naturalcrit / homebrewery

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Charybdis

Gargantuan Monstrosity


  • Armor Class 18
  • Hit Points 472(27d20 + 189)
  • Speed 60ft Swim, 10ft with Whirlpool.
  • STR 24 DEX 14 CON 24 INT 20 WIS 20 CHA 20

  • Challenge 24 (62,000 XP)
  • Condition Immunities Sleep, Charm, Restrained, Grapple
  • Damage Immunities Non Magical Phys Weapons
  • Damage Resistances Cold, Lightning, Poison
  • Saving Throws Con + 15, Cha +13 , Wis +13, Dex + 10
  • Senses Truesight 120ft
  • Languages Telepathy 120ft using Sylvan

Legendary Resistances The Charybdis has 3 Legendary Resistances that can be used to pass a failed saving throw

Amphibious The Charybdis can breathe Air & Water

Freedom of Movement The Charybdis Ignores difficult terrain and magical effects can't reduce its speed or cause it to be restrained.

Siege Monster Double damage to objects

Fey Ancestry Immune to Magical Sleep and Charm

Frightful Presence At the Start of it's turn it can make each creature that is aware of it's presence take a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Frightful Presence for the next 24 hours.

Magic Weapons The Creatures form is a magical curse, and hence it's bite is considered magical for resistances.

Whirl-Pool As a bonus action on the charybdis turn he can create a 75ft Sphere centred on the Charybdis, at the start of a creatures turn while in the whirlpool it must make a Str save or be moved 20ft towards the vertex, on a fail it takes 3d6bludg & d8 cold with half damage on fail. The Charybdis is immune to this effect.

Actions

Multi-Attack The Charybdis makes a single bite attack or creates 3 tidal waves.

Bite Melee Attack: +12 to hit, reach 10ft, one target. Hit: 24 (3d10+7) Bludgeoning. If the Target has failed it's save from the whirlpool, it is swallowed. While Swallowed, it's blinded and restrained, with total Cover against attacks taking 12d6 Acid damage at the start of the Charybdis's turn. If the charybdis takes 50 or more damage in a turn, it takes a DC25 Con save or spit them out immediately. If the charydbis dies, swallowed creatures are no longer restained and can exit using 15ft of movement.

Tidal Wave 120ft range, 30ft long, 10ft wide/High, Dex save or be knocked prone taking 8d8 bludgeoning. On success half damage & not knocked prone. Extinguishes fires in the area.

*-_

Legendary Actions The Charybdis has 2 Legendary actions, Each of which can be used to make a tidal wave attack, at the end of a creatures turn.

__

Regional Effects

The ocean for 6 miles around the charybdis is rough, and has irregular tidal movements.

  • Within the radius the charybdis can create storm clouds and make the water rough.
  • Sharks, scylla and other violent sea denizens will swarm where they know ships will sink
  • Aquatic creatures within the radius with an intelligence lower than 4 are charmed by the kraken and will act aggressive.

__

Origins

The Charybdis used to be Sea Nyeids, but were cursed by the gods, they resent gods but will continue their duty of regulating water in streams, channels that are large enough to house them

<img src='https://i.redd.it/5ljw9a33qqry.jpg' style='width:272px' />

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Solarnova Phoenix

Huge Celestial


  • Armor Class 22
  • Hit Points 308
  • Speed 30ft/120ft
  • STR 14 DEX 22 CON 20 INT 20 WIS 20 CHA 24

  • Challenge 24 (62,000 XP)
  • Immunities Non-Magical Physical Damage, Radiant, Fire, Poison
  • Saves Dexterity +14, Constitution +13, Wisdom +13
  • Senses Darkvision 240ft, Truesight 30ft
  • Skills Acrobatics +14, Medicine +13, Arcana +13
  • Languages Celestial, Sylvan

- **Being of fire The Phoenix is healed by fire damage, even it's own that it usually conjures on itself

Legendary Resistances Has 3 Legendary Resists

Rejuvenation If it dies, come back from ashes while in sunlight on the next dawn as baby phoenix with full hp, only wish can stop

Immortal Does not require food, drink, sleep or Air, 5 Year to Adult, 1000 Year lifespan at the end of which reborn the next dawn that it is in sunlight as a young phoenix

Illuminate Shines Bright light for 60ft and Dim for 60ft both of which can penetrate magic dark.

Spellcaster Only requires Verbal Components, DC 23, +15.

  • At Will Detect Evil & Good, Guiding Bolt, Shield of Faith, Lesser Restoration, Dispel Magic
  • 5/day Blindness, Daylight, Revivify
  • 2/day Fireball (10d6), Raise Dead, Greater Rest
  • 1/day Fire Storm (7d10)

Actions

Multi-Attack The Phoenix makes 3 talon attacks or 1 Flameburst/Wing Attack.

Wings Ranged Attack: +12 to hit, reach 15ft, one target. Hit (90) 10d8 Radiant, 10d8 Fire

Flame Burst Ranged Attack DC 19 Dexterity, 15ft radius from pheonix. Hit (121) 6d10 Fire, 6d10 Radiant can save for half damage, regeneates on 5/6.

Talons Melee Attack +12 to hit, reach 5ft, one target. Hit (27) 2d8 Pierce, 2d8 Fire, 2d8 Radiant

_**

Legendary Actions Has 3 Legendary Action: Talon Attack (1), Wing Attack (2), Cast Spell (1,2,3)

__

Life of the Phoenix

The phoenix is a bird closely associated with the sun and fire, both associated with the Faith. Because of it's rebirth with the dawn of the sun it is believed to be related to the sun. A phoenix has 4 distinct stages, Baby, where it is at it's most vulnerable, usually living safetly in the fire plane until it can come into they young phoenix at about 5 years. Sometimes they will act as a familiar of a morally good spellcaster until this time also. As a young phoenix it can now utilize it's full extent of it's abilities though not as powerful of many of the other ancient monsters. When it comes to an adult at about 100 years it evolves again, gaining power of radiance at it's behest and it's now a combatant to be feared. At +1000 years like the sun, a phoenix goes supernova, becoming it's most powerful where it will sway a war or a fight before dying at dusk, to be reborn as a baby once more.

__

Regional Effects

At the Solarnova stage the 6miles around it's presence is affected. Light is much more powerful, and counts as being under the effect of the daulight spell where sunlight should touch. Within 60ft the Sunburst spell counts as activated at each initiative 20 step, but does no damage and creatures with sunlight sensitivity are also disadvantaged on this save. Both effects count as sunlight for creatures such as vampires.

<img src='https://i.pinimg.com/736x/3a/07/64/3a0764c310ef9f332c1df846b242c335--real-phoenix-bird-phoenix-tattoos.jpg' style='width:350px' />

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Nemean Lion

Huge Beast


  • Armor Class 18
  • Hit Points 180
  • Speed 60ft Run
  • Saves Str +12, Dex + 9, Wis +8, Con +9
  • STR 24 DEX 18 CON 18 INT 6 WIS 16 CHA 16

  • Immunities Non Magical Physical Damage
  • Resistances Poison, Fire, Force, Physical Damage
  • Languages Sylvan, but doesn't speak
  • Senses Darkvision 60ft
  • Skills Athletics + 12, Itimidation +8, Perception +13
  • Challenge 18 (20,000 XP) _**

Legendary Resistance The Nemean has 1 Resist.

Impenetrable Hide Attack rolls with weapons have disadvantage to hit

Keen Senses Hearing, Sight & Smell

Pounce If the lion moves 30ft towards the target before striking, DC 18 Str Save or be knocked prone. If prone, Claw as a bonus action.

