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255 creature cards from 43 sessions · printer-friendly
Medium Creature · CR 7 · Possessed champion blocking narrow streets
AC 17 | HP 110 | Speed 30 ft.
Note. The mortal inside survives if reduced to 0 by nonlethal damage.
Attack. Horned mask +8 to hit, 2d10+5 bludgeoning; DC 15 Wis save or frightened.
Medium Creature · CR 4 · Hazardous crowd, charm pressure, and moral constraint
AC 13 | HP 60 | Speed 30 ft.
Note. Treat as nonlethal unless the party escalates; dispersed by music or truth.
Attack. Grappling surge +6 to hit, restrained; no damage unless trampled.
Large Creature · CR 11 · Boss swarm-avatar of divine revel, not the god himself · Boss
AC 17 | HP 205 | Speed 40 ft.
Role: Boss swarm-avatar of divine revel, not the god himself
Note. Boss last. Defeat by sobering, dispersing, or out-singing; do not kill a god.
Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.
Multiattack / Assault. Many-voiced command +9 to hit, 4d8 psychic; target must move or dance 10 ft.
Advance (1). Move up to half Speed.
Strike (1). One attack from Assault.
Medium Creature · CR 6 · Fey misdirector and stealth antagonist
AC 16 | HP 82 | Speed 30 ft.
Note. Prefers illusions, swapped masks, and splitting the escort.
Attack. Reed knife +7 to hit, 2d6+4 piercing plus 2d6 psychic if target is charmed.
Medium Undead (Evil of the Jar), Neutral Evil · CR 8 (3,900 XP)
AC 15 | HP 136 (16d8+64) | Speed 0 ft., Fly 40 ft. (hover)
Saves: Con +8, Wis +7 | Skills: Perception +7
Immunities: Necrotic, Poison; bludgeoning, piercing and slashing from attacks not anointed or magical; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 120 ft., Passive Perception 17 | Languages: understands all, speaks in the voice of whoever the listener lost
First Out of the Jar. One of the evils Pandora let out, the shape of every old age that ever came too soon — a stooped grey figure whose face is always a little familiar.
Returns to the Jar. While the Jar is open, Geras re-forms beside it at the start of Pandora's next turn with half its HP after being destroyed — unless the Circle of Despair is sealed.
Weight of Years. Creatures within 15 ft. of Geras regain only half as many HP from any healing.
Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object.
Multiattack. Two Withering Touch attacks.
Withering Touch. +7 to hit, reach 5 ft. Hit: 18 (4d8) necrotic. The target makes a DC 16 CON save or gains 1 level of Exhaustion as its hair greys and its hands spot.
Years upon Years (Recharge 5–6). 30-ft cone. Each creature makes a DC 16 CON save, taking 36 (8d8) necrotic damage on a failure (half on a success). On a failure its speed is halved and it has disadvantage on Strength and Dexterity checks and saves until the end of its next turn.
Medium Undead, Chaotic Evil · CR 1 (200 XP)
AC 12 | HP 22 (5d8) | Speed 30 ft.
Immunities: Poison; Charmed, Exhaustion, Poisoned
Senses: Darkvision 60 ft., Passive Perception 10 | Languages: Ancient Greek
Backup Wave. Clawing up out of the old cemetery at the edge of the festival from round 3. They go for the villagers first.
Multiattack. One Bite and one Claw.
Bite. +2 to hit, reach 5 ft. Hit: 9 (2d6+2) piercing.
Claw. +4 to hit, reach 5 ft. Hit: 7 (2d4+2) slashing. A creature other than an undead makes a DC 10 CON save or is paralyzed for 1 minute, repeating the save at the end of each of its turns.
Medium Undead (Haunted Armor), Lawful Neutral · CR 5 (1,800 XP)
AC 18 (bronze panoply) | HP 93 (11d8+44) | Speed 30 ft.
Resistances: Necrotic; nonmagical B/P/S | Immunities: Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Blindsight 60 ft. (blind beyond), Passive Perception 11 | Languages: understands Ancient Greek, cannot speak
Those Who Came Before. The empty panoply of a hero who came to close the Jar and failed. Four of them stand around the sanctum walls. Until one moves it is indistinguishable from a statue; a DC 15 Perception check catches lamplight moving behind the eye-holes of its helmet.
Possessor. When it drops to 0 HP, its spirit leaps into the nearest PC within 15 ft. who wears medium or heavy armor (or the nearest PC, if none does). That PC makes a DC 15 WIS save or is possessed until the end of its next turn: on that turn it attacks the nearest ally with its weapon. An ally who tells the possessed PC a True Story (action) ends it.
Stand Down. A PC within 10 ft. who tells it a True Story (an action; one to three honest sentences) reaches whoever is left inside: the Hollow Hero lowers its spear and kneels, and takes no actions until someone attacks it. Pandora watches every time.
Laid to Rest. When the Jar closes, every Hollow Hero kneels and falls apart into dull bronze.
Multiattack. Makes two Rusted Spear attacks.
Rusted Spear. +7 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing plus 7 (2d6) necrotic.
Shield Wall. When it is hit by an attack while another Hollow Hero is within 5 ft. of it, it adds 3 to its AC against that attack, possibly causing it to miss.
Medium Undead (Unfed Dead), Neutral Evil · CR 1 (200 XP)
AC 12 | HP 33 (6d8+6) | Speed 0 ft., Fly 30 ft. (hover)
Resistances: Cold; nonmagical B/P/S | Immunities: Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained
Senses: Darkvision 60 ft., Passive Perception 10 | Languages: understands Ancient Greek
The Unfed. One of the town's own dead, come for the honey-cakes and panspermia every Anthesteria — and this year the Jar is open, so they came hungry. At the end of each round, a Hungry Shade adjacent to a villager group takes one villager (see Act I: The Crowd). Offered food (an action), it eats instead and does nothing else that turn.
Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object.
Starving Touch. +4 to hit, reach 5 ft. Hit: 9 (2d6+2) necrotic, and the target can't regain HP until the start of the shade's next turn.
Medium Undead (Fate-Spirit), Chaotic Evil · CR 4 (1,100 XP)
AC 15 | HP 104 (16d8+32) | Speed 0 ft., Fly 50 ft. (hover)
Skills: Perception +4, Stealth +6
Vulnerabilities: Radiant | Resistances: Cold, Necrotic; nonmagical B/P/S
Immunities: Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Prone, Restrained
Senses: Darkvision 60 ft., Passive Perception 14 | Languages: understands Ancient Greek, cannot speak
Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object. Suppressed while the Circle of Strife is sealed.
Light-Shy. While in the bright light of the Lantern of Elpis, the Ker has disadvantage on attack rolls and cannot use Dirge-Cry.
Scent of Ending. Advantage on attack rolls against creatures that are Frightened or at half their HP or fewer.
Bound to the Jar. When the Jar is sealed, or the Closing Words are spoken at the Jar, every Ker within 120 ft. vanishes.
Multiattack. Makes two Rending Claws attacks.
Rending Claws. +6 to hit, reach 5 ft. Hit: 9 (2d6+2) slashing plus 3 (1d6) necrotic.
Dirge-Cry (Recharge 5–6). 20-ft cone. Each creature makes a DC 14 WIS save, taking 10 (3d6) psychic damage and becoming Frightened until the end of the Ker's next turn on a failure, or half damage and no Frightened on a success.
Large Undead (Cursed Revenant), Lawful Neutral · CR 8 (3,900 XP)
AC 17 (Natural Armor) | HP 161 (17d10+68) | Speed 40 ft.
Saves: CON +7, WIS +6 | Skills: History +4, Insight +6, Perception +6
Resistances: Necrotic | Immunities: Poison; Exhaustion, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 16 | Languages: Common, Ancient Greek
Hollow. A scholar cursed into a minotaur's body, who went down to close the Jar four hundred years ago, died at its door and kept standing. Lamplight shows through his ribs; his own bones hang on him like armour, and his voice comes from somewhere behind them.
Charge. If Kyros moves 10+ ft. straight toward a target and hits with a Gore attack, the target takes an extra 13 (3d8) piercing and must succeed on a DC 17 STR save or be pushed 10 ft. and knocked prone.
Guardian's Challenge. On first contact, Kyros asks for a riddle answered, a gift, or a show rather than attacking. The lit Lantern of Elpis or the Sprig of Asphodel also makes him stand aside. If reduced below 40 HP, he offers the riddle again.
Unquiet (1/day). When reduced to 0 HP, Kyros makes a DC 10 CON save. On a success, his bones pull themselves back together and he drops to 1 HP instead.
Multiattack. Makes one Gore attack and two Greataxe attacks.
Gore. +9 to hit, reach 5 ft. Hit: 14 (2d8+5) piercing.
Greataxe. +9 to hit, reach 10 ft. Hit: 18 (2d12+5) slashing.
Intercept. When an ally within 10 ft. of Kyros is targeted by an attack, he moves up to 10 ft. (no opportunity attacks) to interpose himself, becoming the target instead.
Medium Undead (Evil of the Jar), Neutral Evil · CR 8 (3,900 XP)
AC 15 | HP 136 (16d8+64) | Speed 0 ft., Fly 40 ft. (hover)
Saves: Con +8, Wis +7 | Skills: Perception +7
Immunities: Necrotic, Poison; bludgeoning, piercing and slashing from attacks not anointed or magical; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 120 ft., Passive Perception 17 | Languages: understands all, speaks in the voice of whoever the listener lost
First Out of the Jar. The other evil that left first: every fever and plague the world has known, a sweating, coughing shape that smells of a sickroom.
Returns to the Jar. While the Jar is open, Nosos re-forms beside it at the start of Pandora's next turn with half its HP after being destroyed — unless the Circle of Pestilence is sealed.
Contagion. A creature poisoned by Nosos that ends its turn within 5 ft. of an ally makes that ally roll a DC 16 CON save; on a failure the ally is poisoned too (same duration).
Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object.
Multiattack. Two Fever Touch attacks.
Fever Touch. +7 to hit, reach 5 ft. Hit: 13 (3d8) poison plus 9 (2d8) necrotic. The target makes a DC 16 CON save or is poisoned until the end of its next turn; while poisoned this way it can't regain HP.
Plague Breath (Recharge 5–6). 20-ft cone. Each creature makes a DC 16 CON save, taking 36 (8d8) poison damage and becoming poisoned for 1 minute on a failure (save again at the end of each of its turns), or half damage on a success.
Medium Humanoid (Divinely Crafted, Haunted), Chaotic Neutral · CR 13 (10,000 XP)
AC 17 (Veil of Sorrows) | HP 190 (20d8+100) | Speed 30 ft.
Saves: CON +10, WIS +7, CHA +11
Skills: Arcana +8, History +8, Insight +7, Persuasion +11
Resistances: Psychic | Immunities (cond.): Charmed, Frightened (while the Jar is open within 30 ft.)
Senses: Truesight 30 ft., Passive Perception 12 | Languages: All
Two Thousand Years in the Dark. She is not dead; she has only forgotten how to be alive. Her feet do not quite touch the floor, her hair drifts as if under water, and in the wall of jars her reflection is a skeleton.
Vessel of Sorrows. While the Jar of Pandora is open and within 30 ft., Pandora can use her Bonus Action to summon one Shadow or Specter in an unoccupied space within 30 ft. Suppressed if all three Sealing Circles are sealed.
Sorrow's Embrace. Pandora has advantage on saving throws while she can see at least one summoned creature or Twin Sorrow within 30 ft.
Relentless Grief. When first reduced to 40 HP or fewer, Pandora enters her Lamentation Phase: she pleads aloud each turn but may still summon; the Persuasion DC drops from 17 to 14.
The Lid Lifts. At the start of each of her turns while the Jar is open, Pandora lifts its lid (no action) and the DM rolls on the What Comes Out of the Jar d12 table (Act II). Each sealed Circle steps the die down (d10, d8, d6). If she skips her turn, the lid stays shut that round.
Multiattack. Makes two Lament Bolt attacks, or one Lament Bolt and casts one spell of 3rd level or lower.
Lament Bolt. Ranged Spell Attack +11 to hit, range 90 ft. Hit: 22 (4d8+4) psychic. The target makes a DC 18 WIS save or is Frightened until the end of their next turn.
Spellcasting (CHA, DC 18, +11 to hit). Cantrips: Toll the Dead (3d12 vs. wounded), Vicious Mockery (3d6 + disadv.). 1st (4 slots): Charm Person, Inflict Wounds. 2nd (3): Hold Person, Misty Step. 3rd (3): Bestow Curse, Counterspell, Dispel Magic. 4th (3): Banishment, Compulsion. 5th (1): Hold Monster.
Vessel of Sorrows. Summons one Shadow or Specter in an unoccupied space within 30 ft. (see Trait; suppressed by all three Circles).
Jar's Ward. When targeted by an attack or spell, if Pandora has a summoned creature or Twin Sorrow within 5 ft., she redirects the attack to that creature, which becomes the new target.
Lament (Cost 1). Makes one Lament Bolt attack.
Shade (Cost 1). Summons one Shadow in an unoccupied space within 30 ft. Only available while Vessel of Sorrows is active; unavailable if the Circle of Despair is sealed.
Wail of Ages (Cost 2). All creatures within 30 ft. make a DC 18 CON save. Fail: 14 (4d6) psychic damage and disadvantage on saving throws until the end of their next turn.
The Jar Exhales (Cost 2). A Ker rises from the Jar in an unoccupied space within 10 ft of it. No more than two Keres can exist at once. Only available while Vessel of Sorrows is active; unavailable if the Circle of Despair is sealed.
Medium Undead, Chaotic Evil · CR 1/2 (100 XP)
AC 12 | HP 16 (3d8+3) | Speed 40 ft.
Skills: Stealth +4 | Vulnerabilities: Radiant
Resistances: Acid, Cold, Fire, Lightning, Thunder; nonmagical B/P/S
Immunities: Necrotic, Poison; Exhaustion, Frightened, Grappled, Prone, Restrained
Senses: Darkvision 60 ft., Passive Perception 10
Amorphous. Moves through spaces as narrow as 1 inch without squeezing.
Shadow Stealth. In dim light or darkness, takes the Hide action as a Bonus Action.
Sunlight Weakness. Disadvantage on attacks, ability checks, and saves in sunlight.
Strength Drain. +4 to hit, reach 5 ft. Hit: 9 (2d6+2) necrotic; the target's STR is reduced by 1d4. STR 0 = death. The reduction lasts until a short or long rest. Humanoids slain rise as new Shadows at next dusk. (Disadvantage on attack rolls while the Circle of Pestilence is sealed.)
Medium Undead, Chaotic Evil · CR 1 (200 XP)
AC 12 | HP 22 (5d8) | Speed 0 ft., Fly 50 ft. (hover)
Resistances: Acid, Cold, Fire, Lightning, Thunder; nonmagical B/P/S
Immunities: Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Prone, Restrained
Senses: Darkvision 60 ft., Passive Perception 10
Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object. Suppressed while the Circle of Strife is sealed.
Sunlight Sensitivity. Disadvantage on attack rolls and sight-based checks in sunlight.
Life Drain. Melee Spell Attack +4 to hit, reach 5 ft. Hit: 10 (3d6) necrotic. The target makes a DC 10 CON save or its max HP is reduced by the damage dealt until a long rest. It dies if its max HP reaches 0.
Huge Undead (Dragon), Chaotic Evil · CR 14 (11,500 XP)
AC 18 (Natural Armor) | HP 225 (18d12+108) | Speed 40 ft., Fly 60 ft.
Saves: DEX +5, CON +11, WIS +7, CHA +9 | Skills: Perception +12, Stealth +5
Resistances: Necrotic | Immunities: Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22 | Languages: Ancient Greek, Draconic
The Oldest Thing in the Jar. A dragon that crawled into the Jar to die before the first woman was made. It appears only on a roll of 12 on the What Comes Out of the Jar table, climbing out at the start of Pandora's next turn.
Bound to the Jar. It cannot leave the sanctum. When the Jar closes, or the Closing Words are spoken at the Jar, it collapses into bone dust.
Undying While Open. If reduced to 0 HP while the Jar is open, it falls apart into bones. On a later roll of 12 it rises again from those bones with half its HP instead of a new one coming out.
Legendary Resistance (2/Day). If it fails a saving throw, it can choose to succeed instead.
Burned by Hope. When it takes radiant damage, or starts its turn in the Lantern of Elpis's bright light, it cannot use Grave Breath until the end of its next turn.
Multiattack. Uses Frightful Presence if available, then makes one Bite and two Claw attacks.
Bite. +12 to hit, reach 10 ft. Hit: 18 (2d10+7) piercing plus 14 (4d6) necrotic.
Claw. +12 to hit, reach 5 ft. Hit: 14 (2d6+7) slashing.
Frightful Presence. Each creature of its choice within 120 ft. that can see it makes a DC 17 WIS save or is Frightened for 1 minute, repeating the save at the end of each of its turns. A creature that succeeds is immune for 24 hours.
Grave Breath (Recharge 5–6). 60-ft cone. Each creature makes a DC 19 CON save, taking 63 (14d8) necrotic damage on a failure or half as much on a success. If any PC fails, the party loses 1 Hope.
Tail Lash. When a creature it can see moves within 15 ft. of it: +12 to hit, reach 15 ft. Hit: 16 (2d8+7) bludgeoning, and the target makes a DC 20 STR save or is knocked Prone.
Medium Undead, Neutral Evil · CR 5 (1,800 XP)
AC 13 | HP 67 (9d8+27) | Speed 0 ft., Fly 60 ft. (hover)
Resistances: Acid, Cold, Fire, Lightning, Thunder; nonmagical B/P/S
Immunities: Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 ft., Passive Perception 12 | Languages: Ancient Greek
Lord of the Unfed. The town's oldest unburied dead. Hungry Shades within 30 ft. of it have advantage on attack rolls.
Incorporeal Movement. Moves through creatures and objects as difficult terrain; takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. Disadvantage on attack rolls and Perception checks in sunlight.
Life Drain. +6 to hit, reach 5 ft. Hit: 21 (4d8+3) necrotic. The target makes a DC 14 CON save or its HP max is reduced by the damage taken until it finishes a long rest.
Breath of the Grave (Recharge 5–6). 15-ft cone. Each creature makes a DC 14 CON save, taking 18 (4d8) necrotic damage on a failure (half on a success). A PC who fails has their grin-lamp snuffed.
Medium Creature · CR 3 · Curse scout
AC 16 | HP 44 | Speed 30 ft.
Note. Carries traces back to the cursed millstone.
Attack. Gold needle +6 to hit, 8 piercing plus DC 14 Constitution save or slowed by stiffening gold.
Large Creature · CR 10 · Boss, possessing curse engine · Deadly · Boss
AC 18 | HP 210 | Speed 40 ft.
Role: Boss, possessing curse engine
Note. Boss last. It wants Midas alive as its hand, not dead.
Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.
Multiattack / Assault. Grinding aura and gold shards; DC 16 Constitution save or 28 force/radiant and partial golding.
Advance (1). Move up to half Speed.
Strike (1). One attack from Assault.
Gilding Pulse (2). One creature within 30 ft. DC 16 Con save or 14 (4d6) force and speed halved until end of next turn.
Medium Creature · CR 4 · Hazardous crowd
AC 12 | HP 88 | Speed 30 ft.
Note. Can be calmed; reducing to 0 means dispersal, not massacre.
Attack. Crush and grab, DC 15 Strength or Dexterity save or 18 bludgeoning and restrained.
Medium Creature · CR 5 · Elite quarantine enforcers
AC 17 | HP 95 | Speed 30 ft.
Note. Will stand down if shown the queen's signet or proof of the true source.
Attack. Two spear attacks +7 to hit, 10 piercing each; net toss restrains on DC 15 Dexterity.
Medium Creature · CR 4 · Possessing puzzle foe
AC 17 | HP 82 | Speed 30 ft.
Note. Cannot cross running water cut into the cave floor.
Attack. Commanding gaze DC 15 Wis or forced 20 ft toward a false door.
Large Creature · CR 9 · Boss hazard spirit · Boss
AC 17 | HP 178 | Speed 40 ft.
Role: Boss hazard spirit
Note. Defeat by naming the true prophecy and escaping, not by killing the Sibyl's echo.
Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.
Multiattack / Assault. Future flare DC 16 Dex, 31 fire/radiant and one failed death save on a downed target.
Advance (1). Move up to half Speed.
Strike (1). One attack from Assault.
Medium Creature · CR 6 · Prophecy thief
AC 16 | HP 124 | Speed 30 ft.
Note. Wants the page intact, so she bargains if the burn clock is low.
Attack. Scroll lash +8 to hit, 18 slashing plus 9 fire.
Medium Creature · CR 3 · Ritual guard
AC 15 | HP 67 | Speed 30 ft.
Note. Drops a key phrase if captured or out-argued.
Attack. Censer chain +6 to hit, 11 bludgeoning plus 7 fire.
Medium Monstrosity · CR 3 · Wave 4 flock · Labor VI · Library centerpiece
AC 15 | HP 45 | Speed 10 ft., fly 60 ft.
Skills: Perception +3 · Senses: passive Perception 13
Flyby. Does not provoke opportunity attacks when it flies out of reach.
Bronze Plumage. Resistance to nonmagical slashing. Thunder or loud noise: disadvantage on attacks until end of its next turn.
Flock Tactics. Advantage on attacks if another Stymphalian is within 10 ft. of the target. Same bird threat as Stymphalian Storm — staged here as an arena wave.
Attack. Bronze Beak +6 to hit, 10 (2d6 + 3) piercing, or Razor Feather +6 to hit, range 60/120 ft., 8 (1d10 + 3) slashing.
Dive Bomb (Recharge 5–6). Fly up to Speed and make one Bronze Beak with advantage. On a hit, target DC 13 Str save or prone.
Huge Beast · CR 9 · Wave 6 boss · Hard · Labor VII
AC 18 | HP 210 | Speed 50 ft.
Saving Throws: Str +10, Con +9 · Skills: Athletics +10
Siege Beast. Double damage to objects and structures.
Charge. If it moves ≥20 ft. straight then hits with gore, +18 (4d8) piercing and DC 18 Str save or pushed 15 ft. and prone.
Earth-Shatter Hooves. Sand within 10 ft. is difficult terrain for others.
No Demigod. Win: 0 HP, pen while bloodied (3× Athletics/Animal Handling DC 16 + portcullis), or club-stake setup. Heracles does not appear.
Multiattack. One gore and one slam.
Gore. +10 to hit, reach 10 ft., 19 (3d8 + 6) piercing.
Slam. +10 to hit, reach 5 ft., 17 (2d10 + 6) bludgeoning.
Sandstorm Bellow (Recharge 5–6). 30-ft. cone: DC 17 Con save or 22 (4d10) bludgeoning and blinded until end of next turn.
Detect (1). Wisdom (Perception) check.
Hoof (1). One slam.
Pivot Charge (2). Move half Speed without provoking, then one gore.
Large Beast · CR 8 · Wave 5 · Labor IV · Library centerpiece kin
AC 17 | HP 168 | Speed 40 ft.
Skills: Athletics +9 · Senses: passive Perception 11
Charge. If it moves ≥20 ft. straight then hits with gore, +13 (3d8) piercing and DC 16 Str save or pushed 15 ft. and prone.
Relentless (1/day). If reduced to 0 HP by an attack dealing ≤30 damage, drops to 1 HP instead.
Capture Labor. Mythic labor was capture alive. Preferred win: restrain / net / pen while bloodied (3 Athletics or Animal Handling DC 16) then drop the North portcullis. Same big-boar energy as Calydon — different labor stamp.
Arena Echo. Heracles absent. Slayable if the crowd demands blood.
Attack. Multiattack: one gore and one slam. Gore +9 to hit, 16 (2d10 + 5) piercing. Slam +9 to hit, 14 (2d8 + 5) bludgeoning.
Tusk Sweep (Recharge 5–6). Each creature within 10 ft. DC 16 Dex save or 18 (4d8) slashing and prone.
Huge Monstrosity · CR 8 · Wave 2 · Labor II · Library centerpiece
AC 15 | HP 172 | Speed 30 ft., swim 30 ft.
Starts with 5 heads. Use the Head Tracker below.
Multiple Heads. While it has more than one head, advantage on saves vs. blinded, deafened, stunned, and charmed. Sever a head when a single hit deals 25+ damage, or a called shot after bloodied (DM fiat). Each severed head removes one bite from Multiattack.
Reactive Heads. One reaction per head — usually opportunity attacks.
Wakeful. While it has at least 2 heads, it cannot be surprised.
Regrow (unless cauterized). At the end of its turn, if a head was severed since its last turn and the stump was not dealt fire or acid damage (or a club cauterizing strike), it grows two heads (max 8). Same gimmick family as other hydra set pieces in the library.
Arena Echo. Not Echidna's brood-mother fight — a staged labor-echo. Heracles absent.
Multiattack. The hydra makes as many bite attacks as it has heads (max 8).
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing.
Large Beast · CR 4 · Wave 3 · Labor VIII
AC 14 | HP 76 | Speed 60 ft.
Skills: Athletics +6
Pack Hunger. Advantage on attacks against a creature if another Mare is within 5 ft. of it.
Panic Whinny. When a Mare drops to 0 HP, each other Mare within 30 ft. can use a reaction to move half Speed without provoking, or make one bite against a creature that damaged the fallen mare.
Attack. Bite +7 to hit, 13 (2d8 + 4) piercing plus 5 (1d10) necrotic. Target creature: mare regains 5 HP.
Trample. Move up to Speed through enemy spaces (Medium or smaller). DC 15 Str/Dex save or 11 (2d6 + 4) bludgeoning and prone.
Large Beast · CR 6 · Wave 1 · Labor I
AC 17 | HP 136 | Speed 50 ft.
Skills: Perception +6, Stealth +6
Hide That Will Not Cut. Immune to damage from nonmagical attacks that aren't bludgeoning. Magical piercing/slashing deals half. Bludgeoning, force, and the Olive-Resin Club ignore this trait.
Pounce. If the lion moves at least 20 ft. straight toward a creature and hits with a claw, the target must succeed on a DC 16 Strength save or be knocked prone. Bite as a bonus action.
Arena Echo. Slayable labor-echo. Same iconic threat as other lion hunts in the library — Heracles is not present.
Attack. Bite +9 to hit, 16 (2d10 + 5) piercing plus 7 (2d6) thunderous roar damage, or Claw +9 to hit, 14 (2d8 + 5) slashing. Multiattack: two claws or one bite.
Roar of the First Labor (Recharge 5–6). Each creature of the lion's choice within 30 ft. that can hear it must succeed on a DC 15 Wisdom save or be frightened until end of its next turn.
Medium Humanoid · CR 2 · Optional reinforcement
AC 16 | HP 45 | Speed 30 ft.
Crowd Control. Open pens / shield walls on Melanthios's order. Enter sand only if a beast breaches the stands.
Attack. Spear +5 to hit, 7 (1d8 + 3) piercing, or Shield Bash +5 to hit, 6 (1d6 + 3) bludgeoning and DC 13 Str save or prone.
Medium Creature · CR 5 · Pouncing brute
AC 15 | HP 102 | Speed 30 ft.
Note. A Chimera-spawned omen; can be driven away with water, thunder, or superior high ground.
Attack. Bite +7 to hit, 15 piercing; pounce knocks prone on DC 15 Strength.
