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The Altered World Experience

  • Grapple.

    1d4. Instead of dealing damage, on a 2-3, the target is grappled. On a 4, the target is restrained.

Lvl 4 small aberration - Ambusher
6245
Amorphous.

The Mind Killer can move through a space as narrow as 1 inch wide without squeezing.

Psionic Immunity.

The mind killer is unaffected by psionic powers unless it wishes to be.

Choose one.
  • Claws..

    If the target is medium or smaller, they are grappled. Escape DC 12.

  • Concealing Strike..

    Psychic damage. Range 6. Mind killer is invisible to the target until the end of the mind killer's next turn.

  • Mindwipe.10.

    A Humanoid grappled by the mind killer must succeed on a DC 12 Strength saving throw or the mind killer enters the Humanoid's body. While inside a Humanoid, the mind killer has total cover against attacks and other effects originating outside the Humanoid, and the only action the mind killer can take is to leave the body, exiting in an unoccupied space within 5 feet of the body.

    When a Humanoid ends their turn with the mind killer inside of them, they must succeed on a DC 13Constitution saving throw or take 10 necrotic damage. If the Humanoid is reduced to 0 hit points, they die and the mind killer takes over the body, which regains hit points equal to the Humanoid's hit point maximum. The mind killer retains their Intelligence, Wisdom, and Charisma scores, their understanding of Deep Speech and Undercommon, and their telepathy. They otherwise adopt the target's statistics and can take the actions the creature could take. They know everything the creature knew, including spells, class features, traits, and languages. If the body is reduced to 0 hit points after the mind killer takes control, the mind killer must leave it.

    A creature wielding a sharp tool or weapon within reach of a Humanoid host or body with a mind killer inside can use an action to attempt to remove the mind killer, making an attack roll against the Humanoid's AC if the host is unwilling. On a hit, the creature deals 11 (2d10) slashing damage to the host and must make a DC 15 Wisdom (Medicine) check. On a successful check, the creature cuts the mind killer out of the host. On a faiIed check, if this slashing damage reduced the host to 0 hit points, the mind killer kills the host; otherwise, there is no effect.

small minion
62
  • Claw.

    Reach 1. 1d4 damage.

Unusual Nature.

The mind flayer doesn’t require air, food, or sleep.

Sunlight Sensitivity.

While in sunlight, the mind flayer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spider Climb.

The mind flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check

The mind flayer makes two Claw attacks or one Claw attack and one Tentacles attack.
  • Claw. .

    Reach 1.

  • Tentacles..

    Reach 1. Target is grappled on hit.

  • Drink Sapience..

    The mind flayer targets one creature it is grappling. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and gain 1 level of exhaustion. The mind flayer regains a number of hit points equal to the psychic damage dealt.

  • Disrupt Psyche (1 use).

    The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be dazed for 1 minute. The dazed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

6268
Choose one.
  • Beak..

    Reach 1.

  • Tentacle..

    2 attacks. Reach 2.

  • Spellcasting.

    The grell psychic casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12):

    • At will: detect thoughts, mage armor, mage hand (the hand is invisible)
    • 1/day each: confusion, fear
Level 6 Solo Brain Eater
M175Int+7, Wis/Cha+6, Dex+4, Con+1
Magic Resistance.

Advantage on saves vs. spells and magical effects.

Lair Actions.

At the beginning of each round, and before any PC actions, the Vanguard takes a lair action to cause one of the following effects; the Vanguard can’t use the same effect two rounds in a row:

  • [ ] Thrall Puppetry. If any enslaved creatures are within 60 ft., the Vanguard can force one to take its reaction to make a melee attack or grapple attempt immediately. If no thralls remain, psychic echoes of their minds cause a disembodied shriek; each PC must succeed on a DC 13 Wisdom save or have disadvantage on their next saving throw.
  • [ ] Whispering Chorus. The lair fills with maddening whispers. Until the next round, all creatures that attempt to cast a spell within the lair must succeed on a DC 13 Intelligence saving throw or the spell fails (the slot isn’t lost).
  • [ ] Psionic Distortion Field. The air ripples with warping thought. Until the Vanguard takes its next lair action, ranged attacks and spell attacks suffer disadvantage if they originate within 30 ft. of the Vanguard.
Choose one.
  • Tentacles.

    Moves up to 30 ft and attacks for 2d8+4 damage. Target is grappled, and dazed. Escape DC 13. dazed condition ends when target escapes grapple.

  • Psychic Crush.

    The Vanguard attacks 1 target within 60 ft. for 6d6+5 psychic damage.

  • Mind Blast.

    (1 use, recharges on Bloodied) 60 ft cone. Int Save DC 13. 5d8+3 Psychic damage and target is dazed. Half damage and no dazed if save successful.

