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## Oni - Giants and Demons ### Traits of Oni > ##### Spit Metal > The most useful way to determine the power of an Oni is to test it's spittle. Though more often than not, they'll let you know by launching it at you as an attack! All spit attacks recharge with a (6) on a d6 roll at the start of their turn. > ___ > ***Copper Spit.*** The weakest Oni spit copper. Typically they cannot produce enough of it to make it a viable attack, though it can still sting! Deals 1d4 Fire Damage within 5 ft. > Worth 1d10 Copper pieces if collected. > ___ > ***Silver Spit.*** Lesser Oni (though don't let Lesser fool you) produce silver spit, with enough of it to make it dangerous. Deals 4d4 Fire damage and clings to its target for one minute, dealing 2d4 Fire damage per turn unless it is removed. Range 20/60. > Worth 2d10 Silver pieces if collected. > ___ > ***Golden Spit.*** Reserved for Greater Oni, golden spit is incredibly dangerous when combined with a longer range. Deals 4d6 Fire damage and clings to its target for one minute, dealing 2d6 Fire damage per turn unless it is removed. Range 40/120. > Worth 2d10 Gold pieces if collected. > ___ > ***Platinum Spit.*** Near unseen, platinum spit is the mark of an incredibly powerful Oni. Some Greater Oni devise rituals to obtain Platinum spit for limited amounts of time. Deals 6d6 Fire damage and clings to its target for one minute, dealing 3d6 Fire damage per turn unless it is removed. Range 60/180. > Worth 2d10 Platinum pieces if collected.
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#### Naka Yanban - Extradimensional Spirit Contractor An Oni currently employed by the Jian Trade Company's Department of Special Acquisitions, officially summoned and sanctioned by the "Ethereal and Arcane Division." Technically her title is "Extradimensional Spirit Contractor". The Jian Trade Company employs her to gather magical items and creatures 'on the down-low'. Her true goals are mysterious...
___ ___ > ## Naka Yanban - Greater Oni >*Medium Mythic Fiend, Lawful Evil* > ___ > - **Armor Class** 21 (Natural 16) > - **Hit Points** 210 (15d10+60 *Max*) ***M. 420, Regen 10*** > - **Speed** 50 ft. Fly 30 ft. (Hover) >___ >|STR|DEX|CON|INT|WIS|CHA|HON| >|:---:|:---:|:---:|:---:|:---:|:---:|:---:| >|(5)|(5)|(4)|(3)|(3)|(5)|(3) >___ > - **Saving Throws** Dex, Con, Wis, Cha, Hon > - **Skills** Athletics, Acrobatics Deception, Perception, Insight, Investigation, Sleight of Hand, Stealth > - **Damage Resistances** Acid, Cold, Fire, Lightning > - **Damage Immunities** Poison, Non-Magical BPS > - **Condition Immunities** Fear, Poisoned > - **Senses** Darkvision 120 ft., Passive Perception 18 > - **Languages** Common, Abyssal, Celestial, Sylvan > - **Challenge** 15 (15,000 XP) **Proficiency** +5 > ___ > ### Traits (Proficiency +5) > > ***Siege Monster.*** Yanban deals double damage to objects and structures. > > ***Intimidating Presence.*** Creatures within 60 ft. and able to see Yanban must succeed on a DC 18 Wisdom Save or become Frightened. A creature that succeeds is immune to the aura for 24 hours. > > ***Regeneration.*** Yanban regains 10 hit points at the start of her turn if she has at least 1 hit point. If she has less than 1 HP and has not taken Radiant damage since her last turn, she regenerates. > > ***Mythic Tenacity.*** > When Yanban reaches 0 HP the next trait is activated, regains half HP (105), and she regains all uses of her Innate Spellcasting. > ***1st Activation: Infernal Ire.*** The Blazing Kanabo's red fire erupts in Infernal Green Flame. > ***2nd Activation: Platinum Retribution.*** Yanban enacts an Ancient Oni Rite to elevate her abilities. Her tattoos begin to glow and Platinum mist exudes from her mouth or wounds. > > ***Innate Spellcasting.*** The Oni's innate spellcasting ability is Charisma ***(+10, DC 18)*** . She can cast the following spells without material components: > > At will: *Darkness, Invisibility, Misty Step* ***B*** > > 1/day each ***(5th)*** :*Charm Person ***C***, Burning Hands, Cone of Cold, Dispel Magic, Enhance Ability ***C***, Enlarge/Reduce ***C***, Faerie Fire ***C***, Fear ***C***, Gaseous Form ***C***, Levitate ***C***, Major Illusion ***C***, Sleep* > >Yanban may concentrate on two spells at a time. > > ###### Mythic Form 1: Infernal Ire > > ***Hellfire Blasts.