Aspirants are leathery-skinned creatures, perhaps eight feet tall if they stood straight, but usually hunch or crouch. They are clad in form-fitting armour of Hellish design, adorned with sharp spikes and blades and implausible fluting. When they come close to their prey, their lower jaw opens in three horrifying tooth-lined parts, allowing a soporific gas to puff forth.
Aspirants are infernal hunters and warriors, dedicated to bringing in their prey to gain advancement in the fiendish hierarchy. They can often be heard to whisper to themselves in the third person ("this one stalks its prey, yes") to themselves as they stalk their prey. Hooks:
ASPIRANT Medium fiend (devil), lawful evil Armour Class 18 (full plate) Hit Points 52 (7d8 + 21) Speed 30ft. Str 16 (+3); Dex 17 (+3); Con 16 (+3); Int 13 (+1); Wis 15 (+2); Cha 7 (-2) Proficiency bonus +2 Saving Throws Dex +5, Wis +4 Skills Insight +4, Perception +4, Survival +4 Damage Resistances cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire Condition immunities poisoned Senses darkvision 120ft., passive Perception 14 Languages infernal, telepathy 120ft. Challenge 4 (1,100 XP) Devil's Senses. Magical darkness doesn't impede the aspirant's darkvision. In addition, the aspirant has advantage on any Survival checks to track foes. Magic Resistance. The aspirant has advantage on saving throws against spells and other magical effects. Marked Target. The aspirant can sense the exact direction and distance to a marked target automatically, and deals an additional 5 points of damage to a marked target with weapon attacks. The aspirant may have only one creature marked at once. Soporific Breath. A creature that starts its turn within 5ft. of the aspirant has their speed halved until the start of their next turn, and attack rolls against the creature have advantage. A creature that does not breathe does not suffer these effects. ACTIONS Multiattack. The aspirant makes one greatsword attack and one bite attack. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage. Greatsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) slashing damage, and the aspirant can mark the target. Updated from the previous version of the Aspirant, originally published on 25 January 2020. The entities known as Phosfreaks seem to inhabit distant regions of the Shadowfell, appearing as small hovering beings with long, lambent tendrils that trail behind them. Their presence causes itchiness and blistering to the skin, and their touch causes dreadful burns to flesh. Although they do not seem to be malicious, they are unalterably attracted to any sources of light in the gloomy regions they inhabit, and will often fatally embrace any creatures they see carrying light sources.
PHOSFREAK Small elemental, unaligned Armour Class 9 Hit Points 10 (3d6) Speed 0ft., fly 20ft. (hover) Str 1 (-5); Dex 14 (+2); Con 10 (+0); Int 1 (-5); Wis 12 (+1); Cha 1 (-5) Proficiency bonus +2 Condition Immunities Exhaustion, poisoned Damage Resistances Necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Senses Truesight 90ft., passive Perception 11 Languages - Challenge 1 (200 XP) Fatal Glow. A phosfreak emits dim light in a 20-foot radius. At the start of the phosfreak's turn, any creature within 20 feet of it must succeed on a Constitution saving throw (DC 10) or become Poisoned for 1 minute. ACTIONS Tendril lash. Melee Weapon Attack: +4 to hit, reach 15ft., one target. Hit: 7 (2d6) radiant damage and 3 (1d6) necrotic damage, and the target is grappled (escape DC 5). If a target is grappled by a phosfreak at the start of the phosfreak's turn, it gains 1 level of exhaustion. Ancient agents of perfection and guardians of civilization, those who are selected to become dragonriders are bound in soul and spirit to a single dragon. They share an almost common consciousness with their steed, and train for years according to the traditions of their monasteries, all in preparation and hope, that one day they might attain a true enlightened state.
