Act 1
Cultist of the Awakened One
Medium Humanoid (any), Chaotic Neutral
- Armor Class 12
- Hit Points 24 (4d8+8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+4) 6 (-2) 12 (+1) 10 (+0)
- Skills Intimidation +2
- Condition Immunities frightened
- Senses passive perception 11
- Languages Any one language (typically undercommon)
- Challenge 1/2 (100 XP)
Actions
Dark Strike. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 5 (1d6+2) slashing damage
Incantation. The Cultist begins a combative ritual, for one minute, at the start of the Cultist's turn, they gain a cumulative +1 to damage rolls, this damage bonus lasts for one minute after the ritual is complete. The cultist can act as normal while this ritual is active.
Fungi Beast
Small Plant, unaligned
- Armor Class 14 (natural armor)
- Hit Points 22 (4d6+8)
- Speed 20 ft.
STR DEX CON INT WIS CHA 4 (-4) 14 (+2) 14 (+2) 5 (-3) 10 (+0) 3 (-4)
- Damage Vulnerabilities fire
- Damage Immunities poison
- Condition Immunities poisoned
- Senses passive Perception 10
- Languages —
- Challenge 1/2 (100 XP)
Spore Cloud. When the Fungi Beast dies, all creatures within 5 ft. are forced to succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, any attacks that hit the creature becomes a critical hit. Creatures can repeat the saving throw at the end of their turn, ending the effect on a success.
Actions
Bite. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 7 (2d4+2) piercing damage
Grow (Recharge 5-6). The Fungi Beast gains a +3 to all damage rolls it makes for 1 minute.
Louse, Green
Tiny beast, unaligned
- Armor Class 11
- Hit Points 13 (3d6+3)
- Speed 20 ft.
STR DEX CON INT WIS CHA 2 (-4) 13 (+1) 12 (+1) 1 (-5) 10 (+0) 2 (-4)
- Senses Passive Perception 10
- Languages -
- Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, 5 ft., one target. Hit: 6 (2d4+1) Piercing damage
Spit Web (Recharge 5-6). The louse spits a glob of web at a creature within 20 feet of it, that creature must then make a DC 11 Dexterity saving throw, on a failure the creature becomes Restrained by the webs, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. A creature's speed is not affected while restrained in this way.
Reactions
Curl up (1/day). When the louse takes damage, it uses its reaction to curl up, granting it 11 (2d10) Temporary hit points that last until the end of its next turn.
Louse, Red
Small beast, unaligned
- Armor Class 11
- Hit Points 13 (3d6+3)
- Speed 20 ft.
STR DEX CON INT WIS CHA 2 (-4) 13 (+1) 12 (+1) 1 (-5) 10 (+0) 2 (-4)
- Senses Passive Perception 10
- Languages -
- Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, 5 ft., one target. Hit: 6 (2d4+1) Piercing damage
Grow (Recharge 5-6). The louse gains a +4 to all its damage rolls for one minute.
Reactions
Curl up (1/day). When the louse takes damage, it uses its reaction to curl up, granting it 11 (2d10) Temporary hit points that last until the end of its next turn.
Acid Slime, Large
Large Ooze, unaligned
- Armor Class 8
- Hit Points 76 (8d10+32)
- Speed 20 ft.
STR DEX CON INT WIS CHA 17 (+3) 7 (-2) 19 (+4) 3 (-4) 10 (+0) 6 (-2)
- Damage Immunities Acid
- Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
- Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
- Languages —
- Challenge 3 (700 XP)
Split. If the acid slime has less than half of it's hit points remaining, it can use its action to split into two medium sized slimes each with maximum hit points equal to it's current hit points
Actions
Tackle. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 17 (4d6+3) Acid damage
Lick. The acid slime makes an attack roll against a creature within 5 feet of it, on a hit that creature becomes weakened by acidic slime, dealing half damage on melee attack rolls for 1 minute or until they use an action to remove the slime.
Corrosive Spit (Recharge 5-6). The acid slime spits a ball of acid at a creature within 30 feet of it, forcing it to succeed on a DC 14 Dexterity saving throw or take 13 (3d8) acid damage and become slowed until the start of the slime's next turn.
Acid Slime, Medium
Medium Ooze, unaligned
- Armor Class 9
- Hit Points 37 (5d8+15)
- Speed 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)
- Damage Immunities Acid
- Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
- Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
- Languages —
- Challenge 1/2 (100 XP)
Actions
Tackle. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 12 (3d6+2) Acid damage
Lick. The acid slime makes an attack roll against a creature within 5 feet of it, on a hit that creature becomes weakened by acidic slime, dealing half damage on melee attack rolls until the end of their next turn.
Corrosive Spit (Recharge 5-6). The acid slime spits a ball of acid at a creature within 30 feet of it, forcing it to succeed on a DC 13 Dexterity saving throw or take 9 (2d8) acid damage and lose their bonus action on their next turn.
Spike Slime, Large
Large Ooze, unaligned
- Armor Class 8
- Hit Points 76 (8d10+32)
- Speed 20 ft.
STR DEX CON INT WIS CHA 17 (+3) 7 (-2) 19 (+4) 3 (-4) 10 (+0) 6 (-2)
- Damage Immunities Acid
- Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
- Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
- Languages —
- Challenge 3 (700 XP)
Split. If the acid slime has less than half of it's hit points remaining, it can use its action to split into two medium sized slimes each with maximum hit points equal to it's current hit points
Actions
Tackle. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 17 (4d6+3) Acid damage, creatures hit also become slowed until the start of the slime's next turn.
Lick. The acid slime makes an attack roll against a creature within 5 feet of it, on a hit that creature becomes weakened by acidic slime, having their AC reduced by 3 for 1 minute or until they use an action to remove the slime.
Spike Slime, Medium
Medium Ooze, unaligned
- Armor Class 9
- Hit Points 37 (5d8+15)
- Speed 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)
- Damage Immunities Acid
- Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
- Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
- Languages —
- Challenge 1/2 (100 XP)
Actions
Tackle. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 12 (3d6+2) Acid damage, creatures hit also lose their bonus action on their next turn.
Lick. The acid slime makes an attack roll against a creature within 5 feet of it, on a hit that creature becomes weakened by acidic slime, having their AC reduced by 2 until the end of their next turn.
Jaw Worm
Medium Monstrosity, Chaotic Neutral
- Armor Class 11
- Hit Points 44 (8d8+8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 13 (+1) 6 (-3) 12 (+1) 6 (-3)
- Senses Blindsight 30 ft. (blind beyond this radius), passive Perception 11
- Languages —
- Challenge 1 (200 XP)
Actions
Chomp. Melee Weapon Attack: +5 to hit, Reach/Range, one target. Hit: 13 (3d6+3) piercing damage
Thrash. Melee Weapon Attack: +5 to hit, Reach/Range, one target. Hit: 7 (1d8+3) bludgeoning damage. The Jaw worm also gains +3 AC unti the start of their next turn
Bellow (1/day). The Jaw Worm increases their strength and dexterity score by 4 for 1 minute.
Sentry
Large Construct, unaligned
- Armor Class 15 (natural armor)
- Hit Points 43 (5d10+15)
- Speed 0 ft., 25 ft. fly (hover)
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 17 (+3) 3 (-4) 10 (+0) 1 (-5)
- Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Blindsight 60 ft., Passive Perception 10
- Languages Understands The Languages Of Its Creator But Can't Speak
- Challenge 3 (700 XP)
Artifact (1/day). When the sentry is forced to make a saving throw against a non-damaging effect, it automatically succeeds. The sentry must use this ability if it can.
