TEXT: HORRORS
  OF THE DARK
  by Dungeon Master Tuz
  
  Table of ConTenT
  This book is a non-profit fan work and is not meant for commercial redistribution!
  Any artwork used belongs to Redhook Studios. Lore entries are based on
  darkestdungeon.gamepedia.com  and partially paraphrased and edited by me.
  Created by Dungeon Master Tuz.
  You can find more of my content here:
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  Monsters
  Page
  Brigands
  .................................................................................3
  Beasts
  ..............................................................................11
  Cultists
  ..............................................................................24
  Undead
  ..............................................................................31
  Swinefolk
  ..............................................................................46
  Weald
  ..............................................................................62
  Pelagics
  ..............................................................................75
  Bloodsucker
  ..............................................................................91
  Farmstead
  ............................................................................112
  Collector
  ............................................................................126
  Fanatic
  ............................................................................131
  Shambler
  ............................................................................134
  Shrieker
  ............................................................................138
  The Darkest Dungeon
  ............................................................................141
  Situational One-Liners
  ............................................................................156
  
  brigand CuTThroaT
  Medium humanoid, neutral evil
  —
  Armor Class 13 (studded leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  13 (+1)
  11 (0)
  10 (0)
  9 (-1)
  —
  Senses passive Perception 10
  Languages Common
  Challenge 1/4 (50 XP)
  —
  Shank (1/Turn). The cutthroat deals an extra 3 (1d6) damage 
  when it hits a target with a weapon Attack and has advantage 
  on the Attack roll, or when the target is within 5 ft. of an ally of 
  the cutthroat that isn’t Incapacitated and the cutthroat doesn’t 
  have disadvantage on the Attack roll.
  Actions
  Multiattack. The cutthroat makes 2 attacks with their daggers, 
  the second one is made with disadvantage.
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  brigand fusilier
  Medium humanoid, neutral evil
  —
  Armor Class 13 (studded leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  12 (+1)
  11 (0)
  10 (0)
  9 (-1)
  —
  Senses passive Perception 10
  Languages Common
  Challenge 1/4 (50 XP)
  —
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  Musket. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d10 + 1) piercing damage.
  Blanket Fire. The fusilier fires a buckshot in a 30-foot cone. 
  Each creature in that area must make a DC 11 Dexterity saving 
  throw, taking 2 (1d4) piercing damage on a failed save, or half 
  as much damage on a successful one.
  Created by DM Tuz
  Brigands
  Eventually, the Ancestor‘s vile reputation reached the 
  Hamlet. When rumors of his experiments and rituals 
  stopped being fascinating and became heretical, they 
  started to rebel against him.
  First he tried to offer the local constabulary a generous 
  amount of gold to keep the peace, but they refused his 
  offer as they joined the rebellion against him. To ease the 
  pressure on him and reassert his rule, the Ancestor hired 
  bands of mercenaries, killers, and bandits to suppress 
  and cut down the population, most terrifyingly with the 
  help of great cannons of immense power.
  When the Ancestor opened the Portal underneath the 
  Manor, things escalated quickly. The Ancestor locked 
  himself in the Manor, refusing to see anyone and when 
  the time had come to pay his mercenary army, the 
  Brigands Brigade simply packed up their things and 
  left when it became clear that there would be no further 
  payment for them. 
  But the infamous Brigade did not disperse with the wind 
  as many had hoped, keen on compensation for their ser-
  vice, one was or another. The mercenaries set up camp 
  within the Weald, from which they continue to terrorize 
  the Hamlet, milking the Estate and surrounding lands 
  for every coin it’s worth. So long as the Brigands Brigade 
  exists, no one will be safe on the Old Road.
  
  brigand bloodleTTer
  Medium humanoid, neutral evil
  —
  Armor Class 12 (leather armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  15 (+2)
  9 (-1)
  9 (-1)
  10 (0)
  —
  Senses passive Perception 9
  Languages Common
  Challenge 1 (200 XP)
  —
  Pistoliero. When using a pistol, the Bloodletter has no 
  disadvantage on ranged attacks when a hostile creature is 
  within 5 feet of them.
  Actions
  Multiattack. The Bloodletter makes 2 Cat O’ Nine 
  Tails attacks.
  Cat O’ Nine Tails. Melee Weapon Attack: +4 to hit, reach 10 
  ft., one target. Hit: 7 (2d4 + 2) slashing damage.
  Flintlock Pistol. Ranged Weapon Attack: +3 to hit, range 
  30/120 ft., one target. Hit: 4 (1d6 + 1) slashing damage. This 
  attack deals 3 (1d6) additional damage if the target is within 5 
  feet of the Bloodletter.
  Punishment (Recharge 4-6). The Bloodletter unleashes a 
  barrage of wild whip lashes. Each creature of the Bloodletter’s 
  choice in a 15-foot cube originating from the Bloodletter 
  must make a DC 12 Dexterity saving throw. On a failed save, 
  a creature takes 10 (4d4) slashing damage and can’t take 
  reactions until the beginning of its next turn. On a successful 
  save, the creature takes half as much damage and can still 
  use reactions.
  Created by DM Tuz
  Brigand Bloodletter
  One of the members of the infamous Brigands Brigade, 
  the bloodletter, is a hulking, battle-scarred brute who 
  typically fights in the front to shield weaker allies. Armed 
  with a vicious cat o‘ nine tails whip and a deadly flintlock 
  pistol, he is ready to give his enemies deep and bloody 
  scars to match his.
  Brigand Pounder
  One of the powerful cannons used by the “Brigands
  Brigade” to quench the uprising in the hamlet.
  Brigand 8 Pounder
  Large Object
   
  Armor Class: 16
  Hit Points: 90
  Damage Immunities: poison, psychic
  This cannon uses gunpowder to propel anti infantery 
  shells. Before it can be fired, the Pounder must be loaded 
  and aimed. It takes one action to load the weapon. To fire 
  the Pounder a creature must spend an action to operate 
  it. The Pounder fires at the beginning of the operating 
  creature’s next turn, unless the creature is no longer 
  operating it.
  When the Pounder fires, roll a 20-sided dice. On a roll
  between 1-7 the cannon missfires and does not fire this 
  turn.
  8 Pound Shell. Each creature in a 20 foot sphere 
  centered on a point within 200 feet must make a DC 14 
  Dexterity saving throw. A target takes 10 (3d6) bludgeo-
  ning and 10 (3d6) fire damage on a failed save, or half as 
  much damage on a successful one.
  
  ouTlaw CuTThroaT
  Medium humanoid, neutral evil
  —
  Armor Class 15 (chain shirt)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  14 (+2)
  11 (0)
  10 (0)
  10 (0)
  —
  Skills Stealth +4, Intimidation +2
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  —
  Surprise Opening. In the first round of combat, the 
  Cutthroat’s first attack against any surprised creature 
  has advantage.
  Sneak Attack (1/Turn). The Cutthroat deals an extra 7 (2d6) 
  damage when it hits a target with a weapon Attack and has 
  advantage on the Attack roll, or when the target is within 5 
  ft. of an ally of the Cutthroat that isn’t Incapacitated and the 
  Cutthroat doesn’t have disadvantage on the Attack roll.
  Actions
  Multiattack. The Cutthroat makes 2 weapon attacks, one with 
  their shortsword and one with their dagger.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  ouTlaw fusilier
  Medium humanoid, neutral evil
  —
  Armor Class 16 (chain shirt)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  16 (+3)
  14 (+2)
  11 (0)
  10 (0)
  10 (0)
  —
  Skills Stealth +5, Intimidation +2
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  —
  Skirmish. The Fusilier can take the disengage action as a 
  bonus action on each of their turns.
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Musket. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 8 (1d10 + 3) piercing damage.
  Blanket Fire. The Fusilier fires a buckshot in a 30-foot cone. 
  Each creature in that area must make a DC 13 Dexterity saving 
  throw. On a failed save a creature takes 5 (2d4) piercing 
  damage, cannot use reactions and its speed is reduced by 10 
  feet until the start of the Fusilier’s next turn. On a successful 
  save a creature takes half as much damage.
  Created by DM Tuz
  Veteran Brigands
  
  ouTlaw bloodleTTer
  Medium humanoid, neutral evil
  —
  Armor Class 15 (chain shirt)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  16 (+3)
  10 (0)
  11 (0)
  10 (0)
  —
  Skills Athletics +5, Stealth +4
  Senses passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  —
  Pistoliero. When using a pistol, the Bloodletter has no 
  disadvantage on ranged attacks when a hostile creature is 
  within 5 feet of them.
  Actions
  Multiattack. The Bloodletter makes 2 weapon attacks, only 
  one of them can be a Flintlock Pistol attack.
  Cat O’ Nine Tails. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 8 (2d4 + 3) slashing damage. If this attack hits 
  a creature a second time in a turn, the creature must succeed 
  on a DC 13 Wisdom saving throw or becomes frightened until 
  the beginning of the Bloodletter’s next turn
  Flintlock Pistol. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage. This 
  attack deals 3 (1d6) additional damage if the target is within 5 
  feet of the Bloodletter.
  Punishment (Recharge 4-6). The Bloodletter unleashes a 
  barrage of wild whip lashes. Each creature of the Bloodletter’s 
  choice in a 15-foot cube originating from the Bloodletter 
  must make a DC 13 Dexterity saving throw. On a failed save, 
  a creature takes 12 (5d4) slashing damage and can’t take 
  reactions until the beginning of its next turn. On a successful 
  save, the creature takes half as much damage and can still 
  use reactions.
  Created by DM Tuz
  Brigand 12 Pounder
  Large Object
   
  Armor Class: 18
  Hit Points: 120
  Damage Immunities: poison, psychic
  This cannon uses gunpowder to propel anti infantery 
  shells. Before it can be fired, the Pounder must be loaded 
  and aimed. It takes one action to load the weapon. To fire 
  the Pounder a creature must spend an action to operate 
  it. The Pounder fires at the beginning of the operating 
  creature’s next turn, unless the creature is no longer 
  operating it.
  When the Pounder fires, roll a 20-sided dice. On a roll
  between 1-5 the cannon missfires and does not fire this 
  turn.
  12 Pound Shell. Each creature in a 20 foot sphere 
  centered on a point within 200 feet must make a DC 14 
  Dexterity saving throw. A target takes 14 (4d6) bludgeo-
  ning and 14 (4d6) fire damage on a failed save, or half as 
  much damage on a successful one.
  
  infamous CuTThroaT
  Medium humanoid, neutral evil
  —
  Armor Class 16 (Breast Plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  17 (+3)
  15 (+2)
  11 (0)
  10 (0)
  12 (+1)
  —
  Saving Throws Dex +5
  Skills Stealth +7, Perception +2, Intimidation +3
  Senses passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  —
  Surprise Opening. In the first round of combat, the 
  Cutthroats attacks against any surprised creature are made 
  with advantage.
  Sneak Attack (1/Turn). The Cutthroat deals an extra 14 (4d6) 
  damage when it hits a target with a weapon Attack and has 
  advantage on the Attack roll, or when the target is within 5 
  ft. of an ally of the Cutthroat that isn’t Incapacitated and the 
  Cutthroat doesn’t have disadvantage on the Attack roll.
  Actions
  Multiattack. The Cutthroat makes 2 weapon attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Dagger (Thrown). Ranged Weapon Attack: +5 to hit, range 
  20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  infamous fusilier
  Medium humanoid, neutral evil
  —
  Armor Class 17 (Studded Leather)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  15 (+2)
  11 (0)
  12 (+1)
  10 (0)
  —
  Saving Throws Dex +6
  Skills Stealth +8, Perception +3, Intimidation +2
  Senses passive Perception 13
  Languages Common
  Challenge 3 (700 XP)
  —
  Cunning Action. The Fusilier can take the dash, disengage or 
  hide action as a bonus action on each of their turns.
  Actions
  Multiattack. The Fusilier makes 2 weapon attacks.
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage.
  Musket. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 9 (1d10 + 4) piercing damage.
  Blanket Fire. The Fusilier fires a buckshot in a 30-foot cone. 
  Each creature in that area must make a DC 14 Dexterity saving 
  throw. On a failed save a creature takes 10 (4d4) piercing 
  damage, cannot use bonus actions and reactions, and its speed 
  is reduced by 10 feet until the start of the Fusilier’s next turn. 
  A creature that fails its saving throw by 5 or more has its speed 
  reduced to 0 instead. On a successful save a creature takes 
  half as much damage and suffers no other effects.
  Created by DM Tuz
  Champion Brigands
  
  infamous bloodleTTer
  Medium humanoid, neutral evil
  —
  Armor Class 16 (breast plate)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  17 (+3)
  10 (0)
  14 (+2)
  10 (0)
  —
  Saving Throws Str +7, Con +6
  Skills Athletics +7, Stealth +6
  Senses passive Perception 10
  Languages Common
  Challenge 5 (1,800 XP)
  —
  Brute. A melee weapon deals one extra die of its damage when 
  the Bloodletter hits with it (included in the attack).
  Pistoliero. When using a pistol, the Bloodletter has no 
  disadvantage on ranged attacks when a hostile creature is 
  within 5 feet of them.
  Actions
  Multiattack. The Bloodletter makes 2 weapon attacks.
  Cat O’ Nine Tails. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 11 (3d4 + 4) slashing damage. If this attack hits 
  a creature a second time in a turn, the creature must succeed 
  on a DC 15 Wisdom saving throw or becomes frightened until 
  the end of the Bloodletter’s next turn.
  Flintlock Pistol. Ranged Weapon Attack: +6 to hit, range 
  30/120 ft., one target. Hit: 6 (1d6 + 3) slashing damage. This 
  attack deals 7 (2d6) additional damage if the target is within 5 
  feet of the Bloodletter.
  Punishment (Recharge 4-6). The Bloodletter unleashes a 
  barrage of wild whip lashes. Each creature of the Bloodletter’s 
  choice in a 15-foot cube originating from the Bloodletter 
  must make a DC 15 Dexterity saving throw. On a failed save, 
  a creature takes 15 (6d4) slashing damage and can’t take 
  reactions until the beginning of its next turn. On a successful 
  save, the creature takes half as much damage and can still 
  use reactions.
  Created by DM Tuz
  Brigand 16 Pounder
  Large Object
   
