- •Sacred flame.1d6+3.
Range 6
- •Healing (1/encounter).
Heal a fallen ally to 5 HP if they were reduced to 0 HP in their last turn.
Minazorond believes all monstrosities are normal people and vice versa.
Argonath's ressurection is an end-state to the campaign.
Attacks against dragons are at disadvantage unless they are on the ground. They are immune to prone and hampered while flying.
- •Breath weapon (requires concentration).1d66.
AOE 4x4 (fire) for Argonath or line 8 (Electricity) for Minazorond. Dex DC 20 save for half damage.
- •Reposition.
Starts concentrating on the breath weapon. Can be interrupted with a crit.
DM notes: These dragons are more plot devices than real foes. Minazorond will punish any hero in the open around the castle without a seal. Minazorond would not land and fight, and is meant to be lost by going in the castle. The idea is that canny heroes can avoid a horrible death by being fast or interrupting the reposition. Argonath is the only weapon powerful enough to destroy the heart and roast the city.
Indistinguishable from a normal object until it moves.
- Slam (2x).1d8+1.
bludgeoning.
Made by SanityWithIn for Monster Monday Week 21: Constructs.
Moves through objects and creatures
- Mana drain.1d6.
Drains up to 3 mana. Does 6 psychic damage per mana drained.
Assess: Is moving with purpose towards the nearest spell-caster.
Rolls of 1 or 2 miss you.
Initiative rolls are made at disadvantage.
Attacks from a target's rear are made at 2 advantage.
- •Masterful backstab.1d4.
On crit: Extra 40 damage, 1 wound, unblockable.
- •Smoke bomb.
Gain invisibility until your next turn.
DM note: To be run as a hit and run
Your attacks are at advantage when you are damaged.
- Greataxe.1d12+15
Every time a pudding is bloodied it splits into two smaller (med/small/tiny) puddings. Damage dice halve on every split size. (4d8, 2d8, d8)
- Psuedopod.8d8
A 180 HP pudding will split into 2 x 90 HP 4d8 med puddings, which will split into 4 x 22 HP 2d8 small puddings, which will split into 8 x 5 HP d8 tiny puddings. The party will need to defeat 15 foes making AEO at the end very valuable. If you need to bump up the CR on this have some mini puddings already present at the start of the fight.
When an enemy in range 6 casts a spell of tier 2 or lower they must pass a 13 WIL save or fail to cast the spell (keeping the mana)
Griffon can be frightened. Rider can't.
If dismounted (e.g. by prone, role play) use knight stat block. Mount flees. Should be very difficult to achieve.
- •Charge!3d12+30.
Must move 8 toward target first.
- •Sword, beak and talons.3d10+20
Assess 1: Their lance and talons look fearsome. Assess 2: They look cumbersome if dismounted.
When an enemy in range 6 casts a spell of tier 2 or lower they must pass a 13 WIL save or fail to cast the spell (keeping the mana)
Immune to frightened. Allies have +2 damage.
If dismounted (e.g. by prone, role play) use knight stat block. Mount flees. Should be very difficult to achieve.
- •Charge!2d12+30.
Must move 8 toward target first.
- •Longsword.3d8+6
Assess 1: Their lance looks fearsome. Assess 2: They look cumbersome if dismounted. Should be played as a charger accepting opp attacks to get another charge.
All enemies in reach 3 take 1d8+10 damage at the start of their turn.
- Holy strike.3d8+8
Can do RP spells such as restoration, healing, speak with dead. Assess 1: They have an aura of holy wrath around them. Assess 2: No ranged capabilities. Assess 3: Unbreakable concentration
Your wings are barely sufficient to keep you aloft. A called crit on the wings (after a successful assess) will ground you.
- •Goat ram.
Fly 6-12 in a straight line (or move 6-8 if grounded), then attack 2d6+8. Prone on hit. Cannot use if unable to move 6+.
- •Lion maul.
Fly 12 (or move 8 if grounded) then attack 3d10. Auto crits on prone target. On crit, grappled, DC12 escape.
- •Hurl.
Fly 12. Drop grappled target during flight for 4d10 damage. Cannot use if grounded.
(65 HP) Next action is: move 3, then the dragon's head unleashes fire. Cone 4, 20 damage, Dex save 12 for half.
The chimera is dying. Only the lion's head remains. 40 more damage and it dies. Until then only perform lion's maul at advantage.
Assess 1: Its flight looks clumsy, the wings look weak and vulnerable. Assess 2: The dragon head has smouldering breath. Gain advantage against dragon breath attack (to friends also if they communicate effectively)
Immune to poison. Can sense magic items within 20.
- •Pincers 2x.2d10+5.
On two hits: Grappled, DC 14.
- •Paralyzing tentacles.
Can be used on grappled targets. DC 14 STR or dazed and disadvantage on grapple escapes for for 1 turn
Grappled targets are transferred to the waiting tentacles
Any creature that can hear the cloaker must make a DC16 INT save at the start of their turn or become frightened of it and miss on a 1-3. They perceive there to be many duplicates, all unfolding and folding in impossible geometries.
- •Latch.1d4+30.
On hit: Gain riding.
- •Feed (only on latched targets).1d4.
On hit: Causes one wound.
DM note: Describe as a fragment of twisted reality that can fold onto players and shrink to their size, then unfurl to huge size and fly off. Think 'nope' levels of weirdness. To be used along with another encounter to ramp things up. Can be a recurring problem for the party. The cloaker should attack, cause a couple of wounds and leave.
Resistant to physical damage. All creatures in reach 1 DC 15 Str at the start of their turn or gain one level of contamination.
Melee attackers take 5 damage. Teleports 3 when attacked in melee. Hurl flame: Range 8, 3d10+20 damage.
Heavy armour. On death: Explodes, reach 2, 2d20 damage. Explosion triggers a random arcane anomaly.
Reach 3. On hit: Pull 3.
- Slam.3d6+20.
On crit: Target gains one level of contamination.
