Miscell's Aneous Monstrous Menagerie (Of Doom) WIP In the spaces between the Elemental Chaos and the Outer Planes, the crazed wizard Miscell keeps a zoo of fantastical monsters the likes of which have never been seen before. Created by /u/inanotherextraverse @Extra_Legs

Aeious The aeious are small, rather plump, snow white bird-like creatures with small, rounded beige horns and large, thick and rounded wings. Innately happy and cute, they spend most of their time roaming the higher planes such as Elysium and Bytopia, healing any who may be hurt and assisting those in need the best they can. Without feet, they fly through the skies by using their own divine energies, often in groups known as blessings. They are beings who would never even consider hurting anything, except in desparation and self-defence. Occasionally, they do find their way to the material plane, where they are very highly prised creatures, especially amongst acolytes of good-aligned deities. It is very difficult to capture or tame one however, as they are naturally creatures who like to roam and be free, and they will only willingly stay with those who have a pure and uncorrupt heart. Ancient Stones. The aeious, despite their kind and curious nature, are not completely defenceless creatures. They have the capability to summon small meteors to orbit it, which it can hurl at those that try to attack it to attempt to harm them, or to block their attacks. The idea that shooting stars are lucky is sometimes said to come from the aeious' ancient stones. Aeious Corsairs. Some Aeious, if they stray onto a lower plane can be captured by fiends or evil mages and transformed into Aeious corsairs through a brutal ritual, involving many morbid ingredients including one of the aeious' own eyes. Aeious corsairs are much larger, and much more typically bird-like. Their behaviour is much more predatory and feral too. They are adept hunters due to their lifesensing, allowing them to easily locate already injured creatures. Aeious Corsair Captains. Some Aeious corsairs become Aeious corsair captains after a long time. These are much more intelligent and developed hunters, and will often lead groups of Aeious across the planes, hunting other creatures after escaping from their creators or masters, who they will ensure they kill. Their authority within their packs is unquestioned, lest another corsair should develop into a captain, at which point they will fight in single combat, the winner remaining the captain. Liberation Aeious. Occasionally, an aeious will attempt to rescue a fellow Aeious from a creature attempting to turn it into a corsair. If they are successful, they might receive a blessing of an increase in their natural divine power. These are known as Liberation Aeious, and are capable of much more powerful feats of healing and restoration. Grace Aeious. Some liberation aeious, if they continue to be particuarly brave may draw more divine light through their beings than others, and become capable of such powerful curative magic that they can even reverse death. Aeious Small celestial, lawful good Armor Class 12

12 Hit Points 22 (6d6 + 3)

22 (6d6 + 3) Speed 5ft., fly 40ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 4 (-3) 16 (+3) 14 (+2) Skill Acrobatics +4, Insight +5

Acrobatics +4, Insight +5 Damage Resistances radiant

radiant Senses passive Perception 13

passive Perception 13 Languages Aeious

Aeious Challenge ? Lifesensing. The aeious can sense the presence of any creature within 300 feet of it that is injured, poisoned, diseased or cursed, and knows the nature of all conditions affecting it. Innate Spellcasting. The aeious's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only verbal components: At Will: light, spare the dying 3/Day: bless, detect evil and good, healing word 1/Day each: lesser restoration Actions Multiattack. The aious makes two meteor attacks. Meteor. The aeious chooses a point on the ground within 120 feet of it that it can see and uses one of its ancient stones by sending it hurtling towards it. The meteor impacts and explodes. Each creature within 5 feet of where it lands must make a DC 12 Dexterity saving throw or take 3 (1d4) fire damage plus 3 (1d4) piercing damage, or half as much on a successful one. Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 3 (1d4) bludgeoning damage Ancient Stones.(1/Day) The aeious summons six small meteors into its space. They float in the air and orbit it. They can be expended to use its meteor action or its deflect reaction. Reactions Deflect. When the aeious is targeted by an attack, it can hurl one of its ancient stones into the path of the attack to try and deflect it. The aeious gains +3 to its AC against this attack.

Aeious Corsair Medium celestial, chaotic evil Armor Class 13 (natural armor)

13 (natural armor) Hit Points 65 (10d8 + 20)

65 (10d8 + 20) Speed 0ft., fly 40ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 2 (-4) 14 (+2) 14 (+2) Skill Acrobatics +4, Athletics +5, Perception +4, Stealth +6, Survival +5

Acrobatics +4, Athletics +5, Perception +4, Stealth +6, Survival +5 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks

radiant; bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 14

passive Perception 14 Languages Aeious, and the language of their creator

Aeious, and the language of their creator Challenge ? Lifesensing. The aeious can sense the presence of any creature within 60 feet of it that is injured, poisoned, diseased or cursed, and knows the nature of all conditions affecting it. Dive Attack. If the aeious is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. Innate Spellcasting. The aeious's spellcasting ability is Charisma (spell save DC 13, +4 to spell attacks). It can innately cast the following spells, requiring only verbal components: 1/Day each: bane, inflict wounds Actions Multiattack. The aeious makes one gore attack and two talon attacks or one gore attack and up to two meteor attacks. Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Meteor. The aeious chooses a point on the ground within 120 feet of it that it can see and uses one of its ancient stones by sending it hurtling towards it. The meteor impacts and explodes. Each creature within 15 feet of where it lands must make a DC 12 Dexterity saving throw or take 4 (1d6) fire damage plus 4 (1d6) peircing damage. Ancient Stones.(1/Day) The aeious summons six small meteors into its space. They float in the air and orbit it. They can be expended to use its meteor action or its deflect reaction. Reactions Deflect. When the aeious is targeted by an attack, it can hurl one of its ancient stones into the path of the attack to try and deflect it. The aeious gains +3 to its AC against this attack. Aeious Corsair Captain Large celestial, neutral evil Armor Class 15 (natural armor)

15 (natural armor) Hit Points 65 (10d10 + 20)

65 (10d10 + 20) Speed 0ft., fly 40ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+2) 10 (+0) 14 (+2) 16 (+3) Skill Acrobatics +6, Athletics +8, Perception +6, Stealth +6, Survival +6

Acrobatics +6, Athletics +8, Perception +6, Stealth +6, Survival +6 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks

radiant; bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 14

passive Perception 14 Languages Aeious, and the language of their creator

Aeious, and the language of their creator Challenge ? Lifesensing. The aeious can sense the presence of any creature within 60 feet of it that is injured, poisoned, diseased or cursed, and knows the nature of all conditions affecting it. Dive Attack. If the aeious is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 18 (4d8) damage to the target. Innate Spellcasting. The aeious's spellcasting ability is Charisma (spell save DC 15, +6 to spell attacks). It can innately cast the following spells, requiring only verbal components: 1/Day each: bane, inflict wounds Actions Multiattack. The aeious makes one gore attack and two talon attacks or one gore attack and up to two meteor attacks. Meteor. The aeious chooses a point on the ground within 120 feet of it that it can see and uses one of its ancient stones by sending it hurtling towards it. The meteor impacts and explodes. Each creature within 15 feet of where it lands must make a DC 13 Dexterity saving throw or take 7 (2d6) fire damage plus 7 (2d6) peircing damage. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) piercing damage. Ancient Stones.(3/Day) The aeious summons ten small meteors into its space while it has none already. They float in the air and orbit it. They can be expended to use its meteor action or its deflect reaction. Reactions Deflect. When the aeious is targeted by an attack, it can hurl one of its ancient stones into the path of the attack to try and deflect it. The aeious gains +3 to its AC against this attack.

Liberation Aeious Medium celestial, lawful good Armor Class 12

12 Hit Points 55 (10d8 + 10)

55 (10d8 + 10) Speed 0ft., fly 40ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 4 (-3) 18 (+4) 16 (+3) Skill Acrobatics +5, Insight +7

Acrobatics +5, Insight +7 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks

radiant; bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 14

passive Perception 14 Languages Aeious

Aeious Challenge ? Lifesensing. The aeious can sense the presence of any creature within 600 feet of it that is injured, poisoned, diseased or cursed, and knows the nature of all conditions affecting it. Innate Spellcasting. The aeious's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only verbal components: At Will: bless, light, spare the dying 3/Day each: detect evil and good, healing word 1/Day: mass cure wounds Actions Multiattack. The aious makes two meteor attacks. Meteor. The aeious chooses a point on the ground within 120 feet of it that it can see and uses one of its ancient stones by sending it hurtling towards it. The meteor impacts and explodes. Each creature within 10 feet of where it lands must make a DC 12 Dexterity saving throw or take 3 (1d4) radiant damage plus 3 (1d4) peircing damage. Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 3 (1d4) bludgeoning damage Ancient Stones.(1/Day) The aeious summons six small meteors into its space. They float in the air and orbit it. They can be expended to use its meteor action or its deflect reaction. Reactions Deflect. When the aeious is targeted by an attack, it can hurl one of its ancient stones into the path of the attack to try and deflect it. The aeious gains +5 to its AC against this attack. Grace Aeious Large celestial, lawful good Armor Class 12

12 Hit Points 55 (10d8 + 10)

55 (10d8 + 10) Speed 0ft., fly 40ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 4 (-3) 20 (+5) 16 (+3) Skill Acrobatics +6, Insight +9

Acrobatics +6, Insight +9 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks

radiant; bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 14

passive Perception 14 Languages Aeious

Aeious Challenge ? Lifesensing. The aeious can sense the presence of any creature within 1 mile of it that is injured, poisoned, diseased or cursed, and knows the nature of all conditions affecting it. Regeneration. The aeious regains 10 hit points at the start of its turn if it has at least 1 hit point. Innate Spellcasting. The aeious's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only verbal components: At Will: bless, light, spare the dying 3/Day each: detect good and evil, healing word 1/Day: mass cure wounds, remove curse, revivify Actions Multiattack. The aious makes two meteor attacks. Meteor. The aeious chooses a point on the ground within 120 feet of it that it can see and uses one of its ancient stones by sending it hurtling towards it. The meteor impacts and explodes. Each creature within 10 feet of where it lands must make a DC 12 Dexterity saving throw or take 3 (3d4) radiant damage. Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 3 (1d4) bludgeoning damage Ancient Stones.(3/Day) The aeious summons six small meteors into its space while it has none already. They float in the air and orbit it. They can be expended to use its meteor action or its deflect reaction. Reactions Deflect. When the aeious is targeted by an attack, it can hurl one of its ancient stones into the path of the attack to try and deflect it. The aeious gains +5 to its AC against this attack.