*** Jigoku-hi hits ignore Fire Resistance and turn Fire Immunity into Resistance, and may now deal an addition 2d8 Fire damage to an adjacent target on a successful attack. It also emits 15 ft of bright light. > > ###### Mythic Form 2: Platinum Retribution > > ***Ancient Ritual.*** Yanban may use a Bonus Action to change her ***Spit Gold*** feature for ***Platinum Armor (AC 21)*** or ***Spit Platinum (6d6-3d6-60/180)*** Every time she does this she loses her Regeneration feature until her next turn. > > ### Actions > ***Multiattack.*** Yanban may attack thrice with a weapon attack. Her attacks are magical. > > > ***Jigoku-hi: Blazing Kanabo. (M2)*** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: *14* (1d12 + 7) bludgeoning damage. See Traits below. > > *Kanaboom!* While lit, this weapon emits dim light for 15 feet. On a successful hit, the Kanabo deals *10* (2d8) Fire damage. The creature struck must make a DC 16 Str Save or be knocked Prone. > > *Velocity.* If the wielder moves 20 ft. before attacking, they may deal an addition d4 damage. > > > ***Spit Gold. (Recharge 6)*** *Ranged Attack:* +10, 40/120 ft., one target. 16 (4d6) Fire Damage. A creature struck by this attack takes 8 (2d6) Fire damage on the start if their turn for 1 Minute, or until the liquid metal is cooled or otherwise removed. > > ***Shapechanger.*** Yanban assumes any guise up to a Huge Size, transforming her equipment to match and reverting on death. When adopting a disguise, creatures may spot errors with a DC 18 Investigation check. Other than her size, her statistics are the same in each form. > > ### Bonus Actions > > ***Recall.*** Jigoku-hi returns to Yanban's hand so long as it is on the same plane of existence. > > > ### Legendary Actions (3 Actions) > > ***Attack!.*** Yanban makes a weapon attack. > > ***Cast Spell (3 Actions)*** Yanban casts a spell. > > ***Quick Action.*** Yanban uses a Bonus Action. > > > ### Reactions > > ***Nothing Personal.*** In response to taking damage, Yanban casts *Misty Step* and may use an available Legendary Action. \pagebreakNum ___ ___ > ## King Zogg the Ogre, Lesser Oni >*Large Mythic Fiend, Chaotic Evil* > ___ > - **Armor Class** 15 (Tate Shields, 17 in Form 2) > - **Hit Points** 91 (7d10+21 *Max*) ***Mythic 229*** > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA|HON| >|:---:|:---:|:---:|:---:|:---:|:---:|:---:| >|(5)|(1)|(3)|(-1)|(-1)|(-1)|(-1) >___ > - **Saving Throws** Strength, Constitution > - **Skills** Athletics, Deception, Perception, Intimidate > - **Damage Resistances** Cold > - **Damage Immunities** Poison, Non-Magical BPS > - **Condition Immunities** Fear > - **Senses** Darkvision 60 ft., Passive Perception 12 > - **Languages** Common, Giant, Sylvan (Abyssal) > - **Challenge** 8 (3,900 XP) > ___ > ### Traits (Proficiency +3) > > ***Siege Monster.*** King Zogg deals double damage to objects and structures. > > ***Mythic Tenacity.*** > When King Zogg reaches 0 HP this trait is activated and he regains half HP (46). > *1st Activation: Howdah.* King Zogg grabs a nearby Goblin Archer Tower and hefts it onto his back. > *2nd Activation: Assault and Battery.* King Zogg slams the Howdah down in front of him, scattering the creatures on it. > *3rd Activation: Last Link.* The Howdah Ram break into wooden pieces, links of metal chain remain. > > ### Mythic Form 1: Howdah > > ***Howdah.*** The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre. > > ### Actions > ***Multiattack.*** King Zogg may attack twice with a weapon attack. > > > ***Fist.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 5) bludgeoning damage. > > ***Goblin Projectile.*** Ranged Weapon Attack: +8 to hit, range 150/600 ft. (can't hit targets within 10 feet of the hucker), one target. Hit: 5 (2d4) bludgeoning damage, or 10 (4d4) piercing damage if the projectile is wearing a spiked helmet. Hit or Miss: The goblin projectile takes 1d6 bludgeoning damage per 10 feet it travels through the air (maximum 20d6). > > > ***Spit Silver. (Recharge 6)*** *Ranged Attack:* +8, 20/60 ft., one target. 12 (4d4) Fire Damage. A creature struck by this attack takes 6 (2d4) Fire damage on the start if their turn for 1 Minute, or until the liquid metal is cooled. > > ### Mythic Form 2: Assault and Battery > > ***Bash.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 5) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller. > > ***Block the Path.*** Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 18 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn. > > ### Mythic Form 3: Last Link > > ***Chain Sweep.*** The ogre swings its chain, and every creature within 10 feet of it must make a DC 16 Dexterity saving throw. On a failed saving throw, a creature takes 15 (2d8 + 5) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. > > ***Chain Smash (Recharge 6).*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage, and the target must make a DC 16 Constitution saving throw. On a failure the target is unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. > > > > ### Legendary Actions (1 Action) > > > ***Attack!.*** Zogg makes a weapon attack. > > ***Fall Back!.*** Zogg moves up to his speed. > > ### Lair Actions (Initiative 20) > ***War Chant.*** Goblins chanting his name grant Zogg additional strength. He regains 9 (1d10+3) HP and gains Advantage on his next attack. > > ### Reactions > > ***Protect 'da King!*** King Zogg redirects the damage of an attack against an adjacent allied creature (who becomes the target), taking any leftover damage if the creature reaches 0 HP. \pagebreakNum ### Vastaya, the Corrupted Beauty What Vastaya wants most is to expel the humans who have torn down her forest for their. When Chimaera began to bring so much Spirit Waste to the area, the already weak bonds between material and spirit were shattered, and the local Spirits driven into madness. It is possible to persuade Vastaya into backing down, but only if the Spirit Waste is purged from her system. ##### Purging Spirit Waste Water Lacers within 60 ft. can take an Action to start a Purging Ritual. The Ritual takes an amount of turns equal to the ***Creatures Proficiency Bonus*** and requires ***Total Concentration***. At the end of the Ritual, the Lacer must make a Lacing Check equal to ***10 + Creatures HD + Creatures Proficiency.*** If a usage of Blessed Water is expended, the Lacer gains a +2. Another Water Lacer or Radiant wielding Firelacer may help to give Advantage. ___ ___ > ## Vastaya the Kitsune >*Large Mythic Gumiho, Chaotic Neutral* > ___ > - **Armor Class** 18/27 (14 Natural, +0-9 Tails) > - **Hit Points** 132 (11d10+22 *Max*) ***Mythic 264*** > - **Speed** 40 ft., Climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA|HON| >|:---:|:---:|:---:|:---:|:---:|:---:|:---:| >|(0)|(4)|(2)|(2)|(3)|(5)|(0) >___ > - **Saving Throws** Dexterity, Charisma *(+0-9 Tails)* > - **Skills** Deception, Perception, Performance, Persuasion, Sleight of Hand, Insight, Intimidate > - **Damage Resistances** Nonmagical Bldg, Prc, Sls > - **Condition Immunities** Charm, Fear > - **Senses** Darkvision 60 ft. Tremorsense 60 ft., Passive Perception 17 (22 if Smell) > - **Languages** Common, Abyssal, Sylvan > - **Challenge** () > ___ > ### Traits (Proficiency +4) > > ***Tails.*** Vastaya is a 9-Tailed Kitsune. Each of her tails counts a Small Creature and can be targeted. **HP** 33. **AC** 18. However any area of effect attacks against *enclosed* tails apply only to Vastaya. > > ***Magic Resistance.*** Advantage on Magic Saves. > > ***Stunning Presence.*** Creatures within 120 ft. and able to see Vastaya must succeed on a DC 17 Charisma Save or become Charmed. A creature that succeeds is immune to the aura for 24 hours. > > ### Phase I: Fluffy Tailed Sorceress > > Vastaya encloses herself with 9 Tails, giving her a bonus to AC and Saving Throws equal to the number of tails *enclosed*. She is unable to make melee attacks, but can still cast spells in this form. When a tail is *extended* it grants no bonuses. > > When Vastaya is reduced to 0 HP or has no tails left, she enters Phase II and adds **132 Max HP**. > > > ### Phase II: Wasting Vixen > Vastaya regains any missing uses of Innate spellcasting. In addition, any tails that were destroyed become slimy **Waste Tails.** These tails cannot enclose but provide access to **PII** abilities. > > ___ > ### Actions > ***Multiattack.*** Vastaya may attack twice with Wild Rake or with Vixen Tail Strikes. > > ***Wasting Rake.*** *Melee Weapon Attack:* +8, Reach 5 ft., *(10)* 2d4+4 Slashing. Creatures struck by this attack must make a DC 17 Con Save or take 4d6 Poison Damage and suffer from Wasting Poison. On a success, the creature takes half damage. > > ***Vixen Tail Strike. (PII)*** *Ranged Spell Attack*: +9, 30/90 ft. Deals *(21)* 4d6+5 Bludgeoning and *(16)* 4d6 Poison. Inflicts Wasting Poison. > > ***Innate Spellcasting. (Save DC 17, SA. +9)*** *Spells cast in the Spirit Wilds provoke Wild Magic Surges* > > ***Cantrips:*** *Detect Thoughts, Vicious Mockery* > ***At Will:*** *Dissonant Whispers, Hideous Laughter* > ***2/Day Each:*** *Disguise Self, Fear, Tongues* > ***1/Day Each:*** *Bestow Curse, Confusion, Dominate Person* > > ### Bonus Actions > > > ***Flowing Tail.