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# Greek Mythology ___ ___ > ## Nemean Lion >*Large monstrosity, unaligned* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 105 (10d12 + 40) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|8 (-1)|18 (+4)|3 (-4)|11 (+0)|1 (-5)| >___ > - **Saving Throws** Strength +8, Constitution +8 > - **Skills** Athletics +8, Perception +4 > - **Damage Resistances** thunder. > - **Damage Immunities** bludgeoning, piercing and slashing damage from nonmagical attacks > - **Senses** passive Perception 15 > - **Languages** None > - **Challenge** 9 (5,000 XP) > ___ > > ***Pounce.*** If the Nemean lion moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 strength saving throw or be knocked prone. If the target is prone, the Nemean lion can make one claw attack against it as a bonus action. > > ***Running Leap.*** With a 10-foot running start, the Nemean lion can long jump up to 25 feet. > ### Actions > ***Multiattack.*** The Nemean lion makes three attacks: one bite attack and two claw attacks. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) piercing damage. If the target is wearing a nonmagical shield or armor, roll a d6. On a 3 or 4, the lion hits the target's armor. On a 6, the lion hits their shield. The armor or shield hit takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. > > ***Roar (Recharge 5-6).*** The lion unleashes a deafening roar. Each creature other than itself in a 30 ft. radius must make a DC 14 constitution saving throw, taking 27 (6d8) thunder damage on a failed save, or half as much damage on a succesful one. Any creature that fails the save by more than 5 loses is deafened. The deafened condition lasts until the creature is freed by the lesser restoration spell or other magic. \pagebreakNum ___ > ## Stymphalian Bird >*Small monstrosity, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 21 (6d6) > - **Speed** 10 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|17 (+3)|10 (0)|3 (-4)|14 (+2)|7 (-2)| >___ > - **Saving Throws** Dexterity +4 > - **Skills** Acrobatics +4, Perception +4 > - **Senses** passive Perception 14 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ > ***Keen Sight.*** The Stymphalian bird has advantage on perception checks that rely on sight. > > ***Flyby.*** The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ### Actions > ***Multiattack.*** The Stymphalian bird makes two feather attacks or two melee attacks; one with its beak and one with its talons. > > ***Beak.*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage. > > ***Talons.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) slashing damage. > > ***Feather.*** *Ranged Weapon Attack*: +5 to hit, range 80/320 ft., one target. *Hit:* 8 (2d4+3) piercing damage.
\pagebreakNum # Egyptian Mythology ___ > ## Anubite >*Medium humanoid, lawful neutral* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 55 (10d8 + 10) > - **Speed** 45 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|19 (+4)|13 (+1)|11 (+0)|15 (+2)|9 (-1)| >___ > - **Saving Throws** Strength +5, Dexterity +6 > - **Skills** Acrobatics +6, Athletics +5 > - **Damage Resistances** necrotic > - **Senses** passive Perception 12 > - **Languages** understands Common but can't
speak it > - **Challenge** 2 (450 XP) > ___ > ***Keen Hearing and Smell.*** The anubite has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Staggering Leap.*** The anubite's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. >
When the anubite leaps at least 20 feet towards a target and hits it with a sickles attack, the target takes 7 (2d6) additional slashing damage. > > ### Actions > ***Multiattack*** The anubite three attacks, one with its bite and two with its sickles. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit* 5 (1d4 + 3) piercing damage. > > ***Sickles.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 9 (2d4 + 4) slashing damage.
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___ ___ > ## Wadjet >*Large celestial, lawful neutral* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 102 (12d10 + 36) > - **Speed** 30 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|16 (+3)|10 (+0)|16 (+3)|8 (-1)| >___ > - **Saving Throws** Con +6 > - **Skills** Acrobatics +6, Perception +6 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** blindsight 10 ft., passive Perception 14 > - **Languages** understands Celestial and Common but can't speak them > - **Challenge** 5 (1,800 XP) > ___ > > **Innate Spellcasting.** The wadjet's spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring only somatic components: >
At will: *detect poison and disease, protection from poison* >
1/day each: *bestow curse, stinking cloud* > >**Magic Weapons.** The wadjet's weapon attacks are magical. > > **Regeneration.** As long as the wadjet is conscious, it regains 1d6 hit points at the start of each of its turns. > > ### Actions > ***Multiattack.*** The wadjet makes two bite attacks. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. > > ***Poison Spray.*** The wadjet launches a puff of noxious gas from its mouth. One creature of its choice within 60 feet of it must make a DC 14 Constitution saving throw, taking 32 (5d12) poison damage on a failed save, or half as much on a seccesful one. \pagebreak
Art: queensemat.deviantart.com
___ ___ > ## Petsuchos >*Large celestial, lawful evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 127 (17d10 + 34) > - **Speed** 30 ft., swim 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (+0)|14 (+2)|12 (+1)|18 (+4)|8 (-1)| >___ > - **Skills** Stealth +6, Perception +7 > - **Damage Immunities** radiant > - **Condition Immunities** blinded > - **Senses** passive Perception 17 > - **Languages** understands Celestial and Common but can't speak them > - **Challenge** 7 (2,900 XP) > ___ > > **Hold Breath.** The petsuchos can hold its breath for 30 minutes. > > **Spell Reflection.** Any time the petsuchos is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, the spell affects the petsuchos normally. On a 5, the petsuchos is unaffected. On a 6, the petsuchos is unaffected, and the effect is reflected back at the caster as though it originated from the petsuchos, turning the caster into the target. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 25 (4d10+3) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the crocodile can't bite another target > > ***Sunbeam.*** A beam of brilliant light flashes out from the mirror atop the petsuchos' head in a 5-foot-wide, 60-foot-line. Each creature in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until the end of their next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.