They travel the world swathed in robes and attempting to maintain peace across the world, although their numbers are few. In their hands, they wield Dragonrods, long rods of dragon ivory, pointed like daggers at one end and intricately carved. These both focus and empower their spells and those of their steed, and can be used as weapons in the rare instances they come to battle with a foe. In addition, a dragonrider emissary can channel the elemental breath of their steed through the rod, for defense or attack. Much like Federal Marshals or Jedi Knights, the arrival of these dragonrider emissaries is seen as a great event worthy of awe and great concern. They attempt to keep the peace, and occasionally intervene in events of great import, circumstances that might affect the balance of power across the continent or even the world. These mysterious agents have great power and insight, worthy of respect and awe. DRAGONRIDER EMISSARY Medium humanoid (any race), any alignment Armour Class 18 (scale mail) Hit Points 122 (16d8 + 50) Speed 30ft. Str 14 (+2); Dex 14 (+2); Con 16 (+3); Int 16 (+3); Wis 18 (+4); Cha 16 (+3) Proficiency bonus +4 Saving Throws Int +7, Wis +8, Cha +7 Skills History +7, Insight +7, Persuasion +7 Senses passive Perception 14 Languages Common and any three other languages Challenge 11 (7,200 XP) Dragon Bond. A dragonrider emissary is permanently and insolubly bound to a single specific dragon. This is usually a Young dragon of the specific type, but for particularly experienced dragonrider emissaries, this may be an Adult. The dragonrider emissary has advantage on saving throws against their own dragon's breath weapon, and has resistance to damage against one type of energy, based on their dragon's colour. In addition, the emissary's dragonrod deals damage of the same type of damage as the dragon's type. Black, Copper dragon: acid resistance. Blue, Bronze dragon: lightning resistance. Brass, Gold, Red dragon: fire resistance. Green dragon: poison resistance. Silver, white dragon: cold resistance. Dragonrod. A dragonrider possesses a dragonrod, a magical focus and weapon that can be used as either a club, quarterstaff, or dagger. It has the same statistics in any form, varying the type of damage dealt. In any form, it is a magical weapon that grants a +1 bonus on attack and damage rolls. In addition, the wielder can spend 1 hit die as an action to use a breath weapon, as a Young Dragon of their type. Enlightenment. A dragonrider emissary has advantage on saving throws against any spells or magical effects. Emissary. Dragonrider emissaries are protected by treaty and tradition, as well as deep magics. Any creature that tries to target the dragonrider emissary with an attack must first make a DC 12 Wisdom saving throw, or choose another target or lose the attack or spell. This effect doesn't protect the dragonrider emissary from area effects, such as the explosion of a fireball. If the dragonrider emissary makes an attack, the effect fades for 1 minute after the dragonrider emissary last made an attack. A creature that successfully saves against this effect is immune to the effect for the next 24 hours. Legendary Resistance (1/day). If the dragonrider emissary fails a saving throw, they can choose to succeed instead. Mystic Powers. A dragonrider emissary can innately cast spells granted by their bond to their dragon steed. A dragonrider emissary's spellcasting modifier is Wisdom (spell saving throw DC 16, +8 to hit with spell attacks). Although the spells granted to each emissary are different based on their own temperament and that of their steed, a common set of powers are listed below: Cantrips (at will): guidance, message 1st level (at will): detect magic, heroism 2nd level (at will): calm emotions, zone of truth 3rd level (2/day): beacon of hope, dispel magic 4th level (2/day): guardian of faith, staggering smite 5th level (1/day): dispel evil and good ACTIONS Multiattack. The dragonrider emissary can make two dragonrod attacks. Dragonrod. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning or piercing damage and 7 (2d6) elemental damage. LEGENDARY ACTIONS The dragonrider emissary can take 1 legendary action, choosing from the options below. A legendary action can only be used at the end of another creature's turn. The dragonrider emissary regains spent legendary actions at the start of its turn. Cast a Spell. The dragonrider emissary can cast a spell. Detect. The dragonrider emissary gains truesight with a 30ft. radius until the end of its next turn, and makes a Wisdom (Perception) check immediately. Move Like The Wind. The dragonrider emissary takes a Dash action. Creatures cannot make opportunity attacks against the dragonrider emissary during this movement. Request by Astos Matosis. Leading their people in song, ritual, and battle, Elven Wardancers are imbued with mystical and magical importance. In combat, they move quickly from target to target, operating in a well-drilled team to eliminate key members of whatever opposition they face, and improving the efforts of elves they fight alongside. They become implacable foes, keeping opponents off-balance and protecting their people as elite warriors.
ELVEN WARDANCER Medium humanoid (any elf), usually neutral Armour Class 17 (leather armour) Hit Points 36 (8d8) Speed 50ft. Str 12 (+1); Dex 18 (+4); Con 10 (+0); Int 14 (+2); Wis 13 (+1); Cha 9 (-1) Proficiency bonus +3 Skills Acrobatics +7, Arcana +5, Performance +5 Senses Darkvision 60ft., passive Perception 11 Languages Common, Elven Challenge 5 (1,800 XP) Bladesong. The wardancer and any elf allies who can hear them within a 10ft. radius of the wardancer, gain a +2 bonus on weapon damage rolls. Mobility. When a wardancer makes a melee attack against a creature, the wardancer doesn't provoke opportunity attacks from that creature for the rest of this turn, whether the attack hits or not. Spellcasting. The wardancer is a a 6th-level spellcaster, and their spellcasting ability is Intelligence (spell saving throw DC 13, +5 to hit with spell attacks). The wardancer can cast the following spells: Cantrips: blade ward, message, true strike 1st level (2 slots): feather fall, shield 2nd level (2 slots): cloud of daggers, magic weapon, misty step 3rd level (2 slots): blink, haste ACTIONS Multiattack. The wardancer makes two longblade or longbow attacks. Longblade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600ft., one target. Hit: 8 (1d8 + 4) piercing damage. A towering visage of flaming death, Drath'Torun is a demon lord of the Abyss. Having ascended through the ranks of demonic footsoldiers and torn power from the bodies of his foes at every step, he has incredible powers over dead souls, and can store and feast upon imprisoned souls at his will, burning them for power. He hungers to one day consume Orcus himself or even a deity to steal their throne and ascend to even greater heights of power.