*** Vastaya attempts to grapple a creature within 10 ft. If successful, the creature becomes restrained. *Extends 1 Tail*. > > ### Reactions > > May use **Flowing Tail** as an AoOpportunity. > > ### Legendary Actions (3 Actions) > > ***Agile.*** Dash, Dodge, Move, make an attack. > > ***Spells.*** **2.** Cast a Cantrip. **3.** Cast a Spell. > > ***Vixens Assault. 3 Actions. PII only.*** Makes an amount of **Vixen Tail Strikes** equal to **Vixen Tails**. > > ### Lair Actions (Initiative 20) > > ***Call of the Spirit Wilds. (Recharge 4)*** The area is pulled into the Spirit Wilds. Creatures poisoned by Wasting Poison must make a DC 19 Con Save or take 4d6 Poison damage immediately. Until the next Initiative Count 20, Vastaya benefits from the ***Blur*** spell. > > While in the Spirit Wilds, the area becomes rough terrain, and creatures who are prone become subject to Wasting Poison. > >Spirits can attempt to possess Humans while in the Spirit Wilds. See Notion for the rules. \pagebreakNum ### The Monkey King ___ ___ > ## Oguchi, The Monkey King >*Large Mythic Spirit, Lawful Neutral* > ___ > - **Armor Class** 14 (11 Natural) > - **Hit Points** 130 (10d10+30 *Max*) ***Mythic 260*** > - **Speed** 40 ft., Climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA|HON| >|:---:|:---:|:---:|:---:|:---:|:---:|:---:| >|(6)|(3)|(3)|(2)|(3)|(5)|(-1) >___ > - **Saving Throws** Strength, Constitution > - **Skills** (*Exp.* Deception, Perception, Performance, Insight, Intimidate), (+2 Nonproficient) > - **Damage Resistances** Thunder, Nonmagical Bldg, Prc, Sls /Adamantine > - **Condition Immunities** Charm, Fear > - **Senses** Darkvision 60 ft. Tremorsense 60 ft., Passive Perception 17 *(22)* > - **Languages** Common, Abyssal, Sylvan > - **Challenge** () > ___ > ### Traits (Proficiency +4) > > ***Chorus.*** Any of the Apes in Oguchi's command may spend their action playing their instrument. For each creature that does so, Oguchi's Spell Save DC and Spell attack increase by 1, up to 22. > > ***Keen Smell.*** The Monkey King has advantage on Wisdom (Perception) checks that rely on smell. > > ***Master of his Demesne.*** Ogushi knows the location of any other creature in physical contact of his palace as if through Tremorsense. > > ***Mythic Tenacity.*** > When the Monkey King reaches 0 HP this trait is activated and it regains 130 HP. Any damage that brought it to 0 HP carries over. > > > > ### Actions > ***Multiattack.*** The Dokufu may attack twice once with the Dadaiko and again with a Bite. > > ***Dadaiko Slam.*** *Melee Weapon Attack:* +10, Reach 10 ft., *(18)* 2d10+6 Bludgeoning Damage. > ***Thunderous Boom.*** Expend a use of Bardic Inspiration to add *(20)* 5d6 Thunder Damage. > > ***Bite.*** *Melee Weapon Attack:* +10, Reach 5 ft., one target, *Hit: 16* (2d8+6) Prc damage. > > ***Kingly Presence.*** Creatures within 120 ft. and able to see the Monkey King must succeed on a DC 17-22 Charisma Save or become Charmed or Frightened, Oguchi's choice. A creature that succeeds is immune to the aura for 24 hours. > > ***Play the Part.*** The Monkey King plays a charming beat, and all Creatures within 60 ft. have Dominate Person cast on them. Those Charmed by the Monkey King have Disadvantage. > > ***Off the Stage!*** The Monkey King plays a booming beat, and all creatures within 60 ft. have the Fear spell cast on them. Those Frightened by the Monkey King have Disadvantage. > > > ***Innate Spellcasting.*** (Save DC 17/22, SA. +9/+14) > > ***At Will:*** *Vicious Mockery* > ***1st Level (3 Slots):*** *Dissonant Whispers, Tasha's Hideous Laughter, Thunderwave* > ***2nd Level (2 Slots):*** *Shatter* > ***3rd Level (1 Slot):*** *Bestow Curse, Sending* > > ### Bonus Actions > > ***Aggressive.*** Oguchi moves up to its speed toward a hostile creature that it can see. > > ***Bardic Inspiration (5/SR).*** A creature of Oguchi's choice within 60 ft. gains a **D10** to add to a roll. > > ### Legendary Actions (3 Actions) > > ***Kingly Presence.