Actions
Beam. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 15 (2d10+4) force damage
Bolt. The sentry fires a debilitating bolt of energy at a creature, forcing them to make a DC 14 constitution saving throw or become incapacitated until the start of the sentry's next turn.
Gremlin Nob
Large Giant, Chaotic Neutral
- Armor Class 11
- Hit Points 119 (14d10+42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 16 (+3) 6 (-2) 10 (+0) 9 (-1)
- Saving Throws STR +7
- Damage Resistances fire; bludgeoning, slashing and piercing damage from non-magical weapons
- Condition Immunities frightened
- Senses darkvision 60 Ft., passive perception 10
- Languages Giant
- Challenge 5 (1,800 XP)
Actions
Greatclub. Melee Attack: +7 to hit, 10 ft., one target. Hit: 13(2d8+4) bludgeoning damage
Head Bash. Melee Attack: +7 to hit, 5 ft., one target. Hit: 7 (1d6+4) Bludgeoning damage. Additionally, the target must make a DC 15 Constitution saving throw or take 2d8 extra damage from the next attack that hits them.
Bellow (1/Day). The Gremlin becomes Enraged. For one minute, whenever a creature that is hostile to the Gremlin takes an action that does not involve an attack roll, the Gremlin gains a +1 to all damage rolls it makes until it finishes a short or long rest.
Lagavulin
large Monstrosity, Unaligned
- Armor Class 15 (natural armor)
- Hit Points 110 (13d10+39)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 1 (-5) 11 (+0) 6 (-2)
- Skills Perception +3
- Senses darkvision 60 Ft., passive perception 13
- Languages —
- Challenge 5 (1,800 XP)
Sleeping Shell. When the Lagavulin is Unconscious, it gains 8 temporary hit points at the start of each turn.
Actions
Lunge. Melee Attack: +6 to hit, 10 ft., one target. Hit: 16 (3d8+3) Piercing damage
Siphon Soul (Recharge 5-6). The Lagavulin forces a creature within 30 feet of it to succeed on a DC 14 Constitution saving throw or have their strength and dexterity scores reduced by one until they complete a long rest.
The Guardian
Huge Construct, unaligned
- Armor Class 16 (Natural Armor)
- Hit Points 252 (24d12+96)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 18 (+4) 1 (-5) 11 (+0) 5 (-3)
- Saving Throws DEX +5
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Darkvision 120 ft., Passive Perception 10
- Languages Understands the languages of its creator but cannot speak
- Challenge 12 (8,400 XP)
Immutable Form. The guardian is immune to any spell or effect that would alter its form.
Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.
Mode Shift. Upon losing a total of 40 hit points, the guardian changes into its Defensive Form, this grants the guardian 20 temporary hit points and a +3 to its armor class, additionally any melee attacks against the guardian deal 1d6 piercing damage against the attacker. when it leaves its defensive form, it regains this ability, however the damage threshold before it activates increases by 10, this number resets to 40 after a long rest.
Overheat. Upon using Fierce Bash, it must use Vent Steam on it's next turn or become stunned until the end of its next turn.
Actions
Firece Bash (Offensive Form) (Recharge 6). Melee Weapon Attack: +9 to hit, 10 ft., one target. Hit 70 (10d12+5) Bludgeoning damage
Whirlwind (Offensive Form). The guardian spins its arms around its body, forcing any creatures within 10 feet to make a DC 17 Dexterity saving throw, taking 38 (7d10) Slashing damage on a failure, or half as much on a success.
Vent Steam (Overheat). The guardian purges scalding steam from its body, forcing all creatures within 10 feet to make a DC 16 Constitution saving throw or become vulnerable to the next instance of damage they take and deal half damage with all attacks until the end of their next turn.
Roll Attack (Defensive Form). The guardian moves up to its speed in a straight line, any creatures in the line are pushed to the nearest unoccupied space not within the movement of the guardian and must make a DC 17 Dexterity saving throw, taking 14 (4d6) slashing damage on a failure.
Twin Slam (Defensive Form). Melee Weapon Attack: +9 to hit, 10 feet, up to two targets. Hit 16 (2d10+5) Bludgeoning damage. The guardian immediately returns to its offensive form after using this attack.
Hexagost
Gargantuan Undead, Lawful Evil
- Armor Class 17 (Natural Armor)
- Hit Points 256 (19d20+57)
- Speed 0ft., 35 ft. fly (hover)
STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 17 (+3) 11 (+0) 12 (+1) 19 (+4)
- Damage Resistances Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
- Damage Immunities Fire, Poison
- Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses Darkvision 60 Ft., passive Perception 11
- Languages —
- Challenge 13 (10,000 XP)
Green Flames. The hexaghost starts with 0 charges and gains a charge every time it uses the Sear or Inflame actions, up to a maximum of 6 charges. When a creature touches the Hexaghost or hits it with a melee attack, they take a number of d6s equal to the number of charges the hexaghost has worth of fire damage.
Incorporeal Movement. The hexaghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Turn Immunity. The hexaghost is immune to effects that turn undead.
Actions
Sear. Ranged Spell Attack: +9 to hit, 60 ft., one target. Hit 12 (2d6+5) fire damage and burns the creature for one minute. If a creature starts their turn while burned, they take 5 (1d10) damage and make a DC 17 Constitution saving throw, ending the burned condition on a success.
Inflame (Recharge 6). The hexaghost gains 13 (2d12) Temporary hit points and gains a +3 to all damage rolls it makes
Inferno (Consumes 6 Charges). The hexaghost unleashes the fire it has built up in its form, forcing creatures within 40 ft. of the hexaghost to make a DC 17 Dexterity saving throw or take 27 (5d10) fire damage and become burned for 1 minute, taking half as much damage on a success. Creatures already burned by the hexaghost that fail the saving throw have disadvantage on further saving throws to end the burned condition and take an additional 1d10 fire damage at the start of their turn.
Divider (1/day). The hexaghost hits up to six creatures, dealing fire damage equal to half its current hit points, spread equally across each creature (rounded up).
Legendary Actions
The hexaghost can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hexaghost regains spent legendary actions at the start of its turn.
Move. The hexaghost moves up to its speed
Sear. The hexaghost makes a Sear attack, this does not give the hexaghost a charge.
Inflame (2 Actions). The hexaghost uses its Inflame action if it's available, this does not give the hexaghost a charge.
Slime Boss
Huge Ooze, unaligned
- Armor Class 14 (Natural armor)
- Hit Points 150 (12d12+72)
- Speed 25 ft.
STR DEX CON INT WIS CHA 19 (+4) 6 (-2) 22 (+6) 3 (-4) 11 (+0) 5 (-3)
- Damage Immunities acid
- Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
- Senses Blindsight 60 ft., Passive Perception 8
- Languages —
- Challenge 11 (7,200 XP)
Split. If the slime boss has less than half of it's hit points remaining, it can use its action to split into a large spike slime and a large acid slime, each with maximum hit points equal to it's current hit points
Actions
Slam. Melee Weapon Attack: +8 to hit, 20 ft., up to 9 creatures in a 15 foot cube. Hit 30 (4d12+4) Bludgeoning damage and 22 (4d10) acid damage
Goop Spray (Recharge 6). The slime boss targets up to 6 creatures within a 90 foot cone and hurls large collections of slime at them, a targeted creature must make a DC 18 Dexterity saving throw or become covered in slime. A creature that starts their turn covered in slime must make a DC 18 Constituion saving throw or become incapacitated until the start of their next turn, additionally, they or another creature can spend an action removing the slime.