Beholders: Beholsters One of the more terrifying creations in the Menagerie is the Beholster. Motivated by the chance to make an excellent pun, Miscell captured a Beholder and melded its form with armor and weapons, giving each of its eyestalks a new function and installing a powerful electrical laser in its mouth. These creatures, to begin with, are angered at what has been done to them, and the extremely high pride of the Beholder is badly damaged. However, within just a few months one of two things can happen: they can be tamed, becoming completely obedient, or they go completely insane, bent on pure, mindless destruction of all they come across. Beholster Large abberation, chaotic evil Armor Class 18 (plate armor)

18 (plate armor) Hit Points 180 (19d10 + 76)

180 (19d10 + 76) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 15 (+2) 15 (+2) 17 (+3) Saving Throws Str +9, Dex +9, Cha +8

Str +9, Dex +9, Cha +8 Skills Perception +12

Perception +12 Damage Resistances bludgeoning, pericing and slashing damage from nonmagical weapons

bludgeoning, pericing and slashing damage from nonmagical weapons Condition Immunities prone

prone Senses darkvision 120ft., passive Perception 22

darkvision 120ft., passive Perception 22 Languages Deep Speech, Undercommon

Deep Speech, Undercommon Challenge ???? Legendary Resistance (3/Day). If the beholster fails a saving throw, it can choose to succeed instead. Actions Charged Laser (Recharge 6). The beholster fires a mighty laser from its mouth. Each creature in a 10 by 1000 foot line from the beholster must make a DC 16 Dexterity saving throw or take 44 (8d10) fire damage, or half as much on a successful one. Eyestalk Weapons. The beholster attacks with three of the of the following magical weapons at random (reroll duplicates, or if no creatures can be targeted with the rolled attack in the beholster's turn). Some of them allow multiple attacks: 1. Greataxe. Two Melee Weapon Attacks: +9 to hit, reach 10ft., one target. Hit 17 (2d12 + 4) slashing damage 2. Longbow. Five Ranged Weapon Attacks: +9 to hit, reach 600ft., one target. Hit 10 (1d10 + 4) piercing damage 3. Flamethrower. Every creature in a 15 foot cone from the Beholster must make a DC 16 Dexterity saving throw or take 4d8 fire damage, or half as much on a successful one. 4. Cannon. Ranged Weapon Attack: +9 to hit, reach 600ft., one target. Hit 31 (5d10 + 4) bludeoning damage. A creature directly behind the hit creature must make a DC 16 Dexterity saving throw or take half damage from the cannon. A creature damaged by this must make a DC16 Strength saving throw or be knocked prone. 5. Bear Trap. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) peircing damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the beholster can't use this attack to grapple again. If the beholster uses this attack while it has a creature grappled with its bear trap, it can slam that creature into a solid surface. That creature must make a DC 16 Constitution saving throw or take 36 (5d12 + 4) bludgeoning damage and be stunned until the end of the beholster's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. 6. Poison Dart. Two Ranged Weapon Attacks: +9 to hit, range 120 ft., one target. Hit: 7 (1d4 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also unconscious and cannot regain hit points while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. 7. Rapier. Five Melee Weapon Attacks: +9 to hit, reach 10ft., one target. Hit 9 (1d8 + 4) piercing damage. 8. Missile. The beholster shoots three missiles which lands at points it can see within 600 feet of it, which must be at least 20 feet apart. Each creature in a 20-foot-radius sphere centered on each point must make a DC 16 Dexterity saving throw. A target takes 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. 9 Electric Coil. A charged coil of metal sparks furiously. Each creature other than the Beholster within 10 feet of a point it chooses within 5 feet of it must make a DC16 Dexterity saving throw or take 21 (6d6) lightning damage, or half as much on a successful one. A creature that fails its saving throw cannot take reactions forone round. 10. Spinning Sawblade. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 39 (14d4 + 4) slashing damage. Legendary Actions The beholster 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 beholster regains spent legendary actions at the start of its turn. Eyestalk Weapon. The Beholster uses a random eyestalk weapon.

Eyefeaster, Gogglers and Overseers Eyefeasters are strange creatures, appearing a cross between a goggler and an intellect devourer; a small eyeball on legs. Created by beholders that would watch the workings of the Illithid, these creatures have the dangerous power to steal people's sight, or to watch through their eyes at long distances. Gogglers on the other hand rely on their own sight, and are used in reconnaisance and to guard the lairs of creatures that create them or control them. Both are created by magic, and the art of doing so is not a common one, mostly known only by very powerful wizards and some arcanist beholders. Overseers manage the operations of large groups of gogglers and eyefeasters, allowing their masters to focus on their own tasks without having to monitor them and be constantly receiving information from the possible hundreds of creatures under their control. Blind and deaf to their own surroundings however, they have to make use of automatic defences, without which they would be extremely vulnerable. Goggler Small abberation, unaligned Armor Class 12 (natural armor)

12 (natural armor) Hit Points 5 (2d4)

5 (2d4) Speed 0ft., fly 30ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 12 (+1) 10 (+0) 3 (-4) 10 (+0) 14 (+2) Saving Throws Cha +4

Cha +4 Skills Investigation +0, Perception +6, Stealth +3

Investigation +0, Perception +6, Stealth +3 Condition Immunities prone

prone Senses darkvision 120ft., truesight 10ft., passive Perception 16

darkvision 120ft., truesight 10ft., passive Perception 16 Languages understands Deep Speech but can't speak

understands Deep Speech but can't speak Challenge 0 Scout. The goggler has advantage on Wisdom (Perception) checks that rely on sight. Eyelink. The goggler can communicate telepathically either with a single creator or with an overseer that it has been linked to, and across any plane of existance, but can only share what it sees and hears. Actions Slam. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 2 (1d4 - 1) bludgeoning damage Eyefeaster Small abberation, unaligned Armor Class 12

12 Hit Points 21 (6d4 + 6)

21 (6d4 + 6) Speed 40ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0) Skills Perception +4, Stealth +4

Perception +4, Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120ft,. passive Perception 14

darkvision 120ft,. passive Perception 14 Languages understands Deep Speech but can't speak, telepathy 60ft.

understands Deep Speech but can't speak, telepathy 60ft. Challenge ? Eyelink. The eyefeaster can communicate telepathically either with a single overseer that it has been linked to, and across any plane of existance, but can only share what it sees and hears. Actions Multiattack. The eyefeaster uses Eyefeast or Steal Sight and makes one claw attack. Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) Steal Sight. The eyefeaster targets a creature it can see within 60 feet of it. That creature must make a DC 13 Charisma saving throw or have its sight stolen. A creature under the effects of the mind blank spell is immune to this. Once its sight is stolen, a telepathic link is created between the eyefeaster and the target, and if it has an overseer one is created between the overseer and the target. The eyefeaster and its overseer if it has one can now perceive through the target's senses at any time. A creature with its sight stolen that is targeted by an eyefeaster's eyefeast is blinded permanently, as long as the telepathic link remains, though the eyefeaster can still see from its eyes as though it were not blind. A remove curse or greater restoration spell can break a single telepathic link. Eyefeast. A creature the Eyefeaster can see within 60 feet is blinded for 1 minute. It can make a DC13 Wisdom saving throw at the end of each of its turns to end this effect. "Feast your eyes on this thing!" -Miscell the Perpetrator of Persistent Pandemoneum

Overseer Medium abberation, unaligned Armor Class 20 (psychic shield)

20 (psychic shield) Hit Points 120 (16d8 + 48)

120 (16d8 + 48) Speed 0ft., fly 5ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 6 (-2) 16 (+3) 18 (+4) 12 (+1) 14 (+2) Saving Throws Int +7, Wis +4, Cha +5

Int +7, Wis +4, Cha +5 Condition Immunities prone, charmed, frightened

prone, charmed, frightened Damage Immunities psychic

psychic Senses it knows the location and surface thoughts of creatures within 120 feet

it knows the location and surface thoughts of creatures within 120 feet Languages Understands all languages but cannot speak, telepathy 300ft.