*** Oguchi uses his Presence. > > ***Crushing Leap. (2 Actions)*** Oguchi attempts to fall or crush a creature(s) by leaping up to 20 ft. without Opportunity Attacks, targeting an area equal to its size. The creature(s) must succeed a DC 18 Dexterity Saving throw or take *16* (4d6) Damage. Oguchi takes none of this damage. > > ### Lair Actions (Initiative 20) > > ***Scene Cut.*** A Creature of Oguchi's choice is targeted by the palace. They must make a Strength Saving Throw or be pulled through the palace into a room of Oguchi's choice. The room is then magically Locked. > > ***Fill the Stage.*** Oguchi summons a Girallon anywhere within his demesne. \pagebreakNum
### The Dokufu, Mountain Spider, Evil Shapechanger
These Ancient creatures have existed before the great schism of Material and Spirit but they were already corrupted before the times of the Dragon Gods. They are massive spiders with incredible intelligence that generally live in the deepest caverns of the world and they are masters of domination and illusion. They manipulate people and prey to fall into deadly traps or fight amongst each other. They typically eat their prey after implanting eggs so the young can thrive in their digestive tracts. The presence of a Dokufu lair is easily spotted; web's can be seen everywhere, covering the entire terrains, and swarms of large spiders become increasingly frequent. The air begins to assume a greyish pallor after three weeks. ### Weaknesses and Traits in Zhen ***Metal-Lacing:*** The incredible carapace that the Dokufu grows is mostly chitin, though it is hardened and expanded by its consumption of metal, typically through soldiers that it preys on. Due to it's metallic nature, however, metal-lacers can rip off pieces of the exoskeleton or attempt to control the Dokufu. ***Strip Metal.*** As an Action a metal-lacer may force a Dokufu to make a Constitution Saving Throw. On a failure they may reduce the Dokufu's AC by up to 1 per size category above Medium. ***Restrain or Control.*** So long as a Dokufu has not been stripped of metal, a metal-lacer may use an Action or forego an attack to force a Dokufu to make a Strength Saving Throw. On a failure the Dokufu counts as Grappled. They may attempt the ability on their next action to change Grappled to Restrained. A Dokufu may attempt to break these effects as an Action. ***Adamantine.*** A Dokufu that consumes Adamantine Ore, weapons, or armors becomes immune to crits, Strip Metal, and Restrain/Control.
\pagebreakNum ___ ___ > ## Dokufu, Ancient >*Huge Mythic Fiend, Shapechanger, Chaotic Evil* > ___ > - **Armor Class** 23 (19 Natural) > - **Hit Points** 272 (16d12+80 *Max*) ***Mythic 544*** > - **Speed** 40 ft., Climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA|HON| >|:---:|:---:|:---:|:---:|:---:|:---:|:---:| >|(6)|(4)|(5)|(3)|(4)|(3)|(-2) >___ > - **Saving Throws** Strength, Dexterity,Constitution > - **Skills** Athletics, Deception, Perception, Insight, Intimidate > - **Damage Immunities** Acid > - **Damage Resistances** Necrotic, Poison, Nonmagical Bldg, Prc, Sls /Adamantine > - **Condition Immunities** Charm, Fear, Poison > - **Senses** Blindsight 10ft. Darkvision 200 ft. Tremorsense 120 ft., Passive Perception 24 > - **Languages** Common, Abyssal, Sylvan > - **Challenge** 16 (15,000 XP) > ___ > ### Traits (Proficiency +5) > > > ***Predator.*** The Dokufu is always alert, and cannot be surprised. Gains +5 to Initiative rolls. > > ***Frightful Presence.*** Creatures within 60 ft. and able to see the Dokufu must succeed on a DC 21 Wisdom Save or become Frightened. A creature that succeeds is immune to the aura for 24 hours. > > ***Implantation.*** In 30 days, hatchlings will erupt from a creatures body, devouring them from the inside. Effects that cure disease destroy the eggs, or they can be removed over a Long Rest via a DC 25 Medicine Check. Failure causes 1 Exhaustion. > > ***Mythic Tenacity.*** > When the Dokufu reaches 0 HP this trait is activated and it regains 272 HP. Any damage that brought it to 0 HP carries over. > > > ***Web Walker.*** The Dokufu can climb all surfaces that have webbing attached to them. In addition, it knows the location of any other creatures touching webbing it is standing on. > > > ### Actions > ***Multiattack.*** The Dokufu may attack twice with Claws, Bites or Web Nets. It's attacks are magical. > > ***Claw.*** *Melee Weapon Attack:* +11, Reach 15 ft., one target, *Hit: 18* (3d6+6) Prc damage. > > ***Bite.