Curse of the Crimson Throne
This collection contains the Curse of the Crimson Throne statblocks to make FoundryVTT Importing easier for everyone!
When adjacent to an ally, attacks against you have disadvantage.
- Strike.
1d6+1.
(1 use) On death: reset to 1 HP.
- Grave Strike.
2d8+4 (Melee or Range 8).
(1 use) When an enemy would move adjacent to you, move them back 1 space, Restrain them (escape DC 10) and deal 1d8 damage.
Attackers take 3 damage.
- •Longbow.
(Range 12) 1d8+8. OR:
- •Maul.
1d12+8.
Reduce all incoming damage by 2.
(1 use) When an enemy would move adjacent to you, move them back 1 space, Restrain them (escape DC 13) and deal 1d8+8 damage.
- Starknife (2x).
(Melee or Range 6) 2d4+8.
- •Radiate Strike.
1d8+10 (ignores Cover, cannot be Defended or Interposed). OR:
- •Final Judgement.
(vs a creature who killed an ally this round) 2d8+20.
When adjacent to an ally, attacks against you have disadvantage.
- Longsword (or Longbow) (2x).
1d8+8.
(1 use) On death: reset to 10 HP.
Deal +1 damage for each space you moved toward your target this turn.
- Greataxe (2x).
2d10+2.
Allies attack with advantage so long as you have not moved (or been moved) since your last turn.
Reduce all incoming damage by 3.
- •Twin Strike (2x).
1d10+6. OR:
- •Vicious Mockery (2x).
(Range 12) 1d4+5, Taunted for 1 round.
During the day the manananggal looks like a normal humanoid woman. At night she can use an action to separate her upper half from her torso. The lower torso is Incapacitated when separate and shares the same HP as the upper half. If she is separate from her lower torso during the day, she takes 1d6 radiant damage each round she is separated.
- •Bite.
4d4. On crit: gain 2d4 temp HP. Then:
- •Claws.
3d8.
Spell attacks have disadvantage and you have advantage on saves against spells.
- •Cytilliflash.
(1 use) All creatures in Reach 8 make a DC 13 WIL save. On a failure, Incapacitated 1d4 rounds. On a success, Confused 1 round. Confused. The GM spends 1 action this round. OR:
- •Bite.
1d10+20. On hit: Poisoned (magical healing ends).
Orcs have Medium armor, except against magic damage.
When crit: deal 5 to an adjacent enemy.
- •Cleave.
2d10+8, to up to 2 enemies in Reach. OR:
- •Heavy Javelin.
(Range 8) 2d6+8.
(Reach 2) Enemies here gain Frightened (DC 13 WIL save or ends, or when crit).
- Fiery Charge.
2d10. +2 damage for each space you moved toward your target this turn.
Morgmora is vulnerable to Fire. If Mogmora is crit with Fire damage, he loses his armor for 1 round.
- •Pouncing Strike.
Move 10, 2d10+8. On crit: Prone.
- •Disappear.
Mogmora turns invisible until he attacks again.
I’m your friend! Mogmora tries to Charm all enemies. Each enemy within Reach 4 makes a DC 14 WIL save or is Charmed by Mogmora. If Mogmora attacks a Charmed enemy, on a hit it crits.
Vulnerable to Cold damage, gains advantage on next attack.
- •Cleaver (2x).
3d8 damage. On crit: target and each adjacent creature takes 5 fire damage. OR:
- •Burning Smoke.
(Range 8) DC 13 STR save or Dazed and Poisoned each round until success.
When crit or death, summon 1/hero slime minions (d6).
- Slime Touch.
2d8+5. On hit: Poisoned and Slowed 1 round.
When a creature hits 0 hp, create 1/hero shadow minions (d6).
- Draining Touch.
4d10, on hit: Poisoned 1 round. On crit: 1 wound.
All heroes make a WIL save, the lowest is Possessed: Gain 1 action that only the Ghost can spend at will. The Ghost also takes damage whenever the hero does, and whenever they are healed.