  Armor Class: 20
  Hit Points: 160
  Damage Immunities: poison, psychic
  This cannon uses gunpowder to propel anti infantery 
  shells. Before it can be fired, the Pounder must be loaded 
  and aimed. It takes one action to load the weapon. To fire 
  the Pounder a creature must spend an action to operate 
  it. The Pounder fires at the beginning of the operating 
  creature’s next turn, unless the creature is no longer 
  operating it.
  When the Pounder fires, roll a 20-sided dice. On a roll
  between 1-3 the cannon missfires and does not fire this 
  turn.
  12 Pound Shell. Each creature in a 20 foot sphere 
  centered on a point within 200 feet must make a DC 14 
  Dexterity saving throw. A target takes 21 (6d6) bludgeo-
  ning and 21 (6d6) fire damage on a failed save, or half as 
  much damage on a successful one.
  Bomb Barrel
  Medium Object
   
  Armor Class: 14
  Hit Points: 60
  Damage Immunities: poison, psychic
  This container holds several dozen bombs. This object 
  is to be exclusively used in an encounter with Vvulf the 
  Brigand (see Vvulf the Brigand‘s “Bomb Supply“ ability).
  Whenever the Bomb Barrel takes fire damage, roll 1d6: 
  on a 1 the Bomb Barrel immediately explodes in a 20 
  foot radius. Each creature in the radius must succeed 
  on a DC 14 Dexterity saving throw, taking 35 (10d6) fire 
  damage on a failed save and half as much on a success-
  ful one. This destroys the Bomb Barrel. The same effect 
  triggers when the Bomb Barrel is reduced to 0 hit points 
  by any fire damage. If the Bomb Barrel is ignited, it explo-
  des after 6 seconds (at the end of the next turn, in which 
  it was ignited).
  If Brigand Vvulf is encountered without his Bomb Barrel, 
  his Challenge is 11.
  
  brigand raider
  Medium humanoid, neutral evil
  —
  Armor Class 17 (splint)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  16 (+3)
  11 (0)
  10 (0)
  12 (+1)
  —
  Saving Throws Str +5, Dex +5
  Skills Athletics +5, Intimidation +3
  Senses passive Perception 10
  Languages Common
  Challenge 4 (1,100 XP)
  —
  Pack Tactics. The Brigand Raider has advantage on an attack 
  roll against a creature if at least one of the Brigand Raider’s allies 
  is within 5 feet of the creature and the ally isn’t incapacitated.
  No Mercy (1/turn). Once per turn, the Brigand Raider can 
  deal an extra 10 (3d6) damage to a creature they hit with a 
  weapon attack and has advantage on the Attack roll.
  Actions
  Multiattack. The Brigand Raider makes 3 weapon attacks, 2 
  with their long sword and one with their short sword.
  Long Sword (One Handed). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
  Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  brigand hunTer
  Medium humanoid, neutral evil
  —
  Armor Class 17 (splint)
  Hit Points 71 (11d8 + 22)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  18 (+4)
  15 (+2)
  11 (0)
  12 (+1)
  10 (0)
  —
  Saving Throws Str +4, Dex +6
  Skills Intimidation +2, Perception +5
  Senses passive Perception 15
  Languages Common
  Challenge 4 (1,100 XP)
  —
  Pack Tactics. The Brigand Hunter has advantage on an attack 
  roll against a creature if at least one of the Brigand Raider’s allies 
  is within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The Brigand Hunter makes 2 weapon attacks.
  Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage.
  Musket. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 9 (1d10 + 4) piercing damage.
  Blanket Fire. The Fusilier fires a buckshot in a 30-foot cone. 
  Each creature in that area must make a DC 14 Dexterity saving 
  throw. On a failed save a creature takes 10 (4d4) piercing 
  damage, cannot use bonus actions and reactions, and its speed 
  is reduced by 0 feet until the start of the Fusilier’s next turn.
  On a successful save a creature takes half as much damage and 
  suffers no other effects.
  ReActions
  Skirmish. When a hostile creature ends its turn within 5 ft. of 
  the Brigand Hunter, they can move up to half of their speed. 
  This movement doesn’t provoke opportunity attacks.
  Created by DM Tuz
  Vvulf’s Brigands
  Among the Highwayman, Bandits and Brigands, there 
  are none whose infamy can match the reputation of 
  Vvulf‘s Brigands. Vvulf‘s Brigands are a battalion consis-
  ting of the most battle hardened marauders the land has 
  to offer.
  Vvulf himself, a man of savage strength and indomitable 
  build, leads these men with unquestioned authority. 
  Their raids are akin to natural disasters, a storm of greed 
  and depravity commanded by the ferocious howl of Vvulf. 
  
  VVulf The brigand
  Medium humanoid (human), neutral evil
  —
  Armor Class 20 (Splint & Tower Shield,17 without Tower 
  Shield)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft., swim 50 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  16 (+3)
  12 (+1)
  14 (+2)
  13 (+1)
  —
  Saving Throws Dex +5, Con +7, Wis +6
  Skills Athletics +8, Intimidation +5, Perception +6
  Senses passive Perception 16
  Languages Common, Dwarven, Halfling
  Challenge 12 (8,400 XP)
  —
  Bomb Supply. When Vvulf the Brigand is within 5 feet of his 
  bomb barrel, he can use an action to recharge his Bomb action.
  Brute. A melee weapon deals one extra die of its damage 
  when Vvulf the Brigand hits with it (included in the attack).
  Legendary Resistance (3/Day). If Vvulf the Brigand fails a 
  saving throw, he can choose to succeed instead.
  Tower Shield. Vvulf carries a large Tower Shield. If Vvulf, one 
  of his allies, or his barrel of bombs, is subjected to an effect 
  which allows him to make a Dexterity save for half damage, he 
  can use a reaction to take no damage. Alternatively Vvulf can 
  use a reaction to impose disadvantage on an attack targeting 
  an ally or his barrel bomb. To do so, Vvulf must see the effect 
  or attack and be wielding his Tower Shield.
  Actions
  Multiattack. Vvulf the Brigand makes 2 weapon attacks. Vvulf 
  can replace one weapon attacks with a Warcry.
  Tower Shield Slam. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. If the 
  target is a medium or smaller sized creature, it must succeed 
  on a DC 16 Strength savng throw or is pushed 5 ft. away 
  from Vvulf.
  Warcry. Vvulf unleashes a howling warcry to intimidate his 
  foes. Every hostile creature, that can hear Vvulf, within 20 ft. of 
  him must succeed on a DC 15 Wisdom saving throw or become 
  intimidated for 1 minute. When an intimidated creature makes 
  an ability check or attack roll, it must roll a 1d6 and subtract 
  the number rolled from the ability check or attack roll.  An 
  intimidated creature can repeats the saving throw at the end 
  of each of its turns, ending the effect on itself on a success. A 
  creature that is immune to being frightened succeeds on the 
  save automatically. If a creature’s saving throw is successful or 
  the effect ends for it, the creature is immune to Vvulf’s Warcry 
  for the next 24 hours.
  Bomb (Recharge 5-6). Vvulf throws a Bomb at a point within 
  40 feet of him. At the end of his turn, it explodes in a 10 foot 
  radius. Each creature in the blast must make a DC 16 Dexterity 
  saving throw, taking 42 (12d6) fire damage on a failed save and 
  half as much on a successful one.
  LegendARy Actions
  Vvulf the Brigand can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. Vvulf the 
  Brigand regains spent legendary actions at the start of his turn.
  Move. Brigand Vvulf moves up to half of his speed without 
  provoking opportunity attacks. 
  Warcry. Brigand Vvulf unleashes a warcry. 
  “Get Them!” (1/Round). A Brigand Raider or Hunter 
  within 40 ft. of Vvulf, who can hear him, uses a reaction to 
  move up to half of their speed and make an attack against a 
  creature in range. 
  Attack (2 Actions). Vvulf makes a weapon attack. 
  Resupply (2 Actions). If Vvulf is within 5 feet of his bomb 
  barrel, he recharges his Bomb action.
  Created by DM Tuz
  
  maggoT
  Tiny beast, unaligned
  —
  Armor Class 11
  Hit Points 5 (2d4)
  Speed 20 ft., climb 20 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  12 (+1)
  10 (0)
  2 (-4)
  8 (-1)
  3 (-4)
  —
  Damage Resistance poison
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 1/8 (25 XP)
  —
  Disease Carrier. A maggot has a 25% chance of carrying a 
  disease determined by the Dungeon Master.
  Crawling Movement. The maggot’s movement is not 
  impeded by difficult terrain.
  Actions
  Nibble. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage. The target must succeed on 
  a DC 10 Constitution saving throw or is poisoned until the end 
  of its next turn.
  Carrion eaTer
  Small beast, unaligned
  —
  Armor Class 11 (Natural Armor)
  Hit Points 13 (3d6 + 3)
  Speed 25 ft., climb 25 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  9 (-1)
  12 (+1)
  2 (-4)
  10 (0)
  3 (-4)
  —
  Damage Resistance poison
  Senses darkvision 120 ft., passive Perception 10
  Languages -
  Challenge 1/8 (25 XP)
  —
  Disease Carrier. A carrion eater has a 25% chance of carrying a 
  disease determined by the Dungeon Master.
  Keen Smell. The carrion eater has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Spider Climb. The carrion eater can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage plus 2 (1d4) poison damage.
  Created by DM Tuz
  Beasts
  Beasts are savage animals that have been tainted by the 
  spreading darkness or awakened by those who trespass 
  into their ancient domain.
  Maggot
  Maggots are the larval form of the common housefly. 
  They are encountered anywhere where death is prev-
  alent and rotting flesh is in abundance, but the ones 
  around the Estate seem far larger and more aggressive 
  than normal. Speculations as to why they have grown to 
  immense size instead of pupating and maturing into flies. 
  One possibility is that the corruption plaguing the Estate 
  prevents them from maturing any further. Another is that 
  feeding on the corpses’ left-overs from the Ancestor‘s ex-
  periments in necromancy caused changes within them.
  Carrion Eater
  The carrion eaters were originally meek, worm-like 
  scavengers that lived short and pathetic lives in the 
  warrens as they fed upon the tiny bits of waste dripping 
  into the sludge-filled tunnels they called home. All of that 
  changed when the Swine Folk started occupying the 
  Warrens; their less-than-refined eating habits brought 
  much more generous amounts of scraps for the carrion 
  eaters to eat and thrive off.
  Now the carrion eaters crawl happily within the filth and 
  grime of the plague-soaked corridors, or any other place 
  that is luring them with the smell of death and decay, 
  spreading sickness and disease on whatever they can 
  sink their grotesque fangs into.
  
  large Carrion eaTer
  Large monstrosity, unaligned
  —
  Armor Class 13 (Natural Armor)
  Hit Points 93 (11d10 + 33)
  Speed 30 ft., climb 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (0)
  16 (+3)
  2 (-4)
  11 (0)
  3 (-4)
  —
  Damage Resistance poison
  Senses blindsight, 10 ft., darkvision 120 ft., passive Perception 
  10
  Languages -
  Challenge 4 (1,100 XP)
  —
  Keen Smell. The large carrion eater has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Spider Climb. The large carrion eater can climb difficult 
  surfaces, including upside down on ceilings, without needing 
  to make an ability check.
  Devour. The large carrion eater has advantage on all attacks 
  against a creature it has grappled.
  Actions
  Multiattack. The large carrion eater makes 2 attacks, one 
  with its tentacles and one with its bite.
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning. The target is grappled, 
  escape DC 13, and until the grapple ends the large carrion 
  eater can’t attack another target with its tentacles.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) piercing damage, plus 9 (2d8) extra damage if 
  the attack was made with advantage.
  Created by DM Tuz
  Large Carrion Eater
  The horrors of the Estate and its surrounding areas 
  provide the groveling carrion eaters with a rich supply of 
  sustenance. But among the rotten flesh lies a corruption 
  that goes further than just mere decay. As the carrion 
  eaters feed upon all decaying bodies they find, many of 
  them are far removed from the natural world.
  The consumption of the corrupted and otherworldly flesh 
  caused many of the native carrion eaters to grow and 
  mutate to grotesque monsters that now have acquired 
  a taste for the forbidden flesh of otherworldly beings. 
  Though it may have developed a unique appetite, it is still 
  an opportunistic scavenger in nature and will not pass on 
  a more worldly morsel, should the opportunity present 
  itself.
  