DRATH'TORUN THE SOUL-DEVOURER Large fiend (demon), chaotic evil Armour Class 19 (natural armour) Hit Points 266 (28d10 + 112) Speed 40ft., fly 30ft. (hover) Str 23 (+6); Dex 18 (+4); Con 19 (+4); Int 21 (+5); Wis 18 (+4); Cha 27 (+6) Proficiency bonus +7 Saving Throws Str +13; Wis +11; Cha +13 Skills Arcana +12, Insight +11 Damage Resistances acid, cold, lightning, necrotic, psychic, thunder Damage Immunities fire; bludgeoning, piercing, and slashing that is nonmagical Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120ft., passive Perception 14 Languages all, telepathy 120ft. Challenge 22 (41,000 XP) Legendary Resistances (2/day). If Drath'Torun fails a saving throw, he can choose to succeed instead. As a reaction, Drath'Torun can consume 1 of the souls the has absorbed to regain one use of legendary resistance. Magic Resistance. Drath'Torun has advantage on saving throws against spells and other magical effects. Magic Weapons. Drath'Torun's weapon attacks are magical. Soul Devourer. Drath'Torun's open ribcage is filled with a swirling storm of screaming souls made up of his former victims. At the start of an encounter, Drath'Torun possesses 12 souls. When a living creature dies within 50 feet of Drath'Torun, the creature's soul must succeed on a DC 21 Charisma saving throw or be absorbed by Drath'Torun, increasing his current and maximum soul count by 1. If Drath'Torun absorbs a creature's soul, it cannot be raised or resurrected by any magic power short of a deity's direct intervention. Drath'Torun can use the souls he has absorbed to fuel his magical powers, as soul magic, below. Soulfire Aura. At the start of each of Drath'Torun's turns, each creature within 5 feet of it takes 10 (3d6) fire damage and 7 (2d6) psychic damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Drath'Torun or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage and 7 (2d6) psychic damage. Soul Magic. Drath'Torun's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast any of the following spells, requiring no material components: At will: detect magic, vicious mockery (17th level). Drath'Torun can cast any of the following spells with a 9th-level spell slot by consuming 1 of his absorbed souls, requiring no material components: counterspell, destructive wave, flame strike, power word kill. ACTIONS Multiattack. Drath'Torun can make two claw attacks and one tail attack. Claw. Melee Weapon Attack: +13 melee, reach 10ft., one target. Hit: 15 (2d8 + 6) slashing damage and 7 (2d6) necrotic damage. Tail. Melee Weapon Attack: +13 melee, reach 15ft., one target. Hit: 19 (3d8 + 6) piercing damage and 7 (2d6) necrotic damage. LEGENDARY ACTIONS Drath'Torun can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Drath'Torun regains spent legendary actions at the start of his turn. Chill Soul. Drath'Torun casts toll the dead (spell save DC 21, 17th level). Storm of Death (2 actions). Drath'Torun consumes 2 souls, and the area within 20 feet of him erupts in a howling storm of shrieking spirits, which follows him as he moves. Until the end of his next turn, Drath'Torun has half cover against all attacks. Any creature within the aura when it begins or that starts its turn within the aura takes 10 (3d6) necrotic damage. Tail. Drath'Torun makes one tail attack. Request from Kyle Ward. It is surmised that these creatures were magically bred by the same mage that created Owlbears, but none can really be certain. All that is known is that these squat and dangerous creatures react unpredictably to threats and have tremendous strength for their frame. Despite their density, they can achieve flight for short periods, and are possessed of incredible sight. As nocturnal hunters, they are surprisingly quiet until their rage is aroused, and then their hoots and grunts become thunderous.
OWLRANGUTAN Medium monstrosity, unaligned Armour Class 13 (natural armour) Hit Points 39 (6d8 + 12) Speed 30ft. Str 16 (+3); Dex 14 (+2); Con 14 (+2); Int 5 (-3); Wis 12 (+1); Cha 7 (-2) Proficiency bonus +2 Skills Athletics +5, Perception +3, Stealth +4 Senses darkvision 120ft., passive Perception 13 Languages - Challenge 2 (450 XP) Keen Hearing and Sight. The owlrangutan has advantage on Wisdom (Perception) checks that rely on hearing or sight. Take Flight. The owlrangutan can gain a fly speed of 20ft. until the end of its turn, but must end its turn on a solid surface. ACTIONS Multiattack. The owlrangutan makes two fist attacks and a bite attack. Fist. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 +3) piercing damage. Perhaps almost single-handedly responsible for the fell reputation of undead, these dangerous creatures are created by malevolent fiends inhabiting the corpses of recently-killed humanoids. They delight in causing fear, confusion, and pain, and often get distracted by opportunities for havoc, rather than accomplishing their goals.