DM note: Living deep haze is a cont risk. Entropic flame is glass cannon. Walking geode is a tank with a nasty surprise. Animated sludge is an ambusher from sludge pools. Assess: Entropic flame, seems frail. Walking geode, is humming with barely contained power, every blow leaves spurting holes (indicate waiting explosion/pressure).
The Wurm is made up of a heavily armoured head and medium armour body. Represent these with two different minis. When the head emerges the body will follow after the head burrows back in. The body stays in place until the head emerges in a new place.
Immune to prone and hampered.
Attacks against the body that miss inflict 10 damage against the attacker.
A target swallowed by a high bite attack takes 20 damage at the start of their turn, are blinded, grappled and dazed. The wurm has no armour from attacks made by swallowed targets.
- •Breach.
The head emerges anywhere, then all creatures in reach 1, 10 damage, 1 push and prone, DC 15 Str save for half damage and no prone.
- •Massive jaws.
The head moves 3, then attack reach 3, 1d20+20, on a roll of 17+ the target is swallowed.
- •Regurgitate (reaction).
A target who does 30+ damage in a turn is immediately pushed 6.
- •Submerge.
The head disappears and is replaced by the body.
- •Death throes (while dying).
All terrain within 4 of the head and body are difficult terrain. The head and body both attack all heroes in reach 4, 1d10+10. On hit: pull 4. On crit: prone.
150 HP. The wurm's hard casing has been shattered, it's driven into a frenzy. It loses armour where the last blow fell (body or head). Until it dies it can emerge and bite on the same action.
The wurm is dying. 110 damage and it dies. Until it does it goes into its death throes which threaten to swallow heroes into a thrashing whirpool of wurm and ground. Every action is death throes.
DM note: represent the body with a long arch. We're going for Loch Ness monster arched back vibes here. Regurgitation while underground is an interesting possibility that should be improvised. Death throes are dangerous for melee attackers, if the heroes can get away they've won.
All attacks against you are at disadvantage unless you're hampered e.g. by prone.
- •Lightning javelin.
Range 8. 2d6+25. Must be recovered after use (mark the landing place).
- •Swoop.
Fly 10, attack 1d4+10. On crit push target 4. If javelin is in flight path it is recovered.
- •Call minions.
1 use per encounter. Fly 8 then summon one 1d8 harpy minion / hero.
- •Recover.
Lose all conditions that would hamper you then fly 4.
95 HP. Dooming shriek. All enemies. DC13 WIL or become frightened until taking damage.
DM notes: To be fought in a tower attic. Make it clear she's powering the javelin, so the lower power version you hand out makes sense. There's a reasonable chance they'll get hold of the javelin so have the item ready. Assess 1: Her talons are not impressive vs her javelin. Assess 2: Her legs are feeble and her wings are mighty.
While a cult leader is present cultists are immune to mind-altering conditions, never flee and attack with advantage.
- Reckless attack.1d6.
Vicious
Assess 1: They throw themselves into their attacks with zeal, with no thought for their own safety. Assess 2: Their zeal is inspired by their leader.
While a cult leader is present cultists are immune to mind-altering conditions, never flee and attack with advantage.
- •Spiritual weapon.1d8+9.
Range 6
- •Grovel!
Range 6, DC 12 Wil or prone
Immune to frightened, charmed. Resistant to radiant.
Telepathic. You know when you hear a lie. Drawn to evil opponents first.
Invulnerable until critted.
- •Pillar of holy light.
3x3 area. 20 damage. DC 18 Dex to avoid.
- •Holy mace.3d10+10
Assess 1: Explain the divine shield if not already broken
At the start of combat all heroes and their allies make a DC 13 Int save or become frightened of you until healed. Attacks against you that miss hit a hero of the attacker's choice.
You know what they're thinking. Can shapeshift into another medium/small humanoid you've seen.
- •Slam.3d8+10.
Has advantage on the first round of combat.
- •I'm the real Jim, no me! (reaction, 1 use).
When hit swap places with a hero within 3. They take the hit.
The doppelganger projects false images of friends into hero's minds.
Very hard to spot in haze
May have one of the abilities below
Swim speed 6. Blindsight in water.
Bile spray attack (1/encounter): Reach 3 cone. 2d6. On crit inflict 1 level of contamination. On death: Bile spray attack reach 1.
Has heavy armour.
Truesight. Immune to frightened and psychic damage. Psychic shriek: Reach 4. Int save 11 or 5 dmg + frightened until healed.
Attacks against you have disadvantage. When hit: Teleport 6 and make a weapon attack.
Attacks you make are at adv. Attacks against you are at adv. You roll 1 more dice for damage.
Sheds bright light. Octarine beam: Targets one creature reach 12, DC13 Dex save. 10 dmg on fail. 1 contamination if failed by 5+.
Bounding: Can move over obstacles and through people without opp attacks. Leech: on hit gains riding.
Sneak attack: Does 7 extra dmg to unaware targets.
Has climbing speed 6. Spine attack x 3: Range 6. 1d4+2. Melee attackers take 4 damage.
Squeezer: Can fit through 6 inch spaces. When attacking inflicts dazed on crit.
- Weapon attack.2d8+2
Can pass through 1 inch gaps. Blindsight.
Target gains 1 level of contamination. Incapacitated. Escape DC15 Str. Takes 20 damage on failed escape.
- Slam x2.1d4+12.
both attacks hit target becomes engulfed.
Very hard to spot in haze
May have one of the abilities below
Hurls a hunk of foetid flesh: Hulk takes 5 damage. Range 10. 1d4+25 damage. On crit inflict poisoned until healed.
When reduced to 0 hitpoints takes a save at dmg suffered. On success remains at 1hp. Trample: moves at least 4 spaces and hits with a slam. Inflicts prone.
- •Sweep.1d12+3.
Targets all creatures in front of you. Push 2.
- •Slam.2d8+5.
On crit: Prone.
