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Actis, the Ray

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.

10 (+0)STR
18 (+4)DEX
16 (+3)CON
16 (+3)INT
14 (+2)WIS
14 (+2)CHA

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.

Appears in 1 page
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Admiral Lysander’s Shade

Medium Undead · CR 9 BOSS · Uses Skeleton Captain staging + storm crown

AC 17  |  HP 142  |  Speed 30 ft., fly 30 ft. (hover)

16 (+3)STR
14 (+2)DEX
16 (+3)CON
12 (+1)INT
14 (+2)WIS
16 (+3)CHA

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).

Appears in 1 page
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Aello, Mother of the Nest

Large monstrosity, chaotic evil · CR 8 (3,900 XP)

AC 15 (bronze quills) | HP 127 (17d8 + 51) | Speed 20 ft., fly 60 ft.

18 (+4)STR
16 (+3)DEX
16 (+3)CON
7 (−2)INT
14 (+2)WIS
15 (+2)CHA

Saves Dex +6, Wis +5 · Skills Perception +5, Athletics +7 · Darkvision 60 ft.

Brooding. She will not willingly move more than 20 ft from the nest cup. If a creature touches the cup or a chick, this trait ends for the rest of the encounter and she attacks that creature in preference to all others.

Rustling Quills. Any creature that starts its turn within 10 ft of her has disadvantage on ranged attack rolls until the start of its next turn.

Multiattack. One Bronze Beak attack and two Talon attacks.

Bronze Beak. Melee, +7 to hit, reach 5 ft., 2d8 + 4 piercing damage.

Talon. Melee, +7 to hit, reach 5 ft., 1d8 + 4 slashing damage. If both Talon attacks hit one Medium or smaller creature, it is grappled (escape DC 14).

Thrown Bone. Ranged, +7 to hit, range 30/90 ft., 2d6 + 4 bludgeoning damage, and the target must succeed on a DC 14 Strength save or be knocked prone.

Carry Off. With a creature grappled, she flies up to 30 ft without provoking opportunity attacks, carrying it. She may release it at any point in that movement.

Mother's Answer. When a creature she can see touches the nest cup, she moves up to her speed toward it and makes one Bronze Beak attack.

Appears in 1 page
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Aello, Storm Harpy Queen

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.

16 (+3)STR
14 (+2)DEX
15 (+2)CON
10 (+0)INT
12 (+1)WIS
18 (+4)CHA

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.

Appears in 1 page
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Aethon, the Blazing

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.

20 (+5)STR
14 (+2)DEX
18 (+4)CON
6 (−2)INT
12 (+1)WIS
14 (+2)CHA

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.

Appears in 1 page
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Aetos, Eagle-Wound Hierophant

Large Creature · CR 12 staged · Boss cult priest · Boss

AC 19  |  HP 272 (16d10+176)  |  Speed 40 ft., fly 20 ft. (eagle mantle)

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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).

Appears in 1 page
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Agrios

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.

16 (+3)STR
12 (+1)DEX
16 (+3)CON
8 (−1)INT
7 (−2)WIS
10 (+0)CHA

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.

Appears in 1 page
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Aithousa, Cinder-Nymph

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.

12 (+1)STR
18 (+4)DEX
14 (+2)CON
10 (+0)INT
12 (+1)WIS
16 (+3)CHA

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.

Appears in 1 page
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Alkippe, Hierophant of the Yoke

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.

12 (+1)STR
14 (+2)DEX
16 (+3)CON
14 (+2)INT
20 (+5)WIS
18 (+4)CHA

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.

Appears in 1 page
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Amazon Archer

Medium Humanoid (Amazon), Neutral · CR 2 (450 XP)

AC 15 (leather)  |  HP 39 (6d8+12)  |  Speed 35 ft.

12 (+1)STR
16 (+3)DEX
14 (+2)CON
11 (+0)INT
13 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Amazon Outrider

Medium Humanoid (Amazon), Neutral · CR 3 (700 XP)

AC 14  |  HP 52 (8d8+16)  |  Speed 40 ft.

14 (+2)STR
16 (+3)DEX
14 (+2)CON
10 (+0)INT
12 (+1)WIS
11 (+0)CHA

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.

Appears in 1 page
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Ancient Gem Stone

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.

Appears in 1 page
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Antaeus, Giant of the Debt-Ring

Large Creature · CR 12 · Boss wrestler empowered by earth contact · Boss

AC 18  |  HP 235  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Arachne, Queen of the Wrong Weave

Large Creature · CR 10 · Boss weaver · Boss

AC 17  |  HP 188  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Ares Cult Saboteur

Medium Humanoid (Human), Chaotic Evil · CR 2 (450 XP) · Sons of Ares (mafia)

AC 13 (studded)  |  HP 38 (7d8+7)  |  Speed 30 ft.

12 (+1)STR
14 (+2)DEX
12 (+1)CON
11 (+0)INT
13 (+1)WIS
14 (+2)CHA

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).

Appears in 1 page
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Ash-Mane Lion

Medium Creature · CR 5 · Pouncing brute

AC 15  |  HP 102  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Ash-Wing Vulture

Large Monstrosity, Unaligned · CR 6 · Aerial predator drawn to collapsing omens

AC 16  |  HP 88 (11d10+33)  |  Speed 20 ft., fly 60 ft.

18 (+4)STR
14 (+2)DEX
16 (+3)CON
4 (−3)INT
12 (+1)WIS
8 (−1)CHA

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.

Appears in 1 page
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Ash-Winged Fury

Medium celestial, lawful neutral · CR 8 (3,900 XP)

AC 17 (ash-scale) | HP 136 (16d8 + 64) | Speed 30 ft., fly 60 ft.

16 (+3)STR
18 (+4)DEX
18 (+4)CON
12 (+1)INT
16 (+3)WIS
18 (+4)CHA

Saves Dex +7, Wis +6, Cha +7 · Skills Insight +6, Intimidation +7, Perception +6 · Resistant to fire, poison · Immune to poisoned · Truesight 60 ft.

The Guilty First. When it enters a fight it names the Adjudged: the creature present whose worst unatoned deed is the greatest. The DM picks one, out loud, from a player character's history or from something the party did in this maze. While the Adjudged is conscious and within 60 ft, the fury attacks only that creature, makes no attacks of opportunity against anyone else, and does not respond to damage from anyone else.

Honours a Confession. If the Adjudged uses its action to say the deed plainly and name the wronged party, the fury has disadvantage on attacks against it until the end of the fury's next turn. If the Adjudged deals it no damage before then, the fury names the next-guiltiest creature present and turns on them instead. It cannot be lied to — it has truesight and it knows the deed already.

Will Not Strike the Innocent. It does not attack a creature it judges guiltless. A creature that attacks it, or that heals, shields, or bodily blocks the Adjudged, is complicit and becomes a lawful target for the rest of the encounter.

Grave-Ash and Salt. It cannot willingly cross a poured line of salt or of ash from a funeral fire. This means a line laid deliberately as a boundary, not the loose ash these halls are usually floored with, which it crosses freely. It waits at the line for as long as the vigil lasts, which is longer than the party's rations.

Multiattack. Three attacks with the ash scourge, or two attacks and one use of Brand.

Ash Scourge. Melee, +7 to hit, reach 10 ft, one target. Hit: 13 (2d8 + 4) slashing damage, and an extra 7 (2d6) fire damage if the target is the Adjudged.

Brand (recharge 5–6). It burns the charge into flesh. One creature within 10 ft makes a DC 15 Charisma saving throw, taking 14 (4d6) fire damage on a failure, or half as much on a success. On a failure it is branded for 1 hour: it sheds dim ash-light in a 5-ft radius, cannot benefit from invisibility, and every Erinyes & Ash creature within 120 ft knows where it is through stone.

Judgment Falls. When the Adjudged deals damage to another creature, the fury makes one ash scourge attack against it.

Appears in 2 pages
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Asterion Remembered

Large undead, neutral · CR 11 (7,200 XP)

AC 15 (grave-linen and old bronze) | HP 168 (16d10 + 80) | Speed 30 ft.

19 (+4)STR
12 (+1)DEX
20 (+5)CON
10 (+0)INT
14 (+2)WIS
17 (+3)CHA

Saves Con +9, Wis +6, Cha +7 · Details Insight +6, Perception +6 · Resistant to cold, necrotic, and bludgeoning, piercing and slashing from nonmagical attacks · Immune to poison damage, exhaustion, charmed, frightened, poisoned · Darkvision 120 ft. · Passive Insight 16

Legendary Resistance (2/Day). If he fails a saving throw, he can choose to succeed instead.

Legendary Actions (3/Round). He spends 3 legendary actions each round, one at a time at the end of another creature's turn, and regains them at the start of his own.

Anchored to the Room. Three objects hold him here: the broken bowl, the straw of the bed, and the notched height-post. While at least one is intact he cannot be reduced below 1 hit point, and at the end of any round in which he would have dropped he stands with 30 hit points. Each anchor destroyed, or laid in the grave by the rite, costs him 25 hit points at once and can never be undone.

Will Not Strike First. He takes no hostile action until a creature attacks him, damages an anchor, steps into the centre of the dancing floor, or tells him something he knows to be false. He states which of these has happened, out loud, in a boy's voice, before he moves.

Asks Before It Hurts. Once per round on his turn, in his first phase only, he asks a question — where the woman went, whether the ships still come, whether it is time to eat. A creature that answers honestly and gently, no check required unless the table wants one, costs him his action that turn. A creature that answers cruelly gives him advantage on every attack he makes before the start of his next turn.

Remembering the Knife. When he first drops to 84 hit points or below, or when any anchor is destroyed, the wounds he died of open down his left side. He loses Will Not Strike First and Asks Before It Hurts, his speed becomes 40 ft, his horn attacks deal an extra 7 (2d6) necrotic damage, and Keening recharges on 4–6.

Multiattack. Two attacks with the horn, or one horn and one grave-cold hand.

Horn. Melee, +8 to hit, reach 5 ft, one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) necrotic damage.

Grave-Cold Hand. Melee, +8 to hit, reach 10 ft, one target. Hit: 13 (2d8 + 4) bludgeoning damage, and a Medium or smaller target is grappled (escape DC 16). He holds rather than crushes; a creature he is grappling takes no further damage from him while it stops struggling.

Keening (recharge 5–6). He makes the sound a very large animal makes when it has been alone for a long time. Each creature within 30 ft that can hear him makes a DC 16 Wisdom saving throw, taking 22 (5d8) psychic damage and being unable to take reactions until the end of its next turn on a failure, or half as much damage on a success. A creature that has answered one of his questions honestly this fight has advantage on the save.

Look for the Missing Piece. In his first phase only, he moves up to his speed toward the nearest anchor without provoking opportunity attacks, and puts himself between it and whoever was going for it.

Do Not Break That. When a creature he can see damages an anchor, he moves up to 30 ft toward that creature and makes one horn attack against it.

Walk the Dance (costs 1). He moves up to half his speed along the mosaic's winding line without provoking opportunity attacks, and the next attack roll made against him before the start of his turn has disadvantage.

Put Out a Lamp (costs 1). One lit lamp within 60 ft gutters out. When the last lamp in the room goes out he gains blindsight 60 ft until a new light is lit.

Horn (costs 2). He makes one horn attack.

Appears in 1 page
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Atlantean Reaver (Sahuagin reskin)

Medium Humanoid, Lawful Evil · CR 1 · Mini: Sahuagin ×6

AC 14  |  HP 32 (5d8+10)  |  Speed 30 ft., swim 40 ft.

14 (+2)STR
12 (+1)DEX
12 (+1)CON
10 (+0)INT
11 (+0)WIS
9 (−1)CHA

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.

Appears in 1 page
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Auric Homunculus

Medium Creature · CR 3 · Curse scout

AC 16  |  HP 44  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Avarice in the Millstone

Large Creature · CR 10 · Boss, possessing curse engine · Deadly · Boss

AC 18  |  HP 210  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Bacchic Bull-Mask

Medium Creature · CR 7 · Possessed champion blocking narrow streets

AC 17  |  HP 110  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Bone Archer of the Sown Field

Medium undead, unaligned · CR 2 (450 XP)

AC 13 (bare bone, quiver-harness) | HP 39 (6d8 + 12) | Speed 30 ft.

10 (+0)STR
16 (+3)DEX
14 (+2)CON
6 (−2)INT
10 (+0)WIS
5 (−3)CHA

Skills Perception +2 · Vulnerable to bludgeoning · Immune to poison damage, exhaustion, poisoned · Darkvision 60 ft.

Holds Its Peg. It will not voluntarily move more than 5 ft from the nearest Bronze-Tooth Hoplite. If no hoplite stands within 15 ft of it at the start of its turn, it spends that whole turn walking to the nearest one instead of shooting.

No Good at Arm's Length. It has disadvantage on attack rolls against any creature within 5 ft of it, and it carries no blade. Close the distance and it is a bundle of sticks.

Counts Its Arrows. It rises with ten bronze-headed shafts, which is five rounds of shooting. After that it walks the field gathering them, one turn for every two arrows recovered, and it does not shoot while it stoops — a long fight has a round in it where the archer is harmless.

Multiattack. Two shots with the horn bow.

Horn Bow. Ranged, +5 to hit, range 80/320 ft, one target. Hit: 6 (1d6 + 3) piercing damage, and 2 more if the target is within 5 ft of a Bronze-Tooth Hoplite.

Pitch Arrow (3/Day). Ranged, +5 to hit, range 80/320 ft, one target. Hit: 6 (1d6 + 3) piercing damage, and the target is smeared with burning pitch: it sheds bright light in a 10-ft radius and cannot benefit from being invisible or lightly obscured until it or an adjacent creature uses an action to smother the pitch.

Loose Over the Wall. When a Bronze-Tooth Hoplite it can see shoves a creature or knocks one prone, the archer makes one Horn Bow attack against that creature.

Appears in 5 pages
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Bone Centaur of Chiron's Line

Large Undead, Neutral · CR 5 (1,800 XP)

AC 15 (bone barding)  |  HP 110 (13d10+39)  |  Speed 50 ft.

18 (+4)STR
16 (+3)DEX
16 (+3)CON
9 (−1)INT
13 (+1)WIS
8 (−1)CHA

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.

Appears in 1 page
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Bone Lochagos (Skeleton Captain)

Medium Undead · CR 3 · Mini ×2

AC 15  |  HP 52  |  Speed 30 ft.

14 (+2)STR
14 (+2)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
12 (+1)CHA

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.

Appears in 1 page
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Bone Rower (Skeleton)

Medium Undead · CR 1/4 · Mini ×9

AC 13  |  HP 13  |  Speed 30 ft.

10 (+0)STR
14 (+2)DEX
15 (+2)CON
6 (−2)INT
8 (−1)WIS
5 (−3)CHA

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).

Appears in 1 page
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Branchbound Watcher

Medium Creature · CR 4 · Patrol brute

AC 16  |  HP 118  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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).

Appears in 1 page
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Breath-Thief Zombie

Large Undead, Neutral Evil · CR 5 (1,800 XP)

AC 11  |  HP 115 (11d10+55)  |  Speed 25 ft.

20 (+5)STR
6 (−2)DEX
20 (+5)CON
3 (−4)INT
6 (−2)WIS
5 (−3)CHA

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.

Appears in 1 page
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Brine-Touched Cultist (Kuo-toa reskin)

Medium Humanoid, Neutral Evil · CR 1 · Mini: Kuo-toa ×4

AC 14  |  HP 36 (6d8+9)  |  Speed 30 ft., swim 30 ft.

13 (+1)STR
10 (+0)DEX
12 (+1)CON
11 (+0)INT
10 (+0)WIS
8 (−1)CHA

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).

Appears in 1 page
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Brontes Gate-Heir

Large Creature · CR 10 · Boss boarder · Boss

AC 18  |  HP 210  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Bronze Bull Calf

Large Construct, Unaligned · CR 5 · Harbor sentry

AC 17  |  HP 85  |  Speed 40 ft.

18 (+4)STR
10 (+0)DEX
16 (+3)CON
3 (−4)INT
10 (+0)WIS
1 (−5)CHA

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.

Appears in 1 page

Bronze Legionnaire

Medium Construct, Unaligned · CR 2 (450 XP)

AC 17  |  HP 60 (8d8+24)  |  Speed 30 ft.

16 (+3)STR
13 (+1)DEX
17 (+3)CON
5 (–3)INT
10 (+0)WIS
1 (–5)CHA

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.

Appears in 1 page
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Bronze Mask of the Old Kings

Medium Creature · CR 4 · Possessing puzzle foe

AC 17  |  HP 82  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Note. Cannot cross running water cut into the cave floor.

Attack. Commanding gaze DC 15 Wis or forced 20 ft toward a false door.

Appears in 1 page
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Bronze Owl Sentry

Medium Creature · CR 7 · Automaton scout and alarm engine

AC 18  |  HP 105  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Bronze Ox

Large construct, unaligned · CR 4 (1,100 XP)

AC 17 (riveted bronze plate) | HP 76 (8d10 + 32) | Speed 40 ft. (rail only)

19 (+4)STR
10 (+0)DEX
18 (+4)CON
1 (−5)INT
8 (−1)WIS
1 (−5)CHA

Skills Perception +1 · Immune to poison damage, psychic damage · Immune to charmed, exhaustion, frightened, paralyzed, petrified, poisoned · Darkvision 60 ft.

On Rails. Its speed exists only along the bronze rail sunk into the floor. It cannot leave the rail, climb, open a door, or attack a creature standing more than 5 ft from the rail's line. Two feet to one side and it is an ornament with a boiler.

Predictable. It runs a fixed circuit at a fixed cadence, roughly three rounds to the lap. A creature that watches one full lap has advantage on Dexterity saving throws against the ox and knows the round on which Trample comes back.

Will Not Crush Bronze. It halts rather than run over bronze. A shield, a helm, a bell, a handful of coin laid across the rail stops it dead where it stands until a creature adjacent to the obstruction uses an action to clear it. The ox cannot clear the rail itself.

Pitch-Belly. Its boiler seam gapes at the flank. A creature within 5 ft can wedge it with a spike, a blade, or a wooden peg: DC 14 Dexterity check using thieves' tools, or DC 14 Strength (Athletics). While wedged the ox cannot use Trample and its speed is halved; it works the wedge free with one action.

Ram. Melee, +6 to hit, reach 5 ft, one target. Hit: 15 (2d10 + 4) bludgeoning damage, and a Medium or smaller target is pushed 10 ft along the line of the rail.

Trample (recharge 5–6). It moves up to its speed along the rail without provoking opportunity attacks. Each creature whose space it enters makes a DC 14 Dexterity saving throw, taking 18 (4d8) bludgeoning damage and falling prone on a failure, or half damage and no fall on a success.

Low. It lows through the stone, audible 300 ft. Every Daedalan automaton that hears it turns toward the sound and comes at its own unhurried pace; the DM should decide now what is one room away.

Appears in 3 pages

Bronze Sentry

Medium Construct, Unaligned · CR 2 (450 XP)

AC 16  |  HP 45 (6d8+18)  |  Speed 30 ft.

16 (+3)STR
12 (+1)DEX
16 (+3)CON
3 (–4)INT
8 (–1)WIS
1 (–5)CHA

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).

Appears in 1 page
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Bronze Warden, Atelier-Pattern

Large construct, lawful neutral · CR 12 (8,400 XP)

AC 19 (atelier plate) | HP 207 (18d10 + 108) | Speed 30 ft.

20 (+5)STR
12 (+1)DEX
22 (+6)CON
16 (+3)INT
16 (+3)WIS
14 (+2)CHA

Saves Con +10, Int +7, Wis +7 · Skills Insight +7, Perception +7 · Immune to poison damage, psychic damage · Immune to charmed, exhaustion, frightened, paralyzed, petrified, poisoned · Darkvision 120 ft. · Speaks Greek and the workshop's cant

Legendary Resistance (2/Day). If it fails a saving throw, it can choose to succeed instead.

Legendary Actions (3/Round). It spends 3 legendary actions each round, one at a time at the end of another creature's turn, and regains them at the start of its own.

Speaks the Rule Before It Strikes. On its first turn, and again whenever a creature it has not yet addressed comes into sight, it states aloud the rule that creature is breaking. It does not attack a creature that is not, at that moment, breaking a rule it has spoken. It warns, it repeats itself, and it waits — which is a whole round the party can spend on something else.

Bound by Its Own Words. If a creature argues that two rules the Warden has spoken contradict each other, and the argument is honest — a DC 17 Intelligence or Charisma check, plus the DM's judgement of what was actually said — the Warden recalculates: it takes no actions, bonus actions, or legendary actions until the end of its next turn. Each rule can be turned against it only once.

Wax Seal of Commission. A palm-sized seal of wax and red thread on its chest holds the commission that animates it. The first time it takes 20 or more fire damage in a single turn the wax slumps and it loses Legendary Resistance and all remaining uses of it. An adjacent creature can pry the seal away instead with a DC 18 Dexterity (Sleight of Hand) check, to the same effect.

Multiattack. Two attacks with the rule-arm.

Bronze Rule-Arm. Melee, +9 to hit, reach 10 ft, one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Measure and Cut (recharge 5–6). It snaps a plumb-line taut along a 60-ft line 5 ft wide. Each creature in the line makes a DC 17 Dexterity saving throw, taking 36 (8d8) force damage and being pushed to the nearest edge of the line on a failure, or half damage and no push on a success. It will not draw the line through a fixture of the workshop, which is a shape the party can stand behind.

Cite the Violator. It names one creature it can see as being in violation. Until the start of its next turn it attacks no other creature, and it has advantage on attack rolls against the named one.

Objection. When a creature it can see damages, moves, or unmakes any part of the workshop within 60 ft, the Warden moves up to its speed toward that creature. It will cross the whole room to protect the work and abandon a kill to do it.

Step of the Compass (costs 1). It moves up to half its speed without provoking opportunity attacks.

Amend the Rule (costs 1). It speaks a new clause aloud. One creature it can see becomes a violator, or ceases to be one; say the clause at the table so the players hear the loophole open or close.

Strike the Line (costs 2). It makes one rule-arm attack.

Shutter the Way (costs 2). A bronze shutter drops across one doorway within 60 ft. Raising it is a DC 18 Strength (Athletics) check. It will not shutter a doorway a creature is standing in.

Appears in 2 pages
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Bronze Yoke-Heifer

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.

21 (+5)STR
10 (+0)DEX
20 (+5)CON
2 (−4)INT
11 (+0)WIS
5 (−3)CHA

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.

Appears in 1 page
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Bronze-Barbed Manticore

Large monstrosity, lawful evil · CR 8 (3,900 XP)

AC 16 (natural armour, bronze barbs) | HP 144 (17d10 + 51) | Speed 30 ft., fly 50 ft.

18 (+4)STR
18 (+4)DEX
17 (+3)CON
7 (−2)INT
13 (+1)WIS
9 (−1)CHA

Saves Dex +7, Con +6 · Skills Perception +4 · Darkvision 60 ft.

Twenty-Four Spikes. Its tail carries twenty-four bronze barbs and no more. Every spike attack and every spike loosed by Barb Volley or a reaction spends one, and the volley spends four. Count them out loud where the party can hear the tail rattle. Spent, it must land and fight with claw and bite, and it hates that.

Will Not Land. While it can fly it will not fight from the ground, and it will not end a turn within reach of a creature holding a spear or a polearm. Grounded by a net, a web, or a low ceiling, it spends its whole action getting airborne again and shoots nothing that round. Ceiling height is the single most important number in any room it is in.

Old Grudge. While it can see a Chimera of the Yard, at least one of its attacks each turn must be spent on the chimera, and it takes the shot even through allies. A party that persuades one to strike the other, or that stands so a stray barb lands on the chimera, has started a fight it does not have to finish.

Multiattack. Three tail spikes, or two claws and one bite.

Tail Spike. Ranged, +7 to hit, range 100/200 ft, one target. Hit: 11 (2d6 + 4) piercing damage, and the barb stays in. Drawing it out costs an action and 3 (1d6) piercing damage; left in, it deals 3 (1d6) piercing damage the first time that creature Dashes each round.

Claw. Melee, +7 to hit, reach 5 ft, one target. Hit: 9 (2d4 + 4) slashing damage.

Bite. Melee, +7 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) piercing damage.

Barb Volley (recharge 5–6). It fans its tail and looses four spikes in a 30-ft cone. Each creature in the cone makes a DC 15 Dexterity save, taking 22 (4d10) piercing damage on a failure, or half as much on a success. Spends four spikes.

Barbed Rebuke. When a creature it can see hits it with a ranged attack or a spell from more than 30 ft away, it makes one tail spike attack against that creature. Spends one spike.

Appears in 3 pages
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Bronze-Beak Harpy

Medium monstrosity, chaotic evil · CR 5 (1,800 XP)

AC 15 (bronze plumage) | HP 82 (11d8 + 33) | Speed 20 ft., fly 60 ft.

16 (+3)STR
16 (+3)DEX
16 (+3)CON
8 (−1)INT
12 (+1)WIS
16 (+3)CHA

Skills Athletics +6, Perception +4, Performance +6 · Darkvision 60 ft. · Speaks Greek, badly

Will Not Fight Grounded. Netted, webbed, or otherwise brought to the floor, she spends her turns getting airborne again — Disengage and Dash — rather than attacking, and takes the openings that costs. On the ground her talons do not grapple.

Drops the Prize. When she takes 15 or more damage in a single turn while carrying a creature, she loses her grip and it falls at once, taking 1d6 bludgeoning damage per 10 ft fallen. Concentrated fire is the answer to a snatch, and it costs the snatched character something.

Answers the Nest. If a Storm-Crow or a nest within 120 ft cries out, she breaks off whatever she is doing on her next turn and flies toward the sound. Threaten the eggs and you choose where she stands.

Multiattack. Two attacks with the talons, or one talon and one beak.

Talons. Melee, +6 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage. A Medium or smaller target is grappled (escape DC 14); she carries only one creature at a time and her fly speed is halved while she does.

Bronze Beak. Melee, +6 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) piercing damage.

Carry Off. With a creature grappled, she flies up to 30 ft and lets go. The creature falls, taking 1d6 bludgeoning damage per 10 ft, and lands prone. She will not lift more than 250 lbs, and she will not carry a victim out of the room: she wants it broken on the floor she is circling, where the others can see.

Song of the Ledge. Each humanoid and giant within 60 ft that can hear her makes a DC 14 Wisdom saving throw or is charmed until the song ends. A charmed creature must spend its movement each turn walking the shortest route toward her, ignoring difficult terrain, opportunity attacks, and edges — it will step off a ledge and take the fall. It repeats the save at the end of each of its turns and whenever it takes damage from another source; on a success it is immune to her song for 24 hours. She must use a bonus action on each of her turns to keep singing, and she cannot sing while carrying a creature.

Rise on the Draught. When a creature she can see moves within 10 ft of her, she flies up to 20 ft without provoking opportunity attacks.

Appears in 3 pages
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Bronze-Beaked Stymphalian

Medium Monstrosity · CR 3 · Wave 4 flock · Labor VI · Library centerpiece

AC 15  |  HP 45  |  Speed 10 ft., fly 60 ft.

12 (+1)STR
16 (+3)DEX
14 (+2)CON
4 (−3)INT
12 (+1)WIS
7 (−2)CHA

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.

Appears in 1 page
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Bronze-Beaked Stymphalian

Medium Creature · CR 3 · Fast skirmisher

AC 15  |  HP 45  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Note. Use in pairs or as minion flights during dives.

Attack. Bronze beak +6 to hit, 10 piercing; flyby avoids opportunity attacks.

Appears in 1 page
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Bronze-Tooth Hoplite

Medium undead, unaligned · CR 3 (700 XP)

AC 16 (linothorax, hoplon) | HP 45 (6d8 + 18) | Speed 30 ft.

15 (+2)STR
13 (+1)DEX
16 (+3)CON
6 (−2)INT
9 (−1)WIS
5 (−3)CHA

Skills Perception +1 · Vulnerable to bludgeoning · Immune to poison damage, exhaustion, poisoned · Darkvision 60 ft.

Shield Wall. While within 5 ft of another Bronze-Tooth Hoplite it gains +2 AC and has advantage on saves against being shoved or knocked prone. Break the line and this vanishes.

Steps Into the Gap. When an adjacent hoplite is destroyed, it may move 5 ft, without using its reaction, to take that space.

Sown Again. When destroyed, its teeth scatter into the nearest groove or seam of earth. Where a sowing mechanism is still turning, they count toward its spawn clock.

Bronze Spear. Melee or thrown, +5 to hit, reach 10 ft or range 20/60 ft, one target. Hit: 7 (1d8 + 2) piercing damage, and 2 more if another hoplite is within 5 ft of the target.

Shield Press. Shove a creature within 5 ft: Athletics contest, on a success push 5 ft or knock prone.

Appears in 7 pages
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Brood Coil-Serpent

Large Beast, Neutral Evil · CR 5 (1,800 XP)

AC 15  |  HP 68 (8d10+24)  |  Speed 40 ft., swim 40 ft., climb 40 ft.

18 (+4)STR
14 (+2)DEX
16 (+3)CON
3 (−4)INT
12 (+1)WIS
6 (−2)CHA

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.

Appears in 1 page

Brood Cub

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).

Appears in 1 page
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Brood Harpy

Medium Monstrosity, Chaotic Evil · CR 1

AC 11  |  HP 38  |  Speed 20 ft., fly 40 ft.

12 (+1)STR
13 (+1)DEX
12 (+1)CON
7 (−2)INT
10 (+0)WIS
13 (+1)CHA

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.

Appears in 1 page
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Brood Sphinx (Winged Riddler)

Large Monstrosity, Lawful Evil · CR 5 · Optional Phase 2 alternate

AC 15  |  HP 102  |  Speed 40 ft., fly 60 ft.

18 (+4)STR
15 (+2)DEX
16 (+3)CON
14 (+2)INT
15 (+2)WIS
16 (+3)CHA

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.

Appears in 1 page
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Bugbear Bruiser

Medium Humanoid (Goblinoid), Chaotic Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 42 (5d8+20)  |  Speed 30 ft.

17 (+3)STR
14 (+2)DEX
18 (+4)CON
9 (−1)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Bull-Masked Cultist

Medium humanoid (human), neutral evil · CR 2 (450 XP)

AC 14 (boiled hide, bull mask) | HP 39 (6d8 + 12) | Speed 30 ft.

12 (+1)STR
14 (+2)DEX
14 (+2)CON
10 (+0)INT
12 (+1)WIS
14 (+2)CHA

Skills Animal Handling +5, Intimidation +4, Perception +3 · Speaks Greek · Passive Perception 13

Brave in a Crowd. It has advantage on saving throws against being frightened while it can see two or more allies within 30 ft. The moment it is the last Bull-Kin standing within 30 ft it breaks: it spends its turns running for the nearest way out and will surrender if cornered.

Will Not Strike the Herd. It never willingly damages a bull, a minotaur, or any Bull-Kin creature, even a maddened or charmed one; it steps out of the lane and lets the beast pass. Against a creature wearing a bull's mask it hesitates: the first attack it would make against that creature each fight is spent shouting instead.

Multiattack. Two attacks with the bronze goad.

Bronze Goad. Melee, +4 to hit, reach 10 ft, one target. Hit: 5 (1d6 + 2) piercing damage.

Drive the Herd (recharge 5–6). It cracks the goad on stone. One Bull-Kin creature within 30 ft that can hear it uses its reaction to move up to its speed in a straight line; if that movement ends within 5 ft of a hostile creature, the driven creature may make one shove attempt as part of the same reaction.

Mark the Beast's Eye. It daubs a target with ochre or simply screams a name: one creature it can see within 30 ft is marked until the start of the cultist's next turn, and Bull-Kin creatures that can see the mark have advantage on shove attempts against it.

Behind the Horns. When it is targeted by an attack while within 5 ft of a Large or larger Bull-Kin ally, it ducks behind the beast and gains half cover (+2 AC) against that attack.