Act 2
Byrd
Small Beast, unaligned
- Armor Class 13 (16 while flying)
- Hit Points 31 (7d6+7)
- Speed 5 ft., 30 ft. fly
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 13 (+1) 1 (-5) 11 (+0) 5 (-3)
- Saving Throws DEX +5
- Senses passive perception 10
- Languages —
- Challenge 1/2 (100 XP)
Agile Flight. While the byrd is flying, it doubles its Dexterity modifier when calculating AC and has resistance to all damage except poison and psychic. If the byrd it hit by 4 attacks before the start of its turn, it is stunned until the end of its next turn and loses its flying speed until it takes the fly action.
Actions
Multiattack. The Byrd makes a number of peck attacks equal to one + it's strength modifier.
Peck. Melee Attack: +2 to hit, 5 ft., one target. Hit: 4 (1d8) Piercing damage
Swoop (Recharge 6). The byrd flies 30 feet in a straight line, any creatures within the path of the byrd must make a DC 13 Dexterity saving throw or take 13 (3d8) Bludgeoning damage and are knocked prone.
Caw (Recharge 6). The byrd adds 2 to their strength score until they complete a short or long rest
Fly. The byrd regains its flying speed and flies 30 foot in any direction without provoking opportunity attacks.
Chosen of the Awakened One
Medium Humanoid(any), Chaotic Evil
- Armor Class 15 (Natural Armor)
- Hit Points 104 (16d6+48)
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 16 (+3) 18 (+4) 15 (+2) 15 (+2)
- Skills Perception +5, Religion +6
- Damage Resistances Psychic; Bludgeoning, Piercing and Slashing damage from non-magical attacks.
- Senses Darksight 120 ft., Passive Perception 16
- Languages Deep Speech, Undercommon
- Challenge 6 (5,000 XP)
Innate Spellcasting. The chosen's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: Misty Step
1/day: Hex
Actions
Zap Ranged Spell Attack: +6 to hit, 60 ft., up to two targets within 5 feet of each other. Hit: 21 (5d8) Lightning damage
Debilitating Strike (Recharge 5-6). Melee Weapon Attack: +6 to hit, 5 ft., one target. Hit: 8 (1d10+3) Bludgeoning damage, additionally, the target must make a DC 14 Constitution saving throw or become vulnerable to lightning damage until the end of the chosen's next turn.
Drain (Recharge 5-6). The Chosen forces a creature within 10 feet of it to make a DC 15 Constitution saving throw or become poisoned for 1 minute. The chosen gains advantage on all rolls it makes while a creature is affected by this ability. A creature can repeat this saving throw at the end of their turn
Shelled Parasite
Large Monstrosity, unaligned
- Armor Class 24 (Fragile Plating)
- Hit Points 85 (10d8+30)
- Speed 25 ft.
STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 17 (+3) 5 (-3) 12 (+2) 5 (-3)
- Damage Resistances Bludgeoning, Piercing and Slashing damage from non-magical attacks
- Senses Blindsight 60 ft., passive perception 12
- Languages —
- Challenge 6 (2,300 XP)
Fragile Plating. When the parasite suffers a critical hit, it loses 1 AC until it completes a long rest.
Actions
Multiattack. The Parasite makes two strike attacks
Strike. Melee Weapon Attack: +6 to hit, 5 ft., one target. Hit: 13 (3d6+3) Bludgeoning damage
Drain (Recharge 5-6). The parasite attempts to drain the life of a creature it can see within 20 feet of it, forcing them to make a DC 15 Constitution saving throw, taking 18 (4d8) Necrotic damage on a failure or half as much on a success, The parasite also heals an amount equal to the number of non-temporary hit points the creature lost.
Fell (Recharge 6). Melee Weapon Attack: +6 to hit, 10 ft. one target. Hit: 42 (6d12+3) Bludgeoning damage and the target must make a DC 15 Strength saving throw or be knocked prone.
Snake Plant
Large Plant, unaligned
- Armor Class 15 (Natural Armor)
- Hit Points 93 (11d8+33)
- Speed 5 ft.
STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+3) 5 (-3)
- Damage Resistances Cold, Fire
- Condition Immunities Blinded, Deafened, Exhaustion
- Senses Blindsight 60 ft. (Blind beyond this radius), passive perception 10
- Languages —
- Challenge 5 (1,800 XP)
Malleable. When the snake plant loses hit points, it gains 3 temporary hit points that last until the start of its next turn, if this effect triggers again before the start of the plant's next turn, the temporary hit points gained increase by 1 each time it is activated, reseting to three at the start of its turn.
Actions
Multiattack. The Snake Plant makes three chomp attacks
Chomp. Attack Style:+6 to hit, 10 ft., one target. Hit: 12 (2d8+3) Piercing damage
Enfeebling Spores (Recharge 5-6). The snake plant emits a cloud of debilitating spores around it, forcing all creatures to make a DC 14 Constitution saving throw or become poisoned for one minute, repeating the saving throw at the end of their turn, ending the effect on a success. While poisoned in this way, a creature has their AC reduced by 2.
Spheric Guardian
Large construct, unalaigned
- Armor Class 16 (natural armor)
- Hit Points 34 (4d10+12)
- Speed 0 ft., 40 ft. fly (hover)
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 16 (+3) 3 (-4) 11 (+0) 1 (-5)
- Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Blindsight 60 Ft., passive Perception 10
- Languages Understands The Languages Of Its Creator But Can't Speak
- Challenge 5 (1,800 XP)
Artifact (3/day). When the spheric guardian is forced to make a saving throw against a non-damaging effect, it automatically succeeds. The spheric guardian must use this ability if it can.
Barricade. If the spheric guardian has temporary hit points and gains more, it can add the number of temporary hit points it gained to its current temporary hit points. Additionally, instead of losing all its temporary hit points after a long rest, it instead resets to 40 temporary hit points.
Actions
Multiattack. The shperic guardian makes two slam attacks, it can replace one of these attacks with harden or enfeeble.
Slam. Ranged Weapon Attack: +7 to hit, 20/60 ft., one target. Hit: 14 (3d6+4) Bludgeoning damage
Harden (Recharge 5-6). The spheric guardian gains 4d6 temporary hit points.
Enfeeble (1/day). The spheric guardian targets a creature within 60 ft. and forces them to make a DC 14 Constitution saving throw or have their armor class reduced by 1d4 for one minute.
Activate (1/day). The spheric guardian gains 6d10 temporary hit points.
Snecko
Large Monstrosity, unaligned
- Armor Class 12
- Hit Points 123 (13d8+52)
- Speed Speed
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 19 (+4) 3 (-4) 13 (+1) 5 (-3)
- Skills Perception +4
- Senses Blindsight 10 ft., Passive Perception 14
- Languages —
- Challenge 5 (1,800 XP)
Actions
Tail Whip. Melee Weapon Attack: +7 to hit, 10 ft., one target. Hit: 11 (2d6+4) Bludgeoning damage, and the target must make a DC 15 Constitution saving throw, becoming vulnerable on a failure. While vulnerable, the snecko deals an extra 3d8 damage with its bite attack. A vulnerable creature can repeat the saving throw at the end of its turn, ending the effect after two successes.