  • Enslave.

    (1 use).The Vanguard targets one creature within 30 feet. If it fails a DC13 Wisdom Save, it is charmed and under the Vanguard's control until the Vanguard dies or is no longer on the same plane of existence. The target may repeat the saving throw each time they take damage.

BLOODIED:

At 87HP, the Vanguard recharges its Mind Blast ability. Its Psychic Crush attack now does 6d8 damage.

LAST STAND:

At 0HP the Vanguard is dying. If it takes 60HP more damage it dies. It immediately uses the Plane Shift Spell on its next action.

Level 5 Solo Duergar Warlock
M150Wis +4, Cha +7
Duergar Resilience.

Advantage on saves vs. poison, spells, or illusions, as well as charmed or incapacitated effects.

Sunlight Sensitivity.

While in sunlight, disadvantage on attacks and perception checks relying on sight.

Lair Actions.

At the beginning of each round, before any PC actions, Xardorok takes a Lair Action to cause one of the following effects. He cannot use the same lair action two rounds in a row.

  • [ ] Telekinetic Shove. Xardorok targets one creature within 30 feet and they are pushed back 10 feet.
  • [ ] Eldritch Step. Xardorok moves up to 1/2 his movement rate without provoking opportunity attacks.
  • [ ] Psychic Pulse. All creatures within 60 feet of Xardorok must make a DC12 Wisdom Save or take 5 psychic damage.
Choose one.
  • Howling Void.

    (1 use/day, recharges when dying). He opens a momentary planar rift within 60 ft. This rift is a 20 cube, and any creature within it must make a DC 12 Wisdom save or take 4d8 psychic damage and become frightened of Xardorok until the start of his next turn.

  • Spiked Gauntlet.

    He moves up to 25 ft and attacks for 4d4+ 2 damage.

  • Eldritch Blast.

    He makes two Eldritch Blast attacks against a target within 120 ft for 1d10+6 each.

  • Spellcasting.

    Casts Hold Person or Suggestion. 1 use each. Save DC 14

BLOODIED:

At 75HP, Xardorok becomes Large, and his Spiked Gauntlet attacks now do 8d4+2.

LAST STAND:

At 0HP, Xardorok is dying. If he takes 50HP more damage, he is dead. When he is damaged by a creature within 60 ft that he can see, eldritch tentacles erupt from the space around the creature and batter it. The creature must make a DC 14 Dexterity saving throw, taking 3d10 psychic damage on a fail, or half as much on a success.

Level 5 Solo Huge Undead Frost Giant Queen
195Str +4, Con +9, Cha +4, Dex, Int, Wis -1
Lair Actions.

Before the beginning of the Players' turn, Borogeaa takes a lair action to cause one of the following effects; Borogeaa can’t use the same effect two rounds in a row:

  • [ ] Floor of Ice. The icy floor of the chamber becomes slick and slippery, transforming into difficult terrain. A creature moving across the floor must succeed on a DC 13 DEX save or fall prone. The effect ends when Borogeaa takes her next Lair Action.

  • [ ] Frozen Servants. 3 ice mephit minions coalesce out of the air. These remain until destroyed, but have a maximum number of 3 on the field at any one time.

  • [ ] Ice Armor. Hoarfrost gathers on Borogeaa’s torso and limbs, solidifying into a suit of armor made of ice that grants her Medium Armor. The armor melts if Borogeaa takes more than 30 fire damage. Otherwise, it disappears when Borogeaa takes her next Lair Action.

Choose one.
  • Freezing Death.

    (1 time use, recharge on Bloodied). With a touch, Borogeaa deals 4d8 cold damage plus 4d8 necrotic damage. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue.

    If the statue takes bludgeoning damage, it shatters, killing the frozen creature. If the statue would take fire damage, it instead takes no damage and thaws, ending the petrification.

  • Icy Axe.

    Move up to 40 ft. Attack for 1d12+3 damage + 1d6 Cold damage.

  • Polar Ray.

    Ranged attack within 120 ft. 3d10+5 cold damage.

BLOODIED:

At 97 HP, Borogea momentarily dissolves into a blizzard, magically teleporting to an unoccupied space it can see within 30 feet of herself. This does not provoke opportunity attacks. She then uses her Freezing Death ability.

LAST STAND:

At 0 HP Borogeaa is dying. If she takes 50 more damage she dies. Immediately after a creature Borogeaa completes a turn in which they damaged her, she momentarily dissolves into a blizzard, magically teleporting to an unoccupied space she can see within 30 feet of herself and makes a Icy Axe attack. This is in place of her normal action, not in addition to it, and the teleportation does not provoke opportunity attacks.