Understands all languages but cannot speak, telepathy 300ft. Challenge 3 (or 1 alone) Mastermind. The overseer cannot take any action or reaction except those listed below and casting spells. It can maintain concentration on as many spells as it wishes at once. If it loses its concentration however, it loses it for all of the spells it is casting. Psychic Shield. The overseer has a psychic shield, its armor class is 15. Any creature which makes a melee attack against the overseer or forces it to make a saving throw must make a DC 15 Intelligence saving throw or take 13 (2d12) psychic damage and have disadvantage on its attack roll. If a creature misses its melee attack against the overseer it must make a DC 15 Strength saving throw or be pushed back 15 feet. Thought Shield. The overseer any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. Any creature which tries to read its mind must make a DC 15 Intelligence saving throw or take 55 (10d10) psychic damage and gain one short term madness. On a successful save it takes half as much and does not gain a madness. Magic Resistance. The Overseer has advantage on saving throws against spells and other magical effects. Focused. If the Overseer takes more than 25 damage at once, its psychic shield deactivates and it cannot cast spells for one round. Psionics. The Overseer is a 15th level spellcaster. It can cast the following spells without using any components. When it does so, it also can do so from the location any goggler it has a telepathic link with if the spell is marked with a §. Its spellcasting ability is Intelligence (spell save DC 15). At Will: Blindness/Deafness, Counterspell, §Detect Magic, §Detect Evil and Good, Detect Thoughts 3/Day each: Dimension Door, Shield, §Nondetection, Mage Hand, Silent Image 3/Day: §Locate Creature, §Locate Object 1/Day each: Dispel Magic, Zone of Truth Once Only: Clone Actions Telepathic Link. The overseer attempts to form a telepathic link with a creature it can sense the presence of within 120 feet of it. Unless that creature is willing, it must make a DC 15 Wisdom saving throw or else the link is created. The overseer can communicate with a linked creature telepathically over any distance, and perceive through its senses. It can see through the sesnes of any number of linked creatures at a time. A link can be broken by a greater restoration or remove curse spell, or by another link being formed with another creature. If another creature attempts to form a telepathic link of this kind with a creature the overseer is linked to, that creature has advantage on its saving throw against the link being formed.

Dragons : Rainbow Dragon "Neh neh ne-neh neh, you can't catch me!" the collosal dragon called out, flying away from its new playmate, a sheep it had named Neil. When the sheep did not follow, they circled back around, landing next to her. "Why won't you chase me?" They said. "We'll chase you!" Shouted a woman up at the dragon. They turned to look down at her, putting their snout right in her face. "Oh, GOODY! New friends!" The dragon said with genuine delight, their tail flicking around and sending Neil off into the sunset with a panicked baa. "You're just in time for tea!" "Yeah yeah, and we're what's being served! Heard it before. ATTACK!" The party of eight charged forwards, spells flaring into life. "Aw no, don't be like that," Said the dragon with a genuine sadness, then proceeding to vomit up a pile of humanoid corpses "These guys are for dinner, not you! Don't worry, I know: Sharing is caring!" But no one heard, because along with the fire it had accidently burped out a bit of rainbow coloured flame and frost, and now all of their new friends were screaming in pain and dying. Seeing this, the dragon started crying "No one ever doesn't die as my friend!" they wailed, while eating all of their friends. Created from Chaos Insane, crazy, phychotic and unpredictable are all words that don't even nearly begin to describe the Rainbow Dragons. Created by the Halfling wizard Miscell the Perpetrator of Pandemoneum and his Gnomish assistants Ol Dwizen Deman and Rae Enbow Lucis out of the energies that fuel the Elemental Chaos itself, and fused with the soul of an Ancient Dragon, these creatures are both powerful and deadly, and at the same time very childlike. There is little they want but to have fun and to entertain themselves. They will often have imaginary friends, which they'll convince themselves are true through creating illusions. These friends may have complex dramas like soap operas within the dragon's head, which the dragon will love to talk to anyone about. Sometimes these friends will guide its moral decisions too, thus meaning that many of their actions can have no more reasoning behind them than "Barnaby told me to!" As they were created, and didn't come into being naturally, there are no Dragonborn or Half-Dragons of the Rainbow type. Neither are they truly Chromatic or Metallic. Rainbow Scales The appearance of the Rainbow Dragon is constantly shifting. The scales themselves constantly move through all 8 colours of the rainbow, including one colour which the Rainbow Dragons claim exist, yet that even those with truesight cannot see. It can change appearance at will to look like other dragons or humanoids, and delights in playing elaborate tricks or pranks on them. Sometimes, admittedly, this does just mean luring them into a death trap, but at least its trying! A Rainbow Dragon's Lair A Rainbow Dragon's Lair can take many, many different forms. It is nearly always located in a demiplane of the Elemental Chaos. It is chaotic, with strange shapes, shadows and colours everywhere. Often, this will have been created through a warped version of the spell Mordenkainen's Magnificent Mansion, leaving the doorway permanently open for anyone, and disrupting the surrounding area's reality in strange ways. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: Magical light of flashing colour fills a sphere of 30 foot radius from a point the dragon chooses within 60 feet of it. Any creature within it is blinded for one round.

One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. The effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Each creature within 60 feet of the dragon that it can see must make a DC 15 Charisma saving throw or it is teleported to another unnocupied space within 30 feet of it that the dragon can see of the dragon's choice that is on the ground, and is not within 10 feet of the dragon. Regional Effects The region containing a rainbow dragon's lair or the portal to it is warped by the dragon's magic, which creates one or more of the following effects: Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. If the dragon creates a nightmare and the creature is attempting to rest, it must succeed on a DC 10 Wisdom saving throw or not benefit from the rest.

Colors are warped within 3 miles of the lair, and change constantly.

Any creature that remains within 6 miles of the lair for more than 1 day must make a DC 15 Intelligence saving throw each dawn, or have its alignment changed randomly for the duration of the time it remains within 6 miles of the lair.

Within 6 miles of the lair, when any creature rolls a 1 on an attack roll, ability check, or saving throw, it counts as a 20. Whenever a creature rolls a 20 on an attack roll, ability check, or saving throw, it counts as a 1.

Rainbow Dragon Gargantuan dragon, any chaotic Armor Class 20 (natural armor)

20 (natural armor) Hit Points 367(21d20 + 147)

367(21d20 + 147) Speed 80ft., burrow 80ft., fly 120ft., swim 80ft. STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 8 (-1) 11 (+1) 27 (+8) Saving Throws Dex +9, Con +14, Wis +8, Cha +15

Dex +9, Con +14, Wis +8, Cha +15 Skills Perception +8, Deception +22, Intimidation +22

Perception +8, Deception +22, Intimidation +22 Damage Immunities phychic, radiant; nonmagical bludgeoning, peircing and slashing damage

phychic, radiant; nonmagical bludgeoning, peircing and slashing damage Condition Immunities charmed, frightened

charmed, frightened Senses truesight 10ft., blindsight 60 ft., darkvision 120 ft., passive Perception 18

truesight 10ft., blindsight 60 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic

Common, Draconic Challenge 22 (30,000) Mental Magic Resistance. The dragon has advantage on Wisdom, Intelligence and Charisma saving throws against spells and other magical effects. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Chaotic Immunity. At the beginning of each turn, roll a d4 twice and check each against the Damage Type Tables. The dragon gains damage immunity of the relevant types. Wild Spellcasting. The rainbow dragon is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Any of its spells which would be cast at lower than 5th level are cast at 5th level, and its spells do not require any components to be cast. At will: Dancing Lights, Chromatic Orb, Color Spray, Crown of Madness, Major Illusion, Vicious Mockery 1/Day Each: Prismatic Spray, Project Image, Invisibility, Reverse Gravity, Flesh to Stone, Mislead, Dominate Person, Dominate Monster, Polymorph, Plane Shift, Mordenkainen's Magnificent Mansion Damage Type Tables d4 Damage Table 1 d4 Damage Table 2 1 Fire 1 Necrotic 2 Cold 2 Radiant 3 Poison 3 Acid 4 Lightning 4 Thunder Actions Multiattack. The dragon makes three attacks from its Bite, Claw and Tail, chosen randomly, or uses its Crazy Presence or Confusing presence before making a bite, claw or tail attack, chosen randomly. Bite. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit 19 (2d10 + 9) piercing damage plus 10 (3d6) damage from the first damage type table. Claw. Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 17 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 20t., one target. Hit 17 (2d8 + 8) bludgeoning damage. Crazy Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and can hear it must succeed on a DC 23 Wisdom saving throw or become charmed by the dragon. The charmed creatures must use their actions before moving on each of their turns to make a melee attack against a creature other than themselves that the dragon mentally chooses. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Crazy Presence for the next 24 hours. Confusing Presence. Each creature of the dragon's choice that is within 120 feet of the dragon must succeed on a DC 23 Wisdom saving throw. If it fails, it must act as according to the spell confusion. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Confusing Presence for the next 24 hours. Rainbow Breath (Recharge 5-6). The dragon exhales chaos in a 30-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 36 (8d8) damage of a type according to the first damage type table plus 31 (7d8) damage of a type according to the second damage type table and is blinded for one round on a failed save, or it takes half as much damage on a successful one and is not blinded. Change Shape. The dragon magically polymorphs into a humanoid, beast or dragon that has a challenge rating no higher than 15, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions The dragon 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 dragon regains spent legendary actions at the start of its turn. Cunning. The dragon casts a spell which it can cast at will. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. Dash. The dragon moves up to its speed.