MALIGN CORPSE Medium undead, chaotic evil Armour Class 14 (armour scraps) Hit Points 37 (5d8 + 15) Speed 30ft. Str 15 (+2); Dex 16 (+3); Con 16 (+3); Int 7 (-2); Wis 10 (+0); Cha 10 (+0) Proficiency bonus +2 Damage Vulnerabilities radiant Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60ft., passive Perception 10 Languages Abyssal, Common Challenge 2 (450 XP) Divine Resistance. A malign corpse has advantage on saving throws against divine magic spells (such as a cleric, druid, paladin or ranger) and effects including channel divinity attempts, if they allow a saving throw. Passion for Suffering. A malign corpse regains 5 (1d10) hit points at the start of its turn if it is within 30 feet of a creature that is blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, restrained, or unconscious. ACTIONS Martial weapon. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) bludgeoning, piercing, or slashing damage. REACTIONS Vile Blasphemy. If a malign corpse is the subject of a spell or effect (including turn undead) from a divine caster that it can see within 60 feet, it can use its reaction to force the caster to make a Wisdom saving throw (DC 12) or suffer 5 (2d4) psychic damage and have disadvantage on the next saving throw it makes before the end of its next turn. This effect functions only if the caster can hear the malign corpse, though it does not need to understand it. Fire is often considered the 'quick' path to power- although there are many dangerous creatures which resist its damage, it is efficient and effective on lower-powered creatures and their dwellings, making it an effective threat. Those pyromancers who become threats to civilized areas often lose themselves in the allure, the flicker, the inherent danger of the flame. They might be wanted as dangerous criminals, or merely spellcasters on the run, fleeing from the collateral damage they cause when attacked.
ROGUE PYROMANCER Medium humanoid (any race), usually chaotic Armour Class 13 (studded leather) Hit Points 44 (8d8 + 8) Speed 30ft. Str 9 (-1); Dex 13 (+1); Con 12 (+1); Int 10 (+0); Wis 9 (-1); Cha 16 (+3) Proficiency bonus +3 Skills Arcana +3, Survival +2 Damage Resistances fire Senses passive Perception 9 Languages Common, Draconic Challenge 5 (1,800 XP) Metamagic. Once per turn, the rogue pyromancer can heighten their spells, causing targets to have disadvantage on the saving throw. Once the rogue pyromancer has used this ability twice, they cannot use this ability again until they have finished a long rest. Spellcasting. The rogue pyromancer is an 8th-level sorcerer (spell save DC 14, +6 to hit with spell attacks). They know the following spells, and access to the following spell slots: burning hands, burning step, crown of madness, dimension door, fireball, levitate, ragefire, scorching ray, shield, thunderwave. 1st-level spells (4 slots) 2nd-level spells (3 slots) 3rd-level spells (3 slots) 4th-level spells (2 slots) ACTIONS Cast Spell. Fire Bolt. Ranged Spell Attack: +6 to hit, range 120ft., one target. Hit: 11 (2d10) fire damage. Flaming Staff. Melee Weapon Attack: +4 to hit, range 5ft., up to two targets. Hit: 2 (1d6 - 1 bludgeoning damage) and 3 (1d6) fire damage. The target is set on fire by this attack, taking 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. REACTIONS Flame Lash. When damaged by an attack, the rogue pyromancer can make a fire bolt attack against a creature or object within 10ft. as a reaction. Legend speaks of a man from ancient times, named Ereumis, who chopped up his own son and boiled him in a stew which he served to the High Priest, and was cast down to the Hells to become the first Gluttivore.
Now the size of a mountain, Ereumis roams the wastes of the Hells to his black heart's content, filled but never satisfied by the thousands of souls within his belly. He has birthed many Gorge Devils himself, and now as one of the Ten Thousand Kings of Hell, he is served by many warlocks and cultists, as well as any who cannot or choose not to control their own hungers. Those who choose to serve Ereumis must snack almost constantly, and hunger for new tastes. Ereumis' demesne is a wasteground of rotted and discarded scraps of food, grown to colossal quantities although they never satisfy any hunger. Bands of devils and deceased mortals war across these wastes. His throne is the ribcage and spine of a gigantic demon which he consumed to attain his station, still with decaying sheets of flesh hanging from them and flapping in fetid wind. Statistics: Ereumis is the size of a mountain, and nearly invulnerable to harm, although he reacts very slowly to attack. His spellcasting is on par with any mortal archmage, although he is incredibly lazy and rarely formulates any plan due to his own apathy. He is of gargantuan size and has 60 Hit Dice, and although he is incredibly powerful physically, he is around the challenge of a powerful Pit Fiend. In an idea taken from Gloomhaven, these rats have been mutated by exposure to some kind of vile influence, whether this is some kind of evil magic or some chemical or radiation causing uncontrolled and harmful growth. These rats are particularly dangerous to due their aggressive nature and the harmful contents of their bodies, which erupt when they die.