- Fearful Aspect.
Frighten 1 creature for this round.
Advantage VS Bloodied creature.
The polong has a bottle it can return to and heal and must stay within 1 mile of it. If the bottle is destroyed the polong is Incapacitated for 24 hours.
- Vicious Touch.
4d12 damage. On crit: Bloodied and Frightened 1 round.
Attackers take 4 damage. Then DC 13 STR save or Incapacitated 1 round.
- Bite.
4d8+10. Advantage in darkness.
(1 use) On death: reset to 10 HP.
- •Infused Strike (2x).
1d8+10 (or Range 12). On hit: Frightened 1 round. On Crit: Incapacitated 1 round. OR:
- •Devour Soul.
(A dying creature, reach 1) DC 14 STR save or death.
Radiant deals +10 damage to you. When damaged this way, gain advantage on your next attack.
- •Incorporeal Bite.
2d8+20. On crit: 1 wound. OR:
- •Terrifying Laugh.
Each hero in reach 6 makes a DC 14 WIL or become Frightened until the geist dies. On success, immune for 4 hours.
Immune to Fire. Vulnerable to Ice, it gains advantage on its next attack.
- •Bite.
2d8+20. OR:
- •Fire Breath.
(1 use, Cone 6) 3d10.
(1 use) give an ally an extra turn.
The first time you would drop to 0hp, reset to 20hp and use Command immediately.
- Polearm (2x).
(Reach 2) 1d10+10.
When you hit the same creature twice with your claws, they take an extra 15 damage.
- Claw Flurry .
1d6+5.
When attacked by a Lashfiend, the target may choose to make a DC 15 STR save.
- Punish.
(Reach 8) 2d20+10 damage. If the Offer was accepted, roll 1 additional d20. On save, the hero chooses one of the dice rolled for the Lashfiend to suffer, the hero takes the remaining damage.
When damaged, teleport adjacent to an enemy, Frighten them.
- Umbral Curse (2x).
(Reach 6) 1d8+10. On crit: Terror.
Waking Nightmare. Heroes gain Terror on a failed DC 15 WIL save.
Creatures that enter into your area make a DC 14 STR save or take d44, half on success.
- Spawn Zombies.
Summon 1/hero zombie minions (d8).
When crit, summon 1 Deadwatcher Ancestor/hero (place them within Reach 6).
- •Ancestors of Death.
(If there are more heroes than Orcs) Use Hordecaller.
- •Command the Horde.
(1/round) Command your horde to move then attack.
- •Death Slash.
(Reach 6) 2d10+4.
Use Hordecaller.
Ury is dying! 100 more damage and he dies. Use Hordecaller at the end of each turn.
Heroes have disadvantage on Initiative. While mounted, Lashton does not trigger Opportunity Attacks and can move through smaller creatures as if they were not there.
- •Doom Charge.
Charge forward up to 10 spaces in a straight line. Each creature you pass through takes 20 damage – DEX save. They are knocked Prone if they take 10 or more damage this way.
- •Doomblade.
1d10+20, on crit: 1 Wound (Req: DC 16 WIL save to Interpose).
When Lashton is reduced to 100 HP, he dismounts and summons his Doomsteed (100 HP Large, unarmored creature, it can Interpose 1/round from up to 10 spaces away). He uses Doomblade AND the Doomsteed can Doom Charge each turn.
Lashton is dying! 100 more damage and he dies. Summon 2 Gravecrow minions (2 damage) within Reach 10 at the end of each of your turns (they act at the end of each round). Gain advantage on Doomblade attacks.
10 seconds after a creature enters the room. DC 14 Perception to notice the faint sounds of battle, otherwise WIL save.
- •1-12.
2d4 psychic damage and Confused 1d6 rounds.
- •Confused.
The GM spends 1 action this round.
- •13-15.
1d4 psychic and Confused 1d4 rounds.
- •16+.
No effect.
- •Disable Trap.
DC14 Arcana or Lore check.