  webber
  Small beast, unaligned
  —
  Armor Class 13 (Natural Armor)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  14 (+2)
  12 (+1)
  2 (-4)
  10 (0)
  3 (-4)
  —
  Skills Stealth +4
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  10
  Languages -
  Challenge 1/4 (50 XP)
  —
  Spider Climb. The webber can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Web Sense. While in contact with a web, the webber knows 
  the exact location of any other creature in contact with 
  the same web.
  Web Walker. The webber ignores movement restrictions 
  caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) poison damage.
  Web (Recharge 4-6). The Webber fires a web at a creature 
  within 40 ft. of itself. The target must succeed on a DC 
  11 dexterity saving throw or is restrained by webs. As an 
  action, the restrained target can make a DC 11 Strength 
  check, bursting the webbing on a success. The webbing can 
  also be attacked and destroyed (AC 10; hp 5; vulnerability 
  to fire damage; immunity to bludgeoning, poison, and 
  psychic damage.
  spiTTer
  Small beast, unaligned
  —
  Armor Class 13 (Natural Armor)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  14 (+2)
  12 (+1)
  2 (-4)
  10 (0)
  3 (-4)
  —
  Skills Stealth +4
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  10
  Languages -
  Challenge 1/4 (50 XP)
  —
  Spider Climb. The spitter can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Web Sense. While in contact with a web, the spitter knows 
  the exact location of any other creature in contact with 
  the same web.
  Web Walker. The spitter ignores movement restrictions 
  caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) poison damage.
  Spit Venom. Ranged Weapon Attack: +4 to hit, range 30/60 ft., 
  one target. Hit: 7 (2d6) poison damage.
  Created by DM Tuz
  Spiders
  As the corruption spread across the Estate, its ma-
  lefic influence turned many mostly harmless creatures 
  into monstrous beasts. The Spiders being an excellent 
  example of this. Once upon a time, these arachnids were 
  a small, native species that solely preyed upon other 
  small insects and arachnids. However, as the corruption 
  took hold, it caused them to grow to immense size and 
  enhanced their innate abilities and strength which has 
  allowed them to prey on larger game, including humans. 
  Unlike most other spiders, which are solitary hunters, 
  these ones are highly social and often hunt in groups.
  Webber
  Webbers are widely considered to be the females of 
  their species due to their more washed out colors and 
  markings. Instead of generating venom, the females are 
  capable of producing webbing which they can use to 
  create their nests and to catch prey.
  Spitter
  Spitters are widely considered to be the males of their 
  species, due to their bright colors and spiked abdomens. 
  Unlike the females, which are capable of producing web-
  bing, the males are able to spit blobs of caustic venom 
  from their mandibles with deadly accuracy.
  
  rabid gnasher
  Medium beast, unaligned
  —
  Armor Class 13 (Natural Armor)
  Hit Points 10 (3d8 - 3)
  Speed 45 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  9 (-1)
  2 (-4)
  10 (0)
  4 (-3)
  —
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 1/8 (25 XP)
  —
  Hit and Run. When the gnasher makes an attack against a 
  creature, it does not provoke opportunity attacks from that 
  creature for the rest of the turn, whether it hits or not.
  Keen Smell. The gnasher has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage.
  Created by DM Tuz
  Rabid Gnasher
  These poor beasts were warped and twisted to bear 
  the likeness of the corrupted Weald; a blackened evil 
  that seeks nothing but death. The Gnashers are very 
  agile beasts found in the Weald, and will never be alone, 
  for they hunt in menacing packs surrounding the area. 
  On rare occasions, they accompany Brigands on their 
  vicious raids.
  Their howls and snarling can be heard echoing through 
  the thickened groves, always scanning its prey and wai-
  ting for the chance to strike.
  
  pliskin
  small beast, unaligned
  —
  Armor Class 14 (Natural Armor)
  Hit Points 18 (4d6 + 4)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  15 (+2)
  12 (+1)
  2 (-4)
  12 (+1)
  3 (-4)
  —
  Skills Stealth +4
  Senses blindsight 10 ft. passive Perception 11
  Languages -
  Challenge 1/2 (100 XP)
  —
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage. 
  The target must make a DC 11 Constitution saving throw taking 
  the poison damage on a failed saving throw, and half as much 
  on a successful one.
  Venomous Gleek. The pliskin spits deadly poison at a 
  creature it can see within 30 feet of itself. The target must 
  succeed on a DC 11 Dexterity saving throw or take 7 (2d6) 
  poison damage.
  raTTler
  small beast, unaligned
  —
  Armor Class 15 (Natural Armor)
  Hit Points 22 (5d6 + 5)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  15 (+2)
  12 (+1)
  2 (-4)
  12 (+1)
  3 (-4)
  —
  Senses blindsight 10 ft. passive Perception 11
  Languages -
  Challenge 1/2 (100 XP)
  —
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Warning Rattle. The rattler begins to rattle its tail and takes 
  a defensive stance until the beginning of its next turn. While 
  the Rattler is in this stance, any enemy creature that starts its 
  turn within 20 feet of the rattler or enters the area for the first 
  time during its turn, must make a DC 11 Wisdom saving throw. 
  On a failure a creature has disadvantage on any attack rolls 
  that do not target the rattler until the end of the rattler’s next 
  turn. Creatures that can’t see and hear the rattler, and that are 
  immune to being frightend are not affected.
  ReActions
  Lashing Bite. When an enemy creature within 5 feet of the 
  rattler makes an attack while the rattler rattles its tail, the 
  rattler makes a bite attack against that creature. To do this the 
  rattler must see the enemy.
  Created by DM Tuz
  Snakes
  These exotic creatures hail from the warm lands far 
  beyond the Estate. These ruthless creatures dominate 
  a hostile environment of heat and sand, growing into 
  relentless killers that stalk their prey across the dunes.
  How these creatures ended up in the Estate is a mystery. 
  Perhaps a reckless collector had some of their speci-
  mens escape into the wilds. But mayhaps these scaled 
  beasts came of their own volition. Pursuing an alluring 
  prey of beauty that escaped their fangs once at a great 
  price. They never could forget their prey, and neither 
  could their prey forget the snake’s fangs.
  
  adder
  Large beast, unaligned
  —
  Armor Class 13 (Natural Armor)
  Hit Points 45 (6d10 + 12)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  14 (+2)
  14 (+2)
  2 (-4)
  11 (+0)
  3 (-4)
  —
  Senses blindsight 10 ft. passive Perception 11
  Languages -
  Challenge 1 (200 XP)
  —
  Two Heads. The adder has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and 
  knocked unconcious.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage.
  Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 3) piercing damage. The target must succeed on 
  a DC 12 Constitution saving throw or is poisoned until the end 
  of its next turn.
  Adder’s Fang. The adder fires a poison loaded dart at a 
  creature within 60 feet of itself that it can see. The creature 
  must succeed on a DC 12 Dexterity saving throw or is hit by the 
  poison dart and suffers 3 (1d6) piercing damage. The creature 
  takes 5 (2d4) poison damage at the beginning of each of its 
  turns for one minute or until a creature spends an action to 
  remove the dart from its body.
  Molt (1/Long Rest). The adder sheds its skin and regains 9 
  (2d8) hit points. It also ends any lasting effect or condition 
  of non-magical origin that is affecting the Adder, such as 
  Alchemist’s Fire or poison.
  Created by DM Tuz
  
  maggoT swarm
  Medium swarm of tiny beasts, unaligned
  —
  Armor Class 11
  Hit Points 22 (5d8)
  Speed 20 ft., climb 20 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  12 (+1)
  10 (0)
  2 (-4)
  8 (-1)
  3 (-4)
  —
  Damage Resistance poison, bludgeoning, piercing and 
  slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 9
  Languages -
  Challenge 1/2 (100 XP)
  —
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening large 
  enough for a Tiny insect. The swarm can’t regain hit points or 
  gain temporary hit points.
  Disease Carrier. A maggot swarm has a 25% chance of carrying 
  a disease determined by the Dungeon Master.
  Crawling Movement. The maggot swarm’s movement is not 
  impeded by difficult terrain.
  Actions
  Nibbles (Swarm Has More Than Half HP). Melee Weapon 
  Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. 
  Hit: 10 (4d4) piercing damage. The target must succeed on a 
  DC 10 Constitution saving throw or is poisoned until the end of 
  its next turn.
  Nibbles (Swarm Has Less Than Half HP). Melee Weapon 
  Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. 
  Hit: 5 (2d4) piercing damage. The target must succeed on a DC 
  10 Constitution saving throw or is poisoned until the end of its 
  next turn.
  Corpse eaTer
  Small beast, unaligned
  —
  Armor Class 13 (Natural Armor)
  Hit Points 33 (6d6 + 12)
  Speed 25 ft., climb 25 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (0)
  14 (+2)
  2 (-4)
  10 (0)
  3 (-4)
  —
  Damage Resistance poison
  Senses darkvision 120 ft., passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  —
  Disease Carrier. A corpse eater has a 25% chance of carrying a 
  disease determined by the Dungeon Master.
  Keen Smell. The corpse eater has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Spider Climb. The corpse eater can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage plus 5 (2d4) poison damage.
  Created by DM Tuz
  Veteran Beasts
  
  oVergrown webber
  Small beast, unaligned
  —
  Armor Class 15 (Natural Armor)
  Hit Points 27 (5d6 + 10)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  15 (+2)
  14 (+2)
  2 (-4)
  11 (0)
  3 (-4)
  —
  Skills Stealth +4
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  10
  Languages -
  Challenge 1 (200 XP)
  —
  Spider Climb. The webber can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Web Sense. While in contact with a web, the webber knows 
  the exact location of any other creature in contact with 
  the same web.
  Web Walker. The webber ignores movement restrictions 
  caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) poison damage.
  Web Shot. Ranged Weapon Attack: +4 to hit, range 30/60 ft., 
  one target. Hit: If the target is a large or smaller creature, it 
  is restrained by webs until the end of the Webber’s next turn. 
  The target or a creature within 5 ft. of it can spend an action to 
  remove the webs.
  Web (1/Short Rest). The Webber shoots a 15 ft square sticky 
  web at a point within 30 ft. of itself. The web is difficult terrain 
  and thinly covers the ground. Each creature that starts its turn 
  in the web or enters it during its turn must succeed on a DC 
  12 Dexterity saving throw or becomes restrained as long as 
  it remains in the web or until it breaks free. As an action, the 
  restrained target can make a DC 12 Strength check, bursting 
  the webbing on a success. The webbing can also be attacked 
  and destroyed (AC 10; hp 5; vulnerability to fire damage; 
  immunity to bludgeoning, poison, and psychic damage). The 
  web remains for an hour.
  oVergrown spiTTer
  Small beast, unaligned
  —
  Armor Class 15 (Natural Armor)
  Hit Points 22 (5d6 + 5)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  15 (+2)
  13 (+1)
  2 (-4)
  11 (0)
  3 (-4)
  —
  Skills Stealth +4
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  10
  Languages -
  Challenge 1 (200 XP)
  —
  Spider Climb. The spitter can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Takedown. The first time in a turn the spitter hits a creature 
  with an attack it made with advantage, it deals an additional 7 
  (2d6) damage.
  Web Sense. While in contact with a web, the spitter knows 
  the exact location of any other creature in contact with 
  the same web.
  Web Walker. The spitter ignores movement restrictions 
  caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) poison damage.
  Spit Venom. Ranged Weapon Attack: +4 to hit, range 30/60 ft., 
  one target. Hit: 10 (3d6) poison damage.
  Crazed gnasher
  Medium beast, unaligned
  —
  Armor Class 14 (Natural Armor)
  Hit Points 13 (3d8)
  Speed 45 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  10 (0)
  2 (-4)
  11 (0)
  4 (-3)
  —
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 1/2 (100 XP)
  —
  Hit and Run. When the gnasher makes an attack against a 
  creature, it does not provoke opportunity attacks from that 
  creature for the rest of the turn, whether it hits or not.
  Keen Smell. The gnasher has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Actions
  Multiattack. The gnasher makes 2 bite attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Created by DM Tuz
  
  greaTer pliskin
  small beast, unaligned
  —
  Armor Class 16 (Natural Armor)
  Hit Points 33 (6d6 + 12)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  14 (+2)
  2 (-4)
  13 (+1)
  3 (-4)
  —
  Skills Stealth +5
  Senses blindsight 10 ft. passive Perception 11
  Languages -
  Challenge 2 (450 XP)
  —
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage. 
  The target must make a DC 12 Constitution saving throw. 
  On a failed save the creature takes the poison damage and 
  is poisoned until the end of the pliskin’s next turn. On a 
  successful save a creature takes half as much damage and is 
  not poisoned. A creature poisoned this way takes 10 (3d6) 
  poison damage at the end of its turn.
  Venomous Gleek. The pliskin spits deadly poison at a 
  creature it can see within 30 feet of itself. The target must 
  succeed on a DC 12 Dexterity saving throw or take 7 (2d6) 
  poison damage.
  irriTaTed raTTler
  small beast, unaligned
  —
  Armor Class 16 (Natural Armor)
  Hit Points 49 (9d6 + 18)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  16 (+3)
  14 (+2)
  2 (-4)
  12 (+1)
  3 (-4)
  —
  Senses blindsight 10 ft. passive Perception 11
  Languages -
  Challenge 2 (450 XP)
  —
  Combat Reflexes. The rattler has an additional reaction per 
  round that it can only use for its Lashing Bite reaction.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Warning Rattle. The rattler begins to rattle its tail and takes 
  a defensive stance until the beginning of its next turn. While 
  the Rattler is in this stance, any enemy creature that starts its 
  turn within 20 feet of the rattler or enters the area for the first 
  time during its turn, must make a DC 12 Wisdom saving throw. 
  On a failure a creature has disadvantage on any attack rolls 
  that do not target the rattler until the end of the rattler’s next 
  turn. Creatures that can’t see and hear the rattler, and that are 
  immune to being frightend are not affected.
  ReActions
  Lashing Bite. When an enemy creature within 5 feet of the 
  rattler makes an attack while the rattler rattles its tail, the 
  rattler makes a bite attack against that creature. To do this the 
  rattler must see the enemy.
  sinisTer adder
  Large beast, unaligned
  —
  Armor Class 16 (natural armor)
  Hit Points 93 (11d10 + 30)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  2 (-4)
  12 (+1)
  3 (-4)
  —
  Senses blindsight 10 ft. passive Perception 11
  Languages -
  Challenge 4 (1,100 XP)
  —
  Two Heads. The Adder has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and 
  knocked unconcious.
  Actions
  Multiattack. The Sinister Adder makes 2 bite attacks. It can 
  replace one of its bite attacks with a quills attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage.
  Quills. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (1d10 + 4) piercing damage. The target must succeed 
  on a DC 13 Constitution saving throw or is poisoned until the 
  end of the Sinister Adder’s next turn. The poisoned creature 
  is stunned.
  Adder’s Fang. The adder fires a poison loaded dart at a 
  creature within 60 feet of itself that it can see. The creature 
  must succeed on a DC 13 Dexterity saving throw or is hit by the 
  poison dart and suffers 7 (2d6) piercing damage. The creature 
  takes 10 (4d4) poison damage at the beginning of each of its 
  turns for one minute or until a creature spends an action to 
  remove the dart from its body.
  Molt (1/Long Rest). The adder sheds its skin and regains 18 
  (4d8) hit points. It also ends any lasting effect or condition 
  of non-magical origin that is affecting the Adder, such as 
  Alchemist’s Fire or poison.
  Created by DM Tuz
  