Large Creature · CR 10 · Boss, three-headed aerial terror · Boss
AC 17 | HP 188 | Speed 40 ft.
Role: Boss, three-headed aerial terror
Note. Boss last. It can be slain as a monster, but best victory drives it off without a pride-claim.
Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.
Multiattack / Assault. Bite, horns, and claws; fire breath recharges on 5-6 for DC 16 Dexterity, 45 fire.
Advance (1). Move up to half Speed.
Strike (1). One attack from Assault.
Medium Creature · CR 3 · Ranged fanatic
AC 14 | HP 49 | Speed 30 ft.
Note. Wants a hero to boast so the Chimera's legend grows.
Attack. Fire javelin +6 to hit, 9 piercing plus 7 fire.
Medium Creature · CR 6 · Terrain controller
AC 16 | HP 118 | Speed 30 ft.
Note. Coils around vents that launch flyers upward or burn grounded creatures.
Attack. Venom bite +8 to hit, 12 piercing plus 14 poison; vent flare recharges on 5-6.
Medium Creature · CR 3 · Fanatic infiltrators
AC 15 | HP 58 | Speed 30 ft.
Note. Believe the false oracle is an older, purer voice than Apollo's priests.
Attack. Curved knife +6 to hit, 8 slashing plus 7 poison.
Large Creature · CR 10 · Boss, prophetic serpent monster · Boss
AC 18 | HP 196 | Speed 40 ft.
Role: Boss, prophetic serpent monster
Note. Boss last. May be slain as a monster without harming Apollo or his office.
Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.
Multiattack / Assault. Bite and constrict; oracle venom recharges on 5-6 for DC 16 Wisdom or stunned by false visions.
Advance (1). Move up to half Speed.
Strike (1). One attack from Assault.
Medium Creature · CR 6 · Grappler defender
AC 16 | HP 125 | Speed 30 ft.
Note. Animated scale and stone shed by the buried Python-spawn.
Attack. Constrict +8 to hit, 18 bludgeoning and grappled; bite adds 10 poison.
Medium Creature · CR 5 · Illusion and clue corrupter
AC 14 | HP 90 | Speed 30 ft.
Note. Dies into readable smoke if exposed by the Tripod Shard.
Attack. Smoke lash +7 to hit, 13 psychic; prophecy blur imposes disadvantage on one check.
Large Beast, Unaligned · CR 1 · Mini ×1
AC 11 | HP 52 (8d10+8) | Speed 10 ft., swim 60 ft.
Skills: Stealth +5 · Hold Breath 1 hour on land
Oar Grapple. While grappling the hull/oars, the ship’s row Speed is 0 until freed (Athletics DC 14 as action, or deal 15 damage to tentacles treated as object AC 10).
Tentacles. +5 to hit, reach 15 ft. Hit: 10 (2d6+3) bludgeoning + grapple (escape DC 16).
Ink Cloud (Recharge 4–6). 20-ft radius underwater heavily obscured 1 minute.
Large Beast, Unaligned · CR 2 · Mini ×3
AC 12 | HP 45 (6d10+12) | Speed 0 ft., swim 40 ft.
Senses: blindsight 30 ft. · Blood Frenzy: adv vs. creatures missing HP
Hull Circler. Can make opportunity attacks against creatures that leave the water within 5 ft. of the hull or ram.
Bite. +6 to hit. Hit: 13 (2d8+4) piercing.
Huge Monstrosity, Neutral · CR 9 · BOSS · Mini: Cancer the Crab
AC 18 (natural) | HP 168 (16d12+64) | Speed 30 ft., swim 40 ft., climb 20 ft.
Saves: Str +10, Con +8 · Resist: bludgeoning nonmagical · LR 2/day
Climb Hull. Treat the trireme as climbable terrain; can end turns on main/bow/stern decks.
Siege Monster. Double damage to objects (rails, mast step, ram housing).
Soft Underbelly. While prone, restrained, or after Coral Feast-Horn success: attacks have advantage; its AC is 15 until start of its next turn.
Persistence. Sacred beast — driving it off at ≤30 HP with the Horn counts as victory; killing it is allowed but Nereids mourn.
Multiattack. Two claws. If both hit the same target, it is grappled (escape DC 16).
Claw. +10 to hit, reach 10 ft. Hit: 16 (2d8+6) bludgeoning.
Pincer Crush (Recharge 5–6). One grappled creature DC 16 Strength or 22 (4d8+4) bludgeoning and restrained while grappled.
Deck Slam. Each creature in a 10-ft radius on deck Dex DC 16 or 14 (4d6) bludgeoning and prone.
Detect (1). Wisdom (Perception) check.
Claw (1). One claw attack.
Scuttle (2). Move up to half speed without provoking; may climb.
Medium Undead · CR 9 BOSS · Uses Skeleton Captain staging + storm crown
AC 17 | HP 142 | Speed 30 ft., fly 30 ft. (hover)
LR 2/day; Resist necrotic, lightning; Immune poison
Dead Command. Skeleton captains act on his initiative if he wishes.
Win without deicide. Destroying him frees the storm knights to collapse into empty armor.
Multiattack. Three lightning-spear attacks.
Lightning Spear. +8. Hit: 10 (1d8+3) + 7 (2d6) lightning.
Raise Rowers (Recharge 5–6). 1d4+1 Bone Rowers in unoccupied deck spaces (respect skeleton mini cap — reuse fallen).
Mast Arc (1/day). Line 60 ft. along mast/boom; Dex DC 16; 36 (8d8) lightning.
Spear (1). One spear attack.
Order (1). One skeleton or effigy moves 15 ft. and attacks.
Gale (2). Each creature on a ship deck Dex DC 14 or slide 10 ft. toward rail (Ath DC 12 or overboard).
Medium Undead · CR 3 · Mini ×2
AC 15 | HP 52 | Speed 30 ft.
Marshal Undead: skeletons within 30 ft. +1 to attacks
Multiattack. Two longsword attacks.
Longsword. +4. Hit: 6 (1d8+2).
Rattle Order (Recharge 5–6). Up to 3 skeletons move 10 ft. and attack.
Medium Undead · CR 1/4 · Mini ×9
AC 13 | HP 13 | Speed 30 ft.
Vuln bludgeoning; Immune poison
Oar Gang. While on a ship, +1 AC if adjacent to another Bone Rower.
Shortsword. +4. Hit: 5 (1d6+2).
Shortbow. +4. Hit: 5 (1d6+2).
Huge Monstrosity · CR 8 · OPTIONAL pressure · Mini ×2 (use 1)
AC 14 | HP 126 | Speed 0 ft., swim 40 ft.
Whirlpool engine under the ghost galley
Optional escalation. If Enc. 3 runs easy, Charybdis begins pulling both ships on round 3.
Whirlpool. Init 20: ships Dex/Str “pilot” check DC 14 or move 10 ft. toward Charybdis; creatures failing Ath DC 13 fall prone.
Bite. +9. Hit: 21 (3d10+5) piercing.
Engulf Surge (Recharge 5–6). Creatures in water within 20 ft. Str DC 15 or pulled 15 ft. + 2d8 bludgeoning.
Medium Construct/Humanoid · CR 4 · Mini ×3
AC 18 | HP 68 | Speed 30 ft.
Immune lightning; Resist thunder
Lightning Aura. Start of turn: creatures within 5 ft. take 3 (1d6) lightning.
Misguided. Believe they still serve a living admiral — Insight DC 13 reveals emptiness.
Multiattack. Two spear attacks.
Spear. +6. Hit: 7 (1d8+3) piercing + 3 (1d6) lightning.
Thunder Step (1/day). Teleport 30 ft.; each within 5 ft. of start/end Dex DC 13 or 2d6 thunder.
Medium Construct · CR 2 · Mini ×4
AC 15 | HP 40 | Speed 30 ft., fly 20 ft. (hover)
Immune lightning, poison, exhaust; cloudy body — can move through allies
Grounded by Nail. Lodestone Nail in it: speed 0, aura off, vulnerability to bludgeoning.
Slam. +4. Hit: 6 (1d8+2) + 3 lightning.
Static Burst (Recharge 5–6). 10-ft radius Dex DC 12; 7 (2d6) lightning.
Medium Creature · CR 3 · Fast skirmisher
AC 15 | HP 45 | Speed 30 ft.
Note. Use in pairs or as minion flights during dives.
Attack. Bronze beak +6 to hit, 10 piercing; flyby avoids opportunity attacks.
Medium Creature · CR 6 · Armored bruiser
AC 17 | HP 110 | Speed 30 ft.
Note. Guards eggs and stolen bronze rather than fighting to the death.
Attack. Two talon strikes +7 to hit, 12 slashing each; shriek frightens on DC 15 Wisdom.
Medium Creature · CR 5 · Area denial swarm
AC 14 | HP 92 | Speed 30 ft.
Note. Disperses for 1 round if hit by thunder damage.
Attack. Feather storm, DC 15 Dexterity save or 21 slashing in a 20-foot burst.
Large Creature · CR 9 · Boss, aerial controller · Boss
AC 18 | HP 168 | Speed 40 ft.
Role: Boss, aerial controller
Note. Boss last. Bloodied at half HP, she tries to lift the whole nest into the storm.
Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.
Multiattack / Assault. Multiattack with beak and two wings; lightning screech recharges on 5-6 for 36 lightning/thunder.
Advance (1). Move up to half Speed.
Strike (1). One attack from Assault.
Medium Humanoid, Lawful Evil · CR 1 · Mini: Sahuagin ×6
AC 14 | HP 32 (5d8+10) | Speed 30 ft., swim 40 ft.
Blood Frenzy: adv on melee vs. creatures that don’t have all HP
Limited minis. Only 4 figures — use waves off-board if needed, or elite the four.
Multiattack. Bite and spear — or two spears.
Bite. +5 to hit. Hit: 5 (1d4+3) piercing.
Spear. +5 to hit. Hit: 7 (1d8+3) piercing.
Medium Humanoid, Neutral Evil · CR 1 · Mini: Kuo-toa ×4
AC 14 | HP 36 (6d8+9) | Speed 30 ft., swim 30 ft.
Sticky shield; Otherworldly Perception (force/invisible awareness 30 ft)
Spear. +3 to hit. Hit: 4 (1d6+1).
Net. As merman net.
Slime Slap. +3 to hit. Hit: poisoned until end of next turn (DC 11 Con).
Large Monstrosity, Neutral Evil · CR 10 · 5,900 XP · Mini: Deep-sea angler/shark hybrid
AC 17 | HP 220 (21d10+84) | Speed 25 ft., swim 50 ft.
Senses: blindsight 30 ft. (angler lure) · Resist: cold
Climb Hull. Treat ship walls as non-difficult; can end turn on main deck.
Lure Hypnosis. Start of turn: one creature within 30 ft. that can see the lure DC 16 Wis or frightened+move toward it.
Siege. Double damage to objects (oar banks, rail).
Multiattack. Bite and two claws.
Bite. +10 to hit. Hit: 22 (3d10+6) piercing; grapple escape DC 16.
Claw. +10. Hit: 15 (2d8+6) slashing.
Swallow (Recharge 5–6). Grappled Medium target DC 16 Str or swallowed — 4d6 acid/turn; escape 25 HP to cut out.
Detect (1). Perception check.
Claw (1). One claw.
Thrash (2). Each creature within 10 ft. Dex DC 16 or 17 (5d6) bludgeoning and prone.
Lure Pulse (3). One creature within 30 ft. Wis DC 16 or frightened until end of next turn and pulled 15 ft. toward Keto-Spawn.
Small Elemental · CR 1/4 · Mini ×12 (waves of 4)
AC 11 | HP 26 | Speed 30 ft., fly 30 ft.
Death Burst: 5-ft steam Dex DC 12 or 7 (2d6) fire
Claws. +2 to hit. Hit: 2 (1d4) slashing + 2 fire.
Steam Breath (Recharge 5–6). 15-ft cone Dex DC 12; 7 (2d6) fire.
Medium Humanoid (Triton), Neutral · CR 1 · Mini ×10 (use ≤4 here)
AC 13 | HP 27 | Speed 30/swim 30
Amphibious; Empathic Bond rumors
Optional allies. If Wave-Caller defects, 2 guards join (field from Triton ×10).
Spear. +4. Hit: 5 (1d6+2).
Conch Net. restrain DC 12.
Large Creature · CR 11 · Boss quarry, curse engine, and terrain breaker · Boss
AC 18 | HP 218 | Speed 40 ft.
Role: Boss quarry, curse engine, and terrain breaker
Note. Boss last. It chooses proud targets first and cannot be appeased by flattery.
Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.
Multiattack / Assault. Gore +10 to hit, 3d10+6 piercing; charge adds 4d8 and pushes 20 ft.
Advance (1). Move up to half Speed.
Strike (1). One attack from Assault.
Medium Creature · CR 5 · Rival elite with a fragile oath
AC 16 | HP 78 | Speed 30 ft.
Note. Can be talked down by naming their oath and offering public credit.
Attack. Spear +7 to hit, 2d6+4 piercing plus 1d6 if an ally threatens the target.
Medium Creature · CR 3 · Skirmishing beasts and living alarms
AC 14 | HP 45 | Speed 30 ft.
Note. Use as pressure, not slaughter; they flee if bloodied and uncornered.
Attack. Tusks +6 to hit, 2d8+4 slashing; DC 14 Str save or knocked prone.
Medium Construct, Unaligned · CR 2 (450 XP)
AC 17 | HP 60 (8d8+24) | Speed 30 ft.
Resist: bludgeoning, piercing, slashing (nonmagical) | Immune: poison, psychic, exhaustion, most conditions
Multiattack. Two Xiphos Strikes.
Xiphos Strike. +5 to hit, reach 5 ft. Hit: 9 (1d10+3) slashing.
Shield Bash (Bonus Action, 1/turn if it hit this turn). Target: DC 13 Str save or pushed 10 ft and knocked prone.
Medium Construct, Unaligned · CR 2 (450 XP)
AC 16 | HP 45 (6d8+18) | Speed 30 ft.
Resist: bludgeoning, piercing, slashing (nonmagical) | Immune: poison, psychic, exhaustion, most conditions | Darkvision 60 ft
Multiattack. Two Bronze Fist attacks.
Bronze Fist. +5 to hit, reach 5 ft. Hit: 8 (1d10+3) bludgeoning.
Standby. Can be set dormant via the valve puzzle (DC 14 Investigation/Arcana, 2 of 3 valves).
Large Construct, Unaligned · CR 4 (1,100 XP)
AC 17 | HP 85 (10d10+30) | Speed 40 ft.
Resist: bludgeoning, piercing, slashing (nonmagical) | Immune: poison, psychic, exhaustion, most conditions | Darkvision 60 ft
Siege Monster. Deals double damage to objects and structures.
Multiattack. Two Gore attacks.
Gore. +8 to hit, reach 5 ft. Hit: 18 (2d10+7) piercing; Medium or smaller target must succeed a DC 16 Str save or be knocked prone.
Trampling Charge (Recharge 5–6). Moves up to its speed; adjacent creatures in its path take a bonus Gore attack.
Shutdown. Adjacent creature may spend an action for a DC 15 Arcana/Investigation check to disable it (provokes an opportunity attack).
Medium Construct, Unaligned · CR 3 (700 XP)
AC 17 | HP 70 (10d8+25) | Speed 30 ft.
Resist: lightning, bludgeoning/piercing/slashing (nonmagical) | Immune: poison, psychic, exhaustion, most conditions
Multiattack. Two Charged Blade attacks.
Charged Blade. +6 to hit, reach 5 ft. Hit: 10 (1d10+4) slashing plus 7 (2d6) lightning.
Discharge (when reduced below half HP). 10-ft radius burst; DC 14 Dex save, 14 (4d6) lightning (half on success).
Medium Construct, Unaligned · CR 3 (700 XP)
AC 16 | HP 65 (9d8+27) | Speed 30 ft.
Resist: fire, bludgeoning/piercing/slashing (nonmagical) | Immune: poison, psychic, exhaustion, most conditions
Multiattack. Two Molten Fist attacks.
Molten Fist. +6 to hit, reach 5 ft. Hit: 9 (1d8+4) bludgeoning plus 7 (2d6) fire.
Cinder Breath (Recharge 5–6). 15-ft cone, DC 14 Dex save, 18 (4d8) fire (half on success). Ignites flammable objects.
Medium Construct (Animus Core Avatar) · CR 5 (1,800 XP)
AC 18 | HP 110 (13d8+52) | Speed 30 ft, hover 10 ft.
Skills: Arcana +5 | Immune: poison, psychic, exhaustion, most conditions
Gearlock Sync. Start of turn: one Legionnaire within 30 ft gains resistance to all damage until the Overseer's next turn.
Overcharge Core (Recharge 6). Undoes one banked shutdown success unless a PC reacts with a DC 15 Arcana check.
Multiattack. Two Arc Lash attacks.
Arc Lash. +7 to hit, reach 10 ft. Hit: 12 (2d6+5) force.
Command Legionnaires (no action cost, 1/round). One Legionnaire within 30 ft makes one weapon attack as a reaction.
Large Creature · CR 10 · Boss boarder · Boss
AC 18 | HP 210 | Speed 40 ft.
Role: Boss boarder
Note. Victory can be cutting his anchor-chain and outrunning him through the clash.
Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.
Multiattack / Assault. Titan hammer +9 to hit, 24 bludgeoning plus 10 thunder to the deck.
Advance (1). Move up to half Speed.
Strike (1). One attack from Assault.
Medium Creature · CR 3 · Boarding skirmisher
AC 16 | HP 74 | Speed 30 ft.
Note. Falls inert if shoved into open water between clashes.
Attack. Stone hook +6 to hit, 13 piercing and pulls target 10 ft toward a rail.
Medium Creature · CR 6 · Titan-kin controller
AC 17 | HP 132 | Speed 30 ft.
Note. Maintains the anchor chant that teaches the rocks the ship's name.
Attack. Shard hymn DC 16 Con, 24 thunder and speed halved.
Medium Creature · CR 5 · Deck breaker
AC 15 | HP 118 | Speed 30 ft.
Note. Can be distracted by a shouted cadence contest.
Attack. Anchor maul +8 to hit, 20 bludgeoning and damages a ship zone.
Large Creature · CR 12 · Boss wrestler empowered by earth contact · Boss
AC 18 | HP 235 | Speed 40 ft.
Role: Boss wrestler empowered by earth contact
Note. Boss last. Win by lifting or separating him from earth, not by simple attrition.
Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.
Multiattack / Assault. Titan clinch +10 to hit, 3d12+6 bludgeoning; grappled target is restrained.
Advance (1). Move up to half Speed.
Strike (1). One attack from Assault.
Medium Creature · CR 6 · Ritual support and terrain controller
AC 16 | HP 95 | Speed 30 ft.
Note. Break concentration by lifting their clay bowl off the ground.
Attack. Mud brand +7 to hit, 3d6 necrotic; target's speed reduced by 10 ft.
Medium Creature · CR 5 · Cult wrestler and pin specialist
AC 15 | HP 82 | Speed 30 ft.
Note. Cannot regain morale if publicly thrown out of the ring.
Attack. Earthlock +7 to hit, 2d8+4 bludgeoning; target grappled, escape DC 15.
Medium Creature · CR 7 · Heavy bruiser with reluctant loyalty
AC 15 | HP 130 | Speed 30 ft.
Note. Can be turned by proving the cult will never release its debts.
Attack. Stone maul +8 to hit, 3d10+5 bludgeoning; pushes target prone in dirt.
Medium Creature · CR 5 · Boarding undead
AC 15 | HP 98 | Speed 30 ft.
Note. Climb over the sides when forged fares are exposed.
Attack. Cold hands +7 to hit, 13 necrotic; stolen obol forces DC 15 Wisdom or frightened.
Medium Creature · CR 4 · Crowd hazard
AC 12 | HP 90 | Speed 30 ft.
Note. Should be persuaded, restrained, or redirected; do not frame them as kill fodder.
Attack. Surge, DC 15 Strength or Charisma save or 16 bludgeoning and the Balance clock worsens.
Medium Creature · CR 6 · River control monster
AC 16 | HP 121 | Speed 30 ft.
Note. Targets anyone overboard or leaning over the rail with the ledger.
Attack. Bite +8 to hit, 16 piercing plus 10 psychic; memory shock recharges on 5-6.
Large Creature · CR 10 · Boss, undead smuggler · Boss
AC 17 | HP 184 | Speed 40 ft.
Role: Boss, undead smuggler
Note. Boss last. It forges living passages to overload Charon's law and steal the wreckage.
Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.
Multiattack / Assault. Oar-hook +8 to hit, 18 necrotic; name-theft gaze DC 16 Charisma or lose reactions and identity cues.
Advance (1). Move up to half Speed.
Strike (1). One attack from Assault.
Medium Humanoid (Amazon), Neutral · CR 2 (450 XP)
AC 15 (leather) | HP 39 (6d8+12) | Speed 35 ft.
Skills: Acrobatics +5, Athletics +3, Perception +3, Stealth +5
Skirmish Step. After making a ranged attack, may move 10 ft. without provoking (once/turn).
Multiattack. Two shortbow attacks.
Shortbow. +5 to hit, range 80/320 ft. Hit: 6 (1d6+3) piercing.
Handaxe. +3 to hit, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6+1) slashing.
Medium Humanoid (Amazon), Neutral · CR 3 (700 XP)
AC 14 | HP 52 (8d8+16) | Speed 40 ft.
Skills: Animal Handling +3, Athletics +4, Perception +3
Mounted Preferred. If mounted on a war-deer/horse (AC 12, HP 19), attacks have advantage against Medium unmounted foes once/turn.
Multiattack. Two spear attacks.
Spear. +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing.
Trample Rush (1/turn while mounted). Move 20 ft. through enemy space; DC 13 Dexterity save or 7 (2d6) bludgeoning and prone.
Medium Fey (shapechanger), Chaotic Evil · CR 5 (1,800 XP)
AC 15 | HP 84 (13d8+26) | Speed 30 ft.
Skills: Deception +8, Performance +8, Sleight of Hand +8, Stealth +8 | Resistances: psychic
Shapechanger. Can appear as an Amazon courier or Spartan messenger (Investigation DC 16 to pierce).
Frame Work. Carries forged raid-orders and stolen camp tokens used to start the conflict.
Multiattack. Two dagger attacks and Discordant Whisper if available.
Dagger. +7 to hit, reach 5 ft. or range 20/60 ft. Hit: 6 (1d4+4) piercing + 7 (2d6) psychic.
Discordant Whisper (Recharge 4–6). One creature within 60 ft. DC 15 Wisdom save or use its reaction to attack a former ally within reach (if none, dash toward nearest foe).
Medium Humanoid (Human), Lawful Neutral · CR 2 (450 XP)
AC 18 (breastplate, shield) | HP 45 (7d8+14) | Speed 30 ft.
Skills: Athletics +5, Perception +2
Shield Wall. While within 5 ft. of another Spartan Hoplite with a shield, +1 AC and advantage on saves vs. being moved or frightened.
Multiattack. Two spear attacks.
Spear. +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 6 (1d6+3) piercing.
Shield Bash. +5 to hit. Hit: 5 (1d4+3) bludgeoning; DC 13 Strength save or pushed 5 ft.
Medium Humanoid (Human), Lawful Neutral · CR 4 (1,100 XP)
AC 19 (plate, shield) | HP 75 (10d8+30) | Speed 30 ft.
Skills: Athletics +6, Intimidation +4, Insight +3
Drill Master. Allied Spartan Hoplites within 30 ft. deal +2 damage with spears.
Multiattack. Three spear attacks.
Spear. +6 to hit. Hit: 8 (1d8+4) piercing.
Order: Advance (Recharge 5–6). Up to 3 hoplites move 10 ft. toward a point he chooses without provoking.
Large Construct (Ares-forged), Neutral Evil · CR 9 (5,000 XP) · BOSS (Peace Branch)
AC 17 (patchwork bronze) | HP 161 (14d10+84) | Speed 40 ft.
Immunities: poison, psychic (nonmagical charm) | Resistances: bludgeoning/piercing/slashing from nonmagical | Vulnerabilities: radiant
Forged from Theft. Built from stolen Amazon bows and Spartan shields — both camps recognize their dead comrades' gear (Insight DC 12).
Legendary Resistance (2/day). Turn a failed save into a success.
Twin-Seal Weakness. If the Twin-Seal is bound at the ford-stone, loses legendary actions and takes 30 psychic once.
Multiattack. One shield-slam and two glaive attacks.
Glaive. +9 to hit, reach 10 ft. Hit: 16 (2d10+5) slashing.
Shield-Slam. +9 to hit, reach 5 ft. Hit: 14 (2d8+5) bludgeoning; DC 17 Strength save or prone.
War-Cry of Eris (Recharge 5–6). 30-ft. cone; DC 15 Wisdom. Fail: frightened 1 minute (repeat end of turns) and attack rolls vs. allies within 10 ft. have advantage against the target.
Advance (Cost 1). Moves up to 15 ft. without provoking.
Glaive (Cost 1). One glaive attack.
Split the Line (Cost 2). Creatures in a 20-ft. line DC 15 Dexterity save or 10 (3d6) slashing and pushed 10 ft. apart (breaks adjacent pairing).
Medium Humanoid (Merfolk), Neutral (Compelled)
AC 11 | HP 22 (4d8+4) | Speed 10 ft., swim 40 ft.
Skills Perception +2 | Languages Aquan, Common | CR 1/4 (50 XP)
Amphibious. Can breathe air and water.
Actions
Spear. +3 to hit, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6+1) piercing, or 5 (1d8+1) two-handed.
Compelled State
A PC adjacent to a Corrupted Merfolk can spend their action making a DC 15 Arcana, Insight, or Religion check to break the harpy compulsion. On success, the merfolk is freed, becomes friendly, and fights for the party. Up to 3 freed merfolk will agree to guard the ship (DC 14 Persuasion).
Spear. +3 to hit, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6+1) piercing, or 5 (1d8+1) two-handed.
A PC adjacent to a Corrupted Merfolk can spend their action making a DC 15 Arcana, Insight, or Religion check to break the harpy compulsion. On success, the merfolk is freed, becomes friendly, and fights for the party. Up to 3 freed merfolk will agree to guard the ship (DC 14 Persuasion).
Large Monstrosity (Gorgon), Lawful Evil — CR 12 (8,400 XP)
AC 17 (natural armor) | HP 168 (26d10+26) | Speed 30 ft.
Saves DEX +7, CON +6, WIS +6, CHA +9
Skills Deception +9, Insight +6, Perception +6, Stealth +7
Resistances Poison | Condition Immunities Petrified (except via own reflection)
Senses Darkvision 120 ft., Truesight 30 ft.
Traits
Petrifying Gaze (Aura). At the start of each of Euryale's turns, each non-petrified creature within 30 ft. that can see her eyes must make a DC 17 CON saving throw. Fail by 5+: instantly petrified. Fail: restrained (petrification begins; repeat at end of next turn — fail = petrified, success = ends). Avert eyes: no save required, but attacks against Euryale have disadvantage until your next turn.
Mirror Vulnerability. If Euryale can see her own reflection in a polished surface within 30 ft. (requires bright light), she must make a DC 17 CON save against her own Petrifying Gaze. This overrides her condition immunity — it is the nature of the gorgon's ancient curse.
Pool Vulnerability. The Still Pool in the cave acts as a large mirrored surface. If Euryale is within 30 ft. of the pool and in line of sight of it, Mirror Vulnerability triggers automatically at the start of her turn.