Bite. Melee Weapon Attack: +7 to hit, 10 ft., one target. Hit: 22 (4d8+4) piercing damage
Perplexing Gaze (1/day). The snecko stares with its hypnotic eyes in an attempt to bewilder the creatures in a 60 foot cone in front of it, creatures in this area must succeed on a DC 15 Intelligence saving throw or become Confused until the Snecko dies. While confused, every time the creature takes the attack action, they make 1d4-1 attacks instead of their regular amount, and if they cast a spell, they must expend 1d10 levels of spell slots instead of their regular slot, if they do not have enough spell levels, the spell does not take effect.
Centurion
Medium Humanoid, Lawful Neutral
- Armor Class 20 (Plate, Shield)
- Hit Points 79 (9d8+27)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
- Condition Immunities frightened
- Senses Passive Perception 10
- Languages Common
- Challenge 4 (1,100 XP)
Fury. If the centurion has no allies in combat, they gain the use of their multiattack, however they no longer benefit from their strength modifier when rolling damage.
Actions
Multiattack (Fury). The centurion makes 3 Warhammer attacks.
Warhammer. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 12 (2d8+3) Bludgeoning damage.
Defend. The centurion grants an allied creature within 5 feet of them 22 (4d10) temporary hit points.
Mystic
Medium Humanoid, Lawful Neutral
- Armor Class 10
- Hit Points 54 (12d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 16 (+3) 16 (+3) 16 (+3)
- Condition Immunities frightened
- Senses Passive Perception 13
- Languages Common
- Challenge 3 (700 XP)
Actions
Spire Bolt. Ranged Spell Attack: +5 to hit, 120 ft., one target. Hit: 9 (2d8) Necrotic damage. A creature hit by this attack loses their dexterity bonus to their AC until the end of their next turn.
Heal. The mystic heals itself and up to 3 allies for 16 (3d10) hit points each.
Buff. The mystic grants itself and up to 3 allies a +4 to all damage rolls for 1 minute.
Book of Stabbing
Large Construct, unaligned
- Armor Class 14
- Hit Points 165 (22d10+44)
- Speed 10 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 15 (+2) 1 (-5) 12 (+1) 5 (-3)
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 11
- Languages —
- Challenge 7 (2,900 XP)
Extra Stabs. The book of stabbing gains an extra multiattack for every successive turn it spends attacking.
Painful Stabs. Whenever the book deals damage to a creature, the creature must make a DC 15 Constitution saving throw or become wounded. For each wound a creature has, they receive a 5 foot penalty to their speed, and must roll a d8, on a 1 or 2, they lose one attack from their attack action and the ability to cast their highest available spell slot for that turn. At the end of a wounded creatures turn, they may repeat the saving throw, removing one wound on a success
Actions
Multiattack. The Book of Stabbing makes two stab attacks
Stab. Melee Weapon Attack: +7 to hit, 10 ft., one target. Hit: 13 (2d8+4) Piercing damage
Gremlin Leader
Medium humanoid (gremlin), Lawful Evil
- Armor Class 15 (Leather armor)
- Hit Points 153 (23d8+69)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 17 (+3) 10 (+0) 14 (+2) 16 (+3)
- Saving Throws STR +4
- Skills skills
- Condition Immunities frightened
- Senses darkvision 60 ft., Passive Perception 12
- Languages Goblin, Undercommon
- Challenge 6 (2,300 XP)
Actions
Multiattack. The gremlin leader makes three dagger attacks
Dagger. Melee Weapon Attack: +7 to hit, 5 ft., one target. Hit: 6 (1d4+4) piercing damage
Rally. The Gremlin leader magically summons 2 gremlins, the gremlin leader can keep 3 gremlins summoned in this way.
Encourage (Recharge 5-6). The gremlin leader grants itself and any summoned gremlins within 60 feet 10 temporary hit points and a +5 to all damage roll made.
Gremlin, Fat
Small humanoid (gremlin), Chaotic Evil
- Armor Class 9
- Hit Points 18 (4d6+4)
- Speed 20 ft.
STR DEX CON INT WIS CHA 11 (+0) 8 (-1) 12 (+1) 7 (-2) 10 (+0) 8 (-1)
- Senses Passive Perception 10
- Languages Goblin, Undercommon
- Challenge 1/8 (25 XP)
Actions
Warhammer. Melee Weapon Attack: +2 to hit, 5 ft., one target. Hit: 5 (1d10) Bludgeoning damage. Additionally, the target's first melee weapon attack on their turn deals half damage.
Gremlin, Mad
Small humanoid (gremlin), Chaotic Evil
- Armor Class 11
- Hit Points 22 (5d6+5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 13 (+1) 7 (-2) 9 (-1) 8 (-1)
- Senses Passive Perception 9
- Languages Goblin, Undercommon
- Challenge 1/2 100 XP
Building Anger. Whenever the Gremlin is hit by an attack, it gains a +2 to all damage rolls until it regains all it's hit points.
Actions
claw. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 5 (1d6+2) Slashing damage
Gremlin, Shield
Small humanoid (gremlin), Chaotic Evil
- Armor Class 12 (Shield)
- Hit Points 18 (4d6+4)
- Speed 25 ft.
STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 12 (+1) 11 (+0) 12 (+1) 8 (-1)
- Senses Passive Perception 11
- Languages Goblin, Undercommon
- Challenge 1/4 (50 XP)
Actions
Shield Bash. Melee Weapon Attack: +3 to hit, 5 ft., one target. Hit: 6 (1d8+1) Bludgeoning damage
Protect. Grants a creature within 5 feet of the gremlin a +2 bonus to their AC until the start of the gremlin's next turn.
Gremlin, Wizard
Small humanoid (gremlin), Chaotic Evil
- Armor Class 11
- Hit Points 21 (6d6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 7 (-2) 12 (+1) 10 (+0) 16 (+3) 10 (+0 8 (-1)
- Senses Passive Perception 10
- Languages Goblin, Undercommon
- Challenge 1 (200 XP)
Actions
Ultimate Blast (Consumes 2 Charges). Ranged Spell Attack: +5 to hit, 60 ft., one target. Hit: 27 (5d10) Force damage
Charge. The gremlin gains one Charge.
Bronze Automaton
Huge Construct, unaligned
- Armor Class 20 (Natural Armor)
- Hit Points 276 (24d12+120)
- Speed 30 ft.
STR DEX CON INT WIS CHA 28 (+9) 10 (+0) 21 (+5) 13 (+1) 15 (+2) 1 (-5)
- Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities poison, psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Truesight 60 ft., Passive Perception 12
- Languages Understands the languages of its creator but can't speak
- Challenge 17 (18,000 XP)
Legendary Resistance (3/Day). If the automaton fails a saving throw, it can choose to succeed instead.
Magic Resistance. The automaton has advantage on saving throws against spells and other magical effects.
Magic Weapons. The automaton's weapon attacks are magical.
Actions
Multiattack. The automaton makes two flail attacks.
flail. Melee Weapon Attack: +15 to hit, 10 ft., one target. Hit: 22 (3d8+9) Bludgeoning damage.
Charge. The automaton gains 10 (3d6) temporary hit points and a +3 bonus to damage rolls for one minute.
Hyper Beam (Recharge 6). The automaton unleashes a surge of energy, forcing all creatures within a 60 ft. long and 15 ft. wide line originating from the automaton to make a DC 19 Dexterity saving throw or take 53 (8d12) force damage. The automaton is incapacitated until the end of its next turn, additionally, it does not roll its recharge die while incapacitated.