Running Leap With 10ft Run, the Nemean Lion can jump 30ft.

Actions

Multi-Attack 2 claw attacks & 1 bite Attack, which can be used to make a thundering roar instead.

Bite Melee Attack + 12 to hit, 5ft, Hit (40) 6d10+7 Piercing Damage. Large or smaller DC 16 Grapple or the creature is restrained. The nemean can't bite another target while restraining a creature.

Claw Melee Attack + 12 to hit, 5ft, Hit (35) 6d8+7 Slashing Damage. DC 16 or be knocked prone.

Thundering Roar (1/day) Creatures within 120ft that can hear take DC 16 Wis Save, taking 2d10 Thunder on a pass. On a fail creatures are frightened for 1 minute, and take 4d10 Thunder damage, creatures can repeat the save at the end of their turns.

__

Dragons & Drakons

Drakons (not to be confused with Dragons) are giant, monster serpent-like creatures several millennia older than dragons. They hold a resentment towards dragons for their ability to fly, they are resitant to the breath of dragons and melee attacks but can't catch a dragon should it decide to fly away.


Drakon

Gargantuan Dragon


  • Armor Class 17
  • Hit Points 290
  • Speed 50ft Run, 50ft Climb, 50ft Swim
  • Saves Str +11, Dex + 8, Wis +9, Con +9
  • STR 24 DEX 18 CON 20 INT 16 WIS 20 CHA 16

  • Resistances Poison, Fire, Lightning, Cold, Physical Damage
  • Languages Draconic, Sylvan, Common
  • Senses Blindsight 120ft
  • Skills Athletics +11, Itimidation +7, Perception +11
  • Challenge 18 (20,000 XP)

- **Legendary Resistance The Drakon has 3 Resists.

Regeneration (20) At the start of each of it's turns the Drakon heals 20hp.

Frightful Presence Each creature of it's choice within 120ft and aware of it must succeed on a DC 19 wisdom save or be frightened for 1 minute. Creatures can repeat their saving throws at the end of their turns.

Actions

Multi-Attack 2 claw attacks & 1 bite Attack, or replace all for a breath attack.

Bite Melee Attack + 11 to hit, 5ft, Hit (40) 3d10+7 Piercing & 3d10 Elemental Damage. Large or smaller DC 16 Grapple or the creature is restrained. The Drakon can't bite another target while restraining a creature.

Claw Melee Attack + 11 to hit, 5ft, Hit (25) 6d8+7 Slashing Damage.

Elemental Breath (5,6 Regen) The Drakon releases it's Elemental might, creatures within the 60ft cone take a save against it's DC 19 (Dex/Con) and on a failure take 16d6 Elemental damage or half as much on a successful save.

_**

Legendary Actions The drakon has two legendary actions:

  • (2) Swallow Target, one creature the Drakon has in it's mouth, Melee Attack + 11 to hit, 5ft, Hit (20) 4d10 Elemental damage on the start of each of it's turns. If the Drakon takes 30 damage in a single turn it must pass a DC 19 Constitution save or regurgitate the target. Whilst the target is swallowed it's blinded and restrained, with total Cover against attacks.
  • (1) Detect The Drakon makes a Wisdom (Perception check.
  • (1) Move The drakon mvoes up to it's movement speed without provoking opportunity attacks.

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Lycaon Lord

Large Fiend


  • Armor Class 18 (Natural AC)
  • Hit Points 208
  • Speed 50ft Run, Swim Climb
  • STR 20 DEX 18 CON 18 INT 14 WIS 18 CHA 18

  • Challenge 16 (15,000 XP)
  • Immunities Non-Silvered Physical Damage,
  • Resistances Necrotic
  • Saves Str +5, Con +9, Wis +9, Cha +9
  • Senses Darkvision 60ft, Blindsight 10ft
  • Skills Athletics +10, Intimidate +9, Perception +14
  • Languages Common, Sylvan

- Legendary Resistances ** Has 3 Legendary Resists

Actions

Multi-Attack The Werewolf makes 3 Attacks, 2 with it's arms and one with a bite.

Claws Melee Attack + 10 to hit, 5ft, Hit (14) 2d8+5 Slashing Damage.

Bite Melee Attack +10 to hit, reach 5ft, one target (or a corpse). Hit (25) 2d8+5 Piercing & 3d6 Necrotic which heals the werewolf. DC 14 Lycanthropy if not cured by next moon. _**

Legendary Actions Has 3 Legendary Actions, Which can be used to make: Bite(2), Claw (1), Move without Opportunity (1).


Bronze Automaton

Large Construct


  • Armor Class 20 (Natural AC)
  • Hit Points 210
  • Speed 30ft Walk
  • STR 24 DEX 8 CON 20 INT 2 WIS 10 CHA 1

  • Challenge 16 (15,000 XP)
  • Immunities Fire, Poison, Psychic; Non Steel Phys. Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 120ft
  • Languages Understands Dwarvish

_**

Fire Absorption Fire Heals

Immutable Immune to Polymorph

Inherent Magic Magic Weapons & Resistance

Actions

Multi-Attack 2 Melee or Forge Attack.

Slam Melee Attack + 13 to hit, 5ft, Hit (20) 3d8+7 Slashing Damage.

Sword Melee Attack +13 to hit, reach 5ft, Hit (23) 3d10+7 Slashing Damage.


Vampire Lord

Medium Fiend


  • Armor Class 16 (Natural AC)
  • Hit Points 144
  • Speed 50ft Run, Climb
  • STR 18 DEX 18 CON 18 INT 16 WIS 16 CHA 18

  • Challenge 16 (15,000 XP)

  • Resistances Necrotic, Non-Magical Phys Damage

  • Saves Dex +9, Wis +8, Cha +9

  • Senses Darkvision 120f

  • Profs Athletics +9, Persuasion +9, Religion +8

  • Languages Common + Languages from Life

  • **

Legendary Resistances Has 3 Legendary Resists

Shape Changer If vampire isn't in sunlight, can use action to Polymorph, while in bat form, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Stats, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate Objects, It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. It has advantage on Str, Dex, and Con saving throws,immune to all nonmagical damage, except damage from sunlight.

Misty Escape While at 0 and not in sunlight, travels to resting place, dies in 2 hours, if reached backed to vamp, regen in 1 hour

Children of the Night 1/day 3d6 wolves in 1d4 rounds

Regeneration (20) If not in sunlight or in contact with religios foci.

Charm Can use action to charm, DC 17 Wis, once passed immune for 24 hours.

Weaknesses

  • Forbiddance The vampire can't enter a residence without an invitation from one of the occupants.
  • Stake to the Heart If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its Resting place, the vampire is Paralysed until the stake is removed.
  • Sunlight Hypersensitivity The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.

Actions

Multi-Attack 2 Claws, 1 Bite or 1 Extra Claw.

Claws Melee Attack + 9 to hit, 5ft, Hit (14) 1d8+5 Slashing Damage or DC 18 Grapple.

Bite Melee Attack +19 to hit, reach 5ft, one willing, restained, Unconscious. Hit (25) 1d8+5 Piercing & 3d6 Necrotic which heals the Vamp. Reduce max hp, Creatures redued to 0hp are killed and return as vamps next turn. _**

Legendary Actions Has 3 Legendary Actions, Which can be used to make: Bite(2), Claw (1), Move without Opportunity (1).

