K

Karp

Lvl 2 tiny fiend - Ambusher
830
Shape-Shift.

The quasit can shape-shift to resemble a bat (Fly 8), a centipede (Climb 8), or a toad (Swim 8), or it returns to its true form.

Choose one.
  • Rend..

    On hit: Poisoned for 1 round.

  • Scare.

    (Range 4) DC 10 WIL Save or become Frightened.

  • Invisibility (Concentration).

    Turns invisible until it attacks or uses Scare.

KKarp
SRD v5.2
Troll
Lvl 4 large - Melee
M840
Regenerate.

Does not die at 0 HP. Only fire, radiant, or a crit while at 0 HP can kill it.

Choose one.
  • Claws.

    (Reach 2) 1d6+4.

  • Bite.

    2d6+4.

Level 6 Solo Huge Crab Duchess
M200
STR++ WIL-
Gunked.

Whenever Magista is crit, she vomits Gunk on a 1×1 area in front of her. The area is considered Difficult Terrain, and creatures in the area are Poisoned and take 2d6+6 damage. Magista is immune to the effects of her Gunk pools.

  • Claw.

    Move 6, 2d6+6 damage (Range 2). OR

  • Flail Clasp.

    2d4+10 (Range 4), on damage: Grappled. THEN

  • Flail Slam.

    The Grappled creature gets slammed at another enemy within 4 spaces. Both must make a DC 14 DEX save or take 2d10+6 damage and become Prone, only taking half damage on save.

BLOODIED:

At 100 HP, Cyclone. On her next turn, Magista spins, dealing 3d10 damage to enemies within 2 spaces for 1 round, and can move 2 spaces while spinning. This ends early if she uses another action or is forcibly Hampered.

LAST STAND:

Magista is dying! 60 more HP and she's dead. Her Gunk now covers a 2×2 area and deals 2d10+8 damage instead.

Lvl 11 sea aberration - Ranged
6120
Kuo-toa: Sunlight Sensitivity.

While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.

Choose one.
  • Scepter (x2).

    (Range 12) 3d8+3.

  • Shield of the Faithful.

    Give Medium Armor to an ally.

  • Waves of Destruction (1 use).

    Enemies within 6 spaces makes a DC 14 STR save or take 5d6 damage and become Prone, half damage on save.

remixed from Kuo-toa Whip
Lvl 6 sea aberration - Striker
658
Kuo-toa: Sunlight Sensitivity.

While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.

  • Bone Whip (x2).

    (Range 2) 2d6+6. The target can't make Opportunity Attacks until the start of the kuo-toa's next turn.

remixed from Kuo-toa Whip
Lvl 2 sea aberration - Support
624
Kuo-toa: Sunlight Sensitivity.

While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.

Choose one.
  • Pincer Staff.

    (Range 2) 2d6+2. DC 12 DEX save or become Restrained.

  • Slime Glob.

    (Range 12) 3d4+2.

  • Shield of the Faithful.

    Give Medium Armor to an ally.

remixed from Kuo-toa Shieldsman
Lvl 1/2 sea aberration - Defender
M615
Kuo-toa: Sunlight Sensitivity.

While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.

Sticky Shield.

Whenever a melee attack misses the kuo-toa, DC 11 STR save or the attacker's weapon sticks to the kuo-toa's shield. Not letting it go gives Grappled.

Choose one.
  • Spear..
  • Net Throw.

    (Range 3) DC 10 DEX save or become Restrained.

Lvl 4 sea creature - Support
838
Sahuagin: Blood Frenzy.

The sahuagin has Advantage on attack rolls against a creature that is Bloodied.

Sahuagin: Shark Mind Control.

Sharks are friendly to the sahuagin and obey their every command.

Choose one.
  • Spectral Jaws (x2).
  • Blessing of Sekolah.

    Heals an ally for 2d4 and they gain advantage on their next save.

  • Clutches of Sekolah.

    (Concentration) DC 12 WIL save or become Incapacitated.

Lvl 10 large sea creature - Melee
M894
Sahuagin: Blood Frenzy.

The sahuagin has Advantage on attack rolls against a creature that is Bloodied.

Sahuagin: Shark Mind Control.

Sharks are friendly to the sahuagin and obey their every command.

Fiendish Blood.

When the sahuagin takes Piercing or Slashing damage, enemies within 1 space of it must make a DC 14 STR save or gain 1 Wound.

  • Trident (x3).
remixed from Sahuagin Warrior
Lvl 1 sea creature - Melee
823
Sahuagin: Blood Frenzy.

The sahuagin has Advantage on attack rolls against a creature that is Bloodied.

Sahuagin: Shark Mind Control.

Sharks are friendly to the sahuagin and obey their every command.

  • Claw (x2).
KKarp
SRD v5.2
Knight
Lvl 8 mimic - Ambusher
H354
Surprise Attack.

The mimic attacks first and uses both Sword and Lash on its first turn. Enemies roll initiative with disadvantage.

  • Sword.
  • Lash.

    Unleash tentacles to all enemies within 3 spaces around the mimic. DC 14 save or become Grappled.

  • Feast.

    Pull all Grappled creatures towards you then deal 4d12+10, ending the condition.

Tavern Maiden
Level 2 Solo Delirious Chef
65
WIL+
Do You Smell That?

When damaged, the mushroom powder she has on her pockets are scattered.

Enemies within 2 spaces make a STR save (DC 10). On a failure, they must spend their next action vomiting, and they cannot take reactions this round.

Choose one.
  • Punch.

    1d4.

  • Summon Minion.

    Summon cockroach golem minions (1d4); they act only when commanded. Micheline cannot summon minions if there are still minions left standing.

  • Defend your Queen!

    Command one of your cockroach golem minions to move up to 3 spaces and attack once each (2d4+8).

BLOODIED:

At 30 HP, Micheline's Helmet enchants itself, and she now has Medium Armor.

LAST STAND:

Micheline's Helmet is almost loose! 10 more damage and its off! Until then, her golem minions deal 2d8+8.