*** *Melee Weapon Attack:* +11, Reach 5 ft., one target, *Hit: 21* (3d8+6) Prc damage. > > *Implant Eggs.* When a Dokufu hits with a bite attack it may implant eggs. A creature must succeed at a DC 21 Con Save or take *12* (3d6) Acid damage and suffer from Implantation. > > ***Swallow Whole.*** The Dokufu attempts to swallow a Medium or smaller creature. It must make a successful grapple check, gaining advantage against restrained creatures. Inside of the Dokufu, a creature is restrained and takes *24* (6d6) Acid damage per turn. Only natural or small weapons can be used inside of the stomach. A creature that deals 25 Damage (AC 15) is spit up by the Dokufu, along with a Swarm of Spiders. > A Dokufu's stomach can hold 1 Medium Creature. A creature with metal items inside of the Dokufu's gut has their items degrade. Each turn any exposed metal suffers a -1 to Attack and Damage or to AC unless they are magic. Weapons are dissolved at a -3, and Armors are completely dissolved when their granted AC is equal to 10. > > ***Web Net.*** *Ranged Attack:* +9, 20/60 ft., one target. Creatures of up to Large size hit by the net are Restrained. As an action, the creature may attempt to escape with a DC 21 Acrobatics check or Strength Check. Dealing 15 Slashing damage to the web (AC 10) destroys it. Flammable. > > ***Vomit Spawn. (Recharge 6)*** The Dokufu spits out its young in a 5ft. square within 30ft. If a creature is in this square, it must make a DC 21 Dex Save or take *12* (3d6) acid damage. Regardless of the save, a Swarm of Spiders appears in that area. > > ***Shapechanger.*** The Dokufu transforms into an ancient looking old woman. In this form it lacks its natural armor, frightful presence and its attack deal only 1 damage. It may still cast spells. > > ***Innate Spellcasting.*** (Save DC 21, +9 to Hit) > > ***At Will:*** *Web, Requires no Concentration* > ***1st Level (3 Slots):*** *Darkness, Detect Magic, Sleep* > ***2nd Level (2 Slots):*** *Detect Thoughts, Invisibility* > ***3rd Level (1 Slot):*** *Major Image* > > ### Legendary Actions (1 Action) > > ***Create Spawn.*** The Dokufu uses Vomit Spawn, or the ability recharges if it is unavailable. > > ***Crushing Leap.*** The Dokufu attempts to fall or crush a creature(s) by leaping up to 20 ft. without Opportunity Attacks, targeting an area equal to its size. The creature(s) must succeed a DC 21 Dexterity Saving throw or take *16* (4d6) Damage. The Dokufu takes none of this damage. > > ### Lair Actions (Initiative 20) > Summons a Swarm of Spiders or casts Web. > > ### Mythic Actions (1 Action) > > ***Quick Strike.*** The Dokufu attacks with Web Net, Claw, or Bite. > > ***Quickened Spells.*** The Dokufu casts a spell. \pagebreakNum ___ ___ > ## Neogi Hivequeen >*Huge Mythic Aberration, Lawful Evil* > ___ > - **Armor Class** 19 (17 Natural Armor, + 2 Webs) > - **Hit Points** 208 (12d12+64 *Max*) ***Mythic 416*** > - **Speed** 40 ft., Climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA|HON| >|:---:|:---:|:---:|:---:|:---:|:---:|:---:| >|(4)|(4)|(4)|(4)|(2)|(5)|(1) >___ > - **Saving Throws** Strength, Wisdom > - **Skills** Athletics, Arcana, Deception, Perception, Persuasion, Insight, Intimidate > - **Damage Resistances** Fire*, Poison, Nonmagical Bldg, Prc, Sls /Adamantine > - **Condition Immunities** Charm, Fear, Poison > - **Senses** Darkvision 120 ft., Passive Perception 21 > - **Languages** Common, Abyssal, Telepathy 30 ft. > - **Challenge** 14 (11,500 XP) **Initiative.** +9 > ___ > ### Traits (Proficiency +4) > > > ***Predator.*** The Queen is always alert, and cannot be surprised. Gains +5 to Initiative rolls. > > ***Devil's Sight.*** See through magical Darkness. > > ***Frightful Presence.*** Creatures within 60 ft. and able to see the Queen must succeed on a DC 17 Wisdom Save or become Frightened. A creature that succeeds is immune to the aura for 24 hours. Save repeats at the start of a creatures turn. > > ***Mental Fortitude.*** The Queen has advantage on saves against being charmed or frightened and cannot be magically put to sleep. > > ***Mythic Tenacity.*** > When the Queen reaches 0 HP this trait is activated and it regains 208 HP. Any leftover damage carries over. Quickly, the Queen spits webbing over herself before molten amber spews up and covers her in it, dealing *24* (4d10) Fire damage every turn for 1 minute. *Webs halve* > > ***Slick Webs.