Summon Orbs (1/Day). The automaton summons 2 Bronze Orbs within 5 ft. of itself, the orbs take their turns directly before the automaton.
Bronze Orb
Small Construct, unaligned
- Armor Class 13
- Hit Points 58 (9d6+27)
- Speed 0 ft., 30 ft. fly (hover)
STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 16 (+3) 3 (-4) 10 (+0) 1 (-5)
- Damage Immunities poison, psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
- Senses Passive Perception 10
- Languages —
- Challenge 1 (200 XP)
Minion. The Bronze Orb must be orbiting around a Bronze Automaton, if the Orb starts its turn more than 30 ft. away from a Bronze Automiton it dies.
Orbital. The Bronze Orb cannot be forcefully moved away from the Bronze Automiton it orbits.
Actions
Beam. Ranged Weapon Attack: +5 to hit, 60 ft., one target. Hit 10 (2d6+3) Force damage.
Support Beam. The orb gives the Bronze Automaton it orbits 11 (2d10) Temporary hit points that last until the start of the orb's next turn, if the automaton already has temporary hit points, this ability adds on to its current temporary hit points instead of replacing it.
Stasis (1/day). The orb targets a creature holding a weapon made of metal within 30 feet and forces it to make a DC 13 Strength saving throw or have their weapon taken by the orb, the weapon cannot be retrieved while the Orb is alive
The Champ
Huge Giant, Lawful Evil
- Armor Class 20 (Plate + Shield)
- Hit Points 420 (29d12+232)
- Speed 30 ft.
STR DEX CON INT WIS CHA 30 (+10) 9 (-1) 27 (+8) 9 (-1) 11 (+0) 18 (+4)
- Saving Throws STR +16, WIS +6
- Skills Intimidation +10
- Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Condition Immunities Frightened
- Senses Passive Perception 10
- Languages Common, Giant
- Challenge 20 (25,000 XP)
Legendary Resistance (3/Day). If the champ fails a saving throw, it can choose to succeed instead.
Undefeated. Upon falling below half their maximum hit points, the champ uses its anger reaction, They additionally gain the ability to take their Multiattack option.
Actions
Multiattack (Anger). The champ makes two excecute attacks.
Excecute (Anger). Melee Weapon Attack: +16 to hit, 10 ft., one target. Hit 23 (3d8+10) Slashing damage, if this reduces a creature to 0 hit points, they immediately die.
Face Slap. Melee Weapon Attack: +16 to hit, 10 ft., one target. Hit 23 (3d8+10) Bludgeoning damage, the target is also unable to regain hit points until the end of their next turn.
Heavy Slam. The champ slams down their sword at a point within 15 feet of the champ, creating a concussive force, forcing all creatures in a 15 foot cube centered on the sword to make a DC 24 Dexterity saving throw or take 37 (6d8+10) bludgeoning damage.
Reactions
Anger (1/day). The champ ends any conditions or spells currently affecting him and gains a +10 to all damage rolls for 1 minute.
Legendary Actions
The champ can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The champ regains spent legendary actions at the start of its turn. The champ cannot use the same legendary action twice in a row
Defensive Stance. The champ gains 22 (4d10) Temporary hit points
Gloat. The champ praises himself and gains a +2 to all damage rolls for 1 minute
Taunt. The champ insults a creature within 60 feet of him, that creature must make a DC 18 Charisma saving throw or deal half damage with any spell or weapon attacks until the end of their next turn. The champ also has advantage on attack rolls against them during this time
The Collector
Large Undead, Neutral Evil
- Armor Class 17 (Natural Armor)
- Hit Points 297 (35d10+105)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 16 (+3) 20 (+5) 15 (+2) 14 (+2)
- Saving Throws STR +6, WIS +8, CHA +8
- Skills Perception +8
- Senses Truesight 120 ft., Passive Perception 18
- Languages Common, Undercommon
- Challenge 17 (18,000 XP)
Innate Spellcasting. The collector's innate spellcasting ability is Intelligence (spell save DC 19). She can innately cast the following spells, requiring no material components:
At will: Fireball (5th-level), Dimension Door
Legendary Resistance (3/Day). If the collector fails a saving throw, she can choose to succeed instead.
Actions
Summon The collector summons up to two Torch Heads within 30 feet of the collector to fight with her, she can have no more than two Torch Heads summoned in this way at one time
Stoke (Recharge 5-6) The collector strengthens the fire burning within herself and allies, giving herself and up to two other creatures a +5 to all damage rolls for 1 minute. Additionally, the collector gains a +5 to AC until the start of her next turn.
Ruin (1/Long Rest). The collector exerts a debilitating force onto the mind of creatures around her, forcing all creatures within 90 feet to make a DC 19 Intelligence saving throw, taking 49 (14d6) psychic damage on a failure, or half as much on a success. Creatures that fail the saving throw are also subjected to the effects of the slow spell for 1 minute, a creature can repeat the saving throw at the end of their turn, ending the effect on a success. Constructs and Undead are unaffected.
Torch Head
Small Construct, unaligned
- Armor Class 18 (Plate)
- Hit Points 45 (7d6+21)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 17 (+3) 1 (-5) 11 (+0) 5 (-3)
- Damage Resistances Bludgeoning, Piercing and Slashing from non-magical attacks
- Damage Immunities Fire, Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Senses
- Languages Understands Common and Undercommon but cannot speak
- Challenge 4 (1,100 XP)
Minion. If the creature that summoned the torch head dies, the torch head also dies immediately
Actions
Halberd. Melee Weapon Attack: +6 to hit, 10 ft., one target. Hit: 9 (1d10+4) Slashing damage
Act 3
Darkling
Medium Ooze, Unaligned
- Armor Class 8
- Hit Points 75 (10d8+30)
- Speed 15 ft.
STR DEX CON INT WIS CHA 18 (+4) 7 (-2) 17 (+3) 3 (-4) 11 (+0) 6 (-2)
- Saving Throws CON +5
- Damage Resistances cold, fire
- Damage Immunities acid
- Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
- Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
- Languages —
- Challenge 3 (700 XP)
Life Link. If the Darkling starts its turn with 0 hit points while there is another Darkling within 60 feet that has more than 0 hit points, it will take the Regrow action on its next turn so long as another Darkling remains within 60 feet and above 0 hit points, otherwise, it cannot take the Regrow action.
Actions
Multiattack (Recharge 5-6). The Darkling makes 2 Chomp attacks
Nip. Melee Weapon Attack: +6 to hit, 5ft., one target. Hit: 14 (3d6+4) piercing damage
Chomp. Melee Weapon Attack: +6 to hit, 5ft., one target. Hit: 13 (2d8+4) piercing damage
Harden (Recharge 6). The Darkling gains 3d8 Temporary hitpoints that until the start of its next turn and a +2 to all damage rolls until it takes a long rest
Regrow (Life Link). The Darkling gains hit points equal to its hit point maximum.
Transient
Huge Aberration, Alignment
- Armor Class 10
- Hit Points 950 (100d12+300)
- Speed 50 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 1 (-5) 10 (+0) 3 (-4)
- Senses Truesight 60ft., passive Perception 10
- Languages Understands Deep Speech but cannot speak
- Challenge 7 (2,900 XP)
Fading. The Transient dies after taking 5 actions.
Shifting. For every hit point lost since its last attack, the Transient deals one less damage on its next attack.
True Strike. Critical hits scored by or against the Transient become a normal hit.