Appears in 5 pages
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Cage-Broken Hybrid

Large monstrosity, unaligned · CR 5 (1,800 XP)

AC 14 (natural armour) | HP 85 (10d10 + 30) | Speed 40 ft.

18 (+4)STR
13 (+1)DEX
16 (+3)CON
3 (−4)INT
10 (+0)WIS
6 (−2)CHA

Saves Con +6 · Skills Perception +3 · Darkvision 60 ft.

Mismatched Parts. Roll 1d4 when it is first seen: 1 fire, 2 cold, 3 lightning, 4 acid. It is resistant to that damage type and its second head deals it. No two of these things are stitched from the same donors, so roll separately for each one on the field.

Nearest Thing. At the start of each of its turns it moves toward and attacks whichever creature is closest to it, ally or enemy, with no preference at all. Break a tie in favour of whatever damaged it last. Party positioning is the whole fight: leave it a manticore to reach and it will take the manticore.

Two Minds, One Spine. It has advantage on saves against being charmed or frightened. Each time it succeeds on such a save the heads tear at each other and it takes 5 (2d4) piercing damage from itself.

Fear of the Gate. It will not pass through a barred opening, a portcullis, or any doorway narrower than 10 ft, even to pursue. It stops at the threshold and rages there. A shut pen gate is a full defence against it, and it knows how to wait.

Multiattack. One bite and one attack with the second head.

Bite. Melee, +7 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) piercing damage.

Second Head. Melee, +7 to hit, reach 5 ft, one target. Hit: 9 (2d4 + 4) piercing damage plus 5 (2d4) damage of its mismatched type.

Snap at the Nearer Hand. When a creature within 5 ft of it makes an attack against anyone other than the hybrid, it makes one bite attack against that creature.

Appears in 4 pages
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Calydonian Boar

Large Creature · CR 11 · Boss quarry, curse engine, and terrain breaker · Boss

AC 18  |  HP 218  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Calydonian Boar-Warden

Large beast, unaligned · CR 4 (1,100 XP)

AC 15 (laced bronze plates) | HP 76 (9d10 + 27) | Speed 40 ft.

19 (+4)STR
11 (+0)DEX
16 (+3)CON
3 (−4)INT
11 (+0)WIS
6 (−2)CHA

Saves Str +6, Con +5 · Skills Perception +2 · Resistant to nonmagical piercing · Darkvision 60 ft.

Strapped Plates. Bronze scales laced over its hide give it its AC and its resistance to nonmagical piercing damage. A creature within 5 ft can use an action and a bladed weapon to cut a lace: DC 14 Dexterity check, with disadvantage unless the boar is prone, restrained, or stunned. Two cuts drop it to AC 12 and end the resistance. Arrows are wasted on it; knives are not.

Charge. If it moves at least 20 ft in a straight line toward a target and hits it with a gore attack that turn, the target takes an extra 9 (2d8) piercing damage and makes a DC 14 Strength saving throw or is knocked prone.

No Brakes. If a charge attack misses, it keeps running in the same straight line until its movement is spent. If a wall, pillar, or statue is in that line it takes 7 (2d6) bludgeoning damage and is stunned until the end of its next turn. Fight it in the open and it never pays this.

Forward Only. It never takes the Dodge or Disengage action and never makes attacks of opportunity. Anything not in front of it is beneath its notice; a creature that steps aside is simply no longer part of the charge.

Relentless (recharges after a long rest). If it takes damage that would reduce it to 0 hit points, it drops to 1 hit point instead and gores once more.

Multiattack. One gore and one hoof stamp.

Gore. Melee, +6 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) piercing damage.

Hoof Stamp. Melee, +6 to hit, reach 5 ft, one prone or Medium-or-smaller target. Hit: 11 (2d6 + 4) bludgeoning damage.

Appears in 3 pages
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Candalus, the Fever

Medium Celestial (demigod-blooded), Neutral Evil · CR 5 · Exile of Cos — plague-heat alchemist

AC 14  |  HP 90 (12d8+36)  |  Speed 30 ft.

12 (+1)STR
14 (+2)DEX
16 (+3)CON
16 (+3)INT
12 (+1)WIS
13 (+1)CHA

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.

Appears in 1 page
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Captain Orthos of the Root-Forge

Huge Giant · CR 8 · Enc. 1 elite

AC 17  |  HP 168  |  Speed 40 ft.

20 (+5)STR
10 (+0)DEX
20 (+5)CON
12 (+1)INT
12 (+1)WIS
14 (+2)CHA

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.

Appears in 1 page
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Centaur of the Split Herd

Large fey, chaotic neutral · CR 6 (2,300 XP)

AC 15 (bronze-studded leather barding) | HP 110 (13d10 + 39) | Speed 50 ft.

18 (+4)STR
16 (+3)DEX
16 (+3)CON
10 (+0)INT
14 (+2)WIS
12 (+1)CHA

Saves Dex +6, Wis +5 · Skills Athletics +7, Perception +5, Survival +5 · Darkvision 60 ft.

Open Ground. It will not willingly end its turn in a space from which it cannot move 20 ft in a straight line. It breaks formation, abandons an ally, and gives up a flank to keep a running lane open. Corridors, rubble, and caltrops are worth more against it than armour.

A Fair Word. Any creature may spend an action to offer wine, a true name, or safe passage and make a DC 13 Persuasion check. On a success the centaur withdraws 30 ft, lowers the bow, and hears one round of terms, and it holds to any bargain struck exactly and literally, including the parts the party did not think through. On a failure its next volley is aimed at the speaker with advantage, and no centaur of the herd will hear that speaker again this session.

Split Herd. It counts the party's numbers before it commits: if the revel is outnumbered on the field at the start of its turn, it uses Wheel Away and shoots rather than closing, every turn, until the numbers change.

Multiattack. Two attacks with the horn bow, or one pike attack and one hoof attack.

Horn Bow. Ranged, +6 to hit, range 150/600 ft, one target. Hit: 10 (2d6 + 3) piercing damage.

Pike. Melee, +7 to hit, reach 10 ft, one target. Hit: 11 (2d6 + 4) piercing damage.

Hoof. Melee, +7 to hit, reach 5 ft, one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Trample (recharge 5–6). It moves up to its speed in a straight line through the spaces of other creatures. Each creature whose space it enters makes a DC 14 Dexterity save, taking 17 (5d6) bludgeoning damage and falling prone on a failure, or half as much and staying up on a success. It provokes opportunity attacks as normal, and it knows it.

Wheel Away. It takes the Disengage action and moves up to half its speed. This is the first thing it does whenever a melee combatant closes to 5 ft.

Appears in 3 pages
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Cerberus

Huge Monstrosity, Lawful Neutral · CR 10 (5,900 XP) · OPTIONAL / Iconic

AC 16 (natural)  |  HP 178 (17d12+68)  |  Speed 50 ft.

22 (+6)STR
12 (+1)DEX
18 (+4)CON
6 (−2)INT
14 (+2)WIS
10 (+0)CHA

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.

Appears in 1 page
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Chainbound Giant

Medium Creature · CR 8 · Titanic bruiser

AC 17  |  HP 178  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page

Chalkotauros (Bronze Bull)

Large Construct, Unaligned · CR 4 (1,100 XP)

AC 17  |  HP 85 (10d10+30)  |  Speed 40 ft.

20 (+5)STR
12 (+1)DEX
18 (+4)CON
3 (–4)INT
10 (+0)WIS
1 (–5)CHA

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).

Appears in 1 page
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Champion of the Gymnasium

Medium undead, unaligned · CR 6 (2,300 XP)

AC 16 (unarmoured, oil and sand) | HP 90 (12d8 + 36) | Speed 40 ft.

18 (+4)STR
16 (+3)DEX
16 (+3)CON
8 (−1)INT
12 (+1)WIS
11 (+0)CHA

Saves Str +7, Dex +6 · Skills Athletics +10, Acrobatics +6 · Immune to poison damage, exhaustion, poisoned · Darkvision 60 ft.

The Rule of the Sand. It will not attack a creature standing outside the bronze channel, and it will not pursue past the channel. Straton the Pankratiast ignores this trait from round 3 onward.

Fell Fair. The first time it drops to 0 hit points it stands with 15 hit points at the start of its next turn, unless it was prone, grappled, or restrained when the blow landed.

Multiattack. Two bronze-bound fist attacks, or one fist and one grapple.

Bronze-Bound Fist. Melee, +7 to hit, reach 5 ft. Hit: 11 (2d6 + 4) bludgeoning damage.

Cast the Implement. Ranged, +7 to hit, range 60/180 ft. Hit: 13 (2d8 + 4) bludgeoning damage, and a Medium or smaller target makes a DC 15 Strength save or is knocked prone.

Set the Feet. It jumps up to 20 ft in any direction without provoking opportunity attacks and without needing a running start.

Trip the Runner. When a creature within 5 ft moves more than half its speed, the champion makes a DC 15 Dexterity save contest against it; on a win the creature is prone and its movement ends.

Appears in 1 page
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Chimera

Large Monstrosity, Chaotic Evil · CR 6 · Classic brood-child

AC 14  |  HP 114  |  Speed 30 ft., fly 60 ft.

19 (+4)STR
11 (+0)DEX
17 (+3)CON
3 (−4)INT
14 (+2)WIS
10 (+0)CHA

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.

Appears in 1 page

Chimera

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

19 (+4)STR
11 (+0)DEX
19 (+4)CON
3 (-4)INT
14 (+2)WIS
10 (+0)CHA

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.

Appears in 1 page
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Chimera of the Bragging Crag

Large Creature · CR 10 · Boss, three-headed aerial terror · Boss

AC 17  |  HP 188  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Chimera of the Yard

Large monstrosity, chaotic evil · CR 11 (7,200 XP)

AC 16 (natural armour) | HP 199 (21d10 + 84) | Speed 30 ft., fly 50 ft.

20 (+5)STR
11 (+0)DEX
19 (+4)CON
3 (−4)INT
14 (+2)WIS
10 (+0)CHA

Saves Con +8, Wis +6 · Skills Perception +10 · Darkvision 60 ft.

Three Heads, One Throat. It has advantage on saves against being blinded, charmed, deafened, frightened, or stunned, and it cannot be surprised. Two of the three are always awake.

The Heads Do Not Agree. As an action, a creature within 30 ft may set the heads against each other with a DC 16 Animal Handling or Deception check: a tossed scrap of meat, a mimicked hiss, the smell of another predator. On a success the chimera makes one fewer attack on its next turn, and if any creature that is not a party member is within 30 ft it must spend its Multiattack on that creature instead. This is the intended way out of any room it is in, and it works as often as the party can keep it up.

The Ash Sac. In the round before Fire Breath is available the goat's throat swells and glows bronze under the hide, visible with a DC 13 Perception check and explicable with a DC 15 Nature check. The first time it takes cold damage while the sac is lit, it makes a DC 16 Constitution save; on a failure the breath is lost, the recharge starts over, and the chimera takes 14 (4d6) fire damage from its own ruptured throat. This is the vulnerability the party is meant to find.

Will Not Be Herded. It refuses to fly out of a room while there is meat on the floor in it, living or dead, and it will not pursue a fleeing party past the last body. Leaving something behind buys the retreat.

Multiattack. One lion bite, one goat gore, and one serpent bite. It may replace the gore with Fire Breath when that is available.

Lion Bite. Melee, +9 to hit, reach 5 ft, one target. Hit: 14 (2d8 + 5) piercing damage.

Goat Gore. Melee, +9 to hit, reach 5 ft, one target. Hit: 11 (1d12 + 5) bludgeoning damage, and a Large or smaller target must succeed on a DC 16 Strength save or be pushed 10 ft and knocked prone.

Serpent Bite. Melee, +9 to hit, reach 10 ft, one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.

Fire Breath (recharge 5–6). The goat head vomits a 30-ft cone of burning ash. Each creature in it makes a DC 16 Dexterity save, taking 33 (6d10) fire damage on a failure, or half as much on a success.

Snap. It makes one serpent bite attack. It has 2 legendary actions, spent one at a time at the end of another creature's turn, and regains them at the start of its turn.

Beat of the Wings (costs 2 actions). Each creature within 10 ft makes a DC 16 Dexterity save or takes 9 (2d8) bludgeoning damage and is pushed 10 ft; the chimera then flies up to half its speed without provoking opportunity attacks.

Appears in 2 pages
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Choirmaster of the Plinth

Large construct, unaligned · CR 8 (3,900 XP)

AC 18 (marble, bronze fillet) | HP 136 (16d10 + 48) | Speed 20 ft.

18 (+4)STR
8 (−1)DEX
16 (+3)CON
12 (+1)INT
16 (+3)WIS
18 (+4)CHA

Saves Wis +6, Cha +7 · Skills Performance +7, Insight +6, Perception +6 · Vulnerable to thunder · Immune to poison damage, psychic damage, charmed, exhaustion, frightened, paralyzed, poisoned · Darkvision 120 ft.

Conductor's Beat. While the Choirmaster stands on its plinth and can be heard, every Clay & Marble creature within 60 ft that can see or hear it adds +2 to attack rolls and acts on the Choirmaster's initiative count. The round the beat stops — plinth broken, Choirmaster silenced, dismounted, or destroyed — those creatures halve their speed until the end of their next turn and lose the bonus.

The Plinth. Its wheeled plinth is a Large object: AC 15, 40 hit points, immune to poison and psychic damage, vulnerable to bludgeoning. A creature within 5 ft can attempt to topple it instead of attacking: DC 16 Strength (Athletics). Broken or toppled, the Choirmaster falls prone in an adjacent space and must spend one action to remount before Conductor's Beat and Cue work again.

Broken Time. Each time it takes 15 or more thunder damage from one source, it loses the beat: it cannot use Cue or Conductor's Beat until the end of its next turn, and Crescendo does not recharge that round. This is the vulnerability the party is meant to find — bells, shattered marble, a shatter spell, or a hammer on the plinth.

Will Not Descend. It never voluntarily leaves the plinth and never pursues beyond 60 ft of it. Run past it and it conducts at your back rather than following.

Multiattack. Three attacks with the ivory baton, or two attacks and one Cue.

Ivory Baton. Melee, +7 to hit, reach 10 ft, one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target cannot take reactions until the end of its next turn.

Cue. One Clay & Marble creature within 60 ft that can see or hear the Choirmaster uses its reaction to make one weapon attack.

Crescendo (recharge 5–6). Every statue in the room strikes the same chord. Each creature within 20 ft makes a DC 15 Constitution saving throw, taking 22 (5d8) thunder damage on a failure, or half as much on a success. On a failure the creature is also deafened until the end of its next turn.

Downbeat. When a creature it can see moves within 60 ft, one Clay & Marble creature within 30 ft of that creature moves up to half its speed without provoking attacks of opportunity.

Appears in 2 pages
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Circe, Enchantress of Aeaea

Medium Humanoid (Demigoddess), Chaotic Neutral · CR 10 (5,900 XP)

AC 17 (robes of divine weaving)  |  HP 168 (22d8+66)  |  Speed 30 ft.

12 (+1)STR
16 (+3)DEX
14 (+2)CON
18 (+4)INT
16 (+3)WIS
20 (+5)CHA

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.

Appears in 1 page
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Clay-Blood Priest

Medium Creature · CR 6 · Ritual support and terrain controller

AC 16  |  HP 95  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Clockwork Sentinel

Medium construct, unaligned · CR 5 (1,800 XP)

AC 18 (bronze carapace) | HP 85 (10d8 + 40) | Speed 30 ft.

16 (+3)STR
14 (+2)DEX
18 (+4)CON
3 (−4)INT
10 (+0)WIS
1 (−5)CHA

Skills Perception +3 · Resistant to bludgeoning, piercing, and slashing from nonmagical attacks · Immune to poison damage, psychic damage · Immune to charmed, exhaustion, frightened, paralyzed, petrified, poisoned · Darkvision 120 ft.

Fixed Patrol. It walks a set circuit and returns to it. It pursues no further than 60 ft from that route, then turns back by the shortest path and leaves whatever it was chasing behind. Outrun the circuit and the fight simply stops.

Logged as Staff. It reads tread and burden, not faces. A creature carrying an atelier tally-token, or one that matches the sentinel's pace and stride for a full round (DC 15 Dexterity (Stealth) or DC 15 Charisma (Performance)), is logged as staff and ignored until it attacks, runs, or opens something sealed.

The Winding at the Nape. A key-drum turns behind a grille at the back of its neck. A creature that can reach it may foul the drum with a DC 15 Dexterity (Sleight of Hand) check as an action, or with one melee attack made at disadvantage that hits. While fouled it loses Multiattack and its speed is 15 ft; it spends one action to rewind itself.

Will Not Break the Work. It never damages Daedalan fittings, inlay, or machinery, and will not strike across them. A creature standing inside a floor inlay or up on a workbench is attacked at reach only, never stepped over, never shoved into the mechanism.

Multiattack. Two attacks with the glaive-arm.

Bronze Glaive-Arm. Melee, +6 to hit, reach 10 ft, one target. Hit: 12 (2d8 + 3) slashing damage.

Lantern Eye. It turns the lamp set in its faceplate: a 30-ft cone of bright light and 30 ft more of dim. A creature hiding within the cone is revealed, no check.

Halt. When a creature moves out of its reach it makes one glaive-arm attack. On a hit, that creature's speed becomes 0 until the end of its turn.

Appears in 7 pages
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Coiled Drakon

Huge dragon, neutral evil · CR 13 (10,000 XP)

AC 18 (natural armour) | HP 231 (22d12 + 88) | Speed 40 ft., climb 30 ft., swim 40 ft.

22 (+6)STR
10 (+0)DEX
18 (+4)CON
8 (−1)INT
16 (+3)WIS
14 (+2)CHA

Saves Dex +5, Con +9, Wis +8 · Skills Perception +13, Stealth +5 · Immune to poison damage, poisoned · Blindsight 30 ft. · Darkvision 120 ft.

Slow to Wake. She sleeps coiled and warm, and she does not come up fast. For the first round after she is woken she has disadvantage on attack rolls, takes no legendary actions, and cannot use Poison Breath. A party that spends that round leaving has left. A party that spends it stabbing her has chosen the fight.

Will Not Leave the Clutch. She will not move more than 60 ft from her eggs, and she will let quarry walk out of sight rather than lose the nest from her senses. Threaten the clutch and she abandons every other target on the board to come back; take one egg out of the room and she stops at the sixty-foot line and screams.

Cold Blood. Her blindsight is heat, and a creature that has taken cold damage since the end of its last turn is invisible to it. While she is below half her hit points she is also vulnerable to cold damage, as the slow blood stops moving in the coil. Both halves of this are learnable in one round of watching her hunt.

Multiattack. One bite and two coil attacks, or one bite and one use of Swallow.

Bite. Melee, +11 to hit, reach 15 ft, one target. Hit: 22 (3d10 + 6) piercing damage plus 9 (2d8) poison damage.

Coil. Melee, +11 to hit, reach 10 ft, one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage, and the target is grappled (escape DC 19) and restrained. She can hold two creatures at once. A creature that deals 20 or more damage to her in a single turn while grappled forces a DC 17 Constitution save; on a failure she lets that creature go.

Swallow. She makes one bite attack against a Medium or smaller creature she is grappling. On a hit the creature is swallowed, blinded and restrained, has total cover against attacks from outside, and takes 17 (5d6) acid damage at the start of each of her turns. If she takes 30 damage or more in a single turn from a creature inside her, she must succeed on a DC 17 Constitution save or vomit that creature prone into a space within 10 ft.

Poison Breath (recharge 5–6). A 60-ft cone of green fume. Each creature in it makes a DC 17 Constitution save, taking 56 (16d6) poison damage on a failure, or half as much on a success. A creature that fails is also poisoned for 1 minute, repeating the save at the end of each of its turns.

Tongue. She tastes the air and learns the exact position of every creature within 60 ft that has not taken cold damage since the end of its last turn. She has 3 legendary actions, spent one at a time at the end of another creature's turn, and regains them at the start of her turn.

Tighten (costs 2 actions). Each creature she is grappling takes 13 (2d8 + 4) bludgeoning damage.

Tail Sweep (costs 2 actions). Each creature within 15 ft makes a DC 17 Strength save or is pushed 10 ft and knocked prone. She will use this to clear the floor around the clutch and nothing else.

Appears in 3 pages
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Coin-Drowned Dead

Medium Creature · CR 5 · Boarding undead

AC 15  |  HP 98  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Colchian Harbor Guard

Medium Humanoid, Lawful Neutral · CR 4

AC 16  |  HP 68  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page

Composite Hippogriff

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

18 (+4)STR
13 (+1)DEX
16 (+3)CON
3 (-4)INT
12 (+1)WIS
7 (-2)CHA

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.

Appears in 1 page

Corrupted Merfolk

Medium Humanoid (Merfolk), Neutral (Compelled)

13STR
13DEX
12CON
11INT
11WIS
12CHA

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).

Appears in 1 page
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Crag Harpy Bloodcaller

Medium Creature · CR 5 · Aerial controller

AC 15  |  HP 112  |  Speed 30 ft., fly 40 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Creeper of the Petrified Garden

Medium plant, unaligned · CR 3 (700 XP)

AC 15 (woody stems) | HP 67 (9d8 + 27) | Speed 20 ft., climb 30 ft.

12 (+1)STR
17 (+3)DEX
16 (+3)CON
2 (−4)INT
12 (+1)WIS
3 (−4)CHA

Skills Perception +3, Stealth +5 · Immune to petrified, blinded, deafened · Tremorsense 60 ft.

Blind to Stone. A vine grown fat in the gorgons' soil, threading the statues. It senses warmth and motion and nothing else: it does not perceive petrified creatures at all, nor any creature that has not moved since the end of its own last turn. A party that stops dead among the statues is not attacked, and the creeper will glide between them feeling for something that twitches.

Laced Through the Statues. While wound around a statue, pillar, or plinth it strikes from behind the stone: attack rolls against it have disadvantage. Topple the stone and the protection goes with it.

Sap of the Garden. Its cut stems weep the pale sap that softens fresh stone. A creature can harvest one dose from a dead creeper with a DC 13 Wisdom (Medicine) check; one dose frees a creature restrained by any brood venom, or a creature petrified within the last minute.

Multiattack. Two lashes. Only the first lash each turn carries a thorn.

Stiffening Thorn. Melee, +5 to hit, reach 10 ft, one target. Hit: 8 (1d10 + 3) piercing damage, and the target makes a DC 13 Constitution saving throw. On a failure it is restrained as the flesh greys and stiffens; it repeats the saving throw at the end of each of its turns, ending the effect on a success and becoming petrified on a second failure.

Withdraw. It disengages and moves up to half its speed, back to stone if there is stone to reach.

Appears in 4 pages
🐂

Cretan Bull (Arena Echo)

Huge Beast · CR 9 · Wave 6 boss · Hard · Labor VII

AC 18  |  HP 210  |  Speed 50 ft.

22 (+6)STR
12 (+1)DEX
20 (+5)CON
3 (−4)INT
12 (+1)WIS
9 (−1)CHA

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.

Appears in 1 page
☠

Cumaean Pyre-Voice

Large Creature · CR 9 · Boss hazard spirit · Boss

AC 17  |  HP 178  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Cyclopean Contender

Medium Humanoid (Cyclopean), Neutral · CR 2 (450 XP)

AC 14 (hide)  |  HP 52 (7d8+21)  |  Speed 30 ft.

18 (+4)STR
12 (+1)DEX
16 (+3)CON
11 (+0)INT
12 (+1)WIS
10 (+0)CHA

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.

Appears in 1 page
🗿

Cyclopean Warlord (Molgos)

Large Humanoid (Cyclops-Kin), Lawful Neutral · CR 8 (3,900 XP) · Branch B Boss

AC 17 (plate)  |  HP 110 (13d10+39)  |  Speed 30 ft.

22 (+6)STR
10 (+0)DEX
17 (+3)CON
12 (+1)INT
14 (+2)WIS
13 (+1)CHA

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.

Appears in 1 page
🗿

Cyclopean Warrior

Medium Humanoid (Cyclops-Kin), Lawful Neutral · CR 2 (450 XP)

AC 16 (chain shirt, shield)  |  HP 45 (7d8+14)  |  Speed 30 ft.

17 (+3)STR
10 (+0)DEX
15 (+2)CON
8 (−1)INT
9 (−1)WIS
7 (−2)CHA

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.

Appears in 1 page
👁

Cyclops

Large Giant, Chaotic Neutral · CR 7 (2,900 XP)

AC 14 (natural armor)  |  HP 114 (12d10+48)  |  Speed 30 ft.

22 (+6)STR
11 (+0)DEX
18 (+4)CON
8 (−1)INT
8 (−1)WIS
7 (−2)CHA

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.

Appears in 1 page
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Death Dog (Two-Headed Brood)

Medium Monstrosity, Neutral Evil · CR 1 · Mini-optional

AC 12  |  HP 39  |  Speed 40 ft.

15 (+2)STR
14 (+2)DEX
14 (+2)CON
3 (−4)INT
13 (+1)WIS
6 (−2)CHA

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).

Appears in 1 page
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Debt-Ring Grappler

Medium Creature · CR 5 · Cult wrestler and pin specialist

AC 15  |  HP 82  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Note. Cannot regain morale if publicly thrown out of the ring.

Attack. Earthlock +7 to hit, 2d8+4 bludgeoning; target grappled, escape DC 15.

Appears in 1 page
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Desperate Living Petitioners

Medium Creature · CR 4 · Crowd hazard

AC 12  |  HP 90  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
☠

Deukalion, High Warden of the Thread

Medium humanoid, lawful evil · CR 10 (5,900 XP)

AC 18 (bronze cuirass, shield of knots) | HP 165 (22d8 + 66) | Speed 30 ft.

14 (+2)STR
16 (+3)DEX
16 (+3)CON
14 (+2)INT
20 (+5)WIS
18 (+4)CHA

Saves Wis +9, Cha +8 · Details Deception +8, Insight +9, Persuasion +8, Religion +6 · Darkvision 60 ft.

The Road of Threads. On his turn he may step into any anchored thread within 5 ft and step out of any other anchor within 60 ft, without provoking opportunity attacks. This costs no action. With fewer than four anchors intact the range drops to 30 ft; with none, he cannot do it at all.

Everything Aloud. All of his abilities are spoken. He cannot use Bind the Path, Curse the Cutter, or any legendary action while silenced, gagged, or unable to be heard, and he loses his next turn re-starting the words rather than continue unheard.

On the Line Since the Second Hour. He knows the party's route through the maze this session and the order they took it in. He may state one true, specific detail about their run whenever he likes, which is not a mechanic and is the best thing on this card.

Legendary Bearing. He takes two legendary actions per round, spent at the end of another creature's turn, and regains them at the start of his.

Multiattack. Two attacks with the knotted scourge, or one scourge attack and one use of Curse the Cutter.

Knotted Scourge. Melee, +7 to hit, reach 10 ft, one target. Hit: 12 (2d8 + 3) slashing damage, and if the target is restrained it takes an extra 7 (2d6).

Curse the Cutter. One creature within 60 ft that has cut a thread this encounter makes a DC 17 Wisdom saving throw, taking 27 (6d8) necrotic damage on a failure or half as much on a success. On a failure it also has disadvantage on attack rolls until the end of its next turn, and every Cult member present hears the curse named.

Bind the Path (recharge 5–6). Threads snap taut across a 20-ft cube he can see within 60 ft. Each creature in it makes a DC 17 Dexterity saving throw or is restrained; a restrained creature may spend an action on a DC 15 Strength check or cut itself free with any edged weapon, dropping one anchor's worth of the web.

The Line Holds. When a creature within 60 ft attempts to move more than 15 ft in one turn, he may pull the line: DC 15 Strength saving throw or that movement is halved and the creature ends its move prone.

Take Up Slack. He turns the capstan a quarter turn from wherever he stands. Every creature standing in the web makes a DC 13 Dexterity saving throw or has its speed halved until the end of its next turn.

Bless the Warden. One Cult creature within 60 ft may immediately move up to its speed or make one weapon attack.

Cut and Step. Costs 2 actions. He cuts a thread and steps 60 ft to any anchor, and one anchor of his choice is destroyed in the process. He will not use this while any of his own people can see him — until Phase 3, when he does not care.

Appears in 1 page
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Diamond-Valley Serpent

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.

18 (+4)STR
14 (+2)DEX
12 (+1)CON
2 (−4)INT
12 (+1)WIS
3 (−4)CHA

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).

Appears in 1 page
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Dracaena Guard

Large Monstrosity, Neutral Evil · CR 3 · Echidna’s door-wardens

AC 14  |  HP 68  |  Speed 30 ft.

16 (+3)STR
12 (+1)DEX
14 (+2)CON
8 (−1)INT
12 (+1)WIS
10 (+0)CHA

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).

Appears in 1 page
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Dragon-Tooth Serjeant

Medium undead, unaligned · CR 5 (1,800 XP)

AC 17 (bronze cuirass, hoplon) | HP 78 (12d8 + 24) | Speed 30 ft.

17 (+3)STR
14 (+2)DEX
15 (+2)CON
8 (−1)INT
11 (+0)WIS
9 (−1)CHA

Saves Str +6, Con +5 · Skills Athletics +6, Perception +3 · Immune to poison damage, exhaustion, poisoned · Darkvision 60 ft.

Planted Standard. While the Serjeant is standing, hoplites within 30 ft add +1 to attack rolls and cannot be frightened.

Formation Fighter. The Serjeant has advantage on attack rolls against any creature that is not adjacent to an ally.

Multiattack. Two attacks with the bronze kopis, or one kopis and one thrown spear.

Bronze Kopis. Melee, +6 to hit, reach 5 ft. Hit: 10 (1d10 + 3) slashing damage.

Sowing Horn (recharge 5–6). Every groove or seam of sown earth within 30 ft sprouts at once: two Bronze-Tooth Hoplites rise and act at the start of the next round. Deafening — every creature in the room must make a DC 13 Constitution save or be unable to hear until the end of its next turn.

Sow the Teeth (3/day). Scatter a fistful of teeth into bare earth within 10 ft. One Bronze-Tooth Hoplite rises there at the start of the Serjeant's next turn.

Hold the Line. When a creature within 5 ft tries to move past it, the Serjeant makes one kopis attack; on a hit the creature's movement ends.

Appears in 6 pages
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Drakon Whelp

Medium dragon, unaligned · CR 4 (1,100 XP)

AC 16 (natural armour) | HP 75 (10d8 + 30) | Speed 30 ft., climb 30 ft.

16 (+3)STR
14 (+2)DEX
16 (+3)CON
6 (−2)INT
11 (+0)WIS
9 (−1)CHA

Saves Dex +4, Con +5 · Skills Perception +2, Stealth +4 · Immune to poison damage, poisoned · Darkvision 60 ft.

No Discipline. It breathes the moment the breath is available, and it places the cone to catch the greatest number of bodies without caring whose. Allies in the cone save and suffer normally. Put the whelps behind their own serpent-hounds and let the party watch what happens.

Nest-Bound. It will not move more than 30 ft from the clutch it hatched beside, and it will break off any pursuit at that line. Everything outside that circle is somebody else's business.

Wet Scales. It is three weeks out of the shell and its belly plates have not hardened. While it is prone its AC is 13, and the first attack that hits it while prone each round deals an extra 5 (2d4) damage.

Multiattack. One bite and one tail attack.

Bite. Melee, +5 to hit, reach 5 ft, one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) poison damage.

Tail. Melee, +5 to hit, reach 10 ft, one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Venom Breath (recharge 5–6). It coughs a 15-ft cone of green vapour. Each creature in it makes a DC 13 Constitution save, taking 18 (4d8) poison damage on a failure, or half as much on a success. The vapour hangs for one round as lightly obscured air that smells of hot brass.

Coil and Hiss. It wraps a pillar, a stair rail, or a clutch of eggs and rears. Until the start of its next turn it has half cover and cannot be knocked prone.

