The Singing Stones
You have advantage on attacks if an ally is adjacent to target.
- Beak.1d4+2.
On Crit: Add roll 1d8 for the exploding crits.
Blood Hawk's level is more like 1/6 or 1/8, but the lowest option is 1/4.
When damaged, decrement the damage die. (d6 small » d4 tiny » dead)
- •Bite (Full Size).1d8.
(Hampered target) Poisoned (magical healing ends).
- •Bite (Half Size).1d6.
(Hampered target) Poisoned (magical healing ends).
- •Bite (Tiny).1d4.
(Hampered target) Poisoned (magical healing ends).
During the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
You always act first.
- •Venomous Bite (Once).1d3.
On damage: target must make a DC 11 strength save or suffer 13-(2 per size above tiny) d6 poison damage (a medium creature suffers 9d6)
- •Bite.1d3
- •Run away!
Move 12 while not provoking opportunity attacks.
As long these venomous creatures are not summoned beasts of some evil magician, they are not evil or malicious - they're just trying to live their life! Against a small or larger foe, they will only ever strike once and then flee (unless their path to escape is blocked), and there is only a 25% chance they use their venomous Bite (venom takes a lot of calories to make!). But if they are attacking a tiny hero, they will always strike with their venom - they hope to eat them!

1/encounter. Frighten enemies within Range 8 on a failed DC12 WIL save.
- Rend (2x). 1d8+2
When bloodied, roll 1d20. Flee with 1-9; Fight with 10-20 and recharge Fearsome Roar.
When an attack misses you, your next attack is a crit.
1/turn, when attacked in melee, an ally at Reach 2 Interposes. Triggers Dirty Tactics.
- •Shield Bash.
1d10+5 bludgeoning, on damage: Push 2 and Dazed.
- •Heavy Swing.
(Reach 2) 2d10+5 slashing.
- •No Quarters!
Two allies who can hear them take an action immediately.
Vulnerable to Radiant
- Claws (x2).1d4 +5.
Heal 5hp on hit

Sacrifice an allied minion or 10HP to gain advantage on attacks this turn.
- •Spray of Blood.
(Reach: 4) 2d8+10. On hit: target is considered bloodied (spending 1 action to wash off ends).
- •Boiling Blood.
(a bloodied target) 2d8+10 Fire damage (ignores Armor).
Made by SanityWithIn for Monster Monday Week 62: Spellslinger.
- •Poison Tail Flyby.
Fly 8 and attack a target you pass by. 1d10+10 slashing damage. On damage: Poisoned.
- •Pounce.
Fly 4 then land and attack, 1d10+15. On damage: Prone.
- •Bite.
1d10+20.
At 90 HP, the Wyvern immediatly flies 8 spaces for free.
The Wyvern is dying! 70 more damage and it is dead. Until then: Frenzy. All attacks from and against it gain advantage.
Wyvern's Poison. While Poisoned by a Wyvern the creature is also Slowed. The first time each encounter a creature is Poisoned by a Wyvern it also takes 10 poison damage (ignores armor). Wyvern poison wears off after a minute.
(1/encounter, Reaction) Ranged attacks have disadvantage on you. If the attack misses, you can throw it back (DC 14 DEX save or 2d10 damage)
- •Crush (2x).1d6+15.
(or Range 8). On hit: Prone
- •Stomp.1d6+30.
(Prone Creature)
When Bloodied, burst out lethargic slowing magic. DC 15 STR save for each creature in Reach 6 or Dazed and Slowed.
- Forceful Strike (2x) (Reach 2 or Range 20).2d10+6 bludgeoning damage.
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).
Immune to Blinded and Invisible. Dazed when exposed to loud sounds.
Melee attackers take half the HP lost in return as acid damage (ignores armor).
- •Shred (3x).1d12+5
- •Impale.
(Reach: 3) d44+10. On damage: Grappled (escape DC 15).
- •Devour.
(hampered targets only) 2 wounds.
A lethal killer from another world: Tall slender with a sharp bladed tail.