\page


Ancient Hydra

Gargantuan Monstrosity


  • Armor Class 18
  • Hit Points 284
  • Speed 50ft
  • STR 24 DEX 14 CON 22 INT 4 WIS 14 CHA 8
  • Senses Darkvision 60ft
  • Challenge 14 (12,000 XP)

-**

  • Legendary Resistances Has 3 Legendary Resists
  • Regrowth 30 damage in a single hit kills a head, no regrowth if the damage came from fire and each time it receives fire damage it stops a head from regrowing that turn. Regenerates 15 from each head regrown.
  • Multiple Heads Advantage on saves against Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious with at least 2 heads, 9 Heads to start.
  • Reactive Heads Extra opportunity attack for more heads
  • Wakeful Always awake with at least 1 head

Actions

Multi-Attack, gains ones attack for each head it currently has remaining.

Bite Melee Attack: +11 to hit, reach 10ft, one target. Hit (12) 1d10+6 Piercing

Spit Ranged Attack: +11 to hit, Ranged 60/240, one target. Hit (10) 1d6+6 Acid or Fire.

_**

Legendary Actions Has 3 Legendary Actions: Force head regrowth (2), Bite (1)


Gegenee

Gargantuan Giant


  • Armor Class 18
  • Hit Points 280
  • Speed 50ft Run, Swim Climb
  • STR 30 DEX 14 CON 20 INT 16 WIS 18 CHA 18

  • Challenge 14 (12,000 XP)
  • Immunities Non-Magical Physical Damage,
  • Resistances Cold, Lightning, Fire, Poison
  • Tools Smithing (x2)
  • Profs Arcana +7, Athletics +14, History +7, Perception +8
  • Saves Str +13, Con +9, Wis +8, Cha +8
  • Languages Common, Giant

Actions

Multi-Attack The Gegenee has 6 arms,giving 6atks

Rock Ranged Weapon Attack + 14 to hit, 40/120 Hit (17) 2d6+10 Bludgeoning Damage.

Fists Melee Attack +14 to hit, reach 10ft, one target. Hit (19) 2d8+10 Bludgeoning Damage _**

Legendary Actions Has 3 Legendary Actions, Which can be used to make 2 Attacks(1)

Legendary Resistances Has 3 Legendary Resists


Ancient Medusa

Large Monstrosity


  • Armor Class 16
  • Hit Points 144
  • Speed 30ft Run, Swim Climb
  • STR 12 DEX 20 CON 18 INT 14 WIS 16 CHA 20

  • Challenge 14 (12,000 XP)
  • Immunities Poison
  • Resistances Charm, Petrification, Restrained, Non Magical Weapons
  • Saves Dex, Wis
  • Senses Darkvision 60ft, Blindsight 10ft
  • Profs Deception, Insight, Perception, Stealth
  • Languages Common, Draconic, Elvish

- ** Legendary Resistances Has 3 Legendary Resists

Petrifying Gaze Creatures within 30ft that it can see at the start of the turn must take DC19 Con or be restrained (Failing by more than 5 is petrification) on the creatures turn it re-rolls save to either save effect or become petrified. Requires Greater Resoration, Creatures can avert eyes getting disadvantaged to attack but no petrification. Requires at least Greater Restoration, and medusa can get effect used against herself in Bright Light.

Actions

Multi-Attack The medusa makes 3 attacks, 1 with it's hair and 2 with either it's shortsword or longbow.

Longbow Ranged Weapon Attack + 10 to hit, 150/600 Hit (14) 2d8+5 Piercing Damage & 14 (4d6 poison).

Longsword Melee Weapon Attack +10 to hit, reach 5ft, one target. Hit (9) 2d8+5 Slashing Damage

Snake Hair Melee Attack +10 to hit, reach 10ft, one target. Hit (37) 1d8+5 Pierce & 8d6 Poison Dmg _**

Legendary Actions Has 3 Legendary Actions, Which can be used to make: A Weapon Attack (1), Move Without Provoking Opportunity (1)

_

Scylla Variant:

Movement replaced with swimming, starting with 8 heads instead. Has regeneration 10 for each head remaining, with each 40 damage it takes killing a head.

\page


Adult Phoenix

Large Celestial


  • Armor Class 18
  • Hit Points 107
  • Speed 20ft
  • STR 12 DEX 20 CON 18 INT 16 WIS 16 CHA 18
  • Saves Dexterity +9, Constitution +7, Wisdom +6
  • Skills Acrobatics +9, Medicine +6, Arcana +6
  • Immunities Fire, Poison
  • Resistances Non-Magical Physical Damage
  • Senses Darkvision 120ft
  • Challenge 14 (6,000 XP)

- **Rejuvenation If it dies, come back from ashes while in sunlight on the next dawn as baby phoenix with full hp, only wish can stop

Immortal Does not require food, drink, sleep or Air, 5 Year to Adult, 1000 Year lifespan at the end of which reborn the next dawn that it is in sunlight as a young phoenix

Illuminate Shines Bright light for 30ft and Dim for 30ft both of which can penetrate magic dark.

Spellcaster Only requires Verbal Components, DC 16, +8.

  • At Will Detect Evil & Good, Guide Bolt, Faith Shield
  • 3/day Blindness, Daylight, Dispel, Lesser restoration, Shield of faith
  • 2/day Fireball (4), Raise Dead, Greater Restoration

Actions

Multi-Attack The Phoenix makes 3 talon attacks or 1 Flameburst/Wing Attack.

Wings Ranged Attack: +9, reach 15ft, Hit (45) 5d8 Radiant, 5d8 Fire

Flame Burst DC 16 Dexterity, 10ft radius. Hit (45)* 5d8 Fire, 5d8 Radiant, save for 1/2 dmg, regen(5/6)

Talons Melee Attack +9, reach 5ft, Hit (14) 1d8 Pierce, 1d8 Fire, 1d8 Radiant


Arch-Bishop

Medium Humanoid, Any Type


  • Armor Class 16 (Mage Armour)
  • Hit Points 136
  • Speed 30ft Walk
  • STR 10 DEX 16 CON 14 INT 12 WIS 18 CHA 14

  • Languages Common, Celestial
  • Senses Darkvison 60ft
  • Challenge 10 (6,000 XP)
  • Skills Arcana +5, Religion +9, Insight +8
  • Saves Wisdom +8, Con +6 _**

Divine Intervention (1/Day) As an action, the archbishop implores their deity for aid. Their deity casts a 6th level or lower spell from the archbishop's prepared spells without material components on a target of the archbishop's choice (Harm/Heal 50/70)

Blessed Healer Healing spells you cast also heal you for 2+the spell's Level.

Warding Flare 4 Times per LR, Reaction to Impose disadvantage on an attack within 30ft

Potent Cantrips Cantrips add your wisdom modifier to their damage.