The size of a large dog, these shuffling monsters often spawn other giant rats or rat swarms themselves, which accompany them in defending their territory. RAT MONSTROSITY Medium beast, unaligned Armour Class 13 (natural armour) Hit Points 16 (3d8 + 3) Speed 20ft. Str 8 (-1); Dex 12 (+1); Con 12 (+1); Int 2 (-4); Wis 10 (+0); Cha 2 (-4) Proficiency bonus +2 Senses darkvision 60ft., passive Perception 10 Languages - Challenge 1/2 (100 XP) Keen Smell. The rat monstrosity has advantage on Wisdom (Perception) checks that rely on smell. Vile Eruption. When a rat monstrosity is reduced to 0 hit points, their growths overrun their body, causing an almost-instantaneous explosion of viscera and poisonous fluids. Creatures in a 5-foot radius must succeed on a DC 11 Dexterity saving throw or take 5 (2d4) points of poison damage. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) piercing damage and 2 (1d4) poison damage. Spit Bile (recharge 6). The rat monstrosity vomits forth toxic bile and fluids in a 10-foot cone. Each creature in the cone must make a DC 11 Dexterity saving throw, taking 5 (2d4) acid damage and 5 (2d4) poison damage on a failed saving throw, or half as much damage on a successful one. Favoured weapons of criminal syndicates and vile warlords, chem-berserkers are encased in a protective suit and given stimulant drugs that can spur them into horrifying and violent action. Inured to pain and suffering, they move at near-lightning speed and can be controlled by their masters until they are unleashed upon their enemies, a blur of violence and wheezing. By the time an addict becomes a chem-berserker, their mind is all but lost, and many months of magical cures would be necessary for them to return to their normal state.
CHEM-BERSERKER Medium humanoid (any race), chaotic evil Armour Class 17 (half plate) Hit Points 45 (6d8 + 18) Speed 50ft. Str 19 (+4); Dex 19 (+4); Con 14 (+2); Int 4 (-3); Wis 11 (+0); Cha 1 (-5) Proficiency bonus +2 Damage Resistances Psychic; Bludgeoning, piercing and slashing Senses passive Perception 10 Languages Understand fragments of Common but can't speak Challenge 3 (700 XP) Lightning Speed. The chem-berserker can choose to use either the Dash action or a Blade attack as a bonus action each round. If a chem-berserker uses the Dash action, ranged attacks against it are made with disadvantage until the start of its next turn. Razor-Sharp. The chem-berserker's blade attacks score a critical hit on a roll of 19 or 20. Suit Components. The various chem-injection components of a chem-berserker's suit can be targeted by attacks. The three components each have an AC of 15 and 10 hit points, and for each one that is destroyed, the chem-berserker gains one level of exhaustion. The suit components are considered worn or held objects, and cannot be damaged by most area spells. ACTIONS Multiattack. The chem-berserker makes two blade attacks. Blade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) slashing damage. The stone giant known as the Rumbling Sentry keeps watch over a valley pass and wards off bandits. Arumalok, as he is named, swore a powerful oath to his ancestors to guard their cavesfrom intruders, and has spent centuries sitting watch, mostly (and accidentally) disguised as a mossy boulder. Those who idly damage the valley, or who intrude on the caves where his people make their homes, or those who would do harm on other passers-by, incur his wrath. This most often comes in the form of a horse-sized boulder being hurled at their head at tremendous speed, although he is not shy about taking to hand-to-hand combat with these foes.
Arumalok is a Stone giant who has sworn the Oath of the Ancients, and glowing chains of magical energy seem to bind him without restricting his movement. He can use his powers to resist magic, and to bind those foes who attempt to intrude on upon his territory. However, he is content to observe those who cause no damage to the region, and enjoys hearing songs and chatter from those who make camp in the area. If noticed and welcomed, Arumalok may join in, singing in a deep throat-rumble or telling an epic of his people, who pass through the region only about once a decade. As a dweller in the Dreaming World (as stone giants call the realm with a sky), Arumalok is lonely even among his own people, and craves some kind of interaction from time to time. STATISTICS Arumalok's statistics are identical to a stone giant, with the following additions: Huge giant, lawful neutral Challenge 8 (3,900 XP) Aura of Warding. Arumalok and friendly creatures within 10 feet have resistance to damage from spells. Divine Health. Arumalok is immune to disease. He also suffers no drawbacks of old age, and can't be aged magically. ACTIONS Greatclub. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and 4 (1d8) radiant damage. Ensnaring Strike (Recharge 5-6). Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit: 19 (3d8 +6) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or restrained by magical vines for 1 minute. Large or larger creatures have advantage on this saving throw. While restrained by this ability, the target takes 3 (1d6) piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a DC 17 Strength check. On a success, the target is freed and the effect ends. Hooks:
Sometimes it can be fun to challenge your players by giving them an encounter that they can't (or at least, shouldn't) just cut their way through. A good example of this is someone with some kind of legal or inherited authority (usually, with witnesses), whether that's a squad of guards wearing the local lord's livery and collecting taxes, a spoiled noble, a well-connected employer, or the child of the royal family themselves. In all these cases, the PCS probably shouldn't just kill their opposition because it'll result in bounties levelled against them or warrants for their arrest.
