K

Karp

Level 1 Solo Ooze
50
STR+ INT-
Affinity for Healing.

Whenever it receives any kind of healing, the Mass gains Medium Armor and Pseudopod's damage becomes 2d6+2.

Choose one.
  • Pseudopod.

    (2x) 1d6+2. On Hit: Grappled (DC 10).

  • Restoration.

    If the Grappled creature is holding a healing potion, it absorbs the potion, gaining the benefits of its Affinity for Healing.

  • Subsume.

    The mass absorbs one creature it is grappling, DC 10 STR save and take 4d4 damage, half on save.

BLOODIED:

At 25 HP, the Mass of Flesh summons Flesh Minions (1/hero, size: 1d4). After each hero’s turn, either the Mass of Flesh or all of the Flesh Minions act.

LAST STAND:

The Mass is getting smaller! 10 more damage and it dies. Until then, attacks against it have disadvantage.

Lvl 6 large beast - Striker
868
Relentless.

If the daeodon takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.

Choose one.
  • Bite & Slam.(2x) .

    On Crit: Prone.

  • Fierce Call (1 use).

    DC 13 WIL save, or creatures within 12 spaces are Frightened and must spend 1 Action moving as far away as possible.

Sandstone Golem
Lvl 8 construct - Defender
H50
Vulnerable Core.

Using either Energy Beam or Rain of Missiles exposes its core. Attacks against the core are made with advantage and ignore armor.

Choose one.
  • Ground Pound.

    2d8+10 to all enemies within 2 spaces.

  • Energy Beam (1 use).

    4d8+8 in a 6 space long, 2 space wide line.

  • Rain of Missiles (1 use).

    (Range 3) (4x) 2d6+4 spread out between the nearest enemies.

Lvl 1 beast - Skirmisher
10222
Flyby.

The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.

  • Sting.(2×) .

    On CRIT: Poisoned.

KKarp
SRD v5.2
Weasel
Lvl 1/4 beast - Melee
289
  • Bite..
KKarp
SRD v5.2
Lvl 4 swarm of tiny elementals - Ambusher
62246
Frigid Mass.

The swarm can occupy another creature’s space and vice versa. A creature that starts its turn in the swarm’s space takes 1d8 cold damage.

  • Impale..

    Half when Bloodied.

Lvl 4 large beast - Striker
45
Aggressive.

+2 speed if moving toward enemies.

  • Gore..

    If moving at least 4 spaces straight, +2d8 and become Prone.

KKarp
SRD v5.2
Lvl 2 large monstrosity - Skirmisher
12229
Pack Tactics.

Advantage on attacks when an ally is adjacent to the target.

  • Gouge..

    On Hit: Poisoned.

KKarp
SRD v5.2
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