Actions
Multiattack. Three attacks: one Snake Hair + two Longsword, or Focused Gaze + two Longsword.
Snake Hair. +7 to hit, reach 10 ft. Hit: 16 (3d8+3) poison. DC 16 CON save or poisoned 1 hour.
Longsword. +5 to hit, reach 5 ft. Hit: 10 (2d8+1) slashing, or 11 (2d10+1) two-handed.
Focused Gaze (replaces one attack). One creature within 30 ft. makes the DC 17 CON save with disadvantage. Standard petrification rules apply.
Legendary Actions — 3/round (end of another creature's turn)
Move. Moves up to half speed without provoking opportunity attacks.
Serpent Strike (1 action). One Snake Hair attack.
Unleash Gaze (2 actions). One creature within 30 ft. that can see Euryale immediately makes the DC 17 CON save against her Petrifying Gaze.
Lair Actions (Initiative 20 — active from round 3)
Serpent Surge. Creatures within 5 ft. of a wall make DC 14 DEX save or take 2d6 piercing from writhing stone carvings.
Stone Dust Cloud. 20 ft. radius centered on Euryale — lightly obscured until start of her next turn.
Cave Tremor. One 10×10 ft. area becomes difficult terrain for the rest of the encounter.
Petrifying Gaze (Aura). At the start of each of Euryale's turns, each non-petrified creature within 30 ft. that can see her eyes must make a DC 17 CON saving throw. Fail by 5+: instantly petrified. Fail: restrained (petrification begins; repeat at end of next turn — fail = petrified, success = ends). Avert eyes: no save required, but attacks against Euryale have disadvantage until your next turn.
Mirror Vulnerability. If Euryale can see her own reflection in a polished surface within 30 ft. (requires bright light), she must make a DC 17 CON save against her own Petrifying Gaze. This overrides her condition immunity — it is the nature of the gorgon's ancient curse.
Pool Vulnerability. The Still Pool in the cave acts as a large mirrored surface. If Euryale is within 30 ft. of the pool and in line of sight of it, Mirror Vulnerability triggers automatically at the start of her turn.
Multiattack. Three attacks: one Snake Hair + two Longsword, or Focused Gaze + two Longsword.
Snake Hair. +7 to hit, reach 10 ft. Hit: 16 (3d8+3) poison. DC 16 CON save or poisoned 1 hour.
Longsword. +5 to hit, reach 5 ft. Hit: 10 (2d8+1) slashing, or 11 (2d10+1) two-handed.
Focused Gaze (replaces one attack). One creature within 30 ft. makes the DC 17 CON save with disadvantage. Standard petrification rules apply.
Move. Moves up to half speed without provoking opportunity attacks.
Serpent Strike (1 action). One Snake Hair attack.
Unleash Gaze (2 actions). One creature within 30 ft. that can see Euryale immediately makes the DC 17 CON save against her Petrifying Gaze.
Serpent Surge. Creatures within 5 ft. of a wall make DC 14 DEX save or take 2d6 piercing from writhing stone carvings.
Stone Dust Cloud. 20 ft. radius centered on Euryale — lightly obscured until start of her next turn.
Cave Tremor. One 10×10 ft. area becomes difficult terrain for the rest of the encounter.
Medium Monstrosity, Chaotic Evil
AC 11 | HP 38 (7d8+7) | Speed 20 ft., fly 40 ft.
Passive Perception 10 | Languages Common | CR 1 (200 XP)
Actions
Multiattack. Two Claws attacks.
Claws. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) slashing.
Luring Song. Each humanoid and giant within 300 ft. that can hear the harpy must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on each subsequent turn to continue singing. Charmed targets are incapacitated and must move toward the harpy by the most direct route. Target may re-save (DC 11 WIS) at end of each of its turns. Song ends if the harpy is incapacitated or if a target moves beyond range.
Multiattack. Two Claws attacks.
Claws. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) slashing.
Luring Song. Each humanoid and giant within 300 ft. that can hear the harpy must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on each subsequent turn to continue singing. Charmed targets are incapacitated and must move toward the harpy by the most direct route. Target may re-save (DC 11 WIS) at end of each of its turns. Song ends if the harpy is incapacitated or if a target moves beyond range.
Large Monstrosity, Chaotic Evil
AC 13 (natural armor) | HP 97 (13d10+26) | Speed 30 ft.
Skills Deception +7, Insight +4, Stealth +3 | Senses Darkvision 60 ft. | CR 4 (1,100 XP)
Innate Spellcasting (CHA, DC 13, +5 to hit)
At will: disguise self (humanoid), major image
3/day each: charm person, mirror image, suggestion
1/day: geas
Actions
Multiattack. One Claws + one Dagger. May replace either with Intoxicating Touch.
Claws. +5 to hit, reach 5 ft. Hit: 14 (2d10+3) slashing.
Dagger. +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4+3) piercing.
Intoxicating Touch. Melee spell attack, +5 to hit, reach 5 ft. Target is magically cursed for 1 hour: disadvantage on WIS saves and checks; cannot maintain or regain concentration on spells.
At will: disguise self (humanoid), major image
3/day each: charm person, mirror image, suggestion
1/day: geas
Multiattack. One Claws + one Dagger. May replace either with Intoxicating Touch.
Claws. +5 to hit, reach 5 ft. Hit: 14 (2d10+3) slashing.
Dagger. +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4+3) piercing.
Intoxicating Touch. Melee spell attack, +5 to hit, reach 5 ft. Target is magically cursed for 1 hour: disadvantage on WIS saves and checks; cannot maintain or regain concentration on spells.
Medium Humanoid (Lizardfolk), Neutral
AC 13 | HP 52 | Speed 30 ft., swim 30 ft.
Skills Nature +4, Perception +6 | CR 4 (1,100 XP)
Spellcasting (WIS, DC 14, +6)
Cantrips: poison spray, produce flame
1st: fog cloud†, healing word, thunderwave
2nd: spike growth†, hold person†
3rd: call lightning†, conjure animals†
Actions
Bite. +4, 1d6+2 piercing.
Cantrips: poison spray, produce flame
1st: fog cloud†, healing word, thunderwave
2nd: spike growth†, hold person†
3rd: call lightning†, conjure animals†
Bite. +4, 1d6+2 piercing.
Medium Humanoid (Lizardfolk), Neutral
AC 16 | HP 45 | Speed 30 ft., swim 30 ft.
Skills Perception +3, Stealth +4, Survival +5 | CR 2 (450 XP)
Traits
Hold Breath. 15 minutes.
Swamp Stride. Shallow water (≤3 ft.) does not cost extra movement.
Actions
Multiattack. Bite + Javelin.
Bite. +5, 1d6+3 piercing.
Javelin. +5, 1d6+3 piercing (30/120 ft.).
Clamping Jaws (Reaction). On OA hit, target grappled (DC 13 STR escape).
Hold Breath. 15 minutes.
Swamp Stride. Shallow water (≤3 ft.) does not cost extra movement.
Multiattack. Bite + Javelin.
Bite. +5, 1d6+3 piercing.
Javelin. +5, 1d6+3 piercing (30/120 ft.).
Clamping Jaws (Reaction). On OA hit, target grappled (DC 13 STR escape).
Medium Monstrosity, Lawful Evil
AC 15 (natural armor) | HP 127 (17d8+51) | Speed 30 ft.
Skills Deception +5, Insight +4, Perception +4, Stealth +5
Senses Darkvision 60 ft. | CR 6 (2,300 XP)
Traits
Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 ft., it must make a DC 14 CON saving throw (if the medusa is not incapacitated and can see it). Fail: restrained (petrification begins). Repeat at end of next turn — fail: petrified; success: effect ends. Avert eyes: no save required; attacks against medusa have disadvantage until your next turn. Petrification lasts until removed by greater restoration.
Actions
Multiattack. One Snake Hair and two Shortsword attacks.
Snake Hair. +5 to hit, reach 5 ft. Hit: 4 (1d4+2) piercing + 14 (4d6) poison. DC 14 CON save or poisoned 1 hour.
Shortsword. +5 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.
Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 ft., it must make a DC 14 CON saving throw (if the medusa is not incapacitated and can see it). Fail: restrained (petrification begins). Repeat at end of next turn — fail: petrified; success: effect ends. Avert eyes: no save required; attacks against medusa have disadvantage until your next turn. Petrification lasts until removed by greater restoration.
Multiattack. One Snake Hair and two Shortsword attacks.
Snake Hair. +5 to hit, reach 5 ft. Hit: 4 (1d4+2) piercing + 14 (4d6) poison. DC 14 CON save or poisoned 1 hour.
Shortsword. +5 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.
Large Monstrosity (Harpy), Chaotic Evil · CR 6 (2,300 XP) · BOSS · APL10: HP 140
AC 14 (natural armor) | HP 97 (13d10+26) | Speed 20 ft., Fly 60 ft.
Saves: Wis +4, Cha +7 | Skills: Perception +4, Performance +7
Immunities: Lightning, Thunder | Senses: Darkvision 60 ft., Passive Perception 14
Languages: Auran, Common
Flock Commander. Harpies within 30 ft have advantage on attacks against charmed or incapacitated targets.
Legendary Resistance (1/Day). Choose to succeed on a failed save.
Multiattack. Two Talon attacks.
Talon. +6 to hit, reach 5 ft. Hit: 10 (2d6+3) slashing.
Luring Song. All within 300 ft that hear: DC 15 Wis save or charmed + incapacitated; must move toward Aello. Repeat save end of each turn. Success: immune 24 hrs.
Gale Shriek (Recharge 5–6). 30-ft cone: DC 14 Con save, 4d8 (18 avg) thunder on fail + pushed 10 ft + prone. Half, no push on success.
Windborne Dash. Move 20 ft without provoking opportunity attacks.
Talon Strike (Cost 1). One Talon attack.
Rally the Flock (Cost 2). One Harpy within 60 ft flies 30 ft and makes one Claw attack as a free reaction.
Medium Monstrosity, Chaotic Evil · CR 1 (200 XP)
AC 11 | HP 38 (7d8+7) | Speed 20 ft., Fly 40 ft.
Senses: Passive Perception 10 | Languages: Common
Multiattack. One Claws + one Club attack.
Claws. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) slashing.
Club. +3 to hit, reach 5 ft. Hit: 3 (1d4+1) bludgeoning.
Luring Song. Bonus action to maintain each round. All humanoids within 300 ft that can hear: DC 11 Wis save or charmed. Charmed: incapacitated, must move toward Harpy. Success: immune 24 hrs.
Huge Appendage (Kraken), Neutral Evil · Encounter CR 3 per segment (700 XP ea.)
AC 12 (natural armor) | HP 40 (each) | Speed 0 ft.
Resistances: Cold; nonmagical Bludgeoning, Piercing, Slashing
Condition Immunities: All conditions | Senses: Blindsight 30 ft.
Mindless Appendage. Acts on initiative 20. No mind. Severing (0 HP): remove mini, reduce Grip Counter by 1.
Regeneration (Maw Active). While Kraken's Maw is surfaced, can be regrown by Maw Legendary Action (Cost 1) at 20 HP; Grip Counter +1.
Slam. +8 to hit, reach 20 ft. Hit: 15 (2d8+6) bludgeoning. DC 16 Str save or knocked prone.
Seize. +8 to hit, reach 20 ft. Hit: 13 (2d6+6) bludgeoning + grappled (escape DC 16) + restrained while grappled.
Drag (Grappled Only). DC 16 Str save or dragged 20 ft toward sea. Off the edge = overboard.
Medium Humanoid (Sahuagin), Lawful Evil · CR 1/2 (100 XP)
AC 12 (natural armor) | HP 22 (4d8+4) | Speed 30 ft., Swim 40 ft.
Skills: Perception +5 | Senses: Darkvision 120 ft., Passive Perception 15
Languages: Sahuagin
Blood Frenzy. Advantage on melee attacks against any creature not at full HP.
Limited Amphibiousness. Breathes air and water; must submerge at least 1 hr per 4 hrs or begins suffocating.
Shark Telepathy. Magically commands sharks within 120 ft.
Multiattack. One Bite + two Claw, or one Trident + one Bite.
Bite. +3 to hit, 5 ft. Hit: 3 (1d4+1) piercing.
Claws. +3 to hit, 5 ft. Hit: 3 (1d4+1) slashing.
Trident. +3 to hit, 5 ft or 20/60 ft ranged. Hit: 4 (1d6+1) piercing; 5 (1d8+1) two-handed.
Medium Fey, Chaotic Evil · CR 5 (1,800 XP)
AC 14 (natural armor) | HP 52 (7d8+21) | Speed 30 ft., Swim 40 ft.
Senses: Darkvision 60 ft., Passive Perception 11 | Languages: Aquan, Common, Giant
Amphibious. Breathes air and water.
Horrific Appearance. First sight: DC 11 Wis save or frightened 1 minute. Success: immune 24 hrs.
Claws. +5 to hit, reach 5 ft. Hit: 10 (2d6+3) slashing.
Death Glare. One frightened creature within 30 ft that can see the Hag: DC 11 Wis save or drop to 0 HP. Success: 3 (1d6) psychic.
Illusory Appearance. Covers herself in illusion to appear beautiful. Ends if she dies or takes a bonus action to end it. Dispel DC 14; Insight vs. Deception (+5) to detect.
Medium Fey (Siren), Chaotic Neutral · CR 4 (1,100 XP)
AC 12 | HP 52 (8d8+16) | Speed 30 ft., Swim 40 ft.
Saves: Wis +4, Cha +7 | Skills: Performance +9, Deception +7, Insight +4, Perception +4
Senses: Darkvision 60 ft., Passive Perception 14 | Languages: Aquan, Common, Elvish
Amphibious. Breathes air and water.
Alluring Presence. A creature that can see the Siren and makes its first attack against it must succeed DC 13 Wis save or make that attack with disadvantage.
Siren's Song. All within 300 ft that hear: DC 15 Wis save or charmed 1 hour; must move toward water on their turn. Damage forces new save. Success: immune 24 hrs.
Coral Strike. +4 to hit, reach 5 ft. Hit: 9 (2d6+2) piercing. Target has disadvantage on its next Wisdom saving throw.
Bewitching Gaze (Recharge 5–6). One target within 30 ft: DC 15 Wis save or stunned until end of its next turn.
Beguiling Deflection. When targeted by an attack, force attacker: DC 13 Wis save or attack made with disadvantage (declare before roll).
Gargantuan Monstrosity (Kraken, Partial), Neutral Evil · Unkillable — see trait
AC 18 (natural armor) | HP 250 (cannot drop below 1) | Speed 0 ft. (head only surfaced)
Saves: Str +14, Dex +3, Con +11, Int +10, Wis +8, Cha +9
Immunities: Lightning, Thunder; nonmagical B/P/S | Condition Immunities: frightened, paralyzed, prone
Senses: Truesight 120 ft., Passive Perception 18
Encounter Rule (Unkillable). Cannot be reduced below 1 HP. Escape is the objective. Seal of the Deep sacrifice ends this encounter immediately.
Legendary Resistance (3/Day). Choose to succeed on a failed save.
Reactive (3 Reactions/Round). May take up to 3 different reactions per round.
Multiattack. One Bite + Thunderous Bellow.
Bite. +14 to hit, reach 10 ft. Hit: 29 (3d12+10) piercing. 0 HP: target swallowed (blinded, restrained; 21 (6d6) acid at start of each Kraken turn).
Thunderous Bellow. All within 60 ft: DC 19 Con save, 4d8 (18 avg) thunder + deafened 1 min on fail. Half, no deafen on success.
Tentacle Surge (Cost 1). One severed tentacle regrows at 20 HP. Grip Counter +1.
Crash Wave (Cost 2). All creatures on deck: DC 16 Dex save or 2d8 (9 avg) bludgeoning + knocked prone.
Ink Cloud (Cost 3, 1/Day). 60-ft radius: heavily obscured until end of Kraken's next turn.
Medium Humanoid (Wild Man of the Hills), Chaotic Neutral · CR ½ (100 XP)
Greek mythology's equivalent of an orc — 8 orc miniatures can represent Agrioi. Use as optional minions in Enc 3 Branch A/B.
AC 13 (hide armor) | HP 15 (2d8+6) | Speed 30 ft.
Skills: Intimidation +2
Senses: Darkvision 60 ft., passive Perception 8
Aggressive. As a bonus action, may move up to its speed toward a hostile creature.
Greataxe. +5 to hit, reach 5 ft. Hit: 9 (1d12+3) slashing.
Javelin. +5 to hit, range 30/120 ft. Hit: 6 (1d6+3) piercing.
Large Humanoid (Cyclops-Kin), Lawful Neutral · CR 8 (3,900 XP) · Branch B Boss
AC 17 (plate) | HP 110 (13d10+39) | Speed 30 ft.
Saving Throws: Str +9, Con +6
Skills: Athletics +9, Intimidation +4, Perception +5
Resistances: Fire
Senses: Darkvision 60 ft., passive Perception 15
Poor Depth Perception. Disadvantage on ranged attacks against targets more than 30 ft. away.
Forge-Sworn. Resistant to fire; immune to the frightened condition.
Indomitable (2/Day). Rerolls a failed saving throw; must use the new roll.
Multiattack. Two Warhammer attacks + one Shield Bash.
Warhammer. +9 to hit, reach 5 ft. Hit: 15 (2d8+6) bludgeoning.
Shield Bash. +9 to hit, reach 5 ft. Hit: 11 (1d8+6) bludgeoning; DC 17 Strength save or knocked prone.
Hurled Boulder (Recharge 5–6). All within 5 ft. of target's space: DC 15 Dex save or 27 (4d10+5) bludgeoning + prone. Attack at disadvantage if target >30 ft. away.
Battle Roar. All Cyclopean allies within 30 ft. may move up to their speed immediately.
Medium Humanoid (Cyclops-Kin), Lawful Neutral · CR 2 (450 XP)
AC 16 (chain shirt, shield) | HP 45 (7d8+14) | Speed 30 ft.
Skills: Athletics +5
Senses: Darkvision 60 ft., passive Perception 9
Poor Depth Perception. Disadvantage on ranged attack rolls.
Iron-Blooded. Advantage on saving throws against the frightened condition.
Spear. +6 to hit, reach 5 ft. or range 20/60 ft. Hit: 8 (1d8+3) piercing. Ranged attacks at disadvantage.
Shield Bash. +5 to hit, reach 5 ft. Hit: 5 (1d4+3) bludgeoning; DC 13 Strength save or pushed 5 ft. and knocked prone.
Large Giant, Chaotic Neutral · CR 7 (2,900 XP)
AC 14 (natural armor) | HP 114 (12d10+48) | Speed 30 ft.
Senses: passive Perception 9
Poor Depth Perception. Disadvantage on any attack roll against a target more than 30 ft. away.
Unstoppable (1/combat). When reduced to 0 HP by B/P/S damage, may make DC 15 Constitution save; on success drops to 1 HP instead.
Multiattack. Two Greatclub attacks.
Greatclub. +9 to hit, reach 10 ft. Hit: 19 (3d8+6) bludgeoning.
Rock. +9 to hit, range 30/120 ft. Hit: 28 (4d10+6) bludgeoning. Disadvantage if target >30 ft. away.
Rock Catch. If hit by a thrown/ranged attack, DC 10 Dexterity save; on success, catches it and takes no damage.
Small Fey, Chaotic Neutral · CR 1 (200 XP)
AC 14 (leather armor) | HP 28 (5d6+10) | Speed 30 ft.
Skills: Perception +3, Stealth +4
Senses: Darkvision 60 ft., passive Perception 13
Magic Resistance. Advantage on saving throws against spells and magical effects.
Bracing Ram. If the Dwarf-Satyr doesn't move on its turn, its Ram attack deals an extra 1d4 bludgeoning damage.
Ram. +2 to hit, reach 5 ft. Hit: 5 (1d10) bludgeoning.
Short Sword. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.
Panpipe Wail (Recharge 6). Each creature within 20 ft. that can hear: DC 12 Wisdom save or frightened until end of next turn.
Medium Fey, Chaotic Neutral · CR 2 (450 XP)
AC 13 (leather armor) | HP 32 (5d8+10) | Speed 35 ft.
Skills: Perception +2, Stealth +5
Senses: passive Perception 12
Magic Resistance. Advantage on saving throws against spells and magical effects.
Fleet-Hoofed. Opportunity attacks against this creature are made at disadvantage.
Shortbow. +5 to hit, range 80/320 ft. Hit: 6 (1d6+3) piercing.
Short Sword. +5 to hit, reach 5 ft. Hit: 6 (1d6+3) piercing.
Ram (after moving ≥10 ft.). +3 to hit, reach 5 ft. Hit: 3 (1d4+1) bludgeoning; DC 12 Strength save or knocked prone.
Medium Monstrosity, Neutral Evil · CR 10 (5,900 XP) · Branch C Boss
AC 16 (natural armor) | HP 145 (20d8+60) | Speed 30 ft.
Saving Throws: Con +6, Wis +5, Cha +7
Skills: Arcana +6, Deception +7, Insight +5, Perception +5
Resistances: Poison
Senses: Darkvision 60 ft., passive Perception 15
Petrifying Gaze. At start of her turns, one creature within 30 ft. she can see: DC 14 Con save. Fail by <5: restrained until end of next turn. Fail by 5+: restrained, must save again at start of their next turn or petrified 1 min. Already-restrained creatures save at disadvantage.
Serpent Sense. Snake hair auto-detects hidden/invisible creatures within 30 ft.
Spellcasting (CHA, DC 15, +7). At will: Minor Illusion, Poison Spray. 2/day: Charm Person, Hold Person, Fear. 1/day: Hypnotic Pattern, Dominate Person.
Multiattack. Uses Petrifying Gaze, then makes two Snake Hair attacks.
Snake Hair. +6 to hit, reach 5 ft. Hit: 5 (1d4+3) piercing + 7 (2d6) poison; DC 13 Con save or poisoned 1 minute.
Redirect Gaze. When hit by melee attack, attacker: DC 14 Con save or restrained until end of their next turn.
Move (Cost 1). Move up to half speed, no opportunity attacks.
Serpent Strike (Cost 1). One Snake Hair attack.
Constricting Vision (Cost 2). One non-restrained creature that can see Kephira: DC 14 Wisdom save or frightened + restrained until end of her next turn.
Large Monstrosity, Lawful Evil · CR 4 (1,100 XP)
AC 16 (plate, shield) | HP 76 (9d10+27) | Speed 40 ft.
Skills: Athletics +7, Intimidation +3
Senses: Darkvision 60 ft., passive Perception 10
Charge. Move ≥10 ft., hit with Gore: extra 9 (2d8) piercing; DC 14 Strength save or pushed 10 ft. and knocked prone.
Phalanx Discipline. Advantage on saves vs. knocked prone. +1 to attack rolls while adjacent to another Minotaur Hoplite.
Multiattack. One Gore + one Battleaxe.
Gore. +7 to hit, reach 5 ft. Hit: 14 (2d8+5) piercing.
Battleaxe. +7 to hit, reach 5 ft. Hit: 16 (2d10+5) slashing.
Shield Wall. Adjacent allies gain +2 AC vs. ranged attacks until start of next turn.
Medium Fey, Lawful Neutral · CR 3 (700 XP)
AC 16 (scale mail, shield) | HP 58 (9d8+18) | Speed 30 ft.
Skills: Athletics +5
Senses: passive Perception 10
Magic Resistance. Advantage on saving throws against spells and magical effects.
Shield Wall. While adjacent to ≥1 other Satyr Hoplite, gains +2 AC (raises AC to 17).
Multiattack. Makes two Spear attacks.
Spear. +5 to hit, reach 5 ft. Hit: 8 (1d8+3) piercing, or 9 (1d10+3) two-handed.
Shield Slam. +5 to hit, reach 5 ft. Hit: 6 (1d6+3) bludgeoning; DC 13 Strength save or stunned until end of next turn.
Brace. When a creature moves into reach, may make one Spear attack against it.
Medium Fey, Chaotic Evil · CR 8 (3,900 XP) · Branch A Boss
AC 17 (scale mail, shield) | HP 120 (16d8+48) | Speed 40 ft.
Saving Throws: Dex +6, Wis +5, Cha +7
Skills: Athletics +6, Intimidation +7, Performance +7, Perception +5
Senses: passive Perception 15
Magic Resistance. Advantage on saves against spells and magical effects.
Aura of Frenzy. Satyr allies within 30 ft. score critical hits on 19–20; ends when Pyrakios drops below 45 HP.
Oath-Breaker's Fury. At start of combat, one creature within 60 ft.: DC 15 Wisdom save or frightened for 1 minute.
Multiattack. Two Pact-Spear attacks + one Headbutt if adjacent.
Pact-Spear. +6 to hit, reach 5 ft. or 20/60 ft. Hit: 10 (2d6+3) piercing.
Headbutt. +6 to hit, reach 5 ft. Hit: 8 (2d4+3) bludgeoning; DC 14 Strength save or pushed 15 ft.
Panpipe Dirge (Recharge 5–6). All within 30 ft. that can hear: DC 15 Wisdom save or incapacitated until end of next turn.
War Chant. Satyr allies within 30 ft. gain advantage on their next attack roll (once per turn).
Parry. +4 AC against one melee attack that would otherwise hit.
Large Undead, Neutral Evil · CR 4 (1,100 XP)
AC 14 (natural armor) | HP 52 (7d10+14) | Speed 50 ft.
Immunities: Poison; Exhaustion, Poisoned
Vulnerabilities: Bludgeoning
Senses: Darkvision 60 ft., passive Perception 9
Bone Charge. Move ≥30 ft., hit with Bone Lance: extra 7 (2d6) piercing; DC 13 Strength save or knocked prone.
Undead Resilience (1/combat). When reduced to 0 HP by non-bludgeoning/fire/radiant damage, makes CON save (DC = 5 + damage taken); on success drops to 1 HP instead.
Multiattack. One Bone Lance + one Trampling Hooves.
Bone Lance. +6 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing.
Trampling Hooves. +6 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning; DC 13 Strength save or knocked prone.
Large Undead, Neutral Evil · CR 4 (1,100 XP)
AC 14 (bone armor) | HP 58 (7d10+21) | Speed 40 ft.
Immunities: Poison; Exhaustion, Poisoned
Vulnerabilities: Bludgeoning
Senses: Darkvision 60 ft., passive Perception 9
Bone Charge. Move ≥10 ft., hit with Gore: extra 9 (2d8) piercing; DC 15 Strength save or pushed 10 ft. and knocked prone.
Mindless Aggression. Moves toward nearest creature it can sense at start of each turn.
Gore. +7 to hit, reach 5 ft. Hit: 13 (2d8+5) piercing.
Greataxe. +7 to hit, reach 5 ft. Hit: 17 (2d12+5) slashing.
Large Beast, Neutral Evil · CR 5 (1,800 XP)
AC 15 | HP 68 (8d10+24) | Speed 40 ft., swim 40 ft., climb 40 ft.
Skills: Perception +4, Stealth +5
Brood Minion. Optional Enc. 3 add for Deadly padding — fights beside the Green Coil until it sheds.
Coiled Lunge. Can move 20 ft. as part of a bite attack without provoking.
Bite. +7 to hit, reach 10 ft. Hit: 13 (2d8+4) piercing + 7 (2d6) poison.