When a creature walks within 4 spaces of an oven. DC 14 Perception to notice the tendrils of smoke rising from the ovens. Otherwise WIL save for each hero.
- •1-12.
8d6 fire damage.
- •13-15.
4d6 Fire damage.
- •16+.
No damage.
- •Disable Trap.
DC 14 Arcana or Lore check.
(1 use) give an ally an extra turn.
The first time you would drop to 0 hp, reset to 20 hp and use Command immediately.
(1/round) When an ally would die, give it 1 hp instead.
- Flaming Sword (2x).
(Reach 2) 1d10+10.
Whenever Zenobia would fail a save or take 20 or more damage, she may sacrifice her Lifebinding Spirit, Spawn, instead. She spends her next turn to move 6 and resummon Spawn.
- •DOOM.
(Range 12, undamaged target) DC 15 WIL save or 2d12+30. Half on save.
- •Rebuking Bolt.
(Range 8) 3d12+6. Double damage against those behind cover. (1/round) You may swap places with them.
- •Terror Claws.
2d4+4. On hit: DC 15 WIL save or Dazed and Frightened. Then move 6.
Shield of Cruelty. (Reaction, 1 use) If Zenobia would be damaged, instead she may reflect that much radiant damage back at the attacker.
DIE FOR URGATHOA! Zenobi is dying! 110 more damage and she dies. The hero that most recently damaged her is reduced to 0 HP, and Spawn is sacrificed into a Vengeful Spirit: (Reach 3, AoE) 2d12+6 damage at the end of each of Zenobia's turns.
After each hero’s turn, choose Sial or Asyra to act.
- •Spiked Chain (2x).
Fly 10, then (Reach 2) 4d4+4. On crit: Prone.
- •Create Pit.
(1/Round). Fly 4, then create a 2x2 square, 6 space deep pit in Range 16. Creatures standing above where the pit is formed make a DC 15 DEX save or fall in.
- •Empower Eidolon.
Sial gives Asyra advantage on her next attack, and the next attack against her has disadvantage.
(1/round Reaction) Asyra can Interpose for Sial if he is in Reach 6.
- •Chain Wrap.
Move 6, then (Reach 3) 6d4+6. On hit: Grappled (escape DC 15).
- •Rend Flesh.
(A Grappled creature) 10d4 damage. Grapple ends, then move 6.
- •Chain Whirl.
(1/Round) 3d4+6 damage to all creatures within Reach 3.
Sial’s pits are now 3x3 square, 8 space deep holes. Asyra’s damage die increases to d6’s.
Creatures that start with reach 6 make a DC 15 WIL save each turn or become Frightened 1 round. If a creature is already Frightened, they become Incapacitated 1 round. On success, immune for 24 hours.
- •Scary Claws (2x).
Move 6, then 4d4+5. On Crit: Frightened 1 round.
- •Phantasmal Bolt.
Move 6, then (Range 8) 4d10 psychic damage (ignoring armor). Then DC 15 WIL save or Frightened 1 round.
Terrifying Darkness. When Bloodied, darkness emanates out to Reach 6. Frightened creatures in the darkness take 5 psychic damage at the start of their turn.
Reduce all incoming damage by 6.
- •Whirwind.
(AoE) 3d12+6. On hit: Knockback 6. Then:
- •Klar.
3d6+6.
2d8 to smaller creatures whenever you move through their space. On damage, Prone.
When rolling initiative VS catoblepas, make a STR save instead.
- •Sweeping Strike (2x).
3d8+4, Knockback 2. OR:
- •Noxious Breath.
(1 use, Cone 12) 7d8, DC 16 STR save for half. Poisoned (magical healing ends).
Reduce all incoming damage by 4.
- •Radiate Strike (2x).
1d10+10 (ignores Cover, cannot be Defended or Interposed).
- •Final Judgement.
(vs a creature who killed an ally this round) 2d8+30.
Enemies in Reach 4 have disadvantage on attacks and take 4 necrotic damage at the end of their turn due to intense hunger.