Actions
Slam. Melee Weapon Attack: +8 to hit, 10 ft., one target. Hit: 30 (10d4+5) Bludgeoning damage, for every round that has passed since the Transient rolls initiative, this attack deals an additional 10 (4d4) damage
Orb Walker
Medium Construct, unaligned
- Armor Class 18 (Natural Armor)
- Hit Points 102 (12d8+48)
- Speed 30 ft., 30 ft. climb
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 1 (-5) 10 (+0) 5 (-3)
- Damage Resistances Force; Bludgeoning, Piercing and Slashing from non-magical attacks
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses Truesight 60 ft., passive Perception 10
- Languages —
- Challenge 6 (2,300 XP)
Dynamo Battery. At the start of the orb walker's turn, it gains a +3 to damage rolls until it starts its turn without attacking or being attacked since the start of its previous turn.
Actions
Plated Claw. Melee Weapon Attack: +7 to hit, 5 ft., one target. Hit: 15 (2d10+4) Slashing damage and 14(4d6) Bludgeoning damage.
Laser. The orb walker unleashes a beam of heat energy from it's core, creatures in a 60 ft. by 5 ft. line must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failure, or half as much on a success. Additionally, creatures that fail the saving throw become burned, while burned, they take 5 (1d10) damage at the start of their turn, and must make a DC 15 Constitution saving throw at the end of their turn, ending the burned effect on a success.
The Maw
Huge Aberration, chaotic evil
- Armor Class 18 (Natural Armor)
- Hit Points 300 (24d12+144)
- Speed 5 ft., 30 ft. fly (hover)
STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 23 (+6) 5 (-3) 14 (+2) 10 (+0)
- Condition Immunities Blinded
- Senses Blindsight 30 ft., Passive Perception 12
- Languages —
- Challenge 14 (11,500 XP)
Actions
Multiattack. The Maw makes three bite attacks
Bite. Attack Style: +11 to hit, 10 ft., one target. Hit 11 (1d10+6) Piercing damage
Slam. Melee Weapon Attack: +11 to hit, 10 ft., one target. Hit 38 (5d12+6) Bludgeoning damage
Drool (Recharge 5-6). The maw gains a +4 to damage rolls for 10 minutes
Roar (1/Day). The maw unleashes a terrorizing roar, all creatures within 300 feet that can hear must make a DC 19 Wisdom saving throw or become frightened by the maw for 1 minute. While frightened in this way, all attacks deal half damage and any incoming healing is halved.
Spire Growth
Huge Monstrosity, Unaligned
- Armor Class 18 (natural armor)
- Hit Points 187 (15d12+90)
- Speed 30 ft., 30 ft burrow
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 23 (+6) 1 (-5) 10 (+0) 1 (-5)
- Damage Resistances Bludgeoning, Piercing and Slashing from non-magical attacks
- Condition Immunities grappled, restrained
- Senses blindsight 60 ft. (blind beyond this radius), passive perception 10
- Languages —
- Challenge 9 (5,000 XP)
Actions
Slam. Melee Weapon Attack: +10 to hit, 10 ft., one target. Hit: 27 (4d10+5) Bludgeoning damage
Constrict (recharge 5-6). The spire growth spreads its roots and attempts to restrain a creature within 30 feet, they must make a DC 18 Dexterity saving throw or become restrained, a creature that ends its turn restrained in this way can attempt a DC 18 Strength check, taking 11 (2d10) bludgeoning damage on a failure, and ending the effect on a success
Writhing Mass
huge plant, chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 189 (18d12+72)
- Speed 20 ft.
STR DEX CON INT WIS CHA 21 (+5) 11 (+0) 18 (+4) 7 (-2) 11 (+0) 3 (-4)
- Damage Resistances fire, necrotic
- Condition Immunities blinded, deafened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive perception 10
- Languages understands Undercommon but cannot speak
- Challenge 9 (5,000 XP)
Malleable. When the writhing mass loses hit points, it gains 3 temporary hit points that last until the start of its next turn, if this effect triggers again before the start of the Mass' next turn, the temporary hit points gained increase by 1 each time it is activated, reseting to three at the start of its turn.
Reactive. When the Writing Mass is hit by an attack, it rolls a d10, on a 1-3, its uses its reaction to take the flail action, on a 4-5 it will instead use the wither action, on a 6-8 it will instead use its multiattack and on a 9-10 it will use its crush action, however, the writhing mass cannot use the same move twice. If the writing mass deals no damage from this feature, it regains its reaction.
Actions
Multiattack. The writing mass makes 3 Vine attacks
Vine. Melee Attack: +9 to hit, 15 ft., one target. Hit: 12 (2d6+5) bludgeoning damage
Crush. Melee Attack: +9 to hit, 10 ft., one target. Hit: 37 (5d12+5) bludgeoning damage. the target must additionally make a DC 17 strength saving throw or be knocked prone
Flail. Melee Attack: +9 to hit, 15 ft. one target. Hit: 15 (3d6+5) bludgeoning damage. Addtionally, the writhing mass gains 18 (4d8) temporary hit points
Wither. The writhing mass forces a creature within 15 feet to make DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned for 1 minute. While poisoned in this way, the creature deals half damage on attack rolls using strength and attacks against them have their damage modifier doubled, a creature can repeat this saving throw at the end of their turn, ending the effect on a success.
Giant Head
Gargantuan Construct, Lawful Neutral
- Armor Class 14 (Natural Armor)
- Hit Points 495 (30d20+180)
- Speed 0 ft.
STR DEX CON INT WIS CHA 3 (-4) 3 (-4) 22 (+6) 27 (+8) 20 (+5) 1 (-5)
- Damage Resistances Blugeoning, Piercing and Slashing damage from weapon attacks that aren't adamantine
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses Blindsight 60 ft., passive Perception 15
- Languages All
- Challenge 20 (25,000 XP)
Countdown. The giant head must use the count or glare action a collective five times before it can use its it is time attack.
Slow. Attacks against the Giant Head score a critical hit on a roll of 19 or 20.
Actions
Count. Ranged Spell Attack: +14 to hit, 90 ft., one target. Hit: 15 (2d6+8) Psychic damage
Glare. The giant head stares at any creatures in front of it, forcing all creatures in a 60 foot cone originating from it's eyes to make a DC 22 Wisdom saving throw or become frightened of the head until the end of its next turn.
It is Time (Countdown). Ranged Spell Attack: +14 to hit, 90 ft., all targets it can see. Hit: 35 (5d10+8) Psychic damage, Increases the damage of this attack by 5 (1d10).
Nemesis
Huge Undead, lawful neutral
- Armor Class 14 (natural armor)
- Hit Points 199 (19d12+76)
- Speed 0 ft., 40 ft. fly (hover)
STR DEX CON INT WIS CHA 23 (+6) 9 (-1) 18 (+4) 3 (-4) 15 (+2) 5 (-3)
- Saving Throws DEX +4, CHA +2
- Skills. Perception +7
- Condition Immunities grappled, restrained
- Senses Passive Perception 17
- Languages —
- Challenge 14 (11,500 XP)
Quasi-Intangibility. At the end of the Nemesis' turn, They are shunted onto the ethereal plane until the start of their next turn, as if by the Blink spell, however, whenever this occurs, this feature does not function on the Nemesis' next turn.
Turn Immunity. The nemesis is immune to effects that turn undead.