Dragons : Hydragon Miscell's endless fascination with the draconic species drove him one day to investigate their social dynamic. Seeing the conflicts between the chromatic and metallic dragons, he decided to (in an unusual showing of goodwill) try to solve this age-old conflict, and to show the two dragon types that they aren't so different after all. So what better way to do that than to fuse them together? Thus, they Hydragon was born. An amalgamation of several dragon severed then sewn onto a single dragon's body, these creatures any many times more dangerous than their single-headed bretheren. Miscell's has his own personal pet Ancient Hydragon, who he named Hiram, is one of the guards of the zoo. Miscell has not succeeded in attaching the head of a rainbow dragon to a hydragon as of yet, though he did once succeed in making a rainbow dragon with two heads. He had to prompty kill it, as it was killing too many of the other exhibits. He now uses its crushed scales mixed with his own blood as pigment for hair dye, which exhibits strange magical properties of its own. Rainbow Dragon Hair Dye Wonderous item, legendary You can spend an action with a bottle of this item to dye your hair with it a colour of your choosing. When you finish doing this, your hair remains dyed for 1 minute, and you gain immunity to a damage type of your choice for this time. The bottle is consumed at the end of this time. Hydragon Scale Armor Armor (scale mail), very rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Draconic. You have two extra reactions that can be used only for oppurtunity attacks. In addition, while you sleep and a creature targets you with an attack, you immediately wake up and are not surprised. Hydragon Wyrmling Medium dragon, any chaotic Armor Class 16 (natural armor)

16 (natural armor) Hit Points 41 (7d8 + 10)

41 (7d8 + 10) Speed 14ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 5 (-1) 10 (+2) 11 (+0) Saving Throws Dex +2, Con +4, Wis +2, Cha +2

Dex +2, Con +4, Wis +2, Cha +2 Skills Perception +8 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 18 Languages Draconic

Perception +8 blindsight 10 ft., darkvision 60 ft., passive Perception 18 Draconic Challenge ? Multiple Heads. The hydragon has five heads. While it has more than one head, the hydragon has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydragon takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydragon dies. Each head has a damage type associated with a type of dragon (see the Dragonborn dragon draconic acestry table in the PHB). A head cannot die from its associated damage type, and deals additional damage and has a breath weapon associated with its head type (included in the attacks below). At the end of its turn, it grows two heads of random dragon type for each of its heads that died since its last turn, unless it has taken necrotic damage since its last turn. Alternatively, a head may have an different breath weapon to replace the one below based on the dragon wyrmling of its type, such as a gold dragon wyrmling's Weakening Breath. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydragon makes as many bite attacks as it has heads. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) damage of the head type. Breath Weapon (Recharge 6). The dragon exhales powerful breath weapons in 15-foot cones, one for each head. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) damage of the head type with on a failed save, or half as much damage on a successful one. If the damage type is cold or poison, they must make a Constitution saving throw instead.

Adult Hydragon Huge dragon, any chaotic Armor Class 18 (natural armor)

18 (natural armor) Hit Points 172 (15d12 + 75)

172 (15d12 + 75) Speed 30 ft., fly 90 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 14 (+2) 12 (+1) 12 (+1) Saving Throws Dex +6, Con +10, Wis +6, Cha +6

Dex +6, Con +10, Wis +6, Cha +6 Skills History +7, Arcana +7, Nature +7, Perception +16

History +7, Arcana +7, Nature +7, Perception +16 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26

blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic and any one more

Common, Draconic and any one more Challenge ? Multiple Heads. The hydragon has five heads. While it has more than one head, the hydragon has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydragon takes 15 or more damage in a single turn, one of its heads dies. If all its heads die, the hydragon dies. Each head has a damage type associated with a type of dragon (see the Dragonborn dragon draconic acestry table in the PHB). A head cannot die from its associated damage type, and deals additional damage and has a breath weapon associated with its head type (included in the attacks below). At the end of its turn, it grows two heads of random dragon type for each of its heads that died since its last turn, unless it has taken necrotic damage since its last turn. Alternatively, a head may have an different breath weapon to replace the one below based on the adult dragon of its type, such as an adult gold dragon's Weakening Breath. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The hydragon uses its Frightful Presence then makes as many bite attacks as it has heads. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) damage of the head type. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapon (Recharge 6). The dragon exhales powerful breath weapons in 30-foot cones, one for each head. Each creature in that area must make a DC 14 Dexterity saving throw, taking 36 (8d8) damage of the head type with on a failed save, or half as much damage on a successful one. If the damage type is cold or poison, they must make a Constitution saving throw instead. A Hydragon's Lair A Hydragon's Lair is a chotic amalgamation of the lairs of the various heads it has attached. It may live in the depths of a cave, in the center of an icy tundra, surrounded by pools of acid and lava, or live atop a huge tree in a forest, where it summons a perpetual storm above it, striking lightning onto the poisoned denizens of said place. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes any lair action from the lair actions available to each of its heads, following all rules that apply to each of them. Regional Effects The region surrounding a hydragon's lair is a strange combination of the elements. Choose up to two regional effects per head of the hydragon from the regional effects of the associated dragon types.

Ancient Hydragon Gargantuan dragon, any chaotic Armor Class 20 (natural armor)

20 (natural armor) Hit Points 333 (18d20 + 144)

333 (18d20 + 144) Speed 40 ft., fly 40 ft. STR DEX CON INT WIS CHA 26 (+8) 12 (+1) 26 (+8) 16 (+3) 15 (+2) 14 (+2) Saving Throws Dex +7, Con +14, Wis +8, Cha +8

Dex +7, Con +14, Wis +8, Cha +8 Skills History +9, Arcana +9, Nature +9, Perception +19

History +9, Arcana +9, Nature +9, Perception +19 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29

blindsight 60 ft., darkvision 120 ft., passive Perception 29 Languages Common, Draconic and any three more

Common, Draconic and any three more Challenge ? Multiple Heads. The hydragon has five heads. While it has more than one head, the hydragon has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydragon takes 70 or more damage in a single turn, one of its heads dies. If all its heads die, the hydragon dies. Each head has a damage type associated with a type of dragon (see the Dragonborn dragon draconic acestry table in the PHB). A head cannot die from its associated damage type, and deals additional damage and has a breath weapon associated with its head type (included in the attacks below). At the end of its turn, it grows two heads of random dragon type for each of its heads that died since its last turn, unless it has taken necrotic damage since its last turn. Alternatively, a head may have an different breath weapon to replace the one below based on the adult dragon of its type, such as an adult gold dragon's Weakening Breath. Reactive Heads. For each head the hydragon has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydragon sleeps, at least one of its heads is awake. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The hydragon uses its Frightful Presence then makes as many bite attacks as it has heads. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) damage of the head type. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapon (Recharge 6). The dragon exhales powerful breath weapons in 60-foot cones, one for each head. Each creature in that area must make a DC 16 Dexterity saving throw, taking 54 (12d8) damage of the head type with on a failed save, or half as much damage on a successful one. If the damage type is cold or poison, they must make a Constitution saving throw instead.

Gladian Large construct, unaligned Armor Class 20 (plate armor)

20 (plate armor) Hit Points

Speed 20ft. STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 20 (+5) 4 (-3) 6 (-2) 2 (-4) Saving Throws Str +9, Con +8

Str +9, Con +8 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Damage Resistances cold, fire, lightning, necrotic, radiant

cold, fire, lightning, necrotic, radiant Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 120 ft. (blind beyond this radius), passive perception 8

blindsight 120 ft. (blind beyond this radius), passive perception 8 Languages understands the languages of its creator but can't speak

understands the languages of its creator but can't speak Challenge Charge. When the gladian takes the Dash action, its speed is increased for that round by 10 feet. Steady. The gladian has advantage on saving throws against being knocked prone or being moved. Immutable Form. The gladian is immune to any spell or effect that would alter its form. Magic Weapons. The golem's weapon attacks are magical. Shieldbreaker. Shields and the shield spell provide no bonus to armor class against attacks made the gladian. If the gladian damages a creature with an active shield spell, that spell is dispelled. Actions Multiattack. The gladian makes two Forged Weapon attacks or two unarmed strikes. Alternatively, it makes one grab attack and one slam attack. It can replace any one attack with a paralyse if it is able to. Battlefield. (Once per Short or Long Rest) The gladian creates a perimeter in the shape of a circle or square with radius of up to 50 feet originating at a point it choses for the battlefield. The gladian must be in this area, and the perimeter cannot stretch more than 120 feet from it. The battlefield extends 30 feet above and below the perimeter. While inside it, no creature is able to leave (though they may still enter) unless the gladian would permit it to do so, either by moving out of the battlefield, or through magical or planar travel of any kind, except by means of a gate or wish spell. The battlefield remains until the gladian dismisses it as a bonus action, until the gladian is reduced to 0 hit points or until all creatures within it that the gladian is hostile to are reduced to 0 hit points. Forged Weapon. Each Gladian has a melee weapon of its choice. Its statistics are the same regardless of its form. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 17 (2d10 + 6) damage of a type appropriate to the weapon Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 11 (1d8 + 6) bludgeoning damage Grab. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit the target is restrained (escape DC 16). The gladian cannot grab more than one target at a time. Slam. The gladian slams one creature it has restrained into a hard surface, or throws it up to 15 feet into one. That creature must make a DC 16 Constitution saving throw or take 44 (8d10) bludgeoning damage, or half as much on a successful one. If it was thrown, it falls prone. Paralyze (Recharge 5-6). One creature the gladian can see must make a DC 16 Wisdom saving throw or become paralysed. It can repeat the saving throw at the end of each of its turns. Reactions Parry. The gladian adds 3 to its AC against one attack that would hit it. To do so, the gladian must see the attacker and be wielding a melee weapon or shield. If the attack misses, the gladian may make a Forged Weapon or Unarmed Strike attack against the creature that targeted it, if it is within 5 feet of it.