Constrict. +7 to hit, reach 5 ft., one Medium or smaller creature. Hit: 11 (2d6+4) bludgeoning; target grappled (escape DC 15). Until grapple ends, target restrained.
Medium Beast, Unaligned · CR 2 (450 XP)
AC 14 | HP 45 (7d8+14) | Speed 40 ft., climb 40 ft.
Skills: Perception +3, Stealth +6
Ambush Predator. Advantage on attack rolls against creatures that have not acted yet in combat.
Parnassus Camouflage. Advantage on Stealth in rocky terrain.
Bite. +6 to hit, reach 5 ft. Hit: 8 (1d8+4) piercing + 10 (3d6) poison. DC 14 Constitution save or poisoned for 1 minute (repeat save end of turns).
Huge Monstrosity, Neutral Evil · CR 11 (7,200 XP) · BOSS Phase 1
AC 17 (natural armor) | HP 220 (21d12+84) | Speed 40 ft., swim 40 ft., climb 40 ft.
Saves: Str +10, Con +9, Wis +7 | Skills: Perception +7, Stealth +7 | Resistances: poison; Immunities: poisoned
Legendary Resistance (2/Day). Turn a failed save into a success.
Python's Blood. Descendant of the serpent Apollo slew; hungers for the omphalos — the navel-stone beneath the orchestra.
Shed Trigger. At 0 HP or when explicitly triggered at ≤25% HP (55 HP), the Green Coil sheds skin and flesh, becoming Python the Shed-Bone with full HP (phase transition — not a second unrelated boss).
Castalian Coil-Charm Weakness. If a bearer uses the charm (see maguffin), the Green Coil has disadvantage on its next attack roll or save vs. that character.
Multiattack. Bite and Constrict, or Bite twice.
Bite. +11 to hit, reach 15 ft. Hit: 17 (2d10+6) piercing + 10 (3d6) poison.
Constrict. +11 to hit, reach 10 ft., one Large or smaller creature. Hit: 15 (2d8+6) bludgeoning; grappled (escape DC 18). Until grapple ends, target restrained and takes 10 (2d8+6) bludgeoning at start of Green Coil's turns.
Coil Surge (Recharge 5–6). 30-ft. line, 10 ft. wide; DC 17 Dexterity save or 28 (8d6) bludgeoning and pushed 15 ft. and prone.
Slither (Cost 1). Moves up to half speed without provoking.
Bite (Cost 1). One bite attack.
Crush the Oracle (Cost 2). If within 15 ft. of the Pythia, forces her to move 10 ft. toward the orchestra (Wisdom DC 15 negates) and makes one constrict attack against her with advantage.
Huge Undead, Neutral Evil · CR 11 (7,200 XP) · BOSS Phase 2
AC 16 (bone plates) | HP 190 (20d12+60) | Speed 40 ft., climb 40 ft.
Saves: Str +9, Con +7, Wis +6 | Immunities: poison, necrotic | Resistances: bludgeoning, piercing, slashing from nonmagical
Legendary Resistance (2/Day). Turn a failed save into a success.
Shed-Bone Form. Necrotic venom replaces living poison; undead serpent-skeleton animated by Python's curse.
Oracle Hunger. While the Pythia is within 30 ft. and conscious, Shed-Bone regains 10 HP at the start of its turn (stops if Pythia is freed or unconscious).
Castalian Coil-Charm. Bearer can use charm to force Shed-Bone to reroll one attack or save (once per fight).
Multiattack. Bite and Bone Tail, or two Bone Shard attacks.
Necrotic Bite. +9 to hit, reach 15 ft. Hit: 16 (2d10+5) piercing + 14 (4d6) necrotic.
Bone Tail. +9 to hit, reach 20 ft. Hit: 14 (2d8+5) bludgeoning; DC 17 Strength save or prone.
Death Rattle (Recharge 5–6). 30-ft. cone; DC 16 Constitution save or 27 (6d8) necrotic and frightened until end of next turn.
Bone Shift (Cost 1). Moves up to 15 ft. through difficult terrain without provoking.
Shard Volley (Cost 1). Ranged spell attack +9, range 60 ft.; one target takes 11 (2d10) piercing + 5 (1d10) necrotic.
Claim the Navel (Cost 2). If standing on the orchestra center, erupts necrotic energy in 20-ft. radius; DC 16 Dexterity save or 22 (4d10) necrotic and speed halved until end of next turn.
Medium Monstrosity (Pythonide), Neutral Evil · CR 2 (450 XP) · yuan-ti pureblood reskin
Pythonide Blood (yuan-ti). Immune to poison; Magic Resistance (advantage on saves vs. spells). Speaks Common and Draconic; scales patterned like shed Python-skin.
AC 14 (hide, shield) | HP 32 (5d8+10) | Speed 30 ft.
Skills: Athletics +3, Religion +3, Stealth +4
Coiled Guard. While within 5 ft. of another Pythonide Coilborn, +1 AC.
Fanatic. Advantage on saves vs. being charmed or frightened.
Multiattack. Two scimitar attacks.
Scimitar. +4 to hit. Hit: 5 (1d6+2) slashing.
Javelin. +4 to hit, range 30/120 ft. Hit: 5 (1d6+2) piercing.
Medium Monstrosity (Pythonide), Neutral Evil · CR 5 (1,800 XP) · yuan-ti malison reskin
Pythonide Blood (yuan-ti). Immune to poison; Magic Resistance (advantage on saves vs. spells). Speaks Common and Draconic; scales patterned like shed Python-skin.
AC 16 (scale mail) | HP 97 (13d8+39) | Speed 30 ft., climb 30 ft.
Skills: Arcana +4, Deception +5, Religion +5, Stealth +6 | Saves: Wis +5, Cha +5
Python-Brood Marks. Religion DC 14 recognizes coiled-ouroboros brands — cult of Python's blood, not Apollo.
Serpent Tongue. Can communicate with snakes; allied reptiles within 60 ft. have advantage on attack rolls vs. frightened foes.
Spellcasting. 8th-level cleric (Python domain): DC 13, +5 to hit. Cantrips: poison spray, thaumaturgy. 1st (4): command, inflict wounds, sanctuary. 2nd (3): hold person, spiritual weapon (serpent). 3rd (3): bestow curse, spirit guardians (snake forms). 4th (2): banishment, guardian of faith.
Multiattack. Two fang-dagger attacks or one dagger and Poison Fang.
Fang-Dagger. +6 to hit, reach 5 ft. Hit: 6 (1d4+3) piercing + 7 (2d6) poison.
Poison Fang (Recharge 5–6). 15-ft. cone; DC 14 Constitution save or 14 (4d6) poison and poisoned until end of the Hierophant's next turn.
Medium Monstrosity (Pythonide), Neutral Evil · CR 5 (1,800 XP) · yuan-ti malison reskin
Pythonide Blood (yuan-ti). Immune to poison; Magic Resistance (advantage on saves vs. spells). Speaks Common and Draconic; scales patterned like shed Python-skin.
AC 15 (chain shirt) | HP 71 (11d8+22) | Speed 30 ft.
Skills: Athletics +5, Intimidation +4, Religion +4
Theatre Vanguard. Arrives early if the party lingers at Castalia or fails to prep traps. Carries stage-weights and bronze netting.
Serpent Fervor. Advantage on saves vs. poison; resistance to poison damage.
Multiattack. Three trident attacks.
Bronze Trident. +5 to hit, reach 5 ft. Hit: 7 (1d8+3) piercing.
Net Toss (Recharge 5–6). Ranged 15/30 ft.; DC 13 Dexterity save or restrained (escape DC 13).
Medium Monstrosity (Pythonide), Neutral Evil · CR 4 (1,100 XP) · yuan-ti malison scout reskin
Pythonide Blood (yuan-ti). Immune to poison; Magic Resistance (advantage on saves vs. spells). Speaks Common and Draconic; scales pattern like shed Python-skin.
AC 15 (studded leather) | HP 58 (9d8+18) | Speed 35 ft., climb 30 ft.
Skills: Perception +5, Stealth +6, Survival +5
Brood Eyes. Darkvision 60 ft.; advantage on Perception checks that rely on smell.
Skirmisher. Can Disengage or Hide as a bonus action once per turn.
Multiattack. Two shortsword attacks or one shortsword and Hand Crossbow.
Shortsword. +6 to hit. Hit: 6 (1d6+3) piercing + 3 (1d6) poison.
Hand Crossbow. +6 to hit, range 30/120 ft. Hit: 6 (1d6+3) piercing.
Signal Coil (Recharge 5–6). Emits a subsonic hiss audible to serpents within 1 mile — alerts the Theatre if the party failed the race-back challenge.
Large Swarm of Tiny Beasts, Unaligned · CR 3 (700 XP)
AC 13 | HP 52 (8d10+8) | Speed 30 ft., swim 30 ft., climb 30 ft.
Damage Resistances: bludgeoning, piercing, slashing | Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Swarm. Can occupy another creature's space and vice versa. Moves through any opening large enough for a Tiny snake.
Python Scent. Creatures that fail a DC 13 Wisdom save when first entering the swarm's space have disadvantage on saves vs. poison until end of their next turn.
Bites. +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing, or 7 (2d6) if the swarm has half HP or fewer. DC 13 Constitution save or 10 (3d6) poison.
Medium Fiend · Chaotic Evil · CR 1 (200 XP)
AC 14HP 32Speed 30 ft.
Rampage. When the gnoll reduces a creature to 0 HP with a melee attack, it can move up to half its speed and make a Bite attack as a bonus action.
Bite. +5, 1d6+3 piercing.
Spear. +5, 1d8+3 piercing (thrown 20/60 ft.).
Medium Fiend · Chaotic Evil · CR 7 · 2,900 XP
AC 17HP 140Speed 30 ft.
Rampage. When it reduces a creature to 0 HP with a melee attack, it can move up to half its speed and make a Bite attack as a bonus action.
Frenzied (≤70 HP). Gains an extra Spear attack as part of its Multiattack while below half HP.
Multiattack. 4 attacks (Bite + 3× Spear), or 5 while Frenzied.
Bite. +8, 2d8+5 piercing.
Spear. +8, 2d8+5 piercing.
Incite Rampage (Recharge 5–6). Up to 2 gnolls within 30 ft. each use their reaction to make a Bite attack.
Large Monstrosity · Unaligned · CR 11 · 7,200 XP
AC 16HP 250Heads 6 (max 9)STR 22 (+6)CON 20 (+5)Perception +8
Head Regrowth. 2 new heads per severed at end of turn (max 9), unless fire damage dealt this turn. Sever threshold: 30 damage in one turn from melee.
Multiple Heads. Adv. on saves vs. blinded, charmed, deafened, frightened, stunned, unconscious.
Reactive Heads. 1 extra reaction per head beyond first (OA only). Max +8 reactions.
Bog Lurker. 30 ft. radius difficult terrain; DC 14 Dex or −10 ft. speed.
Venomous Bite. DC 16 Con or +2d6 poison + poisoned condition on each hit.
Multiattack. Bites = current head count.
Bite. +10, reach 10 ft. Hit: 2d10+6 piercing + DC 16 Con (poison).
Mud Thrash (Recharge 4–6). 15 ft., DC 16 Str or prone + restrained (DC 14 Athletics escape).
Detect (Cost 1). Perception check with advantage.
Bite (Cost 1). One Bite attack.
Mud Surge (Cost 2). Each creature within 15 ft. makes DC 16 Dex save or takes 14 (4d6) bludgeoning and speed halved until end of next turn.
Medium Undead · Lawful Evil · CR 1 (200 XP)
AC 15HP 32Speed 30 ft.
Shield Wall. +2 AC within 5 ft. of another hoplite.
Reformation. Rises with 5 HP unless radiant/fire/bludgeoning while prone.
Spear. +5, 1d8+3 piercing.
Shield Bash. +5, 1d6+3; DC 13 STR or prone.
Large Undead · Chaotic Evil · CR 3 (700 XP)
AC 14HP 85Speed 40 ft.
Charge. +2d8 piercing; DC 15 STR or pushed 10 ft. and prone.
Multiattack. Greataxe + Gore.
Greataxe. +7, 2d12+5 slashing.
Gore. +7, 2d8+5 piercing.
Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)
AC 15 (natural) | HP 45 (10d8) | Speed 30 ft.
Skills: Perception +4, Nature +3, Stealth +5. Senses: passive Perception 14. Languages: Sylvan
Fey Ancestry. Advantage on saving throws against being charmed.
Nature Bolt. Ranged spell attack +5, range 60 ft. Hit: 2d6+3 force damage.
Grasping Roots (Recharge 5–6). 10-ft radius; DC 13 Strength save or restrained.
Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)
AC 15 (natural) | HP 45 (10d8) | Speed 30 ft.
Skills: Perception +4, Nature +3, Stealth +5. Senses: passive Perception 14. Languages: Sylvan
Fey Ancestry. Advantage on saving throws against being charmed.
Multiattack. Makes two Nature Bolt attacks.
Nature Bolt. Ranged spell attack +5, range 60 ft. Hit: 2d6+3 force damage.
Tangling Grass (Recharge 5–6). 10-ft radius; DC 13 Strength save or restrained.
Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)
AC 15 (natural) | HP 45 (10d8) | Speed 30 ft.
Skills: Perception +4, Nature +3, Stealth +5. Senses: passive Perception 14. Languages: Sylvan
Fey Ancestry. Advantage on saving throws against being charmed.
Multiattack. Makes two Nature Bolt attacks.
Nature Bolt. Ranged spell attack +5, range 60 ft. Hit: 2d6+3 force damage.
Ashfire Lash. Melee spell attack +5, reach 10 ft. Hit: 2d6 fire damage.
Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)
AC 15 (natural) | HP 45 (10d8) | Speed 30 ft., swim 30 ft.
Skills: Perception +4, Nature +3, Stealth +5. Senses: passive Perception 14. Languages: Sylvan
Fey Ancestry. Advantage on saving throws against being charmed.
Nature Bolt. Ranged spell attack +5, range 60 ft. Hit: 2d6+3 force damage.
Healing Splash (Recharge 5–6). Touch an ally; they regain 2d8 HP.
Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)
AC 15 (natural) | HP 45 (10d8) | Speed 30 ft., swim 40 ft.
Skills: Perception +4, Nature +3, Stealth +5. Senses: passive Perception 14. Languages: Sylvan
Fey Ancestry. Advantage on saving throws against being charmed.
Nature Bolt. Ranged spell attack +5, range 60 ft. Hit: 2d6+3 force damage.
Calming Tide. An ally within 10 ft gains advantage on its next saving throw.
Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)
AC 15 (natural) | HP 45 (10d8) | Speed 30 ft., swim 40 ft.
Skills: Perception +4, Nature +3, Stealth +5. Senses: passive Perception 14. Languages: Sylvan
Fey Ancestry. Advantage on saving throws against being charmed.
Nature Bolt. Ranged spell attack +5, range 60 ft. Hit: 2d6+3 force damage.
Riptide. 15-ft cone; DC 14 Strength save or prone + pushed 10 ft.
Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)
AC 15 (natural) | HP 45 (10d8) | Speed 30 ft.
Skills: Perception +4, Nature +3, Stealth +5. Senses: darkvision 60 ft., passive Perception 14. Languages: Sylvan
Fey Ancestry. Advantage on saving throws against being charmed.
Multiattack. Makes two Nature Bolt attacks.
Nature Bolt. Ranged spell attack +5, range 60 ft. Hit: 2d6+3 force damage.
Stone Fling. Ranged spell attack +5, range 20/60 ft. Hit: 2d8 bludgeoning damage.
Medium Fey (Corrupted Lampad), Chaotic Neutral · CR 9 (5,000 XP) — Boss
AC 17 | HP 168 (16d8+96) | Speed 30 ft., fly 30 ft. (hover)
Saves: Dex +8, Wis +8, Cha +9. Skills: Perception +8, Deception +9, Insight +8. Resist: cold, necrotic. Vulnerable: radiant (only at 0 Grief-Bound stacks). Senses: darkvision 120 ft. Languages: Sylvan, Infernal, telepathy 60 ft.
Grief-Bound (3 stacks). Loses 1 stack on a DC 16 Persuasion/Performance check invoking grief, or on taking radiant damage.
Shadowfire Bond. Reaction: redirect damage taken by an ally nymph within 60 ft to herself instead.
Torchbearer's Curse (Curse-Sever). A creature adjacent with the Tearstone may sever her curse (action) if she's at 0 Grief-Bound stacks or below 25 HP — ends the fight, all nymphs stand down.
Multiattack. Makes two Shadowflame Torch attacks.
Shadowflame Torch. Melee or ranged spell attack +9. Hit: 2d10+5 fire/necrotic damage.
Summon Grief (Recharge 5–6). Calls 1–2 Nymph Skirmishers.
Torch Flicker. Move up to half speed without provoking opportunity attacks.
Wailing Chorus. Nymphs within 30 ft gain +1d6 damage on their next attack.
Medium Humanoid (Demigoddess), Chaotic Neutral · CR 10 (5,900 XP)
AC 17 (robes of divine weaving) | HP 168 (22d8+66) | Speed 30 ft.
Saves: INT +8, WIS +7, CHA +9 | Skills: Arcana +8, Deception +9, Insight +7, Persuasion +9
Immunities: Poison; Charmed, Frightened | Senses: Truesight 30 ft., passive Perception 13
Legendary Resistance (3/Day). If Circe fails a saving throw, she chooses to succeed instead.
Divine Lineage. Her enchantment magic cannot be dispelled by mortal means. Spells removing charm/polymorph require DC 20 Arcana to function against her castings.
Sorceress's Focus. Within 10 ft. of her Great Cauldron, Circe's spell save DC is 18. Otherwise 16.
Moly Vulnerability. If the Vial of Moly is poured into her Great Cauldron while she is within 20 ft.: immediately takes 55 (10d10) psychic damage, loses Sorceress's Focus for the encounter, cannot use Transformation Curse again. If reduced to 30 HP or fewer by this, she surrenders on her next turn.
Multiattack. Two Wand of Aeaea attacks, or one attack and Transformation Curse (if available).
Wand of Aeaea. +9 to hit, range 60 ft. Hit: 16 (2d10+5) psychic. DC 16 WIS or Charmed until end of next turn.
Transformation Curse (Recharge 5–6). One creature within 60 ft. DC 16 WIS save. Fail: polymorphed into a pig for 1 minute. Repeat save at end of each turn. Advantage if anointed with the Vial of Moly.
Enchanting Goblet (1/Day, Melee). Opposed check: Circe CHA +9 vs. target Athletics or Acrobatics. Target loses: polymorphed into a pig for 1 hour.
Shadow Step. Teleport up to 30 ft. to a visible unoccupied space, provided Circe is within 5 ft. of a torch sconce or the Great Cauldron.
Counterspell (3/Day). React to a spell within 60 ft. Auto-counters 3rd level or lower. Higher: opposed check CHA +9 vs. DC (10 + spell level).
Whispered Hex (Cost 1). One creature within 60 ft. DC 14 WIS save or disadvantage on next attack or save.
Command Thrall (Cost 1). One Handmaiden or Enchanted Guard within 60 ft. makes one attack immediately.
Cauldron Pulse (Cost 2). Must be within 10 ft. of Cauldron. All creatures within 20 ft. DC 15 WIS save. Fail: 21 (6d6) psychic + Frightened until end of next turn. Success: half.
Large Beast, Unaligned (enchanted) · CR 3 (700 XP)
AC 14 | HP 68 (8d10+16) | Speed 50 ft.
Skills: Perception +3, Stealth +4 | Senses: passive Perception 13
Keen Smell. Advantage on Perception checks using smell. Detects the Vial of Moly at up to 60 ft.
Pounce. If the lion moves 20+ ft. toward a creature and hits with Claw, DC 13 STR save or knocked prone. If prone, Bite as a Bonus Action.
Echo of Humanity. DC 12 Insight reveals human sorrow; DC 14 Animal Handling to calm. Showing the Vial of Moly grants advantage.
Multiattack. One Claw and one Bite.
Claw. +5 to hit, reach 5 ft. Hit: 7 (1d8+3) slashing.
Bite. +5 to hit, reach 5 ft. Hit: 8 (2d4+3) piercing.
Medium Beast, Unaligned (enchanted) · CR 2 (450 XP)
AC 14 (natural armor) | HP 45 (7d8+14) | Speed 40 ft.
Skills: Perception +3, Stealth +4 | Senses: Darkvision 30 ft., passive Perception 13 | Languages: Understands Common (cannot speak)
Pack Tactics. Advantage on attacks against a creature if at least one non-incapacitated ally is within 5 ft. of that creature.
Echo of Humanity. DC 12 Insight reveals human sorrow in the beast's eyes; grants advantage on DC 13 Animal Handling to calm it. Showing the Vial of Moly also grants advantage.
Bite. +5 to hit, reach 5 ft. Hit: 9 (2d6+3) piercing damage. DC 12 STR save or knocked prone.
Medium Humanoid (Nymph), Neutral Evil · CR 2 (450 XP)
AC 13 | HP 22 (4d8+4) | Speed 30 ft.
Skills: Perception +3, Stealth +5 (advantage in forest terrain)
Forest Camouflage. Advantage on Stealth in forested terrain.
Thorn Lash. +5 to hit, reach 10 ft. Hit: 7 (1d8+3) piercing. Target pulled 10 ft. toward the nymph.
Glamour Gaze (Recharge 5–6). One creature within 30 ft. DC 12 WIS save or disadvantage on next attack or saving throw.
Medium Humanoid (Nymph), Neutral Evil · CR 5 (1,800 XP)
AC 15 (natural armor) | HP 78 (12d8+24) | Speed 30 ft.
Saves: WIS +3, CHA +6 | Skills: Arcana +4, Deception +6, Persuasion +6 | Resistances: Psychic
Enchanting Aura. Creatures that start their turn within 10 ft. make DC 14 WIS save or are Charmed until start of their next turn. Charmed creatures cannot attack the Handmaiden.
Multiattack. Two Charming Touch attacks.
Charming Touch. +6 to hit, reach 5 ft. Hit: 9 (1d10+4) psychic. DC 14 WIS save or Charmed until end of Handmaiden's next turn.
Slumber Draught (Recharge 6). Ranged spell attack +6, range 30 ft. DC 14 CON save or Unconscious for 1 minute (ends on damage or if roused by an Action).
Disengage. Takes the Disengage action.
Medium Humanoid (Nymph), Neutral Evil · CR 6 (2,300 XP)
AC 15 | HP 65 (10d8+20) | Speed 30 ft., Swim 30 ft.
Saves: INT +5, CHA +6 | Skills: Arcana +5, Deception +6, Persuasion +6 | Resistances: Psychic
Ritual Focus. While conducting the ritual, disadvantage on Perception. Takes damage → DC 12 CON save or ritual interrupted (timer resets to current round).
Enchanting Presence. On initiative 20, all creatures within 15 ft. make DC 15 WIS save or Charmed until start of their next turn.
Multiattack. Two Arcane Bolt attacks.
Arcane Bolt. +7 to hit, range 60 ft. Hit: 15 (3d8+3) force damage.
Charm Person (2/Day). DC 15 WIS save. One creature within 30 ft. Charmed for 1 hour (ends if attacked).
Ritual Surge (Recharge 5–6). 20 ft. cone from altar. DC 14 CON save. Fail: 14 (4d6) psychic + Poisoned until end of next turn. Success: half.
Misty Step (2/Day). Teleport up to 30 ft. to a visible unoccupied space.
Large Creature · CR 10 · Boss weaver · Boss
AC 17 | HP 188 | Speed 40 ft.
Role: Boss weaver
Note. Preferred victory is unweaving the false fate, binding her loom, or escaping with the true thread.
Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.
Multiattack / Assault. Fate thread +9 to hit, 18 psychic plus 10 poison and swaps two creatures' positions.
Advance (1). Move up to half Speed.
Strike (1). One attack from Assault.
Medium Creature · CR 4 · Alarm hazard
AC 14 | HP 91 | Speed 30 ft.
Note. Tracks names spoken aloud in the temple.
Attack. Biting skein +6 to hit, 18 poison and disadvantage on next save vs curse.
Medium Creature · CR 7 · Pattern enforcer
AC 18 | HP 152 | Speed 30 ft.
Note. Repeats the last action used against it unless the pattern is disrupted.
Attack. Warp beam +8 to hit, 22 force and restrains with thread.
Medium Creature · CR 3 · Temple guard
AC 15 | HP 68 | Speed 30 ft.
Note. Will accept a perfect weaving sample instead of a fight.
Attack. Spindle blade +6 to hit, 12 slashing and marks a thread.
Medium Monstrosity, Chaotic Evil · CR 1 (200 XP) · Mini ×10
AC 11 | HP 38 (7d8+7) | Speed 20 ft., fly 40 ft.
Skills: Performance +5
Luring Song. 30 ft.; DC 11 Wisdom. Charmed + incapacitated, move toward harpy. Repeat end of turn. Ends if damage taken / deafened.
Sail Priority. On the trireme, harpies attack the sail unless a PC is in melee reach.
Claws. +3 to hit. Hit: 6 (2d4+1) slashing.
Club. +3 to hit. Hit: 3 (1d4+1) bludgeoning.
Large Aberration (Jelly-Queen), Chaotic Evil · CR 9 (5,000 XP) · BOSS · Mini: Jellyfish caster (large staging)
AC 16 | HP 161 (14d10+84) | Speed 20 ft., swim 40 ft., fly 30 ft. (hover)
Saves: Dex +7, Wis +7, Cha +8 | Resistances: lightning, psychic, BPS nonmagical | LR 2/day
Chorus Nexus. While ≥1 Siren is within 60 ft., her Siren Dirge DC is 16 instead of 15.
Shipboard Presence. Lairs on the fog-skiff (2nd ship) or hangs from the mast if the skiff is destroyed.
Multiattack. Three sting tendrils, or two tendrils and Dirge.
Sting Tendril. +8 to hit, reach 15 ft. Hit: 12 (2d8+3) piercing + 10 (3d6) poison.
Siren Dirge (Recharge 5–6). 60 ft.; each creature of her choice DC 15 Wisdom or charmed+incapacitated 1 min (repeat end of turns). Deafened immune.
Sow Fog-Witches (1/day). Summons 2 Thalassic Jelly-Witches in fog within 30 ft.
Tendril (Cost 1). One sting tendril.
Drift (Cost 1). Fly/swim 20 ft. without provoking.
Call Wings (Cost 2). 2 Harpies within 120 ft. each make one claws attack.
Medium Fey, Chaotic Neutral · CR 2 (450 XP) · Mini: Mermaid ×4
AC 13 | HP 45 (7d8+14) | Speed 10 ft., swim 40 ft.
Skills: Performance +8, Persuasion +6 | Magic Resistance: adv on saves vs spells
Siren Song. 300 ft. (water/air); DC 14 Wisdom. Charmed 1 minute; must Dash toward siren. Deafened creatures immune.
RECRUITMENT. If spared after Enc. 2 and Persuasion/Performance DC 14, one siren may warn of the Fog-Mother (adv on Enc. 3 Insight).
Multiattack. Two dagger attacks.
Dagger. +5 to hit. Hit: 5 (1d4+3) piercing.
Drowning Embrace (Recharge 5–6). One charmed creature within 5 ft. DC 13 Strength or pulled underwater / overboard (Styx-style: Athletics DC 13 to board).