Actions
Multiattack. The Nemesis makes three strike attacks
Strike. Melee Weapon Attack: +11 to hit, 10 ft., one target. Hit: 19 (2d12+6) Bludgeoning damage
Scythe (Recharge 5-6). Melee Weapon Attack: +11 to hit, 15 ft., one target. Hit: 61 (10d10+6) Slashing damage
Scorch (Recharge 5-6). The nemesis forces a creature to succeed on a DC 17 Dexterity saving throw or become burned for 1 minute. While burned, the creature takes 11 (2d10) fire damage and repeats the saving throw at the end of their turn, ending the effect on a success.
Reptomancer
Medium Humanoid(Yuan-ti), Chaotic Evil
- Armor Class 17 (Natural Armor)
- Hit Points 195 (23d8+92)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 21 (+5) 18 (+4) 13 (+1) 11 (+0) 17 (+3)
- Skills Arcana +6, Intimidation +8, Perception +5
- Damage Immunities poison
- Condition Immunities Poisoned
- Senses darkvision 60 ft., passive Perception 15
- Languages Abyssal, Common, Draconic
- Challenge 13 (10,000 XP)
Actions
Multiattack. The Reptomancer makes 2 Snake Strike attacks.
Snake Strike. Melee Weapon Attack: +10 to hit, 5 ft., one target. Hit: 18 (3d8+5) Piercing damage and the target must make a DC 17 Constitution saving throw, taking 28 (8d6) poison damage on a failure, or half as much on a success.
Summon Daggers. The Reptomancer summons 2 reptodaggers within 30 feet of them, they can have 4 Reptodaggers summoned in this way.
Reptodagger
Tiny Construct, unaligned
- Armor Class 12
- Hit Points 28 (8d4+8)
- Speed 0 ft., 30 ft. fly (hover)
STR DEX CON INT WIS CHA 12 (+2) 15 (+2) 12 (+1) 13 (+1) 11 (+0) 17 (+3)
- Damage Resistances bludgeoning, piercing and slashing damage from non-magical attacks.
- Damage Immunities poison, psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Senses
- Languages Languages
- Challenge 1 (200 XP)
Minion. The Reptodagger must be orbiting around a Reptomancer, if the Orb starts its turn more than 30 ft. away from a Reptomancer it dies.
Actions
Stab. Melee Wepaon Attack: +4 to hit, Reach/Range, one target. Hit: 9 (3d4+2) Piercing damage and reduces the targets movement speed by 10 ft.
Explode. The Reptodagger explodes into poisonous mist, forcing all creatures within 20 feet of it to make a DC 13 Constitution saving throw or take 25 (10d4) poison damage, taking half as much on a success. The reptodagger dies immediately after taking this action.
Awakened One
Huge Monstrosity, Chaotic Evil
- Armor Class 19 (Natural Armor)
- Hit Points 300 (24d12+144)
- Speed 40 ft., 40 ft. climb
STR DEX CON INT WIS CHA 25 (+7) 16 (+3) 23 (+6) 25 (+7) 18 (+4) 18 (+4)
- Saving Throws CON +13, WIS +11
- Skills Intimidation +11, Perception +11, Religion +12
- Damage Resistances Poison, Necrotic
- Damage Immunities Psychic; Bludgeoning, Piercing and Slashing damage from non-magical attacks
- Condition Immunities Charmed, Frightened, Poisoned
- Senses Truesight 120 ft., Passive Perception 21
- Languages Deep Speech, Undercommon
- Challenge 24 (62,000 XP)
Curiosity. If a creature hostile to the awakened one takes an action that does not make an attack roll or cast a spell targeting the awakened one or its allies, the awakened one gains a +1 to all damage rolls it makes until it completes a short or long rest. While the awakened one's Dark Awakening feature is active, this does not function.
Dark Awakening (Recharges on a Short or Long Rest). If the awakened one would be reduced to 0 hit points, its current hit point total instead resets to 300 hit points, it recharges its Multiattack, and it regains any expended uses of Legendary Resistance. Additionally, the awakened one can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating the awakened one after its Dark Awakening activates.
Legendary Resistance (3/Day). If the awakened one fails a saving throw, it can choose to succeed instead.
Magic Resistance. The awakened one has advantage on saving throws against spells and other magical effects.
Regeneration. The awakened one regains 15 hit points at the start of its turn if it has at least 1 hit point.
Unusual Nature. The awakened one doesn’t require food or drink.
Actions
Multiattack (Recharge 5-6). The awakened one makes four Soul Strike attacks.
Soul Strike. Ranged Spell Attack: +14 to hit, 120 ft., one target. Hit 22 (5d6+5) psychic damage
Slash. Melee Weapon Attack: +14 to hit, 10 ft., one target. Hit 52 (7d12+7) slashing damage
Legendary Actions
The awakened one can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The awakened one regains spent legendary actions at the start of its turn.
Move. The awakened one moves up to its speed.
Soul Strike. The awakened one makes one soul strike attack.
Slash (Costs 2 Actions). The awakened one makes one slash attack
Mythic Actions
If the awakened one's Dark Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Sludge. The awakened one spews a ball of energy draining mucus at a creature within 60 feet, forcing it to succeed on a DC 21 Constitution saving throw or take 18 (4d8) necrotic damage and become incapacitated until the end of its next turn.
Dark Echo (Costs 3 Actions). The awakened one unleashes a wave of corrupting energy, all creatures within 40 feet of the awakened one must make a DC 20 Intelligence saving throw, taking 33 (6d10) psychic damage and 33 (6d10) necrotic damage on a failed save, or half as much on a success.
Time Eater
Gargantuan Aberration, Lawful Evil
- Armor Class 17 (Psychic Shield)
- Hit Points 478 (29d20+174)
- Speed 20 ft., 20 ft. climb
STR DEX CON INT WIS CHA 23 (+6) 9 (-1) 22 (+6) 26 (+8) 25 (+7) 23 (+6)
- Saving Throws INT +16
- Skills Arcana +16, History +16, Nature +16, Religion +16
- Damage Resistances bludgeoning, piercing and slashing damage from non-magical weapons.
- Damage Immunities psychic
- Condition Immunities Incapacitated
- Senses blindsight 60 ft., Truesight 60 ft., passive perception 17
- Languages All
- Challenge 26 (90,000 XP)
Innate Spellcasting. The time eater’s innate spellcasting ability is intelligence (spell save DC 24). It can innately cast the following spells:
At will: detect magic, detect thoughts, shield
1/day: Psychic Scream, Time Ravage
Legendary Resistance (3/Day). If the time eater fails a saving throw, it can choose to succeed instead.
Magic Resistance. The awakened one has advantage on saving throws against spells and other magical effects.
Psychic Shield. The time eater adds its intelligence modifier to its AC.
Time Warp. At the start of the time eater's turn, except for its first turn in a combat, the time eater forces all creatures in the combat to reroll initiative, following the new order starting with the time eater. when this effect triggers, the Time eater gains a +4 to all damage rolls.
Actions
Multiattack. The time eater makes 3 Reverberate attacks
Reverberate. Ranged Spell Attack: +16 to hit, 120 ft., one target. Hit 25 (5d6+8) psychic damage and 17 (5d6) necrotic damage.
Head Smash (Recharge 5-6). Melee Weapon Attack: +14 to hit, 10 ft., one target. Hit 39 (6d10+6) psychic damage and the creature must succeed on a DC 22 Constitution saving throw or be unable to make more than one attack on their next turn.