- •Binding vines.1d6+20.
On hit: Grappled, escape DC 13. Then, if Lenore is present:
- •Kneel to her.1d6.
On grappled target, on crit: dazed and prone until grapple is broken.
DM note: Will stop attacking once kneeling Assess 1: Whispering mad compliments to their regent, or other lore snippet
Immune to most conditions. Immune to named element, vulnerable to opposite element. Choose a type below.
Fly 8. Whirlwind attack (1 use): All targets in reach 1. DC 15 Str save. 15 damage. Fail save 25 damage. Fail by 5+ prone. Fail by 10+ push 5.
Heavy armour. Burrow 6. Throw rock: 1d4+30. On crit, prone.
Fire aura: All creatures in reach 2 take 1d10 damage at end of your turn. Melee attackers take 5 damage.
Engulf: When critting target becomes dazed, grappled, DC 15 Str to escape, 2d8 damage at the end of your turn.
- Slam x2.2d8+7
Indistinguishable from a statue when still. Cannot be critted by sharp weapons.
True sight 10. Will regenerate after an hour. Can track intruders within the city.
- •Swooping slam.2d8+15.
Push target 4. Must fly 6 towards target first.
- •Claw.1d8+10
Assess 1: It's claw swipes aren't much compared to its swooping slam
- •Ravage 2x.1d4+3
- •Shoot.1d4+3
Assess 1: Seem more confident in melee Assess 2: If a leader is present they're clearly being held in check by them
- •Bark orders.
Two allies can move. Then:
- •Ravage 3x.1d10
Assess 1: Clearly holding together the lesser troops
When you move onto another creature's space DC 12 Dex save or become engulfed. 3 medium creatures can be engulfed at a time. Engulfed creatures are dazed 2, riding, take 10 damage at the start of their turn, and attack at 2 disadvantage, escape might DC 13.
Invisible unless spotted on Perc DC 15 or when moving.
Can create an oozelet minion on being hit if you want to beef up an encounter.
- Psuedopod x2.1d6+5.
On crit: Next save against being engulfed is at disadvantage.
The escape is a good opp to encourage the help reaction. Fun to have objects seemingly floating in mid air until they spot it. Or if you think players are wise to that trick have them perceive it as a shimmering forcefield slowly moving toward them.
Can be created every time an ooze is hit to beef up an encounter. On "crit" gain riding.
Have the tendency to get in your stuff
Ground in reach 3 is difficult terrain.
All enemies in reach 4 roll a D6 when they spend an action: 1-3 act normally. 4 move in a random direction. 5 attack a random creature. 6 attack itself.
- •Blinding spit (1use).
Range 6, 3x3 area, DC 12 Dex save. On fail 10 damage and blinded until healed.
- •Bite.3d6+8.
On crit, prone.
Attacks from your front are at disadvantage
- •Spear jab.d8+7
- •Shield bash.
DC 15 Str or 7 damage and prone
An expert in single combat
The gargant only dies when critted at 0 HP.
- •Hurl ally.
Range 10. Hurl an ally in reach 2 (huge or smaller). Ally and target take half ally's HP as damage. 17 Dex save for half damage for both ally and target.
- •Masonry club.1d6+60.
Reach 3, delayed by one turn. Can act on that turn again. On crit: prone and dazed.
- •Throw masonry.1d4+30.
Range 10, Disadvantage 1, on crit: prone and dazed.
DM note: E.g. the gargant throws an ogre with 80 HP. The target passes its save and the ogre fails. The target takes 80/2/2=20 damage, the ogre takes 80/2=40 damage. E.g. 2. The gargant uses masonry club. The heroes run away. On the gargant's next turn he slams into nothing and acts again. This monster would work well as a solo, but is intended as a very high level interesting regular encounter.
Has medium armour if adjacent to another guard.
- •Longsword.2d8+2
- •Crossbow (1 use).2d6+4.
Too slow to reload
- •2 x Claws.1d8+3
- •Luring song.
Range 16. All humanoids in range make a DC 11 WIL save or become Dazed until the end of their next turn and must move toward the harpy if more than 1 space away.
DM note: Only have one song online at a time in a group of harpies
On death. Reach 1, all creatures DC10 Con or take 5 damage. Fail by 5+ gain one level of contamination.
Every turn can raise a haze husk minion from a nearby fresh corpse. Haze husks do +2 damage while you are commanding them.
- •Necrotic weapons.1d8+6.
Melee or range 6. On crit: Poisoned until healed.
- •Contaminated touch.
6 damage. DC 13 Str save or gain a level of contamination.
Assess 1: Highly armoured Assess 2: The husks are unusually active Dm note: High health for the level but low damage. Usually accompanied by haze husk D6 minions (balance using p27 of dmg). 2-3 minions/hero with two wights would be good for a party of 5 level 3s.
- Radiant weapons.1d6+18.
On crit: Can't be defended against.
DM note: Simpler than the evil version.
Has medium armour until critted.
- •Web (1/encounter).
3x3 Area. DC12 STR or become restrained until escape DC12 STR.
- •Magic missile.3d8.
Cannot miss. Can be split amongst targets.
Resistant to cold. Immune to fire. Devil's true sight.
- Fire breath.2d8+6.
Cone 3.
Initiative rolls on Str instead of Dex.
Reach 6, all enemies at the start of their turn, DC 14 Str or dazed and poisoned until the end of their next turn. Can be ignited with fire doing 2d10+20 and prone to all creatures in reach 6 (including the hydra), stopping the miasma.
One head to start. Every 20 damage from the front a head is chopped off and 2 regrow.
While the hydra has 2+ heads it misses on a 1 to 3
- •Reposition.
Changes facing, then move 3.
- •Flurry of bites.
Can only attack front facing, attack x number of heads, reach 2, d6+5 damage.
- •Screeching roar.
All enemies in reach 6, DC 14 Wil or frightened on next turn.