Be cautious though, as these encounters can easily lead to Chaotic Stupid syndrome (or equally, Lawful Stupid syndrome) where someone decides to start fights for laughs and then derails your campaign as they're suddenly wanted for murdering the Crown Prince. Ideally, you want these encounters to be clearly nonlethal (guards brawling and using their spear butts rather than swords), and be able to lead to gathering some kind of evidence that could lead to their arrest or revocation of their legal authority, if they have crossed a moral line that the PCs just can't put up with (killing commoners, for example). I've talked previously about how important it is to be able to de-escalate situations that spiral out of control when you don't expect them, and the example was of a corrupt guard force trying to tax adventurers, after the adventurers had found evidence of children being mistreated in their city. The PCs spiralled very quickly to "we'll kill these guards in a fight, in plain view of the citizens" because they thought the guards were full-on Big-E Eeeevil, when it was intended to be an annoying encounter rubbing in just how lazy and uncaring (low-level small-e evil) they were. You could also include a non-combat 'out' like paying a bribe, persuading the other parties that the PCs' cause is important, and so on. Bearing this in mind, here are some examples of legal authorities you could use in your game:
I hope these examples give you some ideas you could work with! Neither a true golem, nor actually an elemental, this creature is known colloquially as a 'Scrollemental' by inventive young apprentices who think themselves clever. It is remarkably resilient, but vulnerable to mundane flames, although the risk of destroying the knowledge that makes up such a creature, as well as the collateral damage to its surrounds, often preclude this as an option.
Their structure is formed of hundreds of spell scrolls, held together by their own magical force. They can summon up bolts of raw evocation energy to hurl at those who threaten them, and are guarded by shimmering fields of abjuration. Hooks:
SCROLLEMENTAL Large construct, unaligned Armour Class 15 (natural armour) Hit Points 117 (18d10 + 18) Speed 20ft. Str 16 (+3); Dex 8 (-1); Con 13 (+1); Int 1 (-5); Wis 17 (+3); Cha 1 (-5) Proficiency bonus +3 Damage Vulnerability Fire Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities Poison, psychic Condition Immunities Blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, petrified Senses Truesight 60ft., passive Perception 13 Languages - Challenge 8 (3,900 XP) Immutable Form. The scrollemental is immune to any spell or effect that would alter its form. Magic Resistance. The scrollemental has advantage on saving throws against spells and other magical effects, and resistance to damage from any spell or other magical effect. Magic Weapons. The scrollemental's weapon attacks are magical. Chromatic Energy. A scrollemental can fire bolts of shifting evocation magic, and those struck by its blows are struck similarly. For each slam attack or surging bolt which hits, roll 1d6 to determine the type of energy produced.
ACTIONS Multiattack. The scrollemental makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and 13 (3d8) chromatic energy (see the chromatic energy trait, above). Surging Energy Bolt. Ranged Spell Attack: +6 to hit, range 90ft., one target. Hit: 26 (6d8) chromatic energy (see the chromatic energy trait, above). Updated from the earlier version of the Scrollemental, published on 19 March 2019. This version also posted on Game Masters Stash on 11 January 2022. These powerful golems are made to protect the final resting place of the honored dead. At the core of such a creature is a solid stone sarcophagus, holding the body of its ward. The headstone literally shows the face of such a creature, and when it emerges from the earth, its powerful stone limbs and revealed. Unless the grave is disturbed, they usually stay dormant. However, they may animate if people approach the site.
Hooks:
SEPULCHREATION Large construct, unaligned Armour Class 16 (natural armour) Hit Points 178 (17d10 + 85) Speed 30ft. Str 22 (+6); Dex 7 (-2); Con 21 (+5); Int 3 (-4); Wis 11 (+0); Cha 1 (-5) Proficiency bonus +4 Damage Immunities poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 10 (5,900 XP) Immutable Form. The golem is immune to any spell of effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells or other magical effects. Magic Weapons. The golem's weapon attacks are magical. Spell Vulnerability. If Gentle repose is cast on the sepulchreation, it becomes paralyzed for 1 round. It Animate dead is cast on the sepulchreation, it enters a rage state for 1 minute, gaining a +4 bonus on weapon damage for all of its attacks and giving it advantage on melee attack rolls. Attacks against the sepulchreation have advantage during this time. Both of these bypass the golem's normal magic resistance and condition immunities. ACTIONS Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage Spirit Guardians (Recharge 5-6). The golem casts Spirit guardians (save DC 12), manifesting glowing spiritual representations of the person buried within them. Updated from the earlier version of the Sepulchreation, published on 12 January 2019. Swaggering boss of the Whispering Bastards mercenary company, the woman called Ella Gantz is a dangerous warrior and a cunning foe. She's crafty, charismatic, and wants work for her employees. To that end, she's happy to cast shade on the reputation or competence of her rivals, sabotage their supply lines to make them turn up late to jobs, and even outright challenge them for work. The Whispering Bastards keep the skulls of those among their number who have fallen in battle, embodying the concept that 'dead men tell no tales', often tying them to their belts in memory of their friends. Ella herself keeps the skull-plates of her two ex-husbands on her belt, and it is rumoured that she's been looking for a third.
