Advantage VS damaged creatures.
On close skin contact (e.g. Grappling), DC 10 STR save or contract a Crookhorn Disease (long term).
- Ravage.
1d10.
More powerful Crookhorns use Gnoll stat blocks, but adding Diseased.
See DMB for Crookhorn Diseases.
(1 use) On death: reset to 1 HP.
Resist Piercing. Vulnerable to Bludgeoning (+5 damage instead of -5).
- Ancient Sword.
1d4+4.
WIL+. The first time a mortal would damage them, DC 12 WIL save or miss instead.
- Flurry of Blows.
(2x, melee or Range 12) 1d8
(1/round) Move 3 before being attacked.
- Enchanting Song.
Enemies in 6, DC 10 WIL or Dazed.
On death, all in 2 take 5 damage.
- Throttle.
1d4+10. On Crit, Grabbed and take 5 damage per turn while Grabbed.
- •Cudgel.
(2x) 2d6 (nonlethal). On crit: Dazed.
- •Nursery Rhymes.
(Requires 4+ Redcaps) WIL save, DC 10 + the number of Redcaps or fall asleep for 1 hour.
Rob targets of all non-silver treasures once unconscious.
Attacks deal a max of 10 damage against you. The attacker takes any remaining damage.
- Hooves.
1d4+8. On crit: Prone.
Disadvantage to attack it.
- Thump.
2d6+10.
Machiavellian geniuses that love riddles.
Resistance to Slashing/Piercing.
STR+.
- •Mighty Claw.
2d10. On hit: Prone.
- •Maul.
(Prone target) 4d10.
Takes the form of a wandering bumpkin, turning into its Leonine form only if it is invited inside someone's home and given a hot beverage. (To detect: Iron burns it, as a Faerie.)
It expands to fill all available space, gaining +1 level (and +5 HP/Damage) per room beyond the first. In combat, its gains 1 level per round.
Can grab any number of creatures. Crits or slashing damage against the Tentacles automatically free 1 Grabbed creature.
- Writhing Tentacles.
2d10 to all in 2. On hit: Grabbed + Pulled 1. While Grabbed, take 5 damage per turn.
Creatures friendly to their form's original owner have Disadvantage on initiative and to attack them.
- Fists (2x).
1d8+5.
- •Green Flame.
(Range 6) 4d10.
- •Be Stone To You!
(1 use) Enemies in 3: DC 12 STR Save or Ossified.
Drune often command Bramblings (Briarbanes).
(1 use) On death: reset to 1 HP.
- Life Drain.
1d4+15. On crit: Dazed + lose 1 HD.
STR+. Damage degrades armor (H>M>None).
- •Squelch.
2d8+10.
- •Spore Breath.
(Cone 3, 1 Use) DC 12 DEX save or (roll 1d6 per target): 1. Blinded, 2. Dazed, 3. Frightened, 4. Poisoned, 5. Slowed, 6. Taunted (until end of Encounter)
At 17 HP, regain Spore Breath.
When initiative is rolled, each creature's shadow animates as a Shadow Minion (size: d12). When they are destroyed, the Peryton takes half the damage they were dealt.
- •Antlered Charge.
2d10+5. Advantage if you moved 4+ in a straight line first.
- •Vicious Fangs.
(Dying Target) Rip out their heart if they fail a DC 12 STR save, then fly 8.
Once they rip out a heart, they fly away to feed it to their young.
Enemies have Disadvantage on Initiative.
A creature killed by the Witch Owl becomes a Shadow Minion (size: d12).
- •Hunter's Gaze.
(Range 6) DC 12 WIL save or Dazed, and the Owl has Advantage on its next attack against you.
- •Psychic Drain.
1d4+15. On Crit, Dazed and lose part of your psyche.
Those who fail vs. Hunters Gaze have a momentary vision of being a mouse lost in moonlit woods, hunted and then torn to shreds by owls.
If you lose part of your psyche, roll or choose something similar: 1. All memories of own parents. 2. Ability to love. 3. A significant goal, driving force, or dream. 4. Knowledge of own name. 5. Ability to enjoy food. 6. Memory of own greatest deed. These can never be truly recalled, even if reminded by others.
Can "see" invisible creatures.
Double damage from Fire.
- •Claws (2x).
2d6+4.
- •Frosty Breath.
(Cone 6, 1 use) DC 12 DEX save or 5d6 damage (halved on success) and Slowed this Encounter.
At 25 HP, regain Frosty Breath.
Allies can interpose for you.
Adjacent allies have Advantage on attacks.
- Longsword (2x).
1d8+2.
(1/round) When Crit, DC 12 WIL save or Miss instead.
- •Commander.
Give 1 Breggle ally an additional turn. THEN:
- •Gore.
1d8+7
Breggle Shorthorns can use any normal human warrior statblocks (e.g. those found in Monsters & More: City & Village, or Iron Legion Soldiers, Veterans, and Cavalry). They get Shorthorn Gaze, which is 1/encounter and DC 10.
- •Hooves.
1d4+10. On crit: Prone.
- •Captivating Song.
(AoE) DC 13 WIL or spend 1 action approaching or riding the Kelpie (2 on a nat 1 / 3 or less).
- •Wild Ride.
Move again. All riding creatures take 1d10+10 damage. On hit: Dazed.
Tries to Wild Ride foes underwater to drown and eat them.
- •Peck.
Fly 10, attack for 2d6. On Crit: Poisoned.
- •Darken the Skies.
(AoE, Range 3) 2d6 damage. On Crit: Poisoned.
- •Command Proteges.
Nearby children move 6 and Grapple (let them succeed or risk hurting them).
Mommy, Please! DC 12 WIL Save or Disadvantage 2 to strike the Gloam until you deal damage to it.
The Gloam bursts into a swarm of crows with 10 HP (damage reduced HP by 1, AoE attacks reduce HP by 2). Until then, it only uses Darken the Skies, and rolls 4d6.
For longer-lasting effects, the Poisoned condition doesn't end without a cure, and kills you after 1d6 weeks as your flesh rots.
WIL+. The first time a mortal would damage them, DC 12 WIL save or miss instead.
- •Paralyzing Staff.
(2x) 1d8 + 10. On Hit: Dazed.
- •Beguile the Senses.
Create a 3x3 Mirage. Enemies within take 1d8+10 damage and gain your choice of Blinded, Taunted, or Prone.
WIL+. The first time a mortal would damage them, DC 12 WIL save or miss instead.
(1/round, Reach 4) Can Interpose for allies.
- Longsword.
(2x) 1d8+10.
Disadvantage 2 to strike the Unicorn until you damage it.
- •Cursed Horn.
1d4 damage. On hit: Cursed 20 (the next time you take damage this round, it deals +20 damage).
- •Hooves.
1d4+10. On crit: Prone.
- •Life Drain.
1d4+10. On crit: Dazed + lose 1 HD.
- •Decapitated Gaze.
(Reach 6) DC 15 WIL or Frightened this encounter.
Attacks deal a maximum of 10 damage against you. The attacker takes any remaining damage.
- Lance.
(Reach 2) 1d8+10, +1 damage for each space moved towards the target.
Dismounted. At 0hp, summon an Elf Knight.