125 HP. The hydra is wounded and focuses its attention. "mine, no mine!" is no longer in effect.
The hydra is running out of energy for its regeneration. 90 more damage and it dies. Until then it does not regrow heads.
Drakkenheim note: This monster replaces the Duchess in combat. "My guardian will rip you limb from limb!". If beaten the Duchess becomes a social encounter. The Duchess cannot be fought. DM note: Introduce as a dragon, the hydra bit comes later. This hydra lives in water and, being sopping wet, lacks the usual interaction with fire. This is replaced by its miasma of constant rot and regeneration cloud ignition. If the head thing is getting out of control do a screeching roar to reduce pressure, or reposition. If it's too easy have the last stand be reposition and bite in one action. Assess 1: (once multiheaded) The heads snap and bicker and pull in different directions. Assess 2: The gas cloud smells like methane (or a fantasy equivalent), highly volatile Assess 3: The beast seeks to stay facing the heroes
Act first in the first round of combat. Indistinguishable from an ordinary flower until it moves.
All charmed creatures must spend actions to move as close as possible to a blossom.
- •Hypnotic pollen (1 use).
All creatures in reach 6, DC 11 Wil save or become charmed until they take damage.
- •Contaminated nectar.
Reach 2, 5 damage. DC 11 Str save or gain one level of contamination.
Resistant to cold. Immune to fire. Devil's true sight.
Immune to cantrips.
Can shapeshift into a small animal or insect at will.
- Sting.d8+4.
On hit: Poisoned until healed.
Assess 1: Has a nasty looking stinger.
Permanently invisible. Resistant to physical damage.
- •Swipe.2d6+3
- •Vortex.1d6+3.
Grappled. DC 15 escape. While grappled can't cast spells.
Can't move and attack.
- •Boomstick.1d4+20.
Range 8. On miss: Jams and can't fire again this encounter.
- •Hand axe.1d8+5
Dm note: Their weapons are impossible to maintain by non-ironhelm dwarfs so the best they'll hope to get is shots until it jams.
1/round: Can perfrom opportunity attacks while within 2 of another shield dwarf.
- Hammer blow.2d6+5.
On crit: Prone.
Keep enemies away from the gunners.
When an enemy in range 6 casts a spell of tier 2 or lower they must pass a 13 WIL save or fail to cast the spell (keeping the mana)
Immune to Frightened.
Allies get +2 to damage.
- Sword.3d10+8
- •Harpoon arrow.
Move 6 then attack, range 10, DC 14 Dex or 10 damage and pulled next to you. Summon a D6 Garmyr minion next to you.
- •Ensnaring arrow.
Move 6 then attack, range 10, DC 14 Dex or 10 damage and restrained on next turn. Summon a D6 Garmyr minion next to you.
- •Claws.
Move 6 then attack, 4d6+8, vicious. 2 advantage if the target was harpooned and next to you. Summon a D6 Garmyr minion next to you.
130 HP. The troops sense weakness. All garmyr miss on a 1 or 2. All Garmyr are subject to infighting (leader no longer applies) and all infighting is directed at the Lord of the feast if possible.
The lord of the feast is dying and drops his bow. 80 more damage and he dies. He lets out a bloodcurdling scream that marks his weakness and frenzy. 5-10 Garmyr minions are summoned. All Garmyr now miss on 1-4. The lord of the feast only uses claws, but now at 3x.
DM notes: The infighting is intentional and represents him creating order in the troops and then losing control. This fight is intended to be a solo fight away from the main Garmyr force. The minions will need careful attention/balancing to not become overwhelming. Assess: The troops are clearly in awe of the Lord of the feast, and seem nervous and excited around him.
Medium armour until critted.
Teleports 4 when damaged.
- •Fireball (1/encounter).1d66.
3x3 area, DC 15 Dex save for half damage.
- •Invisibility (1/encounter).
Becomes invisible until next attack.
- •Magic missiles.4d8.
Can be split amongst multiple targets. Cannot miss.
Assess: Seems to be preparing a fireball. Assess 1: Shimmering runes of protection surround the mage. Assess 2: Weak, physically. Assess 3: Concentrating hard on a spell.
Anyone meeting your gaze is confronted with their worst physical defects. DC 17 Wil or take 45 psychic damage and dazed.
- •Come here and let me look at you x2.1d4.
Advantage if the target is insecure about their appearance. On crit: Grappled, then:
- •No one will love you.
A grappled target is forced to look into your eyes.
DM note: Will show kindness to anyone who clearly serves her. Chance to roleplay insecurities about the hero's appearance. Assess will lead to critical gaze effect. If Lenore sees her own eyes she'll become incapacitated for 1d6 hours (a chance to kidnap her if they're after her for the throne).
Reach 1. 2d8 damage. Can't be defended against.
Choose a mephit type from below
Mephits are immune to their named element and vulnerable to the opposite.
Blinding cloud: attacks against you are at disadvantage.
Fog cloud: On combat start creates a 5x5 heavily obscured area.
Fire breath: Cone 3. 2d6+2. DC 11 Dex for half.
Steam cloud: Reach 5 is difficult terrain.
- Claw x2.1d6+2
Invulnerable while standing over her cauldron.
Starts combat with 2x tiny kitchenware minions/hero.
- •Service!
Summons 2x tiny kitchenware minions / hero.
- •Yes, chef!
Range 6, DC 13 WIL save or hero immediately uses an action to move controlled by the hag.
- •More ingredients!1d6+20.
On hit: Pull 2. If hero is pulled into the cauldron they take 10 extra damage and become dazed.
DM note: Should be near a huge and dangerous cauldron. The challenge may be to get her away from it. Assess 1: The cauldron and the chef have a strong magical bond, reinforcing each-others' power Assess 2: There seems no end to the amount of kitchenware in here!
1/round when attacked in melee they attack.
- •Rapier.2d4+4
- •Shortbow.2d6+5
- •Club.1d10+14.
On crit: Prone.
- •Spear throw.1d4+5
Assess 1: Looks inaccurate at throwing.