  bulbous maggoT swarm
  Medium swarm of tiny beasts, unaligned
  —
  Armor Class 14
  Hit Points 33 (6d8 +6)
  Speed 25 ft., climb 25 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  14 (+2)
  12 (+1)
  2 (-4)
  10 (0)
  3 (-4)
  —
  Damage Resistance poison, bludgeoning, piercing and 
  slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 9
  Languages -
  Challenge 2 (450 XP)
  —
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening large 
  enough for a Tiny insect. The swarm can’t regain hit points or 
  gain temporary hit points.
  Disease Carrier. A bulbous maggot swarm has a 50% chance 
  of carrying a disease determined by the Dungeon Master.
  Crawling Movement. The maggot swarm’s movement is not 
  impeded by difficult terrain.
  Actions
  Nibbles (Swarm Has More Than Half HP). Melee Weapon 
  Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. 
  Hit: 20 (8d4) piercing damage. The target must succeed on a 
  DC 11 Constitution saving throw or is poisoned until the end of 
  its next turn. If the target fails the saving throw by 5 or more, 
  the poisoned target is stunned.
  Nibbles (Swarm Has Less Than Half HP). Melee Weapon 
  Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. 
  Hit: 10 (4d4) piercing damage. The target must succeed on a 
  DC 11 Constitution saving throw or is poisoned until the end of 
  its next turn. If the target fails the saving throw by 5 or more, 
  the poisoned target is stunned.
  flesh eaTer
  Small beast, unaligned
  —
  Armor Class 14 (Natural Armor)
  Hit Points 71 (11d6 + 33)
  Speed 25 ft., climb 25 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  2 (-4)
  12 (+1)
  3 (-4)
  —
  Skills Perception +3
  Damage Resistance poison
  Senses darkvision 120 ft., passive Perception 13
  Languages -
  Challenge 3 (700 XP)
  —
  Keen Smell. The flesh eater has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Spider Climb. The flesh eater can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Virulent Host. A flesh eater carries many horrific diseases. 
  When the Flesh eater hits and inflicts damage on a creature 
  with its bite, the creature must succeed on a DC 13 Constitution 
  saving throw or is poisoned, as if afflicted by the Contagion 
  spell. Once a creature made made its saving throw, regardless 
  of success or failure, it becomes immune to this effect 
  for 24 hours.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (6d6 + 3) piercing damage plus 10 (4d4) poison damage.
  Created by DM Tuz
  Champion Beasts
  
  large flesh eaTer
  Large monstrosity, unaligned
  —
  Armor Class 14 (Natural Armor)
  Hit Points 127 (15d10 + 45)
  Speed 30 ft., climb 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  16 (+3)
  2 (-4)
  13 (+1)
  3 (-4)
  —
  Saving Throws Con +6
  Skills Perception +4
  Damage Resistance poison
  Senses blindsight, 10 ft., darkvision 120 ft., passive Perception 
  14
  Languages -
  Challenge 4 (1,100 XP)
  —
  Keen Smell. The large flesh eater has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Spider Climb. The large flesh eater can climb difficult 
  surfaces, including upside down on ceilings, without needing 
  to make an ability check.
  Devour. The large flesh eater has advantage on all attacks 
  against a creature it has grappled.
  Actions
  Multiattack. The large flesh eater makes 3 attacks, two with 
  its tentacles and one with its bite. If both tentacles attacks hit 
  the same target, it is restrained until the grapple ends.
  Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 10 (2d6 + 4) bludgeoning. The target is grappled, 
  escape DC 15, and until the grapple ends the large flesh eater 
  can’t attack another target with its tentacles.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage, plus 9 (2d8) extra damage if 
  the attack was made with advantage.
  anCienT webber
  Small beast, unaligned
  —
  Armor Class 16 (Natural Armor)
  Hit Points 66 (12d6 + 24)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  16 (+3)
  15 (+2)
  2 (-4)
  12 (+1)
  3 (-4)
  —
  Skills Perception +3, Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  10
  Languages -
  Challenge 3 (700 XP)
  —
  Spider Climb. The webber can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Web Sense. While in contact with a web, the webber knows 
  the exact location of any other creature in contact with 
  the same web.
  Web Walker. The webber ignores movement restrictions 
  caused by webbing.
  Actions
  Multiattack. The webber makes 2 attacks with its bite or 
  its web shot.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
  Web Shot. Ranged Weapon Attack: +5 to hit, range 30/60 ft., 
  one target. Hit: If the target is a large or smaller creature, it 
  is restrained by webs until the end of the Webber’s next turn. 
  The target or a creature within 5 ft. of it can spend an action to 
  remove the webs.
  Web (1/Short Rest). The Webber shoots a 15 ft square sticky 
  web at a point within 30 ft. of itself. The web is difficult terrain 
  and thinly covers the ground. Each creature that starts its turn 
  in the web or enters it during its turn must succeed on a DC 
  12 Dexterity saving throw or becomes restrained as long as 
  it remains in the web or until it breaks free. As an action, the 
  restrained target can make a DC 12 Strength check, bursting 
  the webbing on a success. The webbing can also be attacked 
  and destroyed (AC 10; hp 5; vulnerability to fire damage; 
  immunity to bludgeoning, poison, and psychic damage). The 
  web remains for an hour.
  Created by DM Tuz
  
  anCienT spiTTer
  Small beast, unaligned
  —
  Armor Class 16 (Natural Armor)
  Hit Points 60 (11d6 + 22)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  16 (+3)
  14 (+2)
  2 (-4)
  12 (+1)
  3 (-4)
  —
  Skills Perception +3, Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  10
  Languages -
  Challenge 3 (700 XP)
  —
  Spider Climb. The spitter can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Takedown. The first time in a turn the spitter hits a creature 
  with an attack it made with advantage, it deals an additional 10 
  (3d6) damage.
  Web Sense. While in contact with a web, the spitter knows 
  the exact location of any other creature in contact with 
  the same web.
  Web Walker. The spitter ignores movement restrictions 
  caused by webbing.
  Actions
  Multiattack. The spitter makes 2 attacks with its bite or spit.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
  Spit Venom. Ranged Weapon Attack: +5 to hit, range 30/60 ft., 
  one target. Hit: 10 (3d6) poison damage.
  harrying gnasher
  Medium beast, unaligned
  —
  Armor Class 15 (Natural Armor)
  Hit Points 337 (7d8 + 6)
  Speed 45 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+2)
  16 (+3)
  13 (+1)
  2 (-4)
  12 (+1)
  4 (-3)
  —
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 2 (450 XP)
  —
  Hit and Run. When the gnasher makes an attack against a 
  creature, it does not provoke opportunity attacks from that 
  creature for the rest of the turn, whether it hits or not.
  Keen Smell. The gnasher has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Rabid Rush. Before attacking, the Harrying Gnasher can 
  choose to make its attacks with advantage. If it does, it scores 
  critical hits on a roll of 19 or 20 and attacks against it have 
  advantage until the beginning of its next turn.
  Actions
  Multiattack. The gnasher makes 2 bite attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage.
  Created by DM Tuz
  
  Terrifying pliskin
  small beast, unaligned
  —
  Armor Class 17 (Natural Armor)
  Hit Points 58 (9d6 + 27)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  16 (+3)
  2 (-4)
  14 (+2)
  3 (-4)
  —
  Skills Stealth +6
  Senses blindsight 10 ft. passive Perception 12
  Languages -
  Challenge 4 (1,100 XP)
  —
  Lethal Poison. The Pliskin’s doubles its proficiency bonus for 
  its poison DC (included in the attacks).
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage plus 14 (4d6) poison 
  damage. The target must make a DC 15 Constitution saving 
  throw. On a failed save the creature takes the poison damage 
  and is poisoned until the end of the pliskin’s next turn. On a 
  successful save a creature takes half as much damage and is 
  not poisoned. A creature poisoned this way takes 14 (3d6) 
  poison damage at the end of its turn.
  Venomous Gleek. The pliskin spits deadly poison at a 
  creature it can see within 30 feet of itself. The target must 
  succeed on a DC 15 Dexterity saving throw or take 14 (4d6) 
  poison damage.
  enraged raTTler
  small beast, unaligned
  —
  Armor Class 17 (Natural Armor)
  Hit Points 78 (12d6 + 36)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  18 (+4)
  16 (+3)
  2 (-4)
  12 (+1)
  3 (-4)
  —
  Senses blindsight 10 ft. passive Perception 11
  Languages -
  Challenge 4 (1,100 XP)
  —
  Combat Reflexes. The rattler has an additional reaction per 
  round that it can only use for its Lashing Bite reaction.
  Coil. As long as the rattler takes its defensive stance 
  and rattles its tail, ranged attacks against it are made 
  with disadvantage.
  Actions
  Multiattack. The Enraged Rattler makes a bite attack and 
  uses its Warning Rattle.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Warning Rattle. The rattler begins to rattle its tail and takes 
  a defensive stance until the beginning of its next turn. While 
  the Rattler is in this stance, any enemy creature that starts 
  its turn within 20 feet of the rattler or enters the area for the 
  first time during its turn, must make a DC 13 Wisdom saving 
  throw. On a failure a creature has disadvantage on any attack 
  rolls that do not target the rattler until the end of the rattler’s 
  next turn. A creature that fails the saving throw by more than 
  5 is frightened of the Rattler until the end of its turn instead. 
  Creatures that can’t see and hear the Rattler, and that are 
  immune to being frightend are not affected.
  ReActions
  Lashing Bite. When an enemy creature within 5 feet of the 
  rattler makes an attack while the rattler rattles its tail, the 
  rattler makes a bite attack against that creature. To do this the 
  rattler must see the enemy.
  nighTmarish adder
  Large beast, unaligned
  —
  Armor Class 18 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  18 (+4)
  2 (-4)
  12 (+1)
  3 (-4)
  —
  Senses blindsight 10 ft. passive Perception 11
  Languages -
  Challenge 7 (2,900 XP)
  —
  Two Heads. The Adder has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and 
  knocked unconcious.
  Actions
  Multiattack. The Sinister Adder makes 2 bite attacks and one 
  attack with its quills or uses its Adder’s Fang.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) piercing damage.
  Quills. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 10 (1d10 + 5) piercing damage. The target must succeed 
  on a DC 15 Constitution saving throw or is poisoned until the 
  end of the Sinister Adder’s next turn. The poisoned creature 
  is paralyzed.
  Adder’s Fang. The adder fires a poison loaded dart at a 
  creature within 60 feet of itself that it can see. The creature 
  must succeed on a DC 15 Dexterity saving throw or is hit by the 
  poison dart and suffers 7 (2d6) piercing damage. The creature 
  takes 10 (4d4) poison damage at the beginning of each of its 
  turns for one minute or until a creature spends an action to 
  remove the dart from its body.
  Molt (1/Long Rest). The adder sheds its skin and regains 27 
  (6d8) hit points. It also ends any lasting effect or condition 
  of non-magical origin that is affecting the Adder, such as 
  Alchemist’s Fire or poison.
  Created by DM Tuz
  
  CulTisT aColyTe
  Medium humanoid, neutral evil
  —
  Armor Class 13 (cultist garbs)
  Hit Points 22 (5d8)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  12 (+1)
  11 (0)
  11 (0)
  8 (-1)
  16 (+3)
  —
  Senses passive Perception 9
  Languages Common, Deep Speech
  Challenge 1/2 (100 XP)
  —
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened.
  Spellcasting. The cultist is a 3rd-level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). They regain their expended spell slots when 
  they finish a short or long rest. They know the following spells:
  Cantrips (at will): Eldritch Blast, Mage Hand 
  1st-2nd level (2 2nd-level slots): Arms of Hadar, 
  Cause Fear, Command, Ray of Enfeeblement.
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  Eldritch Blast. Ranged Spell Attack: +5 to hit, range 60 ft., one 
  target. Hit: 5 (1d10) force damage.
  CulTisT brawler
  Medium humanoid, neutral evil
  —
  Armor Class 11
  Hit Points 33 (6d8+6)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  13 (+1)
  9 (-1)
  8 (-1)
  11 (0)
  —
  Senses passive Perception 9
  Languages Common, Deep Speech
  Challenge 1/2 (100 XP)
  —
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened.
  Rend For The Old God. When the cultist scores a hit with a 
  melee weapon attack on a target, its melee weapon attacks 
  have advantage on the same target until the beginning of its 
  next turn.
  Actions
  Multiattack. The cultist brawler makes 2 claw attacks.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage.
  Created by DM Tuz
  Cultists
  Devoted and fanatical followers of the Old Gods, they 
  were drawn to the Estate by either witnessing visions of 
  or hearing rumors about the thing that sleeps within the 
  depths of the Darkest Dungeon. Up until recently, these 
  heretics used to practice their dark and blasphemous 
  religion in secret; far away from the ever watchful eye of 
  the Church of Light. However, now that their ranks have 
  grown substantially in both number and strength, they 
  have begun to conduct their unholy rituals and human 
  sacrifices openly; all in the hopes of awakening the god 
  which lies slumbering below and joining it in glorious 
  ascension.
  Cultist Acolyte
  Acolytes are the dark priestesses of their religion. Whi-
  le Acolytes lack raw physical strength, they make up for 
  it by using their unholy and arcane incantations to ravage 
  the minds of those who cross their path.
  Cultist Brawler
  Cultist Brawlers serve as the assistants and body-
  guards to the Cultist Acolytes. They use their sharpened 
  blades to inflict deep, gaping wounds on their victims. 
  They constantly patrol the various areas of the Estate in 
  search of new sacrifices or to slaughter any who would 
  dare oppose their mission.
  
  madman
  Medium humanoid, chaotic neutral
  —
  Armor Class 14 (straitjacket)
  Hit Points 18 (4d8)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  11 (0)
  10 (0)
  5 (-3)
  13 (+1)
  —
  Damage Vulnerabilities psychic
  Senses passive Perception 7
  Languages Common
  Challenge 1/2 (100 XP)
  —
  Doomsaying. Any creature that ends its turn within 20 feet of 
  the Madman and can hear it, must succeed on a DC 11 Wisdom 
  saving throw or has disadvantage on all Wisdom saving throws 
  until the beginning it’s next turn.
  Innate Spellcasting. The madman’s spellcasting ability is 
  Charisma (spell save DC 11). The madman can innately cast the 
  following spells, requiring no material components:
  2/day: Dissonant Whispers
  Actions
  Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 
  Hit: 1 (1d4 - 1) bludgeoning damage.
  Accusation. A creature within 60 feet that can hear the 
  Madman must succeed on a DC 11 Wisdom saving throw or 
  takes 3 (1d6) psychic damage and has disadvantage on the next 
  attack roll it makes before the end of the madman’s next turn.
  Created by DM Tuz
  Madman
  A deranged lunatic who recently escaped from the local 
  asylum. Ceaselessly tormented by terrifying visions and 
  revelations they traveled to the Estate in the hopes of 
  finally finding the source of what haunts their mind. Ho-
  wever, what they found there did not give them peace, but 
  instead drove them over the edge into the infinite depths 
  of madness.
  With his mind fully broken, he aimlessly wanders the Es-
  tate, driving any poor souls, who are unfortunate enough 
  to cross his path, insane with his litany of curses, insane 
  ramblings, and terrible revelations.
  