Golems Shard Golem Large construct, unaligned Armor Class 17

17 Hit Points 178 (17d10 + 85)

178 (17d10 + 85) Speed 30ft. STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10

darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can't speak

understands the languages of its creator but can't speak Challenge 11 Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Magical Dampening. All magical effects and spells cast within 60 feet of the Shard Golem, and those which enter that range have half the effect; their range, damage done, healing done and duration are halved (the range of spells of range 5 feet and less is not affected, and the duration of spells of duration of 1 round or less is not affected either). The shard golem is not affected by its magical dampening. Actions Multiattack. The golem makes two shard sword attacks. Shard Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 5 (1d8) radiant damage. Crystalline Growth (Recharge 5-6). The golem targets one or more creatures it can see within 15 feet of it that are on the ground. Each target must make a DC 17 Dexterity saving throw against this magic. On a failed save, is restrained by crystals grasping it from the ground (escape DC 17). Small and smaller creatures make the ability check to escape with disadvantage. A creature restrained by these creatures that tries to cast a spell must make a DC 17 Constitution saving throw or the spell fails. Slime Golem Large ooze, unaligned Armor Class 17 (slime armor)

17 (slime armor) Hit Points 105 (10d10 + 50)

105 (10d10 + 50) Speed 20ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 20 (+5) 3 (-4) 11 (+0) 1 (-5) Damage Resistances bludgeoning

bludgeoning Damage Vulnerabilities slashing

slashing Damage Immunities acid, psychic, piercing

acid, psychic, piercing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone, poisoned

blinded, charmed, deafened, exhaustion, frightened, prone, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10

blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages understands the languages of its creator but can't speak

understands the languages of its creator but can't speak Challenge 6 Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Stretchy. The golem can fit through spaces as small as 1 inch wide. Slime Armor. The slime golem can add its Constitution modifier to its armor class. Pustule. When the slime golem is hit by a critical hit, or takes more than 30 damage in a single hit, a pustule explodes on it. Every creature within 10 feet of it must make a DC 14 Dexterity saving throw or take 16 (3d10) acid damage, or half as much on a successful one. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage plus 5 (1d8) acid damage. Slime Splash. Melee Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 9 (2d8) acid damage and each creature within 5 feet of the target must make a DC 14 Dexterity saving throw or take 9 (2d8) acid damage on a failed save, or half as much on a successful one.

Gromaar The gromaar is a huge, lazy, creature like a cross between an ape and a sloth which barely moves, and lets its prey come to it. It will typically lie in a valley, surrounded by fruit producing trees, in a forest filled with creatures to eat. The scent it naturally produces attracts creatures from a long distance to come towards it, and become lunch in no time at all. Gromaar Gargantuan fey, neutral evil Armor Class 12 (natural armor)

12 (natural armor) Hit Points 225 (15d21 + 60)

225 (15d21 + 60) Speed 5 ft. STR DEX CON INT WIS CHA 24 (+7) 2 (–4) 18 (+4) 14 (+2) 11 (+0) 18 (+4) Saving Throws Str +12, Con +9, Wis +5

Str +12, Con +9, Wis +5 Skills Athletics +12, Perception +6

Athletics +12, Perception +6 Senses tremorsense 300ft., passive Perception 16

tremorsense 300ft., passive Perception 16 Languages Common, Sylvan

Common, Sylvan Challenge 13 (10000 XP) Lazy. The gromaar is always prone, and never stands up. Due to its size, this does not cause ranged attacks against it to have advantage. Immovable. The gromaar is immune to magical of effects that would move it, and cannot be moved physically by anything less than a creature with 25 Strength or higher. Magic Resistance. The gromaar has advantage on saving throws against spells and other magical effects. Sweet Trap. Whenever a creature comes within 300 feet of the gromaar, it must make a DC17 Wisdom saving throw or become charmed by it, due to its sickly sweet scent. The creature is unwilling to move away from the gromaar, and will seek to let itself be eaten as soon as possible. The charm ends if the creature takes damage. Actions Multiattack. The gromaar can make a grapple attempt, and then one bite, pummel or rock attack. If it used a bite attack on its last turn and swallowed a creature, it can also make a belch. Pummel. Melee Weapon Attack: +12 to hit, reach 15 ft., one creature. Hit: 46 (6d12 + 7) bludgeoning damage. If it is on the ground, the creature must make a DC17 Strength saving throw or be pushed into the ground and become restrained (escape DC15). Rock. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one creature. Hit: 33 (4d12 + 7) bludgeoning damage. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 20 (3d8 + 7) piercing damage. If the target is a Large or smaller creature grappled by the gromaar, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the gromaar, and it takes 21 (6d6) acid damage at the start of each of the gromaar's turns. If the gromaar takes 30 damage or more on a single turn from a creature inside it, the gromaar kraken must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the gromaar. If the gromaar dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Belch. The gromaar emits an almighty burp which can be heard up to 1 mile away. Creatures within 5 feet of the gromaar, or that have been swallowed by it, must make a DC17 Consitution saving throw or be knocked prone, take 11 (2d10) thunder damage, and be deafened for 1 minute. It can repeat the saving throw against this deafness at the end of each of its turns.

Squirrel Golem Large swarm of Tiny beasts, unaligned Armor Class 15 (natural armor)

15 (natural armor) Hit Points 105 (16d10 + 17)

105 (16d10 + 17) Speed 40ft., climb 40ft., burrow 15ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 12 (+1) 3 (-4) 11 (+0) 3 (-4) Damage Resistances bludgeoning, piercing, and slashing

bludgeoning, piercing, and slashing Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 120 ft., passive Perception 10

darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can't speak

understands the languages of its creator but can't speak Challenge 8 Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny squirrel. The swarm can't regain hit points or gain temporary hit points. A creature that attempts to move through or into it takes 10 (4d4) piercing damage as squirrels nibble at it. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) bludgeoning damage plus 5 (1d8) piercing damage, or 9 (1d8 + 4) blugeoning damage plus 3 (1d4) piercing damage damage if the swarm has half of its hit points or fewer. Squirrel Shoot. Ranged Weapon Attack: +7 to hit, range 60 ft./120 ft., one target. Hit: 18 (3d8 + 4) bludgeoning damage plus 5 (1d8) piercing damage, or 9 (1d8 + 4) blugeoning damage plus 3 (1d4) piercing damage if the swarm has half of its hit points or fewer. Squirrel Bomb (Recharge 5-6). The golem chooses a point within 60 feet and launches a squirrel bomb at it. A ball of dozens of squirrels hit, and sprays out in all directions. Each creature within 20 feet of the point must make a DC 15 Dexterity saving throw or take 18 (4d8) piercing damage or 9 (2d8) piercing damage if the swarm has half of its hit points or fewer. For every three points of damage a creature takes, a squirrel appears in an unnocupied space within three feet of it, under control of the squirrel golem. If more than 50 squirrels created this way gather within 30 feet of each other, they can form another squirrel golem. Legendary Actions The squirrel golem can take 1 legendary action, 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 vampire regains spent legendary actions at the start of its turn. Squirrel Attack. The squirrel golem makes either a squirrel shoot or a slam attack. Squirrel Curl. The golem curls up into a ball to generate more squirrels. It becomes medium in size until the beginning of its next turn, regains 6 (1d10) hit points and can roll up to 30 feet without provoking attacks of oppurtunity. Each squirrel it rolls over is absorbed into it and it regains 5 hit points for each one. Squirrel Tiny beast, unaligned Armor Class 11

11 Hit Points 2 (1d4-1)

2 (1d4-1) Speed 30ft., climb 30ft. STR DEX CON INT WIS CHA 5 (-3) 12 (+1) 9 (-1) 2 (-4) 10 (+0) 4 (-3) Senses passive Perception 10

passive Perception 10 Languages -

- Challenge 0 (10 xp) Actions Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 1 piercing damage.

Imps Impmaster Medium fiend, lawful evil Armor Class 16 (half-plate)

16 (half-plate) Hit Points 120 (16d8 + 48)

120 (16d8 + 48) Speed 30ft., climb 30ft. STR DEX CON IMP WIS CHA 16 (+3) 12 (+1) 16 (+3) 11 (+0) 13 (+1) 16 (+3) Skills Athletics +6, Deception +6, Intimidation +6, Persuasion +6

Athletics +6, Deception +6, Intimidation +6, Persuasion +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Impmunities fire, poison

fire, poison Condition Impmunities poisoned

poisoned Senses darksight 120 ft., passive Perception 11

darksight 120 ft., passive Perception 11 Languages Impfernal, Common

Impfernal, Common Challenge 9 Cruel Summoner. The impmaster has 5 imps which it has summoned, which and obey its commands. Each imp dissapears when it drops to 0 hit points. If at the beginning of the impmaster's turn, he has less than 5 imps, two imps appear in unnocupied spaces within 10 feet of him. He always knows the location of his imps relative to itself. Additionally, as an action, it can see through its familiar’s eyes and hear what it hears until the start of its next turn, gaining the benefits of any special senses that the familiar has. During this time, it is deaf and blind with regard to its own senses. Imp-hanced. While it has at least two imps within 5 feet of it, the impmaster gains the following benefits: It has advantage on saving throws against spells and other magical effects.