Her company, the Whispering Bastards, usually number fifty to a hundred tough warriors willing to get in a scrap, and might work for local nobles feuding for land, local warlords, or rich merchants needing guards. They get in, get the job done roughly, and get paid, and then go drinking after- but that doesn't mean they won't look for a scrap in between jobs. But as trained and professional warriors, they watch their own backs and each others', making them trouble for unwary adventurers or town drunks. Ella is a brash, wily, and smart veteran, able to end a fight as quickly as she can start one. She could be a valuable ally, a dangerous liability, or a very dangerous foe, depending on how she's treated. And enough coin can probably change that category quickly! Also posted on Game Masters Stash on 6 January 2022. These horrible creations were built to suppress populations and terrify the survivors. Wrought of iron and dark magic, they roam the land and abduct its people, imprisoning them until they die of starvation and exposure, and then reanimating them as zombies.
These constructs are surrounded by the anguished cries of those inside, and the tortured squealing of iron, make it all but impossible for them to move quietly. Hooks:
TERROR CONSTRUCT Gargantuan construct, neutral evil Armour Class 18 (natural armour) Hit Points 324 (24d20 + 72) Speed 30ft. Str 22 (+6); Dex 6 (-2); Con 17 (+3); Int 3 (-4); Wis 8 (-1); Cha 1 (-5) Proficiency bonus +5 Skills Stealth -12 Damage Resistances necrotic, thunder Damage Immunities poison, psychic; bludgeoning piercing, and slashing damage from attacks not made with silvered weapons Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, stunned, unconscious Senses Blindsight 120ft. (blind beyond this range), passive Perception 9 Languages - Challenge 14 (11,500 XP) Cries of Anguish. A terror construct has a -10 penalty to Dexterity (Stealth) checks, and any Constitution saving throws made to retain Concentration within 100 feet have disadvantage. Immutable Form. A terror construct is immune to any spell or effect that would alter its form. Imprison. The body of a terror construct can hold up to 100 Medium-size humanoids in cramped and filthy conditions. A creature that ends its turn grappled by a terror construct becomes paralyzed unless they are released, although they can still speak. If an inhabitant is reduced to 0 hit points while within the terror construct, it is transformed into a Zombie. If the terror construct is destroyed, all of its inhabitants are released, including any zombies (most will contains at least 3d6 Zombies, if you don't want to keep track), and their paralysis ends immediately. Creature imprisoned within the terror construct cannot be damaged by attacks from outside the terror construct. Magic Resistance. A terror construct has advantage on saving throws against spells and other magical effects. Magic Weapons. A terror construct's weapon attacks and trample are magical. ACTIONS Multiattack. The terror construct makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage and the target becomes grappled (escape DC 19). The terror construct can choose to deal 0 damage when it it hits, only grappling an opponent. LEGENDARY ACTIONS The terror construct can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The terror construct regains spent legendary actions at the start of its turn. Early Release. The terror construct releases three Zombies in, or adjacent to, its space. Foul Repair. The terror construct deals 27 (5d10) necrotic damage to one paralyzed creature imprisoned within it, and regains 10 hit points. Howls of the Damned. Creatures within 50 feet of the terror construct must succeed on a DC 16 Constitution saving throw or take 16 (3d10) thunder damage and become Deafened until the end of their next turn. This howl can be heard for approximately 3 miles. Trample. Creatures within 5ft. of the terror construct must succeed on a DC 11 Dexterity saving throw or take 15 (2d8 + 6) bludgeoning damage. Updated from the earlier version of Terror Constructs, published on 25 May 2019. This curious little magical construct is a relic from ages past, which lurks still in an ancient tomb. It is usually dormant, but awakens if disturbed. It is about six inches high and made of a dense green-black stone, with fine runic engravings covering its surface.