  Created by DM Tuz
  The Prophet
  Around the same time the Ancestor began the exca-
  vations beneath the Manor, there arrived a man at the 
  Hamlet, and he decried publicly that the Ancestor was 
  a harbinger of doom if he wasn‘t stopped. While appea-
  ring to be a dirty homeless man, this Prophet seemed 
  to possess an uncanny amount of knowledge about the 
  Ancestor’s ambitions and secretive experiments he had 
  conducted. His wild prophecies gained the attention of 
  the townsfolk, which may have sparked the Hamlet’s 
  rebellion against the Ancestor and his blasphemous 
  experiments.
  Nothing the Ancestor did could stop this Prophet, and all 
  murder attempts failed as well, doing nothing to quell the 
  growing worries and suspicions of the townsfolk about 
  him and his secret experiments. The Ancestor eventually 
  lured the Prophet to the dig site underneath the Manor 
  where he revealed all of his plans to the Prophet and sho-
  wed him what he had dug up, resulting in the Prophet 
  completely losing what sanity he had left, tearing out his 
  own eyes and running away, screaming that the end was 
  upon us all. 
  Today, the Blind Prophet continues his apocalyptic ra-
  vings in the darkness of the Ruins, becoming the leader 
  of the Cultists who wander the land. Instead of warning 
  people of the coming doom, he uses his power of prog-
  nostication to tell his new flock about the wonders their 
  new god will bring, what wondrous gifts the new god will 
  bestow upon the faithful, and the new world their new 
  god will create for them when he finally awakens from 
  his countless eons of slumber.
  sonorous propheT
  Medium humanoid, chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  9 (-1)
  16 (+3)
  12 (+1)
  7 (-2)
  16 (+3)
  —
  Saving Throws Wis +1, Cha +6
  Damage Immunities poison
  Conditions Immunities poisoned, exhaustion, charmed, 
  blinded
  Senses blindsight 120 ft. (blind beyond), passive Perception 8
  Languages Common
  Challenge 5 (1,800 XP)
  —
  Legendary Resistance (1/Day). If the prophet fails a saving 
  throw, he can choose to succeed instead.
  Rubble Of Ruin. Any creature that is under the effect of 
  Calamitous Prognostication must make a DC 14 Dexterity 
  saving throw at the beginning of the prophets turn, as calamity 
  strikes. On a failed save, the target is hit by a falling object 
  and takes 27 (6d8) bludgeoning damage. After the creature 
  made its saving throw, it is no longer under the effect of 
  Calamitous Prognostication.
  Actions
  Multiattack. The prophet uses Calamitous Prognostication, 
  he then makes a slam attack, fulminates, or uses Eyes on You.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage.
  Calamitous Prognostication. The prophet foresees doom 
  for a visible creature within 120 feet of himself.
  Fulminate. The prophet unleashes the foul vapours within 
  his own decomposing body. Each creature in a 20-foot-radius 
  centered on the prophet must make a DC 14 Constitution 
  saving throw. On a failed save a creature takes 10 (3d6) poison 
  damage and is poisoned until the end of its next turn. On a 
  successful save the creature takes half as much damage and is 
  not poisoned.
  Eyes On You. A visible creature within 120 feet of the Prophet 
  that can see him must succeed on a DC 14 Wisdom saving 
  throw or takes 7 (2d6) psychic damage and is stunned until the 
  end of its next turn.
  
  froThing madman
  Medium humanoid, chaotic neutral
  —
  Armor Class 15 (straitjacket)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  18 (+4)
  14 (+2)
  11 (0)
  7 (-2)
  16 (+3)
  —
  Saving Throws Dex +6
  Damage Vulnerabilities psychic
  Senses passive Perception 8
  Languages Common
  Challenge 2 (450 XP)
  —
  Doomsaying. Any creature that ends its turn within 20 feet of 
  the madman and can hear it, must succeed on a DC 13 Wisdom 
  saving throw or has disadvantage on all Wisdom saving throws 
  until the beginning it’s next turn.
  Innate Spellcasting. The madman’s spellcasting ability is 
  Charisma (spell save DC 13). The madman can innately cast the 
  following spells, requiring no material components:
  3/day: Dissonant Whispers (3rd Level)
  Actions
  Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  Accusation. A creature within 60 feet that can hear the 
  madman must succeed on a DC 13 Wisdom saving throw or 
  takes 7 (2d6) psychic damage and has disadvantage on the 
  next attack roll it makes before the end of the madman’s 
  next turn.
  Created by DM Tuz
  Veteran Cultists
  CulTisT enChanTer
  Medium humanoid, neutral evil
  —
  Armor Class 14 (cultist garbs)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2)
  12 (+1)
  11 (0)
  8 (-1)
  18 (+4)
  —
  Skills Perception +1
  Senses passive Perception 11
  Languages Common, Deep Speech
  Challenge 2 (450 XP)
  —
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened.
  Eldritch Pull. The first time in a turn the cultist hits a creature 
  with their Eldritch Blast, the creature is pulled up to 10 ft. 
  towards the cultist.
  Spellcasting. The cultist is a 9th-level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit with 
  spell attacks). They regain their expended spell slots when 
  they finish a short or long rest. They know the following spells:
  Cantrips (at will): Eldritch Blast, Mage Hand, Thaumaturgy 
  1st-4th level (2 4th-level slots): Arms of Hadar, 
  Cause Fear, Command, Ray of Enfeeblement, Dispel Magic, 
  Hypnotic Pattern, Blight.
  Actions
  Multiattack. The cultist fires two eldritch blasts.
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  Eldritch Blast. Ranged Spell Attack: +6 to hit, range 60 ft., 
  one target. Hit: 10 (1d10 + 4) force damage.
  CulTisT gladiaTor
  Medium humanoid, neutral evil
  —
  Armor Class 14 (unarmed defense)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  14 (+2)
  14 (+2)
  9 (-1)
  8 (-1)
  12 (+1)
  —
  Skills Athletics +5
  Senses passive Perception 9
  Languages Common, Deep Speech
  Challenge 2 (450 XP)
  —
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened.
  Rend For The Old God. When the cultist scores a hit with a 
  melee weapon attack on a target, its melee weapon attacks 
  have advantage on the same target until the beginning of its 
  next turn.
  Unarmed Defense. When the cultist is not wearing any armor, 
  their armor class equals 10 + their Dexterity modifier + their 
  Constitution modifier.
  Actions
  Multiattack. The cultist gladiator makes 3 claw attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage.
  
  fulminaTing propheT
  Medium undead, chaotic evil
  —
  Armor Class 15 (natural armor)
  Hit Points 127 (15d8 + 60)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (0)
  18 (+4)
  13 (+1)
  8 (-1)
  17 (+3)
  —
  Saving Throws Con +8, Wis +3, Cha +7
  Damage Immunities poison
  Conditions Immunities poisoned, exhaustion, charmed, 
  blinded
  Senses blindsight 120 ft. (blind beyond), passive Perception 9
  Languages Common
  Challenge 9 (5,000 XP)
  —
  Legendary Resistance (3/Day). If the prophet fails a saving 
  throw, he can choose to succeed instead.
  Rubble Of Ruin. Any creature that is under the effect of 
  Calamitous Prognostication must make a DC 15 Dexterity 
  saving throw at the beginning of the prophets turn, as calamity 
  strikes. On a failed save, the target is hit by a falling object 
  and takes 36 (8d8) bludgeoning damage. After the creature 
  made its saving throw, it is no longer under the effect of 
  Calamitous Prognostication.
  Actions
  Multiattack. The prophet uses Calamitous Prognostication, 
  he then makes two slam attack, fulminates, or uses 
  Eyes on You.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 2) bludgeoning damage.
  Calamitous Prognostication. The prophet foresees doom 
  for a visible creature within 120 feet of himself.
  Fulminate. The prophet unleashes the foul vapours within 
  his own decomposing body. Each creature in a 20-foot-radius 
  centered on the prophet must make a DC 15 Constitution 
  saving throw. On a failed save a creature takes 14 (4d6) poison 
  damage and is poisoned for one minute. A poisoned creature 
  takes 3 (1d6) poison damage at the beginning of its turn. On a 
  successful save the creature takes half as much damage and is 
  not poisoned. 
  A poisoned creature repeats the saving throw at the end of its 
  turns, ending the poison on a successful save.
  Eyes On You. A visible creature within 120 feet of the prophet 
  that can see him must succeed on a DC 15 Wisdom saving 
  throw or takes 10 (3d6) psychic damage and is stunned until 
  the end of its next turn.
  LegendARy Actions
  The prophet can take 2 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. The 
  prophet regains spent legendary actions at the start of his turn.
  Move. The prophet moves up to half of his speed. 
  Doomsay. A creature within 60 ft. of the prophet, that can 
  hear him, must succeed on a DC 15 Wisdom saving throw or 
  takes 5 (2d4) psychic damage and subtracts 1d4 from its next 
  saving throw that it makes before the end of its next turn 
  Slam (2 Actions). The prophet makes a slam attack. 
  Eyes On You (2 Actions). The prophet uses Eyes On You.
  Created by DM Tuz
  
  CulTisT wiTCh
  Medium humanoid, neutral evil
  —
  Armor Class 15 (cultist garbs)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  16 (+3)
  14 (+2)
  11 (0)
  8 (-1)
  20 (+5)
  —
  Skills Perception +2
  Senses passive Perception 12
  Languages Common, Deep Speech
  Challenge 5 (1,800 XP)
  —
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened.
  Eldritch Force. The first time in a turn when a creature is hit 
  by the cultist’s Eldritch Blast, the cultist pushes the creature 10 
  ft. away from them or pulls the creature 10 ft. towards them.
  Spellcasting. The cultist is a 12th-level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit with 
  spell attacks). They regain their expended spell slots when 
  they finish a short or long rest. They know the following spells:
  Cantrips (at will): Eldritch Blast, Mage Hand, Thaumaturgy 
  1st-5th level (2 5th-level slots): Arms of Hadar, 
  Cause Fear, Command, Ray of Enfeeblement, Dispel Magic, 
  Hypnotic Pattern, Black Tentacles, Blight, Cloudkill. 
  6th level: (1 6th-level slot): Mass Suggestion
  Actions
  Multiattack. The cultist fires three eldritch blasts.
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage.
  Eldritch Blast. Ranged Spell Attack: +8 to hit, range 60 ft., one 
  target. Hit: 10 (1d10 + 5) force damage.
  raVing madman
  Medium humanoid, chaotic neutral
  —
  Armor Class 16 (straitjacket)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  14 (+2)
  11 (0)
  9 (-1)
  16 (+3)
  —
  Saving Throws Dex +6, Con +4
  Senses passive Perception 9
  Languages Common, Deep Speech
  Challenge 5 (1,800 XP)
  —
  Doomsaying. Any creature that ends its turn within 20 feet of 
  the madman and can hear it, must succeed on a DC 15 Wisdom 
  saving throw or has disadvantage on all Wisdom saving throws 
  until the beginning it’s next turn.
  Unpredictable. Attacks of opportunity made against the 
  madman are made with disadvantage.
  Innate Spellcasting. The madman’s spellcasting ability is 
  Charisma (spell save DC 15). The madman can innately cast the 
  following spells, requiring no material components:
  At will: Dissonant Whispers (4th Level) 
  1/day: Confusion (6th Level)
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  Accusation. A creature within 60 feet that can hear the 
  Madman must succeed on a DC 15 Wisdom saving throw or 
  takes 10 (3d6) psychic damage and is frightened until the end 
  of the madman’s next turn. If the saving throw fails by 5 or 
  more, the frightened target can’t take reactions, actions, and 
  bonus actions.
  CulTisT Champion
  Medium humanoid, neutral evil
  —
  Armor Class 15 (unarmed defense)
  Hit Points 82 (11d8 + 33)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  10 (0)
  10 (0)
  13 (+1)
  —
  Skills Athletics +8, Perception +2
  Senses passive Perception 12
  Languages Common, Deep Speech
  Challenge 4 (1,100 XP)
  —
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened.
  Rend For The Old God. When the cultist scores a hit with a 
  melee weapon attack on a target, its melee weapon attacks 
  have advantage on the same target until the beginning of its 
  next turn.
  Unarmed Defense. When the cultist is not wearing any armor, 
  their armor class equals 10 + their Dexterity modifier + their 
  Constitution modifier.
  Actions
  Multiattack. The cultist champion makes 3 claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage.
  Created by DM Tuz
  Champion Cultists
  