Medium Humanoid, Neutral · CR 1 (200 XP) · Mini ×3
AC 14 (sharkskin) | HP 32 (5d8+10) | Speed 10 ft., swim 40 ft.
Skills: Athletics +4
Boarding Hook. Advantage on Athletics to climb the ram or hull.
Trident. +4 to hit, reach 5 ft. or range 20/60. Hit: 5 (1d6+2) piercing.
Net (1/day). Range 5/15; Large or smaller DC 12 Dex or restrained.
Medium Aberration, Neutral Evil · CR 3 (700 XP) · Mini: Jellyfish caster ×5
AC 13 | HP 58 (9d8+18) | Speed 20 ft., swim 30 ft., fly 20 ft. (hover, fog only)
Resistances: lightning, psychic | Immunities: poisoned
Fog Veil. While lightly obscured by fog, ranged attacks vs. it have disadvantage.
Sting Aura. Creatures that hit it with melee take 3 (1d6) poison.
Multiattack. Two sting tendrils.
Sting Tendril. +5 to hit, reach 10 ft. Hit: 7 (1d8+3) piercing + 7 (2d6) poison; DC 13 Con or poisoned 1 min.
Cast Fog (2/day). As fog cloud centered on self, 40-ft. radius, 10 minutes.
Medium Creature · CR 4 · Patrol brute
AC 16 | HP 118 | Speed 30 ft.
Note. Stops pursuit if shown a properly cut golden leaf.
Attack. Root lash +7 to hit, 15 bludgeoning and target is grappled (escape DC 14).
Medium Creature · CR 6 · Sleep alarm
AC 14 | HP 118 | Speed 30 ft.
Note. Fire drives it off but risks waking Ladon.
Attack. Dust cloud DC 16 Wis, 24 psychic and slowed by drowsiness.
Medium Creature · CR 5 · Social hazard and skirmisher
AC 15 | HP 108 | Speed 30 ft.
Note. Can be bargained past with praise, secrets, or a stolen mirror.
Attack. Thorn kiss DC 16 Con, 21 poison and poisoned until next turn.
Large Creature · CR 12 staged · Boss guardian · Boss
AC 19 | HP 298 (17d12+187) | Speed 40 ft., climb 30 ft.
Role: Boss guardian
Saves: Dex +6, Con +10, Wis +7 · Senses: darkvision 120 ft. · LR 2/day
Hundred Eyes. Advantage on Perception; creatures he can see have disadvantage on Stealth checks to hide from him.
Note. Preferred victory is sleep, bind, distract, or escape before full awakening.
Deadly pressure. Win condition may be steal, escape, disable, or drive-off — not always kill. At initiative 20 (lair), Orchard Tremor or Lantern Wake (see Enc. 3).
Multiattack. Two Bites.
Bite. +11 to hit, reach 10 ft. Hit: 22 (3d8+5) piercing + 14 (4d6) poison (Con DC 17 or poisoned 1 minute).
Hundred-Eyed Breath (Recharge 5–6). 30-ft cone Dex DC 17; 35 (10d6) poison, half on success; failure also poisoned until end of next turn.
Advance (1). Move up to half Speed.
Strike (1). One Bite.
Eye Glare (2). One creature within 60 ft. Wis DC 17 or frightened until end of its next turn.
Coil (3). Move up to 15 ft. without provoking; one creature in path Str DC 18 or grappled (escape DC 18).
Orchard Tremor. Each creature on ground in 20-ft radius Dex DC 15 or prone.
Lantern Wake. If any ward-lantern is lit, add 1 wake token.
Large Construct, Unaligned · CR 5 · Harbor sentry
AC 17 | HP 85 | Speed 40 ft.
Immune poison, psychic · Filter: reacts to open steel and running
Heated Hide. Melee hits against it deal 3 (1d6) fire to the attacker.
Ram’s Bell. If rung softly (Enc. 1 use), calf Wis DC 13 or stands idle 1 round.
Gore. +8 to hit. Hit: 14 (2d6+5) piercing + 4 (1d8) fire.
Stomp (Recharge 5–6). 10-ft radius Dex DC 15; 14 (4d6) bludgeoning and prone on fail.
Medium Humanoid, Lawful Neutral · CR 4
AC 16 | HP 68 | Speed 30 ft.
Skills: Perception +2 · Spears and horns for alarm
Alarm Horn. If a guard uses an action to blow the horn, Alarm +1 (Enc. 1 track).
Multiattack. Two spear attacks.
Spear. +6 to hit, reach 5 ft. or thrown 20/60. Hit: 8 (1d8+3) piercing.
Medium Humanoid, Lawful Evil · CR 5
AC 17 | HP 84 | Speed 30 ft.
Skills: Insight +3, Perception +3
Loyalty. Will not abandon the pharmacy corridor if Medea is present and hostile to the party — she can order one sentinel to stand down (Persuasion contested).
Multiattack. Two kopis attacks.
Kopis. +7 to hit. Hit: 10 (1d8+4) slashing.
Net (1/day). +7 to hit, range 15/30, Large or smaller. Hit: restrained (escape Ath/Acr DC 15).
Huge Dragon, Lawful Neutral · CR 11 staged · Ward of the Fleece
AC 18 | HP 255 (22d12+132) | Speed 40 ft., climb 40 ft.
Saves: Dex +6, Con +10, Wis +7 · Senses: blindsight 30 ft., darkvision 120 ft. · LR 3/day
Sleepless. Immune to magical sleep unless Drowsy from Ram’s Bell or Medea’s Salve. While Drowsy: Speed halved; disadv on Perception; no Legendary Bite.
Coil the Oak. Occupies the oak’s 15-ft space. Creatures ending their turn in the coils Str DC 16 or restrained (escape Ath DC 16).
Preferred win. Party steals the Fleece and flees — dragon need not die. Slaying it is allowed but Hera’s favor cools (note only).
Multiattack. One Bite and one Tail (skip Bite if Drowsy and it chooses to Conserve).
Bite. +10 to hit, reach 10 ft. Hit: 18 (2d10+5) piercing + 10 (3d6) poison.
Tail. +10 to hit, reach 15 ft. Hit: 14 (2d6+5) bludgeoning and shove 10 ft.
Goldfire Breath (Recharge 5–6). 30-ft cone Dex DC 17; 35 (10d6) fire; half on success. Ignites dry brush (difficult terrain).
Detect (1). Wisdom (Perception) check.
Tail (1). One Tail attack.
Drag (2). Move a restrained creature 15 ft. toward the oak.
Grove Pulse (3). Each creature in the coils Con DC 16 or 14 (4d6) poison (lair pressure; counts as alarm +1 if failed by 5+).
Root Snare. One creature in the grove Str DC 16 or restrained by golden roots until end of next turn.
Medium Construct Undead, Neutral · CR 4 · Alarm spawn
AC 15 | HP 52 | Speed 30 ft.
Rise from sown dragon-teeth when Alarm thresholds hit
Brittle Bone. Vulnerable to bludgeoning. Immune poison.
Shortsword. +4 to hit. Hit: 5 (1d6+2) piercing.
Shield Bash. +4 to hit. Hit: 4 (1d4+2) bludgeoning; target Dex DC 12 or prone.
Large Undead, Neutral · CR 5 (1,800 XP)
AC 15 (bone barding) | HP 110 (13d10+39) | Speed 50 ft.
Skills: Athletics +7, Perception +4, Survival +4 | Vulnerabilities: bludgeoning
Immunities: poison; exhaustion, poisoned | Senses: darkvision 60 ft., passive Perception 14 | Languages: understands Ancient Greek
Chiron's Kin. Raised from the bones of the centaurs of Chiron's line — the teacher who taught Asclepius medicine. Asclepius knows them on sight. He (or a PC he is coaching, with a DC 15 Medicine check) can use an action to call one by its old name: it makes a DC 14 Wisdom save. On a failure it lowers its bow and takes no actions for 1 minute unless attacked; a second failure lays it down for good.
Hunting Charge. If it moves at least 30 ft. straight toward a target and then hits it with a Pike attack on the same turn, the target takes an extra 9 (2d8) piercing damage and makes a DC 15 Strength save or is knocked prone.
The Queen's Bridle. Its skull is bridled in black leather stamped with the Queen's seal — a clue (see Enc. 2).
Multiattack. Two Pike attacks, one Pike and one Hooves attack, or two Longbow attacks.
Pike. +7 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing.
Hooves. +7 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning.
Longbow. +6 to hit, range 150/600 ft. Hit: 7 (1d8+3) piercing plus 7 (2d6) necrotic.
Large Undead, Neutral Evil · CR 5 (1,800 XP)
AC 11 | HP 115 (11d10+55) | Speed 25 ft.
Saves: Wis +1 | Resistances: necrotic | Immunities: poison; exhaustion, poisoned
Senses: darkvision 60 ft.
Stolen Breath. A bloated corpse from the Asphodel fields, swollen with breath the Queen stole from the living. Its chest heaves; every exhale smells of pomegranate and grave-soil.
Undead Fortitude. If damage reduces it to 0 HP, it makes a Constitution save (DC 5 + the damage taken) unless the damage is radiant or from a critical hit. On a success, it drops to 1 HP instead.
Death Sigh. When it dies, it exhales every breath it stole: each creature within 10 ft. makes a DC 14 Constitution save or takes 13 (3d8) necrotic damage and is poisoned until the end of its next turn.
Multiattack. Two Grave Slam attacks.
Grave Slam. +8 to hit, reach 10 ft. Hit: 14 (2d8+5) bludgeoning plus 7 (2d6) necrotic. The target makes a DC 14 Constitution save or its HP max is reduced by the necrotic damage until it finishes a long rest.
Breath Thief (Recharge 5–6). It presses its mouth to a grappled, prone, or dying creature within 5 ft. and inhales: 21 (6d6) necrotic, DC 15 Constitution save for half, and the zombie regains HP equal to the damage dealt. A shade reduced to 0 HP this way is gone for good.
Huge Monstrosity, Lawful Neutral · CR 10 (5,900 XP) · OPTIONAL / Iconic
AC 16 (natural) | HP 178 (17d12+68) | Speed 50 ft.
Skills: Perception +10 (adv) | Senses: darkvision 120 ft., smell living breath 300 ft. | Immunities: frightened
Iconic — Prefer Not to Kill. Win by calming, distracting, or slipping past — not by slaying Olympus's hound. If reduced to 0 HP, he flees whimpering (Hades will be displeased).
Three Heads. Advantage on Perception; can make opportunity attacks against three different creatures per round.
Gate Guardian. Blocks the inner road to Hades' private court. Getting past him is an alternate resolution that calls Hades without the garden ferry-bell.
Multiattack. Three bite attacks (one per head).
Bite. +10 to hit, reach 10 ft. Hit: 17 (2d10+6) piercing. If two or more bites hit the same target in a turn, DC 18 Strength save or grappled and restrained in the jaws (escape DC 18).
Tripartite Roar (Recharge 5–6). 60-ft. cone; DC 16 Wisdom. Fail: frightened for 1 minute (repeat at the end of its turns) and deafened for 1 round.
Detect (Cost 1). Wisdom (Perception) check.
Bite (Cost 1). One bite attack.
Drag (Cost 2). Move up to 20 ft. dragging one grappled creature without provoking.
Medium Undead, Lawful Evil · CR 2 (450 XP)
AC 14 (armor scraps) | HP 26 (4d8+8) | Speed 30 ft.
Vulnerabilities: bludgeoning | Immunities: poison; exhaustion, poisoned | Senses: darkvision 60 ft.
Sown from Teeth. When reduced to 0 HP, roll a d6: on a 6 (5–6 while a Spartoi Captain stands within 60 ft.), the bones reassemble at 1 HP at the start of its next turn unless shattered (bludgeoning), burned (fire) or seared by the Obol (radiant).
Pack Drill. Advantage on attack rolls if another Hydra-Tooth Skeleton is within 5 ft. of the target.
River-Risen. Sown in the bed of the Styx; the river does not harm it. From the water it can use Grasping Hands and Drag Under against a creature in a square beside the hull. Knocked overboard, it spends its next turn climbing back aboard (Enc. 1).
Many Hands. Each other Hydra-Tooth Skeleton grappling the same creature adds 2 to the DC to escape the grapple and to the save against Drag Under.
Multiattack. Two shortsword attacks, or one shortsword and one shield bash. It can replace any of them with Grasping Hands.
Shortsword. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.
Shield Bash. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning; DC 12 Strength save or prone.
Grasping Hands. One creature within 5 ft. makes a DC 12 Strength or Dexterity save (its choice) or is grappled (escape DC 12).
Drag Under. One creature the skeleton is grappling makes a DC 12 Strength save, with disadvantage if prone. On a failure it goes overboard into the Styx, and a skeleton that was aboard goes with it, still holding on.
Medium Celestial (Goddess), Neutral (ambitious) · CR 12 threat · UNKILLABLE BOSS
See the full profile: Persephone, Gods & Immortals
AC 18 | HP — (Threshold 180; see Immortal Court) | Speed 30 ft., fly 30 ft. (hover)
Saves: Dex +10, Wis +11, Cha +11 | Skills: Deception +11, Insight +11, Nature +9, Religion +9 | Resistances: necrotic, psychic; BPS from nonmagical
Queen in Her Own Right. Bored, curious and ambitious. Her mother is the Harvest, her husband the Dead; she will not be only "his wife". She is experimenting with what she might be goddess of — the Undead? the Shades? — by raising a private legion. She loves Hades and does not want him prying. Above all she will not have it said aloud, in her own home, that he knows. The reveal is the mystery payoff.
Immortal Court — Cannot Be Killed. She has no true HP. Track a Pressure Threshold of 180. Damage and certain effects reduce the threshold. At 0 she does not die — she becomes Wrathful (see Legendary Actions) but remains unkillable. Win = she leaves initiative (Hades arrives, a bargain, or Cerberus).
Pomegranate Focus. While she holds her pomegranate (object AC 20 / HP 40, immune to psychic), she can summon. Destroying it prevents new summons for 2 rounds and drops the threshold by 30.
Legendary Resistance (3/Day). Turn a failed save into a success.
Multiattack. Two Necro-Vine attacks and Cast a Spell, or three Necro-Vines.
Necro-Vine. +10 to hit, reach 15 ft. Hit: 14 (2d8+5) piercing + 10 (3d6) necrotic; DC 18 Strength save or restrained (escape DC 18).
Cast a Spell. Spell save DC 18, +10 to hit. At will: chill touch (4d8), command. 3/day each: hold person, blight, spirit guardians (necrotic blossoms). 1/day: circle of death (8d6, 60-ft. radius — only while the pomegranate is intact).
Sow the Teeth (Recharge 5–6). Summons 1d4+1 Hydra-Tooth Skeletons in unoccupied spaces within 30 ft. They act after her.
Vine (Cost 1). One Necro-Vine attack.
Whisper (Cost 1). One creature within 60 ft. makes a DC 18 Wisdom save or is frightened until the end of its next turn.
Reap & Sow (Cost 2). One skeleton within 60 ft. explodes (10-ft. radius, DC 15 Dex, 14 (4d6) necrotic) and is replaced by a Skeletal Death Dog.
Wrathful Queen (Cost 3, only at Threshold 0). Sow the Teeth recharges immediately and she casts chill touch on two targets; still cannot be slain.
Medium Undead, Neutral Evil · CR 1 (200 XP)
AC 13 (bone plates) | HP 39 (6d8+12) | Speed 40 ft.
Skills: Perception +5, Stealth +4 | Vulnerabilities: bludgeoning
Immunities: poison; exhaustion, poisoned | Senses: darkvision 120 ft.
Two-Headed. Advantage on Wis (Perception) and on saves vs. blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Grave-Hound. A two-headed hound picked clean to the bone and strung back together with pomegranate vine; its ribs rattle when it runs and it still wears the Queen's collar. When reduced to 0 HP by anything but bludgeoning or radiant damage, it collapses into a heap of bones that twitch for a round.
Multiattack. Two bite attacks.
Bite. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing. If both bites hit the same target on a turn, the target makes a DC 12 Constitution save or is poisoned and diseased (grave-rot: HP max reduced by 5 per failed daily save until cured — Asclepius can cure with Healing Touch).
Medium Undead, Lawful Evil · CR 5 (1,800 XP)
AC 17 (bronze scraps, shield) | HP 97 (13d8+39) | Speed 30 ft.
Saves: Str +7, Con +6 | Vulnerabilities: bludgeoning
Immunities: poison; exhaustion, frightened, poisoned | Senses: darkvision 60 ft., passive Perception 11 | Languages: understands Ancient Greek; barks drill-calls
Sown from the Dragon's Teeth. The first Spartoi sprang from the teeth Cadmus sowed at Thebes; these were sown in the Queen's garden and wear the bronze of the men they replaced. At 0 HP it collapses into a heap of teeth; on a 5–6 at the start of its next turn it rises with 15 HP, unless the killing blow was bludgeoning, fire or radiant.
Drill Captain. While it stands, Hydra-Tooth Skeletons within 60 ft. that can hear it reassemble on a 5–6 instead of a 6. Kill the captains first.
Bronze Sinks. If it goes into the Styx it sinks in its bronze and is out of the fight; the river keeps it. On the ferry it uses Shield Bash, not its spear: it wants you in the water.
Multiattack. Three Dory attacks, or two Dory attacks and one Shield Bash.
Dory. +7 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing.
Shield Bash. +7 to hit, reach 5 ft. Hit: 7 (1d6+4) bludgeoning, and the target makes a DC 15 Strength save or is pushed 10 ft. and knocked prone.
Hold the Line. When a creature it can see moves within 5 ft. of the ferry-bell (or of another post it guards), it makes one Dory attack against that creature. On a hit the target's speed becomes 0 until the end of the turn.
Medium Creature · CR 7 · Automaton scout and alarm engine
AC 18 | HP 105 | Speed 30 ft.
Note. Can be reprogrammed with the heart-key or blinded by sacred smoke.
Attack. Razor wing +8 to hit, 2d10+5 slashing; marks target with ringing bronze.
Medium Creature · CR 6 · Impatient payload soldier
AC 16 | HP 92 | Speed 30 ft.
Note. May become enemy if the party sabotages the massacre plan.
Attack. Short blade +8 to hit, 2d6+4 piercing plus 2d6 if attacking from hiding.
Medium Creature · CR 5 · Alert guards with civic duties
AC 17 | HP 84 | Speed 30 ft.
Note. Not villains; bribery, forged rites, or evacuation orders can bypass them.
Attack. Spear wall +7 to hit, 2d8+4 piercing; ally gains +2 AC while adjacent.
Large Creature · CR 11 · Boss construct, siege payload, and moral machine · Boss
AC 18 | HP 225 | Speed 40 ft.
Role: Boss construct, siege payload, and moral machine
Note. Boss last. Winning is choosing and enforcing the payload's purpose, not razing Troy.
Hard encounter focus. Win condition may be steal, escape, disable, or drive-off — not always kill.
Multiattack / Assault. Cedar fist +10 to hit, 4d8+6 bludgeoning; splinters create difficult terrain.
Advance (1). Move up to half Speed.
Strike (1). One attack from Assault.
Large Creature · CR 12 staged · Boss cult priest · Boss
AC 19 | HP 272 (16d10+176) | Speed 40 ft., fly 20 ft. (eagle mantle)
Role: Boss cult priest
Saves: Dex +6, Con +10, Wis +8 · LR 2/day
Note. Defeat by breaking his rite, freeing the eagle from command, or forcing retreat.
Deadly pressure. Win condition may be seal the wound, loosen torment, or full freedom — not always kill. Eagle Dive lair at init 20.
Multiattack. Two Woundfire lance attacks or one lance and Eagle Command.
Woundfire Lance. +10 to hit, reach 10 ft. Hit: 24 (4d8+5) radiant/fire and target cannot regain HP until start of Aetos's next turn.
Eagle Command (Recharge 5–6). Divine eagle dives 10-ft cone: Dex DC 16 or 22 (4d8+5) piercing and prone.
Advance (1). Move up to half Speed.
Strike (1). One Woundfire lance attack.
Crane Launch (2). Hurl a restrained creature 20 ft. toward Prometheus (12 bludgeoning, prone).
Rite Pulse (3). Each creature within 15 ft. of a chain seal Con DC 16 or 14 (4d6) fire (harvest pressure).
Medium Creature · CR 8 · Titanic bruiser
AC 17 | HP 178 | Speed 30 ft.
Note. A victim of the cult; can be freed from frenzy by breaking its pain brand.
Attack. Iron sweep +9 to hit, 25 bludgeoning and knocks prone.
Medium Creature · CR 5 · Aerial controller
AC 15 | HP 112 | Speed 30 ft., fly 40 ft.
Note. Her song can be answered with Performance or thunder to break the lure.
Attack. Bloodsong DC 16 Wis or move toward the nearest cliff edge.
Medium Creature · CR 4 · Fanatic skirmisher
AC 16 | HP 88 | Speed 30 ft.
Note. Fights harder near exposed drops but may flee if the eagle omen fails.
Attack. Hooked spear +7 to hit, 14 piercing and pulls 10 ft.
Large Celestial (solar horse), Neutral · CR 6 · Objective, not a villain · Trace-left yoke · Wounded
AC 16 | HP 105 (10d10+50) | Speed 60 ft., fly 120 ft.
Saves: Wis +4 · Immune fire · Resist radiant · Senses darkvision 60 ft.
Panicked or Calmed. Every horse starts panicked: it attacks, it feeds the Scorch Track, and it drags its yoke arm. A calmed horse stops attacking, stops feeding the track, and pulls where it is asked.
Damage Never Helps. No amount of harm improves a calming check. At 0 HP the horse dies: Scorch +1 immediately and +3 to every remaining calming DC. Say this out loud the first time someone rolls damage.
Held Still. While the horse is grappled or restrained (Athletics contest vs. +7), calming checks against it have advantage.
Speared. A broken spar of sky-road stone is lodged in his shoulder. While the spar is in, calming checks against Aethon have disadvantage.
Calm him. Draw the spar first: Medicine DC 14, or Athletics DC 16 if you would rather pull than treat (and he screams). Then Animal Handling DC 12. His answer: any healing spell of 2nd level or higher, or 25+ HP of healing, removes the spar and calms him automatically.
Pain Bleed. While the spar is in, Aethon takes 5 damage at the start of each of his turns. He is visibly failing. Describe it — players who notice usually act.
Lame Kick. +9 to hit, reach 5 ft. Hit: 14 (2d8+5) bludgeoning. Aethon has disadvantage on this attack against any creature that has healed him this encounter.
Thrash (Recharge 5–6). Every creature within 10 ft: Dex DC 14 or 13 (3d8) bludgeoning and pushed 5 ft. He is not attacking — he is trying to get the stone out.
Medium Fiend (nymph of ash), Chaotic Evil · CR 5 · Kaustra's chorus · reskinned barbed devil
AC 15 | HP 78 (12d8+24) | Speed 30 ft., fly 50 ft.
Saves: Dex +7 · Skills: Acrobatics +7, Deception +6 · Immune fire · Vulnerable cold · Senses darkvision 60 ft.
Reskin note. A barbed devil on wings. She was a spring-nymph until Typhon's fire found her stream, and she has been laughing about water ever since.
Ember Body. A creature that hits Aithousa with a melee attack takes 3 (1d6) fire.
Doused. Any cold damage ends her current Goad immediately, and she cannot Goad again until the end of her next turn. Cold is worth an action here.
Multiattack. Two Spark-Lash attacks.
Spark-Lash. +7 to hit, reach 10 ft or range 40 ft. Hit: 11 (2d6+4) fire.
Goad the Yoke. Instead of attacking, she shrieks at one sun-horse within 30 ft: calming checks against that horse have their DC increased by 2 until the end of her next turn. Multiple Aithousai stack. Three of them shrieking at Phlegon is a DC 23 problem — kill the chorus or lose the horse.
Cinder Step. Fly up to 25 ft without provoking opportunity attacks.
Large Monstrosity, Unaligned · CR 6 · Aerial predator drawn to collapsing omens
AC 16 | HP 88 (11d10+33) | Speed 20 ft., fly 60 ft.
Skills: Perception +5 · Resist fire · Advantage on attacks against creatures in shadow
Driven off, not killed. Two creatures signalling in coordination with bright light (DC 14) or one flash of the Rein's glow (free action) makes it retreat for 3 rounds.
Cull the Stragglers. It always goes for the most isolated flyer, and it prefers a rider to a mount.
Multiattack. One Snatch and one Beak attack.
Snatch. +8 to hit, reach 10 ft. Hit: 14 (2d8+5) slashing, and the target is grappled (escape DC 15). A grappled creature cannot make pursuit checks.
Beak. +8 to hit, reach 5 ft. Hit: 9 (1d10+4) piercing.
Drop. The vulture releases a grappled creature over open sky. It falls unless it can fly, is caught, or is roped.
Large Celestial (solar horse), Neutral · CR 6 · Objective, not a villain · Lead-right yoke
AC 16 | HP 105 (10d10+50) | Speed 60 ft., fly 120 ft.
Saves: Wis +4 · Immune fire · Resist radiant · Senses darkvision 60 ft.
Panicked or Calmed. Every horse starts panicked: it attacks, it feeds the Scorch Track, and it drags its yoke arm. A calmed horse stops attacking, stops feeding the track, and pulls where it is asked.
Damage Never Helps. No amount of harm improves a calming check. At 0 HP the horse dies: Scorch +1 immediately and +3 to every remaining calming DC. Say this out loud the first time someone rolls damage.
Held Still. While the horse is grappled or restrained (Athletics contest vs. +7), calming checks against it have advantage.
Calm him. Animal Handling DC 15. His answer: Performance DC 13 — the dawn-hymn he was bred to (automatic if the party banked the Dawn-Hymn in the chase); or a Light / Daylight effect held steady in front of him for one full round (automatic).
Dawnward Bolt. While panicked, on his turn he lunges east toward the horizon he was made for. The chariot veers: every creature on the deck Dex DC 14 or slide 10 ft toward the east rim. A creature already on the rim saves again or goes over.
Sunward Blind. Attacks made against Eous from the east — into the sun — have disadvantage.
Rearing Hoof. +9 to hit, reach 5 ft. Hit: 14 (2d8+5) bludgeoning plus 4 (1d8) radiant.
Sunburst Snort (Recharge 6). Every creature within 10 ft: Con DC 15 or blinded until the end of its next turn.
Large Fiend (fury), Chaotic Evil · CR 12 · Boss · reskinned erinyes
AC 18 (ash-scale) | HP 189 (18d10+90) | Speed 30 ft., fly 60 ft. (hover)
Saves: Dex +10, Con +10, Wis +8 · Skills: Insight +8, Intimidation +9, Perception +8 · Immune fire · Resist cold, poison, and bludgeoning/piercing/slashing from nonmagical attacks · Senses truesight 60 ft. · LR 3/day
Reskin note. Run her as an erinyes with the infernal serial numbers filed off and set on fire. She is Typhon's ash-daughter, not a devil; there is no contract, no hell, and no god who minds if she dies. She has waited under Etna for a day the sun forgot its road.
Watch It Burn. Her goal is the third city, not the party. Whenever a calmed horse is on the board she prefers Rekindle over damage, and she will step over a dying PC to reach a quiet horse. Play her as arson, not as bloodlust.
Ash-Wings. She hovers. She never falls, and she is never grounded by anything short of a grapple from something that can also fly.