Appears in 4 pages
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Dream-Moth Swarm

Medium Creature · CR 6 · Sleep alarm

AC 14  |  HP 118  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Note. Fire drives it off but risks waking Ladon.

Attack. Dust cloud DC 16 Wis, 24 psychic and slowed by drowsiness.

Appears in 1 page
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Drowned Hoplite

Medium undead, unaligned · CR 3 (700 XP)

AC 14 (brine-hardened linothorax, hoplon) | HP 52 (7d8 + 21) | Speed 20 ft., swim 40 ft.

16 (+3)STR
8 (−1)DEX
16 (+3)CON
6 (−2)INT
10 (+0)WIS
5 (−3)CHA

Saves Str +5 · Skills Athletics +5 · Immune to poison damage, exhaustion, poisoned · Does not need to breathe · Darkvision 60 ft.

Slow Ashore. On dry ground it moves 20 ft and cannot Dash; every step sluices water out of its armour. In water it moves 40 ft and has advantage on attack rolls against creatures without a swimming speed.

Undertow. It has advantage on Athletics checks made to grapple or shove a creature standing in water, or within 5 ft of water at least 3 ft deep.

Dead Weight. A creature it is grappling moves when the hoplite moves, downward included. While the hoplite is submerged and grappling, the grappled creature is submerged too: it can hold its breath for 1 + its Constitution modifier minutes, minimum 30 seconds, and when that runs out it drops to 0 HP at the start of its next turn and begins making death saves. Healing does not help a creature that is still under. Air does.

Will Not Leave the Water. It will not pursue more than 30 ft from water it can submerge in. It wades back, sets its spear at the waterline, and waits where the footing is bad for you.

Multiattack. Two Corroded Spear attacks, or one Corroded Spear and one Drag Under.

Corroded Spear. Melee or thrown, +5 to hit, reach 10 ft or range 20/60 ft, one target. Hit: 7 (1d8 + 3) piercing damage.

Drag Under. Melee, +5 to hit, reach 5 ft, one Medium or smaller creature. Hit: the target is grappled (escape DC 13), and the hoplite immediately moves up to half its speed toward the nearest water at least 3 ft deep, taking the target with it.

Sink. While grappling, it drops straight down through water up to 40 ft, carrying the grappled creature with it. It does not let go on the way down; killing it or beating the escape DC is the only release.

Appears in 6 pages
🪈

Dwarf-Satyr

Small Fey, Chaotic Neutral · CR 1 (200 XP)

AC 14 (leather armor)  |  HP 28 (5d6+10)  |  Speed 30 ft.

10 (+0)STR
15 (+2)DEX
13 (+1)CON
11 (+0)INT
12 (+1)WIS
14 (+2)CHA

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.

Appears in 1 page
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Eagle-Cult Zealot

Medium Creature · CR 4 · Fanatic skirmisher

AC 16  |  HP 88  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Earthbound Ogre Debtor

Medium Creature · CR 7 · Heavy bruiser with reluctant loyalty

AC 15  |  HP 130  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Echidna, Mother of Monsters

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.

24 (+7)STR
14 (+2)DEX
20 (+5)CON
14 (+2)INT
16 (+3)WIS
18 (+4)CHA

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.

Appears in 1 page
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Elder of the Pale Sisters

Medium monstrosity, neutral evil · CR 12 (8,400 XP)

AC 17 (bronze corselet) | HP 204 (24d8 + 96) | Speed 30 ft.

12 (+1)STR
20 (+5)DEX
18 (+4)CON
14 (+2)INT
16 (+3)WIS
20 (+5)CHA

Saves Dex +9, Wis +7, Cha +9 · Skills Deception +9, Insight +7, Perception +7, Stealth +9 · Darkvision 60 ft. · Speaks Greek

Legendary Resistance (2/Day). If she fails a saving throw, she can choose to succeed instead.

Legendary Actions (3/Round). She spends 3 legendary actions each round, one at a time at the end of another creature's turn, and regains them at the start of her own.

Petrifying Gaze. If a creature starts its turn within 30 ft and can see her eyes, she can force a DC 16 Constitution saving throw if she is not incapacitated. On a failure the creature is restrained as it turns to stone; it repeats the save at the end of its next turn, ending the effect on a success and becoming petrified on a second failure. A creature can avert its eyes at the start of its turn: it cannot see her until its next turn and has disadvantage on attacks against her, but if it looks in the meantime it saves at once.

She Has Not Seen Her Own Face. If she sees her own reflection within 30 ft in bright light she makes the same DC 16 saving throw against her own gaze, and she may not avert her eyes from it. While she is restrained by her own gaze she cannot use Legendary Resistance. Every mirror in the room is a weapon, and she knows it — she fights with her back to polished stone.

Sleeps Coiled, Her Hair Does Not. She sleeps most of a day at a stretch, and the serpents keep watch while she does: passive Perception 17, and they wake her if a creature comes within 15 ft, strikes a light within 60 ft, or makes a noise louder than a footfall. Waking costs her one turn, in which she can still take legendary actions.

Will Not Break Her Statues. She will not damage a petrified creature in her keeping and will not permit another to. A creature that raises a hammer over one has her whole attention and one round of her talking, which is one round in which nobody has to save.

Multiattack. Three attacks: one with the snake hair and two with the kopis. She uses the horn bow for all three instead if every enemy is beyond her reach.

Snake Hair. Melee, +9 to hit, reach 5 ft, one target. Hit: 8 (1d6 + 5) piercing damage plus 14 (4d6) poison damage.

Bronze Kopis. Melee, +9 to hit, reach 5 ft, one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) poison damage.

Horn Bow. Ranged, +9 to hit, range 150/600 ft, one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.

Coronal Strike (recharge 5–6). Every serpent of her hair strikes at once. Each creature within 10 ft makes a DC 17 Dexterity saving throw, taking 22 (4d10) poison damage and being poisoned until the end of its next turn on a failure, or half damage and no poisoning on a success.

Slither (costs 1). She moves up to half her speed without provoking opportunity attacks.

Turn of the Head (costs 1). One creature she can see within 30 ft that is not averting its eyes immediately makes a saving throw against Petrifying Gaze.

Coil and Strike (costs 2). She makes one snake hair attack.

Appears in 3 pages
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Ember-Lamia Archivist

Medium Creature · CR 6 · Prophecy thief

AC 16  |  HP 124  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Empusa Attendant

Medium fiend (shapechanger), neutral evil · CR 5 (1,800 XP)

AC 15 (bronze leg, unnatural grace) | HP 84 (13d8 + 26) | Speed 30 ft.

14 (+2)STR
16 (+3)DEX
14 (+2)CON
13 (+1)INT
14 (+2)WIS
16 (+3)CHA

Saves Dex +6, Cha +6 · Skills Deception +6, Insight +5, Perception +5, Persuasion +6 · Resistant to fire · Immune to charmed · Darkvision 60 ft.

Guest-Right. A creature that has accepted food, drink, or a seat from the court is a guest. While a guest has not drawn a weapon in the hall, stolen, lied to a direct question, or refused a cup, the attendant cannot attack it, cannot use Sweet Word on it, and must answer one direct question a round truthfully, though never completely. This binding is not a choice she is making and it does not end because the fight is going badly. It ends for one guest, and only that guest, the instant that guest breaks a term.

And What She Will Do For You. A guest in good standing may ask her to fetch, pour, carry, guide, or open a door, and she will. She will not leave the court's rooms, will not give up her own name or her mistress's, and will not let anyone through to the bath-hall unbathed. Ask her for the fourth of those and she says no and keeps smiling.

Cannot Enter Uninvited. She cannot cross a threshold she has not been asked across. A closed door and a party who keep their mouths shut is a complete defence, and any invitation from anyone inside is invitation enough, including one made in jest.

Fire Hair. A creature that grapples her, or hits her with a melee attack while within 5 ft, takes 3 (1d6) fire damage from the burning coil of her hair. Her hair is the only warm thing about her and it smells of scorched myrrh.

Multiattack. One hot bite and one bronze heel.

Hot Bite. Melee, +6 to hit, reach 5 ft, one target. Hit: 8 (2d4 + 3) piercing damage plus 7 (2d6) fire damage. Against a creature that is charmed by her, or that has eaten at the court's table within the last day, the fire damage is 14 (4d6): the meal was the preparation.

Bronze Heel. Melee, +6 to hit, reach 5 ft, one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Sweet Word. One creature within 30 ft that can see and hear her must succeed on a DC 14 Wisdom save or be charmed for 1 minute, treating her as a beloved host and refusing to attack the court. It repeats the save at the end of each of its turns and whenever it takes damage from a court creature. On a success it is immune to Sweet Word for 24 hours and she knows it, and she will be perfectly polite to it thereafter.

Hide the Hoof. She smooths her chiton over the bronze leg and the ass's leg and passes for human. A creature within 30 ft that is listening rather than looking notices the bronze foot ring on stone with a DC 12 Perception check; a creature relying on sight needs DC 17.

Appears in 3 pages
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Empusa Bath-Mistress

Medium fiend (shapechanger), lawful evil · CR 12 (8,400 XP)

AC 17 (bronze scale beneath the robe) | HP 218 (23d8 + 115) | Speed 30 ft., swim 30 ft.

16 (+3)STR
20 (+5)DEX
20 (+5)CON
16 (+3)INT
18 (+4)WIS
20 (+5)CHA

Saves Dex +9, Con +9, Wis +8, Cha +9 · Skills Deception +13, Insight +8, Perception +8, Persuasion +9 · Resistant to cold, fire · Immune to charmed, poisoned · Darkvision 120 ft.

The Contract of the Bath. Any creature washed, fed, and given a cup by the court is a guest until dawn. The five terms are: no weapon drawn in the hall, no theft, no lie to a direct question, no cup refused, no false name given. While a guest keeps all five, the Bath-Mistress cannot harm it, cannot order it harmed, and cannot permit it to be harmed under her roof — and that last clause has teeth. She will spend her own action, her own legendary actions, and her own hit points putting down a court creature that breaks it, in front of the party, and she will not thank them for noticing.

What the Bath Is Owed. In exchange she may put one question to each guest each night, and the guest must answer it truthfully or forfeit guest-right. She knows automatically when a creature within 30 ft speaks a deliberate falsehood; no check, no save, no exception. Her questions are the real danger in her hall, and they are about the party's way out.

Breaking the Terms. When a guest breaks a term, guest-right ends for that guest at once and the Bath-Mistress attacks it on her next turn. Every other guest must drink again — one action, one cup — before the end of their next turn, or lose guest-right too. A party that keeps drinking while one of them fights alone is doing the correct and cowardly thing.

Regeneration. She regains 10 hit points at the start of her turn while any part of her is in contact with the hot water of the bath. She does not regenerate on dry stone, and she will not be moved onto it willingly.

The Cold Sluice. Her strength is in the heat. Draining or cooling the pool — a DC 15 Strength check at the sluice gate, a fouling of the channel with salt, or 20 or more cold damage dealt to the water — ends her regeneration, denies her Steam and Perfume, and gives her disadvantage on attack rolls while she stands on dry stone. The gate is visible from anywhere in a bath-hall and she never looks at it. That is the tell.

Multiattack. Two talon attacks and one scalding bite.

Talon. Melee, +9 to hit, reach 5 ft, one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) fire damage.

Scalding Bite. Melee, +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) fire damage.

Steam and Perfume (recharge 5–6). The bath boils and the myrrh burns off it in a cloud. Each creature within 20 ft makes a DC 17 Constitution save, taking 27 (6d8) fire damage and being blinded until the end of its next turn on a failure, or half as much damage and no blindness on a success. She has never once used this on a guest in good standing.

The Long Cup (recharge 6). One creature within 30 ft that can see and hear her must succeed on a DC 17 Wisdom save or be charmed for 1 hour, treating her as its host and spending its action each round attending her rather than fighting. It repeats the save whenever it takes damage from a court creature.

Pour. She fills a cup and holds it out. One creature within 30 ft must succeed on a DC 17 Wisdom save or use its reaction to take the cup and drink, taking 5 (1d10) fire damage and becoming a guest bound by the five terms. She has 3 legendary actions, spent one at a time at the end of another creature's turn, and regains them at the start of her turn.

Slip the Steam. She teleports up to 30 ft to an unoccupied space she can see that is touching water or standing steam.

Talon (costs 2 actions). She makes one talon attack.

Appears in 3 pages
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Empusa of the Drinking Floor

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.

14 (+2)STR
18 (+4)DEX
15 (+2)CON
12 (+1)INT
13 (+1)WIS
18 (+4)CHA

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.

Appears in 1 page
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Enchanted Lion-Guard

Large Beast, Unaligned (enchanted) · CR 3 (700 XP)

AC 14  |  HP 68 (8d10+16)  |  Speed 50 ft.

17 (+3)STR
15 (+2)DEX
13 (+1)CON
8 (−1)INT
12 (+1)WIS
8 (−1)CHA

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.

Appears in 1 page
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Enchanted War-Wolf

Medium Beast, Unaligned (enchanted) · CR 2 (450 XP)

AC 14 (natural armor)  |  HP 45 (7d8+14)  |  Speed 40 ft.

14 (+2)STR
15 (+2)DEX
14 (+2)CON
8 (−1)INT
12 (+1)WIS
7 (−2)CHA

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.

Appears in 1 page
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Eous, the Dawn

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.

20 (+5)STR
14 (+2)DEX
18 (+4)CON
6 (−2)INT
12 (+1)WIS
14 (+2)CHA

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.

Appears in 1 page
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Erinys of the Vigil

Large fiend, lawful neutral · CR 12 (8,400 XP)

AC 18 (ash and bronze) | HP 210 (20d10 + 100) | Speed 40 ft., fly 60 ft.

20 (+5)STR
18 (+4)DEX
20 (+5)CON
16 (+3)INT
20 (+5)WIS
20 (+5)CHA

Saves Dex +8, Con +9, Wis +9, Cha +9 · Skills Insight +9, Intimidation +9, Perception +9 · Resistant to cold, fire, poison · Immune to poison damage, charmed, frightened, poisoned · Truesight 120 ft.

Declares the Charge. Before initiative she states the charge aloud: one creature, one deed, in the voice of the person it was done to. That creature is the Adjudged. The DM names a real deed from a player character's history or from this run. She strikes the Adjudged first and does not use Sentence of Ash where it would drop a creature she has not charged.

Honours a Confession. If the Adjudged uses an action to confess the deed truthfully and names a penance she accepts — carry his ashes to running water, give the name back, go out and tell the widow — she stops attacking it for 1 minute and speaks the penance as a rule. If it breaks the penance, ever, she has advantage on every attack against it for the rest of the encounter and pursues it past everything below.

The Unspoken Name. She keeps vigil for one dead person and does not say the name. A creature that learns it — DC 17 Intelligence (History) on the tombs, a Sign-tier clue, or a shade who remembers — can speak it aloud as a bonus action. Until the end of her next turn she loses Magic Resistance, all her damage resistances, and her legendary actions. This is the vulnerability the party is meant to find. She grieves for one round each time she hears it, once per round.

Vigil-Bound. She does not leave the ground she keeps. Withdraw past her threshold and she returns to her post, folds her wings, and waits, and she will be waiting on the way back.

Grave-Ash and Salt. She cannot willingly cross a poured line of salt or of ash from a funeral fire. This means a line laid deliberately as a boundary, not the loose ash her halls are usually floored with, which she crosses freely. She waits at the line for as long as the vigil lasts, which is longer than the party's rations.

Magic Resistance. She has advantage on saving throws against spells and other magical effects.

Legendary Actions. She has three legendary actions, spent one at a time at the end of another creature's turn, and regains them at the start of her turn.

Multiattack. Three attacks with the brazen scourge.

Brazen Scourge. Melee, +9 to hit, reach 15 ft, one target. Hit: 16 (2d10 + 5) slashing damage plus 7 (2d6) fire damage.

Sentence of Ash (recharge 5–6). She reads the sentence and the air burns grey. Each creature in a 30-ft cone makes a DC 17 Constitution saving throw, taking 35 (10d6) fire damage on a failure, or half as much on a success. The Adjudged has disadvantage on this save; a creature that has completed a penance she set is not affected at all.

Ash Step. She dissolves and re-forms in an unoccupied space she can see within 30 ft, leaving a 5-ft cube of hanging ash that is lightly obscured until the end of her next turn.

Complicity. When a creature heals, shields, or takes damage for the Adjudged, she makes one brazen scourge attack against that creature.

Name the Deed. Costs 1 action. One creature within 60 ft hears its own worst act in her voice and makes a DC 17 Wisdom saving throw or is frightened of her until the end of its next turn.

Wings of Ash. Costs 1 action. She flies up to half her speed without provoking attacks of opportunity.

Scourge. Costs 2 actions. She makes one brazen scourge attack.

Appears in 3 pages
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Erymanthian Boar (Arena Echo)

Large Beast · CR 8 · Wave 5 · Labor IV · Library centerpiece kin

AC 17  |  HP 168  |  Speed 40 ft.

20 (+5)STR
12 (+1)DEX
18 (+4)CON
3 (−4)INT
12 (+1)WIS
7 (−2)CHA

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.

Appears in 1 page

Euryale, the Stone Queen — BOSS

Large Monstrosity (Gorgon), Lawful Evil — CR 12 (8,400 XP)

12STR
16DEX
14CON
16INT
15WIS
20CHA

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.

Appears in 1 page
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Fate-Spider Swarm

Medium Creature · CR 4 · Alarm hazard

AC 14  |  HP 91  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Note. Tracks names spoken aloud in the temple.

Attack. Biting skein +6 to hit, 18 poison and disadvantage on next save vs curse.

Appears in 1 page
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Faun Reveler

Small Fey, Chaotic Neutral · CR 1/2 (100 XP)

AC 14 (natural armor)  |  HP 22 (4d6+6)  |  Speed 40 ft.

10 (+0)STR
15 (+2)DEX
13 (+1)CON
8 (−1)INT
10 (+0)WIS
14 (+2)CHA

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).

Appears in 1 page
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Fever Warden

Medium Humanoid, Neutral Evil · CR 1 · Candalus’s cult levy

AC 13  |  HP 32  |  Speed 30 ft.

13 (+1)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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).

Appears in 1 page
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Forest Nymph

Medium Humanoid (Nymph), Neutral Evil · CR 2 (450 XP)

AC 13  |  HP 22 (4d8+4)  |  Speed 30 ft.

10 (+0)STR
16 (+3)DEX
12 (+1)CON
12 (+1)INT
13 (+1)WIS
14 (+2)CHA

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.

Appears in 1 page
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Forge Salamander

Large elemental, neutral evil · CR 6 (2,300 XP)

AC 16 (bronze scale) | HP 105 (14d10 + 28) | Speed 30 ft.

19 (+4)STR
14 (+2)DEX
15 (+2)CON
11 (+0)INT
12 (+1)WIS
12 (+1)CHA

Saves Str +7, Con +5 · Skills Athletics +7, Perception +4 · Immune to fire · Vulnerable to cold · Darkvision 60 ft.

Forge Heat. A creature that touches it, hits it with a melee attack from within 5 ft, or ends its turn within 10 ft takes 7 (2d6) fire damage. Standing water within 10 ft boils off; that square is heavily obscured by steam until the salamander moves.

Quench. While it is wet — submerged, drenched by a bucket or a burst waterskin, standing under a leak — Forge Heat is suppressed and its weapons deal no fire damage. Cold damage suppresses Forge Heat until the end of its next turn. Fully submerged it takes 11 (2d10) damage at the start of each of its turns and spends that turn getting out.

Will Not Leave the Anvil. While a forge, brazier, or heated anvil within 30 ft is still lit, it will not move more than 30 ft from it. Bait it away and it disengages and walks back rather than pursue. Put the fire out and that limit is gone, and so is any reason for it to stay polite.

Multiattack. One Molten Mace attack and one Tail attack.

Molten Mace. Melee, +7 to hit, reach 10 ft, one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.

Tail. Melee, +7 to hit, reach 10 ft, one Large or smaller creature. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 15). Until the grapple ends the target takes 7 (2d6) fire damage at the start of each of its turns, and the salamander cannot use its Tail against anyone else.

Slag Spit (recharge 5–6). It spits the crucible's skim in a 15-ft cone. Each creature in the area makes a DC 15 Dexterity save, taking 21 (6d6) fire damage on a failure or half as much on a success. Unattended flammable objects in the area ignite.

Appears in 5 pages
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Forge-Thrall Cyclops

Huge giant, neutral · CR 8 (3,900 XP)

AC 15 (scorched hide, leather apron) | HP 157 (15d12 + 60) | Speed 40 ft.

22 (+6)STR
9 (−1)DEX
18 (+4)CON
7 (−2)INT
10 (+0)WIS
6 (−2)CHA

Saves Str +9, Con +7 · Skills Athletics +9, Perception +3 · Resistant to fire · Darkvision 60 ft.

Poor Depth Perception. It has disadvantage on attack rolls against targets more than 30 ft away, and it knows it: it closes rather than reaches.

The Eye. One eye, unlidded, no bone above it. A creature may aim for it; that attack is made with disadvantage, and on a hit the cyclops must succeed on a DC 15 Constitution save or be blinded until the end of its next turn. Blinded, it does not grope for whoever hit it — it squeezes whatever is already in its fist.

Will Not Drop the Work. While it is grappling a creature it will not release to grab another, and it ignores every other enemy until the one in its hand is unconscious or it takes 30 or more damage in a single round.

Bound to the Coals. It answers a smith's voice over any threat. An order shouted in Giant by a creature it believes to be forge-staff costs it its action while it obeys, once per encounter per speaker.

Multiattack. Two Forge Hammer attacks, or one Forge Hammer and one Grab.

Forge Hammer. Melee, +9 to hit, reach 10 ft, one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 4 (1d8) fire damage while the head is still glowing.

Grab. Melee, +9 to hit, reach 10 ft, one Large or smaller creature. Hit: 13 (2d6 + 6) bludgeoning damage, and the target is grappled (escape DC 17) and restrained.

Hurl the Held (recharge 5–6). It throws a creature it is grappling up to 30 ft. That creature takes 16 (3d10) bludgeoning damage and lands prone. Any creature in the landing space makes a DC 17 Dexterity save, taking 11 (2d10) bludgeoning damage and falling prone on a failure, or half as much and staying up on a success.

Crush. One creature it is grappling takes 13 (2d6 + 6) bludgeoning damage.

Appears in 3 pages
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Gang Slinger

Large giant, chaotic neutral · CR 4 (1,100 XP)

AC 14 (hide, forge apron) | HP 76 (9d10 + 27) | Speed 40 ft.

18 (+4)STR
14 (+2)DEX
16 (+3)CON
8 (−1)INT
11 (+0)WIS
9 (−1)CHA

Saves Str +6, Con +5 · Skills Athletics +6, Perception +2 · Darkvision 60 ft.

Wants the Range. It has disadvantage on attack rolls against creatures within 10 ft. On its turn it moves to at least 30 ft from the nearest enemy before it throws, and it will eat an opportunity attack to do it.

Gang Law. It will not throw at a target within 5 ft of another Cyclopean Gang creature; the gang beats a slinger who marks its own. With no clear lane it spends the turn walking for an angle and shouting for the big ones to shift.

Sack of Twelve. It carries twelve stones and spends one on each Hurled Stone. Empty, it has only the sack itself, and a slinger that has run dry will leave a fight to find gravel.

Multiattack. Two Hurled Stones, or one Sack Swing.

Hurled Stone. Ranged, +6 to hit, range 60/240 ft, one target. Hit: 9 (1d10 + 4) bludgeoning damage. The first creature it hits on its turn must succeed on a DC 14 Strength save or be knocked prone.

Sack Swing. Melee, +6 to hit, reach 10 ft, one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target is pushed 10 ft away.

Scoop Rubble. Where loose stone lies within 5 ft, it refills the sack to twelve.

Shy Back. When a creature ends its move within 10 ft of the slinger, the slinger moves 10 ft away without provoking opportunity attacks.

Appears in 3 pages
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Garden Basilisk

Medium monstrosity, unaligned · CR 5 (1,800 XP)

AC 15 (stone-crusted hide) | HP 82 (11d8 + 33) | Speed 20 ft.

16 (+3)STR
8 (−1)DEX
16 (+3)CON
2 (−4)INT
8 (−1)WIS
7 (−2)CHA

Skills Perception +2 · Immune to petrified · Darkvision 60 ft.

Petrifying Gaze. If a creature starts its turn within 10 ft of the basilisk and the two can see each other, the basilisk can force a DC 14 Constitution saving throw if it is not incapacitated. On a failure the creature is restrained as it begins to petrify; it repeats the save at the end of its next turn, ending the effect on a success and becoming petrified on a second failure. A creature can avert its eyes at the start of its turn: it cannot see the basilisk until its next turn and has disadvantage on attacks against it, but if it looks in the meantime it saves at once. Ten feet is the whole creature — beyond that it is a slow lizard.

Its Own Reflection. If it sees itself within 30 ft in bright light — a mirror, polished bronze, still black water — it makes the same DC 14 saving throw against its own gaze, and it cannot avert its eyes, because it does not know what it is looking at.

Slow and Certain. Its speed is 20 ft and it cannot Dash. Once it has chosen a target it walks toward that target every round until the target is stone, gone from the room, or the basilisk is dead. It does not flank, feint, or flee.

Leftovers. It eats the stone it makes. If a creature was petrified within the last hour and lies within 30 ft, the basilisk breaks off to gnaw at it instead of attacking on roughly one turn in three. That statue is buying the party a round, and the DM should say so with the sound of teeth on marble.

Bite. Melee, +6 to hit, reach 5 ft, one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) poison damage.

Turn and Fix. When a creature it can see moves within 10 ft of it, the basilisk turns its head and that creature immediately makes a saving throw against Petrifying Gaze. Once per round.

Appears in 4 pages
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Geras, Old Age (Twin Sorrow)

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)

6 (−2)STR
16 (+3)DEX
18 (+4)CON
12 (+1)INT
16 (+3)WIS
16 (+3)CHA

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.

Appears in 1 page
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Ghul Scavenger

Medium Undead (or Fiend), Neutral Evil · CR 2 · Arabian · Optional clutter

AC 13  |  HP 45 (7d8+14)  |  Speed 30 ft.

15 (+2)STR
14 (+2)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
8 (−1)CHA

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.

Appears in 1 page
🐺

Giant Cave Hound

CR 1 · 200 XP

Large Beast, Unaligned · Pyrakmon's Pets

AC 14 (natural armor) HP 37 (5d10+10) Speed 50 ft. Darkvision 60 ft.
STR17(+3)
DEX15(+2)
CON15(+2)
INT3(−4)
WIS12(+1)
CHA7(−2)
Skills Perception +3, Stealth +4
Pack Tactics. Advantage on attack rolls if an ally is within 5 ft. of the target and not Incapacitated.
Bite. +5 to hit, 5 ft. Hit: 2d6+3 piercing. DC 13 STR save or knocked Prone.
Appears in 1 page
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Giant Octopus

Large Beast, Unaligned · CR 1 · Mini ×1

AC 11  |  HP 52 (8d10+8)  |  Speed 10 ft., swim 60 ft.

17 (+3)STR
13 (+1)DEX
13 (+1)CON
4 (−3)INT
10 (+0)WIS
4 (−3)CHA

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.

Appears in 1 page
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Giant Scorpion

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.

15 (+2)STR
13 (+1)DEX
15 (+2)CON
1 (−5)INT
9 (−1)WIS
3 (−4)CHA

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).

Appears in 1 page
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Giant Vulture

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.

15 (+2)STR
10 (+0)DEX
15 (+2)CON
6 (−2)INT
12 (+1)WIS
7 (−2)CHA

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.

Appears in 1 page
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Gilded Panic Mob

Medium Creature · CR 4 · Hazardous crowd

AC 12  |  HP 88  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Gnawing Swarm

Large swarm of Tiny beasts, unaligned · CR 2 (450 XP)

AC 13 | HP 44 (8d10) | Speed 30 ft., climb 30 ft.

10 (+0)STR
16 (+3)DEX
10 (+0)CON
2 (−4)INT
10 (+0)WIS
3 (−4)CHA

Skills Perception +2 · Vulnerable to fire · Immune to charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned · Darkvision 30 ft., keen smell 60 ft.

Swarm. It can occupy another creature's space and can move through any opening large enough for a Tiny beast. It cannot regain hit points or gain temporary hit points.

Nothing to Cut. A weapon attack deals a maximum of 5 damage to the swarm, however much is rolled. Area effects, fire, and thunder deal their damage in full. A soldier with a sword takes nine rounds; a torch and a jar of oil take one.

Smoke Scatters It. While any part of the swarm is in heavy smoke, burning oil, or thick incense, it cannot take the Bites action and must use all its movement to leave that area by the shortest path.

Follows Meat. On its turn it always moves toward the largest quantity of food within 30 ft — carrion, spilled blood, rations, honey, anything sweet — preferring a downed creature or a thrown meal to a standing target. It attacks whatever is nearest to that, not whatever hurt it last.

Carrier. While a Plague-Thing is within 60 ft, its bites also expose the target to that spirit's sickness — the target makes the same saving throw the Plague-Thing's Contagion calls for.

Bites. Melee, +5 to hit, reach 0 ft, one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) if the swarm has half its hit points or fewer.

Appears in 3 pages

Gnoll Hunter

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.).

Appears in 1 page

Gnoll Pack Lord (Alpha)

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.

Appears in 1 page
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Goatfire Cultist

Medium Creature · CR 3 · Ranged fanatic

AC 14  |  HP 49  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Note. Wants a hero to boast so the Chimera's legend grows.

Attack. Fire javelin +6 to hit, 9 piercing plus 7 fire.

Appears in 1 page
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Goldmask Bread Wardens

Medium Creature · CR 5 · Elite quarantine enforcers

AC 17  |  HP 95  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Grave-Honey Flow

Large ooze, unaligned · CR 6 (2,300 XP)

AC 9 (a slow surface) | HP 126 (11d10 + 66) | Speed 20 ft., climb 20 ft.

18 (+4)STR
4 (−3)DEX
22 (+6)CON
2 (−4)INT
14 (+2)WIS
1 (−5)CHA

Saves Con +9, Wis +5 · Resistant to necrotic, poison · Immune to poisoned, exhaustion, blinded, prone · Vulnerable to fire · Blindsight 60 ft., blood scent 300 ft.

Grave-Sweet. A century of votive burial honey soured into one slow body, engorged with its keeping. While engorged its speed is 10 ft, it makes one attack instead of Multiattack, and it has disadvantage on Dexterity saves. It stops being engorged after a minute undisturbed, or on taking 25+ damage in a round — it sheds a sheet of itself (difficult terrain) and then it is fast.

Will Not Leave Its Dead. It keeps bodies the way a grave does, never moving more than 30 ft from the largest body it holds. Move the body a hundred pounds' worth elsewhere and it follows the body, not the party.

Sweet Tooth. It knows the location of every creature within 60 ft that is below half its hit points, and of any corpse or open wound within 300 ft, and it has advantage on attack rolls against a creature below half its hit points.

Cloying Air. A creature that starts its turn within 10 ft makes a DC 15 Constitution save or is poisoned until the start of its next turn. On a success it is immune to the reek for 1 hour.

Multiattack. One wave attack and two grasping-strand attacks.

Wave. Melee, +7 to hit, reach 10 ft, one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 7 (2d6) poison damage.

Grasping Strand. Melee, +7 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Pull Under. If both grasping strands hit one Medium or smaller creature this turn and the flow is not engorged, that creature is grappled (escape DC 15) and dragged up to 15 ft through the honey, retching and half-swallowed.

Guard the Dead. When a creature within 15 ft moves, burns, or takes a body the flow is keeping, the flow makes one wave attack against that creature.

Appears in 3 pages
🧟

Graveyard Ghoul

Medium Undead, Chaotic Evil · CR 1 (200 XP)

AC 12  |  HP 22 (5d8)  |  Speed 30 ft.

13 (+1)STR
15 (+2)DEX
10 (+0)CON
7 (−2)INT
10 (+0)WIS
6 (−2)CHA

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.