On hitting 0 HP make a save with DC damage taken. If passed you are at 1 HP.
- Clumsy blow.1d4+25.
At disadvantage 2 if the target has passed an assess check this round against you.
Assess 1: You can see the ogre's blows coming a mile off!
- •Delerium orb.
Teleport 6, then conjure an orb which moves 2 towards the nearest hero. It persists over turns until it hits someone. Mark its location. When it hits: 2d20 damage and gain one level of contamination. Only two orbs can be in play at a time.
- •Break delerium crystal.
Teleport 6, then causes an arcane anomaly (roll on the table). 2 anomalies can be in play.
- •Awaken a subject.
Teleport 6 (to a wall), then summon 2 haze husk d6 minions.
60 HP. Oscar attempts to escape, he uses one of his scrolls of dimension door. Oscar will escape in 3 actions and must be critted or brought to 0 HP to prevent his escape. If critted he resumes his normal pattern.
Oscar surrenders.
DM note: The idea is to create a sort of bullet hell situation. The crit represents knocking the scroll out of his hands.
But not smart.
- •Tentacle maw.2d10.
Reach 2, on hit, grappled, escape DC 15
- •Hurl victim.2d10.
Push 8
Assess 1: Its tentacles look strong enough to hurl a heavy person far enough to kill them
Attack rolls of 1-3 miss.
- Bite x 2.1d6+6.
On crit, poisoned until healed.
Does 1d8+5 damage to enemies at the start of their turn within reach 2. Loses this ability if critted.
- Warhammer.1d8+10
Assess 1: Surrounded by vengeful spirits. Assess 2: Concentrating hard on something.
- •Latch on.
Move 3. Attack x2 , reach 2, d6, on hit grappled, DC 12 escape.
- •Build up mutating energies.
Must happen before mutating bloom.
- •Mutating bloom.
DC 13 Str save for all grappled enemies, on fail take 15 damage and a level of contamination, fail by 5+ gain one mutation.
- •Violent expulsion.
Must happen when targets pass their save against mutating bloom or are reduced to 0 HP. Push 10.
60 HP. The abomination starts wildly mutating new limbs. Until it dies it can latch on x3.
The protean abomination is dying. It's form is splitting and fracturing. 40 more damage and it will die. Until then it can latch on and build up mutating energies in one action.
Immune to opp attacks.
- Sting.1d4+3.
On crit the target is dazed 2 until healed.
Ranged attacks against ratlings are at disadvantage.
Have advantage on attacks when outnumbering foes. Have disadvantage on attacks when outnumbered.
Force a ratling minion to interpose whenever you are hit.
Starts combat with 2 ratling d6 minions/hero. Ratling minions don't act unless commanded.
- •Contaminated gnawing.
Move 6, attack 2d6+4, on crit: gain one level of contamination.
- •Eat the world, my pretties!
1/round. Move 6, all minions act.
- •Come out of the shadows!
If the heroes outnumber the ratlings. Summon 1d2 ratling d6 minions/hero.
- •Hand crossbow.
Move 6, attack range 6, 1d4+8, on crit: poisoned until healed.
40 HP: The rat prince is wounded and his minions will no longer come to him! He cannot use the 'come out the shadows' action. Remaining minions are in a frenzy of fear. The rat prince can use the 'eat the world, my pretties' action without limit.
The rat prince is beaten and begs for his life!
DM note: The rat prince should bite whoever defended the minions if you want to up the difficulty. The minions can be dialled down to 1/hero if you want to balance down. Assess 1: Has crystals instead of front teeth, they look dangerous and corrupt. Assess 2: Keeps minions close as sacrifical pawns.
- Shank.1d6+2
Attack rolls of 1 or 2 miss you.
Attacks from an opponent's rear are made at advantage.
- Backstab.1d4.
On crit: extra 30 damage, can't be blocked.
Assess 1: Looking for an opening, or a rear attack, constantly manoeuvring.
- Vicious mockery.
Range 6. On enemy: DC 14 WIL save or suffer 2 disadvantage on attacks until the scoundrel's next turn. On ally: Advantage on attacks on their next turn
They really know how to push your buttons
Can appear to observers as any humanoid.
- •Reveal self.
Appears as something disturbing to one observer. DC 12 Int save or frightened until damaged.
- •Death glare.
DC 12 Int save or cause 1 wound to frightened target.
- •Claws.2d8+11
Vulnerable to radiant. Loses heavy armour in sufficiently bright light. Very hard to spot in darkness.
- Draining swipe.1d4+6.
On crit: Inflict 1 wound
Immune to lightning damage. If hit by lightning damage its attacks become a higher advantage (up to 3) until the end of the encounter.
- •Charged tentacle .2d10+20.
On hit: Grapple, DC 15 escape.
- •Lightning cage (on grappled creature).1d6+30.
On crit, take one wound.
Assess 1: Sparks and flashes indicate a lightning powered creature Assess 2: There's a maw in its torso that is surrounded by grasping appendages
True sight to range 2. Immune to most conditions.
(Range 2) Interposes attacks on its owner.
- •Stored lightning bolt (1 use).d66..
Line 10, will bounce off walls. DC 16 dex for half damage.
- •Clumsy slam.1d20+10
Assess 1: Is humming with power stored in its fists (stored lightning bolt). Assess 2: Is constantly shifting between its master, who holds an amulet and danger Consider running the amulet as an RP/improv challenge, ie can you disarm the owner
Immune to opp attacks. Moves 2 when hit (1/round).
- •Poisoned hand crossbow.2d6+12.
Range 6, on crit target is poisoned until healed.
- •Poisoned dagger.1d6+8.
On crit target is poisoned until healed.
Assess 1: Doesn't want to be up close
You can occupy enemy spaces and gain riding when you do. When riding you are immune to ranged attacks and melee attacks with a die higher than d6.