*** The Queen and her lair are covered by saliva slicked webs, granting her a +2 natural armor bonus. They are not flammable, and resist Fire damage. If the webs take Cold damage, they will become Brittle. Brittle webs are vulnerable to Bludgeoning weapons; if the Queen suffers Bludgeoning damage while her webs are brittle, they shatter; she loses 2 AC and Fire resistance. > > ***Web Walker.*** The Queen can climb all surfaces that have webbing attached to them. In addition, it knows the location of any other creatures touching webbing it is standing on. > > > ### Actions > ***Multiattack.*** The Queen may attack twice with Claws, Bites or Web Nets. It's attacks are magical. > > ***Claw.*** *Melee Weapon Attack:* +8, Reach 10 ft., one target, *Hit: 19* (3d8+4) Prc damage. > > ***Bite.*** *Melee Weapon Attack:* +8, Reach 5 ft., one target, *Hit: 22* (3d10+4) Prc + *20 (4d8)* Poison damage. The target must succeed a DC 17 Saving Throw or become Poisoned for one minute. Save is repeated at the end of the creature's turns. > > ***Slick Web Net.*** *Ranged Attack:* +8, 20/60 ft., one target. Creatures up to Large hit by the net are Restrained. As an action, the creature may attempt to escape with a DC 17 Strength Check. The webs cling, however, imparting the Grappled condition until destroyed. (15 HP, AC 10). > > ***Innate Spellcasting.*** (Save DC 17, +9 to Hit) > > ***At Will:*** *Web, Requires no Concentration* > ***1/Day each:*** *Darkness, Dominate Person, Dominate Monster, Dimension Door (Using webline), Hunger of Hadar (Covers area with neogi hatchlings that do poison damage)* > > ### Legendary Actions (3 Actions) > > ***Hurl Egg. (Multistep 2)*** At the end of a PC's turn, the Queen moves to one of the Egg Clusters in her lair; she hefts one and aims at a random PC. After the next PC has ended their turn, she hurls the egg, making a ranged attack with advantage. On a hit, the character immediately suffers the Bite of a Neogi Hatchling and is affected as hit by a **Slick Web Net.** The hatchling enters the fight. > > ***The Usual.*** Move, Attack, Cast a Spell (3 Actions). > > ### Lair Actions (Initiative 20) > **Hive Reinforcements.** Summons a Neogi Master OR Two Neogi. > > ***Amber Eruption. (Mythic)*** A stream of molten amber erupts under all Medium+ size creatures, dealing 10d10 fire damage if they fail a DC 17 Dex Save. The area then becomes Difficult Terrain. > > ### Mythic Actions (Consumes LA's.) > > ***Molten Grapple (Multistep 2).*** After a PC's turn, the Queen rushes to the weakest PC, and spreads her arms. After the next PC's turn, she grapples the intended or nearest target, dealing 4d10 Fire Damage if successful, plus that much at the start of each of her turns if she is still grappling the PC. > \pagebreakNum ### Storm Mephits Each swarm of Storm Mephits contains a multitude of these raving, ferocious elementals. Storm Mephits thrive when they travel within the safety of clouds, though they prefer lightning storms. These storms provide a safe haven that empower the Mephits, and can even contain portals into the Elemental Planes. ___ While Storm Mephits can come down to the ground to hunt for sport or loot, they typically ambush airships and flying creatures that fly into a cloud made of the mischievous creatures. ___ Storm Mephits have been known to destroy even the mightiest of airships when gathered into large enough groups, though in smaller groups they are still a danger, and clever enough to use their control of lightning and magnetic abilities to pull creatures off of the ship and send them plummeting to the terrain below.
##### Positive and Negative Charge Effects After one minute or when the Swarm is destroyed, a creature loses its charge. **While within 10 ft. of each other, creatures with same charge types have the following effects.* * They suffer disadvantage on attack rolls. * They must make a DC 16 Str Check or be pushed until they over 10 ft. away. This check occurs when a creature starts their turn or moves within 10 ft of the other creature. ___ *While within 10 ft. of each other, creatures with opposite charge types have the following effects.* * They must make a DC 16 Str. Save or be pulled 10 ft. closer to the other creature, each taking 2d6 Bludgeoning damage on a collision. When a creature fails this save and collides with another creature, they become restrained. This check occurs when a creature starts their turn or moves within 10 ft. of the other creature.