Appears in 1 page

Griffin

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

18 (+4)STR
15 (+2)DEX
16 (+3)CON
2 (-4)INT
13 (+1)WIS
8 (-1)CHA

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.

Appears in 1 page
☠

Halkeus, the One-Eyed Smith

Huge giant, neutral · CR 11 (7,200 XP)

AC 16 (bronze apron and greaves) | HP 195 (17d12 + 85) | Speed 40 ft.

24 (+7)STR
10 (+0)DEX
20 (+5)CON
14 (+2)INT
12 (+1)WIS
12 (+1)CHA

Saves Str +11, Con +9 · Details Insight +5, Perception +5 · Resistant to fire · Darkvision 60 ft.

One Eye. He has disadvantage on attack rolls against targets more than 30 ft away and on Perception checks that rely on sight at that range. A creature that attacks him from his blind left side has advantage until he spends a turn repositioning.

He Will Not Risk the Herd. He never uses an area effect, a wide swing, or the crucible where it would touch one of his own automata, and he will not move at all while blinded. Damaging an ox in front of him gives him disadvantage on his next attack roll, because he is looking at the ox.

The Ledger. He knows the name of every creature written in the bronze ledger and can always tell whether one is being spoken truly. While the ledger is threatened he loses Trait — He Will Not Risk the Herd and uses everything he has.

Legendary Bearing. He takes two legendary actions per round, spent at the end of another creature's turn, and regains them at the start of his.

Multiattack. Two attacks with the forge hammer, or one hammer attack and one thrown ingot.

Forge Hammer. Melee, +11 to hit, reach 10 ft, one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 4 (1d8) fire damage if the hammer is hot, and the target makes a DC 17 Strength saving throw or is pushed 10 ft.

Thrown Ingot. Ranged, +11 to hit, range 60/240 ft, one target. Hit: 20 (3d8 + 7) bludgeoning damage. The ingot lands hot and the square it lands in deals 5 (1d10) fire damage to anyone entering it for one round.

Quench (recharge 5–6). He plunges hot metal into the trough. Steam fills a 20-ft radius centred on the trough: the area is heavily obscured until the end of his next turn, and each creature in it makes a DC 17 Constitution saving throw, taking 18 (4d8) fire damage on a failure or half as much on a success.

Catch It. When a creature within 10 ft would take an attack of opportunity from him, he may instead grab it — a DC 17 Strength saving throw or the creature is grappled and moved 10 ft, usually away from the lectern.

Call the Herd. He speaks one automaton's name. That construct immediately moves up to its speed and makes one attack.

Swing the Crucible. The crucible arm sweeps 25 ft. Every creature under its arc makes a DC 16 Dexterity saving throw, taking 11 (2d10) fire damage on a failure from spatter.

Pour. Costs 2 actions. He tips the crucible, laying a line of molten bronze 30 ft long and 5 ft wide. Entering the line or starting a turn in it costs 22 (4d10) fire damage. After two rounds it is cold, ridged, impassable to wheels and rails, and difficult terrain for everyone else.

Appears in 1 page
✨

Handmaiden Enchantress

Medium Humanoid (Nymph), Neutral Evil · CR 5 (1,800 XP)

AC 15 (natural armor)  |  HP 78 (12d8+24)  |  Speed 30 ft.

10 (+0)STR
16 (+3)DEX
14 (+2)CON
14 (+2)INT
12 (+1)WIS
18 (+4)CHA

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.

Appears in 1 page

Harpy

Medium Monstrosity, Chaotic Evil

12STR
13DEX
12CON
7INT
10WIS
13CHA

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.

Appears in 1 page
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Harpy

Medium Monstrosity, Chaotic Evil · CR 1 (200 XP)

AC 11  |  HP 38 (7d8+7)  |  Speed 20 ft., Fly 40 ft.

12 (+1)STR
13 (+1)DEX
12 (+1)CON
7 (−2)INT
10 (+0)WIS
13 (+1)CHA

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.

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Harpy

Medium Monstrosity, Chaotic Evil · CR 1 (200 XP) · Mini ×10

AC 11  |  HP 38 (7d8+7)  |  Speed 20 ft., fly 40 ft.

12 (+1)STR
13 (+1)DEX
12 (+1)CON
7 (−2)INT
10 (+0)WIS
13 (+1)CHA

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.

Appears in 1 page
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Harpy

CR 1 · 200 XP

Medium Monstrosity, Chaotic Evil

AC 11 HP 38 (7d8+7) Speed 20 ft., fly 40 ft.
STR12(+1)
DEX13(+1)
CON12(+1)
INT7(−2)
WIS10(+0)
CHA13(+1)
Luring Song. Each creature of the harpy's choice within 300 ft. that can hear must succeed DC 11 WIS save at the start of its turn or be Charmed and Incapacitated; uses all movement to move toward the harpy. A creature that succeeds is immune for 24 hours.
Multiattack. One Claws and one Talons attack.
Claws. +3 to hit, 5 ft. Hit: 1d6+1 slashing.
Talons. +3 to hit, 5 ft. Hit: 2d6+1 piercing.
Appears in 1 page

Harpy

Medium Monstrosity · Chaotic Evil · CR 3 (700 XP)

AC 11 · HP 58 (13d8) · Speed 20 ft, Fly 40 ft · Senses Passive Perception 10

12 (+1)STR
13 (+1)DEX
10 (+0)CON
7 (-2)INT
10 (+0)WIS
13 (+1)CHA

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.

Appears in 1 page
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Harpy Matriarch

CR 3 · 700 XP

Large Monstrosity, Chaotic Evil · Custom

AC 13 (natural armor) HP 78 (12d8+24) Speed 20 ft., fly 60 ft.
STR14(+2)
DEX14(+2)
CON14(+2)
INT9(−1)
WIS12(+1)
CHA16(+3)
Saves DEX +4, WIS +3  |  Skills Intimidation +5, Perception +3
Luring Song (DC 14). As Harpy Luring Song but DC 14. While she sings, Harpies within 60 ft. may use their Reaction to make one Claws attack when a creature within 5 ft. stands up from Prone.
Multiattack. Two Claws attacks and one Talon Rake.
Claws. +4 to hit, 5 ft. Hit: 1d8+2 slashing.
Talon Rake. +4 to hit, 5 ft. Hit: 2d8+2 piercing. Target Grappled (escape DC 13) and carried up to 15 ft. vertically.
Dive Bomb. If she moved 20+ ft. in a straight line this turn, next melee attack deals +2d6 damage.
Death Shriek. When reduced to 0 HP, all within 30 ft. make DC 14 CON save or Stunned until end of their next turn.
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Hidden Greek Raider

Medium Creature · CR 6 · Impatient payload soldier

AC 16  |  HP 92  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Hipponoe of the Fourteen

Medium undead, lawful good · CR 12 (8,400 XP)

AC 17 (a memory of a hoplon) | HP 187 (25d8 + 75) | Speed 30 ft., fly 30 ft. (hover)

16 (+3)STR
20 (+5)DEX
16 (+3)CON
12 (+1)INT
18 (+4)WIS
20 (+5)CHA

Saves Dex +9, Wis +8, Cha +9 · Details Athletics +7, Insight +8, Perception +8, Survival +8 · Resistant to cold, necrotic, and nonmagical weapons · Immune to poison, exhaustion, frightened, grappled, restrained · Darkvision 120 ft.

She Will Not Kill You. All damage she deals is non-lethal. A creature she reduces to 0 hit points is unconscious and stable, and on her next turn she carries it 50 ft toward the entrance and sets it down out of the way. She has never killed a person and she is not going to start with these ones.

Nobody Goes Past Me. She does not leave the threshold of the bronze door except to move an unconscious creature to safety, and she cannot be moved from it against her will. Any creature that tries to pass through her space must succeed on a DC 17 Strength saving throw or be stopped and shoved back 10 ft.

She Does Not Know. She cannot perceive her own body, her own reflection, or the true count of the tally wall until another creature points one out to her and says what it means. She is not concealing anything. Nobody has ever told her.

Cannot Be Laid Down by Force. At 0 hit points she disperses and re-forms at the door at the start of the round after next, at full hit points, with no memory of the exchange. She cannot be turned, banished, or destroyed by radiant damage or channel divinity. She can only be released — see the finale's Persistence Check.

Legendary Bearing. She takes two legendary actions per round, spent at the end of another creature's turn, and regains them at the start of hers.

Multiattack. Three attacks with the mended spear.

Mended Spear. Melee or thrown, +9 to hit, reach 10 ft or range 20/60 ft, one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) cold damage. This damage is non-lethal.

Behind Me. She moves up to her speed without provoking, ending adjacent to a creature of her choice, and until the start of her next turn attacks against that creature are made with disadvantage while she is conscious and adjacent to it. She will use this on a player character in the middle of the fight the party started, and you should let that land.

Shield Wall of One (recharge 5–6). She plants the spear and the three in the queue step into rank beside her. The doorway and every square within 10 ft of it become difficult terrain, and every creature that starts its turn there makes a DC 17 Strength saving throw or is pushed 10 ft back down the court. The wall lasts until the start of her next turn.

Catch Them. When a creature within 30 ft is reduced to 0 hit points by anything, she may move up to her speed toward it. If she reaches it, it is stabilised.

Step and Turn. She makes one spear attack, or moves 20 ft along the threshold without provoking.

Count Again. She names how many of the party she can see and how many she has accounted for. One creature of her choice within 30 ft makes a DC 17 Wisdom saving throw or has disadvantage on its next attack roll against her, because she said its position out loud and it knows she is right.

Hold the Door. Costs 2 actions. Until the start of her next turn, she has resistance to all damage, cannot be moved, and any creature that attempts to move through the doorway has its speed reduced to 0 for that turn.

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Hollow Hero

Medium Undead (Haunted Armor), Lawful Neutral · CR 5 (1,800 XP)

AC 18 (bronze panoply)  |  HP 93 (11d8+44)  |  Speed 30 ft.

18 (+4)STR
11 (+0)DEX
18 (+4)CON
6 (−2)INT
12 (+1)WIS
5 (−3)CHA

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.

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Hoplite of Elis

Medium Humanoid (Human), Lawful Neutral · CR 1 (200 XP)

AC 18 (breastplate, shield)  |  HP 32 (5d8+10)  |  Speed 30 ft.

15 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Human-like Satyr

Medium Fey, Chaotic Neutral · CR 2 (450 XP)

AC 13 (leather armor)  |  HP 32 (5d8+10)  |  Speed 35 ft.

12 (+1)STR
16 (+3)DEX
14 (+2)CON
11 (+0)INT
10 (+0)WIS
15 (+2)CHA

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.

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Hungry Shade

Medium Undead (Unfed Dead), Neutral Evil · CR 1 (200 XP)

AC 12  |  HP 33 (6d8+6)  |  Speed 0 ft., Fly 30 ft. (hover)

6 (−2)STR
14 (+2)DEX
12 (+1)CON
6 (−2)INT
10 (+0)WIS
8 (−1)CHA

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.

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Hunting Shark

Large Beast, Unaligned · CR 2 · Mini ×3

AC 12  |  HP 45 (6d10+12)  |  Speed 0 ft., swim 40 ft.

18 (+4)STR
13 (+1)DEX
15 (+2)CON
1 (−5)INT
10 (+0)WIS
4 (−3)CHA

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.

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Hydra-Tooth Skeleton (Harryhausen)

Medium Undead, Lawful Evil · CR 2 (450 XP)

AC 14 (armor scraps)  |  HP 26 (4d8+8)  |  Speed 30 ft.

14 (+2)STR
14 (+2)DEX
15 (+2)CON
6 (−2)INT
8 (−1)WIS
5 (−3)CHA

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.

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Hylas, Steward of the Empty Chair

Medium humanoid (Knossian cultist), lawful neutral · CR 6 (2,300 XP)

AC 17 (bronze cuirass, ceremonial hoplon) | HP 97 (13d8 + 39) | Speed 30 ft.

14 (+2)STR
14 (+2)DEX
16 (+3)CON
15 (+2)INT
16 (+3)WIS
18 (+4)CHA

Saves Wis +6, Cha +7 · Skills History +5, Insight +6, Persuasion +7 · Passive Perception 13

Protocol Is Armour. While Hylas stands on the dais he has advantage on saves against being charmed or frightened, and he will not attack a creature that has petitioned the Chair correctly, even one fighting his own wardens.

Twelve Years of Practice. He ignores difficult terrain created by the thread-runs and the rubble on the dais steps.

Multiattack. Hylas makes three attacks with his ceremonial kopis.

Ceremonial Kopis. Melee weapon attack, +7 to hit, reach 5 ft, one target: 1d8 + 4 slashing damage.

Word of Office. One creature within 30 ft that has spoken over him: Wisdom save DC 15, taking 2d8 psychic damage and unable to speak until the end of its next turn on a failure, half damage and no silence on a success. Recharges on a 5 or 6 at the start of his turn.

Keep the Dais. Hylas moves up to 15 ft toward the throne without provoking opportunity attacks.

Correct the Record. When a creature within 30 ft makes a Charisma check, Hylas gives it disadvantage. Once per round.

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Ichthyan Brineseer

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.

12 (+1)STR
14 (+2)DEX
16 (+3)CON
14 (+2)INT
18 (+4)WIS
13 (+1)CHA

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.

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Ichthyan Raider

Medium Monstrosity, Lawful Evil · CR 3 (700 XP) · Sahuagin reskin

AC 16 (scale, shield)  |  HP 60 (8d8+24)  |  Speed 30 ft., swim 40 ft.

16 (+3)STR
14 (+2)DEX
16 (+3)CON
10 (+0)INT
12 (+1)WIS
8 (−1)CHA

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).

Appears in 1 page
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Ismene, Peak-Brood Gynosphinx

Large Monstrosity, Lawful Neutral · CR 6 (2,300 XP) · Adolescent gynosphinx

AC 15 (natural)  |  HP 85 (10d10+30)  |  Speed 40 ft., fly 50 ft.

16 (+3)STR
15 (+2)DEX
16 (+3)CON
18 (+4)INT
16 (+3)WIS
18 (+4)CHA

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.

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Ivy-Mad Revelers

Medium Creature · CR 4 · Hazardous crowd, charm pressure, and moral constraint

AC 13  |  HP 60  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Note. Treat as nonlethal unless the party escalates; dispersed by music or truth.

Attack. Grappling surge +6 to hit, restrained; no damage unless trampled.

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Jealous Thorn-Nymph

Medium Creature · CR 5 · Social hazard and skirmisher

AC 15  |  HP 108  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Kalliste, Bride of the Ninth Feast

Medium fiend, neutral evil · CR 10 (5,900 XP)

AC 15 (saffron silk, unhurried) | HP 152 (16d8 + 80) | Speed 40 ft.

16 (+3)STR
18 (+4)DEX
20 (+5)CON
16 (+3)INT
16 (+3)WIS
22 (+6)CHA

Saves Dex +8, Wis +7, Cha +10 · Details Deception +10, Insight +7, Performance +10, Persuasion +10 · Resistant to fire · Immune to charmed · Darkvision 120 ft.

Guest-Right Binds Us Both. She cannot attack, charm, or order harm against any creature that has crossed the salt as a guest and has not been rude. Two clumsy refusals, an attack, a theft, or scuffing the salt line ends this for the whole party at once. She states the breach aloud before she acts on it, every single time.

The Brazen Leg. One leg is bronze and always has been. She ignores difficult terrain from fire, heat, and burning oil, leaves scorched prints on wood and cloth, and can stand in an open brazier as though it were a footstool.

She Cannot Eat Bread. She cannot consume mortal food or drink, and refusing an offered dish in her own hall costs her guest-right standing exactly as it would a guest. A party that works this out can make her break her own contract first.

The Contract. While another creature holds the marriage tablet, she will not target it with Charming Toast and may make only one attack per round against it.

Legendary Bearing. She takes two legendary actions per round, spent at the end of another creature's turn, and regains them at the start of hers.

Multiattack. Two bites, or one bite and one use of Bridal Grasp.

Fire-Hot Bite. Melee, +8 to hit, reach 5 ft, one target. Hit: 13 (2d6 + 4) piercing damage plus 10 (3d6) fire damage. If the target is charmed by her, the fire damage is 17 (5d6) and she looks genuinely sorry about it.

Bridal Grasp. Melee, +8 to hit, reach 5 ft, one target. Hit: the target is grappled (escape DC 16) and moved 10 ft with her, and she may pull it into a brazier or a burning square as part of the same movement.

Charming Toast (recharge 5–6). She raises a cup and speaks a name. Each creature of her choice within 30 ft that can hear her makes a DC 18 Wisdom saving throw or is charmed for 1 minute. A charmed creature treats her as a beloved host, cannot attack her, and will step in front of blows aimed at her. It repeats the save at the end of each of its turns and whenever it takes damage from anyone other than her.

A Guest Does Not. When a creature within 30 ft attacks one of her attendants, she may impose disadvantage on that attack roll by naming the discourtesy aloud.

Another Course. An attendant within 30 ft moves up to its speed and makes one bite attack, or clears a section of table and creates one square of open fire.

Turn the Lamps. The hanging chains swing. Each creature under them makes a DC 15 Dexterity saving throw or takes 7 (2d6) fire damage from falling oil, and the light in a 20-ft radius drops to dim until the end of her next turn.

The Ring. Costs 2 actions. She offers the ring to one creature within 30 ft that can see and hear her. That creature makes a DC 18 Charisma saving throw. On a failure it must spend its next action either taking the ring or refusing it with a courtesy, and it can do nothing else on that turn.

Appears in 1 page
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Karkinos, Sacred Crab of Poseidon

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.

22 (+6)STR
10 (+0)DEX
18 (+4)CON
4 (−3)INT
12 (+1)WIS
6 (−2)CHA

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.

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Kaustra, First Fury of Typhon

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)

18 (+4)STR
20 (+5)DEX
20 (+5)CON
14 (+2)INT
16 (+3)WIS
18 (+4)CHA

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.

Appears in 1 page
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Ker

Medium Undead (Fate-Spirit), Chaotic Evil · CR 4 (1,100 XP)

AC 15  |  HP 104 (16d8+32)  |  Speed 0 ft., Fly 50 ft. (hover)

8 (−1)STR
18 (+4)DEX
14 (+2)CON
8 (−1)INT
14 (+2)WIS
12 (+1)CHA

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.

Appears in 1 page
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Keraunos Legionnaire (Lightning)

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).

Appears in 1 page
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Keto-Spawn (Deep-Sea Monster)

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.

20 (+5)STR
12 (+1)DEX
17 (+3)CON
4 (−3)INT
12 (+1)WIS
6 (−2)CHA

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.

Appears in 1 page
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Khalkotaurus, Brazen Bull of Ares

Huge Construct, Unaligned · CR 9 (5,000 XP) · BOSS

AC 18 (natural / bronze)  |  HP 168 (16d12+64)  |  Speed 40 ft.

22 (+6)STR
9 (−1)DEX
18 (+4)CON
3 (−4)INT
10 (+0)WIS
1 (−5)CHA

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.

Appears in 1 page
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King of the Five Wars

Medium undead, lawful neutral · CR 5 (1,800 XP)

AC 18 (bronze panoply, hoplon) | HP 97 (13d8 + 39) | Speed 30 ft.

18 (+4)STR
12 (+1)DEX
16 (+3)CON
12 (+1)INT
13 (+1)WIS
16 (+3)CHA

Saves Str +7, Cha +6 · Details Athletics +7, History +4, Intimidation +6 · Immune to poison damage, exhaustion, poisoned · Darkvision 60 ft. · Speaks a Greek two hundred years out of date

While the Standard Stands. He cannot be reduced below 1 hit point while the five-disc standard is intact and in this hall. At the end of any round in which he is at 1 hit point he rises with 25 hit points, and the campaign disc bearing his war glows as he does it.

Precedence. He will not be seen to yield ground to another king. While two or more Kings of the Five Wars are within 10 ft of each other, each of them has disadvantage on attack rolls, and none of them will enter another king's alcove for any reason, including pursuit.

Winning the Argument. One king at a time is winning. That one has advantage on his first attack roll each round and is immune to the disadvantage from Precedence. A creature that intervenes with a Charisma (Persuasion) or Intelligence (History) check against DC 15 chooses which king is winning at the start of the next round.

Answers a Judgment. A creature that names his war aloud and argues, honestly, that it was the worst of the five gets his attention: he steps out of the fight for 3 rounds to listen, taking no hostile action and interposing his shield against anything aimed at the speaker. This works once per king and he knows flattery when he hears it.

The War He Carried. Roll 1d5 or choose when each king first acts, once per king and never twice: 1 the Salt War, and his weapon deals cold damage; 2 the Sown War, necrotic; 3 the Bronze War, and his attacks ignore resistance to nonmagical weapons; 4 the Long Siege, and his attacks deal double damage to objects and structures; 5 the war nobody named, psychic.

Multiattack. Two attacks with the kingly spear, or one spear and one shield rush. In the encounter's second phase he makes three attacks instead of two.

Kingly Spear. Melee or thrown, +7 to hit, reach 10 ft or range 20/60 ft, one target. Hit: 11 (2d6 + 4) piercing damage plus 5 (2d4) damage of his war's type.

Shield Rush. Melee, +7 to hit, reach 5 ft, one target. Hit: 9 (1d10 + 4) bludgeoning damage, and a Medium or smaller target makes a DC 15 Strength saving throw or is pushed 10 ft, which he will always aim at the coal trench.

Roar the War (recharge 5–6). He shouts the name of his war and what it cost. Each hostile creature within 20 ft that can hear him makes a DC 14 Wisdom saving throw or is frightened of him until the end of its next turn, and he regains 10 hit points whether they fail or not.

Claim the Ground. He plants the spear and does not move for a round. Until the start of his next turn he has +2 AC and cannot be moved against his will by anything smaller than Huge.

Not Before Me. When another King of the Five Wars within 30 ft is reduced to 1 hit point, he moves up to 10 ft toward the creature that did it and makes one kingly spear attack. He is not avenging anyone; he is objecting to the order of things.

Appears in 1 page
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Kirke of the Deep Halls

Medium humanoid (human), neutral · CR 9 (5,000 XP)

AC 15 (grey feather mantle) | HP 135 (18d8 + 54) | Speed 30 ft.

10 (+0)STR
16 (+3)DEX
16 (+3)CON
18 (+4)INT
18 (+4)WIS
22 (+6)CHA

Saves Wis +8, Cha +10 · Details Deception +10, Insight +8, Medicine +8, Nature +8, Perception +8, Persuasion +10 · Immune to charmed, poisoned · Darkvision 60 ft. · Save DC 18 · Passive Insight 18

Legendary Resistance (3/Day). If she fails a saving throw, she can choose to succeed instead.

Legendary Actions (3/Round). She spends 3 legendary actions each round, one at a time at the end of another creature's turn, and regains them at the start of her own. While the loom's warp is cut she has only 2.

Not to Be Killed Here. She is a singular icon and this encounter has no lethal win condition. When she is reduced to 0 hit points she scatters into grey birds and reforms at the far end of the hall at the start of the next round with half her hit point maximum, taking one of the changed with her permanently. Nothing available to a ninth-level party ends her.

Hospitality First. She takes no hostile action against a creature that has not drawn a weapon on her, opened a pen, cut the loom, or refused a settled debt. She will stand in reach of an armed party for an hour, pouring.

Guest-Right. Terms she agrees to aloud bind her absolutely, and she will not look for the gap in them. She also does not forget terms broken by the other side: a creature that breaks a bargain with her can never bind her again, and she says so, once, quietly.

Knows Your Name. The first time she addresses a given creature by something it has not told her — a mother, a village, a dish it has not eaten in twenty years — that creature makes a DC 18 Wisdom saving throw or is charmed by her for 1 minute, repeating the save at the end of each of its turns and whenever it takes damage.

Multiattack. Two attacks with the rod, or one rod attack and one use of the Cup if it is available.

Rod of the Deep Halls. Ranged spell attack, +10 to hit, range 60 ft, one target. Hit: 22 (4d8 + 4) psychic damage, and the target cannot speak a language it knows until the end of its next turn.

The Cup (recharge 5–6). She offers a cup to one creature within 30 ft, and it does not matter whether the creature takes it. DC 18 Wisdom saving throw. On a failure the creature's shape softens for 1 minute: its speed becomes 40 ft, it cannot speak, hold objects, or cast spells with verbal or somatic components, and it keeps its hit points, mental ability scores, and its turn. It repeats the save at the end of each of its turns. A creature within 5 ft can end the effect with an action by saying the target's true name and pressing moly to its mouth.

Guest-Debt. She names the meal a creature has eaten and asks for payment. That creature makes a DC 18 Charisma saving throw or cannot willingly move more than 30 ft from the table, nor attack her, until the debt is paid or a dose of moly is spent on it.

Set Another Place. One Cage-Broken Hybrid within 60 ft that can hear her uses its reaction to move up to its speed and make one bite attack. She asks rather than commands, and the asking is worse.

Grey Feathers. When she is hit by an attack she can see, she comes apart into birds for an instant: the damage is halved and she reappears in an unoccupied space within 15 ft.

Pour (costs 1). She fills a cup at the table. The next Cup she uses this fight has its save DC increased by 2.

Say a Name (costs 1). She names one creature within 60 ft. That creature has disadvantage on the next saving throw it makes against her before the start of her next turn.

Turn the Rod (costs 2). She makes one rod attack.

Appears in 1 page
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Kithara (Medusa)

CR 6 · 2,300 XP

Medium Monstrosity, Lawful Neutral · Potential Ally

AC 15 (natural armor) HP 127 (17d8+51) Speed 30 ft. Darkvision 60 ft.
STR10(+0)
DEX15(+2)
CON16(+3)
INT12(+1)
WIS13(+1)
CHA15(+2)
Skills Deception +5, Insight +4, Perception +4, Stealth +5
Petrifying Gaze. DC 14 CON save when a creature that can see her eyes starts its turn within 30 ft. Fail: Restrained. Fail again next turn: Petrified (Greater Restoration to cure). Creatures can Avert Eyes: immune to Gaze that turn; Disadvantage on attacks vs. Kithara.
Multiattack. One Snake Hair + two Shortsword, or three Longbow.
Snake Hair. +5 to hit, 5 ft. Hit: 4d6+2 poison. DC 14 CON or Poisoned 1 hour.
Shortsword. +5 to hit, 5 ft. Hit: 1d6+2 piercing.
Longbow. +5 to hit, 150/600 ft. Hit: 1d8+2 piercing.
Awaken Dead (1/combat). Animates up to 4 petrified corpses within 60 ft. as Skeleton Archers. They crumble instantly if Kithara dies.
Appears in 1 page
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Knossian Priest of the Thread

Medium humanoid (human), neutral · CR 5 (1,800 XP)

AC 15 (bronze scale) | HP 84 (13d8 + 26) | Speed 30 ft.

10 (+0)STR
12 (+1)DEX
14 (+2)CON
14 (+2)INT
16 (+3)WIS
16 (+3)CHA

Saves Wis +6, Cha +6 · Skills Insight +6, Persuasion +6, Religion +5, Perception +6 · Passive Perception 16 · Passive Insight 16

Blessing of the Weave. While the priest is conscious and can speak aloud, every Cult of the Thread creature within 30 ft adds +2 to saving throws and cannot be frightened. Gag it, silence it, or drop it and the blessing stops on the spot.

Terms. The priest counts the fight. When it falls below half hit points, or when two of its wardens are down, it raises an open palm and calls terms: it takes no hostile action, nor does any Cult of the Thread creature within 30 ft that can see the palm, while the party listens. It asks for one thing — a name, a debt, an object, a promise to walk out and not return — and it offers the true way. If the party attacks while the palm is up, it does not offer terms again, and no priest in the maze will.

Will Not Kill the Bound. It will not strike an unconscious or surrendered creature. It stabilises them instead and has them carried deeper. The cult wants the maze witnessed, not fed.

Multiattack. Two attacks with the sacred thread.

Sacred Thread. Ranged spell attack, +6 to hit, range 60 ft, one target. Hit: 14 (3d6 + 3) force damage as a drawn cord snaps taut across it.

Curse the Cutter (recharge 5–6). It names a creature that has cut, burned, or unravelled a thread within the last minute — any creature it can see, if none has. That creature makes a DC 14 Wisdom saving throw. On a failure, for 1 minute, it takes 5 (2d4) psychic damage at the start of each of its turns and has disadvantage on attack rolls and on any check to find its way. It may repeat the save at the end of each of its turns.

Bind the Wound (3/day). One creature within 30 ft regains 12 (2d8 + 3) hit points, or ends one condition of the priest's choice on itself.

Redirect the Strand. When a Cult of the Thread creature within 30 ft takes damage, the priest draws half of it into itself; that creature takes the other half. The priest cannot use this while at 20 hit points or fewer.

Appears in 5 pages
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Komos, the Satyr Captain

Medium Fey, Chaotic Neutral · CR 8 (3,900 XP) · Boss

AC 17 (ring mail, shield)  |  HP 110 (13d8+52)  |  Speed 40 ft.

18 (+4)STR
14 (+2)DEX
14 (+2)CON
12 (+1)INT
10 (+0)WIS
16 (+3)CHA

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.

Appears in 1 page
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Kraken Spawn

Huge aberration, chaotic evil · CR 12 (8,400 XP)

AC 17 (natural armour) | HP 210 (20d12 + 80) | Speed 20 ft., swim 60 ft.

20 (+5)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
14 (+2)WIS
12 (+1)CHA

Saves Str +9, Con +8, Wis +6 · Skills Athletics +9, Perception +6 · Immune to lightning · Resistant to cold · Vulnerable to thunder · Amphibious · Darkvision 120 ft.

Legendary Actions. It takes 3 legendary actions per round, one at a time and only at the end of another creature's turn, and regains them at the start of its own.

Gorged Sleep. A fed spawn sleeps. While asleep it is unconscious, its passive Perception is 11, and it wakes on any damage or any sound louder than a raised voice within 60 ft. On the round it wakes it can move or act, not both. That round is the only free one the party gets.

Soft Mantle. The pale ring behind the beak carries no hide worth the name; a DC 15 Intelligence (Nature) check, or one good look while it feeds, finds it. An attack aimed there is made with disadvantage and treats the spawn's AC as 13. Thunder rings the mantle like a struck bowl: whenever the spawn takes thunder damage it must succeed on a DC 16 Constitution save or lose its reaction and its legendary actions until the start of its next turn.

Hold Fast. Everything it holds moves when it moves. A grappled creature dragged underwater holds its breath for 1 + its Constitution modifier minutes, minimum 30 seconds; when that runs out it drops to 0 HP at the start of its next turn and begins making death saves. Healing a drowning creature that is still under buys one round and no more.

Multiattack. Three Tentacle attacks, or two Tentacles and one Bite.

Tentacle. Melee, +9 to hit, reach 20 ft, one target. Hit: 18 (3d8 + 5) bludgeoning damage, and a Large or smaller target is grappled (escape DC 17) and restrained. It can hold three creatures this way.

Bite. Melee, +9 to hit, reach 10 ft, one target. Hit: 23 (4d8 + 5) piercing damage. If the target is Medium or smaller, already grappled by the spawn, and the spawn has nothing swallowed, the target is swallowed: blinded, restrained, with total cover against attacks from outside, taking 10 (3d6) acid damage at the start of each of the spawn's turns. If the spawn takes 25 or more damage in a single turn from a creature inside it, it must succeed on a DC 16 Constitution save or vomit that creature into a space within 10 ft, prone.

Ink Cloud (recharge 5–6). Underwater only. Ink fills a 30-ft radius around it; the area is heavily obscured for 1 minute or until a strong current clears it. Each creature that needs to breathe and starts its turn in the cloud makes a DC 16 Constitution save or is blinded until the end of its next turn. The spawn then swims up to its speed without provoking opportunity attacks, taking everything it holds with it.

Tentacle Lash. It makes one Tentacle attack.

Drag Down (costs 2 actions). It swims up to half its speed without provoking opportunity attacks; every creature it is grappling goes under with it.