Spellcasting 9th Level caster, DC 16, +8 to hit

  • Cantrips (At Will) Sacred Flame, Light, Spare the Dying
  • 1st Level (4/day) Guiding Bolt, Shield of Faith, Mage Armour, Healing Word
  • 2nd Level (3/day) Prayer of Healing, Spiritual Weapon, Lesser Restoration.
  • 3rd Level (3/day) Dispel Magic, Revivify, Counter-spell, Beacon of Hope
  • 4th Level (3/day) Banishment, Greater Invisibility, Wall of Fire
  • 5th Level (1/day) Mass Cure Wounds, Hold Monster, Geas

Actions

Cast Spell Sacred Flame, Guiding Bolt, Mass Cure

Spiritual Weapon, Healing Word Bonus Actions

\page


Sphinx

Large Monstrosity


  • Armor Class 17 (Natural AC)
  • Hit Points 136
  • Speed 40ft Walk, 60ft Fly
  • STR 18 DEX 16 CON 16 INT 18 WIS 18 CHA 18

  • Immunities Psyhchic, Charmed, Frightened
  • Resistances Non magical Physical Damage.
  • Languages Common, Sphinx
  • Senses Truesight 120ft
  • Challenge 10 (6,000 XP)
  • Skills Arcana +14, History +14, Religion +9, Perception +9 _**

Inscrutable Immune to effects that'd sense thoughts/Emotions as well as diviniation that it refuses. Wisdom (Insight) checks made to ascertain it's intentions are disadvantaged. Inherent Magic Magic Weapons & Resistance Spellcasting 9th Level caster, DC 17, +9 to hit

  • Cantrips (At Will) Mage Hand, Minor Illusion, Prestigation
  • 1st Level (4/day) Detect Magic, Identify, Shield
  • 2nd Level (3/day) Darkness, Locate Object, Suggestion
  • 3rd Level (3/day) Dispel Magic, Remove Curse, Tongues
  • 4th Level (3/day) Banishment, Greater Invisibility
  • 5th Level (1/day) Legend Lore

Actions

Multi-Attack 2 Claw Attacks

Claw Melee Attack + 9 to hit, 5ft, Hit (13) 2d8+4 Piercing Damage.

  • **

Legendary Actions The Sphinx has 3 Legendary Actions that it can take:

  • Claw Attack (1)
  • Teleport (2) 120ft with Gear
  • Cast a Spell (3)

_

Sphinx's Riddle

The Sphinx is often tasked with safeguarding of knowledge or treasure. Often they are willing to exchange knowledge for succesful anwsers of their riddles. It has the following effects should creatures decide to trade to ensure they can't escape with it's death.

  • Up to 7 Creatures and the sphinx transport to another plane of existence, it can return to it's lair as a bonus action but otherwise the creatures are stuck there until they find a way back.
  • On a failed guess a Sphinx might age the creatures, they must succeed a DC15 Constitution check or be aged 20 years. Greater Restoration will restore a creatures age to normal.

Spartoi General

Medium Undead


  • Armor Class 18 (Ancient Plate)
  • Hit Points 229
  • Speed 30ft Walk
  • Saves Con, Dex, Str
  • STR 20 DEX 16 CON 18 INT 12 WIS 12 CHA 18

  • Immunities Poison, Poisoned, Exhaustion

  • Vulnerabilties Bludgeoning

  • Languages Languages from Life, but can't Speak.

  • Senses Darkvision 60ft

  • Skills Athletics, Intimidation, Perception

  • Challenge 12 (8,400 XP) _**

  • Indomitable (3/Day) Can Re-roll a failed Save

  • Survivor (10) While Below Half Hp, Regains hp.

  • Command Ally Free Action to get an ally within 30ft that he can see to use a reaction to make an attack with advantage.

  • FrightenThe Spartoi can give up 1 attack to attempt to frighten 1 creature, with a DC 16 wisdom save. or be frightened until the end of it's next turn.

Actions

Multi-Attack 3 Attacks with a weapon it's holding, using proficiency of +4 and Iron weaponry.


Young Nemean Lion

Large Beast


  • Armor Class 16 (Natural AC)
  • Hit Points 120
  • Speed 45ft Run
  • Saves Str +8, Dex + 6, Wis +5, Con +5
  • STR 20 DEX 16 CON 16 INT 4 WIS 14 CHA 14

  • Immunities Non Magical Physical Damage

  • Resistances Poison, Fire, Force, Physical Damage

  • Languages Sylvan, but doesn't speak

  • Senses Darkvision 60ft

  • Skills Athletics + 8, Itimidation +5, Perception +5

  • Challenge 10 (6,000 XP) _**

  • Impenetrable Hide Attack rolls with weapons have disadvantage to hit

  • Keen Senses Hearing, Sight & Smell

  • Pounce If the lion moves 30ft towards the target before striking, Medium or Smaller DC 14 Str Save or be knocked prone. If prone, Claw as a bonus action.

  • Running Leap With 10ft Run, the Nemean Lion can jump 20ft.

Actions

Multi-Attack 1 claw attacks & 1 bite Attack.

Bite Melee Attack + 7 to hit, 5ft, Hit (25) 4d10+4 Piercing Damage. Medium or smaller DC 12 Grapple or the creature is restrained. The nemean can't attack another target while restraining a creature.

Claw Melee Attack + 7 to hit, 5ft, Hit (15) 2d10+4 Slashing Damage. DC 12 or be knocked prone.

\page


Laestrogonian

Huge Giant


  • Armor Class 16 (Natural AC)
  • Hit Points 144
  • Speed 40ft Walk
  • Saves Con
  • STR 20 DEX 8 CON 18 INT 4 WIS 4 CHA 4

  • Immunities Acid, Poison, Psychic; Non-Bronze Phys, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

  • Languages Giant

  • Senses Darkvision 60ft

  • Challenge 8 (4,000 XP) _**

  • Acid Absorption Acid Heals

  • Immutable Immune to Polymorph

  • Inherent Magic Magic Weapons & Resistance

Actions

Multi-Attack 2 Slam or goes Berserk

Bite Melee Attack + 9 to hit, 5ft, Hit (15) 2d10+5 Piercing Damage.DC 15 Con or have Hp reduced by that amount until Greater Resoration.

Berserk Next Turn gains +2 AC, Adv on Dex, Bite as Bonus


Young Hydra

Huge Monstrosity


  • Armor Class 15
  • Hit Points 172
  • Speed 30ft Walk
  • STR 20 DEX 12 CON 20 INT 2 WIS 10 CHA 6
  • Senses Darkvision 60ft
  • Challenge 8 (4,000 XP)

-**

  • Regrowth 25 damage in a single hit kills a head, no regrowth if the damage came from fire and each time it receives fire damage it stops a head from regrowing that turn. Regenerates 10 from each head regrown.
  • Multiple Heads Advantage on saves against Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious with at least 2 heads, 5 Heads to start.
  • Reactive Heads Extra opportunity attack for more heads
  • Wakeful Always awake with at least 1 head

Actions

Multi-Attack, gains ones attack for each head it currently has remaining.

Bite Melee Attack: +8 to hit, reach 10ft, one target. Hit (12) 1d10+5 Piercing

Spit Ranged Attack: +8 to hit, Ranged 60/240, one target. Hit (10) 1d6+5 Acid or Fire.


Chaos Chimera

Huge Monstrosity


  • Armor Class 16 (Natural AC)
  • Hit Points 182
  • Speed 30ft Walk, 60ft Fly
  • STR 20 DEX 10 CON 20 INT 4 WIS 14 CHA 10

  • Languages Draconic, Demonic,Sylvan (Can't speak)
  • Senses Darkvision 60ft
  • Challenge 8 (4,000 XP)
  • Skills Perception +12 _**

Actions

Multi-Attack 1 Bite, 1 Horn, 1 Claws Replacing Any with the Breath Attack if Available.

Bite Melee Attack + 9 to hit, 5ft, Hit (26) 2d6+5 Piercing Damage & 4d6 Poison.

Horns Melee Attack + 9 to hit, 5ft, Hit (18) 2d12+5 Bludgeoning Damage.

Slash Melee Attack + 9 to hit, 5ft, Hit (14) 2d8+5 Slashing Damage. DC 14 Shove Prone save.