Ripple (Recharge 5-6). The time eater unleashes a small wave of detrimental energy before absorbing it to revitalize itself. Creatures within 15 feet of the time eater must succeed on a DC 24 Intelligence saving throw or become weakened until the end of the time eater's next turn. While weakened, creatures deal half damage on melee weapon attacks and cannot benefit from resistances. Additionally, the time eater gains 1d10 temporary hit points for each creature weakened by the ripple.
Haste (1/day). The time eater sets resets to 239 hit points and removes any spells or magical effects currently affecting it.
Donu
Huge Construct, lawful evil
- Armor Class 20 (Natural Armor)
- Hit Points 264 (23d12+115)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0)
- Damage Resistances Bludgeoning, Piercing and Slashing damage from non-magical attacks
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Blindsight 60 ft. (Blind beyond this radius) passive perception 10
- Languages Understands the languages of its creator but cannot speak
- Challenge 17 (18,000 XP)
Alternating Attacks. If deca attacks a creature while within 60 feet of donu, donu cannot attack on their next turn.
Immutable Form. Donu is immune to any spell or Effect that would alter its form.
Legendary Resistance (2/Day). If donu fails a saving throw, it can choose to succeed instead.
Magic Weapons. Donu's weapon attacks are magical.
Actions
Multiattack. Donu makes two slam attacks
Slam. Melee Weapon Attack: +11 to hit, 10 ft., one target. Hit: 40 (10d6+5) Bludgeoning damage
Circle of Power. Donu gives itself and one creature of its choice within 60 feet of it a +6 to all damage rolls.
Deca
Huge Construct, lawful evil
- Armor Class 20 (Natural Armor)
- Hit Points 264 (23d12+115)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0)
- Damage Resistances Bludgeoning, Piercing and Slashing damage from non-magical attacks
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Blindsight 60 ft. (Blind beyond this radius) passive perception 10
- Languages Understands the languages of its creator but cannot speak
- Challenge 17 (18,000 XP)
Alternating Attacks. If donu attacks a creature while within 60 feet of deca, deca cannot attack on their next turn.
Dazing Strikes. When a creature is hit by deca, they must succeed on a DC 19 Constitution saving throw or become stunned until the end of their next turn. If they succeed they become immune to this effect until the start of deca's next turn.
Immutable Form. Deca is immune to any spell or Effect that would alter its form.
Legendary Resistance (2/Day). If deca fails a saving throw, it can choose to succeed instead.
Magic Weapons. Deca's weapon attacks are magical.
Actions
Multiattack. Deca makes two slam attacks
Slam. Melee Weapon Attack: +11 to hit, 10 ft., one target. Hit: 40 (10d6+5) Bludgeoning damage
Square of Protection. Deca gives itself and one creature of its choice 16 (3d10) Temporary hit points and a +3 to AC until the start of deca's next turn.
Act 4
Spire Shield
Large Construct, Chaotic Evil
- Armor Class 18 (Natural Armor)
- Hit Points 119 (14d10+42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 17 (+3) 1 (-5) 12 (+1) 5 (-3)
- Saving Throws DEX +5
- Damage Resistances Bludgeoning, Piercing and Slashing damage from non-magical attacks
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Tremorsense 60 ft., Passive Perception 11
- Languages Understands the languages of its creator but cannot speak
- Challenge 8 (3,900 XP)
Flanking Tactics. If the spire shield flanks an enemy with another spire construct, all its attacks become critical hits.
Legendary Resistance (1/day). If the spire shield fails a saving throw, it can choose to succeed instead.
Actions
Bash. Melee Weapon Attack: +7 to hit, 5 ft., one target. Hit: 16 (3d8+3) Bludgeoning damage. Additionally, the target must make a DC 14 Constitution saving throw, taking a -1 to all damage rolls until they complete a long rest
Smash (Recharge 5-6). Melee Weapon Attack: +7 to hit, 5 ft., one target. Hit: 39 (6d12+3) Bludgeoning damage and the spire shield gains +10 AC until the start of its next turn.
Fortify. The spire shield grants itself and any creatures of its choice within 10 feet of it 33 (6d10) Temporary hit points
Spire Sword
Large Construct, Chaotic Evil
- Armor Class 16 (Natural Armor)
- Hit Points 180 (19d10+76)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 18 (+4) 1 (-5) 12 (+1) 5 (-3)
- Saving Throws STR +7
- Damage Resistances Bludgeoning, Piercing and Slashing damage from non-magical attacks
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Tremorsense 60 ft., Passive Perception 11
- Languages Understands the languages of its creator but cannot speak
- Challenge 8 (3,900 XP)
Flanking Tactics. If the spire sword flanks an enemy with another spire construct, all its attacks become critical hits.
Legendary Resistance (1/day). If the spire sword fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The spire sword makes three skewer attacks
Skewer. Attack Style: Attack Bonus to hit, 10 ft., one target. Hit: 15 (2d10+4) Piercing damage
Sharpen (Recharge 5-6). The spire sword grants itself and any creatures of its choice within 30 feet of it a +2 to all damage rolls for 1 minute.
Corrupt Heart
Gargantuan Abberation, Chaotic Evil
- Armor Class 20 (Natural Armor)
- Hit Points 820 (40d20+400)
- Speed 0 ft.
STR DEX CON INT WIS CHA 22 (+6) 4 (-3) 30 (+10) 16 (+3) 17 (+3) 20 (+5)
- Saving Throws CON +19, INT +12
- Damage Resistances Necrotic, Poison
- Damage Immunities Bludgeoning, Piercing and Slashing damage from non-magical attacks
- Condition Immunities Restrained
- Senses Blindsight
- Languages All, Telepathy 120 ft.
- Challenge 30 (155,000 XP)
Beat of Death. Whenever a creature takes an action, bonus action or reaction while within 120 feet of the heart, they lose 3 (1d6) hit points.
Exponential Strength. When the heart uses its Circulate action, it gains an additional effect depending on how many times it has been used before, as shown on the table below.
Circulate Effect 1 gains 2 additional uses of Legendary resistance 2 increases hit point loss from Beat of Death by 1d6 3 gains +10 to all damage rolls 4+ gains +50 to all damage rolls Invincible. The corrupt heart cannot lose more than 200 hit points per round.
Legendary Resistance (5/day). If the corrupt heart fails a saving throw, it can choose to succeed instead.
Actions
Blood Shots. The heart fires blood projectiles at a creature in an attempt to overwhelm it. That creature must make a DC 27 Dexterity saving throw or take 30 (12d4) Necrotic damage, taking half as much on a success. Any increase to damage rolls the heart gains affects this attack 5 times.
Echo. The heart sends a Psychic shockwave all around it, all creatures with an intelligence above 3 within 120 feet of the heart must make a DC 22 Constitution saving throw, taking 48 (8d12) Psychic damage on a failed save, or half as much on a successful one
Circulate (Recharge 6). The heart ends any conditions currently affecting it and gains a +2 to all damage rolls it makes until it completes a short or long rest.
Legendary Actions
The corrupt heart can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The corrupt heart regains spent legendary actions at the start of its turn.
Relocate. The heart teleports to a space within 120 feet of it.
Blood Shot. The heart takes the Blood shots action, however it does not benefit from any damage bonuses
Blood Pump (2 Actions). The heart recharges its Circulate ability. The heart cannot take this action if it used Circulate on its last turn.
Protect (3 Actions). The heart reduces the number of hit points it can lose that round by 50.
Credit
All credit for the monsters themselves goes to Mega Crit Games, the developers of Slay the Spire. Praise Neow.