Churn the Water (costs 2 actions). The pool heaves. Each creature within 20 ft of the spawn makes a DC 17 Strength save or is pushed 10 ft toward the deepest water and knocked prone.

Appears in 2 pages
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Kraken Tentacle

Huge Appendage (Kraken), Neutral Evil · Encounter CR 3 per segment (700 XP ea.)

AC 12 (natural armor)  |  HP 40 (each)  |  Speed 0 ft.

22 (+6)STR
8 (−1)DEX
12 (+1)CON
—INT
—WIS
—CHA

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.

Appears in 1 page

Kreon the Yoke-Bearer

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

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
9 (-1)CHA

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.

Appears in 1 page
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Kyros, the Hollow Warden

Large Undead (Cursed Revenant), Lawful Neutral · CR 8 (3,900 XP)

AC 17 (Natural Armor)  |  HP 161 (17d10+68)  |  Speed 40 ft.

20 (+5)STR
11 (+0)DEX
18 (+4)CON
12 (+1)INT
16 (+3)WIS
12 (+1)CHA

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.

Appears in 1 page
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Ladon, Hundred-Eyed Dragon

Large Creature · CR 12 staged · Boss guardian · Boss

AC 19  |  HP 298 (17d12+187)  |  Speed 40 ft., climb 30 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page

Lamia

Large Monstrosity, Chaotic Evil

16STR
13DEX
15CON
14INT
15WIS
16CHA

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.

Appears in 1 page
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Lampetia, Fog-Mother of Sirens

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)

14 (+2)STR
16 (+3)DEX
20 (+5)CON
14 (+2)INT
16 (+3)WIS
18 (+4)CHA

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.

Appears in 1 page
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Laurel-Knife Zealots

Medium Creature · CR 3 · Fanatic infiltrators

AC 15  |  HP 58  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Leonin Athlete

Medium Humanoid (Leonin), Neutral · CR 2 (450 XP)

AC 14 (natural)  |  HP 45 (6d8+18)  |  Speed 40 ft.

17 (+3)STR
15 (+2)DEX
16 (+3)CON
10 (+0)INT
12 (+1)WIS
11 (+0)CHA

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.

Appears in 1 page
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Leonin Pride-Captain

Medium Humanoid (Leonin), Lawful Evil · CR 4

AC 16  |  HP 76  |  Speed 35 ft.

18 (+4)STR
14 (+2)DEX
16 (+3)CON
11 (+0)INT
12 (+1)WIS
14 (+2)CHA

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).

Appears in 1 page
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Leonin Pride-Hunter

Medium Humanoid (Leonin), Neutral Evil · CR 2

AC 14  |  HP 39  |  Speed 35 ft.

16 (+3)STR
14 (+2)DEX
14 (+2)CON
10 (+0)INT
12 (+1)WIS
10 (+0)CHA

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.

Appears in 1 page
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Lernaean Hydra (Arena Echo)

Huge Monstrosity · CR 8 · Wave 2 · Labor II · Library centerpiece

AC 15  |  HP 172  |  Speed 30 ft., swim 30 ft.

20 (+5)STR
12 (+1)DEX
20 (+5)CON
2 (−4)INT
10 (+0)WIS
7 (−2)CHA

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.

Appears in 1 page
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Lernean Brood-Hydra (Lesser)

Huge Monstrosity, Unaligned · CR 8 · Staged lesser hydra · Phase 3 summon

AC 15  |  HP 150 (heads matter more)  |  Speed 30 ft., swim 30 ft.

20 (+5)STR
12 (+1)DEX
20 (+5)CON
2 (−4)INT
10 (+0)WIS
7 (−2)CHA

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.

Appears in 1 page
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Lesser Charybdis

Huge Monstrosity · CR 8 · OPTIONAL pressure · Mini ×2 (use 1)

AC 14  |  HP 126  |  Speed 0 ft., swim 40 ft.

20 (+5)STR
10 (+0)DEX
18 (+4)CON
3 (−4)INT
12 (+1)WIS
6 (−2)CHA

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.

Appears in 1 page
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Lesser Sphinx

Large celestial, lawful neutral · CR 9 (5,000 XP)

AC 17 (natural armour) | HP 161 (17d10 + 68) | Speed 40 ft., fly 60 ft.

18 (+4)STR
15 (+2)DEX
18 (+4)CON
17 (+3)INT
19 (+4)WIS
16 (+3)CHA

Saves Dex +6, Con +8, Int +7, Wis +8 · Skills Arcana +7, History +7, Insight +8, Perception +8, Religion +7 · Immune to psychic damage, charmed, frightened · Truesight 60 ft. · Darkvision 120 ft. · Save DC 16

Legendary Actions. It takes 2 legendary actions per round, one at a time and only at the end of another creature's turn, and regains them at the start of its own.

Magic Resistance. It has advantage on saving throws against spells and other magical effects.

Inscrutable. No magic can read its thoughts or sense its feelings, and Insight checks made to judge its intentions have disadvantage.

It Says So First. It never strikes without warning. Before its first attack in any encounter it states aloud, in plain words, which term was broken and what it intends to do about it. Until a term is broken it will not attack and will not permit a Riddle-Hound to.

Weight of the Question. A creature that attacks anyone while a question the sphinx has asked stands unanswered makes that attack roll with disadvantage and takes 11 (2d10) psychic damage. The sphinx does not count this as an attack of its own and its terms remain unbroken.

Bound by Its Own Rule. It must attempt any riddle put to it. A riddle it cannot answer — the DM's judgement, or a DC 16 Charisma (Performance) check for a party improvising one — stuns it until the end of its next turn, and it must then grant one honest answer or safe passage for one creature before it resumes. Cut it down while it is stunned and the passage it owed dies with it.

Multiattack. Two Claw attacks.

Claw. Melee, +8 to hit, reach 5 ft, one target. Hit: 18 (4d6 + 4) slashing damage.

Roar of Judgement (recharge 5–6). Only creatures that have broken its terms hear it as sound. Each such creature within 60 ft makes a DC 16 Wisdom save, taking 27 (6d8) thunder damage and being deafened until the end of its next turn on a failure, or half as much damage on a success. Anyone who kept the bargain hears a lid closing and nothing else.

Riddle-Magic (3/day). It casts zone of truth, dispel magic, tongues, or locate object, requiring no material components, with a spell save DC of 16.

Claw Swipe. It makes one Claw attack.

Ask (costs 2 actions). It puts a question to one creature within 60 ft that can hear it. That creature makes a DC 16 Wisdom save; on a failure its next action must be spent answering, and it cannot attack the sphinx until it has.

Appears in 4 pages

Lizardfolk Shaman

Medium Humanoid (Lizardfolk), Neutral

14STR
10DEX
14CON
12INT
16WIS
8CHA

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.

Appears in 1 page

Lizardfolk Warrior

Medium Humanoid (Lizardfolk), Neutral

16STR
10DEX
15CON
7INT
12WIS
7CHA

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).

Appears in 1 page
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Loom-Golem

Medium Creature · CR 7 · Pattern enforcer

AC 18  |  HP 152  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Lost Cohort Hoplite

Medium humanoid (human), neutral · CR 3 (700 XP)

AC 16 (patched linothorax, hoplon) | HP 55 (10d8 + 10) | Speed 30 ft.

15 (+2)STR
13 (+1)DEX
12 (+1)CON
10 (+0)INT
11 (+0)WIS
9 (−1)CHA

Saves Str +4 · Skills Athletics +4, Perception +2, Survival +2 · Darkvision 60 ft. (dark-grown eyes)

Still Drilling. While another Lost Cohort Hoplite is within 5 ft it has +1 AC (17) and its spear deals an extra 3 piercing damage. It spends its whole movement re-forming the line before it attacks, and it accepts an attack of opportunity to do so.

Hunger. If food, a waterskin, or a fresh kill is visible within 30 ft, it makes a DC 11 Wisdom saving throw at the start of its turn. On a failure it moves toward the food and attacks nothing that is not between it and the food. Half a day's rations breaks a line of these men more reliably than a spell does.

Obeys a Voice. It still answers the old Knossian drill. A creature that knows the calls — DC 15 Intelligence (History), a Cult of the Thread member, or a recovered order-standard — can use an action to give one command: Halt, Dress the Line, Ground Arms. The hoplite makes a DC 13 Wisdom saving throw and on a failure obeys until the end of its next turn.

Forty Years Lost. At the start of its turn, if it is below half hit points, or if the last other hoplite within 30 ft has fallen, it makes a DC 11 Wisdom saving throw. On a failure it grounds its spear and asks for water, for news of the king, and for the way out, in an accent two generations old. It does not fight again unless it is attacked or a Thread-Warden it can see orders it back into the line.

Multiattack. Two attacks with the bronze spear.

Bronze Spear. Melee or thrown, +4 to hit, reach 10 ft or range 20/60 ft, one target. Hit: 7 (1d10 + 2) piercing damage.

Ration Snatch. It grabs at food or a waterskin carried openly by a creature within 5 ft: DC 11 Dexterity saving throw or the item is in its hands, and it spends its next turn eating.

Hold the Line. When a creature within 5 ft tries to move past it, the hoplite makes one spear attack; on a hit the creature's movement ends.

Appears in 2 pages
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Lost Wanderer

Medium undead, neutral · CR 3 (700 XP)

AC 12 (unarmoured) | HP 55 (10d8 + 10) | Speed 30 ft.

13 (+1)STR
14 (+2)DEX
12 (+1)CON
10 (+0)INT
12 (+1)WIS
16 (+3)CHA

Skills Perception +3 · Resistant to cold, necrotic · Immune to poison damage, exhaustion, charmed, frightened, poisoned · Darkvision 60 ft.

The Last Hour. It walks the last hour of its life on a fixed route and repeats it forever. It does not see the party, does not attack, and cannot be spoken to. It turns hostile only if a creature stands in its path, touches it, takes or moves an object on its route, brings a light within 5 ft of its face, or speaks its name aloud. Read that list to yourself before the party goes anywhere near it, because everything else they do is safe.

Begins Again. Once hostile it fights for 1 minute, then stops mid-swing, turns, and resumes its route from the start at its full hit points if it was not destroyed. Killing one costs the party resources and buys them nothing at all.

Laid to Rest. It is destroyed for good, without a fight, if its errand is completed: the jar set down where it was going, the message delivered, the door it was walking to opened. A creature that watches one full circuit and succeeds on a DC 13 Insight check works out what the errand is. A creature that guesses wrong and acts on it makes the wanderer hostile.

Multiattack. Two grave-cold touches.

Grave-Cold Touch. Melee, +4 to hit, reach 5 ft, one target. Hit: 9 (2d6 + 2) cold damage, and the target must succeed on a DC 13 Wisdom save or see the wanderer's last hour from inside and have disadvantage on its next attack roll.

Do Not Take That. When a creature within 10 ft picks up, moves, or destroys an object on its route, the wanderer moves up to 10 ft toward that creature and makes one grave-cold touch attack against it. It uses this reaction even while it is not yet hostile, and then it is.

Appears in 6 pages
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Lykaia, Priestess of the Nine Throats

Medium humanoid (human shapechanger), chaotic neutral · CR 9 (5,000 XP)

AC 16 (wolfskin, no shield, very fast) | HP 150 (20d8 + 60) | Speed 40 ft.

16 (+3)STR
20 (+5)DEX
16 (+3)CON
12 (+1)INT
18 (+4)WIS
16 (+3)CHA

Saves Dex +9, Wis +8 · Skills Athletics +7, Insight +8, Perception +12, Religion +5, Survival +12 · Darkvision 60 ft. · Passive Perception 22 · Passive Insight 17

Legendary Resistance (2/Day). If she fails a saving throw, she can choose to succeed instead.

Legendary Actions (3/Round). She spends 3 legendary actions each round, one at a time at the end of another creature's turn, and regains them at the start of her own. She has none during a duel.

The Circle. While a single-combat duel she has offered is being honoured, no Beasts of the Hunt creature crosses the scent-line, she attacks only the challenger, she takes no legendary actions, and she fights at half her hit point maximum. The duel ends at first blood, at a yield, or the instant a third party interferes.

Reads the Line. On first seeing a group she identifies its most dangerous fighter and names them aloud. She is correct; the DM should simply pick the character the table would pick. She addresses that character for the rest of the encounter whether or not they answer.

Keeps Her Word. Terms she agrees to aloud bind her absolutely, including terms that cost her the fight, and she expects the same. A creature that breaks terms with her is the only target she pursues out of the chamber, and she will follow it for a mile.

Wolf-Shape. When the circle breaks or she first drops to 75 hit points she takes the half-wolf. Her speed becomes 50 ft, she loses her spear attacks and gains the bite, she has advantage on Perception checks that rely on smell — and she cannot speak or be spoken to. Nothing turns her back tonight.

Nose First. Within 10 ft of thick smoke, spilled vinegar, or scattered pepper she loses her advantage on Perception and has disadvantage on attack rolls against creatures she cannot see. Every hound in the room shares this and the party can work it out by watching one of them lose a trail.

Multiattack. Two attacks with the hunting spear, or three bites in the wolf-shape.

Hunting Spear. Melee or thrown, +9 to hit, reach 10 ft or range 20/60 ft, one target. Hit: 14 (2d8 + 5) piercing damage.

Bite. Wolf-shape only. Melee, +9 to hit, reach 5 ft, one target. Hit: 16 (2d10 + 5) piercing damage, and a Medium or smaller target makes a DC 16 Strength saving throw or is knocked prone.

Howl the Throats (recharge 5–6). She calls the pack. Each hostile creature within 30 ft that can hear her makes a DC 16 Wisdom saving throw or is frightened until the end of its next turn, and three Two-Headed Death Dogs arrive at the start of the round after next, one from each of three unoccupied tunnel mouths of the DM's choice. There are nine hounds in total and she cannot call a tenth.

Cut the Ring. She moves up to 30 ft without provoking opportunity attacks, so long as the movement begins or ends in darkness or in a tunnel mouth. She will not cross the scent-line with this while a duel holds.

Pack Answer. When a Beasts of the Hunt creature within 60 ft drops to 0 hit points, she moves up to 20 ft toward whatever did it and makes one attack against it.

Circle (costs 1). She moves up to half her speed without provoking opportunity attacks.

Set On (costs 1). One hound within 60 ft that can hear her uses its reaction to move up to its speed and make one bite attack.

Strike (costs 2). She makes one spear or bite attack.

Appears in 1 page
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Macareus, the Blessed Blade

Medium Celestial (demigod-blooded), Lawful Evil · CR 5 · Kingly exile of Lesbos

AC 18 (solar panoply)  |  HP 97 (13d8+39)  |  Speed 30 ft.

18 (+4)STR
12 (+1)DEX
16 (+3)CON
12 (+1)INT
14 (+2)WIS
16 (+3)CHA

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.

Appears in 1 page
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Maenad of the Vat

Medium humanoid (maenad), chaotic neutral · CR 3 (700 XP)

AC 13 (unarmoured) | HP 52 (8d8 + 16) | Speed 30 ft.

14 (+2)STR
16 (+3)DEX
14 (+2)CON
9 (−1)INT
12 (+1)WIS
16 (+3)CHA

Skills Acrobatics +5, Performance +5 · Immune to charmed, frightened · Resistant to poison damage

Only the Standing. She will not attack a creature that is prone, unconscious, or empty-handed. She steps over it, without using her reaction, to reach the nearest creature still on its feet. A party that goes down and stays down is stepped over.

Carried Out, Not Killed. At 0 hit points she drops unconscious and stable rather than dying, laughing, and takes no further part. Only a deliberate coup de grace kills her, and her sisters remember which of the party struck it.

Answers Only in Song. She cannot be reasoned with: Persuasion and Intimidation fail automatically against her. A creature that spends its action drinking with her, or matching her dance with a DC 13 Performance check, becomes a reveller in her eyes. She will not attack that creature until it attacks her or another maenad.

Keeps the Beat. While she can hear a Satyr Piper playing within 60 ft, her speed increases by 10 ft and she has advantage on Acrobatics and Athletics checks. Stop the pipes and she is merely fast.

Multiattack. Two attacks with the thyrsus, or one thyrsus and one with her nails.

Thyrsus. Melee, +5 to hit, reach 10 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage, and if she moved 20 ft or more this turn, 3 (1d6) extra.

Rending Nails. Melee, +5 to hit, reach 5 ft, one target. Hit: 8 (2d4 + 3) slashing damage. Against a creature she has already hit with the thyrsus this turn, she has advantage.

Drink Deep. She drains the skin at her hip: she gains 5 temporary hit points, and until the start of her next turn attack rolls against her have advantage. She does this whenever she is bloodied and whenever the pipes change key.

Appears in 3 pages

Manticore

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

17 (+3)STR
16 (+3)DEX
17 (+3)CON
7 (-2)INT
12 (+1)WIS
8 (-1)CHA

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.

Appears in 1 page
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Marble Chorister

Medium construct, unaligned · CR 4 (1,100 XP)

AC 17 (polished marble) | HP 76 (9d8 + 36) | Speed 20 ft.

18 (+4)STR
10 (+0)DEX
18 (+4)CON
6 (−2)INT
12 (+1)WIS
16 (+3)CHA

Saves Con +6 · Skills Performance +5, Perception +3 · Vulnerable to bludgeoning and thunder · Immune to poison damage, psychic damage, charmed, exhaustion, frightened, paralyzed, poisoned · Darkvision 60 ft.

Sung in Threes. While two other singing Marble Choristers are within 30 ft, all three act on the same initiative count — the highest of the three — and each has +2 AC (19) and a marble fist that deals an extra 3 thunder damage. Break the chord and every part of this ends at once.

Re-Forms the Rank. On its turn it spends its whole movement closing to within 30 ft of two other choristers if the chord is broken and it can be re-formed, even through an attack of opportunity, before it attacks anything.

Will Not Sing Alone. If no other chorister is within 30 ft, it falls silent: it takes no action and no movement until a creature attacks it, touches its plinth, or a Choirmaster of the Plinth cues it.

Marble Dust. A creature that reduces it to 0 hit points, or that hits it with a bludgeoning weapon, is dusted white — disadvantage on Stealth until it washes.

Multiattack. Two attacks with the marble fist.

Marble Fist. Melee, +6 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Held Note (recharge 5–6). It holds one note without breath. Each creature within 15 ft that can hear it makes a DC 13 Constitution saving throw; on a failure it is deafened and cannot cast a spell with a verbal component until the end of its next turn.

Take Up the Line. When a Marble Chorister within 30 ft is destroyed, it moves up to its speed toward that chorister's space without provoking attacks of opportunity.

Appears in 3 pages
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Mare of Diomedes

Large Beast · CR 4 · Wave 3 · Labor VIII

AC 14  |  HP 76  |  Speed 60 ft.

18 (+4)STR
14 (+2)DEX
16 (+3)CON
3 (−4)INT
12 (+1)WIS
7 (−2)CHA

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.

Appears in 1 page

Marsh Hydra

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.

Appears in 1 page
☠

Mask of Discord (Eris Agent)

Medium Fey (shapechanger), Chaotic Evil · CR 5 (1,800 XP)

AC 15  |  HP 84 (13d8+26)  |  Speed 30 ft.

10 (+0)STR
18 (+4)DEX
14 (+2)CON
14 (+2)INT
12 (+1)WIS
18 (+4)CHA

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).

Appears in 1 page

Medusa Sentinel

Medium Monstrosity, Lawful Evil

10STR
15DEX
16CON
12INT
13WIS
15CHA

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.

Appears in 1 page
🐍

Medusid Sorcerer (Kephira)

Medium Monstrosity, Neutral Evil · CR 10 (5,900 XP) · Branch C Boss

AC 16 (natural armor)  |  HP 145 (20d8+60)  |  Speed 30 ft.

10 (+0)STR
16 (+3)DEX
16 (+3)CON
17 (+3)INT
14 (+2)WIS
18 (+4)CHA

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.

Appears in 1 page
☠

Midnight Chorus of Dionysus

Large Creature · CR 11 · Boss swarm-avatar of divine revel, not the god himself · Boss

AC 17  |  HP 205  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Minotaur Athlete

Large Monstrosity, Chaotic Neutral · CR 3 (700 XP)

AC 14 (natural)  |  HP 76 (9d10+27)  |  Speed 40 ft.

18 (+4)STR
11 (+0)DEX
16 (+3)CON
6 (−2)INT
16 (+3)WIS
9 (−1)CHA

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.

Appears in 1 page
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Minotaur Champion

Large monstrosity, chaotic evil · CR 11 (7,200 XP)

AC 17 (bronze plates lashed to hide) | HP 184 (16d10 + 96) | Speed 40 ft.

20 (+5)STR
12 (+1)DEX
22 (+6)CON
8 (−1)INT
14 (+2)WIS
12 (+1)CHA

Saves Str +9, Con +10, Wis +6 · Skills Athletics +9, Perception +6, Survival +6 · Darkvision 60 ft.

Legendary Resistance (2/Day). If it fails a saving throw, it can choose to succeed instead.

Legendary Actions (3/Round). It spends 3 legendary actions each round, one at a time at the end of another creature's turn, and regains them at the start of its own.

Reckless Charge. At the start of its turn it can choose to charge recklessly: it has advantage on melee attack rolls this turn, and attack rolls against it have advantage until the start of its next turn. Below half hit points it does this every turn without being asked.

Trailing Chain. Forty feet of bronze chain runs from the collar at its neck and drags behind it. A creature within 5 ft of any part of the chain can use an action to jam it into a ring, crack, or wheel with a DC 16 Strength (Athletics) check. While jammed the Champion cannot move more than 40 ft from that point and cannot use Reckless Charge; it clears the jam with one action and a DC 16 Strength check.

Will Not Gore the Still. It ignores a creature that is prone and motionless. It snorts over a fallen enemy and turns to whatever is still moving, so a downed character is not finished off and playing dead works exactly once per creature.

Sun-Starved. It has been penned in the dark since it was calved. In bright light it has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Multiattack. Three attacks: two with the labrys and one gore.

Labrys. Melee, +9 to hit, reach 10 ft, one target. Hit: 18 (2d12 + 5) slashing damage.

Gore. Melee, +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) piercing damage, and a Large or smaller target must succeed on a DC 17 Strength saving throw or be pushed 10 ft.

Gore-Toss (recharge 5–6). It hooks one Large or smaller creature within 10 ft, which makes a DC 17 Strength saving throw. On a failure it is thrown 30 ft in a straight line, takes 21 (6d6) bludgeoning damage, and lands prone; if a wall or pillar stops the throw short it takes a further 10 (3d6). Any creature in the flight path makes a DC 15 Dexterity saving throw, taking 10 (3d6) bludgeoning damage and falling prone on a failure.

Chain Sweep. When a creature it can see moves out of its reach, it whips the loose chain around: DC 17 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and have its movement end.

Turn (costs 1). It moves up to half its speed in a straight line without provoking opportunity attacks.

Stamp (costs 2). Each creature within 10 ft makes a DC 17 Dexterity saving throw or is knocked prone.

Labrys (costs 2). It makes one labrys attack.

Appears in 4 pages

Minotaur Guard

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

18 (+4)STR
11 (+0)DEX
16 (+3)CON
6 (-2)INT
16 (+3)WIS
9 (-1)CHA

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.

Appears in 1 page
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Minotaur Hoplite

Large Monstrosity, Lawful Evil · CR 4 (1,100 XP)

AC 16 (plate, shield)  |  HP 76 (9d10+27)  |  Speed 40 ft.

20 (+5)STR
10 (+0)DEX
17 (+3)CON
8 (−1)INT
10 (+0)WIS
9 (−1)CHA

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.

Appears in 1 page
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Myrrha of the Nine Jars

Medium fiend (lamia), neutral evil · CR 8 (3,900 XP)

AC 15 (natural armor) | HP 142 (19d8 + 57) | Speed 30 ft., climb 20 ft.

18 (+4)STR
16 (+3)DEX
16 (+3)CON
15 (+2)INT
16 (+3)WIS
20 (+5)CHA

Saves Wis +6, Cha +8 · Skills Deception +8, Insight +6, Perception +6 · Darkvision 120 ft. · Passive Perception 16

Hospitality Bound. While a guest has not struck her, taken a jar unpaid, broken a jar, or lied about a memory she has accepted, she cannot attack that guest and does not permit her attendants to. She states all four conditions aloud before any business.

The Nine Jars. Nine unlabelled jars sit on the top shelf. If she is reduced to 0 hit points, all nine break at once: every creature in the room makes a DC 16 Wisdom save or is stunned for 1 minute, reliving somebody else's life, repeating a save at the end of each of its turns.

Cloying Air. A creature that ends its turn within 10 ft of her makes a DC 16 Constitution save or has disadvantage on saving throws against her effects until the end of its next turn.

Multiattack. She makes one Bite attack and two Nail attacks.

Bite. Melee weapon attack, +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 7 (2d6) psychic damage.

Nail. Melee weapon attack, +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Draught of Yesterday (Recharge 5–6). She breaks a jar into a 30-ft cone. Each creature there makes a DC 16 Wisdom save, taking 27 (6d8) psychic damage and being incapacitated until the end of its next turn on a failure, or half as much damage and no condition on a success.

Slip the Shelves. She moves up to 20 ft along a wall or shelving without provoking opportunity attacks.

Name the Offence. When a creature she can see breaks hospitality, she says what they did, aloud. Each creature within 20 ft makes a DC 16 Wisdom save or is frightened of her until the end of its next turn.

Appears in 1 page
🦁

Nemean Lion (Arena Echo)

Large Beast · CR 6 · Wave 1 · Labor I

AC 17  |  HP 136  |  Speed 50 ft.

20 (+5)STR
15 (+2)DEX
18 (+4)CON
4 (−3)INT
14 (+2)WIS
10 (+0)CHA

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.

Appears in 1 page
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Nest Sentinel of Ares

Medium Creature · CR 6 · Armored bruiser

AC 17  |  HP 110  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
🏹

Nettles, the Satyr Archer

Medium Fey, Chaotic Neutral · CR 2 (450 XP)

AC 14 (leather)  |  HP 35 (7d8+7)  |  Speed 40 ft.

12 (+1)STR
18 (+4)DEX
12 (+1)CON
10 (+0)INT
14 (+2)WIS
12 (+1)CHA

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.

Appears in 1 page
🦠

Nosos, Sickness (Twin Sorrow)

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)

6 (−2)STR
16 (+3)DEX
18 (+4)CON
12 (+1)INT
16 (+3)WIS
16 (+3)CHA

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.

Appears in 1 page

Nymph Skirmisher (Dryad)

Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)

AC 15 (natural)  |  HP 45 (10d8)  |  Speed 30 ft.

10 (+0)STR
16 (+3)DEX
13 (+1)CON
12 (+1)INT
15 (+2)WIS
16 (+3)CHA

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.

Appears in 1 page

Nymph Skirmisher (Leimniad)

Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)

AC 15 (natural)  |  HP 45 (10d8)  |  Speed 30 ft.

10 (+0)STR
16 (+3)DEX
13 (+1)CON
12 (+1)INT
15 (+2)WIS
16 (+3)CHA

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.

Appears in 1 page

Nymph Skirmisher (Meliae)

Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)

AC 15 (natural)  |  HP 45 (10d8)  |  Speed 30 ft.

10 (+0)STR
16 (+3)DEX
13 (+1)CON
12 (+1)INT
15 (+2)WIS
16 (+3)CHA

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.

Appears in 1 page

Nymph Skirmisher (Naiad)

Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)

AC 15 (natural)  |  HP 45 (10d8)  |  Speed 30 ft., swim 30 ft.

10 (+0)STR
16 (+3)DEX
13 (+1)CON
12 (+1)INT
15 (+2)WIS
16 (+3)CHA

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.

Appears in 1 page

Nymph Skirmisher (Nereid)

Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)

AC 15 (natural)  |  HP 45 (10d8)  |  Speed 30 ft., swim 40 ft.

10 (+0)STR
16 (+3)DEX
13 (+1)CON
12 (+1)INT
15 (+2)WIS
16 (+3)CHA

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.

Appears in 1 page

Nymph Skirmisher (Oceanid)

Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)

AC 15 (natural)  |  HP 45 (10d8)  |  Speed 30 ft., swim 40 ft.

10 (+0)STR
16 (+3)DEX
13 (+1)CON
12 (+1)INT
15 (+2)WIS
16 (+3)CHA

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.

Appears in 1 page

Nymph Skirmisher (Oread)

Medium Fey (Corrupted), Unaligned · CR 3 (700 XP)

AC 15 (natural)  |  HP 45 (10d8)  |  Speed 30 ft.

10 (+0)STR
16 (+3)DEX
13 (+1)CON
12 (+1)INT
15 (+2)WIS
16 (+3)CHA

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.

Appears in 1 page
🔥

Nyxantha, the Grieving Torch

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)

12 (+1)STR
18 (+4)DEX
18 (+4)CON
14 (+2)INT
18 (+4)WIS
20 (+5)CHA

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.

Appears in 1 page
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Orthrus

Large Monstrosity, Neutral Evil · CR 5 · Two-headed hound · NOT Cerberus

AC 14  |  HP 85  |  Speed 50 ft.

18 (+4)STR
14 (+2)DEX
16 (+3)CON
4 (−3)INT
12 (+1)WIS
7 (−2)CHA

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.

Appears in 1 page
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Palace Sentinel of Aea

Medium Humanoid, Lawful Evil · CR 5

AC 17  |  HP 84  |  Speed 30 ft.

16 (+3)STR
12 (+1)DEX
14 (+2)CON
11 (+0)INT
12 (+1)WIS
12 (+1)CHA

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).

Appears in 1 page
⚱️

Pandora, the Opened One

Medium Humanoid (Divinely Crafted, Haunted), Chaotic Neutral · CR 13 (10,000 XP)

AC 17 (Veil of Sorrows)  |  HP 190 (20d8+100)  |  Speed 30 ft.

10 (+0)STR
14 (+2)DEX
20 (+5)CON
16 (+3)INT
14 (+2)WIS
22 (+6)CHA

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.

Appears in 1 page
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Panpipe Trickster

Medium Creature · CR 6 · Fey misdirector and stealth antagonist

AC 16  |  HP 82  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Parnassus Cliff Viper

Medium Beast, Unaligned · CR 2 (450 XP)

AC 14  |  HP 45 (7d8+14)  |  Speed 40 ft., climb 40 ft.

10 (+0)STR
18 (+4)DEX
14 (+2)CON
2 (−4)INT
12 (+1)WIS
5 (−3)CHA

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).

Appears in 1 page
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Peacock-Eyed Warden

Medium Construct (temple bronze), Unaligned · CR 5 (1,800 XP) · Enc. 2

AC 18 (bronze plate)  |  HP 95 (10d8+50)  |  Speed 30 ft.

18 (+4)STR
12 (+1)DEX
20 (+5)CON
3 (−4)INT
14 (+2)WIS
1 (−5)CHA

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.

Appears in 1 page
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Peak-Brood Androsphinx

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.

18 (+4)STR
14 (+2)DEX
16 (+3)CON
16 (+3)INT
14 (+2)WIS
16 (+3)CHA

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.

Appears in 1 page

Pegasus

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

18 (+4)STR
15 (+2)DEX
16 (+3)CON
10 (+0)INT
15 (+2)WIS
13 (+1)CHA

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.

Appears in 1 page
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Persephone, Queen of the Unquiet

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)

14 (+2)STR
18 (+4)DEX
18 (+4)CON
16 (+3)INT
20 (+5)WIS
20 (+5)CHA

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.

Appears in 1 page
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Phlegon, the Burning

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.

20 (+5)STR
14 (+2)DEX
18 (+4)CON
6 (−2)INT
12 (+1)WIS
14 (+2)CHA

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.

Appears in 1 page
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Plague-Thing

Medium undead, unaligned · CR 5 (1,800 XP)

AC 14 (unarmoured, thin as steam) | HP 82 (15d8 + 15) | Speed 30 ft.