A relic protector guards any children (or Small-sized humanoids, as it lacks the intelligence to tell the difference) fiercely, and will defend them from any who threaten them, waddling along beside them or waiting in a pack otherwise. Its styling is alien to most modern folk, but it appears quite adorable otherwise. Hooks:
RELIC PROTECTOR Tiny construct, unaligned Armour Class 14 (natural armour) Hit Points 31 (7d4 + 14) Speed 15ft. Str 13 (+1); Dex 14 (+2); Con 15 (+2); Int 6 (-2); Wis 10 (+0); Cha 3 (-4) Proficiency bonus +2 Damage Immunities poison, psychic Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60ft., passive Perception 10 Languages understands basic words in its creator's language but cannot speak Challenge 3 (700 XP) Alarm. The relic protector can cast Alarm at will, remaining vigilant over its ward while they rest. Marking Glyph. When a relic protector hits an opponent with their slam attack, they are marked with a magical glyph which glows if it is within 20 feet of the relic protector. At the end of the target's turn, if they the glyph is glowing, the relic protector can cause it to explode as a reaction, or it fades away permanently. If the glyph explodes, the target and any creature within 10 feet must succeed on a DC 10 Dexterity saving throw or take 3d8 points of lightning damage. On a successful save, the target takes half damage. Magic Weapons. The relic protector's weapon attacks are magical. ACTIONS Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 3) bludgeoning damage, and the target is marked with a glowing glyph. Updated from the earlier version of the Relic Protector, published on 3 April 2020. "...The Champion worried her. He had to be at least forty, but he carried the massive war axe as if it was a toy. Old scars patterned a hard, unyielding face, and his constant slight smile wasn't reflected in the cold, dark eyes."
- From Blue Moon Rising, by Simon R. Green. A Champion isn't just a warrior, they're an unstoppable force. Combining rigorous training with physical excellence and decades of experiences, they are proud and dependable guardians and impressive foes. One Champion and a half-dozen Knights to reinforce them can be enough to see off a whole battalion of enemies. Clad in the finest and heaviest of armours, a champion rarely strays from the side of their ward. CHAMPION Medium humanoid (any race), any alignment (usually Lawful) Armour Class 22 (juggernaut plate) Hit Points 135 (18d8 + 54) Speed 20ft. Str 20 (+5); Dex 16 (+3); Con 17 (+3); Int 11 (+0); Wis 10 (+0); Cha 9 (-1) Proficiency bonus +4 Saving Throws Str +9, Dex +3 (disadvantage), Con +7 Skills Athletics +9, Intimidate +7 Senses tremorsense 5ft., passive Perception 10 Languages Common Challenge 10 (5,900 XP) Brute. A melee weapon deals two extra dice of its damage when the champion hits with it (included in the statistics below). In addition, the champion doubles its proficiency bonus for Intimidate checks. Fearless. The champion has advantage on saving throws against effects that would make them charmed or frightened. Immovable Force. A champion has advantage on saving throws against any effect that would move them from their space, or make them grappled, prone, or restrained. Superior Critical. A champion's weapon attacks score a critical hit on a roll of 18 - 20. ACTIONS Multiattack. The champion makes three greatsword attacks and a slam attack. Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 19 (4d6 + 5) slashing damage. Slam. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 6 bludgeoning damage, and if the target is Medium or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone. Heavy crossbow. Ranged Weapon Attack: +7 to hit, range 100/400ft., one target. Hit: 8 (1d10 +3) piercing damage. REACTIONS Parry. The champion adds 3 to its AC or to that of a friendly creature within 5 feet against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon. Also posted on Game Masters Stash on 4 January 2022. These terrifying hounds appear only as black shapes, no matter what the light level is, apart from their red-glowing eyes. They are most commonly noticed by the growls and slavering noises they produce. With the power to walk from one shadow to another, they can travel through barriers, compounds, and bypass defences as easily as walking through them. Packs of these shadow hounds are sometimes kept by the Cold Walkers of the Fey Courts, and unleashed to hunt their foes.
Often bound and called from the Shadowfell to hunt down and slay those who have offended their master, they are terrifying and relentless hunters. SHADOW HOUND Medium fey, unaligned Armour Class 15 (natural armour) Hit Points 38 (6d8 + 12) Speed 40ft. Str 16 (+3); Dex 16 (+3); Con 14 (+2); Int 3 (-4); Wis 12 (+1); Cha 7 (-2) Proficiency bonus +2 Skills Perception +3, Stealth +5 Senses darkvision 120ft., passive Perception 13 Languages - Challenge 2 (450 XP) Ambush Hunter. Once per round, the shadow hound can deal an additional 7 (2d6) points of damage when it hits with a melee attack when it has advantage on the attack roll. This damage is of the same type as the attack. Keen Hearing and Smell. The shadow hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Shadow Walk. Between sunset and dawn's first light, a shadow hound can teleport up to 60 feet from one one area of dim light or darkness to another as a bonus action. It then has advantage on the first melee attack it makes before the end of its turn. In addition, the shadow hound has advantage on Dexterity (Stealth) checks in dim light or darkness. True Darkvision. A shadow hound's darkvision is unaffected by magical darkness. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Updated from the earlier version of Shadow Hounds, published on 8 September 2018. |
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