- Gnaw x 4.1d4
DM note: The swarm rule represents the difficulty in getting a swarm off someone with a large (e.g. d10 battleaxe) or ranged weapon.
This monster is not meant to be beaten. The best the heroes can hope for is to delay it long enough to escape.
- •Lumbering advance.
Move 8.
- •Prepare for the end.
Next action will be the guillotine blade.
- •Guillotine blade.
Reach 2 or range 6. 2d20 damage+50. On hit: Causes a wound.
Assess 1: Its blade looks like it would cleave you in two in one blow. Assess 2: It has weak magical defences to manipulation. Assess 3: Whatever damage the heroes have done is negligible, the heroes will never destroy this thing with violence.
The executioner is more of an environmental hazard and not a straight fight. This should be immediately clear from rumours. Heroes could slow, manipulate or escape. Other enemies could be drawn into this monster's path. If the heroes start doing kiting or other cheese have some other enemies turn up after a while to mix it up.
Can move through creatures.
Any creature in reach 2 at the start of its turn takes 5 damage & DC 13 Str save or gain one level of contamination.
Will target the least contaminated hero.
The room is in deep haze. It's removed by 3 successful assess actions on his machine. When the deep haze is removed the pale man goes to unarmoured.
- •Octarine spray (1use).
Move 3 then; cone 4, all targets take DC 14 Str save or roll a d4: 1, target is confused and cannot tell friend from foe on their next turn. 2, gain one level of contamination. 3, gain one mutation. 4, 2d20 damage.
- •Insect swarm.
Move 3 into a hero's space. Gain riding. Immune to missile attacks and immune to melee weapons with a die larger than a d6 until no longer riding. Attack 4x1d6.
- •Warp bolt.
Move 3, then attack range 6, d6+20, on crit gain one level of contamination.
100 HP. Recharges octarine spray.
The pale man disperses into a writhing mass of insects. 80 more hit points and he will slink away. Every round he uses his insect swarm attack.
DM notes: At the start of combat the pale man should be behind his lectern and slap down on it (unleash the deep haze). The 3 assesses can be: Interpret the glyphs, move the wheels, lock the wheels in place.
They can find almost anyone
At the start of combat nominate a target. +1d8 damage against that target
- •Shortsword 2X.1d8+2
- •Longbow.3d8+12
1/round when attacked in melee they attack.
- Bastard sword.3d8+10
Assess 1: Looks tightly wound with excellent reflexes.
- •Eldritch blast 2x.1d10+3.
Range 8
- •Conjure rats (1 use).
Summon 2 swarms of rats
DM note: Can do RP magic like illusion, thaum. Assess 1: Surrounded in protective magic, concentrating on it and maintaining them constantly.
Can move through objects and people
- •Mutating touch.1d4+25.
On crit: Cause one random mutation
- •Psychic wail.
Reach 6, 10 psychic damage, DC 14 Wil for half damage. Fail by 5+ dazed.
Assess 1: Living things around it warp and mutate constantly Assess 2: It seems lonely, confused and angry
An expert tracker by smell.
- Large jaws.1d10+5.
On hit target is grappled (escape DC 12). You can only attack the grappled target.
While a cult leader is present cultists are immune to mind-altering conditions, never flee and attack with advantage.
Attacks against you are at advantage.
- Greatweapon.3d10+10
Tea Time! Any liquid inside is transformed into perfectly brewed tea.
I wish I had a nice cup of tea.
This crystal has 10 charges. 1 charge: The crystals emits bright light for 1 hour. 3 charges: The crystal flashes, blinding all unprepared (consider a DC 12 dex save) in reach 6 for 1 round. When spent it becomes a beautiful gem worth 500gp.
The amethyst academy is exploring the process they think is happening to the falling fire worshippers.
ADV on Insight checks to detect lies and falsehoods; ADV on INT saves to resist illusions.
1/SR, [1A] brand a creature at Reach 6: automatically see through disguises and tricks, magical or mundane. Only total Cover prevents perception. Regain the use if the target is an innocent or an natural beast.
1/day, scry on that creature and its immediate surroundings, concentration up to 10 minutes.
The sun sees all.
Functions like regular rope, except it floats upwards when dropped instead of falling down.
Magical rope for when you need to go up, not down.
Regain 1d6 mana. For one hour afterwards when you cast a spell roll a d20, creates an arcane anomaly on a 1.
If used more than once before a safe rest, take 1d12 damage per mana regained.
Duration: 6 hours, or until activated 3 times. When you fail a test to become contaminated you can pass it instead. After 6 hours take 10 damage and become incapacitated for 1 minute while you expel the corruption.
Contained a large syringe to be taken to the heart. Created from eldritch lilies. Find a comfortable place to ride out the after effects!
Wearing this on top of your mail/plate armor gives you +1 armor and:
Killing intent (1/day) Action: Every creature in reach 4 makes a 10+KEY WILL save. On fail: frightened for 1 minute or until damaged. If they fail by 5 or more they are also incapacitated for 1 turn.
There’s something undeniably intoxicating about the feeling of power one gets by terrorising others. This armour grants you the ability to release a wave of lethal intent powerful enough to make creatures tremble in fear.
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
An ignited delerium shard is contained by a magical field in a bottle. If smashed, arcane anomaly, 4x4 AEO, DC15 ST save or 8d6 damage and 1 level of contamination.
A silver bracelet with 10 small, faintly glowing beads.
ACTION: Throw a bead up to 3 spaces, creating a 3x3 area of dim light (or 2 beads for bright light) for up to 10 minutes , when the bead falls to the ground inert. Lit beads extinguish upon being placed back on the bracelet.
A careless previous owner may have lost 1d4 beads permanently. Recharge: 1 bead per hour the bracelet is in bright direct sunlight.
DC: WIL/INT.
1 charge per day to be used on one of the following:
-Detect thoughts, WIL save to avoid. 1 minute.
-Send a one-sentence message up to 10 miles.
-Nominate one willing creature to share a telepathic bond with for 1 hour.