Magical darkness does not impede its vision. Actions Multiattack. The impmaster makes two longsword or javelimp attacks. Imp-losion. The impmaster chooses any number of his imps. Each of them imp-lodes and dies, and each creature within 10 feet of them must make a DC 13 Dexterity saving throw or take 11 (2d10) fire damage or half as much on a successful one. Imp-visibility. The impmaster magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the impmaster wears or carries is invisible with it. All of its imps can use their reactions to use their invisibility actions. Leadershimp (Recharges after a Short or Long Rest). For 1 minute, the imp can utter a special command or warning whenever an imp that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll. A creature can benefit from only one Leadership die at a time. This effect ends if the impmaster is incapacitated. Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (1d10 + 3) slashing damage. Javelimp. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage. Reactions Imp-unity. When the impmaster would have to make a saving throw, it can sacrifice one of its imps, killing it, to gain advantage on the saving throw. Order. When one of his imps makes a sting attack, he causes it to make another. Vengance. When one of his imps dies, he can make a longsword attack. Vict-imp. When a creature the impmaster can see targets it with an attack, the impmaster chooses an imp he commands within 5 feet of it. The chosen imp uses its reaction to jump in the way of the attack, and becomes the target instead. Legendary Actions The Impmaster can take 1 legendary action, 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 impmaster regains spent legendary actions at the start of its turn. Dark Life. Each imp belonging to the impmaster within 10 feet of it gains 6 (1d10) temporary hit points. Sacrifice. The Impmaster kills one of his imps instantly and regains 16 (3d10) hit points.

Kissmets The kissmets are mostly peaceful creatures. Mostly, they will live on isolated islands, oftentimes in higher planes of existance. Although they are extremely sensual, seductive beings, they are not at all sexual in nature. They reproduce purely by converting others to their own race, and will live for many years without ageing before dying. Angelic Beauty. Due to their celestial nature and beauty, they are often mistaken for angels. They all have white hair, and pastel blue eyes and markings on them. Leisurely Lifestyle. The kissmets are very peaceful folk, and do not do much in their day to day life. They will tend to laze around, perhaps kissing each other or talking, but otherwise not doing much. They have no cares beyond being happy, and being surrounded by others of their kind. When they convert others into kissmets, it is not from malice or any wish to harm, it is simply out of a need to be surrounded by others, or in rare occasions in self defence. Kissmet Medium celestial, true neutral Armor Class 16

16 Hit Points 54 (12d8)

54 (12d8) Speed 30ft. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 10 (+0) 6 (-4) 16 (+3) 20 (+5) Skills Deception +11, Persusasion +11

Deception +11, Persusasion +11 Condition Immunities charmed

charmed Senses passive Perception 13

passive Perception 13 Languages Common, Celestial, telepathy 30ft.

Common, Celestial, telepathy 30ft. Challenge ? Allure. Any creature which attempts to charm the Kissmet becomes charmed as per the kissmet's Charm. Grace. The kissmet's AC includes its Charisma modifier, and the kissmet cannot be aged magically. Magic Resistance. The Kissmet has advantage on saving throws against spells and other magical effects. Perfect Charming. Creatures cannot have advantage on saving throws against being charmed by the kissmet unless the advantage is provided by the effect of a spell or a magical item. Telepathic Bond. The kissmet ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. Charming Spellcasting. The kissmet's innate spellcasting ability is Charisma (spell save DC 16). They can innately cast the following spells, requiring no material components: At will: dancing lights, friends, minor illusion, suggestion 1/Day each: create food and water, creation, fabricate, greater restoration, mass suggestion, moonbeam 1/Day: antipathy/sympathy Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 1) piercing damage. Charm. One creature the kissmet can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed. The charmed target obeys the kissmet's verbal or telepathic commands. A creature can repeat its saving throw the first time it moves more than 1 mile away from the kissmet, and any time it is reduced to 0 hit points. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this kissmet's Charm for the next 24 hours. The kissmet can have a maximum of twelve targets charmed at a time. If it charms another over that maximum, the effect on all the previous targets ends. Purifying Kiss. The kissmet kisses a humanoid charmed by it or a willing humanoid. The target must make a DC 16 Wisdom saving throw against this magic. On a failed save, roll 10d10. If the number rolled is lower than the target's current hit points, it is transformed into a kissmet. A remove curse, greater restoration or wish spell can restore it to its original form if cast within a year of its transformation. Etherealness. The kissmet magically enters the Ethereal Plane from the Material Plane, or vice versa.

Legs Small beast, unaligned Armor Class 14 (natural armor)

14 (natural armor) Hit Points 19 (3d6 + 9)

19 (3d6 + 9) Speed 20ft., burrow 20ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 16 (+3) 3 (-4) 10 (+0) 10 (+0) Senses passive Perception 10

passive Perception 10 Languages None

None Challenge 1 Skitter. When the legs takes the Disengage action, it can Dash as a bonus action. Actions Multiattack. The legs makes a bite and a sting attack. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d4 + 1) piercing damage Sting. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage plus the target must make a DC 11 Constitution saving throw or take 4 (1d6) poison damage on a failed save, or half as much damage on a successful one. Magma Legs Small abberation, unaligned Armor Class 15 (natural armor)

15 (natural armor) Hit Points 19 (3d6 + 9)

19 (3d6 + 9) Speed 20ft., burrow 20ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 16 (+3) 3 (-4) 10 (+0) 10 (+0) Damage Resistances fire

fire Senses passive Perception 10

passive Perception 10 Languages None

None Challenge 2 Skitter. When the legs takes the Disengage action, it can Dash as a bonus action. Actions Multiattack. The legs makes a bite and a sting attack. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d4 + 1) piercing damage plus 4 (1d6) fire damage. Sting. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage plus 3 (1d4) fire damage plus the target must make a DC 11 Constitution saving throw or take 4 (1d6) poison damage on a failed save, or half as much damage on a successful one.

Little Horn Small f(r)iend, chaotic good Armor Class 13 (natural armor)

13 (natural armor) Hit Points 45 (10d6 + 10)

45 (10d6 + 10) Speed 5ft., fly 30ft. (hover) STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3) Senses darksight 60ft., passive Perception 10

darksight 60ft., passive Perception 10 Languages Understands common undercommon and abyssal but cannot speak

Understands common undercommon and abyssal but cannot speak Challenge 2 Actions Dimensional Hole. The little horn shoots out a 5 foot radius hole along the ground from beneath it while within 5 feet of a solid surface for 30 feet. Each creature on the ground in a 30 foot by 10 foot line from it must make a DC 13 Dexterity saving throw or fall into the hole and become trapped in an extradimensional space. While there, the creature is incapcacitated. The creature reappears prone at the end of the little horn's next turn in the unnocupied space nearest to where it dissapeared from, and takes 5 (2d4) force damage. Smoking Sphere. The litte horn shoots a tiny black, smoking flying orb at a creature it can see within 30 feet of it. The orb flies around them randomly with a flying speed of 30 feet. At the start of each of its turns, that creature must make a DC 13 Dexterity saving throw or take 5 (2d4) bludgeoning damage. If the creature fails its save by 5 or more, it becomes blinded for one round. The orb has an AC 10, 5 hit points and is immune to psychic damage. Portal. Two linked portals open on a surface within 5 feet of it and at a point it can see on a surface within 30 feet of it that dissapear at the end of the little horn's turn. Each surface must have room for a 5 foot radius circle to fit on it. When it does this, it can use a bonus action to throw a smoking sphere through which will land on the ground next to the other portal and remain stationary (though it can be pushed or thrown up to 20 feet away as an action). At the start of the little horn's next turn, it explodes and each creature within 10 feet of it must make a DC 13 Constitution saving throw or take 10 (4d4) force damage, or half as much on a successful one.

Melrakki Medium humanoid, lawful evil Armor Class 18 (natural armor)

18 (natural armor) Hit Points 114 (17d8 + 38)

114 (17d8 + 38) Speed 40ft., climb 20ft. STR DEX CON INT WIS CHA 17 (+3) 19 (+4) 14 (+2) 12 (+1) 16 (+3) 14 (+2) Saving Throws Strength +6, Dexterity +7

Strength +6, Dexterity +7 Skills Athletics +6, Intimidation +5, Perception +5, Stealth +7, Survival +5

Athletics +6, Intimidation +5, Perception +5, Stealth +7, Survival +5 Senses darkvision 120ft., passive Perception 15

darkvision 120ft., passive Perception 15 Languages Common, Sylvan, Primordial

Common, Sylvan, Primordial Challenge 7 Archer. The melrakki has a +2 to attack rolls with ranged weapons, and ignores 1/2 and 3/4 cover from its ranged attacks. Actions Multiattack. The melrakki makes three attacks with its longbow or shortsword. Longbow. Ranged Weapon Attack: +9 to hit, reach 150/600ft., one target. Hit 8 (1d8 + 4) piercing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft. one target. Hit: 7 (1d6+4) piercing damage. Special Arrow. (3/Day) Ranged Weapon Attack: +9 to hit, reach 150/600ft., one target. Hit 8 (1d8 + 4) piercing damage and the Melrakki chooses one of these additional effects of its choice. Bone Arrow. The target must make a DC 14 Strength saving throw, or become restrained (escape DC 14) for 24 hours and take an additional 9 (2d8) bludgeoning damage as bones grow around it and begin to crush it. The escape DC increases by 1 for each round the creature is restrained, to a maximum of 22.

Flame Arrow. The target takes an additional 7 (2d6) fire damage, and a 20 foot sphere of smoke centred on it billows out from the arrow. This area is heavily obscured, any creatures within the smoke can't breathe and begins to suffocate.

