack rotation until bloodied, then change to the Nightmare attack rotation.
- • Hag Morgantha: Withering Rot.
Range: 8. 3d8 necrotic. On cit: poisoned (magical healing ends). Move 6.
- • Hag Bella: Putrid Radiance.
Range: 8. A greenish light burst dealing 2d6 radiant withing a 2x2 square. On hit: blind until end of next turn. Move 6.
- • Hag Offalia: Bestow Curse.
Range 8. 2d6 necrotic. DC 15 WIL save: Cursed - take 1d8 necrotic every time you make an attack. Move 6.
- • Nightmare Morgantha: Inflict Nightmare.
Range: 8. 2d10 psychic. DC 17 WIL save: on fail, stunned until end of next turn. Teleport 6.
- • Nightmare Bella: Death Roll.
Move 8. 2d10: on hit: grappled. If target is already grappled, additionally inflicts Daze.
- • Nightmare Offalia: Charge and Gore.
Move 4 in a straight line dealing 2d10 piercing to each creature in its path.
Morgantha is surrounded by a shroud of swirling shadows. Bella transforms into a monstrously huge crocodile. Offalia transforms into an elephant with twisted tusks.
The Coven is breaking! 60 more damage and they are all dead! When Morgantha takes damage, attack back with Matron's Rebuke: DC 17 Dex save or 2d10 necrotic. When Bella takes damage from a creature within 10ft, use Tail Lash: 2d10+5. When Offalia is attacked, use Shadow Step: take half the damage and teleport 6 spaces.
Does not die at 0 HP. Only silvered weapons, radiant, or a crit while at 0 HP can kill it.
Advantage if an ally is adjacent to target.
- • Claws (2x).
2d10
- • Bite.
2d10. (VS a Dying creature) On Damage, cursed with Lycanthropy.
Can move through objects and other creatures. Living creatures touched this way take 3 psychic damage.
- • Deathly Wail.
(1/Encounter, Reach 12) DC 13 WIL save or drop to 0 HP. On save, lose half max HP. Adv (or immune) if hearing is protected.
- • Animate Objects.
Possess surrounding small inanimate objects, creating 1 tiny minion/hero (d6)
- • Stonemelt.
Warp the floor within 5 ft into quicksand. Spaces immediately cease to be quicksand if no creature is sunk into it.
- • Ghastly Touch.
Fly 4 then 2d10+10.
"It's just a dream"! Currently dying heroes gain 1 HP and 1 action.
Varushka is dying! 80 more damage and she dies! Deathly Wail Recharges, and she uses it immediately.
Quicksand: When a creature enters the area, it sinks 1d4+1 feet into the quicksand and becomes restrained. It sinks another 1d4 feet at the beginning of each turn. A creature completely submerged can't breathe -- immediately set HP to 0, and take 1 wound for every turn they end suffocating. Escape: Might check starting at DC10 + (# of feet sunk) to free yourself, or another creature can perform a Might check with DC 5 + (# of feet sunk) to pull you free.
If the target is a sworn enemy, double the damage of the Revenant's attacks.
The revenant only dies if it starts it's turn with 0HP and took either fire or radiant damage in the previous turn
- • Move and Curse.
Move up to 4 spaces and swear death upon a new enemy. If maintaining the same sworn enemy, then move 8 spaces instead.
- • Lunging Strike.
Move up to 2 spaces, and attack 1d8+10
- • Vengeful Slash.
1d8+20
He snarls: “If you destroy this body, my spirit will find a new corpse to inhabit, and I will hunt you down." Replace Vengeful Slash with Reaving Sweep. (cone 3) 1d10+20. Gain advantage if any one of the targets is a sworn enemy.
Vladimir is dying! 70 more damage and he dies. Until then, Vladimir can have two different sworn enemies. When Vladimir dies, he rasps, “You have won this battle, but you shall never win forever. You can outrun me, even outfight me, but you cannot outlast me. Sleep—and know that we will meet again."
Regains all HP within a Catch Breath if not in sunlight or running water. Radiant damage or holy water damage the previous round will slow this effect.
Surrounded by a shroud of shadows that grant her the benefits of heavy armor during the 1st and 2nd round, medium armor the 3rd round, and is dissipated at the start of the 4th round.
Radiant deals +10 damage to you. When damaged this way, gain advantage on your next attack.
- • Dominate.
1d10 psychic (ignoring armor). (If no creatures are Enthralled) Choose three heroes to suffer psychic damage and a DC 13 WIL save or Enthralled as well.
- • Command.
Move 8. (Reach 8) DC 13 STR save, force an enemy to spend one Action to make a weapon attack or cast a cantrip. On save, they attack with disadvantage.
At 140HP, gain Illusory Shift. Reaction, when attacked (1 use): Swap places with an Enthralled creature, making them the new target of the attack.
Ludmilla is Dying! 100 more damage and she dies. Until then, Ludmilla will Feed on every turn: Move 8 and bite for 2d10+10 damage + 1 wound (advantage on Enthralled creatures).