- Hunger Strikes (2x).
2d12. On hit: Starving 1 round. Starving- Dazed, Poisoned, and Slowed.
After each hero's turn, choose the Cinderlander or Neverfar to act.
(3 uses) When an enemy would move adjacent to you, move them back 1 space, Restrain them (escape DC 16) and deal 2d10+8 damage.
- •Vindicator (2x).
Move 6, then 2d10+10 (Range 12).
- •Handaxe (2x).
Move 6, then 2d4+6. On crit: Invisible until his next attack.
If an attack against Neverfar misses, the attackers next attack is at disadvantage.
- Pouncing Strike.
Move 10, then 2d12+10.
When the Cinderlander is bloodied, he and Neverfar become Invisible until their next attack. If either of their next attacks hit, they crit.
When The Cinderlander or Neverfar dies, the living member goes into a rage and has advantage on all their attacks.
Cinnabar is immune to Opportunity Attacks.
Treat attacks against Cinnabar that roll a 2 as a miss.
- •Sawtooth Flurry (2x).
Move 8, then (Reach 1, AoE) 2d8+6. On crit, +40 damage.
- •Vanish.
Turn Invisible, then move 8. Invisible until her next attack.
- •Mantis Swarm.
Summon 1 mantis minion/hero (size d8).
- •Feed.
Cinnabar commands all mantis minions to move or fly 6 and attack.
Sprout Wings. Cinnabar grows a set of praying mantis wings and she can now fly double her movement speed. She also makes her first attack at advantage each turn, but her second attack has disadvantage.
Cinnabar is dying! 90 more damage until she dies. Until then her Mantis Swarm summons giant mantis minions (size: d12).
Enemies within Reach 2 cannot regain HP, when healed they instead suffer 2d10 damage.
(Reaction, 1 use) Instantly descend into the earth and erupt from the ground up to 6 spaces away. Creatures within Reach 2 are knocked Prone on a failed DC 16 DEX save.
- •Doom Blade.
1d10+20 (Req: DC 14 WIL save to Interpose). On damage, 1 Wound. THEN (optional):
- •Call Servant.
(Single use) Summon 2 Grave Crows or 1 Grave Squire within Reach 6.
Injured creatures in Reach 2 take 2d4 damage (cannot crit, ignores armor).
- •Ravage (3x).
2d6+4. On crit: Incapacitated 1 round. Then:
- •Frightening Gaze.
(Cone 6) DC 15 WIL save or Frightened 1 round.
When a creature enters the room. DC 15 Perception to notice motes of dust being swept by invisible hands. Otherwise DC 15 WIL save for each hero.
- •1-14.
The hero is compelled to start cleaning the castle furiously. Roll 1d20 to determine which room on this floor they must go clean.
- •Disable Trap.
DC 15 Arcana or Lore check.
When a hero enters the room. DC 15 Perception to notice spatters of blood on the wall and floors. Otherwise DC 15 WIL save for each hero.
- •1-14.
The hero is compelled to attack and fight the nearest creature. Multiple heroes who fail fight each other.
- •Disable Trap.
DC 15 Arcana or Lore check.
Enemies roll Disadvantage, with +1 Disadvantage. Allies roll Advantage with +1 Advantage.
- I Offer You ABSOLUTION!
(Reach 8) Permit 1 hero to kneel (considered Prone). Otherwise punish them for 2d20+10 damage.
If a hero uses an action to make a DC 16 Influence check to perform for it, the Red Reaver is distracted until the performance ends, it takes damage, or it sees someone steal its treasure.
- •Bite.
Fly 6, then 3d10.
- •Rend.
Move 4, then 3d10+10 (Reach 2).
- •Savage Roar.
(1 use) All enemies within Reach 18 suffer 3d10 damage (ignoring armor). DC 16 WIL save or become Frightened 1 round.
Savage Roar recharges.
The Red Reaver is dying! 115 more damage and it dies. Until then, its attacks use d12s instead of d10s.