Dragon breath 30ft Cone, DC17 Dex, (56) 16d6 Fire/Poison,Cold,Shock. (5/6)


Elder Cylops

Huge Giant


  • Armor Class 15 (Natural AC)
  • Hit Points 170
  • Speed 35ft Walk
  • Saves Con
  • Skills Smith+15, Athletics, Percept -3
  • Languages Giant, Common
  • STR 24 DEX 10 CON 20 INT 10 WIS 8 CHA 12

  • Resist Non Magical Phys

  • Languages Giant

  • Senses Darkvision 60ft

  • Challenge 8 (4,000 XP) _**

  • Poor Depth Pereption Disadv Atks, Percept <30ft

Actions

Multi-Attack Makes 2 with Greatclub or 1 Rock

Greatclub Melee Weapon Attack: +11 to hit, reach 10ft, one target. Hit (27) 3d12+7 Bludgeoning

Rock Melee Weapon Attack: +11 to hit, 60/240ft, one target. Hit (39) 6d10+7 Bludgeoning

__

Scyla Variant

30ft Swim, Each 34 Damage the Scyla loses a head, each head it has at start of the turn it gains 5hp

\page


Bull Minotaur

Large Monstrosity


  • Armor Class 17 Half-Plate
  • Hit Points 140
  • Speed 40ft Walk
  • Saves Con, Wisdom
  • Skills Athletics +14, Percept
  • Languages Giant, Common
  • STR 22 DEX 10 CON 20 INT 8 WIS 14 CHA 12

  • Resist Non Magical Phys

  • Languages Sylvan

  • Senses Darkvision 60ft

  • Challenge 8 (4,000 XP) _**

  • Labyrinthe Recall

  • Siege Monster Double Damage to Objects

  • Charge If moves 10ft before attacking a target, it takes 2d12+6 Bludgeoning and is prone on failed DC18 Athletics/Acrobatics or moved 10ft then knocked prone.

Actions

Multi-Attack Makes 2 with Greataxe

Greataxe Melee Weapon Attack: +9 to hit, reach 50ft, one target. Hit (26) 3d12+6 Bludgeoning

Gore Melee Attack: +7 to hit, reach 5ft, one target Hit (49) 5d12+6 Piercing


Greater Manticore

Huge Monstrosity


  • Armor Class 16 (Natural AC)
  • Hit Points 148
  • Speed 40ft Walk, 60ft Fly
  • STR 20 DEX 18 CON 18 INT 8 WIS 12 CHA 8

  • Languages Understands Demonic & Sylvan

  • Senses Darkvision 60ft

  • Challenge 8 (4,000 XP) _**

  • Tail Spikes Has 24 Tail Spikes, which regrow on LR.

Actions

Multi-Attack Makes 3 with spines or claws/Bite.

Bite Melee Attack: +9 to hit, reach 5ft, one target. Hit (16) 2d10+5 Piercing

Spines Ranged Attack: +9 to hit, 100/200ft, one target. Hit (14) 2d8+5 Piercing

Claws Melee Attack: +9 to hit, reach 10ft, one target. Hit (26) 2d6+5 Slashing and is prone on failed DC14


Chimera

Large Monstrosity


  • Armor Class 14 (Natural AC)
  • Hit Points 114
  • Speed 30ft Walk, 60ft Fly
  • STR 18 DEX 10 CON 18 INT 2 WIS 14 CHA 10

  • Languages Draconic, Demonic, Sylvan (Can't speak)
  • Senses Darkvision 60ft
  • Challenge 6 (2,500 XP)
  • Skills Perception +8 _**

Actions

Multi-Attack 1 Bite, 1 Horn, 1 Claws Replacing Any with the Breath Attack if Available.

Bite Melee Attack + 7 to hit, 5ft, Hit (11) 2d6+4 Piercing Damage

Horns Melee Attack + 9 to hit, 5ft, Hit (10) d12+4 Bludgeoning Damage.

Slash Melee Attack + 9 to hit, 5ft, Hit (11) 2d6+4 Slashing Damage.

Dragon breath 15ft Cone, DC15 Dex, (31) 7d8 Fire/Poison,Cold,Shock. (5/6)


Cylops

Huge Giant


  • Armor Class 14 (Natural AC)
  • Hit Points 138
  • Speed 30ft Walk
  • STR 22 DEX 10 CON 20 INT 8 WIS 6 CHA 10

  • Skills Smith

  • Languages Giant, Common

  • Senses Darkvision 60ft

  • Challenge 6 (2,500 XP) _**

  • Poor Depth Pereption Disadv Atks, Percept <30ft

Actions

Multi-Attack Makes 2 with Greatclub or 1 Rock

Greatclub Melee Weapon Attack: +9 to hit, reach 10ft, one target. Hit (21) 3d8+6 Bludgeoning

Rock Melee Weapon Attack: +9 to hit, 60/240ft, one target. Hit (28) 4d10+6 Bludgeoning

\page



Keia

Large Fiend


  • Armor Class 15
  • Hit Points 123
  • Speed 30ft.
  • STR 20 DEX 16 CON 18 INT 4 WIS 2 CHA 18

  • Immunities Poison, Poisoned, Sleep
  • Resistances Cold, Fire, Lightning, Charm
  • Senses Darkvision 120ft
  • Languages Demonic, Elvish
  • Challenge 7 (3,000 XP)

    Fey Ancestry

Innate Spellcasting No Material DC 11

  • Cantrips (At Will) Darkness
  • (1/day Each) Confusion, Dancing lights, Faerie Fire

Actions

Multi-Attack 3 Attacks, 2 claws, 1 Bite

Claw Melee Attack: +8 to hit, reach 5ft, one target. Hit (16) 2d10+5 Slashing

Bite Melee Attack: +8 to hit, reach 5ft, one target. Hit (16) 2d10+5 Piercing


Medusa

Medium Monstrosity


  • Armor Class 15
  • Hit Points 127
  • Speed 30ft Run, Swim Climb
  • STR 10 DEX 15 CON 16 INT 12 WIS 13 CHA 15

  • Profs Deception, Insight, Perception, Stealth
  • Languages Common
  • Senses Darkvision 60ft
  • Challenge 6 (2,300 XP)

-**

Petrifying Gaze Creatures within 30ft that it can see at the start of the turn must take DC14 Con or be restrained (Failing by more than 5 is petrification) on the creatures turn it re-rolls save to either save effect or become petrified. Requires Greater Resoration, Creatures can avert eyes getting disadvantaged to attack but no petrification. Requires at least Greater Restoration, and medusa can get effect used against herself in Bright Light.

Actions

Multi-Attack 3 attacks, 1 with it's hair and 2 with either it's shortsword or longbow.

Longbow Ranged Weapon Attack + 5 to hit, 150/600 Hit (6) 1d8+2 Piercing Damage & 7 (2d6 Poison)

Shortswords Melee Weapon Attack +5 to hit, reach 5ft, one target. Hit (5) 1d6+5 Slashing Damage

Snake Hair Melee Attack +5 to hit, reach 5ft, one target. Hit (18) 1d4+2 Pierce & 4d6 Poison Dmg


Arachnae

Large Monstrosity


  • Armor Class 19
  • Hit Points 123
  • Speed 30ft Run, Spider Climb
  • STR 16 DEX 16 CON 18 INT 13 WIS 14 CHA 12

  • Profs Perception, Stealth
  • Languages Elvish, Sylvan
  • Senses Darkvision 120ft
  • Challenge 6 (2,300 XP)

-**

Fey Ancestry Adv Charm, Immune Sleep

Sunlight Sensitivity Perception and Attacks

Web Walker Immune to Movement Penalties caused by Webs, and can cast Web 2/day DC 14

Actions

Multi-Attack 3 attacks, with Longsword or longbow, Replacing any 1 for a bite.