Sun-Hater. While Kaustra is within 10 ft of the yoke strut with the Rein looped through it, she has disadvantage on attack rolls. Disciplined sunlight is the one thing she cannot stand to be near.
Driven Off. When the fourth horse is calmed and the chariot's arc lifts, true dawn breaks across the deck: Kaustra takes 35 (10d6) radiant, and if that leaves her at half HP or lower she flees east toward Etna, promising to remember every face. Killing her instead is entirely allowed.
Multiattack. Two Ash-Cord attacks, or one Ash-Cord and Rekindle.
Ash-Cord. +10 to hit, reach 20 ft. Hit: 13 (2d8+4) slashing plus 10 (3d6) fire, and the target must succeed on a Str save DC 18 or be pulled 15 ft toward Kaustra. If that pull takes it off the deck, it falls.
Rekindle. One calmed sun-horse within 60 ft: Wis save DC 17 (advantage if the Rein is looped) or it becomes panicked again. Kaustra laughs. The horse screams. This is her win condition — not your hit points.
Ashfall (Recharge 5–6). 30-ft cone: Dex DC 18, 35 (10d6) fire, half on a success. A creature that fails is also blinded until the end of its next turn.
Etna's Patience. Fly up to half her speed without provoking opportunity attacks.
Spite (1/round). When a sun-horse is calmed within 60 ft of her, Kaustra moves up to her fly speed toward it.
Cord (1). One Ash-Cord attack.
Rekindle (2). Use Rekindle.
Goad (1). One Aithousa within 60 ft immediately uses Goad the Yoke.
Large Celestial (solar horse), Neutral · CR 6 · Objective, not a villain · Trace-right yoke · Calm him last
AC 16 | HP 105 (10d10+50) | Speed 60 ft., fly 120 ft.
Saves: Wis +4 · Immune fire · Resist radiant · Senses darkvision 60 ft.
Panicked or Calmed. Every horse starts panicked: it attacks, it feeds the Scorch Track, and it drags its yoke arm. A calmed horse stops attacking, stops feeding the track, and pulls where it is asked.
Damage Never Helps. No amount of harm improves a calming check. At 0 HP the horse dies: Scorch +1 immediately and +3 to every remaining calming DC. Say this out loud the first time someone rolls damage.
Held Still. While the horse is grappled or restrained (Athletics contest vs. +7), calming checks against it have advantage.
Calm him. Animal Handling DC 17 — or DC 12 if the other three are already calmed (he follows the herd), or DC 10 if Phaethon has consented and speaks his name.
Contagious Terror. At the end of his turn while panicked, one calmed horse within 30 ft must make a Wis save DC 14 (advantage if the Rein is looped) or become panicked again. He is why the work unravels.
Bite. +9 to hit, reach 5 ft. Hit: 16 (2d10+5) piercing plus 7 (2d6) fire.
Sear-Trample (Recharge 6). He surges 30 ft along the yoke. Every creature in his path: Dex DC 15 or 18 (4d8) fire and pushed 10 ft — toward the rim if the DM is feeling honest about it.
Large Celestial (solar horse), Neutral · CR 6 · Objective, not a villain · Lead-left yoke
AC 16 | HP 105 (10d10+50) | Speed 60 ft., fly 120 ft.
Saves: Wis +4 · Immune fire · Resist radiant · Senses darkvision 60 ft.
Panicked or Calmed. Every horse starts panicked: it attacks, it feeds the Scorch Track, and it drags its yoke arm. A calmed horse stops attacking, stops feeding the track, and pulls where it is asked.
Damage Never Helps. No amount of harm improves a calming check. At 0 HP the horse dies: Scorch +1 immediately and +3 to every remaining calming DC. Say this out loud the first time someone rolls damage.
Held Still. While the horse is grappled or restrained (Athletics contest vs. +7), calming checks against it have advantage.
Calm him. Animal Handling DC 15. His answer: any cold or water effect used on him without hostility drops it to DC 12; one dose of Chrism of the Unburnt poured over his muzzle calms him automatically.
Ignition. While panicked, at the end of his turn the deck's pennants catch. Any creature that ends its turn adjacent to a burning pennant takes 3 fire. Cutting a pennant free is an action.
Flare Hoof. +9 to hit, reach 5 ft. Hit: 14 (2d8+5) bludgeoning plus 9 (2d8) fire.
Flare Rear (Recharge 5–6). 15-ft cone, Dex DC 15: 24 (7d6) fire, half on a success. Ignites every pennant in the area.
Medium Elemental (living embers), Unaligned · CR 4 · Enc. 1
AC 15 | HP 66 (12d8+12) | Speed 30 ft., fly 30 ft. (hover)
Immune fire, poison · Vulnerable cold · Harmless to stone; lethal to everything woven or wooden
Dispersed, not killed. Any cold damage, deep shade, or a Wisdom-based prayer to the dawn scatters one swarm without a fight. An action spent pulling cold air down an updraft column (Nature DC 14) gives every swarm within 30 ft disadvantage on attacks for 1 round.
Kindling. At the end of its turn, one unattended flammable object within 5 ft catches — awnings, votive racks, pennants, rope.
Flare Lash. +7 to hit, reach 5 ft. Hit: 10 (3d6) fire, and one flammable item the target is not holding ignites.
Medium Monstrosity, Chaotic Evil · CR 1
AC 11 | HP 38 | Speed 20 ft., fly 40 ft.
Nest scouts of the outer chimney
Claws. +3 to hit. Hit: 6 (2d4+1) slashing.
Luring Song. 300 ft.; Wis DC 11 or charmed + incapacitated, move toward harpy. Ends if damaged / deafened.
Large Monstrosity, Lawful Evil · CR 5 · Optional Phase 2 alternate
AC 15 | HP 102 | Speed 40 ft., fly 60 ft.
Spell DC 14 — minor illusion, detect magic; Roar once
Multiattack. Two claws; may replace one with Roar if available.
Claw. +7. Hit: 11 (2d6+4) slashing.
Roar (1/day). Each creature of its choice within 60 ft. Wis DC 14 or frightened 1 minute.
Large Monstrosity, Chaotic Evil · CR 6 · Classic brood-child
AC 14 | HP 114 | Speed 30 ft., fly 60 ft.
Lion / goat / dragon heads
Multiattack. Bite, horns, and claws.
Bite. +7. Hit: 11 (2d6+4) piercing.
Horns. +7. Hit: 10 (1d12+4) bludgeoning.
Claws. +7. Hit: 11 (2d6+4) slashing.
Fire Breath (Recharge 5–6). 15-ft cone Dex DC 15; 31 (7d8) fire.
Medium Monstrosity, Neutral Evil · CR 1 · Mini-optional
AC 12 | HP 39 | Speed 40 ft.
Two heads: adv on Perception · Sleep / charm: save once for both heads
Not Cerberus. Two-headed only — never stage as Cerberus.
Multiattack. Two bites.
Bite. +4 to hit. Hit: 5 (1d6+2) piercing + Con DC 12 or poisoned; fail by 5+ also diseased (HP max −3 until cured).
Large Monstrosity, Neutral Evil · CR 3 · Echidna’s door-wardens
AC 14 | HP 68 | Speed 30 ft.
Woman-serpent hybrids; speak broken Common
RECRUITMENT (optional). If reduced without a killing blow and offered mercy (Persuasion DC 15), one may hiss a warning about Phase 2’s Orthrus — then flees. Not a combat ally.
Multiattack. Spear and constrict.
Spear. +5 to hit. Hit: 8 (1d8+3) piercing.
Constrict. +5 to hit. Hit: 10 (2d6+3) bludgeoning + grapple (escape DC 13).
Gargantuan Monstrosity, Chaotic Evil · CR 14 (phases escalate to Deadly) · BOSS
AC 17 (natural) | HP 310 (20d20+100) | Speed 40 ft., burrow 20 ft., swim 40 ft.
Saves: Dex +7, Con +10, Wis +8 · Resist: poison, BPS nonmagical · Immune: poisoned · Senses: darkvision 120 ft. · LR 3/day
Gargantuan Coil. Space 20×20 ft. (tail sweeps further). Occupies nest pool + shore. PCs can move through her space as difficult terrain (she may Constrict as OA once per turn).
Mother’s Call. See phase rules — she summons brood. Never Typhon. Never Cerberus. Prefer Orthrus, Chimera, lesser Hydra, Sphinx, Death Dogs, Harpies, Dracaenae.
Phase Thresholds. Phase 1: HP 310–207. Phase 2: 206–104. Phase 3 (Deadly): 103–0 — Blood-Mother Ascendant.
Persistence. Defeating her (0 HP) ends the threat of this awakening. She is a monster-mother, not a god — world remains intact. Typhon is absent (elsewhere / sealed); do not introduce him.
Multiattack. One Bite and one Constrict, or two Tail Sweeps.
Bite. +12 to hit, reach 15 ft. Hit: 20 (3d8+7) piercing + 14 (4d6) poison (Con DC 18 or poisoned 1 minute).
Constrict. +12 to hit, reach 10 ft. Hit: 21 (4d6+7) bludgeoning + grapple (escape DC 20). Until grapple ends, target is restrained; Echidna can’t constrict another.
Tail Sweep. +12 to hit, reach 20 ft. Hit: 16 (2d8+7) bludgeoning; Str DC 20 or prone.
Call Brood (Recharge 5–6). Summon brood per current phase (see encounter). Arrives in unoccupied spaces within 60 ft. Max summoned creatures at once: Phase 1 = 3, Phase 2 = 4, Phase 3 = 5 (Hydra counts as 2).
Venom Spew (Recharge 5–6). 30-ft cone Dex DC 18; 28 (8d6) poison; failure also blinded until end of next turn.
Drag Under. Move a constricted creature 15 ft. toward nest pool; if pool entered, creature is underwater (hold breath rules).
Detect (1). Wis (Perception) check.
Tail (1). One Tail Sweep.
Hiss (2). One creature within 60 ft. Wis DC 18 or frightened until end of its next turn.
Call (3, Phase 3 only). Use Call Brood even if not recharged; then Call Brood recharges on 6 only until she finishes a long rest.
Bone Scree. Difficult terrain in a 20-ft radius until next init 20.
Nest Gasp. Poison fog lightly obscures a 30-ft cube for 1 round; entering/starting there Con DC 15 or 7 (2d6) poison.
Coil Quake (Phase 2+). Each creature on ground within 30 ft. Dex DC 15 or prone.
Huge Monstrosity, Unaligned · CR 8 · Staged lesser hydra · Phase 3 summon
AC 15 | HP 150 (heads matter more) | Speed 30 ft., swim 30 ft.
Starts with 5 heads. Not immortal regeneration — simplified for Deadly pace.
Multiple Heads. 5 heads. While it has >1 head, adv on saves vs. blind/deaf/stun/charm. Loses 30 HP → lose 1 head (and one bite from Multiattack). At 0 heads, dies.
Reactive Heads. 1 reaction per head for opportunity attacks.
Multiattack. As many bite attacks as it has heads (max 5).
Bite. +8 to hit, reach 10 ft. Hit: 10 (1d10+5) piercing.
Large Monstrosity, Neutral Evil · CR 5 · Two-headed hound · NOT Cerberus
AC 14 | HP 85 | Speed 50 ft.
Brother of Cerberus in myth — do not replace with Cerberus. Two heads only.
Pack Howl. Allied brood within 30 ft. have advantage on melee attacks vs. a creature Orthrus has bitten this turn.
Multiattack. Two bites.
Bite. +7 to hit. Hit: 11 (2d6+4) piercing + Con DC 14 or poisoned 1 minute.
Double Maw (Recharge 5–6). One bite at +7 with advantage; Hit: 18 (4d6+4) piercing and knock prone.
Medium Celestial (demigod-blooded), Lawful Evil · CR 5 · Founder of Heliopolis’s light-craft
AC 15 (mirrored robes) | HP 82 (11d8+33) | Speed 30 ft.
Saves: Dex +7, Int +6 · Resist: radiant, fire · Spell attack +7, DC 14
Role. Long-range controller / glass-sniper. Stays on balconies; punishes clusters.
Geometry of Noon. Ignores half cover from bright-lit pillars. Disadvantage on attacks while in darkness.
Linked Lock. While Actis lives, the East Solar Lock has advantage on saves vs. being forced open without the Dial.
Multiattack. Two sun-javelins, or one sun-javelin and Refract.
Sun-Javelin. +7 to hit, range 80/240. Hit: 9 (1d8+4) piercing + 7 (2d6) radiant.
Refract (Recharge 5–6). Choose a reflective surface within 60 ft.; line 30 ft. from that point Dex DC 14; 18 (4d8) radiant.
Blinding Lattice (1/day). 20-ft cube within 60 ft.; Con DC 14 or blinded 1 minute (repeat end of turns).
Step of Light. Teleport 15 ft. to a space in bright light you can see.
Medium Celestial (demigod-blooded), Neutral Evil · CR 5 · Exile of Cos — plague-heat alchemist
AC 14 | HP 90 (12d8+36) | Speed 30 ft.
Saves: Con +6, Int +6 · Immune: poisoned · Resist: fire
Role. Area denial / DoT. Turns the floor into a kiln; softens targets for Triopas.
Heat-Sickness Aura. Creatures that start their turn within 10 ft. Con DC 14 or poisoned until start of their next turn (fever shakes: disadvantage on Concentration).
Linked Lock. While Candalus lives, the West Lock is red-hot — touching it without the Dial deals 7 (2d6) fire.
Multiattack. Two fever-rods, or one rod and Kiln Bloom.
Fever-Rod. +5 to hit, reach 10 ft. Hit: 6 (1d6+2) bludgeoning + 7 (2d6) fire; Con DC 14 or poisoned until end of next turn.
Kiln Bloom (Recharge 5–6). 20-ft radius centered on a point within 60 ft.; Dex DC 14; 14 (4d6) fire; area becomes difficult terrain (hot brass) for 1 minute.
Copper Vapor (1/day). 30-ft cone Con DC 14; 18 (4d8) poison; failure also blinded until end of next turn.
Medium Humanoid, Neutral Evil · CR 1 · Candalus’s cult levy
AC 13 | HP 32 | Speed 30 ft.
Copper masks; scent of hot metal
Spear. +3 to hit. Hit: 5 (1d6+1) piercing + 3 (1d6) fire.
Fever Brand (1/day). Melee +3; Hit: target Con DC 12 or poisoned 1 minute (repeat end of turns).
Medium Celestial (demigod-blooded), Lawful Evil · CR 5 · Kingly exile of Lesbos
AC 18 (solar panoply) | HP 97 (13d8+39) | Speed 30 ft.
Saves: Str +7, Cha +6 · Resist: radiant
Role. Frontline captain. Buffs brothers; challenges the strongest PC.
Noon Benediction. Allies within 10 ft. (other Heliadae & wardens) deal +3 radiant on weapon hits.
Linked Lock. While Macareus lives, creatures other than him have disadvantage on Athletics checks to wrench the North Lock.
Multiattack. Two solar kopis attacks.
Solar Kopis. +7 to hit. Hit: 9 (1d8+4) slashing + 4 (1d8) radiant.
Challenge of Kings (Recharge 5–6). One creature within 30 ft. Wis DC 14 or must target Macareus with attacks until end of its next turn; Macareus gains 15 temporary HP.
Radiant Banner (1/day). Allies within 30 ft. gain 10 temporary HP; enemies in range Wis DC 14 or frightened until end of their next turn.
Parry. Add 3 to AC vs. one melee attack that would hit.
Medium Construct, Unaligned · CR 2 · Actis’s outer geometry
AC 15 | HP 39 | Speed 30 ft.
Immune poison, exhaust · Vulnerable to lightning · Mirror plating
Suntrack. While in bright light, +1 to attack rolls.
Multiattack. Two arm-blades.
Arm-Blade. +4 to hit. Hit: 7 (1d8+2) slashing + 3 (1d6) radiant.
Lens Burst (Recharge 5–6). 15-ft cone Dex DC 12; 9 (2d8) radiant.
Medium Celestial (demigod-blooded), Chaotic Evil · CR 5 · Destroyer-exile of Caria/Thessaly
AC 16 | HP 102 (12d8+48) | Speed 40 ft.
Saves: Str +8, Con +7 · Resist: bludgeoning nonmagical
Role. Melee wrecking ball. Cracks cover, shoves PCs into kiln zones, threatens the Dial-bearer.
Siege Temper. Double damage to objects and structures (railings, lens-scaffolds).
Linked Lock. While Triopas lives, the South Lock cannot be opened by damage — only by the Dial or Briareus’s thrash after freedom.
Multiattack. Two spear attacks. If both hit the same creature, shove it 10 ft. (Str contest vs. +8).
Sundering Spear. +8 to hit, reach 10 ft. Hit: 12 (2d6+5) piercing + 4 (1d8) radiant.
Pillar Crack (Recharge 5–6). Strike a 5-ft pillar/scaffold (AC 14 / HP 20) or the ground; each creature in 10-ft radius Dex DC 15 or 11 (2d10) bludgeoning and prone.
Charge of Three Points (1/day). Move up to Speed without provoking; one spear attack with advantage; Hit: +9 (2d8) radiant and target stunned until end of its next turn (Con DC 15).
Huge Giant · CR 8 · Enc. 1 elite
AC 17 | HP 168 | Speed 40 ft.
False Lock. One of Nike’s visible locks is a decoy he controls. Until Orthos is bloodied or persuaded (DC 18), checks against that lock automatically fail.
Last Order. At 0 HP, he can use a reaction to slam a console — advancing Typhon’s Wake Clock by 1 (see Enc. 1).
Attack. Multiattack: two forge-hammers +10 to hit, 18 (3d8 + 5) bludgeoning plus 7 (2d6) fire. Or hurl slag +10 to hit, range 60 ft., 16 (2d10 + 5) bludgeoning.
Medium Elemental · CR 3 · Enc. 1 pack
AC 14 | HP 52 | Speed 40 ft.
Molten Blood. When hit by melee, the attacker takes 3 (1d6) fire (reaction once/round).
Attack. Bite +5 to hit, 9 (2d6 + 2) piercing plus 3 (1d6) fire. Pack Tactics.
Large Giant · CR 5 · Enc. 1 jailer
AC 16 | HP 95 | Speed 40 ft.
Jailer’s Key. Carries a spike-key. A PC who takes one (action, contested Athletics) gains advantage on the next chain-lock check.
Etna-Hardened. Resistance to fire. Vulnerable to cold and radiant.
Attack. Multiattack: two volcanic mauls +7 to hit, 13 (2d8 + 4) bludgeoning plus 3 (1d6) fire.
Chain Lash (Recharge 5–6). 30-ft line, DC 15 Dex save or 18 (4d8) slashing and restrained by slag-chain (escape DC 15).
Gargantuan Monstrosity (Titan) · CR 18* staged · Enc. 2 · Do not kill · Power-fantasy HP
AC 20 | HP 1400 | Speed 40 ft., fly 60 ft. (hover, wings half-bound in Phase 1)
Saving Throws: Str +15, Con +14, Wis +10, Cha +11 · HP 1400 is intentional — Phase 2 is a dice-tray power fantasy for 6×L12 + helpers.
Singular Icon — Do Not Kill. Win by completing the Rebinding (see Enc. 2), not by reducing Typhon to 0 HP. At 0 HP he instead erupts: each creature DC 20 Dex or 44 (8d10) fire/thunder, then he reforms at 250 HP and the Rebinding DC increases by 2. Prefer chains, seals, Nike’s knot.
Phase 1 — Snapping Chains. Three chain-anchors remain. Typhon has 2 legendary actions/round. Fly speed halved. Each destroyed anchor frees him further (+1 legendary action, max 3) but is required for Rebinding. Phase 1 should chip him (~200–400 damage is fine); do not worry if the pool looks huge.
Phase 2 — Horn-Called War (Power Fantasy). When Nike sounds the Horn, helpers arrive. Typhon gains full legendary actions (3) and Storm Crown aura. Do not soft-cap damage — let PCs and helpers empty dice bags. His HP pool exists so the table can cheer big hits for several rounds while racing Rebinding.
Storm Crown Aura. Phase 2: creatures of Typhon’s choice that start their turn within 20 ft. take 10 (3d6) lightning (DC 18 Dex half). Helpers can be designated immune by Nike’s blessing for 1 round (Nike’s action).
Many Heads, Many Arms. Has serpentine heads and storm-arms as narrative zones. Called shots to a head impose disadvantage on his next breath; called shots to an arm reduce shove distance that round.
Multiattack. Typhon makes three attacks: any mix of Slam, Serpent Bite, or Storm Bolt.
Slam. +15 to hit, reach 15 ft., 24 (3d10 + 8) bludgeoning. Huge or smaller: DC 20 Str save or prone.
Serpent Bite. +15 to hit, reach 20 ft., 18 (3d6 + 8) piercing plus 14 (4d6) poison.
Storm Bolt. +11 to hit, range 120 ft., 22 (4d10) lightning.
Cataclysm Breath (Recharge 5–6). 90-ft cone of fire and thunder. DC 22 Dex save: 49 (14d6) fire/thunder on a failed save, half on success. Phase 1: half damage dice (7d6).
Detect (1). Wisdom (Perception) check.
Tail/Arm (1). One Slam attack.
Wing Buffet (2). Each creature within 15 ft. DC 20 Str save or pushed 15 ft. and knocked prone.
Storm Step (2, Phase 2 only). Teleport up to 60 ft.; each creature adjacent to arrival DC 18 Dex or 14 (4d6) lightning.
Large Beast, Unaligned · Pyrakmon's Pets
Medium Monstrosity, Chaotic Evil
Large Monstrosity, Chaotic Evil · Custom
Medium Monstrosity, Lawful Neutral · Potential Ally
Huge Giant, Chaotic Neutral · Boss · Custom
Medium Undead, Lawful Evil
Large Monstrosity (Amalgam) · Chaotic Evil [Sigil-Bound] · CR 6 (2,300 XP)
AC 14 (Natural Armor) · HP 114 (12d10 + 48) · Speed 30 ft, Fly 60 ft · Senses Darkvision 60 ft · Passive Perception 12
Sigil Bound. Embedded sigil at the base of the goat horn. Breaking it (adjacent, Action: DC 14 Athletics or Arcana; DC 10 with scroll): the three heads begin arguing — the Chimera is no longer coordinated and loses its Multiattack until the start of its next turn, then rolls 1d6/round for targeting.
Multiattack. One Bite, one Horns, and one Claws attack.
Bite (Dragon Head). Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 11 (2d6+4) piercing.
Horns (Goat Head). Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 15 (2d10+4) bludgeoning.
Claws (Lion). Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 11 (2d6+4) slashing.
Fire Breath (Recharge 5–6). The dragon head exhales fire in a 60-foot cone. Each creature must make a DC 15 DEX saving throw, taking 35 (10d6) fire damage on a failed save, or half on a success.
Large Monstrosity (Amalgam) · Unaligned [Sigil-Bound] · CR 4 (1,100 XP)
AC 13 (Natural Armor) · HP 85 (10d10 + 30) · Speed 40 ft, Fly 60 ft · Senses Darkvision 60 ft · Passive Perception 13
Skills Perception +3
Keen Sight. Advantage on Perception checks using sight.
Sigil Bound. Bears an embedded iron sigil at the neck-ridge. Breaking it (adjacent, Action: DC 13 Athletics or Arcana; DC 9 with scroll, or attack AC 13, 10 HP) releases control. Freed creature rolls 1d6/round: 1–3 attacks nearest creature; 4–6 attacks nearest enemy.
Pounce. If the Hippogriff moves at least 20 ft straight toward a creature and then hits with a Claw attack, the target must succeed on a DC 14 STR save or be knocked Prone. If Prone, the Hippogriff may make one Beak attack against it as a Bonus Action.
Multiattack. One Beak and two Claw attacks.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 9 (1d10+4) piercing.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 11 (2d6+4) slashing.
Large Monstrosity · Unaligned · CR 2 (450 XP) — Potential Aerial Ally
AC 12 · HP 59 (7d10 + 21) · Speed 30 ft, Fly 80 ft · Senses Darkvision 60 ft · Passive Perception 15
Skills Perception +5
Keen Sight. Advantage on Perception checks using sight.
Multiattack. One Beak and one Talons attack.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 8 (1d8+4) piercing.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 11 (2d6+4) slashing.
As Aerial Ally (Act 3) Acts on initiative 15 as a group. DC 12 Animal Handling (Free Action) to direct. Fly-by attacks only — will not land unless told. On a successful hit, target makes DC 13 STR save or is Knocked Prone (once per Griffin per encounter). If 5 allies freed: +4 to all attack rolls against Theron or his creatures.
Medium Monstrosity · Chaotic Evil · CR 3 (700 XP)
AC 11 · HP 58 (13d8) · Speed 20 ft, Fly 40 ft · Senses Passive Perception 10
Multiattack. Two Claw attacks.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 6 (2d4+1) slashing.
Luring Song. The Harpy sings; each humanoid within 300 ft that can hear must succeed on a DC 11 WIS saving throw or be Charmed. While Charmed, the creature must use its movement each turn to approach the singing Harpy, and cannot take the Dash action. The effect ends if the target takes damage, or if the Harpy stops singing (does not use this bonus action) or is Incapacitated. A creature that succeeds is immune for 24 hours. Up to 3 targets may be affected simultaneously.
Medium Humanoid (Partially Transformed Human) · Lawful Neutral · CR 4 (1,100 XP)
AC 15 (Hide Armor + Thickened Hide) · HP 80 (10d8 + 40) · Speed 30 ft · Senses Passive Perception 13
Saving Throws STR +6, CON +6
Skills Animal Handling +5, Athletics +6, Perception +3
Collar Command. Creatures wearing sigil collars within 60ft of Kreon cannot willingly attack him while he is conscious. When Kreon is Incapacitated or drops to 0 HP, all sigil collars in the stable immediately go slack — removing them becomes a Free Action, and calming / recruiting any freed creature requires only DC 10 Animal Handling.
Bull's Grit. When Kreon takes damage, he may make a DC 12 CON save. On a success, he reduces the damage by 5 (minimum 0). He may use this ability twice per round.
Multiattack. Two Barbed Whip attacks, or one Barbed Whip and one Chain Snare.
Barbed Whip. Melee Weapon Attack: +6 to hit, reach 10 ft. Hit: 9 (2d4+4) slashing + 3 (1d6) piercing.
Chain Snare. Melee Weapon Attack: +6 to hit, reach 10 ft. Hit: 8 (1d8+4) bludgeoning. Target must succeed on a DC 15 STR save or be Restrained until the end of their next turn.
Collar Command. One collared creature within 60ft must succeed on a DC 13 WIS save or use its reaction to make one attack against a target of Kreon's choice.
Drag. If a creature is Restrained within 10ft of Kreon, he hauls it up to 15ft in a direction of his choice.
Intercept. When a creature within 5ft is targeted by an attack, Kreon redirects that attack to himself. He takes the hit instead.
Large Monstrosity · Lawful Evil [Sigil-Bound] · CR 3 (700 XP)
AC 14 (Natural Armor) · HP 68 (8d10 + 24) · Speed 30 ft, Fly 50 ft · Senses Darkvision 60 ft · Passive Perception 11
Sigil Bound. Embedded sigil at the base of one tail spine. Breaking it releases control (DC 13 Athletics or Arcana, adjacent, Action; DC 9 with scroll). Freed: 1d6/round to determine target.
