A

Artaj

Level 3 Solo Large Horror
H75
DEX+
CHITINOUS PLATES.

Damage degrades Armor.

SERRATED WEAPONRY.

Advantage vs Bloodied.

FANATICAL ZEAL.

While not max HP, attack with Advantage. Crits inflict Despair.

ACTIONS:
  • FLAILED MACE (×2).

    1d8+6. Burrow 4.

  • PULLDOWN.

    DC 11 DEX save: 2x2 in Range 8. Failure: Grappled (DC 11).

BLOODIED:

35 HP.

  • NIGHTMARISH VISIONS. DC 11 WIL save: Cone 3. Failure: 1d8+16 Psychic, and Incapacitated 1 Round. Success: Half damage only.
LAST STAND:

30 More.

  • FEARFUL BREAKOUT. Prone, Aura 1.
Level 10 Solo Large Undead
M275
WIL++
UNLIVING, UNDYING.

Trigger: First death. Response: 1 HP instead.

CURSED GAZE.

Trigger: Creature Crits the Chosen. Response—INT save: DC 20. Failure: 1 Wound.

ACTIONS: Choose 1, then Move 3.
  • YOUR BLOOD IS MINE!

    3d8+5 Necrotic, 2x2 in Range 10. Damage: Considered Bloodied 1 Round.

  • IT RELISHES ME!

    DC 15 STR save: All Bloodied. Failure: 6d8+10 Necrotic, and Poisoned 24 Hours. Success: Half only, and lose Bloodied.

  • TOO CLOSE!

    (1/Encounter) DC 15 DEX save: Aura 1. Failure: 3d8+5, and Push 2. Success: Half only.

BLOODIED:

135 HP.

  • SHE CHOSE ME, NOT YOU! DC 15 WIL save: Latest attacker. Failure: Move attacker anywhere in Reach 10, and Incapacitated 1 Round.
LAST STAND:

100 more.

  • IF IT IS HER WILL. The Chosen uses Too Close, and chooses a creature as the heir.
Level 2 Solo Beast
M75
DEX+
SCENTED PREY.

Advantage vs Bloodied and Poisoned.

ACTIONS.
  • BITE (×2).

    2d8+1. Damage: Grappled (DC 11). Crit: Prone.

  • POISONED DROOL.

    DC 11 DEX save: 2x2 in Range 10. Failure: 4d8+2 Acid, and Poisoned. Success: Half only.

BLOODIED:

35 HP.

  • BLOODROAR. DC 11 WIL save Cone 3. Failure: 2d8+1 Poison, and Incapacitated 1 Round. Success: Half only.
LAST STAND:

20 more.

  • HOWLING PACK. Summon 2/Hero wolf minions (d10).
Level 10 Solo Huge Undead
M275
STR+ DEX- WIL+
FEARFUL.

Trigger: Creatures ending turn in Aura 3. Response: Frightened.

SICKLY.

Trigger: Attacker damages Lesotho. Response: 3 Necrotic.

ACTIONS. Choose 1, then Move 2.
  • SLAM (×3).

    2d10+1 Necrotic, Reach 3.

  • CHASM FALL.

    3d10+18, 2x2 in Range 10. Damage: Prone.

  • SOUL SAND.

    (Recharge 2-in-6) DC 15 DEX save: Aura 3. Failure: 3d10 Necrotic, and Incapacitated 1 Round. Success: Half damage only.

BLOODIED:

140 HP.

  • BLINDING PAIN. DC 15 WIL save: Aura 3. Failure: Blinded 1 Round.
LAST STAND:

100 more.

  • FEEL THAT? DC 15 WIL save: All Bloodied creatures. Failure: On damage against Lesotho, take 1 Wound.
Lvl 8 undead
H855
FALLEN VALOR.

Creature last attacked by the knight is Taunted.

TOWER SHIELD.

Attacks against it miss on 2s.

  • SOAKED WAR FLAIL (x2).(Reach 2) Necrotic.
  • PAINED GAZE.

    (1/encounter) DC 14 WIL save: 1 creature in Range 10. Failure: 2d10+16 Necrotic, and Incapacitated 1 round. Success: All actions against the knight gain Inspired for the rest of the encounter.

Lvl 4 undead
49
WASTED FLESH.

Immune to Necrotic.

BLOATED.

Trigger: Death. Response: Explodes, all creatures in Reach 1 take 2d8+1 Necrotic.

  • DEATH BLAST.(Range 10) Necrotic.
  • FELL SUMMONING.

    (1/encounter) Summons 1/hero Skeleton Minions (d8).

Lvl 10 large undead
M88125
STANDING LEAP.

Bulette can jump over Medium or smaller creatures, immune to Opportunity Attacks.

  • BITE..
  • DEADLY LEAP.

    Leap 3. DC 16 DEX save: 2x2 area, landing. Failure: 2d10+18, and Prone. Success: Half damage, Push 1.

Lvl 12 huge undead
M8161
UNDEAD RESTORATION.

Trigger: Revenant dies. Response: Revives 24 hours later, random location, different appearance, and full HP.

  • SUFFOCATE (x2).(Reach 2) Necrotic.

    Grappled (DC 16, 2 creatures max).

  • HAUNTING GLARE.

    (Recharge 2-in-6) DC 15 WIL save: Aura 6. Failure: Incapacitated, repeat on turn start.

Lvl 16 aberration
H134
Magic Resistance.

Advantage on magic saves.

Regeneration.

While at least at 1 HP, regain 10 HP per round.

Turn invisible, move 8, then choose one:
  • Chaos Blade..

    On hit: dazed.

  • Blight. necrotic.

    (1/encounter) Creatures in Aura 2 roll DC 18 CON save, half on save. Area remains. On ending turn inside: 20 necrotic.

  • Cloudkill. poison.

    (1/encounter) Creatures in Aura 2 roll DC 18 DEX save, half on save. Area remains. On ending turn inside: 10 poison.

Lvl 15 large fiend
M880
Magic Resistance.

Advantage on magic saves.

  • Claw..

    OR:

  • Infernal Sting. poison.

    On hit: Poisoned, and can't regain HP. Lasts for one round.

Lvl 10 fiend
M94
Barbed Hide.

Grappling deals 1d10.

Magic Resistance.

Advantage on magic saves.

Move 6, then choose two:
  • Claws (or Tail, Reach 2) ..

    On hit: grappled (escape DC 13).

  • Hurl Flame. fire.

    (Reach 8) Lobs fire in a 2x2 area. Creatures make a DC 15 DEX save, half on success. On hit: Smoldering.

Lvl 13 fiend
M132
Magic Resistance.

Advantage on magic saves.

Move 8, then choose two:
  • Chain..

    On hit: grappled (escape DC 14).

  • Conjure Infernal Chain.

    Summon a chain minion (1d6+5 fire, on hit: grappled, escape DC 14).

  • Unnerving Gaze..

    All creatures in Aura 6 make a DC 15 WIS save. On fail: Dazed. On save: immune.