12 (+1)STR
16 (+3)DEX
12 (+1)CON
8 (−1)INT
15 (+2)WIS
14 (+2)CHA

Saves Wis +5 · Skills Stealth +6, Perception +5 · Resistant to cold, necrotic · Vulnerable to radiant · Immune to poison damage, poisoned, disease · Darkvision 60 ft.

Feeds on the Sick. At the start of its turn, if any creature within 30 ft is poisoned, diseased, or carrying a level of exhaustion, it regains 10 hit points. Clean the party up — lesser restoration, a healer's kit and an action, a jar of clean water — and it starves.

Rides the Swarm. While a Gnawing Swarm is within 30 ft, the Plague-Thing may make Fevered Touch attacks from any space that swarm occupies, and the swarm's bites carry its Contagion. It hides inside the swarm and will not step out of one while it has a choice.

Shuns the Clean Flame. It cannot enter or willingly remain within 5 ft of an open flame larger than a torch, and while within 5 ft of one it has disadvantage on attack rolls. Braziers, lamp-oil, and a lit doorway are walls to it.

Kills Nothing Quickly. It will not attack an unconscious creature; a dying host spreads further than a dead one. It moves past the fallen to reach whoever is still walking.

Multiattack. Two Fevered Touch attacks.

Fevered Touch. Melee, +6 to hit, reach 5 ft, one target. Hit: 12 (2d8 + 3) necrotic damage, and the target makes a DC 13 Constitution saving throw or is poisoned until the end of its next turn.

Contagion (recharge 5–6). It breathes out the sweating sickness. Each creature within 15 ft makes a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failure, or half as much on a success. On a failure the creature is also infected: it cannot regain hit points and has disadvantage on ability checks, repeating the save at the end of each of its turns to end the infection.

Miasma Step. It moves up to its speed through other creatures' spaces. The first creature whose space it passes through this turn makes a DC 13 Constitution saving throw or is poisoned until the end of its next turn.

Appears in 3 pages
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Pride-Drunk Hunter

Medium Creature · CR 5 · Rival elite with a fragile oath

AC 16  |  HP 78  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Proteus, Old Man of the Sea (Shaikh al-Bahr)

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.

16 (+3)STR
12 (+1)DEX
14 (+2)CON
13 (+1)INT
14 (+2)WIS
15 (+2)CHA

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).

Appears in 1 page
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Pyrakmon, Elder Cyclops

CR 10 · ~5,900 XP

Huge Giant, Chaotic Neutral · Boss · Custom

AC 16 (natural armor) HP 200 (16d12+80) Speed 40 ft. Darkvision 60 ft.
STR25(+7)
DEX9(−1)
CON21(+5)
INT8(−1)
WIS10(+0)
CHA9(−1)
Saves STR +11, CON +9  |  Skills Athletics +11, Perception +4
Single Eye. Disadvantage on Perception checks beyond 30 ft. and on all ranged attack rolls. Cannot detect Invisible creatures.
Earthshaker. When moving 20+ ft. during his turn, each creature within 10 ft. makes DC 19 STR save or falls Prone.
Legendary Resistance (2/Day). On a failed save, may choose to succeed instead.
Multiattack. Two Greatclub attacks.
Greatclub. +11 to hit, reach 10 ft. Hit: 3d8+7 bludgeoning.
Rock (Disadvantage). +11 to hit, 30/120 ft. Hit: 4d10+7 bludgeoning. DC 19 STR save or Prone.
Fling. One Medium or smaller creature within 10 ft.: DC 19 STR save or hurled 30 ft., Prone, 3d8+7 bludgeoning. Landing zone: 2d6 bludgeoning (DC 15 DEX half).
Thunderous Roar (Recharge 5–6). All within 30 ft. that can hear: DC 15 WIS or Frightened until end of their next turn.
Blind Swipe. When hit by a melee attack, make one Greatclub attack vs. the attacker. Triggers once per round.
Move (Cost 1). Move up to half speed; no opportunity attacks.
Stomp (Cost 1). One creature within 10 ft.: DC 19 DEX or 2d6+7 bludgeoning + Prone.
Sweep (Cost 2). One Greatclub attack vs. every creature within 10 ft.
Appears in 1 page
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Pyre-Hound

Medium elemental, unaligned · CR 3 (700 XP)

AC 15 (natural armour) | HP 52 (7d8 + 21) | Speed 50 ft.

16 (+3)STR
15 (+2)DEX
16 (+3)CON
6 (−2)INT
13 (+1)WIS
6 (−2)CHA

Skills Perception +3, Stealth +4 · Immune to fire · Vulnerable to cold · Darkvision 60 ft.

Ember Coat. A creature that touches the hound or ends its turn within 5 ft of it takes 3 (1d6) fire damage. Rope, oil, tallow, and dry cloth in that space catch light.

Quenched. When it takes cold damage, or a creature empties a waterskin or larger vessel over it, Ember Coat and the fire damage on its bite stop until the end of its next turn and its speed is halved. It gives ground while wet and comes back the moment it steams dry.

Will Not Wade. It will not enter water deeper than its hocks and will not follow prey into a pool or a channel, even to finish a dying creature. Standing water is a wall to it.

Death Pyre. When it drops to 0 HP it comes apart in a gout of flame. Each creature within 10 ft makes a DC 13 Dexterity save, taking 10 (3d6) fire damage on a failure or half as much on a success. Killing the pack in a huddle kills the party's front line with it.

Bite. Melee, +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

Ember Cough (recharge 5–6). It coughs cinders in a 15-ft cone. Each creature in the area makes a DC 13 Dexterity save, taking 14 (4d6) fire damage on a failure or half as much on a success.

Drive. After it hits with a bite it may shove the target 5 ft toward the nearest open flame, hot metal, or heated floor: DC 13 Strength save to hold ground. The pack would rather stand a body in the coals than bite it twice.

Appears in 5 pages
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Pyrikaus Legionnaire (Fire)

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.

Appears in 1 page
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Pyrois, the Fiery

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.

20 (+5)STR
14 (+2)DEX
18 (+4)CON
6 (−2)INT
12 (+1)WIS
14 (+2)CHA

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.

Appears in 1 page
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Python the Green Coil

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.

22 (+6)STR
14 (+2)DEX
18 (+4)CON
6 (−2)INT
14 (+2)WIS
8 (−1)CHA

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.

Appears in 1 page
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Python the Shed-Bone

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.

20 (+5)STR
12 (+1)DEX
16 (+3)CON
10 (+0)INT
14 (+2)WIS
12 (+1)CHA

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.

Appears in 1 page
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Python-Spawn of the False Voice

Large Creature · CR 10 · Boss, prophetic serpent monster · Boss

AC 18  |  HP 196  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Pythonide Coilborn

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.

13 (+1)STR
14 (+2)DEX
14 (+2)CON
10 (+0)INT
12 (+1)WIS
11 (+0)CHA

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.

Appears in 1 page
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Pythonide Hierophant

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.

14 (+2)STR
16 (+3)DEX
16 (+3)CON
12 (+1)INT
15 (+2)WIS
14 (+2)CHA

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.

Appears in 1 page
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Pythonide Skene-Binder

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.

14 (+2)STR
14 (+2)DEX
14 (+2)CON
12 (+1)INT
13 (+1)WIS
12 (+1)CHA

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).

Appears in 1 page
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Pythonide Skopos

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.

12 (+1)STR
17 (+3)DEX
16 (+3)CON
11 (+0)INT
14 (+2)WIS
10 (+0)CHA

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.

Appears in 1 page
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Queen Lamia of Crisa, the Sleepless

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.

20 (+5)STR
18 (+4)DEX
22 (+6)CON
17 (+3)INT
18 (+4)WIS
22 (+6)CHA

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.

Appears in 1 page
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Razor-Feather Flock

Medium Creature · CR 5 · Area denial swarm

AC 14  |  HP 92  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Razorback Sounder

Medium Creature · CR 3 · Skirmishing beasts and living alarms

AC 14  |  HP 45  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Reef-Hound

Large Beast, Unaligned · CR 3 (700 XP) · Shark mini

AC 14 (natural)  |  HP 76 (9d10+27)  |  Speed 20 ft., swim 50 ft.

18 (+4)STR
13 (+1)DEX
17 (+3)CON
2 (−4)INT
12 (+1)WIS
5 (−3)CHA

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.

Appears in 1 page
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Rhino Minotaur

Large Monstrosity, Neutral · CR 4 (1,100 XP)

AC 15 (natural)  |  HP 76 (9d10+27)  |  Speed 40 ft.

20 (+5)STR
10 (+0)DEX
17 (+3)CON
6 (−2)INT
12 (+1)WIS
8 (−1)CHA

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.

Appears in 1 page
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Riddle-Hound

Medium monstrosity, lawful neutral · CR 4 (1,100 XP)

AC 15 (natural armour) | HP 76 (9d8 + 36) | Speed 40 ft.

17 (+3)STR
14 (+2)DEX
18 (+4)CON
10 (+0)INT
16 (+3)WIS
12 (+1)CHA

Saves Con +6, Wis +5 · Skills Athletics +5, Insight +5, Perception +5 · Immune to charmed · Darkvision 60 ft.

Will Not Interrupt an Answer. It cannot attack, and will not move to attack, any creature that is speaking an answer to a question one of the Sphinx & Riddlers put to it. Rambling counts. Stalling counts. Wrong counts. The protection ends the instant that creature stops speaking, attacks, or says it will not answer.

Truth-Scented. It knows when it hears a deliberate lie, though never what the truth is. Against a creature that has lied to it, its bite deals an extra 5 (2d4) psychic damage until that creature says something true aloud.

Keen Hearing and Smell. It has advantage on Perception checks that rely on hearing or smell, and it cannot be surprised by anything that breathes.

Multiattack. Two Bite attacks.

Bite. Melee, +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) piercing damage.

Baying Question (recharge 5–6). It barks a question in a voice like a dragging hinge. Each creature within 30 ft that can hear it makes a DC 13 Wisdom save; on a failure it cannot take reactions and has disadvantage on attack rolls until it speaks an answer aloud, which costs it nothing but the words.

Circle the Speaker. It moves up to 20 ft to end within 5 ft of whoever is answering, without provoking opportunity attacks. Move the miniature every time the speaker changes; the party should be able to see who it is listening to.

Punish the Interruption. When a creature within 30 ft makes an attack while a question stands unanswered, the hound moves up to its speed toward that creature and makes one Bite attack against it with advantage.

Appears in 4 pages
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Ritual Naiad Sorceress

Medium Humanoid (Nymph), Neutral Evil · CR 6 (2,300 XP)

AC 15  |  HP 65 (10d8+20)  |  Speed 30 ft., Swim 30 ft.

10 (+0)STR
16 (+3)DEX
14 (+2)CON
16 (+3)INT
14 (+2)WIS
18 (+4)CHA

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.

Appears in 1 page
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Roc of Serendib (Rukh)

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.

28 (+9)STR
10 (+0)DEX
20 (+5)CON
3 (−4)INT
12 (+1)WIS
9 (−1)CHA

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.

Appears in 1 page
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Rock-Grappler Raider

Medium Creature · CR 3 · Boarding skirmisher

AC 16  |  HP 74  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Sacred Way Adder Swarm

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.

12 (+1)STR
16 (+3)DEX
12 (+1)CON
1 (−5)INT
10 (+0)WIS
3 (−4)CHA

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.

Appears in 1 page
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Sahuagin Raider

Medium Humanoid (Sahuagin), Lawful Evil · CR 1/2 (100 XP)

AC 12 (natural armor)  |  HP 22 (4d8+4)  |  Speed 30 ft., Swim 40 ft.

13 (+1)STR
11 (+0)DEX
12 (+1)CON
12 (+1)INT
13 (+1)WIS
9 (−1)CHA

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.

Appears in 1 page
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Satyr Hoplite

Medium Fey, Lawful Neutral · CR 3 (700 XP)

AC 16 (scale mail, shield)  |  HP 58 (9d8+18)  |  Speed 30 ft.

16 (+3)STR
13 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
12 (+1)CHA

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.

Appears in 1 page
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Satyr Hoplite

Medium Fey, Chaotic Neutral · CR 2 (450 XP)

AC 15 (leather armor, shield)  |  HP 22 (4d8+4)  |  Speed 40 ft.

14 (+2)STR
13 (+1)DEX
13 (+1)CON
10 (+0)INT
10 (+0)WIS
12 (+1)CHA

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.

Appears in 1 page
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Satyr Piper

Medium fey, chaotic neutral · CR 4 (1,100 XP)

AC 14 (goat-leather jerkin) | HP 71 (11d8 + 22) | Speed 40 ft.

12 (+1)STR
16 (+3)DEX
14 (+2)CON
12 (+1)INT
13 (+1)WIS
18 (+4)CHA

Saves Dex +5, Cha +6 · Skills Performance +8, Persuasion +6, Stealth +5 · Advantage on saves against spells · Darkvision 60 ft.

While the Pipes Play. If the piper played on its last turn, every allied creature within 60 ft that can hear it adds 10 ft to its speed and has advantage on saves against being charmed or frightened. The buff ends the instant the tune does, and the tune ends if the piper is killed, deafened, silenced, grappled, or made to move at speed.

Broken Tune. When the piper takes 15 or more damage from a single source, it must succeed on a DC 13 Constitution save or the reed splits from its lip: the tune stops and it must spend an action to start again. The pipes themselves are AC 12, 5 hit points, and it will not fight for them if they fall.

Terms Between Verses. While it is above half its hit points, a creature may spend an action to offer wine, a boast, or a song the maze has not heard and make a DC 14 Persuasion check. On a success the piper stops playing for one round and names its price aloud. On a failure it plays louder: the speaker is the revel's target of choice until the end of the next round, and every ally that can hear the pipes moves toward that speaker first.

Never the First to Bleed. At or below half hit points it will not stand in melee. It moves behind the largest ally it can reach and keeps playing, and it will abandon a fight it is losing without a word to anyone.

Pipes of the Long Revel. Every creature of the piper's choice within 30 ft that can hear it must succeed on a DC 14 Wisdom save or be charmed for 1 minute. A charmed creature will not attack the revel, and repeats the save at the end of each of its turns and whenever it takes damage. On a success it is immune to these pipes for 24 hours.

Ram. Melee, +5 to hit, reach 5 ft, one target. Hit: 8 (2d4 + 3) bludgeoning damage, and a Medium or smaller target must succeed on a DC 13 Strength save or be pushed 10 ft.

Horn Bow. Ranged, +5 to hit, range 80/320 ft, one target. Hit: 7 (1d8 + 3) piercing damage. It shoots only when it is not playing, which tells the party the tune has stopped.

Goat's Leap. It moves up to 20 ft without provoking opportunity attacks, and may make this move while playing.

Appears in 3 pages
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Satyr War-Chief (Pyrakios)

Medium Fey, Chaotic Evil · CR 8 (3,900 XP) · Branch A Boss

AC 17 (scale mail, shield)  |  HP 120 (16d8+48)  |  Speed 40 ft.

17 (+3)STR
16 (+3)DEX
15 (+2)CON
12 (+1)INT
14 (+2)WIS
18 (+4)CHA

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.

Appears in 1 page
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Savano, Broken Form

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.

22 (+6)STR
14 (+2)DEX
24 (+7)CON
20 (+5)INT
18 (+4)WIS
20 (+5)CHA

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).

Appears in 1 page
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Savano, the Ancient Sphinx

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.

26 (+8)STR
14 (+2)DEX
24 (+7)CON
22 (+6)INT
20 (+5)WIS
22 (+6)CHA

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.

Appears in 1 page
⚔

Scyllan Horror

Large aberration, chaotic evil · CR 8 (3,900 XP)

AC 16 (natural armour) | HP 142 (15d10 + 60) | Speed 20 ft., swim 50 ft.

20 (+5)STR
14 (+2)DEX
18 (+4)CON
8 (−1)INT
14 (+2)WIS
9 (−1)CHA

Saves Str +8, Con +7 · Skills Athletics +8, Perception +5, Stealth +5 · Amphibious · Blindsight 30 ft. underwater · Darkvision 60 ft.

Six Necks. It can hold up to four creatures grappled at once, one to a head, and grappling with one head does not stop the others attacking.

Fights From the Water. While at least half submerged, attacks made against it by creatures standing on dry land have disadvantage. It will not come more than 15 ft from water; forced further it disengages and goes back, and it drops what it is holding only if it must.

Hold Fast. Every creature it is grappling moves when it moves. A grappled creature pulled underwater holds its breath for 1 + its Constitution modifier minutes, minimum 30 seconds; when that runs out it drops to 0 HP at the start of its next turn and begins making death saves. A creature underwater without a swimming speed attacks with disadvantage unless it is using a dagger, javelin, shortsword, spear, or trident.

Takes It Home. It does not finish a kill in the open. Given anything in its grip it spends its turns hauling rather than biting, and it will let go of a bleeding enemy to keep hold of a whole one.

Multiattack. Three Grasping Head attacks, or two Grasping Heads and one Haul Under.

Grasping Head. Melee, +8 to hit, reach 15 ft, one target. Hit: 14 (2d8 + 5) piercing damage, and a Large or smaller target is grappled (escape DC 16).

Haul Under. It drags every creature it is grappling up to 20 ft toward itself, then swims up to 25 ft with all of them. No attack roll and no save — being held was the failed roll.

Rasping Chorus (recharge 5–6). Six throats scream at once in a 30-ft cone. Each creature in the area makes a DC 15 Constitution save, taking 18 (4d8) thunder damage and being deafened until the end of its next turn on a failure, or half as much damage and no deafness on a success.

Snatch. When a creature it can see moves out of its reach, it makes one Grasping Head attack against that creature.

Appears in 6 pages
🌊

Sea Hag

Medium Fey, Chaotic Evil · CR 5 (1,800 XP)

AC 14 (natural armor)  |  HP 52 (7d8+21)  |  Speed 30 ft., Swim 40 ft.

16 (+3)STR
13 (+1)DEX
16 (+3)CON
12 (+1)INT
12 (+1)WIS
7 (−2)CHA

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.

Appears in 1 page
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Serpent of the Thermal Vents

Medium Creature · CR 6 · Terrain controller

AC 16  |  HP 118  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Serpent-Hound

Medium monstrosity, unaligned · CR 3 (700 XP)

AC 14 (natural armour) | HP 60 (8d8 + 24) | Speed 40 ft., climb 20 ft.

16 (+3)STR
15 (+2)DEX
16 (+3)CON
3 (−4)INT
12 (+1)WIS
6 (−2)CHA

Skills Perception +3, Stealth +4 · Immune to poison damage, poisoned · Blindsight 30 ft.

Tastes the Air. Its blindsight is scent carried on moving air. In still air, with no draught, no open shaft, and no fire, the blindsight drops to 10 ft and it has disadvantage on Wisdom (Perception) checks. Closing a door or damping a vent is worth more than a Stealth roll here, and the pack will hunt the wrong corridor for a full minute.

Pack Tactics. It has advantage on attack rolls against a creature if at least one other serpent-hound is within 5 ft of that creature and not incapacitated.

Drives, Does Not Kill. It will not attack a prone or unconscious creature. Instead it moves to the far side of that creature and holds, cutting off the route back. A pack works a party toward the nest and does not understand why they will not go.

Multiattack. One bite and one tail lash.

Bite. Melee, +5 to hit, reach 5 ft, one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 13 Constitution save or be poisoned until the end of its next turn.

Tail Lash. Melee, +5 to hit, reach 10 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage, and a Medium or smaller target must succeed on a DC 13 Strength save or be knocked prone.

Cut the Line. When a creature within 10 ft moves away from the pack, the hound moves up to 20 ft to a space that ends between that creature and its route out. It makes no attack. It is herding.

Appears in 4 pages
🌑

Shadow

Medium Undead, Chaotic Evil · CR 1/2 (100 XP)

AC 12  |  HP 16 (3d8+3)  |  Speed 40 ft.

6 (−2)STR
14 (+2)DEX
13 (+1)CON
6 (−2)INT
10 (+0)WIS
8 (−1)CHA

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.)

Appears in 1 page
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Sighing Shade

Medium undead, chaotic neutral · CR 5 (1,800 XP)

AC 13 (unarmoured) | HP 88 (16d8 + 16) | Speed 0 ft., fly 40 ft. (hover)

7 (−2)STR
17 (+3)DEX
13 (+1)CON
11 (+0)INT
14 (+2)WIS
16 (+3)CHA

Saves Wis +5, Cha +6 · Resistant to acid, fire, lightning, thunder, and bludgeoning, piercing and slashing from nonmagical attacks · Immune to cold, necrotic, poison damage, charmed, exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained · Blindsight 60 ft. (hearing only)

Deaf to the Silent. It has no eyes and no sense but hearing. A creature that makes no noise — no speech, no spellcasting with a verbal component, no movement above half speed, no loose metal — is invisible to it and cannot be targeted by it at all. A party that agrees to shut up before opening the door does not have this fight.

Will Not Cross Salt. It cannot enter a space marked by a poured line of salt or hearth ash, though it can reach and attack across one. A handful of salt is a wall. Sweeping the line, or a strong draught, opens it again in one round.

Answers a Name. If a creature speaks aloud the name of someone the shade loved in life, it spends its entire next turn drifting to that speaker and makes no attack. It can be strung along this way once per name, and it remembers which names have been used on it.

Incorporeal Movement. It moves through creatures and objects as difficult terrain, and takes 5 (1d10) force damage if it ends its turn inside an object.

Multiattack. Two cold grief attacks.

Cold Grief. Melee, +6 to hit, reach 5 ft, one target. Hit: 13 (3d6 + 3) necrotic damage. The target feels this as somebody else's grief, not as cold.

The Sigh (recharge 5–6). It lets out a breath it has been holding since the maze was built. Each creature within 20 ft that can hear it makes a DC 14 Wisdom save, taking 14 (4d6) psychic damage and having its hit point maximum reduced by the same amount until it finishes a long rest on a failure, or half as much damage and no reduction on a success. A creature reduced to 0 hit point maximum this way does not rise; it simply stops.

Appears in 5 pages
✨

Silenos, the Satyr Sorcerer

Medium Fey, Chaotic Neutral · CR 3 (700 XP)

AC 12 (15 with Mage Armor)  |  HP 45 (10d8)  |  Speed 40 ft.

10 (+0)STR
14 (+2)DEX
10 (+0)CON
14 (+2)INT
12 (+1)WIS
18 (+4)CHA

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.

Appears in 1 page
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Silk-Vowed Adept

Medium Creature · CR 3 · Temple guard

AC 15  |  HP 68  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Note. Will accept a perfect weaving sample instead of a fight.

Attack. Spindle blade +6 to hit, 12 slashing and marks a thread.

Appears in 1 page
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Siren (Mermaid reskin)

Medium Fey, Chaotic Neutral · CR 2 (450 XP) · Mini: Mermaid ×4

AC 13  |  HP 45 (7d8+14)  |  Speed 10 ft., swim 40 ft.

10 (+0)STR
16 (+3)DEX
14 (+2)CON
12 (+1)INT
13 (+1)WIS
18 (+4)CHA

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).

Appears in 1 page
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Siren Consort (Merman)

Medium Humanoid, Neutral · CR 1 (200 XP) · Mini ×3

AC 14 (sharkskin)  |  HP 32 (5d8+10)  |  Speed 10 ft., swim 40 ft.

14 (+2)STR
14 (+2)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
12 (+1)CHA

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.

Appears in 1 page
🎶

Siren of the Shoals

Medium Fey (Siren), Chaotic Neutral · CR 4 (1,100 XP)

AC 12  |  HP 52 (8d8+16)  |  Speed 30 ft., Swim 40 ft.

10 (+0)STR
14 (+2)DEX
14 (+2)CON
14 (+2)INT
14 (+2)WIS
20 (+5)CHA

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).

Appears in 1 page
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Siren of the Sunken Court

Medium fey, neutral evil · CR 5 (1,800 XP)

AC 15 (coral scale) | HP 82 (15d8 + 15) | Speed 20 ft., swim 40 ft.

10 (+0)STR
16 (+3)DEX
12 (+1)CON
13 (+1)INT
16 (+3)WIS
16 (+3)CHA

Saves Wis +6, Cha +6 · Skills Deception +6, Perception +6, Performance +9, Stealth +6 · Amphibious · Darkvision 60 ft. · Save DC 14

Song of the Undertow. Singing is her action and she will spend every turn on it. Each creature within 60 ft that can hear her makes a DC 14 Wisdom save at the start of its turn or is charmed until the start of its next turn. A charmed creature must spend all its movement reaching the deepest water it can see, will not step out of water it is already standing in, and does not register that it is drowning. It repeats the save at once if it takes damage; a creature that succeeds is immune to her song for 24 hours.

Silence Undoes Her. She has no hold on a creature that cannot hear her — deafness, wax, sixty feet of distance, a silence spell. Silenced outright, she stops fighting and withdraws into deep water rather than trade knife-work.

Answering Voice. A creature that spends its action singing back and wins a Charisma (Performance) contest against her compels an answer: she must spend her next action replying and cannot use Song of the Undertow that turn. She cannot make herself ignore a voice.

Court Manners. She will not strike a creature that is still under her song. Anyone charmed is walking to her anyway, and the Sunken Court does not damage its own guests before they arrive.

Multiattack. Two Coral Knife attacks. She resorts to this only once the singing has failed.

Coral Knife. Melee, +6 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) cold damage from the brine on the blade.

Undertow Call (recharge 5–6). She names one creature within 60 ft that can hear her and is in or within 10 ft of water. The target makes a DC 14 Strength save or is dragged 20 ft toward that water and knocked prone. If the drag ends with it in water 5 ft deep or more it is submerged and starts holding its breath: 1 + its Constitution modifier minutes, minimum 30 seconds, and then 0 HP and death saves.

Slip Beneath. She enters water within 5 ft and Hides. While submerged she has advantage on Stealth checks, and attacks made against her from above the surface have disadvantage.

Appears in 6 pages
💀

Skeletal Centaur

Large Undead, Neutral Evil · CR 4 (1,100 XP)

AC 14 (natural armor)  |  HP 52 (7d10+14)  |  Speed 50 ft.

18 (+4)STR
14 (+2)DEX
15 (+2)CON
4 (−3)INT
8 (−1)WIS
5 (−3)CHA

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.

Appears in 1 page
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Skeletal Death Dog

Medium Undead, Neutral Evil · CR 1 (200 XP)

AC 13 (bone plates)  |  HP 39 (6d8+12)  |  Speed 40 ft.

15 (+2)STR
14 (+2)DEX
14 (+2)CON
3 (−4)INT
13 (+1)WIS
6 (−2)CHA

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).

Appears in 1 page

Skeletal Hoplite

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.

Appears in 1 page
💀

Skeletal Minotaur

Large Undead, Neutral Evil · CR 4 (1,100 XP)

AC 14 (bone armor)  |  HP 58 (7d10+21)  |  Speed 40 ft.

20 (+5)STR
10 (+0)DEX
16 (+3)CON
3 (−4)INT
8 (−1)WIS
4 (−3)CHA

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.

Appears in 1 page

Skeletal Minotaur

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.

Appears in 1 page
💀

Skeleton Archer

CR ¼ · 50 XP

Medium Undead, Lawful Evil

AC 13 (armor scraps) HP 13 (2d8+4) Speed 30 ft. Darkvision 60 ft.
STR10(+0)
DEX14(+2)
CON15(+2)
INT6(−2)
WIS8(−1)
CHA5(−3)
Vulnerabilities Bludgeoning  |  Immunities Poison; Exhaustion, Poisoned
Shortbow. +4 to hit, 80/320 ft. Hit: 1d6+2 piercing.
Shortsword. +4 to hit, 5 ft. Hit: 1d6+2 piercing.
Appears in 1 page
🐕

Slag-Hound

Medium Elemental · CR 3 · Enc. 1 pack

AC 14  |  HP 52  |  Speed 40 ft.

14 (+2)STR
14 (+2)DEX
14 (+2)CON
3 (−4)INT
10 (+0)WIS
6 (−2)CHA

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.

Appears in 1 page
☠

Sleepless Dragon of the Grove

Huge Dragon, Lawful Neutral · CR 11 staged · Ward of the Fleece

AC 18  |  HP 255 (22d12+132)  |  Speed 40 ft., climb 40 ft.

20 (+5)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
14 (+2)WIS
12 (+1)CHA

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.

Appears in 1 page
⚔

Smoke-Warden Acolyte

Medium Creature · CR 3 · Ritual guard

AC 15  |  HP 67  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Note. Drops a key phrase if captured or out-argued.

Attack. Censer chain +6 to hit, 11 bludgeoning plus 7 fire.

Appears in 1 page
⚔

Solar Automaton

Medium Construct, Unaligned · CR 2 · Actis’s outer geometry

AC 15  |  HP 39  |  Speed 30 ft.

14 (+2)STR
11 (+0)DEX
14 (+2)CON
3 (−4)INT
10 (+0)WIS
1 (−5)CHA

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.

Appears in 1 page
⚔

Solar Spark Swarm

Medium Elemental (living embers), Unaligned · CR 4 · Enc. 1

AC 15  |  HP 66 (12d8+12)  |  Speed 30 ft., fly 30 ft. (hover)

14 (+2)STR
16 (+3)DEX
12 (+1)CON
3 (−4)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Spartan Hoplite

Medium Humanoid (Human), Lawful Neutral · CR 2 (450 XP)

AC 18 (breastplate, shield)  |  HP 45 (7d8+14)  |  Speed 30 ft.

16 (+3)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Spartan Lochagos

Medium Humanoid (Human), Lawful Neutral · CR 4 (1,100 XP)

AC 19 (plate, shield)  |  HP 75 (10d8+30)  |  Speed 30 ft.

18 (+4)STR
12 (+1)DEX
16 (+3)CON
11 (+0)INT
12 (+1)WIS
14 (+2)CHA

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.

Appears in 1 page
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Spartoi (Sown Warrior)

Medium Construct Undead, Neutral · CR 4 · Alarm spawn

AC 15  |  HP 52  |  Speed 30 ft.

14 (+2)STR
11 (+0)DEX
14 (+2)CON
6 (−2)INT
10 (+0)WIS
5 (−3)CHA

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.

Appears in 1 page
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Spartoi Captain (Sown Man)

Medium Undead, Lawful Evil · CR 5 (1,800 XP)

AC 17 (bronze scraps, shield)  |  HP 97 (13d8+39)  |  Speed 30 ft.

18 (+4)STR
14 (+2)DEX
16 (+3)CON
10 (+0)INT
12 (+1)WIS
10 (+0)CHA

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.

Appears in 1 page
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Specter

Medium Undead, Chaotic Evil · CR 1 (200 XP)

AC 12  |  HP 22 (5d8)  |  Speed 0 ft., Fly 50 ft. (hover)

1 (−5)STR
14 (+2)DEX
11 (+0)CON
10 (+0)INT
10 (+0)WIS
11 (+0)CHA

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.

Appears in 1 page
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Stadium Gate-Hoplite

Medium Humanoid · CR 2 · Optional reinforcement

AC 16  |  HP 45  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Steam Mephit

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.

Appears in 1 page
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Stone Scion of the Gates

Medium Creature · CR 6 · Titan-kin controller

AC 17  |  HP 132  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Note. Maintains the anchor chant that teaches the rocks the ship's name.

Attack. Shard hymn DC 16 Con, 24 thunder and speed halved.

Appears in 1 page
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Storm Knight (Zeus-Touched Hoplite)

Medium Construct/Humanoid · CR 4 · Mini ×3

AC 18  |  HP 68  |  Speed 30 ft.

16 (+3)STR
12 (+1)DEX
16 (+3)CON
10 (+0)INT
12 (+1)WIS
14 (+2)CHA

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.

Appears in 1 page
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Storm Matriarch

Large Creature · CR 9 · Boss, aerial controller · Boss

AC 18  |  HP 168  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Storm-Crow

Medium monstrosity, unaligned · CR 2 (450 XP)

AC 14 (bronze feathers) | HP 45 (7d8 + 14) | Speed 10 ft., fly 60 ft.