Enthralled: The Vampire spends one action on each of your turns, and you can't Defend against it, nor allow anyone to Interpose for you against it; damage ends.
Does not die at 0 HP. Only silvered weapons, radiant, or a crit while at 0 HP can kill it.
+1 damage/space moved toward target.
- • Pounce.
1d10+20
- • Bite.
3d10. (VS a Dying creature) On Damage, cursed with Lycanthropy.
On damage, target loses 1 action, summon a Umbral Minion.
Whenever a Dying creature damages you or a minion, they heal that many HP.
- • Entropic Breath (1 use, Cone 5).
5d10
- • Ebon Claws.
3d10. (Reach 3)
- • Umbral Tail.
2d10. (Cone 3) Knockback 3.
(115hp): Summon 1 Umbral Minion/hero.
(80hp). Summon 2 Umbral Minions/hero. Recharge Entropic Breath.
Umbral Minion: 1d10. On Death: grant attacker 1 action.
Does not die at 0 HP. Only silvered weapons, radiant, or a crit while at 0 HP can kill it.
- • Maul (2x).
2d10+5. On hit: knockback 3 & Prone.
- • Bite.
4d10. (VS a Dying creature) On Damage, cursed with Lycanthropy.
doesn't have disadvantage on his ranged attack rolls when within 5 feet of a hostile creature.
Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. 2 psychic damage at the beginning of their turn.
- • Wind Strike.
Rahadin moves up to his speed in a straight line toward an unoccupied space he can see, including through enemy spaces. Each creature he passes through takes 14 damage.
- • (2X) Saber.
1d8+6. On damage: may push 1 space; on crit: may push and knock prone
- • (X3) Thorn and Chain.
Thorn: 1d6+6. On damage: bleeding (DC 19 STR on start of turn or take 1d6 damage. (Healing or save ends) Chain: 1d6+6 On hit: restrained (cannot move)
- • Poisoned Dart.
Reach 12. 1d4+10 poison. DC 15 Str save or be poisoned until the end of their turn.
When Rahadin drops to 160 hit points, he stows his saber and draws his twin scimitars, Thorn and Chain.
Rahadin is dying! 100 more damage and he's dead! Until then, the Screams of the Dead becomes a Deathly Choir and deals 9 psychic damage to each creature within 2 spaces on start of each of his turns.
At the beginning of every round, the players in a 6-space cone must succeed on a DC15 WIL save. <10: paralyzed, <15 feared.
- • Nightmare's Acid Breath.
DC 18 Dex save. Failure: takes no damage. Instead, the acid transforms into a writhing tangle of jewel-encrusted gold chains, which restrain the target until the end of its next turn - cannot move at all. Success: has its legs partially wrapped by the chains, and is slowed until the end of its next turn.
- • Rend (2x) .
1d20+20. Reach 2.
Paralyzed: can’t do anything; attacks against you have advantage, and melee attacks that hit, crit. Frightened: disadvantage on rolls when source of fear is near; speed halved when moving closer to it.
Heals all HP and Wounds at the end of all combat encounters. Necrotic damage or damage from a silvered weapons temporarily halts this ability for 1 hour.
Muriel can mimic simple sounds she has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Insight check.
If Muriel flies at least 4 spaces straight toward a target while descending at least five feet toward the ground, and then hits that target with a shortsword attack on the same turn, the target takes an extra 2xLVL piercing damage. If the target is a creature, it must succeed on a DC 12 saving throw or be knocked prone.
- • Shortsword.
does not miss or crit. +2 damage every 5 levels.
- • Hand Crossbow.
does not miss or crit. +1 damage every 5 levels
- • Beak. (Raven or Hybrid Form Only).
1 damage in Raven form, in hybrid form 1d4, +3 damage every 5 levels
- • REACTION: Interpose.
Can take a hit for another target within 1 space. Counts as her entire turn.
See Ya! When Muriel drops to 0 HP, she will shapechange into full raven form and attempt to flee.
Can Interpose for a Dying friend. “Here when you need me!”
After an ally gains a Wound, heal them 2xLVL HP
- • Poke and Retreat.
Move 3. Lunge attack. Move 3 away after attacking. Does not miss or crit. +2 damage every 5 levels.
- • First Aid.
Heal an adjacent creature 1d6. +3 healing every 5 levels
Wrath of Strahd. (1/ encounter) When Ireena drops to 0 HP, all enemies within Reach 3 suffer 6/LVL psychic damage (ignoring armor) "I told you not to harm her!". +3 damage every 5 levels
Can Interpose for friends.
Give an ally advantage on it's next attack. If it hits, it crits.
- • Pierce.
(Melee or Range 16). +2 damage every 4 levels.
- • Mark.
Next attack made by anyome against the target gains advantage 2
I Won't Go Down That Easy! When Esmeralda drops to 0, she makes 1 attack on each enemy within Reach 6 at advantage. Afterwards, will flea the combat - Live to Fight Another Day!