> ##### Variant: Storm Summoning. > The Swarm of Storm Mephits has a 25% chance to summon a Swarm of Storm Mephits within 60 ft. It remains for one minute, or until the summoner dies. This feature is only available if the Storm Mephits are within a lightning storm. ___ > ## Swarm of Storm Mephits >*Huge Swarm of Elementals, Neutral Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 200 (6d6x10) > - **Speed** 40 ft., Fly 40 ft. (Hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|(-1)|(2)|(0)|(0)|(0)|(1) >___ > - **Skills** Athletics, Arcana, Deception, Perception, Persuasion, Insight, Intimidate > - **Damage Immunities** Lightning, Poison > - **Damage Resistances** Bludgeon, Pierce, Slash > - **Condition Immunities** Charmed, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned > - **Senses** Darkvision 60 ft., Passive Perception 14 > - **Languages** Aquan, Auran > - **Challenge** 14 (11,500 XP) > ___ > ### Traits (Proficiency +4) > > > ***Death Bursts.*** Whenever the Swarm reaches half health, and once again when it reaches 0 HP, it unleashes a storm of lightning that arcs across nearby creatures. Each creature within the Swarm and within 5 ft. of the Swarm must make a Dexterity Saving Throw, taking 8d6 *(28)* Lightning damage, or half as much on a success. > > ***False Appearance.*** When the Swarm remains motionless it is indistinguishable from a cloud. > > ***Innate Spellcasting.*** (Save DC 16, +8 to Hit) Requires no material components. > > ***Cantrips:*** *Lightning Lure, Shocking Grasp* > ***2/Day:*** *Lightning Bolt, Call Lightning ***(C)**** > ***1/Day:*** *Chain Lightning, Storm Sphere ***(C)**** > > ### Actions > ***Multiattack.*** The Swarm may attack twice with Claws, . It's attacks are magical. > > ***Claws.*** *Melee Weapon Attack:* +8, Reach 5 ft., one creature, *Hit: 13* (4d4+2) Sls + *20* (4d8) Lightning. When the Swarm has 100 HP or less, it uses two less dice for each damage type. > > ***Magnetizing Breath. (Recharge 6)*** The Swarm breathes out an aura that charges nearby creatures. Each creature within 5 ft. of the Swarm or inside it are are affected by a Positive or Negative Charge (Swarms choice). > > \pagebreakNum ## The Peacemaker Silent as a feather and intent on silencing anything louder, these demons are a nightmare to any living creature. These creatures are described as tall, stalking, and fleshy, intent on quelling any source of revelry and cheer. Often they are seen amidst ruined environments, covered in dead animals, ripped apart shrubbery or branches, or in homes surrounded by human viscera. ### Behavior Only in silence are these creatures calm, usually hovering mere feet above the ground. At any sound, these demons find the quickest path to the source and seek to immediately end it, typically with claw or teeth. Even though they are blind, their increased capacity for hearing and ability to detect minute sounds means they may be able to see you better than you can see them. ### Strategies While vulnerable in theory; possessing very few defenses in open areas and at range, their true threat is found when they find their way inside of structures such as homes and stores. There they cannot be taken out without entering the home, which often ends up alerting the creatures. They will then rampage, often causing any civilians inside to inadvertently expose themselves to slaughter, or causing your carefully planned ambush to end in a personal bloodbath. ___ Sadly, these creatures are rarely single entities, usually swarming onto settlements with numbers in the dozens. It is unknown what warps souls into such creatures, but it must be an evil force indeed. ___ ___ > ## Peacemaker >*Medium Sized Fiend, Chaotic Evil* > ___ > - **Armor Class** 14 > - **Hit Points** 50 (8d8+10) > - **Speed** 30 ft., Hover 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA|HON| >|:---:|:---:|:---:|:---:|:---:|:---:|:---:| >|(4)|(4)|(2)|(-3)|(3)|(-1)|(0) >___ > - **Proficiency Bonus** +3 to proficient abilities. > - **Saving Throws** Strength +7, Dexterity +7 > - **Skills** Athletics, Perception, Intimidate, Stealth > - **Damage Resistances** Cold, Necrotic, Poison, Nonmagical Bludgeon, Pierce, Slash that aren't Silvered. > - **Condition Immunities** Charm, Fear, Poison > - **Senses** Soundsense, Passive Perception 21 > - **Languages** Abyssal > - **Challenge** 5 (1,800 XP) > ___ > ### Traits > > ***Blind.*** The Peacemaker automatically fails any ability check that requires sight. Creatures it cannot detect gain Advantage on all attacks. > > ***Frightful Presence.*** Creatures within 60 ft. and able to see the Peacemaker must succeed on a DC 21 Wisdom Save or become Frightened for one minute. A creature that succeeds is immune to a Peacemakers aura for 24 hours. Failing this check alerts the Peacemaker to a creatures location as it detects an elevated heartbeat. > > ***Predator.*** The Peacemaker is always alert, and cannot be surprised. Gains +5 to Initiative rolls. > > ***Soundsense.*** A Peacemaker can hear even a slight heartbeat within 5ft and is aware of any living creature within that range. When a Peacemaker stays still for a minute, it may increase it's Soundsense by 5 ft. It automatically detects any creature that does not attempt to disguise its sound within 60 ft. > > > > > ### Actions > ***Multiattack.*** The Peacemaker may attack twice. It's attacks are magical. > > ***Lethal Strikes.*** A creature reduced to 0 HP by a Peacemaker suffers a critical injury. > > ***Razor Claw.*** *Melee Weapon Attack:* +7, Reach 5 ft., one target, *Hit: 10* (2d4+4) Slash damage. *After attacking with a Razor Claw, the Peacemaker may make an additional claw attack as a Bonus Action.* > > ***Wicked Maw.*** *Melee Weapon Attack:* +7, Reach 5 ft., one target, *Hit: 12* (2d6+4) Pierce damage. *On a successful hit, a creature becomes grappled by the Peacemaker's jutting teeth. A creature may attempt to escape (DC 16) as an Action, suffering 1d4 Pierce damage on failure.* > > ### Bonus Actions > > ***Dual Razor.*** Makes a Razor Claw attack if it attacked with a Razor Claw during its Action. > > ### Reactions > > ***Quick to React.*** While it detects a creature, a Peacemaker may use its Reaction to move up to its speed and make a Razor Claw Attack. \pagebreakNum