Husk Arrow. The target must make a DC 14 Constitution saving throw or take 21 (6d6) necrotic damage on a failed save, or half as much on successful one. The Melrakki gains temporary hit points equal to half the damage dealt. Plants automatically fail this saving throw and take double damage from this effect.

Thunder Arrow. Each creature within 10 feet of the target other than it must make a DC 14 Constitution saving throw. On a failed save, is pushed 30 feet away from the target. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone.

Sleep Arrow. The target must make a DC 14 Constitution saving throw or become poisoned for 1 hour and falls asleep and is unconscious, but wakes up if it takes damage.

Wounding Arrow. The target takes an additional 9 (2d8) piercing damage, and a deep wound opens. If the target is a creature other than an undead or a construct, it must succeed on a DC 14 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to the wound. Each time the melrakki hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Miscellene Small abberation, chaotic neutral Armor Class 12

12 Hit Points 27 (6d6 + 6)

27 (6d6 + 6) Speed 30ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 11 (+1) 12 (+1) 7 (-2) 14 (+2) Damage Resistances Damage dealt by spells

Damage dealt by spells Senses passive Perception 8

passive Perception 8 Languages Common, Primordial

Common, Primordial Challenge 1 Chaotic Immunity. The Miscellene is immune to effects and damage caused by aneous orbs, as well as the chromatic orb, color spray and prismatic spray spells. Magic Resistance. The miscellene has advantage on saving throws against all spells and other magical effects. Innate Spellcasting. The miscellene's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The miscellene can innately cast the following spells, requiring no material components: At will: chromatic orb, color spray Actions Aneous Orbs. The Miscellene throws a Miscell's Aneous Orb at a point within 60 feet of itself. Roll a d20, and choose the effect from the Orb Table. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 3) piercing damage. Miscell's Aneous Orb Table 1 Shrapnel explodes out from the orb, and all creatures within 10ft of it must make a Dexterity saving throw or take 4d6 piercing damage, or half as much on a successful one. 2 A large gust of wind emanates from the smashed orb. All creatures within 10ft of it must make a Strength saving throw or be blown 15 feet away from where the orb smashes. 3 A bright flash of light and loud sound emanate from the orb. All creatures within 10ft of it must make a Constitution saving throw or be blinded and deafened for 1 round. 4 The orb releases a blast of psychic energy. All creatures within 10ft of it must make an Intelligence saving throw or take 4d6 psychic damage. 5 The orb emits a piercing shriek and all creatures within 10ft of it must make a Wisdom saving throw, or become frightened by the orb for one round. 6 The orb emits chaotic magic. All creatures within 10ft of it must make a Charisma saving throw or be teleported into a random unoccupied space within 10ft of them. 7 The orb emits a sphere of darkness. The Darkness spell is cast at the point the orb shatters. 8 The caster of this spell is teleported to a random unoccupied space within 10ft of where the orb lands. 9 The orb releases the shadow of a creature's soul. An illusory adult red dragon appears, behaving as one, as if by the major image spell. 10 The orb summons a dangerous unstable spirit. A Wisp appears in the nearest unnocupied space to the orb, and is hostile to any creature that attacks it. 11 The orb releases a cloud of energy-sapping arcane magic. Sleep is cast where the orb lands at 5th level. 12 The orb temporarily weakens all the creatures around it. For the next minute, all creatures within 10ft of the orb do not benefit from damage resistances. 13 The spell stored within the orb is released. Magic missiles is cast by the orb at 5th level, with random targets. 14 The orb warps the light around it. The illusion of an adult red dragon appears in the nearest unnocupied space to it, acting as though it is attacking. It lasts for 1 minute. 15 The orb releases the creatures stored within it. 3 sheep appear in unoccupied spaces within 10ft of it. 16 The orb absorbs the visual form of one creature nearby. A random creature within 10ft of it becomes invisible for 1d4 minutes. 17 The orb unleashes powerful transformative magic. A random creature within 10ft of it must make a Wisdom saving throw or be Polymorphed into a Giant Toad. 18 The orb pumps out a funky beat. Otto's Irresistable Dance is cast upon a random creature within 10ft. 19 The orb splits into two orbs, firing in two random directions and travelling for 10ft or until hitting a surface. Roll a d20 for the effects of each of these. 20 The orb flies back at the caster. Roll another d20 for the effects of the orb, ignoring another 20.

Mummy: Ashdrifter Ashdrifter Large undead, chaotic evil Armor Class 13 (natural armor)

13 (natural armor) Hit Points 120 (16d8 + 48)

120 (16d8 + 48) Speed 0ft., 50ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 11 (+0) 18 (+4) 16 (+3) Saving Throws Con +7, Int +4, Wis +8

Con +7, Int +4, Wis +8 Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks

necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

charmed, exhaustion, frightened, paralyzed, poisoned Senses blindsight 60ft., passive Perception 14

blindsight 60ft., passive Perception 14 Languages the languages it knew in life

the languages it knew in life Challenge 9 Cloud of Dust. The area 10 feet around the ashdrifter is lightly obscured. Life Draining. When the Ashdrifter deals necrotic damage, it gains hit points equal to half the damage dealt. Ashgliding. The ashdrifter can hover above any land, but it falls into any liquid it hovers over and cannot rise out unnasisted. Spellcasting. The ashdrifter is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The ashdrifter has the following cleric spells prepared: Cantrips (at will): mold earth, thaumaturgy, thorn whip 1st level (4 slots): command, inflict wounds, ray of sickness 2nd level (3 slots): dust devil, hold person 3rd level (3 slots): dispel magic, wall of sand 4th level (1 slots): blight, grasping vine Actions Multiattack. The ashdrifter two claw attacks or one claw attack and one branches attack, then uses its Ashcloud. Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) slashing damage plus 10 (3d6) necrotic damage. Branches. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the ashdrifter can't use its branches against another target. Drain. A target grappled by the ashdrifter's Branches must make a DC16 Constitution saving throw or take 27 (5d10) necrotic damage, or half as much damage on a successful one. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Ashcloud. A large cloud of ash surrounds the ashdrifter. The area in a 10 foot radius around the ashdrifter is heavily obscured, and any creature within that radius is blinded while it is there. Ranged attacks against the ashdrifter have disadvantage. The ashdrifter can end this effect as a bonus action.

Phoenixes Phoenix Medium elemental, true neutral Armor Class 16 (natural armor)

16 (natural armor) Hit Points 126 (16d8 + 61)

126 (16d8 + 61) Speed 10ft., fly 80ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 16 (+3) 18 (+4) 16 (+3) Skills Insight +10, Perception +10

Insight +10, Perception +10 Damage Immunities radiant, fire

radiant, fire Damage Resistances phychic, nonmagical peircing, slashing and bludgeoning damage

phychic, nonmagical peircing, slashing and bludgeoning damage Damage Vulnerabilities cold

cold Senses darkvision 120ft., truesight 10ft., passive Perception 17

darkvision 120ft., truesight 10ft., passive Perception 17 Languages Understands common, ignan and celestial but cannot speak, telepathy 60ft.

Understands common, ignan and celestial but cannot speak, telepathy 60ft. Challenge 9 (5,000 XP) Illumination. The phoenix sheds bright light in a 5 to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The phoenix can alter the radius as a bonus action by dimming or brightening its flames. Keen Sight. The phoenix has advantage on Wisdom (Perception) checks that rely on sight. Magic Weapons. The phoenix's weapon attacks are magical. Rebirth. If the phoenix dies, it burns into a pile of ash. It will come back to life with all of its hit points 24 hours later from that ash. It has disadvantage on all attack rolls and ability checks for 24 hours after its ressurection. Spark of Life. Whenever the phoenix is subjected to fire or radiant damage, it takes no damage and instead regains a number of hit points equal to the fire or radiant damage dealt. Actions Phoenix Song. (3/Day) The phoenix begins to sing a haunting but beautiful song. Each creature within 120 of it that can hear it must succeed on a DC17 Wisdom saving throw or become charmed or frightened (the phoenix's choice) by the phoenix for 1 minute. A creature can repeat the saving throw on the end of each of its turns. Phoenix Tears. (1/Day) The phoenix cries over another creatures injuries. A creature that the phoenix cries onto recovers 4d8 + 15 hit points. The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. This also ends blindness, deafness, petrification, poison and any diseases affecting the target, and any curses upon it are lifted. If its hit point maximum has been reduced, any effect doing so ends. Flamewreathe. (Recharge 5-6) The phoenix flaps its wings, envoleping itself in flame. Each creature in a 20ft cone from the phoenix must make a DC17 Dexterity saving throw or take 21 (6d6) fire damage, or half as much on a successful one. The phoenix heals 21 (6d6) hit points. Flash (Recharge 6). The phoenix erupts in a flash of bright flame and teleports to a point it can see within 60 feet. Each creature within 120 feet that can see it must make a DC17 Constitution saving throw or become blinded for 1 minute and take 5 (1d8) radiant damage. Each creature can repeat the saving throw at the end of each of its turns. Multiattack. The phoenix makes three attacks, two with its talons and one with a burning feather, or three with its burning feathers. Talons. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) slashing damage plus 9 (2d8) fire damage. Burning Feather. Ranged Weapon Attack: +9 to hit, reach 60ft., one target. Hit 13 (3d8) fire damage.