Longbow Ranged Weapon Attack + 6 to hit, 120/600 Hit (7) 1d8+3 Piercing Damage & 5 (1d8 Poison)

Longsword Melee Weapon Attack +6 to hit, reach 5ft, one target. Hit (7) 1d8+3 Slashing Damage

Bite Melee Attack +6 to hit, reach 5ft, one target. Hit (2) 1d4 Pierce & 2d8 Poison Dmg

__

Keia & Arachnae

These Creatures are often in the service or employ of the drow, Elves whom live underground. They serve the goddess Nyx and Employ the powers of Arachnae for which they name those whom are granted spider powers. \page


Lycan

Medium Beast


  • Armor Class 11 (Natural AC)
  • Hit Points 135
  • Speed 40ft Walk, 30ft Climb
  • STR 19 DEX 10 CON 17 INT 11 WIS 12 CHA 12

  • Immunities Nonmagical or Non-Silver Physical

  • Languages Sylvan, Common

  • Skills Perception +7

  • Senses Darkvision 60ft

  • Challenge 5 (1,800 XP) _**

  • Keen Smell Advantage on Perception checks, relying on smell

Actions

Multi-Attack Makes 2 with claws, or a Bite Attack

Claw Melee Attack: +7 to hit, reach 5ft, one target. Hit (13) 2d8+4 Slashing

Bite Melee Attack: +7 to hit, reach 5ft, one target. Hit (21) 2d10+4 Piercing and 2d6 Necrotic which heals and reduces targets hp until LR.


Lesser Vampire

Medium Undead


  • Armor Class 15 (Natural AC)
  • Hit Points 82
  • Speed 30ft Walk, 30ft Spiderclimb
  • STR 16 DEX 16 CON 16 INT 11 WIS 10 CHA 12

  • Saves Dex +6, Wis +3

  • Resistances Necrotic; Nonmagical Physical

  • Languages Sylvan, Common

  • Skills Perception +3, Stealth +6

  • Senses Darkvision 60ft

  • Challenge 5 (1,800 XP) _**

  • Regeneration (10) if not in contact with a holy foci or in sunlight. It also does not fuction if it takes radiant or damage from holy water.

    Weaknesses

  • Forbiddance can't enter without invitation.

  • Stake to the Heart If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its 4esting place, the vampire is Paralysed until the stake is removed.

  • Sunlight Hypersensitivity 20 radiant if starts in sunlight, and has disadv atks & abilities.

Actions

Multi-Attack Makes 2 with claws, or replaces one with a bite.

Claw Melee Attack: +6 to hit, reach 5ft, one target. Hit (8) 2d4+3 Slashing or can grapple the target with DC 13.

Bite Melee Attack: +6 to hit, reach 5ft, one willing, or grappled creature. Hit (6) 1d6+3 Piercing and 2d6 Necrotic which heals and reduces targets hp until LR. The target dies if this reduces it to 0.


Khalkotauri

Large Monstrosity


  • Armor Class 19 (Natural AC)
  • Hit Points 114
  • Speed 40ft Walk
  • STR 20 DEX 11 CON 18 INT 2 WIS 12 CHA 7

  • Immunities Fire
  • Resistances Nonmagical, non Steel weapons.
  • Skills Perception +4
  • Senses Darkvision 60ft
  • Challenge 5 (1,800 XP) _**

Trampling Charge If moves 20ft in line towards a creature, and hits with gore, DC16 Str save or be knocked prone, if knocked prone, bonus hoove attack.

Actions

Gore Melee Attack: +8 to hit, reach 5ft, one target. Hit (18) 2d12+5 Piercing

Hooves Melee Attack: +8 to hit, reach 5ft, one target. Hit (16) 2d10+5 Bludgeoning

Fire Breath Breathes fire in 30ft cone, DC 15 Dex, dealing 6d6 on a fail or half on a pass. Regen 5/6.


Centaur Guardian

Large Monstrosity


  • Armor Class 16
  • Hit Points 112
  • Speed 60ft Walk
  • STR 18 DEX 16 CON 16 INT 10 WIS 16 CHA 12

  • Languages Sylvan, Common
  • Skills Athletics +10, Perception +6, Insight +6
  • Senses Darkvision 60ft
  • Challenge 5 (1,800 XP) _**

    Brave Advantage on saves against Frightening

    Brute The Centaur does an extra die of damage with it's attacks (Included)

Charge If the centaur moves at least 30ft straight towards a target then hits it with a spear attack on the same turn, the target takes an extra 10 (3d6) piercing

Actions

Multi-Attack Makes 3 in mele, or 2 at ranged

Spear Melee Weapon Attack: +7 to hit, reach 5ft, Thrown 20/60ft, one target. Hit (11) 2d6+4 Piercing

Shield bash Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit (9) 2d4+4 Bludgeoning and if medium or smaller DC 15 or knocked prone.

Great-Bow Ranged Weapon Attack: +7 to hit, Ranged 200/800ft, one target. Hit (16) 2d10+4 Piercing \page


Young Phoenix

Medium Celestial


  • Armor Class 15
  • Hit Points 45
  • Speed 10ft/60ft
  • STR 10 DEX 16 CON 14 INT 12 WIS 14 CHA 16
  • Immunities Fire, Poison
  • Resistances Non-Magical Physical Damage
  • Senses Darkvision 120ft
  • Saves Dexterity +6, Constitution +5, Wisdom +5
  • Skills Acrobatics +6, Medicine +5, Arcana +4
  • Challenge 4 (1,100 XP)

- **Rejuvenation If it dies, come back from ashes while in sunlight on the next dawn as baby phoenix with full hp, only wish can stop

Immortal Does not require food, drink, sleep or Air, 5 Year to Adult, 1000 Year lifespan at the end of which reborn the next dawn that it is in sunlight as a young phoenix

Illuminate Shines light for 30ft/30ft Bright/Dim

Spellcaster Only requires Verbal, DC 14, +6.

  • At Will Detect Evil & Good, Detect Magic
  • 3/day Blindness, Daylight, Dispel

Actions

Multi Attack Makes 1 with Wings, or 3 Talon Attacks, Or can Cast a spell or Use Flame Burst

Wings Ranged Attack: +9, reach 15ft, Hit (28) 4d6 Radiant, 4d6 Fire

Flame Burst DC 14 Dex, 10ft radius. Hit (28) 4d6 Fire, 4d6 Radiant, save for 1/2 dmg, regen (5/6).

Talons Melee Attack +9, reach 5ft, Hit (10) 1d6 Pierce, 1d6 Fire, 1d6 Radiant


Orthus

Medium Fiend


  • Armor Class 15
  • Hit Points 65
  • Speed 50ft Walk
  • STR 18 DEX 12 CON 14 INT 6 WIS 14 CHA 6

  • Languages Sylvan
  • Skills Percept +10
  • Senses Darkvision 60ft
  • Challenge 4 (1,100 XP) _**

Two Heads Advantage on Perception checks, and saves for blinded, charmed, deafened, frightened, stunned, unconsciouness

Wakeful While one head sleeps, the other is awake.

Actions

Multi-Attack Makes 2 bite attacks.