You are considered Invisible in natural vegetation until you attack.
- •Grasping Vines (4x).
1d8+6. On hit: Grappled (escape DC 15). OR:
- •Swallow.
A Grappled creature becomes Swallowed.
Medium armor against Piercing and Slashing damage.
- •Limb Flail.
d44 to each creature in Reach 2. OR:
- •Pain Shriek.
(1 use) Each creature in Reach 8 makes a DC 15 STR save or takes d66 thunder damage. Half on save.
When crit, deal 10 damage to an adjacent enemy.
Medium armor, except against magic damage.
- Cleaving Smash.
4d8+10 to up to 2 enemies in Reach.
Enemies roll Disadvantage, with +1 Disadvantage. Allies roll Advantage with +1 Advantage.
- I Offer You ABSOLUTION!
(Reach 8) Permit 1 hero to kneel (considered Prone). Otherwise punish them for 2d20+10 damage.
Attackers in Reach 1 take 2d6 damage. DC 15 STR save or Poisoned 1 round.
- •Toxic Strike (2x).
2d8+8. On hit: Poisoned 1 round. OR:
- •Rock.
(Range 10) 4d10.
- •Deathly Wail.
(1 use, Reach 12) DC 16 WIL save or drop to 0 HP, on save lose half your max HP. Advantage on the save if their hearing is adequately protected.
- •Horrible Glare.
(Reach 8) 3d10, Frightened 1 round.
- •Ghastly Touch.
Fly 6 then 5d10.
Hold Fast to Hope! Any dying heroes gain 1 HP and 1 action.
Aeriliya is dying! 100 more damage and she dies! Deathly Wail Recharges, and she uses it immediately.
(reach 6) Heroes make a DC 16 WIL save or Frightened 1 round.
- •Unholy Scythe (2x).
Fly 12, then (Reach 2) 2d8+10.
- •Blasphemy.
Fly 6, then (Range 8) DC 16 WIL save or Incapacitated 1 round. On success: Dazed.
- •Chain Lightning.
(1 use) 3 heroes in Reach 18, 6d10 damage. DC 16 DEX save for half.
Recharge Chain Lightning.
When the heroes enter this room. DC 15 Perception to notice the bell vibrating. Otherwise STR save for each hero.
- •1-13.
D66 damage and Deafened 1 hour.
- •14+.
D44 damage.
- •Disable Trap.
DC 15 Arcana or Lore check.
Spells have disadvantage x2 against Zev Ravenka.
- •Necrotic Burst.
Fly 6, then (Melee or Range 12) 7d6 damage.
- •Grave Dust.
Fly 6, then DC 16 STR save for each hero he moves by that is adjacent to him, or Blinded 1 round.
- •Baleful Howl.
(1 use) Each creature in Reach 6 takes 10d6 damage.
Baleful Howl recharges.
Vulnerable to Ice, immune to Fire. When crit or dealt Ice damage: (AoE, Reach 3) 1d20 fire damage & Blind 1 round.
Advantage vs any who moved this round.
- •Crush.
Move or Burrow 6, then (2×6 adjacent area) d44 damage on a failed DC 17 DEX save. (Creatures who fail can spend 1 Action to dive out of the way instead of taking this damage. They move half their speed and land Prone).
- •Bite/Swallow.
(Reach 6) 1d4+40. On crit: Swallowed.
- •Swallowed.
You take 20 damage at the start of your turn. Your attacks cannot miss and ignore armor.
- •Fire Breath.
(1 use, Cone 8) 7d10, DC 17 DEX save for half.
Fire Breath recharges.
Cindermaw is dying! 125 more damage and it dies. Until then, its Crush attack now covers a 3x8 adjacent area.
You are surrounded by an aura of incorporeal dancers. Heroes that start in Reach 8 make a DC 15 WIL save. On a failure the hero gains 1 wound and is Incapacitated 1 round as they are forced to dance. On success, immune for 24 hours.