Rasper Medium undead, unaligned Armor Class 11 (natural armor)

11 (natural armor) Hit Points 26 (4d8 + 8)

26 (4d8 + 8) Speed 20ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 15 (+2) 4 (-3) 8 (-1) 8 (-1) Damage Immunities

Damage Resistances acid, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

acid, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 20ft. (blind beyond this radius), passive Perception 9

blindsight 20ft. (blind beyond this radius), passive Perception 9 Languages None Immutable Form. The rasper is immune to any spell or effect that would alter its form. Actions Gasp. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: the target is grappled. Rasp. The rasper targets one creature it can see within 10 feet of it. That creature must make a DC12 Constituion saving throw or take 5 (1d10) necrotic damage. If it fails the saving throw by 5 or more, its strength score is also reduced by 1d4. A creature that is reduced to 0 hit points by this damage dies. A creature grappled by a rasper has disadvantage on this saving throw.

Spider Queen A Spider Queen is not something that any creature wants to encounter. Masters of manipulation, and powerful fighters, they often lead large groups of driders through the underdark, collecing followers for Lolth. Created by her, avatars of her form, many drow fear or even praise and worship them because of this, and so when one appears it is rare that they would not have a large following and army. Disgraced Spider Queens. Some spider queens, if they disobey the orders of Lolth, are denounced by her, having their eyes slashed through. These spider queens have 60 feet of blindsight, but are blind beyond this radius, and lose their spider eyes trait. These will live alone, in isolated and deep caves, or old ruins, their web spun while they lie in wait for prey to walk into their lairs. Some lose their minds, becoming insane and bloodthirsty, crazed and desperate for revenge against Lolth and the drow who betrayed her. Others plot craftily, steadily building forces so that they may one day regain the place they feel they should rightly have; tyrant, with mortals at her feet. A Spider Queen's Lair The lair of a spider queen is dank, and filled with spiders and cobwebs. The air is poisonous and toxic, and in it shifting shadows lurk and watch, filling those inside with mortal terror. Lair Actions On initiative count 20 (losing initiative ties), the spider queen takes a lair action to cause one of the following effects: An area the spider queen casn see within 120 feet of her is filled with poisonous gas. Each creature in a 20 foot radius sphere must make a DC 17 Constitution saving throw or become poisoned for one round.

Whispers of the spider queen's previous victims fill creatures' minds. Up to three creatures the spider queen can see within 60 feet of her must make a DC 17 Wisdom saving throw or be frightened for one round. A creature that fails its saving throw must immediately use its reaction to move as far from the spider queen as possible.

An illusory copy of the spider queen appears in an unnocupied space within 30 feet of her, and remains until it takes damage. It acts as instructed to by the spider queen. When the spider queen does this, she may choose to immediately swap places with the illusion.

A swarm of spiders covers an area of walls, floor and ceiling in a 40 foot cube. The area is difficult terrain, and any creature that starts its turn in the area or enters it must make a DC17 Dexterity saving throw or become blinded as spiders cover its eyes. The spiders remain for one round. Regional Effects The region containing a spider queen's lair is altered by the spider queen's nature, which creates one or more of the following effects: Whenever any creature enters the area within 6 miles of a spider queen's lair, she knows exactly where they enter from.

A creature that tries to leave the area within 1 mile of the spider queen's lair must make a DC15 Wisdom check or end up lost and entering the spider queen's lair.

A creature that finishes a long rest while being within 1 miles of the spider queen's lair, it must make a DC17 Wisdom saving throw or become charmed by the spider queen and be unable to move more than 1 mile from the spider queen's lair, wanting to head closer into it. It can repeat the saving throw every time it takes damage.

Whenever a creature attempts to use a channel divinity within 1 mile of the lair, it must make a DC12 Wisdom saving throw or have the magic corrupted, and have the channel divinity have no effect.

Spider Queen Large monstrosity (shapechanger), neutral evil Armor Class 18 (natural armor)

18 (natural armor) Hit Points 342 (20d10 + 100)

342 (20d10 + 100) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 20 (+5) 20 (+5) 22 (+6) 17 (+3) Saving Throws Str +9, Con +9, Int +9, Wis +10

Str +9, Con +9, Int +9, Wis +10 Skills Deception +7, Intimidation +7, Perception +11, Persuasion +7, Stealth +8

Deception +7, Intimidation +7, Perception +11, Persuasion +7, Stealth +8 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks

poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned

poisoned Senses passive Perception 21

passive Perception 21 Languages Common, Elvish, Undercommon, Sylvan

Common, Elvish, Undercommon, Sylvan Challenge 12?? Shapechanger. The spider queen can use its action to polymorph from its normal spider-humanoid hybrid into a humanoid appearance of its choosing or into a Small or Giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying melds into its form if it wishes it to be, and otherwise drops to the floor around it. It reverts to its true form if it dies. Legendary Resistance (3/Day). If the spider queen fails a saving throw, she can choose to succeed instead. Potent Poison. Any poison damage dealt by the spider queen ignores resistance to poison damage. If the spider queen poisons any creature, that creature is paralyzed while poisoned in this way. Spider Climb. The spider queen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Spider Eyes. The spider queen has advantage on Wisdom (Perception) checks that rely on sight. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Innate Spellcasting. The spider queen's innate spellcasting ability is Wisdom (spell save DC 15). The spider queen can innately cast the following spells, requiring no material components: At will: alter self, dancing lights, darkness, thaumaturgy 3/Day: charm person, hunter's mark, sleep 1/Day each: dominate person, divine word, fear Actions Multiattack. The spider queen makes two attacks, either with her longsword or her longbow and one silk attack. She can replace one of those attacks with a bite attack or a spit poison. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 39 (6d12) poison damage. The target must make a DC 17 Constitution saving throw or become poisoned for one round. If it fails the saving throw by 5 or more, it becomes poisoned for one day. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points. Silk. One target the spider queen can see within 60 feet must make a DC17 Dexterity saving throw or become restrained by webbing, and if it is the spider queen pull herself to it without provoking attacks of oppurtunity. As an action, the restrained target can make a DC 17 Strength check, bursting free from the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 20; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Spit Poison (Recharge 5-6). The spider queen shoots a long spray of poison at a creature within 60 feet. That creature and every other creature within 5 feet of it must make a DC 17 Dexterity saving throw or take 27 (5d10) poison damage. Web (Recharge 6). The spider queen chooses a point she can see within 60 feet of her. The webs fill a 30-foot cube from that point for the duration. The webs are difficult terrain and heavily obscure their area. If the webs aren’t anchored between two solid masses or layered across a floor, wall, or ceiling, theweb collapses on itself, and dissapears at the start of the spider queen's next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a DC17 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a DC17 Strength check. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 5 (2d4) fire damage to any creature that starts its turn in the fire. Claw (Hybrid or Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (1d8 + 5) slashing damage plus 9 (2d8) poison damage. Longbow (Hybrid or Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 120/600ft., one target. Hit 10 (1d10 + 4) peircing damage plus 9 (2d8) poison damage. Legendary Actions The spider queen 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 spider queen regains spent legendary actions at the start of its turn. Move. The vampire moves up to its speed without provoking opportunity attacks. Claw. The spider queen makes one claw attack. Silk. The spider queen uses her silk action. Call Spiders. (Costs 2 Actions) The spider queen summons a Giant Spider that appears in an unnocupied space she can see within 10 feet of her. Her summons obey her verbal commands.

Triggerers Triggerers are small creatures with many small mouths. Used by dungeon delvers and adventurers, these creatures are sent a few feet ahead of the adventurer, in order that if a trap goes off, it can protect them from it. These creatures feed off traps, and so often can inhabit dungeons naturally. It is fairly difficult for adventurers to convince them to acompany them, but if they can, these creatures are highly prized. Otherwise, they must be summoned by magic or magical artifacts. Triggerer Small monstrosity, unaligned Armor Class 14 (natural armor)

14 (natural armor) Hit Points 33 (5d6 + 15)

33 (5d6 + 15) Speed 30ft., climb 10ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 4 (-3) 8 (-1) 8 (-1) Saving Throws Str +3, Dex +4, Con +5, Int -1, Wis +1, Cha +1

Str +3, Dex +4, Con +5, Int -1, Wis +1, Cha +1 Damage Resistances All damage dealt by traps

All damage dealt by traps Condition Immunities poisoned, exhaustion

poisoned, exhaustion Senses passive Perception 9

passive Perception 9 Languages None, but understands the languages of its summoner

None, but understands the languages of its summoner Challenge 1 Quick Reaction. The triggerer has advantage on saving throws against traps. Actions Multiattack The triggerer makes two bite attacks. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) peircing damage Reactions Trapfeast. (Once per Short or Long Rest) When the triggerer, or a creature within 5 feet of it would be forced to make a saving throw against a trap, it can choose to succed instead, or the triggerer reduces damage it or a creature within 5 feet of it would take from a trap to 0. Summon Triggerer 3rd-level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S, V, M (a small poison dart, metal spike, or other trap part)

S, V, M (a small poison dart, metal spike, or other trap part) Duration: Conjuration, up to 1 hour You summon a triggerer that appears in an unnocupied space you can see within range. The triggerer is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the triggerer, it defends itself from hostile creatures but otherwise takes no actions. Trigger Charm Wonderous item, rare This pendant looks like a small, dark red-brown orb. You can use an action to speak this charm's command word and throw it on the ground within 10 feet of you. The orb becomes a triggerer under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the charm to its normal form in a space formerly occupied by the triggerer On your turn, you can mentally command the triggerer if it is within 60 feet of you and you aren't incapacitated. You decide what action the triggerer takes and where it moves during its next turn, or you can issue it a general command, such as to attack your e