Multiattack. One Bite and two Claw attacks, OR three Tail Spike attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 7 (1d8+3) piercing.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 8 (2d4+3) slashing.
Tail Spike (×3 per turn maximum). Ranged Weapon Attack: +5 to hit, range 100/200 ft. Hit: 7 (1d8+3) piercing. The Manticore prefers to stay at maximum range.
Large Monstrosity · Chaotic Evil · CR 3 (700 XP)
AC 14 (Natural Armor) · HP 76 (9d10 + 27) · Speed 40 ft · Senses Darkvision 60 ft · Passive Perception 15
Skills Perception +5
Charge. If the Minotaur moves at least 10 ft straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage and must succeed on a DC 14 STR saving throw or be pushed 10 ft and knocked Prone.
Labyrinthine Recall. The Minotaur can perfectly recall any path it has traveled.
Multiattack. One Greataxe attack and one Gore attack.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 17 (2d12+4) slashing.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 13 (2d8+4) piercing.
Reckless. Until the start of its next turn, the Minotaur makes all attack rolls with Advantage and all attack rolls against it are also made with Advantage.
Large Celestial · Chaotic Good · CR 2 (450 XP) — Potential Aerial Ally
AC 12 · HP 59 (7d10 + 21) · Speed 60 ft, Fly 90 ft · Senses Passive Perception 16
Saving Throws DEX +4, WIS +4, CHA +3
Skills Perception +6
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning.
As Aerial Ally (Act 3) Acts on initiative 15. Can use its action to Inspire — one allied creature within 30ft gains Advantage on their next attack roll this round. The Pegasus acts without a direction check if the party member who freed it is visible. If 5 allies freed: Inspire becomes a Free Action, and the Pegasus also attacks on its turn.
Medium Humanoid (Human) · Lawful Evil · CR 8 (3,900 XP) — Phase 1
AC 13 (Mage Armor, precast) · HP 85 (13d8 + 26) · Speed 30 ft · Senses Passive Perception 17
Saving Throws INT +9, WIS +7, CON +6
Skills Arcana +13, Nature +8, Medicine +6, Perception +7
Spellcasting 14th-level spellcaster. Spellcasting ability: Intelligence. Spell save DC 17. Spell attack bonus: +9.
Cantrips: Acid Splash, Mage Hand, Minor Illusion, Poison Spray
1st (4 slots): Fog Cloud, Grease, Mage Armor (precast), Identify
2nd (3 slots): Hold Person, Misty Step, Suggestion, Enhance Ability
3rd (3 slots): Stinking Cloud, Slow, Haste, Conjure Animals*
4th (2 slots): Vitriolic Sphere, Polymorph, Blight
5th (1 slot): Hold Monster, Contagion
*Conjure Animals = Activate Specimen Vat for flavor purposes.
Contingency Draught. Theron carries the Draught of the Labyrinth on his left belt (AC 10, 10 HP; DC 17 Sleight of Hand to steal while adjacent). When reduced to 0 HP, he uses his Reaction to drink it. He rises at Initiative 20 with full Phase 2 HP. If the vial is destroyed before he reaches 0 HP, Phase 2 does not occur — he dies.
Multiattack. One spell and one Alchemical Strike, OR two spells of 2nd level or lower.
Alchemical Strike. Melee Spell Attack: +9 to hit, reach 5 ft. Hit: 14 (2d8+5) acid damage.
Activate Specimen Vat (Recharge 5–6). Theron remotely unseals one specimen vat in the laboratory. The creature inside begins emerging immediately (most in 0 rounds; Chimera in 2 rounds). Theron does not need line of sight to a vat to activate it.
Alchemical Vial. Throw a vial at a point within 30ft. 10ft radius: DC 15 DEX save, 2d6 acid + Poisoned until end of next turn on failure.
Counterspell. As the spell (expends a spell slot).
Absorb Essence. When a summoned or controlled creature within 30ft drops to 0 HP, Theron regains 2d6+3 HP (max once per round).
Alchemical Vial (Cost 1). As his Bonus Action above.
Redirect Beast (Cost 1). One summoned creature within 60ft moves up to its speed and makes one attack against a target of Theron's choice.
Seal the Sigil (Cost 2). Theron reinforces the sigil on one creature within 60ft — the next attempt to break that sigil has Disadvantage. If a sigil was already broken on that creature, he may restore it (creature returns to controlled; usable once per creature per combat).
Essence Drain (Cost 3). One creature within 30ft: DC 15 CON save or take 4d8 necrotic damage. Theron regains HP equal to half the damage dealt.
Large Monstrosity (Transformed Human) · Lawful Evil · CR 11 — Phase 2
AC 16 (Natural Armor) · HP 160 (new pool, 15d10 + 75) · Speed 40 ft · Senses Darkvision 60 ft · Passive Perception 16
Saving Throws STR +10, CON +9, INT +8
Skills Athletics +10, Perception +6
Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical weapons
Charge. If Theron moves at least 10 ft straight toward a target and hits with Gore on the same turn, the target takes an extra 3d8 piercing damage and must succeed on a DC 17 STR save or be pushed 15 ft and knocked Prone.
Reckless. Theron makes all attack rolls with Advantage every round. Attack rolls against him are also made with Advantage. He cannot choose not to use this ability.
Labyrinthine Recall. Theron knows the exact positions of all creatures within 60 ft at all times — he cannot be surprised, and flanking does not grant additional Advantage to attackers beyond the Advantage already granted by Reckless.
Arcane Horns. Once per turn when Theron hits a creature with Gore, that creature must succeed on a DC 16 INT save or lose concentration on any spell they are concentrating on.
Phase 2 Sigil. A glowing iron sigil appears on Theron's chest at the moment of transformation. Players with the scroll recognize it immediately (no check required). Breaking it (adjacent, Action: attack AC 13 for 10 HP while adjacent, or DC 15 Arcana): Theron must make a DC 16 WIS save — on failure, he drops concentration on any active spell and loses all Legendary Actions until the start of his next turn.
Absorb Essence (modified). When any creature within 30 ft drops to 0 HP, Theron regains 2d8+5 HP. This includes party members, summoned creatures, and henchmen. Halved if the Chrysalid Crucible was destroyed. Halved again if 3+ Bronze Mirrors were destroyed (can stack to ¼ total).
Retained Spellcasting (Bonus Action only). Theron carries over remaining spell slots from Phase 1. He can cast spells of 3rd level or lower as a Bonus Action only — spells with no fine somatic components (hooves prevent precision). Suitable: Hold Person, Slow, Misty Step. Unsuitable: Vitriolic Sphere, Counterspell, any spell requiring precise hand movements.
Multiattack. One Greataxe attack and one Gore attack, OR two Greataxe attacks.
Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: 18 (2d12+6) slashing.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: 15 (2d8+6) piercing. See Charge and Arcane Horns.
Alchemical Hurl (replaces one attack). Throws a vial at a point within 40 ft. 10ft radius: DC 15 DEX save, 3d6 acid + Poisoned until end of next turn on failure.
Absorb Essence. Triggers automatically — see Special Abilities.
Brace. When hit by a melee attack, Theron may use his reaction to halve the damage. Usable once per round.
Gore Strike (Cost 1). One Gore attack.
Alchemical Hurl (Cost 1). As the Action above.
Arcane Roar (Cost 2). All creatures within 30 ft must make a DC 15 WIS save or be Frightened of Theron until the end of their next turn. Frightened creatures cannot willingly move toward him.
Labyrinthine Sprint (Cost 3). Theron moves up to his full speed without provoking opportunity attacks, then makes one Greataxe attack at any point during this movement.
Stone Slab Drop (Cost 2 — uses the pulley system). Theron triggers a rope-and-pulley release. One slab falls on a 10ft × 10ft area he can see. DC 14 DEX save or 4d10 bludgeoning + Restrained (DC 16 STR to escape). 4 slabs total; once dropped they are gone.
Medium Humanoid (Leonin), Lawful Evil · CR 4
AC 16 | HP 76 | Speed 35 ft.
Commands pride wings; may attend Enc. 2 parley as second
Pack Tactics. Adv on attacks if an ally is within 5 ft. of the target.
Multiattack. Two glaive attacks.
Glaive. +6 to hit, reach 10 ft. Hit: 10 (1d10+4) slashing.
Pride Roar (1/day). Allies within 30 ft. gain 10 temp HP; enemies Wis DC 13 or frightened 1 minute (save end of turn).
Medium Humanoid (Leonin), Neutral Evil · CR 2
AC 14 | HP 39 | Speed 35 ft.
Claw and spear; pride-marks of the eastern host
Pounce. If it moves 15+ ft. then hits with Claw, bonus spear attack.
Claw. +5 to hit. Hit: 7 (1d8+3) slashing.
Spear. +5 to hit. Hit: 6 (1d6+3) piercing.
Daunting Roar (Recharge 5–6). 15-ft cone Wis DC 12 or frightened until end of its next turn.
Medium Humanoid (Titan-kin; orc reskin), Chaotic Evil · CR 2
AC 14 | HP 42 | Speed 30 ft.
Stone-gray skin; tusks; remnant Titan blood — not true Titans
Relentless (1/rest). If reduced to 0 by non-crit, drop to 1 HP instead.
Greataxe. +5 to hit. Hit: 10 (1d12+3) slashing.
Javelin. +5 to hit, range 30/120. Hit: 6 (1d6+3) piercing.
Medium Humanoid (Titan-kin), Chaotic Evil · CR 1
AC 13 | HP 22 | Speed 30 ft.
Light armor; tries to slip past the choke if the wall breaks
Scimitar. +4 to hit. Hit: 5 (1d6+2) slashing.
Shortbow. +4 to hit, range 80/320. Hit: 5 (1d6+2) piercing.
Medium Humanoid (Titan-kin war-chief), Neutral Evil · CR 7 · Horde Leader
AC 17 | HP 136 (16d8+64) | Speed 30 ft.
Saves: Str +8, Con +7, Wis +4 · Skills: Intimidation +8, Athletics +8, Insight +4
Parley Face (Enc. 2). Speaks Common and Giant. Respects strength and delays. Killing him in Enc. 2 skips intel and hardens Enc. 3 (+4 brutes).
Horde Banner. While he lives and holds the banner (object AC 13, HP 20), Titan-kin within 60 ft. have advantage on saves vs. frightened.
Icon note. Not a Greek god — may be slain in Enc. 3. Prefer capture/parley yield in Enc. 2.
Multiattack. Two maul attacks; or one maul and Command Rush.
Maul. +8 to hit. Hit: 13 (2d6+5) bludgeoning.
Command Rush. Up to 3 allied Titan-kin or Leonin within 60 ft. may use reaction to move half Speed toward the choke.
Earthshatter (Recharge 5–6). 20-ft line through the choke Str DC 15; 18 (4d8) thunder; fail also knocked prone.
Advance (1). Move up to half Speed without provoking.
Maul (1). One maul attack.
Reform (2). One downed Titan-kin raider within 30 ft. stands with 1 HP (once per creature).
Small Fey, Chaotic Neutral · CR 1/2 (100 XP)
AC 14 (natural armor) | HP 22 (4d6+6) | Speed 40 ft.
Skills: Performance +4, Stealth +4 | Senses: Darkvision 60 ft., PP 10
Languages: Sylvan, Common
Magic Resistance. Advantage on saving throws against spells and magical effects.
Fruit Fling. Ranged Attack: +4 to hit, range 30/60 ft. Hit: 4 (1d4+2) bludgeoning.
Trip Kick. Melee Attack: +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning. Target DC 10 STR save or knocked prone.
Audience Harassment (Enc 3 only). Action while in audience seating: 1d4 audience members flee (no attack roll).
Medium Fey, Chaotic Neutral · CR 8 (3,900 XP) · Boss
AC 17 (ring mail, shield) | HP 110 (13d8+52) | Speed 40 ft.
Saves: STR +6, CON +4 | Skills: Athletics +6, Intimidation +5, Performance +5
Senses: Darkvision 60 ft., PP 10 | Languages: Sylvan, Common
Magic Resistance. Advantage on saving throws against spells and magical effects.
Revel's Fury. When Komos has advantage on an attack roll and hits, he deals an extra 7 (2d6) damage.
Ram Charge. Move 20 ft. straight before attacking: +2d6 bludgeoning, DC 14 STR save or prone.
Multiattack. Two Shortsword attacks.
Shortsword. +6 to hit, reach 5 ft. Hit: 7 (1d6+4) piercing.
Javelin. +6 to hit, reach 5 ft. or range 30/120 ft. Hit: 7 (1d6+4) piercing.
Stage Crash (Recharge 5–6). 30 ft. straight-line charge. DC 14 DEX save. Fail: 14 (3d6+4) bludgeoning + prone. Success: half, not prone.
Rally the Revel. One satyr/faun within 30 ft. gains advantage on next attack.
Headbutt. +6 to hit, reach 5 ft. Hit: 6 (1d4+4) bludgeoning.
Parry. When hit by a melee weapon attack, reduce damage taken by 1d6+2.
Headbutt (Cost 1). One Headbutt attack against a creature that ended its turn within 5 ft.
Rally (Cost 1). One ally within 30 ft. makes one weapon attack.
Medium Fey, Chaotic Neutral · CR 2 (450 XP)
AC 14 (leather) | HP 35 (7d8+7) | Speed 40 ft.
Skills: Perception +4, Stealth +6, Survival +4 | Senses: Darkvision 60 ft., PP 14
Languages: Sylvan, Common
Magic Resistance. Advantage on saving throws against spells and magical effects.
Nimble Escape. Can take Dash or Disengage as a bonus action.
Trick Shots. On each Shortbow attack, choose one: Tangling Shot — DC 13 STR save or Restrained until end of next turn; Blinding Shot — DC 13 CON save or Blinded until start of Nettles's next turn.
Multiattack. Two Shortbow attacks.
Shortbow. +6 to hit, range 80/320 ft. Hit: 7 (1d6+4) piercing. May apply one Trick Shot per attack.
Shortsword. +6 to hit, reach 5 ft. Hit: 7 (1d6+4) piercing.
Medium Fey, Chaotic Neutral · CR 2 (450 XP)
AC 15 (leather armor, shield) | HP 22 (4d8+4) | Speed 40 ft.
Skills: Athletics +4, Perception +2 | Senses: Darkvision 60 ft., PP 12
Languages: Sylvan, Common
Magic Resistance. Advantage on saving throws against spells and magical effects.
Ram Charge. If the Satyr Hoplite moves 20 ft. straight toward a target before attacking it, the attack deals an extra 2d6 bludgeoning damage, and the target must make a DC 12 STR save or be knocked prone.
Spear. Melee or Ranged Attack: +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing, or 6 (1d8+2) two-handed.
Headbutt. Melee Attack: +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning.
Medium Fey, Chaotic Neutral · CR 3 (700 XP)
AC 12 (15 with Mage Armor) | HP 45 (10d8) | Speed 40 ft.
Saves: WIS +3, CHA +6 | Skills: Arcana +4, Nature +4, Persuasion +6
Senses: Darkvision 60 ft., PP 11 | Languages: Sylvan, Common
Magic Resistance. Advantage on saving throws against spells and magical effects.
Spellcasting. CHA-based (DC 14, +6 to hit). Cantrips: Mage Hand, Minor Illusion, Shocking Grasp (+6, 3d8 lightning, no reactions until target's next turn). 1st (4 slots): Mage Armor, Thunderwave (DC 14 CON, 2d8 thunder, push 10 ft.). 2nd (3 slots): Shatter (DC 14 CON, 3d8 thunder, 10 ft. radius), Hold Person (DC 14 WIS). 3rd (2 slots): Hypnotic Pattern (DC 14 WIS, 30 ft. cube), Fear (DC 14 WIS, 30 ft. cone).
Cast a Spell. See Spellcasting above.
Quarterstaff. +2 to hit, reach 5 ft. Hit: 3 (1d6) bludgeoning.
Large Object (embedded crystal) · ×6 on Savano · Enc. 3 stall
AC 17 | HP 54 | Cracked at 30 HP remaining (24 damage taken)
Immune: poison, psychic, necrotic; blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Not immune to nonmagical B/P/S. Magical weapons are not required.
Embedded. Occupies its listed location on Savano (head, back, a shoulder, or a thigh). Moves with her. Destroying a gem does not deal damage to her.
Called Shot. An attack must name this gem. Use this AC, not Savano's. A miss does not hit her body. Head is ~15 ft. up; back needs a rear angle or flight.
Cracked / Destroyed. At 30 HP the gem cracks (option weakened). At 0 it is destroyed (option gone). Effects: Armor-Gems.
White-Hot Repair. When the hidden name is spoken, all six reset to 54 HP and Intact.
Medium Monstrosity, Unaligned · CR 4 (1,100 XP) · Optional Enc. 3
AC 14 | HP 52 (8d8+16) | Speed 40 ft., fly 40 ft.
STR 16 (+3) · DEX 14 (+2) · CON 14 (+2)
Multiattack. Two claws +6 (8 / 1d8+3 slashing).
Large Monstrosity, Lawful Neutral · CR 6 (2,300 XP) · Adolescent gynosphinx
AC 15 (natural) | HP 85 (10d10+30) | Speed 40 ft., fly 50 ft.
Skills: Arcana +7, History +7, Perception +6 | Senses: Darkvision 60 ft., PP 16
One Quarrel. Same engagement rule as the brothers.
Innate Spellcasting. DC 15. At will: mage hand, minor illusion. 1/day each: detect thoughts, hold person.
Multiattack. Two claws.
Claw. +6 to hit. Hit: 10 (2d6+3) slashing.
Large Monstrosity, Lawful Neutral · CR 7 (2,900 XP) · Adolescent reskin (Kleitos / Phaedros / Orthos)
AC 16 (natural) | HP 102 (12d10+36) | Speed 40 ft., fly 50 ft.
Skills: History +6, Perception +5, Religion +6 | Senses: Darkvision 60 ft., PP 15
Languages: Common, Sphinx | Resist: psychic; Immune: charmed (riddle-trance)
One Quarrel. Does not join another sphinx's fight unless attacked or its own riddle was failed.
Magic Weapons. Claws count as magical.
Multiattack. Two claws.
Claw. +7 to hit, reach 5 ft. Hit: 13 (2d8+4) slashing.
Riddle-Roar (Recharge 5–6). 15-ft. cone; DC 14 Wis or frightened until end of its next turn.
Huge Monstrosity (Sphinx), Lawful Neutral · CR 13 (10,000 XP) · Alternate Enc. 3
AC 18 (natural) | HP 264 (16d12+112) | Speed 40 ft., fly 60 ft.
Saves: Dex +7, Con +12, Wis +9 | Skills: Arcana +10, History +10, Perception +10
Resist: psychic | Immune: charmed, frightened | TS 60 ft.
Triggered. Party presents the Seal to Savano (action) instead of the central altar. All remaining gems shatter. No gems, LR, Unmaking, or Tempest.
At 0 HP. Stumbles; seal-incantation → patron arrives → Epilogue. Does not die.
Multiattack. Two claws, or one claw and one bite.
Claw. +12 to hit, reach 10 ft. Hit: 17 (2d10+6) slashing.
Bite. +12 to hit, reach 10 ft. Hit: 20 (3d10+6) piercing.
Hunting Roar (Recharge 5–6). 30-ft. radius. DC 17 Con or frightened and stunned until end of its next turn.
Claw (1). One claw attack.
Sand Lash (2). 10-ft. radius. DC 15 Dex or restrained (escape DC 15).
Gargantuan Monstrosity (Sphinx), Lawful Neutral · CR 22 (41,000 XP) · BOSS
AC 22 (gem-studded hide) | HP 490 (28d20+196) | Speed 50 ft., fly 80 ft.
Saves: Dex +9, Con +14, Int +13, Wis +12
Skills: Arcana +13, History +13, Perception +12, Religion +13
Immune: psychic; nonmagical B/P/S (Aegis gem); charmed, frightened, paralyzed
Senses: Truesight 120 ft., PP 22 | Languages: all, telepathy 120 ft.
Legendary Resistance (3/Day). Turn a failed save into a success.
Inscrutable. Immune to mind-reading and divination. Insight vs. her has disadvantage.
Lair Aura. The temple is her lair. She ignores sand difficult terrain. Reach 15 ft.
End-of-Round Riddle. See Enc. 3 clock. Not an action.
Armor-Gems (6). Large crystals (head, back, shoulders, thighs). Each is an Ancient Gem Stone. They telegraph the option they power. Cracked / destroyed: see Armor-Gems. Damage to a gem does not reduce her HP. Aegis gem sets her AC and B/P/S immunity.
Voice. This is a game. Relish their fear; dare them to strike. Lines under Dialogue Suggestions.
Multiattack. One Claw and one Bite, or two Claws.
Claw. +15 to hit, reach 15 ft. Hit: 19 (2d10+8) slashing.
Bite. +15 to hit, reach 15 ft. Hit: 24 (3d10+8) piercing.
Solar Tempest (Recharge 5–6; Head gem). 60-ft. cone. DC 21 Dex save or 56 (16d6) radiant (half on success). Cracked/destroyed: see Armor-Gems.
Word of Unmaking (1/Day; Back gem; also Patience fail). Each creature she chooses within 90 ft.: DC 21 Con save or 66 (12d10) force and prone (half on success, not prone). Cracked/destroyed: see the gem table.
Innate Spellcasting. DC 21, +13. At will: detect magic, thaumaturgy. 3/day: dispel magic, counterspell. 1/day: greater invisibility.
Claw (1). One claw attack.
Vanish-Step (1). Teleport up to 60 ft. (misty step). Does not provoke.
Lair — Column Fall (2; Left shoulder gem). 10-by-30-ft. line. DC 19 Dex or 44 (8d10) bludgeoning (half on success).
Lair — Swallowing Sand (2; Right thigh gem). 15-ft. radius becomes difficult; DC 19 Str or restrained (escape DC 19).
Lair — Echo Roar (3; Right shoulder gem). 30-ft. radius. DC 21 Wis or frightened until end of its next turn.
Medium Humanoid (Human), Chaotic Evil · CR 2 (450 XP) · Sons of Ares (mafia)
AC 13 (studded) | HP 38 (7d8+7) | Speed 30 ft.
Skills: Deception +4, Sleight of Hand +4, Stealth +4
Fixer’s Muscle. Advantage on saves vs. being frightened while it can see Khalkotaurus, Damon, or the prize vault. These humans brand for Ares; the god does not claim them.
Scimitar. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) slashing.
Hand Crossbow. +4 to hit, range 30/120 ft. Hit: 5 (1d6+2) piercing.
Blood Signal (1/day). Summons 1d2 additional saboteurs at the end of the next round (Enc. 2 only; max +2 total).
Medium Humanoid (Goblinoid), Chaotic Neutral · CR 2 (450 XP)
AC 14 (hide) | HP 42 (5d8+20) | Speed 30 ft.
Skills: Athletics +5, Stealth +6, Survival +2 | Senses: darkvision 60 ft.
Long-Limbed. +5 ft. reach with melee attacks.
Surprise Attack. If it hits a creature that hasn't acted yet in combat, deal +7 (2d6) damage.
Team Cap. Iron Tusks field up to 3 Bugbears.
Morningstar. +5 to hit, reach 10 ft. Hit: 12 (2d8+3) piercing.
Javelin. +5 to hit, range 30/120 ft. Hit: 10 (2d6+3) piercing.
Medium Humanoid (Cyclopean), Neutral · CR 2 (450 XP)
AC 14 (hide) | HP 52 (7d8+21) | Speed 30 ft.
Skills: Athletics +6, Intimidation +2, Perception +3 (adv on sight-based checks beyond 30 ft.: disadvantage)
Single Eye. Disadvantage on Perception checks relying on sight beyond 30 ft.; immune to gaze attacks that require meeting both eyes.
Forge-Kin Cunning. Intelligent — speaks Common and Giant; can contest riddles and craft checks.
Reskin Note. Orc-sized intelligent cyclopes (not Huge mythic Cyclopes).
Multiattack. Two greataxe attacks.
Greataxe. +6 to hit, reach 5 ft. Hit: 10 (1d12+4) slashing.
Rock. +6 to hit, range 30/60 ft. Hit: 11 (2d6+4) bludgeoning.
Medium Humanoid (Human), Lawful Neutral · CR 1 (200 XP)
AC 18 (breastplate, shield) | HP 32 (5d8+10) | Speed 30 ft.
Skills: Athletics +4, Perception +2
Phalanx. While within 5 ft. of another Hoplite with a shield, +1 AC and advantage on saves vs. being moved.
Team Cap. Phalanx of Elis fields up to 10 Hoplites.
Spear. +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) piercing, or 6 (1d8+2) two-handed.
Shield Bash. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning; DC 12 Strength save or pushed 5 ft.
Huge Construct, Unaligned · CR 9 (5,000 XP) · BOSS
AC 18 (natural / bronze) | HP 168 (16d12+64) | Speed 40 ft.
Immunities: poison, psychic; bludgeoning/piercing/slashing from nonmagical | Resistances: fire | Vulnerabilities: thunder | Senses: darkvision 120 ft.
Siege Monster. Double damage to objects and structures (stands, gates, prize vault).
Furnace Heart. Start of turn: creatures that begin within 10 ft. take 7 (2d6) fire. Water/holy oil splash (action) suppresses for 1 round.
False Victor. Animated prize-idol meant to crown Damon’s fixed “champion” under a stolen Ares brand. Destroying it or pressing the Olive Token ends the rampage. Ares does not claim this construct.
Olympic Flame. Resistant to fire, but vulnerable to radiant damage from flame lit at Olympia’s sacred altar (Olympic torch brand: see Enc. 3). Ordinary campfire or fire bolt does not trigger this.
Legendary Resistance (2/day). Turn a failed save into a success.
Multiattack. One gore and one slam, or two slams.
Gore. +10 to hit, reach 10 ft. Hit: 19 (3d8+6) piercing + 7 (2d6) fire.
Slam. +10 to hit, reach 10 ft. Hit: 17 (2d10+6) bludgeoning; DC 17 Strength save or knocked prone.
Furnace Breath (Recharge 5–6). 30-ft. cone; DC 16 Dexterity save. 36 (8d8) fire on fail, half on success.
Detect (Cost 1). Khalkotaurus makes a Wisdom (Perception) check.
Slam (Cost 1). One slam attack.
Trample Charge (Cost 2). Moves up to 20 ft. without provoking; each creature in path DC 15 Dexterity save or 10 (3d6) bludgeoning and prone.
Medium Humanoid (Leonin), Neutral · CR 2 (450 XP)
AC 14 (natural) | HP 45 (6d8+18) | Speed 40 ft.
Skills: Athletics +5, Perception +3, Survival +3 | Senses: darkvision 60 ft.
Pride's Dash. Once per short rest, Dash as a bonus action; opportunity attacks vs. it have disadvantage that round.
Team Cap. Pride of Nemea fields up to 6 Leonins (miniature limit).
Multiattack. Two claw attacks, or one claw and one javelin.
Claw. +5 to hit, reach 5 ft. Hit: 8 (1d8+3) slashing.
Javelin. +5 to hit, range 30/120 ft. Hit: 6 (1d6+3) piercing.
Roaring Challenge (1/day). Creatures of its choice within 30 ft. make a DC 13 Wisdom save or have disadvantage on their next Contest check or attack.