Bite Melee Attack: +5 to hit, reach 5ft, one target. Hit (14) 2d6+4 Piercing, 2d8 fire damage


Minotaur

Large Monstrosity


  • Armor Class 14
  • Hit Points 76
  • Speed 30ft Walk
  • STR 20 DEX 10 CON 16 INT 6 WIS 16 CHA 10

  • Skills Athletics +14, Percept
  • Languages Common, Sylvan
  • Senses Darkvision 60ft
  • Challenge 4 (1,100 XP) _**

Labyrinthe Recall

Siege Monster Double Damage to Objects

Charge If moves 10ft before attacking a target, it takes 2d12+ Bludgeoning and is prone on failed DC16 Athletics/Acrobatics or pushed 10ft away and then knocked prone.

Actions

Multi-Attack Makes 2 with Greataxe

Greataxe Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit (18) 2d12+5 Bludgeoning

Gore *Melee Attack:* +7 to hit, reach 5ft, one target Hit (25)* 3d12+5 Piercing


Empusa

Medium Fiend


  • Armor Class 15
  • Hit Points 66
  • Speed 30ft Walk
  • STR 8 DEX 18 CON 14 INT 16 WIS 12 CHA 20

  • Skills Deception +9, Insight +5, Perception +5, Persuasion +5, Stealth +7
  • Languages Common, Demonic, Telepathy 120ft
  • Senses Darkvision 60ft
  • Challenge 4 (1,100 XP) _**

Telepathic Bond inf range telepathy on charmed.

Shapechanger Disguise as humanod using DC17

Actions

Multi-Attack The Empusa makes 3 claw attacks or uses charm and makes a Draining Kiss.

Claw Melee Attack: +7, 5ft 1d6+4 Slashing

Charm One humanoid it can see within 30ft, DC 15Wis, 1 day, obeys commands, repeat if it suffers harm or receives suicidal command. Can only charm 1 at a time, and a save means 24hr Immunity to this effect.

Draining Kiss kisses one charmed or willing creature, DC 15 Con taking 32(5d10+5) Psychic damage of a failed save or half as much on a pass. The targets hp is reduced by this amount, and lasts until the target takes a long rest. A target dies if it is reduced to 0 by this effect.

\page


Manticore

Large Monstrosity


  • Armor Class 14 (Natural AC)
  • Hit Points 68
  • Speed 30ft Walk, 50ft Fly
  • STR 17 DEX 16 CON 17 INT 7 WIS 12 CHA 8

  • Languages Understands Demonic & Sylvan

  • Senses Darkvision 60ft

  • Challenge 3 (700 XP) _**

  • Tail Spikes Has 24 Tail Spikes, which regrow on LR.

Actions

Multi-Attack Makes 3 with spines or claws/Bite.

Bite Melee Attack: +5 to hit, reach 5ft, one target. Hit (8) 1d10+3 Piercing

Spines Ranged Attack: +5 to hit, 100/200ft, one target. Hit (7) 1d8+3 Piercing

Claws Melee Attack: +5 to hit, reach 10ft, one target. Hit (6) 1d6+3 Slashing and is prone on failed DC11


Centaur Guardian

Large Monstrosity


  • Armor Class 12
  • Hit Points 45
  • Speed 50ft Walk
  • STR 18 DEX 14 CON 14 INT 10 WIS 14 CHA 10

  • Languages Sylvan, Common, Elvish
  • Skills Athletics +6, Perception +3, Survival +3
  • Senses Darkvision 30ft
  • Challenge 5 (1,800 XP) _**

Charge If the centaur moves at least 30ft straight towards a target then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing

Actions

Multi-Attack Makes 2 one with pike and hooves or 2 with longbow

Pike Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit (9) 1d10+4 Piercing

Hooves Melee Attack: +6 to hit, reach 5ft, one target. Hit (11) 2d6+4 Bludgeoning and if medium or smaller DC 13 or knocked prone.

Longbow Ranged Weapon Attack: +4 to hit, Ranged 250/600ft, one target. Hit (6) 1d8+2 Piercing


Basilisk

Medium Monstrosity


  • Armor Class 15 (Natural AC)
  • Hit Points 52
  • Speed 20ft
  • STR 16 DEX 8 CON 15 INT 2 WIS 8 CHA 7

  • Languages Understands Sylvan
  • Senses Darkvision 60ft
  • Challenge 3 (700 XP) _**

Petrifying Gaze If a creature starts it turn while within 30ft of the basilisk and the two of them can see eachother the baskilisk can force it to make a DC 12 Con save if it isn't incapacitated. On a fail it begins to turn to stone, and is restrained. Repeats at start of it's next turn, if failed it is petrified. A creature that isn't surprised can avert it's eyes. If it does it can't see the basilisk until the start of it's next turn. If the Basilisk sees it's reflection, it'll attempt the effect on itself

Actions

Bite Melee Attack: +5 to hit, reach 5ft, one target. Hit (10) 2d6+3 Piercing & 2d6 Poison damage.


Nemean Cub

Large Beast


  • Armor Class 13 (Natural AC)
  • Hit Points 40
  • Speed 30ft Run
  • STR 18 DEX 16 CON 12 INT 4 WIS 12 CHA 10

  • Immunities Non Magical Physical Damage

  • Resistances Poison, Fire, Force, Physical Damage

  • Languages Sylvan, but doesn't speak

  • Senses Darkvision 60ft

  • Skills Athletics + 6, Itimidation +2, Perception +4

  • Challenge 3 (700 XP) _**

  • Impenetrable Hide Attack rolls with weapons have disadvantage to hit

  • Keen Senses Hearing, Sight & Smell

  • Pounce If the lion moves 30ft towards the target before striking, Small or Smaller DC 11 Str Save or be knocked prone. If prone, Claw as a bonus action.

  • Running Leap With 10ft Run, the Nemean Lion can jump 15ft.

Actions

Multi-Attack 1 claw attacks & 1 bite Attack.

Bite Melee Attack + 6 to hit, 5ft, Hit (20) 3d10+4 Piercing Damage. Medium or smaller DC 12 Grapple or the creature is restrained. The nemean can't attack another target while restraining a creature.

Claw Melee Attack + 6 to hit, 5ft, Hit (10) 1d12+4 Slashing Damage

\page


Pegasus

Large Celestial


  • Armor Class 12
  • Hit Points 59
  • Speed 60ft, 90ft
  • STR 18 DEX 16 CON 16 INT 10 WIS 16 CHA 14

  • Saves Dex +5, Wis +5, Cha +4
  • Profs Perception +7
  • Languages Understands Elvish, Sylvan, Common & Celestial
  • Senses Darkvision 60ft
  • Challenge 2 (450 XP)

-**

Trample If the Pegasus moves at least 10ft before making a Hoove attack, the target takes a DC 12 Str save or be knocked prone, if it is prone, the pegasus can make an attack as a bonus action.