  gibbering propheT
  Medium undead, chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 195 (23d8 + 92)
  Speed 25 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (0)
  19 (+4)
  13 (+1)
  8 (-1)
  18 (+4)
  —
  Saving Throws Con +9, Wis +4, Cha +9
  Damage Immunities poison
  Conditions Immunities poisoned, exhaustion, charmed, 
  blinded
  Senses blindsight 120 ft. (blind beyond), passive Perception 9
  Languages Common
  Challenge 14 (11,500 XP)
  —
  Legendary Resistance (3/Day). If the prophet fails a saving 
  throw, he can choose to succeed instead.
  Rubble Of Ruin. Any creature that is under the effect of 
  Calamitous Prognostication must make a DC 17 Dexterity 
  saving throw at the beginning of the prophets turn, as calamity 
  strikes. On a failed save, the target is hit by a falling object 
  and takes 45 10d8) bludgeoning damage. After the creature 
  made its saving throw, it is no longer under the effect of 
  Calamitous Prognostication.
  Actions
  Multiattack. The prophet uses Calamitous Prognostication, 
  he then makes three slam attack, fulminates, or uses 
  Eyes on You.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage.
  Calamitous Prognostication. The prophet foresees doom 
  for a visible creature within 120 feet of himself.
  Fulminate. The prophet unleashes the foul vapours within 
  his own decomposing body. Each creature in a 20-foot-radius 
  centered on the prophet must make a DC 17 Constitution 
  saving throw. On a failed save a creature takes 21 (6d6) poison 
  damage and is poisoned for one minute. A poisoned creature 
  takes 3 (1d6) poison damage at the beginning of its turn. On a 
  successful save the creature takes half as much damage and is 
  not poisoned. 
  A poisoned creature repeats the saving throw at the end of its 
  turns, ending the poison on a successful save.
  Eyes On You. A visible creature within 120 feet of the prophet 
  that can see him must succeed on a DC 17 Wisdom saving 
  throw or takes 14 (4d6) psychic damage and is stunned until 
  the end of its next turn.
  Revelation (1/Day). The prophet shares the unholy secret 
  which devastated his mind. Each creature in a 30-foot cone 
  must make a DC 17. On a failed save a creature takes 28 (8d6) 
  psychic damage and can’t take reactions until the start of its 
  next turn and rolls a d10 at the start of its turn to determine 
  its behavior for that turn, as if afflicted by the Confusion 
  spell. At the end the creature’s next turn its mind purges the 
  memory from the prophet revelation, causing it to forget the 
  events of the past hour.
  LegendARy Actions
  The prophet can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. The 
  prophet regains spent legendary actions at the start of his turn.
  Move. The prophet moves up to half of his speed. 
  Doomsay. A creature within 60 ft. of the prophet, that can 
  hear him, must succeed on a DC 17 Wisdom saving throw or 
  takes 7 (3d4) psychic damage and subtracts 1d6 from its next 
  saving throw that it makes before the end of its next turn 
  Slam (2 Actions). The prophet makes a slam attack. 
  Eyes On You (2 Actions). The prophet uses Eyes On You.
  Created by DM Tuz
  
  Created by DM Tuz
  Undead
  Even the dead know no rest from the evils that lurk 
  within the Darkest Dungeon. Within the Ruins were 
  innumerable graves of servants who, in times long past, 
  served the family with honor and unwavering loyalty. 
  However, when their mortal lives ended, so did their 
  loyalties.
  Reanimated by the dark and unholy magics of the Necro-
  mancer and his apprentices, they serve their new master 
  with blind, unquestioning fervor. While they normally 
  reside in the Ruins with the rest of the undead, some 
  have been seen assisting servants of the darkness in 
  other areas of the Estate.
  bone rabble
  Medium undead, lawful evil
  —
  Armor Class 11 (armor scraps)
  Hit Points 6 (1d8 + 2)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  8 (-1)
  14 (+2)
  6 (-2)
  8 (-1)
  5 (-3)
  —
  Damage Immunities poison
  Damage Vulnerabilities bludgeoning, radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 9
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1/8 (25 XP)
  —
  Pile Of Bones. When killed, the bone rabble’s body becomes 
  difficult terrain.
  Actions
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.
  bone soldier
  Medium undead, lawful evil
  —
  Armor Class 13 (armor scraps)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (0)
  14 (+2)
  6 (-2)
  8 (-1)
  5 (-3)
  —
  Damage Immunities poison
  Damage Vulnerabilities bludgeoning, radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 9
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1/2 (100 XP)
  —
  Pile Of Bones. When killed, the bone soldier’s body becomes 
  difficult terrain.
  Actions
  Longsword (One-handed). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
  Longsword (Two-handed). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
  
  bone defender
  Medium undead, lawful evil
  —
  Armor Class 16 (ring mail & shield)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  10 (0)
  15 (+2)
  6 (-2)
  8 (-1)
  5 (-3)
  —
  Damage Immunities poison
  Damage Vulnerabilities bludgeoning, radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 9
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1/2 (100 XP)
  —
  Pile Of Bones. When killed, the bone defender’s body 
  becomes difficult terrain.
  Actions
  Multiattack. The bone defender makes one battle axe and 
  one shield bash attack.
  Battle Axe (One-handed). Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
  Shield Bash. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning damage. If the creature is 
  size large or smaller it succeed a DC 11 Strength saving throw 
  or be pushed away 5 ft. from the bone defender.
  ReActions
  Foul Warding. When a creature the bone defender can see 
  attacks a target other than itself that is within 5 feet of it, it 
  can impose disadvantage on the attack roll.
  bone arbalisT
  Medium undead, lawful evil
  —
  Armor Class 13 (armor scraps)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  14 (+2)
  12 (+1)
  6 (-2)
  8 (-1)
  5 (-3)
  —
  Damage Immunities poison
  Damage Vulnerabilities bludgeoning, radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 9
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1/2 (100 XP)
  —
  Pile Of Bones. When killed, the bone arbalist’s body becomes 
  difficult terrain.
  Deadly Aim. As a bonus action the bone arbalist adds 3 (1d6) 
  to the next damage roll with its crossbow against a creature it 
  can see before the end of its turn.
  Actions
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 
  100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
  Bayonette. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Created by DM Tuz
  Bone Defender
  Once proud shieldbearers, the Bone Defenders were 
  honorable and loyal soldiers who served the family in 
  ages long since passed. Holding the line on the battlefield 
  with shield and trusty axe, those who were slain on the 
  field of battle were given a place within the crypts of the 
  Ruins among those who fought and died on the battle-
  field for the family’s name and glory. It protects its unholy 
  allies with his own body, holding the line with its sturdy 
  shield and armor.
  Bone Arbalist
  A marksman and crossbow expert in life, the Bone 
  Arbalist served as part of the regiment of honorable and 
  loyal soldiers who served and defended the family in 
  ages long since passed. Standing tall on the bastions and 
  battlements, they would keep an ever watchful eye out 
  for foreign invaders and occasional troublemakers. For 
  their service, they earned a place among the others who 
  fought and died for the family within the crypts of the 
  Ruins.
  Now drafted into the service of the Necromancer this 
  skeletal archer stalks the halls of the Ruins, ready to stop 
  any and all trespassers with a well-placed crossbow bolt.
  
  bone CourTier
  Medium undead, lawful evil
  —
  Armor Class 12 (armor scraps)
  Hit Points 18 (4d8)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  12 (+1)
  11 (0)
  6 (-2)
  8 (-1)
  14 (+2)
  —
  Damage Immunities poison
  Damage Vulnerabilities bludgeoning, radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 9
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1/4 (50 XP)
  —
  Pile Of Bones. When killed, the bone courtier’s body 
  becomes difficult terrain.
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  Tempting Goblet. Ranged Spell Attack: +4 to hit, range 30 
  ft., one target. Hit: 3 (1d6) necrotic damage . The target must 
  make a DC 12 Wisdom saving throw. On a failure the target is 
  afflicted by the effect of the Bane spell for one.
  Created by DM Tuz
  Bone Courtier
  There are innumerable graves, tombs and crypts within 
  the Ruins, serving as final resting places for many of the 
  people who used to call that place home. These burial 
  grounds are filled with servants, warriors, and heroes 
  alike, people who served the great family with honor 
  and loyalty. Like the family, some of them were of noble 
  blood. The Bone Courtiers appear to be nobles, perhaps 
  in life they were friends or allies to the family or they 
  may even have been some of their ancient long forgotten 
  ancestors.
  Though not born warriors in life, these deceased noble-
  men were still brought back to serve the Necromancer‘s 
  dark purposes. Their decadent taste persists even in 
  death, drinking their minds away and inviting heroes to 
  madness with the tainted contents of their goblet. With 
  just a few splashes from their unholy goblet, the Bone 
  Courtiers are more than able to drive even hardened 
  adventurers to the brink of insanity.
  “The Fiends must be driven back. And what better place to begin than the seat of our noble line?”
  
  bone Commander
  Large undead, lawful evil
  —
  Armor Class 17 (splint)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (0)
  16 (+3)
  6 (-2)
  11 (0)
  5 (-3)
  —
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 10
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 5 (1,800 XP)
  —
  Pile Of Bones. When killed, the bone commander’s body 
  becomes difficult terrain.
  Actions
  Multiattack. The bone commander makes two 
  weapon attacks.
  Morning Star. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage.
  Ground Pound (Recharge 5-6). The bone commander 
  strikes the ground with all its might, causing a tremble in a 10 
  ft. radius centered on itself. Each creature other than the bone 
  commander must succeed on a DC 15 Dexterity saving throw 
  or take 18 (4d8) bludgeoning damage and be knocked prone.
  bone spearman
  Medium undead, lawful evil
  —
  Armor Class 17 (splint)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  11 (0)
  14 (+2)
  6 (-2)
  10 (0)
  5 (-3)
  —
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 10
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 3 (700 XP)
  —
  Pile Of Bones. When killed, the bone spearman’s body 
  becomes difficult terrain.
  Impaling Thrust. Once per turn when the bone spearman 
  makes an attack with its war spear, its attack targets all 
  creatures in a 10 foot long and 5 foot wide line originating 
  from the spearman. It makes a single attack roll against all of 
  the creature’s ACs.
  Actions
  Multiattack. The bone spearman makes 3 attacks; two with its 
  spear and one with its pommel.
  War Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 8 (1d10 + 3) piercing damage.
  Pommel. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Created by DM Tuz
  
  bone bearer
  Medium undead, lawful evil
  —
  Armor Class 18 (full plate)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  14 (+2)
  6 (-2)
  14 (+2)
  6 (-2)
  —
  Saving Throws Dex +4, Wis +5
  Damage Immunities poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 11
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 6 (2,300 XP)
  —
  Pile Of Bones. When killed, the bone bearer’s body becomes 
  difficult terrain.
  Banner Of The Dead. Any allied undead creature within 20 ft. 
  of the bone bearer that can see it is immune to the charm and 
  frightened condition, as well as immune to effects that turn 
  undead (including the bone bearer itself). Additionally each 
  allied undead creature in the area deals an additional 3 (1d6) 
  necrotic damage with each attack.
  Actions
  Multiattack. The bone bearer makes two longsword attacks.
  Longsword (One-handed). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 
  (1d6) necrotic damage (see Unholy Banner).
  Wicked Surge. An allied undead creature within 20 ft. of the 
  Bone Bearer adds 1d6 to its attack rolls and saving throws until 
  the beginning of the bone bearer’s next turn.
  Unholy Rally (Recharge 5-6). The bone bearer revives a 
  corpse of an allied undead that died since the beginning of its 
  last turn. That creature returns to life with all of its hit points.
  ReActions
  Defend The Icon. The bone bearer commands an allied 
  undead creature within 20 ft. of the bone bearer to make a 
  melee weapon attack against a creature that dealt damage to 
  the bone bearer or its banner.
  Bone Bearers and Challenge
  The bone bearer is a unique monster as its offensive 
  capabilities are not based on its own, but on the allies 
  around it. Because of this, it is hard to accurately rate 
  the Challenge of the bone bearer. For example if the 
  bone bearer would have the opportunity to use its 
  Unholy Rally on a powerful ally, it would basically 
  add another high CR monster into the encounter's 
  total difficulty. Alternatively it can also increase the 
  difficulty of an encounter tremendously if it were to 
  lead a horde of lower CR minions who all benefit from 
  its banner.
   