12 (+1)STR
16 (+3)DEX
14 (+2)CON
3 (−4)INT
12 (+1)WIS
6 (−2)CHA

Skills Perception +3, Stealth +5 · Resistant to piercing damage from nonmagical attacks · Darkvision 60 ft.

Never Lands. It does not fight from the floor. It ends every turn airborne and, where the ceiling allows, at least 10 ft above the tallest creature it can see. Grounded, it spends its turns getting back into the air rather than attacking.

Flyby. It provokes no opportunity attacks when it flies out of a creature's reach.

Scatters at Noise. A sudden loud noise within 60 ft — a shield beaten, a thunderclap, a bell — forces a DC 12 Wisdom saving throw. On a failure it flies 30 ft directly away and cannot come within 30 ft of the noise until the end of its next turn. Panic is contagious: while one crow is scattered, every other Storm-Crow within 30 ft has disadvantage on that save.

Drops What It Holds. When it takes 10 or more damage in a single turn it lets go of whatever it is carrying. The object falls into the space below; a creature there makes a DC 12 Dexterity saving throw or takes 3 (1d6) bludgeoning damage.

Multiattack. One beak attack and one talon attack.

Bronze Beak. Melee, +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) piercing damage.

Talon. Melee, +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) slashing damage.

Loosed Feather. Ranged, +5 to hit, range 30/90 ft, one target. Hit: 5 (1d6 + 2) piercing damage. It rakes a bronze quill loose in flight and throws it underwing.

Snatch. One unsecured object held or loosely worn by a creature within 5 ft — a torch, a coil of rope, a hat, a wand in hand: the creature makes a DC 13 Strength saving throw or the crow takes it and flies. It prefers whatever is brightest, whatever is burning, and whatever rattles.

Wheel Away. When it is hit by a melee attack, it flies up to 20 ft.

Appears in 4 pages
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Strife-Wrought Champion

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.

20 (+5)STR
12 (+1)DEX
20 (+5)CON
6 (−2)INT
10 (+0)WIS
8 (−1)CHA

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).

Appears in 1 page
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Strix Flock

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.

6 (−2)STR
16 (+3)DEX
11 (+0)CON
3 (−4)INT
12 (+1)WIS
6 (−2)CHA

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.

Appears in 1 page
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Styx Memory-Eel

Medium Creature · CR 6 · River control monster

AC 16  |  HP 121  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Swarm of Bronze Bees

Large swarm of Tiny constructs, unaligned · CR 6 (2,300 XP)

AC 15 (bronze chitin) | HP 110 (20d8 + 20) | Speed 5 ft., fly 50 ft. (hover)

8 (−1)STR
18 (+4)DEX
12 (+1)CON
1 (−5)INT
12 (+1)WIS
1 (−5)CHA

Skills Perception +4 · Resistant to bludgeoning, piercing, and slashing damage · Immune to poison damage, psychic damage · Immune to charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned · Blindsight 60 ft. (hearing), blind beyond

Swarm. It can occupy another creature's space and move through any opening a thumb fits through. It cannot be grappled or shoved, and it cannot regain hit points or gain temporary hit points.

Woken by Sound. It hunts by ear alone and hangs dormant on the comb until a noise louder than a whisper is made within 60 ft. A creature that moves at half speed and keeps quiet (DC 14 Dexterity (Stealth)) is not attacked even while standing in the swarm's space; the swarm drifts around it like weather.

Smoke-Stalled. In heavy smoke, or within 10 ft of a smoking brand or censer, its speed is halved, it cannot use Boil Out, and it drifts back toward the comb at the end of each of its turns. One torch and a handful of green rushes is a real answer to it.

Comb-Bound. It will not fly more than 60 ft from its comb, and it goes first for whichever creature carries wax, honey-gold, or comb. Set the loot down on the floor and the swarm will attend to the loot.

Stings. Melee, +7 to hit, reach 0 ft, one creature in the swarm's space. Hit: 22 (4d8 + 4) piercing damage plus 7 (2d6) poison damage, or half the piercing damage if the swarm has half its hit points or fewer.

Boil Out (recharge 5–6). The swarm bursts apart to fill a 15-ft cube it can reach. Each creature in the cube makes a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage and being blinded until the end of its next turn on a failure, or half damage and no blinding on a success.

Appears in 2 pages
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Talos Overseer

Medium Construct (Animus Core Avatar) · CR 5 (1,800 XP)

AC 18  |  HP 110 (13d8+52)  |  Speed 30 ft, hover 10 ft.

18 (+4)STR
14 (+2)DEX
18 (+4)CON
14 (+2)INT
12 (+1)WIS
10 (+0)CHA

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.

Appears in 1 page
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Talos-of-Coins

Huge construct, unaligned · CR 12 (8,400 XP)

AC 19 (hammered coin over bronze plate) | HP 230 (20d12 + 100) | Speed 30 ft.

24 (+7)STR
10 (+0)DEX
20 (+5)CON
8 (−1)INT
14 (+2)WIS
10 (+0)CHA

Saves Str +12, Con +10 · Details Insight +7, Perception +7 · Immune to poison, psychic, charmed, frightened, exhaustion, paralysed · Darkvision 120 ft.

He Knows the Weight. He knows the exact weight of every creature and every container within 30 ft, and therefore the head count, and therefore whether the purse being offered is short. Illusions, disguises, and confident lying do nothing. Invisibility does nothing.

The Toll Is The Toll. He states his price once and repeats it unchanged. He accepts payment at any time, including in the middle of a fight and including at 1 hit point, and stops immediately when it is paid. He never pursues past the span and never takes more than the toll.

The Coin Seam. The hammered plate at his throat can be targeted at disadvantage; it scores a critical hit on a 19 or 20, and any hit dealing 25 or more damage to it spills coin, costing him his next action while he gathers it.

Stoops for Money. If 50 gp or more of loose coin is scattered within 15 ft of him, he makes a DC 15 Wisdom saving throw or spends his next action collecting it. He is not greedy. He is doing his job.

Legendary Bearing. He takes two legendary actions per round, spent at the end of another creature's turn, and regains them at the start of his.

Multiattack. Two fist attacks, or one fist attack and one Sweep from the Span.

Bronze Fist. Melee, +12 to hit, reach 10 ft, one target. Hit: 23 (3d10 + 7) bludgeoning damage.

Sweep from the Span. Melee, +12 to hit, reach 15 ft, one target of Large size or smaller. Hit: 16 (2d8 + 7) bludgeoning damage, and the target makes a DC 18 Strength saving throw or is pushed 10 ft, which over the east edge of the span means a 40-ft fall onto the coin-drift.

Scatter the Purse (recharge 5–6). He opens a hand and fires flattened coin in a 30-ft cone. Each creature in the area makes a DC 18 Dexterity saving throw, taking 27 (6d8) piercing damage on a failure or half as much on a success. The coin stays on the floor and is worth about 40 gp, and he will want it back.

The Plates. When a creature steps onto the weigh-plates, he may drop them. That creature makes a DC 15 Dexterity saving throw or falls 10 ft to the coin-chute, taking 7 (2d6) bludgeoning damage and landing prone.

Count Again. He recounts the party aloud and adjusts the price for anyone who has died, been dropped, or slipped past. Any creature that has crossed the plates unpaid this round is marked and he will not accept a discount for it.

Reach. He makes one fist attack against a creature within 15 ft.

Hammer It Home. Costs 2 actions. He works a payment into his own skin, regaining 20 hit points, and the item is gone for good. He will do this mid-fight with a toll paid by a party that then attacked him, which is precisely as galling as it sounds.

Appears in 1 page
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Taurine Brute

Large monstrosity, chaotic evil · CR 5 (1,800 XP)

AC 15 (bronze-scaled hide) | HP 85 (10d10 + 30) | Speed 40 ft.

18 (+4)STR
11 (+0)DEX
16 (+3)CON
6 (−2)INT
12 (+1)WIS
8 (−1)CHA

Saves Str +7, Con +6 · Skills Athletics +7, Perception +4, Survival +4 · Darkvision 60 ft.

Charge Lane. If it moves at least 20 ft in a straight line toward a creature and hits it with a Gore in the same turn, the target takes an extra 9 (2d8) piercing damage and must succeed on a DC 14 Strength saving throw or be pushed 10 ft and knocked prone. It spends its first round of most fights finding a lane rather than swinging.

Cannot Stop. If it charges and the Gore misses, it keeps going in the same straight line to the end of its movement. If a wall, pillar, or hazard stands in that line it takes 7 (2d6) bludgeoning damage and falls prone. Step aside and the room hits it for you.

Will Not Cross Water. It refuses standing water deeper than its hoof, and any surface whose bottom it cannot see — mud, oil, a grate over dark. It goes around, or it waits on the dry side and bellows.

Labyrinth Sense. It cannot be lost while underground and follows a scent trail up to an hour old, so it pursues a fleeing party through two or three rooms before losing interest.

Multiattack. Two attacks with the maul, or one gore and one maul.

Bronze-Shod Maul. Melee, +7 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Gore. Melee, +7 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) piercing damage.

Shove With the Horns. Shove a creature within 5 ft: Athletics contest with advantage. On a success, push it 10 ft or knock it prone. It always pushes toward a drop, a hazard, or its own charge lane, never simply backward.

Answer the Goad. When a creature it can see moves out of its reach, the brute moves up to 10 ft toward that creature and makes no attack. It is buying itself a run-up.

Appears in 5 pages
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Tempest Effigy (Storm Spirit Construct)

Medium Construct · CR 2 · Mini ×4

AC 15  |  HP 40  |  Speed 30 ft., fly 20 ft. (hover)

14 (+2)STR
12 (+1)DEX
14 (+2)CON
3 (−4)INT
10 (+0)WIS
1 (−5)CHA

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.

Appears in 1 page
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Temple Coil Guardian

Medium Creature · CR 6 · Grappler defender

AC 16  |  HP 125  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Note. Animated scale and stone shed by the buried Python-spawn.

Attack. Constrict +8 to hit, 18 bludgeoning and grappled; bite adds 10 poison.

Appears in 1 page
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Terracotta Soldier

Medium construct, unaligned · CR 3 (700 XP)

AC 16 (fired clay plate) | HP 52 (7d8 + 21) | Speed 20 ft.

16 (+3)STR
8 (−1)DEX
16 (+3)CON
3 (−4)INT
8 (−1)WIS
3 (−4)CHA

Skills Athletics +5, Perception +1 · Vulnerable to bludgeoning and thunder · Immune to poison damage, psychic damage, charmed, exhaustion, frightened, paralyzed, poisoned · Darkvision 60 ft.

Kiln-Fired. Piercing and slashing damage from any single attack against it is reduced by 3. Bludgeoning and thunder ignore this reduction, and it is vulnerable to both — a hammer beats six knives.

Dead Weight. It weighs 500 lb. While it stands on stone it has advantage on saves against being shoved or knocked prone; on sand, rubble, mud, or a tilting floor it has disadvantage on the same saves. It cannot swim and sinks in water deeper than 5 ft. Any fall of 20 ft or more destroys it outright.

Rank and File. While another Terracotta Soldier is within 30 ft, it never ends its turn more than 5 ft from the nearest one, it never takes the Dash action, and it will not leave the rank to chase a creature that flees.

Shattered Ground. When it drops to 0 hit points it bursts. Its space and every space within 5 ft becomes difficult terrain until an hour is spent clearing the shards.

Multiattack. Two attacks with the clay spear.

Clay Spear. Melee or thrown, +5 to hit, reach 10 ft or range 20/60 ft, one target. Hit: 8 (1d10 + 3) piercing damage, and 2 more if another Terracotta Soldier is within 5 ft of the target.

Set the Shoulder. Shove a creature within 5 ft: Athletics contest against +5, on a success push 5 ft or knock prone. It always pushes toward the nearest shards, drop, or water it can see.

Appears in 3 pages
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Thalassic Jelly-Witch

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)

8 (−1)STR
14 (+2)DEX
14 (+2)CON
12 (+1)INT
15 (+2)WIS
16 (+3)CHA

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.

Appears in 1 page
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The Arm Through the Wall

Gargantuan monstrosity, unaligned · CR 11 (7,200 XP)

AC 16 (rubbery hide) | HP 189 (14d20 + 42) | Speed 0 ft.

26 (+8)STR
12 (+1)DEX
16 (+3)CON
3 (−4)INT
12 (+1)WIS
6 (−2)CHA

Saves Str +12, Con +7 · Skills Athletics +12 · Resistant to cold and to nonmagical bludgeoning · Immune to charmed, frightened, prone, blinded · Blindsight 60 ft.

It Is Only An Arm. This card is one limb of something much larger on the far side of the wall. It cannot be killed, only severed or driven off. At 0 hit points the limb withdraws through the crack; the creature it belongs to is unharmed, uninterested, and not statted.

The Pinched Sinew. Where the crack squeezes the limb, a band of white sinew is exposed. It is AC 20, and 50 slashing damage dealt to it within a single round severs the arm outright whatever its hit points are. Cold damage in the same round halves the total needed. Anyone within 20 ft of the wall can spot it with a DC 14 Investigation check or passive Perception 15.

Feels the Floor. It knows the position of every creature touching the water or the stone within 40 ft. Invisibility and darkness do nothing. Standing on rubble, on a column, or on the dry stair hides you from it completely until you attack.

Legendary Bearing. It takes two legendary actions per round, spent at the end of another creature's turn, and regains them at the start of its own.

Multiattack. Two tentacle attacks, or one tentacle attack and one use of Drag Under.

Tentacle. Melee, +12 to hit, reach 30 ft (40 ft in Phase 2), one target. Hit: 24 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 18) if it is Huge or smaller. The arm can hold one creature, or two in Phase 2.

Drag Under. It pulls each creature it is grappling 20 ft toward the crack. A creature dragged into water 5 ft deep or deeper begins holding its breath, and a creature pulled to the crack itself is pinned there and takes 14 (4d6) bludgeoning at the start of each of its turns until it escapes.

Pull Down a Column. It wraps one column within reach and breaks it. Every creature in a 10-ft line from the column makes a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failure or half as much on a success. The rubble becomes difficult terrain and dry footing.

Ink and Surge (recharge 5–6). Black water floods out of the crack in a 30-ft cone. Each creature in it makes a DC 17 Strength saving throw, taking 21 (6d6) bludgeoning damage and being pushed 15 ft and knocked prone on a failure, or half damage and no push on a success. The area is heavily obscured until the end of the arm's next turn.

Sweep the Fallen. When a creature within reach stands up from prone, the arm makes one tentacle attack against it.

Coil and Test. It moves the coil of its length up to 20 ft along the floor, and every creature whose space it passes through makes a DC 16 Dexterity save or is knocked prone.

Widen the Crack. Costs 2 actions. It braces and shoves. The crack tears another foot open, the water rises 1 extra foot immediately, and any pin driven into the wall this encounter pops out.

Appears in 1 page
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The Champion of the Third Horn

Large monstrosity, lawful neutral · CR 11 (7,200 XP)

AC 18 (bronze duelling harness) | HP 172 (15d10 + 90) | Speed 40 ft.

20 (+5)STR
16 (+3)DEX
22 (+6)CON
11 (+0)INT
15 (+2)WIS
14 (+2)CHA

Saves Str +9, Con +10, Wis +6 · Skills Athletics +9, Intimidation +6, Perception +6 · Darkvision 60 ft. · Speaks Greek, slowly

Legendary Resistance (2/Day). If he fails a saving throw, he can choose to succeed instead.

Legendary Actions (3/Round). He spends 3 legendary actions each round, one at a time at the end of another creature's turn, and regains them at the start of his own.

The Duel Holds. While exactly one creature has stepped inside the turning posts to face him, he attacks only that creature, makes no opportunity attacks against anyone else, and does not move to threaten the rest of the party. The duel ends the instant a second creature attacks him, the challenger falls or yields, or he enters his second phase.

Honours the Yield. A creature that drops its weapons and goes to one knee is not attacked by him again for the rest of the encounter, and he steps over it rather than on it. He remembers faces, so this works once per creature and never twice.

The Third Horn. The bronze horn riveted into his brow is not his and it is what the Cult made him with. While it is seated he ignores difficult terrain from sand and adds 7 (2d6) damage to any attack made at the end of a charge. A creature that has him grappled can wrench it free with a DC 18 Strength (Athletics) check, and any attack made at −5 to hit against AC 20 that hits pulls it out. When it comes out he takes 22 (4d10) piercing damage, is stunned until the end of his next turn, and loses this trait for good.

Sand-Footed. Sand, gravel, and loose footing are not difficult terrain for him, and he cannot be knocked prone by a creature smaller than Large.

Multiattack. Two attacks with the labrys, or one labrys and one gore.

Labrys. Melee, +9 to hit, reach 10 ft, one target. Hit: 18 (2d12 + 5) slashing damage.

Gore. Melee, +9 to hit, reach 5 ft, one target. Hit: 14 (2d8 + 5) piercing damage, and a Large or smaller target must succeed on a DC 17 Strength saving throw or be pushed 10 ft.

Ruinous Rush (recharge 5–6). He runs a lane between two turning posts, up to 60 ft in a straight line, and does not provoke opportunity attacks. Every creature in the lane makes a DC 17 Dexterity saving throw, taking 27 (6d8) bludgeoning damage and falling prone on a failure, or half as much damage and no fall on a success. If the lane ends against a wall he shears the far post out of the floor and that corner loses its cover.

Turn on the Post. He moves up to 15 ft without provoking opportunity attacks, so long as the movement ends within 5 ft of a turning post or a wall.

Hooked Guard. When a creature within 10 ft misses him with a melee weapon attack, he catches the weapon in the axe beard: DC 16 Strength saving throw or the weapon lands in the sand at his hooves.

Step (costs 1). He moves up to half his speed without provoking opportunity attacks.

Say the Number (costs 1). He states the count aloud. Each creature that can hear him makes a DC 15 Wisdom saving throw or is frightened of him until the end of its next turn.

Gore (costs 2). He makes one gore attack.

Appears in 1 page
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The Chimera Triarch

Large monstrosity, chaotic evil · CR 13 (10,000 XP)

AC 17 (scarred hide) | HP 231 (22d10 + 110) | Speed 40 ft., fly 50 ft.

22 (+6)STR
12 (+1)DEX
20 (+5)CON
8 (−1)INT
16 (+3)WIS
12 (+1)CHA

Saves Con +10, Wis +8 · Details Perception +8 · Resistant to fire · Darkvision 60 ft.

Three Heads, Three Opinions. The lion, the goat, and the serpent each speak, argue, and act. The Triarch cannot be surprised, has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious, and it says out loud what it intends to do about half the time.

Sever a Head. Each head can be targeted separately at AC 17. Sixty damage dealt to one head severs it; that damage also counts against the Triarch's hit points. A severed head loses its attack and its breath weapon, and the remaining heads gain +2 to hit for the rest of the encounter.

Turned Against Itself. A creature can use its action to set the heads at odds with a DC 18 Deception or Persuasion check, or a DC 16 Intimidation check aimed at the goat head. On a success the heads bite one another for 11 (2d10) damage and the Triarch takes a single attack in place of its Multiattack on its next turn. This can succeed only twice per encounter.

Eats What It Kills. When it reduces a creature to 0 hit points, it stops and feeds for one round, taking no other action. It cannot be reasoned with during that round and it does not defend itself well.

Legendary Bearing. It takes two legendary actions per round, spent at the end of another creature's turn, and regains them at the start of its own.

Multiattack. One bite from the lion head, one ram from the goat head, and one bite from the serpent head, or it replaces the serpent's bite with Furnace Breath when available.

Lion Bite. Melee, +11 to hit, reach 5 ft, one target. Hit: 19 (3d8 + 6) piercing damage, and the target is shoved 10 ft in a direction of the Triarch's choice if it is Large or smaller.

Goat Ram. Melee, +11 to hit, reach 5 ft, one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target makes a DC 17 Strength saving throw or is knocked prone. If the goat head moved at least 20 ft in a straight line first, add 11 (2d10).

Serpent Bite. Melee, +11 to hit, reach 10 ft, one target. Hit: 15 (2d8 + 6) piercing damage plus 10 (3d6) poison damage, and the target makes a DC 17 Constitution saving throw or is poisoned until the end of its next turn.

Furnace Breath (recharge 5–6). The serpent head breathes fire in a 30-ft cone. Each creature in the area makes a DC 18 Dexterity saving throw, taking 31 (7d8) fire damage on a failure or half as much on a success. Coals thrown from the pit set the ash alight in a 10-ft square of the Triarch's choosing until the end of its next turn.

Contradiction. When a creature within 10 ft moves away from the Triarch, one head that has not attacked this round makes an attack against it.

Herd Them. The lion head shoves one creature within 10 ft 10 ft in a straight line. If this pushes it into the coal pit, it takes 11 (2d10) fire damage.

Open a Cage. The goat head strikes a cage cleat. One hanging cage drops; anything in it lands in the ash and acts on the next initiative count.

Coil and Spit. Costs 2 actions. The serpent head makes one bite against a creature within 10 ft with advantage, and the Triarch moves up to half its speed without provoking opportunity attacks.

Appears in 1 page
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The Fare-Thief in the Wake

Large Creature · CR 10 · Boss, undead smuggler · Boss

AC 17  |  HP 184  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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The Gorgon Queen of the Sunken Court

Medium monstrosity, lawful evil · CR 12 (8,400 XP)

AC 17 (serpent scale, bronze gorget) | HP 195 (26d8 + 78) | Speed 30 ft., swim 30 ft.

14 (+2)STR
20 (+5)DEX
16 (+3)CON
14 (+2)INT
18 (+4)WIS
18 (+4)CHA

Saves Dex +9, Wis +8, Cha +8 · Details Deception +8, Insight +8, Perception +12, Stealth +9 · Immune to petrified, poisoned · Darkvision 60 ft. · Passive Perception 22

Legendary Resistance (2/Day). If she fails a saving throw, she can choose to succeed instead.

Legendary Actions (3/Round). She spends 3 legendary actions each round, one at a time at the end of another creature's turn, and regains them at the start of her own.

Will Not Look At You Yet. While she is in her first phase she keeps her back turned. Her Petrifying Gaze does not function, she cannot be forced to use it, and she does not suffer for fighting this way: her snakes see for her and she has no penalty for being unable to see her attackers. She is doing this on purpose and she will say so if asked.

Petrifying Gaze. In her second phase, a creature that starts its turn within 30 ft of her and can see her makes a DC 16 Constitution saving throw. On a failure it is restrained as it petrifies, repeats the save at the end of its next turn, and is petrified on a second failure. A creature can avert its eyes at the start of its turn: it cannot see her until its next turn and has disadvantage on attacks against her.

Her Own Reflection. She knows exactly what a mirror is and averts from any reflection she is expecting, which is all of them. If she is caught in bright light by a reflection arriving off a second reflecting surface, she makes the same DC 16 Constitution saving throw against her own gaze with no option to avert, at the start of her turn.

Still Water. While no creature has moved through the standing water within 30 ft of her since the end of her last turn, she has advantage on Wisdom (Perception) checks and can see any creature the surface reflects, including one behind cover. Churned water blinds her to everything outside 30 ft.

Counts the Nine. She names aloud the number of unbroken mirrors left every time one goes. At three or fewer she loses Will Not Look At You Yet permanently, whatever phase she is in, and stops using the fountain for cover.

Multiattack. Two shots with the horn bow, or one bow shot and one snake-hair attack.

Snake Hair. Melee, +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) piercing damage plus 14 (4d6) poison damage.

Horn Bow. Ranged, +9 to hit, range 150/600 ft, one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage.

Look At Me (recharge 5–6). She says a creature's own description of itself back to it. One creature within 60 ft that can hear her makes a DC 17 Wisdom saving throw; on a failure it must look directly at her before the end of its next turn and cannot avert its eyes during that time.

Between the Statues. She moves up to 20 ft through the standing water without provoking opportunity attacks, so long as the movement begins and ends within 5 ft of a statue.

Not That One. When a creature within 60 ft would destroy or topple a petrified guard, she makes one horn bow attack against it with advantage.

Shot (costs 1). She makes one horn bow attack.

Turn (costs 1). In her second phase only, she rotates on the fountain rim. Each creature of her choice within 30 ft that can see her immediately makes a saving throw against Petrifying Gaze.

Comb the Snakes (costs 2). She makes one snake-hair attack and regains 15 hit points if the attack hits.

Appears in 1 page
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The Hollow-Root Drakon

Huge dragon, unaligned · CR 13 (10,000 XP)

AC 18 (bark-crusted scale) | HP 237 (19d12 + 114) | Speed 40 ft., climb 40 ft., swim 30 ft.

22 (+6)STR
14 (+2)DEX
22 (+6)CON
6 (−2)INT
16 (+3)WIS
12 (+1)CHA

Saves Dex +7, Con +11, Wis +8 · Details Perception +13, Stealth +7 · Immune to poison damage, poisoned · Blindsight 60 ft. (heat) · Darkvision 120 ft. · Passive Perception 23

Legendary Resistance (3/Day). If it fails a saving throw, it can choose to succeed instead.

Legendary Actions (3/Round). It spends 3 legendary actions each round, one at a time at the end of another creature's turn, and regains them at the start of its own.

In the Root. While at least half its body is inside the root mass it has three-quarters cover, cannot be grappled, shoved, or knocked prone, and treats the root as open ground. It leaves the roots only when its second phase begins, or when the roots around it are burning.

Regrowth. At the start of its turn it regains 15 hit points, unless it has taken fire or cold damage since the end of its last turn, or the tap-root water has been fouled. It does not regrow at all in its second phase.

Slow Blood. Its blindsight is heat. A creature that has taken cold damage since the end of its last turn cannot be detected by that blindsight at all. While the Drakon is below half its hit points it is also vulnerable to cold damage, and it visibly slows when cold touches it.

Has to Drink. It returns to the tap-root well at least once every three rounds and spends 5 ft of movement doing so. If that water is fouled with oil, salt, ash, or a burning brand, it permanently loses Regrowth and has disadvantage on Constitution saving throws for the rest of the encounter.

Multiattack. One bite and two root-coil attacks, or one bite and one use of Drag Under.

Bite. Melee, +11 to hit, reach 15 ft, one target. Hit: 25 (3d12 + 6) piercing damage plus 10 (3d6) poison damage.

Root-Coil. Melee, +11 to hit, reach 20 ft, one Large or smaller creature. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 19) and restrained. It can hold two creatures at once.

Drag Under. One creature it is grappling is pulled into the root mass: it has total cover from everything outside, is blinded, and takes 14 (4d6) bludgeoning damage at the start of each of the Drakon's turns. An ally can cut it out with 25 slashing damage to the roots (AC 13) or by winning a DC 19 Strength check at the opening.

Choking Breath (recharge 5–6). It breathes a 60-ft cone of hot resin smoke. Each creature in it makes a DC 19 Constitution saving throw, taking 45 (13d6) poison damage on a failure or half as much on a success. A creature that fails is also poisoned for 1 minute and repeats the save at the end of each of its turns. The cone ignites any sap it crosses.

Douse. It sweeps a coil through the air within 15 ft. Every unshielded open flame in that space — lamp, torch, taper, campfire — goes out. Lanterns and magical light are unaffected, and it will spend a whole turn reaching for the one light it cannot put out.

Back Into the Wall. When it takes damage from a creature it can detect, it moves up to 20 ft through the root mass without provoking opportunity attacks. It cannot use this in its second phase.

Shift the Root (costs 1). It moves up to 30 ft through the root mass, and the roots close behind it: one 10-ft opening the party was using is no longer there.

Lash (costs 1). It makes one root-coil attack against a creature it is not already holding.

Tighten (costs 2). Each creature it is grappling takes 16 (3d8 + 3) bludgeoning damage and makes a DC 19 Constitution saving throw or is unable to speak or cast a spell with a verbal component until the start of the Drakon's next turn.

Appears in 1 page
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The Hollowed

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.

16 (+3)STR
14 (+2)DEX
14 (+2)CON
6 (−2)INT
10 (+0)WIS
8 (−1)CHA

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.

Appears in 1 page
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The Jar-Wyrm (Dracolich)

Huge Undead (Dragon), Chaotic Evil · CR 14 (11,500 XP)

AC 18 (Natural Armor)  |  HP 225 (18d12+108)  |  Speed 40 ft., Fly 60 ft.

25 (+7)STR
10 (+0)DEX
23 (+6)CON
16 (+3)INT
15 (+2)WIS
19 (+4)CHA

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.

Appears in 1 page
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The Kraken's Maw

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)

30 (+10)STR
8 (−1)DEX
25 (+7)CON
22 (+6)INT
18 (+4)WIS
20 (+5)CHA

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.

Appears in 1 page
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The Lion of the Nemean Den

Huge beast, unaligned · CR 13 (10,000 XP)

AC 17 (bronze-turning hide) | HP 187 (15d12 + 90) | Speed 50 ft., climb 30 ft.

24 (+7)STR
15 (+2)DEX
22 (+6)CON
3 (−4)INT
14 (+2)WIS
8 (−1)CHA

Saves Str +11, Con +10 · Skills Perception +6, Stealth +6 · Keen smell · Darkvision 60 ft.

Hide That Turns Bronze. Immune to slashing and piercing damage from nonmagical weapons. Bludgeoning damage, magical damage, falling rock, and crushing weight all affect it normally, and it knows this.

Gorged. While it has eaten within the hour its passive Perception is 12 instead of 19, its speed is 30 ft, and it will not rise from a resting position except to feed or to defend itself.

Sure-Footed in the Bones. The bone bowl is not difficult terrain for it, and it makes no noise crossing it.

Multiattack. One bite and two claw attacks.

Bite. Melee weapon attack, +11 to hit, reach 10 ft, one target: 2d10 + 7 piercing damage. If the target is Large or smaller it is grappled, escape DC 17, and while grappled it is restrained.

Claw. Melee weapon attack, +11 to hit, reach 5 ft, one target: 2d8 + 7 slashing damage.

Drag to the Middle. It moves up to 20 ft, dragging one creature it has grappled with it, without provoking opportunity attacks.

Turn the Blade. When a creature hits it with a melee attack using a nonmagical weapon, that creature makes a Strength save DC 17 or the weapon is wrenched from its grip and lands 10 ft away in the bones.

Appears in 1 page
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The Sphinx of the Last Door

Large monstrosity, lawful neutral · CR 11 (7,200 XP)

AC 17 (natural armour) | HP 168 (16d10 + 80) | Speed 40 ft., fly 60 ft.

20 (+5)STR
16 (+3)DEX
20 (+5)CON
20 (+5)INT
20 (+5)WIS
18 (+4)CHA

Saves Dex +7, Int +9, Wis +9, Cha +8 · Details Arcana +9, History +13, Insight +9, Perception +9 · Immune to psychic, charmed, frightened · Magic resistance · Truesight 120 ft.

She Will Not Move. While she is lying on the Last Door it cannot be opened, lifted, levered, or teleported through. She weighs 900 pounds and she is not required to be reasonable about it.

She Will Not Lie. She answers any question put to her truthfully and completely, including during combat, and answering costs her nothing. She is not obliged to volunteer anything, and she does not consider silence a lie.

Claws Only After a Broken Bargain. She makes no attack until she has said aloud that the bargain is broken, and she never attacks a creature that is in the act of speaking an answer, however wrong the answer is.

Legendary Bearing. She takes two legendary actions per round, spent at the end of another creature's turn, and regains them at the start of hers.

Multiattack. Two claw attacks, or one claw attack and one use of Set a Riddle.

Claw. Melee, +9 to hit, reach 5 ft, one target. Hit: 16 (2d10 + 5) slashing damage.

Set a Riddle. One creature within 60 ft that can hear her makes a DC 17 Intelligence saving throw. On a failure it is caught on the question: it takes 22 (4d10) psychic damage and cannot take reactions until the end of its next turn. On a success it takes half damage, and if the player offers any answer at all out loud it takes none.