Actions

Hooves Melee Attack +6 to hit, reach 5ft, one target. Hit (11) 2d6+4 Bludgeoning

__

Hippocampi & Griffon

  • The Hippocampi has no walking speed, and it's flying speed is replaced by swimming. It also gainst the Amphibious Trait and can understand Aquan, with the ability to communicate simple ideas to sea creatures.
  • The Griffon has it's flying speed reduced by 20, and only understands sylvan, but gains a multi attack with a beak (+6, 1d8+4 Pierce), it's hooves are replaced by claws doing slashing. Additionally it gains keen (Sight)

Symphallian Bird

Small Beast


  • Armor Class 11 (Natural AC)
  • Hit Points 35
  • Speed 5ft Walk, 40ft Fly
  • STR 8 DEX 18 CON 12 INT 6 WIS 12 CHA 6

  • Languages Sylvan
  • Challenge 2 (450 XP) _**

Tail Spikes Has 30 Sharpened feathers, which return on a Long Rest

Actions

Multi-Attack Makes 4 with Feathers or Talons

Talons Melee Attack: +6 to hit, reach 5ft, one target. Hit (12) 2d8+4 Piercing

Feathers Ranged Attack: +6 to hit, 100/200ft, one target. Hit (12) 1d4+4 Piercing & 2d6 Poison


Baby Phoenix

Tiny Celestial, Lawful Good


  • Armor Class 13
  • Hit Points 10(3d4 + 3)
  • Speed 20ft Walk, 40ft Fly
  • STR 6 DEX 18 CON 14 INT 12 WIS 12 CHA 14

  • Damage Immunities Fire, Poison
  • Resistances Non Magical Phys, Radiant
  • Senses Darkvision 60ft, PP 11
  • Languages Sylvan, Celestial, Common
  • Challenge 1 (100 XP)

    Illuminate 10ft Bright, 10ft Dim

Inherently Magic Advantage on saves against magic and talons count as magical.

Rejuvenation If she dies, come back from ashes the next dawn as baby phoenix with full hp, only a wish can stop

Immortal Does not require food, drink, sleep or Air, 5 Year to young, 100 year to adult, 1000 Year lifespan at the end of which reborn in 1d6 days as a baby Phoenix.

Actions

Wing Ranged Attack: +6 to hit, reach 15ft., one target. Hit 1d6 Radiant & 1d6 Fire.

Talons Melee Attack: +6 to hit, reach 5ft., one target. Hit 1d4+4 Pierce, 1d4 Radiant & 1d4 Fire.

Spellcasting Can cast Protection from Evil & Good, Cure Wounds & Lesser restoration 1/day [CHA]


Wyrmling

Medium Dragon


  • Armor Class 16

  • Hit Points 16

  • Speed 30ft Walk, 60ft Fly

  • STR 16 DEX 10 CON 14 INT 10 WIS 12 CHA 14


  • Senses Darkvision 60ft, Blindsight 10ft

  • Languages Elvish, Draconic

  • Saves Dex +2, Con +6, Wis +3, Cha +4

  • Immunities One Elemental Damage

  • Skills Perception +5, Athletics +5

  • Challenge 1 (100 XP)

Actions

Bite Melee Weapon Attack: +5, reach 5ft, Hit (8) 1d10+3 Piercing

Breath 20ft line, DC 12 Dex/Con 4d6 Elemental

\page


Dryad

Medium Fey


  • Armor Class 16 (Barkskin)

  • Hit Points 22

  • Speed 30ft

  • STR 10 DEX 12 CON 10 INT 14 WIS 16 CHA 18


  • Senses Darkvision 60ft

  • Languages Sylvan, Elvish, Beast

  • Skills Perception +5, Stealth +5, Survival +5

  • Challenge 1 (100 XP)

-**

Tree Stride Once per turn, the dryad can use 10ft of her movement to step magically into a living tree within her reach and emerge from a second tree within 60ft, coming out within 10ft and both trees must be large, or larger.

Magic Reistant Advantage on magic saves and other effects.

Spellcaster Doesn't require Material, DC 14, +6.

  • At Will Druidcraft
  • 3/day each Entangle, Goodberry
  • 1/day each Pass without trace,Barkskin, Shille

Actions

Club Melee Weapon Attack: +6, reach 5ft, Hit (8) 1d8+4 Bludgeoning

Fey Charm One target DC 14 Wis, Charmed, Isn't under control, takes requests favourably. Each time harmed by allies, re-roll, lasts 24 hours, if pass creature is immune for 24 hours. Only 1 humanoid or 3 beasts at a time.


Siren

Medium Fiend


  • Armor Class 11

  • Hit Points 22

  • Speed 30ft

  • STR 10 DEX 12 CON 10 INT 14 WIS 16 CHA 18


  • Senses Darkvision 60ft

  • Languages Sylvan, Elvish, Beast

  • Skills Perception +5, Stealth +5, Survival +5

  • Challenge 1 (100 XP)

-**

Magic Reistant Advantage on magic saves and other effects.

Actions

Club Melee Weapon Attack: +4, reach 5ft, Hit (4) 1d4+2 Bludgeoning

Fey Song Targets within 300ft that can hear the siren's song must take a DC 15 Wisdom save or be charmed, spending their time moving their movement to the siren taking the Dash action if they can. If it takes any damage it can repeat the saving throw, ending it on a success. Creatures that succeed on the save have advantage on future saves for 24 hours. Note unconsciousness in water does not allow for a re-roll.


Shades

Medium Undead


  • Armor Class 12

  • Hit Points 16

  • Speed 40ft

  • STR 6 DEX 14 CON 14 INT 6 WIS 10 CHA 8


  • Senses Darkvision 60ft

  • Languages Understands Languages from Life

  • Immunities Necrotic, Poison, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

  • Resistances Acid, Cold, Fire, Lightning, Thunder, Non-magical Weapons.

  • Vulnerabilities Radiant

  • Skills Stealth +9 in Dim light

  • Challenge 1/2 (50 XP) -**

Amorphous: The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth: While in dim light or Darkness, the shadow can take the Hide action as a Bonus Action. Its stealth bonus is also improved to +6.

Sunlight Weakness: While in sunlight, the shadow has disadvantage on Attack rolls, Ability Checks, and saving throws.

Actions

Soul Drain: Melee Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, Str score reduced by 1d4. Dies if reaches 0, resets on LR. If dies, shade appears in 1d4 hours.


Satyr

Medium Fey


  • Armor Class 14

  • Hit Points 31

  • Speed 30ft Walk

  • STR 12 DEX 16 CON 12 INT 12 WIS 10 CHA 14


  • Languages Elvish, Sylvan, Common

  • Skills Perception +2, Performance +6, Stealth +5

  • Challenge 1/2 (50 XP)

- **Magic Reistant Advantage on magic saves and other effects.

Actions

Ram Melee Weapon Attack: +3, reach 5ft, Hit (6) 2d4+1 Piercing

Shortbow/Sword Weapon Attack: +5, reach 5ft or 80/320ft, Hit (6) 1d6+3 Piercing

Pan-Pipes DC 13 Wis, 60ft Aoe, Save at end of turn, if pass immune to that satyr for 24 hours.

  • Gentle Lullaby: Falls asleep and is unconscious for 1 minute, until takes damage or woken up.
  • Charming Melody: Charmed 1 min, but if harmed by satyrs the effect ends immediately
  • Frightening Strain: Frightened for 1 minute

Bhunt64 commented 6 years ago

Seemed the issue was with chrome, as if the text wasn't displaying at the proper size, opening in Microsoft edge allowed me to shuffle it around, and re-open to print in chrome. Is there a way to print it as displayed in Chrome?

granack commented 6 years ago

does the paper size in chrome match the paper size of your brew? default size for homebrewery is letter, but you can the A4 snippet, which really just sets a page size in mm so you can adjust it to anything. in the Chrome print preview, click on more settings to see the option for paper size. The PDF will be for whatever is set in Chrome, and Adobe Reader will easily scale a page to fit the other size if needed.

calculuschild commented 3 years ago

Closing since there hasn't been a reply from the user for a while and it is assumed the problem was solved.

If you are still experiencing this issue, feel free to reopen and provide information, @Bhunt64