  To simplify a complex problem as best as possible, 
  here is a rule of thumb: When calculating the difficulty 
  of an encounter (assuming the party is at a reasonable 
  level to face several CR 5-6 creatures), do not factor 
  the CR 6 of the bone bearer into the encounter, but 
  instead increase the difficulty of the encounter by one 
  tier (for example a medium encounter becomes a hard 
  encounter etc.).
  Created by DM Tuz
  Bone Bearer
  Among the ranks of fallen soldiers that once proudly 
  served the Family are malignant skeletons that serve as 
  a rallying point for the decrepit undead. Their blasphe-
  mous flag‘s mere presence in battle lends strength and 
  unspeakable boons to their damnable kin. Due to the 
  unholy reverence of the dead, these fiends are even able 
  to tap into the necrotic energies that animate them, 
  allowing them to raise their fallen brethren to unlife once 
  more.
  
  gargoyle bruTe
  Medium elemental, neutral evil
  —
  Armor Class 16 (natural armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., fly 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  17 (+3)
  6 (-2)
  12 (+1)
  7 (-2)
  —
  Damage Resistances poison, bludgeoning, piercing and 
  slashing damage from nonmagical attacks not made with 
  adamantine weapons
  Conditions Immunities exhaustion, petrified
  Senses darkvision 60 ft. passive Perception 11
  Languages Terran
  Challenge 3 (700 XP)
  —
  Clumsy Flight. When the gargoyle ends its movement while 
  being in the air, it falls. The gargoyle takes half damage from 
  falling when it is able to use its wings.
  False Appearance. While the gargoyle remains motionless, it 
  is indistinguishable from an inanimate statue.
  Actions
  Multiattack. The gargoyle makes two attacks with its claws.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 
  Hit: 7 (1d8 + 3) bludgeoning damage. If the creature is a 
  Medium or smaller sized creature it must succeed on a DC 13 
  Strength saving throw or be either knocked prone or pushed 5 
  ft. away from the gargoyle.
  Created by DM Tuz
  Gargoyle
  The many statues of the Manor were never intended to 
  be of only decorative nature. The Ancestor placed inan-
  imate guardians among the beautiful stoneworks found 
  across the Estate, horrific brutes intended to deter sorts 
  of the investigative nature from learning of the underly-
  ing machinations of the Ancestor.
  Now abandoned and without master, they register any 
  trespassers as intruders who need to be dealt with stone 
  cold efficiency.
  
  slaVering ghoul
  Large undead, neutral evil
  —
  Armor Class 14 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  17 (+3)
  6 (-2)
  12 (+1)
  7 (-2)
  —
  Damage Immunities poison
  Conditions Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 11
  Languages Common
  Challenge 4 (1,100 XP)
  —
  Necrotic Feeding. A ghoul can consume the body of a dead 
  creature that is small size or larger to regain hit points. It 
  takes the ghoul 1 minute to consume the entirety of the body 
  but then regains 6 (1d10+1) hit points. The ghoul regains an 
  additional 6 (1d10+1) hit points for each size category of the 
  dead creature above small.
  Actions
  Multiattack. The ghoul makes two attacks with its claws.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  Cadaver Toss. Ranged Weapon Attack: +6 to hit, range 20/40 
  ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 13 Constitution 
  saving throw or is poisoned until the end of the ghouls 
  next turn.
  Howl. The ghoul unleashes a horrific howl. Each non-undead 
  creature within 20 ft. of the ghoul that can hear it must make 
  a DC 13 Wisdom saving throw. On a failed save a creature 
  becomes frightened of the ghoul for one 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 ghoul’s howl for the next 24 hours.
  rule VarIanT: CadaVer Toss
  Consider adding the requirement for the ghoul’s Cadaver 
  Toss action, that it needs the corpse of a small or medium 
  sized creature within its reach to use as its projectile.
  This would require you to plan out where usable corpses 
  are spread out in the area the party fights a ghoul, which 
  in turn could also play off the ghouls ability to feed on 
  corpses to regenerate.
  Created by DM Tuz
  Ghoul
  The scavengers of the Estate found themselves with 
  ample supply of new dead matter to feed upon. Partic-
  ularly the Ghouls that lurk in the shadows were able to 
  indulge themselves with the gruesome meals which are 
  the malefic testimony of the Ancestor‘s schemes.
  So great was the abundance of nourishment, that the 
  Ghouls began to expand and grow to hulking monstrosi-
  ties, which now, in a feeding frenzy, have left the shadows 
  to sate their hunger by consuming the living and dead 
  alike.
  
  neCromanCer apprenTiCe
  Medium undead (human), lawful evil
  —
  Armor Class 11 (14 with mage armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  14 (+2)
  16 (+3)
  13 (+1)
  10 (0)
  —
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, Perception +4
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 14
  Languages All languages it spoke in life
  Challenge 5 (1,800 XP)
  —
  The Crawling Dead. During the necromancer’s turn it can use 
  a bonus action to summon one bone solider within 10 feet of 
  itself, which lasts for one minute. The necromancer can have a 
  maximum of 3 creatures summoned at a time.
  Spellcasting. The necromancer apprentice is a 7th-level 
  spellcaster. Its spellcasting ability is Intelligence (spell save DC 
  14, +6 to hit with spell attacks). The necromancer apprentice 
  has the following wizard spells prepared:
  Cantrips (at will): Chill Touch, Message, Mold Earth, 
  Toll the Dead 
  1st level (4 slots): Cause Fear, False Life, Mage Armor, Ray 
  of Sickness 
  2nd level (3 slots): Blindness/Deafness, Darkness, Ray 
  of Enfeeblement 
  3rd level (3 slots): Animate Dead, Dispell Magic, Life 
  Transference, Vampiric Touch 
  4th level (1 slots): Phantasmal Killer
  Actions
  The Flesh Is Willing. Spell Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 16 (3d10) necrotic damage.
  Chill Touch. Ranged Spell Attack: +6 to hit, range 120 ft., one 
  creature. Hit: 9 (2d8) necrotic damage.
  Created by DM Tuz
  Necromancer
  In one of his earliest pursuits for forbidden knowledge, 
  the Ancestor began to conduct experiments which would 
  grant him mastery over life and death. His experiments 
  started out small and humble but his ambition and his 
  experiments grew so large that he needed help. So, he 
  invited several scholars to study with him, only to murder 
  them in their sleep after he had learned all their secrets. 
  To show off his newfound powers, he had them brought 
  back through necromancy with much of their intellect in-
  tact, but with none of their humanity left. The Necroman-
  cer and his Apprentices now lurk within the ruins, using 
  their magic to bring the corpses buried deep beneath 
  the ground back to life as their servants and continuing 
  their unholy experiments with necromancy. Without any 
  spark of humanity, humility or even a sense of common 
  human morals, the Necromancers stopped questioning 
  themselves on what they were doing was right, and their 
  experiments became ever more darker and more twisted 
  over time.
  Now, the Ruins are completely overrun by the Undead, 
  and the Necromancer and his Apprentices have mas-
  tered their dark arts. With their experiments, they have 
  become creatures which have not only transcended life 
  and death, but have become something beyond human 
  understanding.
  
  bone ConsCripT
  Medium undead, lawful evil
  —
  Armor Class 13 (armor scraps)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (0)
  15 (+2)
  6 (-2)
  9 (-1)
  5 (-3)
  —
  Damage Immunities poison
  Damage Vulnerabilities bludgeoning, radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 9
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1/2 (100 XP)
  —
  Pile Of Bones. When killed, the bone conscript’s body 
  becomes difficult terrain.
  Actions
  Multiattack. The Bone Conscript makes 2 attacks; one with its 
  club and one claw attack.
  Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  bone VeTeran
  Medium undead, lawful evil
  —
  Armor Class 15 (breastplate)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  15 (+2)
  6 (-2)
  9 (-1)
  5 (-3)
  —
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 9
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 2 (450 XP)
  —
  Pile Of Bones. When killed, the bone veteran’s body becomes 
  difficult terrain.
  Actions
  Multiattack. The bone veteran makes two weapon attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  bone bulwark
  Medium undead, lawful evil
  —
  Armor Class 18 (chainmail & shield)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  11 (0)
  16 (+3)
  6 (-2)
  9 (-1)
  5 (-3)
  —
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 9
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 2 (450 XP)
  —
  Pile Of Bones. When killed, the bone bulwark’s body becomes 
  difficult terrain.
  Actions
  Multiattack. The bone bulwark makes three attacks; two with 
  its battle axe and one shield bash attack.
  Battle Axe (One-handed). Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
  Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage. If the creature is 
  size large or smaller it succeed a DC 12 Strength saving throw 
  or be pushed away 5 ft. from the bone bulwark.
  ReActions
  Foul Warding. When a creature the bone bulwark can see 
  attacks a target other than itself that is within 5 feet of it, it 
  can impose disadvantage on the attack roll.
  Created by DM Tuz
  Veteran Undead
  bone marksman
  Medium undead, lawful evil
  —
  Armor Class 15 (chain shirt)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (0)
  17 (+3)
  13 (+1)
  6 (-2)
  11 (0)
  5 (-3)
  —
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 10
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 2 (450 XP)
  —
  Pile Of Bones. When killed, the bone marksman’s body 
  becomes difficult terrain.
  Deadly Aim. As a bonus action the bone marksman adds 
  7 (2d6) to the next damage roll with its crossbow against a 
  creature it can see before the end of its turn.
  Actions
  Multiattack. The bone marksman makes 2 weapon attacks.
  Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 
  100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
  Bayonette. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  
  bone noble
  Medium undead, lawful evil
  —
  Armor Class 14 (noble garbs)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  12 (+1)
  6 (-2)
  10 (0)
  16 (+3)
  —
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 10
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1 (200 XP)
  —
  Pile Of Bones. When killed, the bone noble’s body becomes 
  difficult terrain.
  Turn Resistance. The bone noble has advantage on saving 
  throws against effects that turn undead.
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Tempting Goblet. Ranged Spell Attack: +5 to hit, range 30 
  ft., one target. Hit: 7 (2d6) necrotic damage . The target must 
  make a DC 13 Wisdom saving throw. On a failure the target has 
  disadvantage on all attack and saving throws for one minute or 
  until removed by the spell Remove Curse.
  neCromanCer
  Medium undead (human), lawful evil
  —
  Armor Class 12 (15 with mage armor)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  16 (+3)
  18 (+4)
  13 (+1)
  10 (0)
  —
  Saving Throws Con +7, Int +8, Wis +5
  Skills Arcana +8, Perception +5
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 15
  Languages All languages it spoke in life
  Challenge 10 (5,900 XP)
  —
  Legendary Resistance (2/Day). If the necromancer fails a 
  saving throw, it can choose to succeed instead.
  The Crawling Dead. During the necromancer’s turn it can use 
  a bonus action to summon one bone veteran within 10 feet of 
  itself, which lasts for one minute. The necromancer can have a 
  maximum of 3 creatures summoned at a time.
  Spellcasting. The necromancer is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 16, +8 to hit 
  with spell attacks). The necromancer has the following wizard 
  spells prepared:
  Cantrips (at will): Chill Touch, Message, Mold Earth, 
  Prestidigitation, Toll the Dead 
  1st level (4 slots): Cause Fear, False Life, Mage Armor, Ray 
  of Sickness 
  2nd level (3 slots): Blindness/Deafness, Darkness, Ray 
  of Enfeeblement 
  3rd level (3 slots): Animate Dead, Dispell Magic, Life 
  Transference, Vampiric Touch 
  4th level (3 slots): Blight, Phantasmal Killer 
  5th level (2 slots): Contagion, Enervation 
  6th level (1 slots): Circle of Death
  Actions
  The Flesh Is Willing. Spell Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 22 (4d10) necrotic damage.
  Chill Touch. Ranged Spell Attack: +8 to hit, range 120 ft., one 
  creature. Hit: 13 (3d8) necrotic damage.
  LegendARy Actions
  The necromancer can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. The 
  necromancer regains spent legendary actions at the start 
  of its turn.
  Command Undead. A undead creature summoned by the 
  necromancer moves up to its speed. 
  Cantrip (2 Actions). The necromancer casts a cantrip. 
  Minion Attack (2 Actions). An undead summoned by the 
  necromancer makes a melee weapon attack. 
  Lesser Spell (3 Actions). The necromancer casts a spell of 
  2nd level or lower. 
  rule VarIanT: The CrawlIng dead
  In case you want to feature a random element to what 
  kind of undead the Necromancer summons with the 
  Crawling Dead feature, consider rolling on 1d6 on the 
  following chart to determine what Undead the Necro-
  mancer summons:
   
  1: Bone Conscript
   
  2-3: Bone Veteran
   
  4-5: Bone Marksman
   
  6: Bone Bullwark
  Created by DM Tuz
  
  bone miliTia
  Medium undead, lawful evil
  —
  Armor Class 14 (armor scraps)
  Hit Points 22 (3d8 + 9)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  15 (+2)
  6 (-2)
  9 (-1)
  5 (-3)
  —
  Skills Stealth +3
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 9
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1 (200 XP)
  —
  Pile Of Bones. When killed, the Bone Militia’s body becomes 
  difficult terrain.
  Pack Tactics. The Bone Conscript has advantage on an 
  attack roll against a creature if at least on eof the Bone 
  Conscript’s allies is within 5 feet of the creature and the ally 
  isn’t incapacitated.
  Actions
  Multiattack. The Bone Militia makes 2 attacks; one with its 
  club and one claw attack.
  Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage. Instead of dealing damage, 
  the Militia can choose to grapple the target.
  bone shieldwall
  Medium undead, lawful evil
  —
  Armor Class 19 (splint & shield)
  Hit Points 102 (12d8 + 48)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  18 (+4)
  6 (-2)
  11 (0)
  5 (-3)
  —
  Skills Athletics +7
  Damage Immunities poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 10
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 5 (1,800 XP)
  —
  Pile Of Bones. When killed, the bone shieldwall’s body 
  becomes difficult terrain.
  Foul Defender. A creature hit one of the bone shieldwall’s 
  attacks has disadvantage on all attack rolls that don’t target 
  the bone shieldwall until the end of the bone shieldwall‘s 
  next turn, as long as the bone shieldwall is within 5 ft. of 
  the creature.
  Actions
  Multiattack. The bone shieldwall makes four attacks; two 
  with its battle axe and one shield bash attack.
  Battle Axe (One-handed). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) bludgeoning damage. If the creature is 
  size large or smaller it succeed a DC 15 Strength saving throw 
  or be pushed away 5 ft. from the bone shieldwall.
  ReActions
  Protective Strike. The bone shieldwall makes a melee 
  weapon attack against a creature in reach that attacks one of 
  the bone shieldwall’s allies. To do so, the bone shieldwall must 
  see the attacking creature, as well as its ally.
  bone serganT
  Medium undead, lawful evil
  —
  Armor Class 16 (chainmail)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  15 (+2)
  6 (-2)
  10 (0)
  5 (-3)
  —
  Damage Immunities poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 10
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 5 (1,800 XP)
  —
  Pile Of Bones. When killed, the bone sergant’s body becomes 
  difficult terrain.
  Combat Superiority. Once per turn, when the Bone Sergant 
  makes a weapon attack, it can add 1d8 to the attack roll.
  Actions
  Multiattack. The bone sergant makes three weapon attacks.
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Created by DM Tuz
  Champion Undead
  