Spell attacks against you have disadvantage.
- Incorporeal Scythe (2x).
(Reach 2) 3d10. On crit: 1 wound.
You always return back to your starting pace at the end of each round.
Vulnerability to Radiant: when dealt Radiant damage summon 1/hero spirit minion (d8).
- •Spectral Chains (4x).
(Reach 6) 1d6+2. On hit: Grappled (escape DC 15). OR:
- •Incorporeal Touch.
(A grappled creature) 4d10 damage, and you gain temp HP.
(Reach 6) Enemies take 10 necrotic damage at the start of their turns.
- •Draining Bite.
(Reach 3) 4d4+30. On hit: devour 5 mana points. OR:
- •Cold Breath.
(1 use, Cone 12) 8d8. DC 15 STR save for half.
Knorlott's Squires can attack for 1d10 damage.
- •Squire's Attend Me.
Summon 1 Grave Squire adjacent to you and each hero.
- •Strike!
Each Grave Squire can move 6 and attack (Req: DC 16 WIL save to Interpose).
"Squires, hold fast!" When Knurlott is reduced to 180 HP, he summons 1 Grave Squire per hero. Grave Squires now die only when they suffer 10 or more damage at a time.
Knurlott is dying! 140 more damage and he dies. He summons 2 Grave Squires adjacent to himself and each hero, they act immediately.
On damage, target loses 1 action, summon a Umbral Minion.
On death, grant attacker 1 action.
Whenever a Dying creature damages you or a minion, you heal that much HP.
- •Entropic Breath.
(1 use, Cone 5) 8d10.
- •Ebon Claws.
(Reach 3) 5d10.
- •Umbral Tail.
(Cone 3) 3d10, Knockback 3.
Summon 1 Umbral Minion/hero.
Belshallam is dying! 140 more damage until they die! Summon 2 Umbral Minions/hero. Recharge Entropic Breath.
After each hero’s turn, choose Anizora or the Wyvern to act.
(1/round reaction) When crit, attacker makes a DC 17 INT save or Feebleminded.
- •Pain Touch.
Fly 12, then 8d6 damage.
- •Malevolence.
DC 17 WIL save or Dominated. (Rolls are made with disadvantage while Dominated. Anizora spends your first action on each of your turns, moving, making a weapon attack, or casting a cantrip. Damage ends.)
- •Bite.
Move 6, then 4d10 damage. On hit: Grappled (escape DC 17).
- •Sting.
Move 6, (Reach 2) then 1d4+20. On hit: Poisoned (magical healing ends).
Anizora can target 2 heroes with Malevolence, and the Wyvern has advantage on attacks.
Kleestad lives in eternal pain. Because of this he ignores the extra damage caused by crits. Crits still ignore his armor. When he is crit, his next attack has advantage.
- •Painful Claws (2x).
Move 6, then 2d12+8 (Reach 4). On hit: Dazed.
- •Excruciating Bite.
Fly 6, then 4d12 damage. On hit: DC 17 STR save or Incapacitated until end of next turn.
- •Caustic Breath.
(1 use, Cone 10) DC 17 DEX save or 10d6 acid damage and Poisoned (magical healing ends). Half damage on success.
Caustic Breath Recharges.
Painful end. Kleestad is dying, 130 more damage until he dies. Until then Kleestad no longer ignores the extra damage from crits, but he now crits on 10+ on his primary die.
Can enter the space of other creatures, Submerging them.
- Pull (2x).
(Reach 8) 3d8, on damage: pull a smaller target into your space.
Immune to being Hampered. Ignore any damage less than 10, reduce all damage taken to 10.
- •Iron Grip.
(Reach 2) 1d20, Grapple (escape DC 20). +1d20 for each round Grappled. Then:
- •Dross Fumes.
(Reach 2, AoE) 1d20 damage.
Mighty Leap. Immediately leap 12, knock creatures adjacent to where you land Prone. (1/ round) You can use Iron Grip as a reaction when a creature would enter or leave your Reach.