Large Monstrosity, Chaotic Neutral · CR 3 (700 XP)
AC 14 (natural) | HP 76 (9d10+27) | Speed 40 ft.
Skills: Athletics +6, Perception +7 | Senses: darkvision 60 ft.
Labyrinthine Recall. Perfect memory for mazes/paths; advantage on Survival to navigate stadium tunnels.
Charge. As Rhino Minotaur charge, but DC 14 and +9 (2d8) piercing.
Team Cap. Labyrinth Horns field up to 8 Minotaurs.
Greataxe. +6 to hit, reach 5 ft. Hit: 17 (2d12+4) slashing.
Gore. +6 to hit, reach 5 ft. Hit: 13 (2d8+4) piercing.
Large Monstrosity, Neutral · CR 4 (1,100 XP)
AC 15 (natural) | HP 76 (9d10+27) | Speed 40 ft.
Skills: Athletics +7 | Senses: darkvision 60 ft. | Resistances: bludgeoning from nonmagical
Charge. If it moves ≥20 ft. straight toward a target and hits with gore on the same turn, +9 (2d8) piercing and DC 15 Strength save or prone.
Reckless. Advantage on melee attacks; attacks vs. it have advantage until its next turn.
Team Cap. Iron Tusks field up to 3 Rhino Minotaurs.
Gore. +7 to hit, reach 5 ft. Hit: 14 (2d8+5) piercing.
Maul. +7 to hit, reach 5 ft. Hit: 16 (2d10+5) bludgeoning.
Medium Humanoid (priest of Hera Teleia), Lawful Neutral · CR 9 (5,000 XP) · Enc. 2 leader
AC 18 (bronze scale, aegis-band) | HP 150 (20d8+60) | Speed 30 ft.
Saves: Con +7, Wis +9, Cha +8 · Skills: Insight +9, Persuasion +8, Religion +6 · Senses: passive Perception 15
Hera’s Regard. Advantage on saves against being charmed or frightened. Magic that would compel her to break a sworn oath fails automatically.
Yoke-Cord (3 charges; 4 if Enc. 2 runs second). Bonus action, spend a charge: one creature she can see within 60 ft. must succeed on a DC 17 Strength save or be restrained by a coil of scarlet wool until the end of its next turn. She regains one charge when the Rite Track reaches step 3 and none otherwise.
Rite-Bound. She will not leave the terrace while the rite is unfinished. She has disadvantage on attack rolls against a creature wearing the Sacrificial Garlands and cannot willingly harm Alcyoneus.
Not a Monster (DM). She is wrong, not evil. Her reading is that Hera unmade a household and will be quieted by a household restored — a son given back for a family taken. She surrenders at 0 HP, and immediately if shown the true Delphic verse. Tell her the queen is alive in a cave with her own daughter (Clue 5) and the rite loses its premise in front of her; she will stop without a check.
Spellcasting. Wisdom, save DC 17, +9 to hit. At will: sacred flame, guidance, thaumaturgy. 3/day each: hold person, spirit guardians (hundred-eyed peacock wings), guiding bolt (3rd level). 1/day each: flame strike (a column of eyed light), banishment, mass cure wounds.
Multiattack. Two Yoke-Rod attacks, or one Yoke-Rod and one cantrip.
Yoke-Rod. +6 to hit, reach 5 ft. Hit: 9 (2d6+2) bludgeoning + 10 (3d6) radiant.
Call the Wardens (1/day). Both Peacock-Eyed Wardens step out of the colonnade and act on her initiative.
The Vow Answers (3/day). When an ally within 30 ft. drops to 0 hit points, she casts healing word (3rd level) on it.
Large Construct, Unaligned · CR 6 (2,300 XP) · Enc. 2 · Hera’s sacred cow, cast in bronze
AC 17 (natural bronze) | HP 126 (12d10+60) | Speed 40 ft.
Immune: poison, psychic · Condition Immunities: charmed, frightened, paralyzed, poisoned · Senses: blindsight 60 ft. (it has no eyes)
Bound to the Rite. While the Sacrificial Garlands are worn by a living creature, the Heifer has advantage on all attack rolls. The moment the Garlands leave a living wearer it is stunned for 1 round as the rite’s claim lapses.
Trample Charge. If it moves at least 20 ft. straight toward a target and hits with Gore, the target must succeed on a DC 16 Strength save or be knocked prone; if the target is prone, the Heifer can make a Hooves attack as a bonus action.
Multiattack. Two Gore attacks.
Gore. +8 to hit, reach 5 ft. Hit: 16 (2d10+5) piercing.
Hooves. +8 to hit, reach 5 ft., prone targets only. Hit: 18 (3d8+5) bludgeoning.
Brazen Lowing (Recharge 6). 60-ft radius. Wis DC 15 or frightened until the end of its next turn. The sound is a cow calling a calf that is not there.
Medium Fiend (Shapechanger), Chaotic Evil · CR 6 (2,300 XP) · Enc. 3 lieutenant · not her daughters
AC 15 (natural) | HP 104 (16d8+32) | Speed 30 ft.
Skills: Deception +7, Stealth +7 · Resist: fire; nonmagical B/P/S · Senses: darkvision 60 ft.
Shapechanger. Bonus action: take the form of a beautiful young woman, or revert. In false form her bronze leg and ass’s hoof are hidden. Insight DC 18, or any light cast low across the floor, reveals them.
Flame-Hair. A creature that ends its turn grappling her, or grappled by her, takes 7 (2d6) fire damage.
Bound to the Queen. While Queen Lamia is within 60 ft. and conscious, the Empusa has advantage on saving throws.
Not Her Children (DM). These are the first women Lamia drank, in the first month, before she learned to finish the job. They did not die properly. Lamia has exactly three children and none of them is in this stat block — do not let a player conflate the two, and do not let an Empusa speak for her.
Multiattack. Two Claw attacks, or one Claw and one Draining Kiss.
Claw. +7 to hit, reach 5 ft. Hit: 13 (2d8+4) slashing.
Draining Kiss. One charmed, grappled, or incapacitated creature within 5 ft. takes 17 (5d6) necrotic damage, its hit point maximum is reduced by half that amount until it finishes a long rest, and the Empusa regains hit points equal to the necrotic damage.
Beguiling Word (Recharge 5–6). One creature within 30 ft. that can hear her makes a DC 15 Wisdom save or is charmed until the end of its next turn and must use its movement to approach her.
Medium Monstrosity, Lawful Evil · CR 5 (1,800 XP) · Tide-priest
AC 15 (coral scale) | HP 82 (11d8+33) | Speed 30 ft., swim 40 ft.
Skills: Perception +7, Religion +5 · Senses: darkvision 120 ft.
Amphibious. Breathes air and water.
Brine-Bound. Allied Ichthyans within 20 ft. have resistance to cold damage.
Spellcasting. Wisdom, save DC 15, +7 to hit. At will: thaumaturgy, brine-spark (below). 3/day each: hold person, spiritual weapon. 1/day each: tidal wave, insect plague (staged as a stinging swarm of jellies).
Multiattack. Two Brine-Spark attacks.
Brine-Spark. Ranged spell +7 to hit, range 60 ft. Hit: 14 (4d6) cold.
Barbed Staff. +4 to hit, reach 5 ft. Hit: 7 (1d8+1) bludgeoning + 5 (2d4) poison.
Medium Monstrosity, Lawful Evil · CR 3 (700 XP) · Sahuagin reskin
AC 16 (scale, shield) | HP 60 (8d8+24) | Speed 30 ft., swim 40 ft.
Skills: Perception +3 · Senses: darkvision 120 ft.
Amphibious. Breathes air and water.
Blood Frenzy. Advantage on melee attack rolls against any creature that does not have all its hit points.
Shark Kinship. Can magically command any Reef-Hound within 120 ft.
Multiattack. Two attacks: bite and trident, or two tridents.
Bite. +5 to hit, reach 5 ft. Hit: 6 (1d6+3) piercing.
Trident. +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 10 (2d6+3) piercing.
Net (1/turn). Ranged 5/15 ft. Large or smaller target restrained (escape DC 13; net AC 10, 5 HP, cut free with 5 slashing damage).
Medium Construct (temple bronze), Unaligned · CR 5 (1,800 XP) · Enc. 2
AC 18 (bronze plate) | HP 95 (10d8+50) | Speed 30 ft.
Immune: poison, psychic · Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned · Senses: darkvision 60 ft., passive Perception 18
Hundred Eyes. The bronze fan on its back is eyed on every side. It cannot be surprised, has advantage on Perception checks, and attack rolls against it never gain advantage from the attacker being unseen.
Argus Watch. Any hidden or invisible creature that starts its turn within 10 ft. is revealed — its outline shows in the fan’s eyes.
Multiattack. Two Bronze Glaive attacks.
Bronze Glaive. +7 to hit, reach 10 ft. Hit: 14 (2d10+4) slashing.
Eye-Flare (Recharge 5–6). 30-ft cone. Con DC 15: 18 (4d8) radiant and blinded until the end of its next turn; half damage and no blindness on a success.
Large Monstrosity (Shapechanger), Chaotic Evil · CR 15 (13,000 XP) · BOSS · Deadly
AC 18 (natural) | HP 310 (27d10+162) | Speed 40 ft., climb 40 ft., swim 30 ft.
Saves: Dex +9, Wis +9, Cha +11 · Skills: Deception +11, Perception +9, Stealth +9 · Resist: necrotic; nonmagical B/P/S · Condition Immunities: charmed, exhaustion, frightened · Senses: darkvision 120 ft., blindsight 30 ft. · Languages: Common, Sylvan · LR 3/day
Shapechanger. Bonus action to change between three forms; statistics are otherwise unchanged, and she reverts to Serpent-Coil at 0 HP. Queen (Medium) — the woman on Crisa’s coins; advantage on Deception against anyone who has seen them. Serpent-Coil (Large) — her true shape, woman to the hips and serpent below; Claws gain reach 10 ft. Night-Smoke — fly 40 ft. (hover), passes through any 1-inch gap, immune to nonmagical B/P/S, advantage on Dex saves; cannot attack, speak, or manipulate objects, and cannot enter running water or the Nursery.
Sleepless Regeneration. She regains 20 hit points at the start of her turn if she has at least 1 hit point and has taken no radiant damage and no damage from running water since the end of her last turn.
Sleepless. She cannot sleep, cannot gain exhaustion, and cannot be charmed or frightened. She has not rested in a season and it shows in everything she does.
Threshold-Bound. She cannot cross a doorway hung with a household’s wool threads unless invited across by someone who lives there. This is why she takes children out of doors. The threads on her own cave mouth are knotted from the inside — she tied them, around the last of her household.
A Mother’s Blindness. She cannot willingly harm Sibyl Herophile, cannot target her with any attack or effect, and will abort a cone, line, or area effect rather than catch her in it. A creature within 5 ft. of Herophile is inside that blind spot and cannot be included in her area effects either. Players will work this out. Let them.
Her Son in the Water (1/encounter). The first time Acheilus is visible to her inside the cave, she must succeed on a DC 20 Wisdom save or be stunned until the end of her next turn. She has been looking for him for a season, and he has been forty feet away the whole time.
Serpent Climb. She can climb difficult surfaces, including upside down on ceilings, without an ability check.
Multiattack. Three attacks, only one of which may be Drinking Bite.
Claw. +11 to hit, reach 5 ft. (10 ft. in Serpent-Coil). Hit: 16 (3d6+5) slashing, and a Large or smaller target is grappled (escape DC 17). She may hold two creatures at once.
Drinking Bite. +11 to hit, reach 5 ft., one creature that is grappled, restrained, incapacitated, or willing. Hit: 12 (2d6+5) piercing + 21 (6d6) necrotic (8d6 in Phase 2). The target’s hit point maximum is reduced by an amount equal to the necrotic damage and Lamia regains that many hit points; the reduction lasts until the target finishes a long rest. A creature reduced to a hit point maximum of 0 dies and rises 24 hours later as one of The Hollowed under her control. (DM: she does not keep what she drinks. It goes into Herophile.)
The Queen’s Welcome (Recharge 6). One creature within 30 ft. that can see her makes a DC 19 Wisdom save or is charmed for 1 hour. The charmed creature regards her as a trusted friend to be heeded and protected, and is a willing target for Drinking Bite. It repeats the save whenever Lamia or her allies do anything harmful to it, ending the effect on a success and becoming immune for 24 hours.
Call the Strix (Recharge 5–6; 4–6 in Phase 2). She summons 1 Strix Flock or 2 Hollowed into unoccupied spaces within 60 ft. They act on her initiative.
Shift Skin. Change form. Unavailable in Phase 2 except to enter Night-Smoke at 0 hit points.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn ends, she can expend a use to take one of the following actions. She regains all expended uses at the start of each of her turns. All of Encounter 3 is her lair, so she runs at 4.
Drift (1). Move up to half her speed without provoking opportunity attacks; full speed in Night-Smoke.
Hungering Gaze (1). One creature within 30 ft. makes a DC 19 Wisdom save or has disadvantage on the next saving throw it makes against her before the end of her next turn.
Child-Voices (1). The cave answers in the voices of children. Each creature that can hear her within 60 ft. makes a DC 16 Wisdom save or is frightened of the sound until the end of its next turn; on a failure by 5 or more it also moves its full speed toward the deepest tunnel. A deafened creature is immune — including one she deafened herself with Owl-Cry.
Owl-Cry (2). Each creature of her choice within 30 ft. makes a DC 18 Constitution save or takes 14 (4d6) psychic damage and is deafened until the end of its next turn.
Drink (2). She makes one Drinking Bite attack against a valid target.
What She Wants (DM). Hera changed her family and did not kill it. Acheilus took the sea. Scylla went further out and has not come back. Herophile is the one Hera has not finished — or so her mother believes — and every drained calf, shepherd, and child on the Crisaean plain has gone into holding that off. She is not grieving. She is treating. She is also wrong: Herophile’s change already happened, and it was the prophecy.
Phase Thresholds. Phase 1: HP 310–156 — she is a hostess and a doctor, all charm and grapple economy. Phase 2: HP 155–0 — The Skin Comes Off: permanent Serpent-Coil, DC 18 Wis fear pulse on transition, +2 Hollowed and +1 Strix Flock arrive, Drinking Bite 8d6, +2 to hit. She stops arguing and starts feeding.
At 0 Hit Points. She collapses into Night-Smoke and streams for the Bier of Shed Skins. Intact and Eye-free → she reforms there in 1 hour with 50 HP. Destroyed or holding the Sleepless Eye → she is destroyed.
Persistence. Lamias are a species in this library, not a singular Olympian fixture — she may be killed. Hera never appears. Do not stage the goddess. Scylla never appears either — she is in open ocean, she is not coming, and that is the point of her.
Large Beast, Unaligned · CR 3 (700 XP) · Shark mini
AC 14 (natural) | HP 76 (9d10+27) | Speed 20 ft., swim 50 ft.
Skills: Perception +3 · Senses: blindsight 60 ft. in water
Amphibious (limited). Can hold its breath out of water for 1 hour; slow and furious on land.
Pack Tactics. Advantage on attacks against a creature within 5 ft. of an ally.
Blood Frenzy. Advantage on melee attacks against a creature that does not have all its hit points.
Bite. +6 to hit, reach 5 ft. Hit: 13 (2d8+4) piercing, and the target must succeed on a DC 14 Strength save or be dragged 5 ft. toward the water.
Large Swarm of Tiny Beasts (screech-owls), Unaligned · CR 3 (700 XP) · Enc. 3
AC 13 | HP 66 (12d10) | Speed 10 ft., fly 40 ft.
Resist: bludgeoning, piercing, slashing · Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned · Senses: darkvision 120 ft., keen hearing
Swarm. Can occupy another creature’s space and move through any opening large enough for a Tiny owl. Cannot regain hit points or gain temporary hit points.
Blood on the Beak. A creature that starts its turn in the swarm’s space makes a DC 13 Constitution save or has disadvantage on its next attack roll.
Beaks. +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing + 3 (1d6) necrotic, or 7 (2d6) piercing if the swarm has half its hit points or fewer.
Screech (Recharge 6). Each creature within 20 ft. makes a DC 13 Constitution save or is deafened until the end of its next turn. A deafened creature is immune to her Child-Voices legendary action — the party can use this on purpose.
Medium Undead, Neutral Evil · CR 2 (450 XP) · Enc. 3 · what the treatment costs
AC 13 (dry hide) | HP 52 (8d8+16) | Speed 30 ft., climb 20 ft.
Resist: necrotic · Immune: poison · Condition Immunities: charmed, exhaustion, poisoned · Senses: darkvision 60 ft.
Empty. When reduced to 0 hit points it collapses into dry skin. If Queen Lamia is within 60 ft. and conscious, roll a d6: on a 6 it rises at the start of her next turn with 15 hit points. Once per Hollowed.
Remembering. If a creature within 10 ft. speaks this Hollowed’s living name aloud, it is stunned until the end of its next turn. Herophile knows four of the names, because she was made to watch, and she has kept them.
Multiattack. Two Grasp attacks, or one Grasp and one Dry Bite.
Grasp. +5 to hit, reach 5 ft. Hit: 10 (2d6+3) bludgeoning, and the target is grappled (escape DC 13). Queen Lamia’s Drinking Bite treats a creature grappled this way as a valid target.
Dry Bite. +5 to hit, reach 5 ft., grappled targets only. Hit: 7 (1d8+3) piercing + 7 (2d6) necrotic.
Medium Humanoid, Lawful Neutral · CR 2 (450 XP) · Enc. 2
AC 15 (bronze scale) | HP 45 (7d8+14) | Speed 30 ft.
Skills: Religion +2, Persuasion +3
Chorus. While three or more Yoke-Sworn are within 30 ft. of each other, each has advantage on saves against being frightened, and the Rite Track advances at the end of the round even if Alkippe is incapacitated.
Morale. If the Sacrificial Garlands are destroyed, claimed by a PC, or thrown from the Leap, each Yoke-Sworn must succeed on a DC 16 Wisdom save or be frightened for 1 minute and flee the terrace. At disadvantage if the Sleepless Eye has been shown.
Multiattack. Two Sickle attacks.
Sickle. +3 to hit, reach 5 ft. Hit: 6 (1d6+1) slashing + 3 (1d6) radiant.
Hymn-Bolt. Ranged spell +5 to hit, range 60 ft. Hit: 10 (3d6) radiant.
Huge Beast, Unaligned · CR 3 · Giant snakes of the gorge floor (run 1–4, Enc. 2 Branch B) · No mini required
AC 14 | HP 60 (8d12+8) | Speed 30 ft., climb 30 ft., swim 30 ft.
Skills: Stealth +4 · Senses: blindsight 10 ft.
Glitter Lure. Diamonds on the valley floor are difficult terrain. A creature that Dashes across them makes a Dex DC 12 save or falls prone (noise attracts a serpent if any remain hidden).
Bite. +6 to hit, reach 10 ft. Hit: 11 (2d6+4) piercing + 7 (2d6) poison (Con DC 12 or poisoned 1 min).
Constrict. +6 to hit, reach 5 ft. Hit: 13 (2d8+4) bludgeoning + grapple (escape DC 14).
Medium Undead (or Fiend), Neutral Evil · CR 2 · Arabian · Optional clutter
AC 13 | HP 45 (7d8+14) | Speed 30 ft.
Shapechanger (hyena or jackal form — travel only) · Resist necrotic
Grave Hunger. Advantage on attacks vs. creatures at half HP or lower.
Optional. Use 0–2 on a Hard Gorge crossing (Enc. 2 Branch B); skip on Easy.
Claw. +4 to hit. Hit: 9 (2d6+2) slashing.
Grave Howl (1/day). Each creature of its choice within 20 ft. Wis DC 12 or frightened until end of its next turn.
Large Beast, Unaligned · CR 3 · Gorge floor ambusher (Enc. 2 Branch B) · Token or description
AC 15 (natural armor) | HP 52 (7d10+14) | Speed 40 ft., burrow 10 ft.
Senses: blindsight 60 ft. · Tremorsense through the diamond drifts
Gem-Shell Ambush. Buried under a diamond drift it is indistinguishable from the glitter (Perception DC 15 to spot). It erupts when a creature crosses within 10 ft. — that creature makes the first-round Dex saves at disadvantage.
No Parley. Cannot be recruited, bribed, or befriended — the gorge route offers speed, not friends.
Multiattack. Two claws and one sting.
Claw. +4 to hit, reach 5 ft. Hit: 6 (1d8+2) bludgeoning, and the target is grappled (escape DC 12; two claws = restrained).
Sting. +4 to hit, reach 5 ft. Hit: 7 (1d10+2) piercing + 22 (4d10) poison (Con DC 12 half).
Large Beast, Neutral Evil · CR 1 (run 1–3) · Enc. 3 Phase 2 nest guards · Mini: griffin stand-in
AC 10 | HP 40 (6d10+7) | Speed 10 ft., fly 60 ft.
Skills: Perception +3 · Keen Sight and Smell · Pack Tactics
Carrion Court. They have shadowed the Roc for weeks waiting for scraps. When she takes flight in Phase 2, 1–3 of them drop onto the nest ledge and defend the egg as if it were their own prize.
Egg Wardens. A vulture within 5 ft. of the egg imposes disadvantage on checks made to move, study, or strike the egg (it harries the attempt).
Multiattack. One beak and one talons.
Beak. +4 to hit, reach 5 ft. Hit: 7 (2d4+2) piercing.
Talons. +4 to hit, reach 5 ft. Hit: 9 (2d6+2) slashing.
Medium Fey / Fiendish Druid, Neutral · CR 4 · Old Man of the Sea · Proteus · Wild Shape
AC 14 | HP 71 (11d8+22) | Speed 30 ft., swim 30 ft.
Skills: Athletics +7, Deception +4 · Magic Resistance
Riding Burden. If it hits with Slam against a Medium or smaller creature, it grapples (escape DC 15) and rides the target’s shoulders. While riding: target is restrained, speed halved, and takes 7 (2d6) psychic at the start of each of its turns. Proteus has half cover.
Fey / Fiendish Druid. Proteus is the Old Man of the Sea and the Greek shape-shifting sea-elder in one stubborn body. He can Wild Shape (see below).
Wild Shape (2/encounter). Bonus action: assume a beast form of CR 2 or lower (shark, seal, serpent, lion, eagle, etc.) for up to 1 hour, or until he drops to 0 HP in that form. He retains Riding Burden only in humanoid form. DM must: have him Wild Shape at least once during Enc. 2. If recruited for Enc. 3, he Wild Shapes again on the nest (prefer a Large flying or climbing beast).
Non-combat end. Athletics contest DC 15 (group help), wine + Performance DC 14 to make him sleep/release, or diamond flash while grappling (auto-ends ride once).
RECRUITMENT (Enc. 2 Rim Path → Enc. 3). Only met on the Rim Path branch. After the ride ends without killing him: Persuasion/Insight DC 14 (Sinbad Help) or a fair guest-gift. Recruited Proteus joins Enc. 3 as an ally and Wild Shapes again in that fight. On any successful Enc. 3 resolution, he also pledges to answer a future call (Victory Unchained / campaign finale).
Slam. +5 to hit. Hit: 10 (2d6+3) bludgeoning + Riding Burden attempt (humanoid form only).
Salt Curse (Recharge 5–6). One creature within 30 ft. Con DC 13 or poisoned and speed 0 until end of its next turn.
Wild Shape (Bonus Action). See trait. Beast attacks use that form’s natural weapons (DM: pick a CR ≤2 beast stat block).
Gargantuan Monstrosity, Unaligned · CR 11 · THREE-PHASE BOSS (nest → flight → ship) · Mini: Roc · Arabian rukh / Greek sky-terror
AC 15 | HP 198 (12d20+72) staged | Speed 20 ft., fly 120 ft.
Saves: Dex +4, Con +9, Wis +5 · LR 2/day · Keen Sight mile+
Stolen Moon (DM SECRET). The pale egg in her nest (AC 12 / HP 20) is a poachers’ decoy — carved cliff-stone, hollow; they stole her real egg weeks ago. Nobody knows, including Sinbad. The truth surfaces only in Enc. 3: destroying or rolling the egg (automatic), Investigation DC 18 up close mid-fight, or the Phase 3 finale when it cracks in her talon.
Three Phases (one 198 HP pool). P1 Nest (rd 1–3): grounded, defends the egg — Beak/Talons/Snatch/Nest Quake. P2 Flight: airborne, one flyby pass every 2 rounds while 1–3 Giant Vultures guard the nest; ends when the party makes the egg decision and descends. P3 Ship (rd 1–6): pursues the trireme — after the egg if aboard, out for revenge if not — sweeping crew overboard, wrecking mast/hull, perching to unleash Wing Gale.
Persistence. Iconic sky-mountain bird — at 0 HP she is downed on the bow, not dead (staged). Dropping her to 0 or surviving 5–6 rounds of Phase 3 triggers the Diamond finale: flash, handout, reveal (if not yet landed), and she departs for open sky. If executed while downed: pyrrhic — Sinbad goes quiet, then finds the poachers’ trail; someone has her real egg (sequel hook / Roc-mount seed).
Siege Beak. Double damage to nest pillars / cliff anchors (objects).
Multiattack. Beak and talons.
Beak. +13 to hit, reach 10 ft. Hit: 26 (4d8+9) piercing.
Talons. +13 to hit, reach 5 ft. Hit: 23 (4d6+9) slashing + grapple Huge or smaller (escape DC 19).
Snatch Creature (Recharge 5–6). One grappled Medium/Small creature is lifted 30 ft. vertically (or dropped 2d6 bludgeoning if released).
Nest Quake (1/day · Phase 1 only). Wing buffet on the ledge: each creature on nest terrain Dex DC 17 or 14 (4d6) bludgeoning and knocked toward the diamond valley (Ath DC 14 or fall 40 ft. for 4d6).
Flyby Pass (Phase 2 · every 2 rounds). She swoops through the ledge: Beak and Talons against one target (or Snatch Creature if it’s available), then climbs out of reach without provoking. Between passes she is at 80–120 ft. — long range only.
Wing Gale (Phase 3 · while perched on mast or bow). Each creature on deck Str DC 15 or pushed 10 ft. toward the rails and knocked prone; creatures at a rail make a second Str DC 13 or go overboard. Unattended objects fly. She may perch once per 2 rounds; while perched (1 round) she can be reached in melee via the rigging.
Detect (1). Perception check.
Talon (1). One talons attack.
Wheel (2). Fly up to half Speed without provoking; reposition above nest or valley.
Large Giant, Chaotic Evil · CR 6 · Shared mythos · Mini: Cyclopean (scale up staging) or Large minotaur stand-in
AC 14 (hide) | HP 138 (12d10+72) | Speed 30 ft.
Senses: darkvision 60 ft. · Poor Depth Perception: disadvantage on attacks beyond 30 ft.
One-Eyed Toll. Demands a “guest-gift” — wine, meat, or a riddle answered (DC 14). Sinbad mutters that he has paid this toll before… badly.
Shared Legend. Same one-eyed giant family that haunts both Aegean caves and Sinbad’s third voyage — lean into the recognition gag.
Multiattack. Two greatclub attacks.
Greatclub. +9 to hit, reach 10 ft. Hit: 19 (3d8+6) bludgeoning.
Rock. +9 to hit, range 30/120. Hit: 28 (4d10+6) bludgeoning.