Roar of the Last Door (recharge 5–6). The bronze under her rings. Each creature within 30 ft makes a DC 17 Constitution saving throw, taking 27 (6d8) thunder damage and being pushed 15 ft on a failure, or half as much and no push on a success. Loose objects and unattended lamps are thrown from the alcoves.

Correction. When a creature within 60 ft states something she knows to be false, she may say the true version. The speaker makes a DC 17 Wisdom saving throw or has disadvantage on its next attack roll or ability check, because she is right and everyone heard.

Wingbeat. She flies up to 30 ft without provoking opportunity attacks, and the lamps gutter.

Ask Again. She repeats a riddle to one creature within 60 ft. That creature makes a DC 17 Charisma saving throw or must spend its action on its next turn attempting an answer.

Settle. Costs 2 actions. She returns to the door and lies down on it, ending her Phase 2 clock and resetting the seal. Use this the moment a party gives a right answer mid-fight.

Appears in 1 page
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The Thing Beneath the Floor

Gargantuan aberration, lawful neutral · CR 13 (10,000 XP) — reference only; it cannot be killed

AC 16 (grey hide) | HP 60 per arm, six arms up at a time; the body is under the lid and unreachable | Speed 0 ft., reach 20 ft. through any gap

26 (+8)STR
10 (+0)DEX
24 (+7)CON
16 (+3)INT
18 (+4)WIS
20 (+5)CHA

Saves Con +12, Wis +9 · Details Insight +9, Perception +9, Persuasion +10 · Immune to poison damage, psychic damage · Immune to blinded, charmed, exhaustion, frightened, prone, stunned · Blindsight 120 ft. through stone · Speaks every language spoken above it

Cannot Be Killed. It has no hit point total and no death. Arms reduced to 0 hit points withdraw and are replaced at the start of its next turn through a different gap. Nothing in this encounter, and nothing a ninth-level party carries, ends it. The win condition is the twelve pins or the door.

The Loosening. A counter from 0 to 10, tracked in the open. It rises by 1 at the end of each round, by 1 for each pin sprung, and by 2 in any round in which it takes 25 or more damage. It falls by 2 for each pin correctly driven and by 1 for each full round the Cult works undisturbed. At 10 it gets a shoulder through and the hall comes down.

Courteous. It takes no hostile action against a creature that has spoken to it since the end of its last turn, and it answers questions truthfully, including the ones about what it is and what it will do if it gets out. It is not lying, it is not bargaining in bad faith, and it is not less dangerous for either of those things.

Collects Names. A creature that tells it a true name is never attacked by it again during this encounter. It keeps the name. What that costs is not settled tonight and the DM should let the player feel the weight of it rather than pricing it.

Feels the Weight. It knows the exact position of every creature standing on the lid, through the lid, and it knows which of them is holding the maul.

Multiattack. Three grasp attacks, from any three arms currently up.

Grasp. Melee, +12 to hit, reach 20 ft, one Large or smaller creature. Hit: 16 (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 17) and dragged 10 ft toward the nearest gap. A creature dragged to a gap is held half in it, restrained, and can be pulled clear by an ally with a DC 17 Strength (Athletics) check or by 20 damage dealt to that arm.

Take the Floor (recharge 5–6). It pushes up with everything at once. Every creature on the lid makes a DC 17 Dexterity saving throw, taking 18 (4d8) bludgeoning damage and falling prone on a failure, or half as much and no fall on a success. One seated pin of the DM's choice springs.

Offer. An arm sets an object on the bronze within reach of a creature and withdraws: a lamp, a bronze helm, a child's sandal, a coin of a mint nobody uses. It has had a very long time to collect things and it gives them away freely.

Feel the Hammer. When a pin is driven within 40 ft, one arm makes a grasp attack against the creature that drove it.

Reach (costs 1). One withdrawn arm comes up through a different gap and makes one grasp attack.

Say Something Kind (costs 1). It addresses one creature within 60 ft by whatever it has learned of them. That creature makes a DC 18 Wisdom saving throw or cannot take a hostile action against the Thing until the end of its next turn.

Heave (costs 2). Every creature on the lid makes a DC 17 Dexterity saving throw or falls prone, and the Loosening rises by 1.

Appears in 1 page
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The Warden, Talos-Pattern

Huge construct, lawful neutral · CR 12 (8,400 XP)

AC 19 (cast bronze) | HP 225 (18d12 + 108) | Speed 30 ft.

24 (+7)STR
8 (−1)DEX
22 (+6)CON
12 (+1)INT
14 (+2)WIS
10 (+0)CHA

Saves Str +11, Con +10 · Details Perception +6 · Resistant to bludgeoning, piercing, and slashing from nonmagical attacks · Immune to fire, poison, psychic damage · Immune to charmed, exhaustion, frightened, paralyzed, petrified, poisoned · Darkvision 120 ft. · Speaks Greek in a voice that comes out of the chest

Legendary Resistance (2/Day). If it fails a saving throw, it can choose to succeed instead.

Legendary Actions (3/Round). It spends 3 legendary actions each round, one at a time at the end of another creature's turn, and regains them at the start of its own.

The Instruction. It states aloud, at the start of each of its turns, the rule it is enforcing and what it is about to do about it. It cannot lie and it cannot act contrary to the rule as stated. A creature that argues the rule rather than the ruling — that it entered by a door the Warden opened, that it is carrying a Daedalan tool and is therefore staff — may make a Charisma (Persuasion) or Intelligence check against DC 17; on a success the Warden spends its entire next turn silent, working through it.

One Count of Grace. On being disturbed it counts to twenty aloud, one number per round of the count, and takes no hostile action until the count ends. It offers the door it brought the intruders through and it will not close that door while the count runs. Attacking it, opening something sealed, or entering the ichor channel ends the count on the spot. It offers this once and never again.

Will Not Break the Work. It never damages Daedalan fittings, moulds, rails, or the casting pit, will not strike across them, and will not shove a creature into them. A creature standing on the pit's lip or on a rail is attacked at reach only.

The Ichor Vein. One vein runs from crown to heel and a bronze pin seals it at the right ankle. Drawing the pin takes an action and a DC 16 Strength (Athletics) check, at disadvantage while the Warden is standing and automatically while it is prone, restrained, or stunned. Once drawn, the Warden loses 30 hit points at the start of each of its turns and cannot regain hit points by any means.

Running Hot. When it first drops to 112 hit points or below, or when the pin is drawn, its seams open. It loses its resistance to nonmagical bludgeoning, piercing, and slashing damage, becomes vulnerable to cold damage, its speed becomes 40 ft, and Furnace Vent recharges on 4–6.

Multiattack. Two attacks with the bronze fist, or one fist and one heel stamp.

Bronze Fist. Melee, +11 to hit, reach 15 ft, one target. Hit: 23 (3d10 + 7) bludgeoning damage, and a Large or smaller target is pushed 10 ft away.

Heel Stamp. Melee, +11 to hit, reach 5 ft, one prone creature or one Medium or smaller creature. Hit: 29 (4d10 + 7) bludgeoning damage.

Furnace Vent (recharge 5–6). It opens the plates across its chest and lets the foundry out. Each creature in a 30-ft cone makes a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage on a failure or half as much on a success. Unattended cloth, rope, and oil in the cone catch light.

Stride. It moves up to 30 ft in a straight line, ignoring difficult terrain and stepping over anything Medium or smaller without harming it.

Trespass Logged. When a creature it can see opens, breaks, or crosses something it has declared sealed, it makes one bronze fist attack against that creature if it is within reach, and states the offence aloud whether or not it can reach.

Stride (costs 1). It uses its Stride bonus action.

Restate the Rule (costs 1). It repeats the instruction. Each creature within 60 ft that can hear it makes a DC 17 Wisdom saving throw or has disadvantage on its next attack roll against the Warden, because the thing is right and everyone knows it.

Fist (costs 2). It makes one bronze fist attack.

Appears in 1 page
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The Weaver in the Deep Dark

Huge monstrosity, neutral evil · CR 11 (7,200 XP)

AC 17 (natural armour) | HP 184 (16d12 + 80) | Speed 40 ft., climb 40 ft.

18 (+4)STR
18 (+4)DEX
20 (+5)CON
12 (+1)INT
16 (+3)WIS
14 (+2)CHA

Saves Dex +8, Con +9, Wis +7 · Details Deception +6, Perception +11, Stealth +12 · Immune to poison damage, poisoned · Blindsight 30 ft. · Darkvision 120 ft. · Passive Perception 21

Legendary Resistance (2/Day). If she fails a saving throw, she can choose to succeed instead.

Legendary Actions (3/Round). She spends 3 legendary actions each round, one at a time at the end of another creature's turn, and regains them at the start of her own.

Will Not Come Down. In her first phase she stays at least 30 ft above the floor and cannot be compelled, grappled, or pulled lower. While she is aloft and the room is unlit, ranged attack rolls against her have disadvantage.

The Nexus. While the knot of cable at the centre of the room is intact she regains 15 hit points at the start of each of her turns and may re-spin one destroyed web bridge as an action. When the nexus is destroyed she loses this trait permanently and enters her second phase.

Spider Climb and Web Walker. She climbs any surface including ceilings without a check, ignores movement restrictions from webbing, and knows the exact location of every creature in contact with any web in the room.

Speaks With Their Voices. She reproduces exactly the voice of any creature she has wrapped, and she has wrapped a great many. Once on each of her turns she speaks as someone the hearer has lost, from a direction that is not where she is. One creature that can hear her makes a DC 16 Wisdom saving throw; on a failure it must spend its next turn's movement going toward the voice.

Counts the Larder. When a cocoon is cut loose within 40 ft, she uses her reaction to catch it if she can, and forfeits one legendary action at the start of her next turn. She does this even when it is plainly a trick.

Will Not Cross Burning Silk. She will not enter or pass through a space containing burning web, even to escape. On the floor, with the room alight above her, she has nowhere to go and she knows it.

Multiattack. Two bites, or one bite and one Wrap. In her second phase she makes three attacks.

Bite. Melee, +8 to hit, reach 10 ft, one target. Hit: 15 (2d10 + 4) piercing damage, and the target makes a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failure or half as much on a success.

Wrap. Melee, +8 to hit, reach 15 ft, one Large or smaller creature. Hit: the target is restrained in silk and hoisted 20 ft straight up on her turn. It can free itself with an action and a DC 14 Strength check or 10 slashing damage to the wrapping, and then falls, taking 1d6 bludgeoning damage per 10 ft into the litter.

Drop the Dead (recharge 5–6). She cuts a cluster of cocoons loose over a 20-ft radius on the floor. Each creature in the area makes a DC 16 Dexterity saving throw, taking 27 (6d8) bludgeoning damage on a failure or half as much on a success, and the area becomes difficult terrain.

Up the Cable. She climbs up to 30 ft along a strand without provoking opportunity attacks.

Give Way. When she is hit by a melee attack, she cuts her own footing and drops up to 20 ft to a lower strand, halving the damage. She cannot use this in her second phase.

Another Voice (costs 1). She uses Speaks With Their Voices, out of turn, from a new direction.

Cut a Strand (costs 1). One anchor within 60 ft parts. Anything hanging from it falls: a bridge, a cocoon, a Weaver Spider, or a climber, who makes a DC 15 Dexterity saving throw to catch a neighbouring line.

Bite (costs 2). She makes one bite attack.

Appears in 1 page

Theron Amorphos — Phase 1: The Summoner

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

8 (-1)STR
14 (+2)DEX
14 (+2)CON
20 (+5)INT
16 (+3)WIS
12 (+1)CHA

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.

Appears in 1 page

Theron Amorphos — Phase 2: The Unshapen

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

22 (+6)STR
10 (+0)DEX
20 (+5)CON
18 (+4)INT
14 (+2)WIS
8 (-1)CHA

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.

Appears in 1 page
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Thread-Warden

Medium humanoid (human), neutral · CR 4 (1,100 XP)

AC 16 (linothorax, buckler) | HP 71 (11d8 + 22) | Speed 30 ft.

14 (+2)STR
16 (+3)DEX
14 (+2)CON
12 (+1)INT
13 (+1)WIS
11 (+0)CHA

Saves Dex +5, Wis +3 · Skills Acrobatics +5, Athletics +4, Sleight of Hand +5, Survival +3 · Passive Perception 11 · No darkvision: it carries no lamp because the thread is its light

Thread-Sense. It knows the direction and distance of every tied thread within 120 ft and can move at full speed along one while blinded or in darkness. It is never lost in the maze and it never needs a light.

Forbidden Cut. It will not sever a thread tied to a living person's wrist, and it moves to stop anyone who tries. A party that ties itself into the maze's threads can pull a warden off its ground and onto theirs.

Oath, Not Death. At the start of its turn, if it is below half hit points and no Knossian Priest of the Thread is within 60 ft, or if half or more of the wardens who began the fight have fallen, it makes a DC 12 Wisdom saving throw. On a failure it grounds its weapons and surrenders, and offers to walk the party out along a true thread. A surrendered warden does not fight again unless it is attacked.

Multiattack. Two attacks with the bronze kopis and one with the thread-hook.

Bronze Kopis. Melee, +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage.

Thread-Hook. Melee or thrown, +5 to hit, reach 5 ft or range 20/40 ft, one target. Hit: 6 (1d6 + 3) piercing damage, and the warden has advantage on its next attack against a target whose speed is 0.

Cut and Re-Tie. It severs a guiding thread within 5 ft and knots it to a different anchor. Any creature that was navigating by that thread makes a DC 13 Wisdom (Survival) check to keep its bearings; on a failure it does not notice until the thread leads it somewhere it did not intend. A re-tied thread takes 1 minute and a DC 13 Sleight of Hand check to prove false.

Snare-Line. It flicks a weighted line at a creature within 15 ft, which makes a DC 13 Dexterity saving throw. On a failure its speed is 0 until it or an adjacent creature uses an action to cut the line free (the line is AC 10, 5 hit points).

Slip the Line. When a creature it can see moves out of its reach, it makes one thread-hook attack against that creature.

Appears in 6 pages
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Tide-Ogre Bosun

Medium Creature · CR 5 · Deck breaker

AC 15  |  HP 118  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

Note. Can be distracted by a shouted cadence contest.

Attack. Anchor maul +8 to hit, 20 bludgeoning and damages a ship zone.

Appears in 1 page
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Tisiphone, Who Reads the Charge

Medium fiend, lawful neutral · CR 13 (10,000 XP)

AC 18 (ash-scale and office) | HP 218 (23d8 + 115) | Speed 40 ft., fly 60 ft.

18 (+4)STR
20 (+5)DEX
20 (+5)CON
16 (+3)INT
20 (+5)WIS
20 (+5)CHA

Saves Dex +10, Wis +10, Cha +10 · Details Insight +10, Intimidation +10, Perception +10 · Resistant to fire, cold, and nonmagical weapons · Immune to poison, charmed, frightened · Truesight 120 ft.

The Charge Is Read. On her first turn she names one deed a player character actually committed, with a date, in a flat voice. That creature is the Adjudged. While the Adjudged is conscious and within 60 ft she attacks no one else and provokes from no one else.

Honours a Confession. If the Adjudged spends its action to state the deed plainly and name who was wronged, she has disadvantage on attacks against it until the end of her next turn, and any creature that then damages her becomes complicit and is named next. She cannot be lied to and does not need to be told the truth to know it.

Bound to the Vigil. She cannot willingly cross a poured line of grave-ash or salt while the vigil stands, and she will not leave the ring while the Adjudged is chained. Outside the ring she can only be reached by ranged attacks, spells, and argument, which she considers three forms of cowardice and says so.

Legendary Bearing. She takes two legendary actions per round, spent at the end of another creature's turn, and regains them at the start of hers.

Sentence Deferred. At 0 hit points she does not die. She comes apart into a standing column of grey ash and re-forms at the next vigil, wherever her sisters hold it.

Multiattack. Three attacks with the ash scourge, or two attacks and one use of Brand the Docket.

Ash Scourge. Melee, +10 to hit, reach 10 ft, one target. Hit: 14 (2d8 + 5) slashing damage, plus 10 (3d6) fire damage if the target is the Adjudged.

Brand the Docket. One creature within 30 ft makes a DC 18 Charisma saving throw, taking 21 (6d6) fire damage on a failure or half as much on a success. On a failure it is entered on the docket for 24 hours: it sheds dim grey light in a 5-ft radius, cannot become invisible, and every fiend within a mile knows the direction it lies in.

Read the Sentence (recharge 5–6). She reads three lines from the bronze sheet. Every creature of her choice within 60 ft that can hear her makes a DC 18 Wisdom saving throw, taking 33 (6d10) psychic damage and being stunned until the end of its next turn on a failure, or half damage and no stun on a success. A creature that has confessed this encounter has advantage on the save.

Judgment Falls. When the Adjudged deals damage to a creature other than her, she makes one ash scourge attack against it.

Name the Next. She names a new Adjudged from among the creatures present. Her existing marks and effects do not transfer.

Wingbeat of Ash. She flies up to 30 ft without provoking, and every creature she passes over makes a DC 15 Constitution saving throw or is blinded by grit until the end of its next turn.

Hold the Chain. Costs 2 actions. She takes hold of the chain herself and one sister is freed to act on the next round. Use this only when the party has broken the ring, and tell them what it means.

Appears in 1 page
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Titan-kin Brute

Medium Humanoid (Titan-kin; orc reskin), Chaotic Evil · CR 2

AC 14  |  HP 42  |  Speed 30 ft.

16 (+3)STR
12 (+1)DEX
16 (+3)CON
8 (−1)INT
10 (+0)WIS
9 (−1)CHA

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.

Appears in 1 page
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Titan-Kin Chain-Guard

Large Giant · CR 5 · Enc. 1 jailer

AC 16  |  HP 95  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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).

Appears in 1 page
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Titan-kin Raider

Medium Humanoid (Titan-kin), Chaotic Evil · CR 1

AC 13  |  HP 22  |  Speed 30 ft.

14 (+2)STR
14 (+2)DEX
12 (+1)CON
8 (−1)INT
10 (+0)WIS
8 (−1)CHA

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.

Appears in 1 page
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Triopas, the Sundering Spear

Medium Celestial (demigod-blooded), Chaotic Evil · CR 5 · Destroyer-exile of Caria/Thessaly

AC 16  |  HP 102 (12d8+48)  |  Speed 40 ft.

20 (+5)STR
14 (+2)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
11 (+0)CHA

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).

Appears in 1 page
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Triton Guard

Medium Humanoid (Triton), Neutral · CR 1 · Mini ×10 (use ≤4 here)

AC 13  |  HP 27  |  Speed 30/swim 30

14 (+2)STR
12 (+1)DEX
13 (+1)CON
11 (+0)INT
13 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Troy Gate Watch

Medium Creature · CR 5 · Alert guards with civic duties

AC 17  |  HP 84  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Two-Headed Death Dog

Medium monstrosity, unaligned · CR 3 (700 XP)

AC 14 (matted hide) | HP 58 (9d8 + 18) | Speed 40 ft.

16 (+3)STR
14 (+2)DEX
14 (+2)CON
3 (−4)INT
14 (+2)WIS
6 (−2)CHA

Skills Perception +4, Survival +4 · Darkvision 120 ft.

Two-Headed. It has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. One head sleeps at a time; the pack is never fully asleep.

Pack Hunter. It has advantage on attack rolls against a creature if another Two-Headed Death Dog is within 5 ft of that creature and not incapacitated.

Nose First. It tracks by scent, with advantage on Survival checks to follow a trail. Within 10 ft of thick smoke, spilled vinegar, pepper-dust, or a burst bag of spice it loses Pack Hunter and has disadvantage on Perception checks and on attack rolls against creatures it cannot see.

Split Attention. If meat, offal, or a fresh corpse lands within 20 ft, it makes a DC 12 Wisdom saving throw at the start of its turn. On a failure one head takes the meal: it moves to the food and makes only one bite attack this turn, and only against a creature within 5 ft of the food.

Kennel-Bound. It breaks off pursuit 60 ft past the last blood it smelled and returns to the ground it marked. It does not hunt a party that leaves quietly and downwind.

Multiattack. Two bites, one from each head.

Bite. Melee, +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) piercing damage. The target makes a DC 12 Constitution saving throw; on a failure its hit point maximum drops by 5 (1d10) until it finishes a long rest, as the wound goes grey and will not close.

Drag Down. If both bites hit the same target this turn, that creature makes a DC 13 Strength saving throw or is knocked prone.

Appears in 4 pages
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Typhon, Father of Storms

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)

26 (+8)STR
12 (+1)DEX
24 (+7)CON
16 (+3)INT
16 (+3)WIS
18 (+4)CHA

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.

Appears in 1 page
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Unfed Wraith

Medium Undead, Neutral Evil · CR 5 (1,800 XP)

AC 13  |  HP 67 (9d8+27)  |  Speed 0 ft., Fly 60 ft. (hover)

6 (−2)STR
16 (+3)DEX
16 (+3)CON
12 (+1)INT
14 (+2)WIS
15 (+2)CHA

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.

Appears in 1 page
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Valley Cyclops (Greek / Sinbad voyage)

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.

22 (+6)STR
11 (+0)DEX
20 (+5)CON
8 (−1)INT
6 (−2)WIS
10 (+0)CHA

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.

Appears in 1 page
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Vapor-Script Daemon

Medium Creature · CR 5 · Illusion and clue corrupter

AC 14  |  HP 90  |  Speed 30 ft.

14 (+2)STR
12 (+1)DEX
14 (+2)CON
10 (+0)INT
11 (+0)WIS
10 (+0)CHA

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.

Appears in 1 page
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Warlord Kharos

Medium Humanoid (Titan-kin war-chief), Neutral Evil · CR 7 · Horde Leader

AC 17  |  HP 136 (16d8+64)  |  Speed 30 ft.

20 (+5)STR
12 (+1)DEX
18 (+4)CON
12 (+1)INT
13 (+1)WIS
15 (+2)CHA

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).

Appears in 1 page
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Weaver Spider

Large monstrosity, unaligned · CR 3 (700 XP)

AC 15 (natural armour) | HP 67 (9d10 + 18) | Speed 30 ft., climb 30 ft.

14 (+2)STR
16 (+3)DEX
14 (+2)CON
3 (−4)INT
12 (+1)WIS
5 (−3)CHA

Skills Perception +3, Stealth +7 · Immune to poison damage, poisoned · Blindsight 10 ft. · Darkvision 60 ft.

Spider Climb. It climbs any surface, ceilings included, without a check, and it fights from the ceiling by preference.

Web Sense. While in contact with a web it knows the exact location of every other creature in contact with that web, invisible or not.

Web Walker. It ignores movement restrictions caused by webbing, its own or anyone else's.

Bite and Withdraw. It will not spend two turns in a row within reach of a creature that has damaged it. It bites, goes up the strand, and drops back the round after. A party that cannot reach the ceiling fights it four times.

Anchor Strand. Each spider hangs from one visible strand: AC 10, 5 HP, immune to poison and psychic damage, vulnerable to fire and slashing. Cut it while the spider is aloft and the spider falls, taking 1d6 bludgeoning damage per 10 ft and landing prone, and it cannot use Up the Strand until it spends an action spinning a new anchor.

Bite. Melee, +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) piercing damage, and the target makes a DC 12 Constitution save, taking 9 (2d8) poison damage on a failure or half as much on a success.

Web (recharge 5–6). Ranged, +5 to hit, range 30/60 ft, one Large or smaller creature. Hit: the target is restrained by webbing. A creature can free itself or an adjacent creature with an action and a DC 12 Strength check, or destroy the web (AC 10, 5 HP, vulnerable to fire, immune to bludgeoning, poison, and psychic damage).

Up the Strand. It climbs up to 25 ft along its anchor strand. Opportunity attacks provoked by this movement have disadvantage.

Appears in 4 pages
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Web-Fey Spinner

Medium fey, chaotic neutral · CR 5 (1,800 XP)

AC 16 (spun silk) | HP 84 (13d8 + 26) | Speed 30 ft., climb 30 ft.

12 (+1)STR
18 (+4)DEX
15 (+2)CON
14 (+2)INT
15 (+2)WIS
16 (+3)CHA

Saves Dex +7, Wis +5 · Skills Acrobatics +7, Deception +6, Perception +5, Stealth +7 · Darkvision 60 ft. · Save DC 14

Web Walker. It ignores movement restrictions caused by webbing and never falls from a strand by accident.

Weaver's Ground. At the start of each of its turns the room changes: one 10-ft square within 30 ft becomes webbed difficult terrain, and one already-webbed square unravels. It never webs the square it stands in, so the clean square is where it is going next.

Guest-Right. It offers a strand of its silk aloud, with terms. A creature that takes the strand and does not attack will not be attacked by the Spinner, and no Weaver Spider under her will touch it either. Break the terms and she has advantage on attack rolls against that creature for the rest of the fight, and she says why.

Multiattack. Two Shear-Claw attacks, or one Shear-Claw and one Cut the Strand.

Shear-Claw. Melee, +7 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) slashing damage. Against a restrained creature she may instead cut it loose, which she does when she wants it to fall rather than to bleed.

Snare (recharge 4–6). Silk bursts across a 20-ft cube within 60 ft. Each creature in it makes a DC 14 Dexterity save or is restrained. Escape is an action and a DC 14 Strength check, or destroy the web (AC 10, 10 HP, vulnerable to fire, immune to bludgeoning, poison, and psychic damage).

Cut the Strand. One anchor within 60 ft parts. Everything hanging from it falls — bridge, cocoon, spider, climber. Each falling creature makes a DC 14 Dexterity save to catch a neighbouring line; on a failure it drops, taking 1d6 bludgeoning damage per 10 ft and landing prone.

Line Walk. She moves up to 30 ft along webbing without provoking opportunity attacks.

Give Way. When hit by a melee attack, she cuts her own footing and drops up to 20 ft to a lower strand, halving the damage. She lands standing.

Appears in 4 pages
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Whispering Laurel

Medium plant (awakened laurel), neutral · CR 5 (1,800 XP)

AC 14 (fibrous bark) | HP 82 (15d8 + 15) | Speed 5 ft.

8 (−1)STR
14 (+2)DEX
12 (+1)CON
16 (+3)INT
16 (+3)WIS
16 (+3)CHA

Saves Wis +6, Cha +6 · Skills Deception +6, Insight +6, Perception +6, Stealth +7 · Vulnerable to fire · Resistant to bludgeoning and piercing from nonmagical attacks · Immune to psychic damage, charmed, exhaustion, frightened, prone · Tremorsense 60 ft. · Save DC 14

One Crown Among Many. Until it has spoken, it is indistinguishable from an ordinary laurel, and there are always ordinary laurels. While its speaking crown is unlocated, attacks against it have disadvantage and it cannot be targeted by any effect that requires the attacker to see its target. A creature that spends an action listening and succeeds on a DC 15 Perception check fixes which crown is speaking; that attacker ignores the disadvantage until the voice moves.

One Lie. Everything it says is true, once per encounter excepted. It may state exactly one falsehood, and it cannot decline a question that has been put to it three times in the same words.

Caught Out. When a creature proves the lie false — with evidence found at the table, or by winning an Insight check against its Deception after the lie is spoken — the laurel's leaves fall silent: it is stunned until the end of its next turn and loses all its damage resistances for 1 minute. That is the fight the party is actually meant to win.

Rooted. It cannot be moved against its will, shoved, or knocked prone, and it never leaves the soil it grew in.

Multiattack. Two Whispered Answer attacks.

Whispered Answer. Ranged, +6 to hit, range 60 ft, one creature that can hear. Hit: 13 (3d8) psychic damage, and the target cannot take reactions until the end of its next turn.

Riddling Chorus (recharge 5–6). It asks one question in eleven rustling voices at once. Each creature within 30 ft that can hear makes a DC 14 Wisdom save, taking 16 (3d10) psychic damage and being incapacitated until the end of its next turn on a failure, or half as much damage on a success. A creature that has spoken an answer aloud since the end of its last turn has advantage on the save.

Pass the Voice. Its voice moves to any laurel crown within 30 ft — its own or an ordinary tree's — and comes from there afterwards. Its speaking crown becomes unlocated again. It does this the moment anyone fixes it.

Appears in 4 pages
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Wooden Colossus, Hollow Gift

Large Creature · CR 11 · Boss construct, siege payload, and moral machine · Boss

AC 18  |  HP 225  |  Speed 40 ft.

18 (+4)STR
12 (+1)DEX
18 (+4)CON
10 (+0)INT
12 (+1)WIS
12 (+1)CHA

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.

Appears in 1 page
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Wraith of the Long Silence

Medium undead, neutral evil · CR 12 (8,400 XP)

AC 15 (unarmoured) | HP 204 (24d8 + 96) | Speed 0 ft., fly 60 ft. (hover)

8 (−1)STR
20 (+5)DEX
18 (+4)CON
12 (+1)INT
16 (+3)WIS
18 (+4)CHA

Saves Dex +9, Wis +7, Cha +8 · Skills Perception +7, Stealth +9 · Vulnerable to thunder · Resistant to acid, cold, fire, lightning, and bludgeoning, piercing and slashing from nonmagical attacks · Immune to necrotic, poison damage, charmed, exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained · Blindsight 120 ft. (hearing only), blind beyond 5 ft.

Blind Hunter. It hunts by sound and by nothing else. A creature that makes no noise is invisible to it and cannot be targeted by it. It is not immune to being deafened: a deafened wraith perceives nothing past 5 ft, attacks everything at disadvantage, and drifts. Thunderwave, a shattered amphora, or a struck shield is worth more here than a greatsword.

Follows the Loudest. On each of its turns it must move toward and attack whichever creature made the loudest noise since the end of its last turn: a shout, a spell with a verbal component, mail on stone, a loosed crossbow. The DM adjudicates ties in favour of metal. A thrown helmet is a legal, deliberate, and extremely effective tactic, and it works every single time.

Held by a Ringing. While a continuous sound it can hear is sustained within 60 ft — a struck bronze bell, a running water clock, a jammed door scraping — it must spend its action each turn tearing at that source and cannot move more than 30 ft from it. It cannot leave the room while the sound lasts. Anything that keeps ringing without a hand on it buys the party the whole corridor behind them.

Struck Silence. The first time it takes thunder damage in a round, it cannot take reactions or legendary actions until the end of its next turn and its flying speed is halved. It is made of a held breath, and thunder is the thing that lets the breath go.

Incorporeal Movement. It moves through creatures and objects as difficult terrain, and takes 10 (3d6) force damage if it ends its turn inside an object.

Multiattack. Two silent grasps.

Silent Grasp. Melee, +9 to hit, reach 5 ft, one target. Hit: 22 (4d8 + 4) necrotic damage, and the target's hit point maximum is reduced by the same amount until it finishes a long rest. A humanoid killed by this rises one minute later as a Lost Wanderer, under no one's control, walking the last hour it had.

The Hush (recharge 5–6). A 30-ft radius of absolute silence, centred on itself, lasting 1 minute or until it drops concentration. No sound is made or heard inside it and verbal components are impossible. Each creature inside when it falls makes a DC 16 Wisdom save, taking 22 (5d8) psychic damage and being frightened of the wraith for 1 minute on a failure, or half as much damage on a success. Inside its own hush the wraith is as blind as everyone else and attacks only what it is already touching, which is exactly the trade the party wants it to make.

Drift. It moves up to 30 ft without provoking opportunity attacks. It has 3 legendary actions, spent one at a time at the end of another creature's turn, and regains them at the start of its turn.

Listen. It learns the position of every creature within 120 ft that has made any sound since the end of its last turn, including creatures behind total cover.

Grasp (costs 2 actions). It makes one silent grasp attack.

Appears in 4 pages
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Yoke-Sworn Acolyte

Medium Humanoid, Lawful Neutral · CR 2 (450 XP) · Enc. 2

AC 15 (bronze scale)  |  HP 45 (7d8+14)  |  Speed 30 ft.

13 (+1)STR
12 (+1)DEX
14 (+2)CON
11 (+0)INT
16 (+3)WIS
12 (+1)CHA

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.

Appears in 1 page

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