Once carried by Balrin, the charismatic representative of the city.
(1 use) When you throw this every space in Reach 4 becomes full of magic gas for 1 minute. Breathing in the gas causes you to roll on the chaos table.
A grenade filled with distilled magic made by a crazed alchemist to cause chaos.
(1/day) When you attack, you can forgo rolling to get a 2 on the die.
This copper amulet contains tiny interlocking gears and is powered by magic. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
(1/day) Before throwing the coin look at a creature and ask them heads or tails and the magical coin forces them to answer. After that throw the coin. Whoever loses has to roll on the chaos table.
Created by a magician after he lost all his possesions gambling.
Using this as your spell focus allows you to enhance your spells. The focus has 5 charges. Using one charge upcasts a spell by 2 mana for free, and causes one level of contamination.
The focus regains one charge per hour in the deep haze.
You can gain advantage on an ability check or saving throw of your choice, but the next 2 are made with disadvantage.
Cursed by a witch and given to a person pleading for her help, this stone can help in important situation, but always at a cost.
This ring can move tiny objects no more than 100g within reach 6 at will.
Still has a bit of power in it.
Armor: 5
Dancing Deflect: (Reach: 6) Reduce the damage of an attack against an ally withing reach by 5 for free 1/round.
Imbued by a noble guardian spirit.
This hammer has a block of unstable delerium embedded in it. 2d8 damage. On miss you take the damage.
Dangerous energies half-harnessed.
Combat Roll (1/encounter). Reaction: Dodge a ranged attack and move half your speed (the attack misses).
Makes a creature or object invisible for 1 scene.
Gives off a strong minty smell.
Armour 10 + DEX (max 2)
This armour is as light as a cotton shirt.
Wonderful craftsmanship
Elemental Weapons can deal the associated elemental damage (for example fire damage) instead of its normal damage type.
For one day, the drinker ignores effects that compel truth or read thoughts, instead his mind and speech are drowning with meaningless trivia, tidbits and anecdotes. Every 6 hours, the drinker rolls WIL DC 12; if failed, the drinker reveals something very embarrassing or of consequence.
He had a bad reaction to the elixir, and since that day, his verbal diarrhea has never waned. Obviously, he is now the major of our town.
Range: 6
Damage 1d6.
On crit: Explodes.
At the end of the round roll 1d6 with advantage on a 6 it explodes.
Explosion: Creatures in reach 2 take 25 damage or half on a DC12 DEX save.
The bomb can be armed as a free action, and picked up and thrown for 1 action.
Has 3 charges. When used this staff creates an arcane anomaly centred on the user.
When you make an unarmed attack you can add push 2 to your attack, and must push yourself 2 in the opposite direction.
1/Safe rest: you can lower the temperature in reach 20 (100 feet) by 20 degrees C for 10 minutes. All non-magical flames are extinguished. While in this area your hand becomes an icy claw which deals 1d6+10 cold damage.
For example, if you were sat in a chilly room at 10 C you could turn it into -10 C and be even colder. Lucky you!
ACTION. Crush one in case of emergency to instantly teleport ALL who are bound to one to the location of the other gem.
These magical gems are always crafted in pairs and can have any number of willing creatures magically bound to them.
Opens any lock with DC <=20 over the course of 1 minute by destroying the lock and itself in the process.
1d6 + DEX.
This hammer does not miss small or tiny creatures. Small or tiny creatures will try to target you first.
This suit is sealed against the outside world. Advantage on saving throws against contamination.
Can be crafted onto many types of armour.
Requires a bearer of faith.
Gain truesight to range 6.
Can see to the truth.
Action: Blow on the horn. Cone 6,3d10 thunder damage and deafened for the scene, DC 12 ST save for half and avoid deafen. If the primary die is a 1 or 2 the horn explodes including the blower in the cone effect.
Very effective against structures.
This horn is cracked, and may explode at any time.
Requires a truthful bearer of faith.
Projects a zone of truth reach 1. WIL save to avoid.
One handed. 1d12 + STR fire damage.
Suffer not the liar.
+1 to INT
Once held by the genius-mage Adriana
Range 8, 1d6 + STR damage
1/Safe rest: Transforms into a bolt of lightning. Line 8. 1d6+6 damage.
The crimson's countess's energies still course through this weapon.
1 charge: Spend 1 action to succeed on a failed roll.
Recharge - Pay it forward: Pass the coin on to a stranger.
This old worn coin gives you a feeling of warmth and safety.
Holding on to an uncharged coin is rumored to be a magnet for bad luck.
These pigments allow you to create objects by painting them in the air or on surfaces. When you complete the painting, the object depicted becomes a real, nonmagical object.
Your imagination is the limit, that and the paint.
Whoever posesses the pegleg becomes unable to get drunk and starts growing a beard.
An ancient wooden pegleg with faint runes engraved into it. (Made by Santuric)
While you wear this pendant, you lose the dying condition and gain 1 hit point whenever you are dying at the start of your turn.
This candle cannot be extinguished through by any means (even magical!)
from Dragon Town and the Darkness Below
1 Use. While folded this looks like a black sheet of paper. When unfolded and put onto a surface it will attempt to become a hole in that surface.
The surface must be less than a foot deep, and inanimate.
(1/use) For 12 hours you and animals can understand each other, but other humanoids cannot understand you.
PROS: you speak to animals
CONS: you speak to animals
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour
The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
For 1 hour you are immune to frightened and feel no fear. Role play accordingly.
This blue potion bubbles and steams as if boiling
When you drink this potion, your strength score changes to +6 for 1 hour. Afterwards your strength changes to -2 for 1 hour.
This potion’s transparent liquid has floating in it a sliver of fingernail from a giant
For 10 minutes you gain 1 action/round. For 1 hour afterwards you are dazed.
The potion’s yellow fluid is streaked with black and swirls on its own.
Healing Potion (action) Heal 2d4+4
Greater Healing Potion (action) Heal 3d6+6
Supreme Healing Potion (action) Heal 4d8+8
Regular prices:
Healing Potion 50 gp
Greater Healing Potion 150 gp
Supreme Healing Potion 450 gp
The next time you see a creature within 10 minutes after drinking this, you become charmed by that creature for 1 hour. If it makes any sense, you regard it as your true love.
This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
For 1 hour an illusionary duplicate of yourself appears next to you. It moves with you and mimics your actions, making it impossible to track who is the real one.
Attacks against you also miss if their primary die is a 2, hitting the duplicate instead.
The liquid in the flask has a mirror-like sheen, perfectly reflecting it's surroundings.
(1/use) Shrink to the size of an insect for 5 minutes or until damaged. Attackers cannot target you until you become conspicuous (e.g., being seen transforming or attacking).
Be careful not to get stepped on!
(1/use) Two creatures create a telepathic link between them for 24 hours and can share words, images and sounds. You also know exactly what the other creature thinks about you.
Rumor has it that you need to Drink it with 2 straws at the same time for it to work.
This potion takes 10 minutes to apply and the target must be naked. For 1 hour, or until they wish to return, the target is on the ethereal plane. While there they can vaguely perceive the material, but don't interact with it. Strong magical effects and spirits may extend into the ether.
A ghost potion
When you drink this potion, you become 2 sizes smaller for 1 hour.
The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it
Roll a d6 on every use, on a 1 the rod melts. Removes contamination and mutations. Caster gains 1 wound. Target gains 1 wound per level of contamination removed.
By trapping the essence of eldritch lilies in a rod
(Req. 2+ STR or -1 Speed.)
Stomp: 2 Actions: Enemies within reach 2 are knocked Prone on a failed STR save. 1/encounter.
One pouch contains 3 uses of Delerium Dust. Using gives advantage on all attack rolls for one minute, and one level of contamination.
Just say no
+2 to armour
1/encounter: If targeted by a ranged attack you can spend an action to have the attacker become the target.
You can interpose for free an ally is subject to a ranged attack.
1/Safe rest: Advantage on saving throws vs spells. On a 'crit' save the spell affects the caster instead.
You can cause a small object you're holding to become invisible for as long as you hold it in the hand wearing the ring.
A simple ring made of iron with a pale stone.
There's enough glue for 1 foot square. The glue sets in 1 minute with no motion. Once set the glue cannot be broken, although the objects still can.
The jar is pretty special too.
Requires a bearer of faith.
Saint Vetruvio's aid 1/day: the bearer can ask for one dice to be rerolled. Must be role played for it to work.
Said to contain the blood of Saint Vetruvio who, with the mighty dragon Argonath, saved the city centuries ago
A handful of this sand can be sprinkled over an ancient object to reveal how it looked in the past. The illusion lasts only a brief period.
Reaction: Succeed at a failed save. Then the scarab crumbles to dust.
An ancient scarab made out of pure gold. It is inscribed with protection chants from the old Dynasty.
Requires a bearer of faith.
+1 WIL.
1d6 + STR damage.
1d6 + DEX dmg. The first attack is at advantage. The bearer must eat twice as much as usual.
All that swinging works up an appetite!
All creatures in reach 10 move one step towards to the right in the sequence. Violent>Hostile>Surly>Calm>Sleepy
You and one other willing creature in reach 1 are teleported up to 500 feet (100) in a direction of your choosing.
Teleportataion is the bane of all high security installations. Expect countermeasures.
Conjures a floating disc for 6 hours which hovers. It can be loaded with up to 250kg before it starts to sag.
You can understand all spoken and written language for 10 minutes. Afterwards you can't understand any language for one hour.
Reach 3. You transform up to ten willing creatures. Each target assumes a beast form of your choice for 1 hour.
Must be read followed by an individual's name, a description of their appearance and character. After reading this scroll successfully you are filled with thoughts of where they currently are. If you are unsuccessful the scroll is not consumed.
After reading the scroll the next short message will be transmitted to a recipient the bearer is thinking about.
The haze boundary has foiled this spell more than once.
For 1 hour no sound is possible within reach 4.
At last, some peace.
After using the scroll on a dead creature you can ask it 5 questions.
The dead don't have to be helpful.
After using the scroll all creatures who want to lie in reach 2 must make a Wil save with DC of the caster's KEY stat. If they fail they cannot lie.
The caster doesn't know if the save is passed unless they are very perceptive
Sidestep (1/encounter): Defend for free with DEX + Speed instead of your armor value.
(3x3 area in Range 6) the area provides cover against ranged attacks for 1 round.
+2 Armor.
Shield Bash: A spiked shield is considered a light melee weapon that deals 1d4+STR damage.
Youch!
10 Charges. 1 action to use. 1 Charge: Range 6. Heal target for 1d8+4. 5 Charges: Reach 1. Heal targets 3d8+4. Gains one charge per healing spell cast on it.
Can cast mage hand at will.
Once worn by Steward Eisner, the legendary administrator who could sign 3 documents at once.
When drank, everything will seem to go your way for one evening. Beware the hangover.
Invaluable to pirates. (Made by Santuric)
Requires a bearer of faith.
+5 armour.
Deny the witch 1/safe rest: roll off with a caster to counter a spell.
The sorcerer kings of old will never return while the church stands.
Whenever you would receive 5 or less damage reduce it to 1.
Holding the small Torii, you feel a sense of calm and safety drift through your mind.
While bloodied gain +2 armor. (can be crafted into any type of armor)
Made with steel that's mixed with troll blood.
Creatures that drink a glass of the wine of truth can’t lie to each other for 1 scene. A bottle contains enough wine for 4 glasses.
In vinum veritas est.
1 use: When used on a wound or ailment it will mend it. This includes lost limbs.
Does not fix being dead, but covers almost everything else!
When the rod's command word is spoken it stays where it is until the command word is spoken again. 2500kg of force (think of a car crash) is needed to move it.
Choose a command word, write it here_______