  bone royalTy
  Medium undead, lawful evil
  —
  Armor Class 15 (noble garbs)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  16 (+3)
  14 (+2)
  6 (-2)
  12 (+1)
  19 (+4)
  —
  Damage Immunities poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 11
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 4 (1,100 XP)
  —
  Pile Of Bones. When killed, the bone royalty’s body becomes 
  difficult terrain.
  Turn Resistance. The bone royalty has advantage on saving 
  throws against effects that turn undead.
  Goblet Spellcasting. The bone royalty’s spellcasting ability is 
  Charisma (spell save DC 14). The bone royalty can innately cast 
  the following spells, requiring no material components except 
  for its Goblet.
  3/day: Bestow Curse 
  1/day: Confusion
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Tempting Goblet. Ranged Spell Attack: +6 to hit, range 30 ft., 
  one target. Hit: 10 (3d6) necrotic damage . The target must 
  make a DC 14 Wisdom saving throw. On a failure the target has 
  disadvantage on all attack and saving throws for one minute or 
  until removed by the spell Remove Curse.
  SPill Goblet. The bone royalty spills the malific contents of its 
  Goblet in a 10 foot radius centered on a point within 30 ft. of 
  itself. Each creature in the area must make a DC 14 Wisdom 
  saving throw. On a failure the target takes 21 (6d6) necrotic 
  damage and has disadvantage on all attacks and saving throws 
  for one minute or until removed by the spell Remove Curse. As 
  long as this attack has to recharge, the bone royalty is not able 
  to use it as a spell component.
  Created by DM Tuz
  bone sharpshooTer
  Medium undead, lawful evil
  —
  Armor Class 16 (breastplate)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  14 (+2)
  6 (-2)
  12 (+1)
  5 (-3)
  —
  Skills Stealth +7, Perception +4
  Damage Immunities poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 14
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 5 (1,800 XP)
  —
  Pile Of Bones. When killed, the bone sharpshooter’s  body 
  becomes difficult terrain.
  Deadly Aim. As a bonus action the bone sharpshooter adds 
  10 (3d6) to the next damage roll with its crossbow against a 
  creature it can see before the end of its turn.
  Actions
  Multiattack. The bone sharpshooter makes 2 weapon attacks.
  Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 
  100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
  Bayonette. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage.
  
  bone general
  Large undead, lawful evil
  —
  Armor Class 18 (full plate)
  Hit Points 142 (15d10 + 60)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  11 (0)
  18 (+4)
  6 (-2)
  13 (+1)
  6 (-2)
  —
  Saving Throws Str +9, Con +7
  Damage Immunities poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 10
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 9 (5,000 XP)
  —
  Pile Of Bones. When killed, the bone general’s body becomes 
  difficult terrain.
  Turn Defiance. The bone general has advantage on saving 
  throws against effects that turn undead.
  Martial Advantage. Once per turn, the bone general can deal 
  an extra 10 (3d6) damage to a creature it hits with a weapon 
  attack if that creature is within 5 feet of an ally of the bone 
  general that isn’t incapacitated
  Actions
  Multiattack. The bone commander makes three 
  weapon attacks.
  Morning Star. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage. A creature hit by this 
  attack twice in the same turn has disadvantage on Strength 
  and Dexterity saving throws until the end of the bone general’s 
  next turn.
  Ground Pound (Recharge 5-6). The bone commander 
  strikes the ground with all its might, causing a tremble in a 10 
  ft. radius centered on itself, or in a 15-foot-square originating 
  from it. Each creature other than the bone commander must 
  succeed on a DC 17 Dexterity saving throw or take 27 (6d8) 
  bludgeoning damage and be knocked prone. A creature that 
  fails the saving throw by 5 or more is also stunned until the 
  end of the bone general’s next turn.
  bone lanCer
  Medium undead, lawful evil
  —
  Armor Class 18 (full plate)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  16 (+3)
  6 (-2)
  12 (+1)
  5 (-3)
  —
  Saving Throws Str +7, Dex +4
  Damage Immunities poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 11
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 6 (2,300 XP)
  —
  Pile Of Bones. When killed, the bone lancer’s body becomes 
  difficult terrain.
  Impaling Thrust. Once per turn when the bone lancer makes 
  an attack with its war spear, its attack targets all creatures in a 
  15 foot long and 5 foot wide line originating from the Lancer. It 
  makes a single attack roll against all of the creature’s ACs.
  Actions
  Multiattack. The bone lancer makes 3 attacks; two with its 
  spear and one with its pommel.
  War Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage.
  Pommel. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 6 (1d4 + 4) bludgeoning damage.
  Created by DM Tuz
  
  gargoyle bruTe
  Medium elemental, neutral evil
  —
  Armor Class 17 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft., fly 60 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  17 (+3)
  6 (-2)
  14 (+2)
  7 (-2)
  —
  Damage Immunities poison
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical attacks not made with adamantine 
  weapons
  Conditions Immunities exhaustion, petrified, poisoned
  Senses darkvision 60 ft. passive Perception 12
  Languages Terran
  Challenge 5 (1,800 XP)
  —
  False Appearance. While the gargoyle remains motionless, it 
  is indistinguishable from an inanimate statue.
  Actions
  Multiattack. The gargoyle makes two attacks with its claws.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. Instead of dealing damage, 
  the Gargoyle can choose to grapple the target
  Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 
  Hit: 7 (1d8 + 3) bludgeoning damage. If the creature is a 
  Medium or smaller sized creature it must succeed on a DC 15 
  Constitution saving throw or be stunned until the end of the 
  gargoyle’s next turn.
  Flurry (1/Short Rest). The gargoyle makes three attacks; one 
  with its tail and two with its claws.
  slaVering ghoul
  Large undead, neutral evil
  —
  Armor Class 16 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  18 (+4)
  6 (-2)
  12 (+1)
  7 (-2)
  —
  Damage Immunities poison
  Conditions Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 11
  Languages Common
  Challenge 7 (2,900 XP)
  —
  Necrotic Feeding. A ghoul can consume the body of a dead 
  creature that is small size or larger to regain hit points. It 
  takes the ghoul 1 minute to consume the entirety of the body 
  but then regains 6 (1d10+1) hit points. The ghoul regains an 
  additional 6 (1d10+1) hit points for each size category of the 
  dead creature above small.
  Turn Defiance. The ghoul has advantage on saving throws 
  against effects that turn undead.
  Unnerving Claws. The first time in a turn a creature is hit by 
  a the ghoul’s claws, it must succeed on a DC 15 Wisdom saving 
  throw or has disadvantage on all Wisdom saving throws until 
  the end of the ghoul’s next turn.
  Actions
  Multiattack. The ghoul makes three attacks; two with its 
  claws and one with its bite. Instead of using its bite, the Ghoul 
  can use its howl.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) necrotic damage.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) piercing damage plus 3 (1d6) necrotic damage.
  Cadaver Toss. Ranged Weapon Attack: +8 to hit, range 20/40 
  ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 15 Constitution 
  saving throw or is stunned until the end of the ghouls 
  next turn.
  Howl. The ghoul unleashes a horrific howl. Each non-undead 
  creature within 20 ft. of the ghoul that can hear it must make 
  a DC 15 Wisdom saving throw. On a failed save a creature 
  becomes frightened of the ghoul for one 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 ghoul’s howl for the next 24 hours.
  Feed. The ghoul targets one creature with 0 hit points it can 
  see within 5 feet of it. The target must succeed on a DC 15 
  Constitution saving throw or dies and is consumed by the 
  ghoul. After consuming a creature ghoul regains 26 (4d10+4) 
  hit points.
  Created by DM Tuz
  
  neCromanCer lord
  Medium undead (human), lawful evil
  —
  Armor Class 13 (16 with mage armor)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  17 (+3)
  19 (+4)
  14 (+2)
  11 (0)
  —
  Saving Throws Con +8, Int +9, Wis +7, Cha +5
  Skills Arcana +10, Perception +7
  Damage Immunities poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 17
  Languages All languages it spoke in life
  Challenge 15 (13,000 XP)
  —
  Legendary Resistance (3/Day). If the necromancer fails a 
  saving throw, it can choose to succeed instead.
  The Crawling Dead. During the necromancer’s turn it can use 
  a bonus action to summon one bone sergant within 10 feet of 
  itself, which lasts for one minute. The necromancer can have a 
  maximum of 3 creatures summoned at a time.
  Spellcasting. The necromancer lord is a 12th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit 
  with spell attacks). The necromancer lord has the following 
  wizard spells prepared:
  Cantrips (at will): Chill Touch, Message, Mold Earth, 
  Prestidigitation, Toll the Dead 
  1st level (4 slots): Cause Fear, False Life, Mage Armor, Ray 
  of Sickness 
  2nd level (3 slots): Blindness/Deafness, Darkness, Ray 
  of Enfeeblement 
  3rd level (3 slots): Animate Dead, Dispell Magic, Life 
  Transference, Vampiric Touch 
  4th level (3 slots): Blight, Phantasmal Killer 
  5th level (2 slots): Contagion, Enervation 
  6th level (1 slots): Circle of Death 
  7th level (1 slots): Finger of Death 
  8th level (1 slots): Power Word Stun
  Actions
  The Flesh Is Willing. Spell Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 27 (5d10) necrotic damage.
  Chill Touch. Ranged Spell Attack: +9 to hit, range 120 ft., one 
  creature. Hit: 18 (4d8) necrotic damage.
  LegendARy Actions
  The necromancer lord can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. 
  The necromancer lord regains spent legendary actions at the 
  start of its turn.
  Command Undead. An undead creature summoned by the 
  necromancer lord moves up to its speed. 
  Cantrip (2 Actions). The necromancer lord casts a cantrip. 
  Minion Attack (2 Actions). An undead summoned by the 
  necromancer lord makes a melee weapon attack. 
  Lesser Spell (3 Actions). The necromancer lord casts a spell 
  of 2nd level or lower. 
  rule VarIanT: The CrawlIng dead
  If you want to depict the Necromancer Lord of a true 
  commander of the undead consider allowing them to 
  summon the following monsters instead of the bone 
  sergeant:
   
  Bone Shieldwall
   
  Bone Sharpshooter
   
  Bone Lancer (maximum of 1)
   
  Bone Royalty (maximum of 1)
  Created by DM Tuz
  
  swine slasher
  Medium monstrosity, chaotic evil
  —
  Armor Class 13 (armor scraps)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  12 (+1)
  6 (-2)
  10 (0)
  7 (-2)
  —
  Skills Stealth +6
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 10
  Languages Abyssal
  Challenge 1/2 (100 XP)
  —
  Sneak Attack (1/Turn). The swine slasher deals an extra 7 
  (2d6) damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is within 
  5 ft. of an ally of the swine slasher that isn’t Incapacitated and 
  the swine slasher doesn’t have disadvantage on the attack roll.
  Actions
  Hook. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  swine wreTCh
  Medium beast, chaotic evil
  —
  Armor Class 12 (natural armor)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  15 (+2)
  14 (+2)
  2 (-4)
  10 (0)
  4 (-3)
  —
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 10
  Languages -
  Challenge 1/4 (50 XP)
  —
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 3 (1d6) piercing damage.
  Vomit. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one 
  target. Hit: 7 (2d6) acid damage. The target must succeed on a 
  DC 12 Constitution saving throw or is poisoned until the end of 
  the swine wretch’s next turn.
  Created by DM Tuz
  Swinefolk
  Many years ago, when the Ancestor still had a small 
  vestige of human decency left within him, he decided 
  to use pigs as test subjects for his grim experiments 
  rather than humans. Since the flesh of pigs is so simi-
  lar to that of humans, they make nearly perfect vessels 
  for the eldritch entities he was attempting to summon 
  via blood magic and dark rituals. Many of the pigs that 
  were possessed by these unspeakable horrors began to 
  walk upright and gained more human-like features and 
  intelligence, while others became weak and misshapen 
  wretches.
  When the Ancestor discovered the ancient Warrens, he 
  repurposed them into dumping grounds for his most 
  underwhelming results and disappointing failures. Today, 
  the Warrens have become home to the descendants of 
  those experiments called the Swinefolk, a warrior race 
  of pig people whose sole desire is to butcher and feed on 
  any human they can get their hoofed claws on.
  
  swine Chopper
  Medium monstrosity, chaotic evil
  —
  Armor Class 14 (chain shirt)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (0)
  15 (+2)
  6 (-2)
  11 (0)
  7 (-2)
  —
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 10
  Languages Abyssal
  Challenge 1 (200 XP)
  —
  Actions
  Butcher Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) slashing damage.
  Ball and Chain. Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 15 ft., one target. Hit: 5 (1d6 + 2) 
  bludgeoning damage and the target must succeed on a DC 12 
  Constitution saving throw, or is stunned until the end of the 
  swine chopper’s next turn.
  swine drummer
  Medium monstrosity, chaotic evil
  —
  Armor Class 12 (armor scraps)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (0)
  13 (+1)
  14 (+2)
  6 (-2)
  11 (0)
  8 (-1)
  —
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 10
  Languages Abyssal
  Challenge 1/2 (100 XP)
  —
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  Drum of Frenzy. The swine drummer chooses one ally 
  within 60 feet that can hear it. The next attack the ally makes 
  has advantage.
  ReActions
  Drum Of Debillitation. When a creature that the swine 
  drummer can see within 60 feet of it makes an attack roll, 
  an ability check, or a damage roll, it can use its reaction to 
  subtract the number rolled by 1d6. The creature cannot be 
  affected if it can’t hear the swine drummer.
  Created by DM Tuz
  Swine Chopper
  This large, brutish hybrid of man and pig is one of the 
  healthier specimens of swinefolk faced in the Warrens. 
  When not ferociously butchering the cold and mangled 
  flesh of his soon-to-be dinner, the swine chopper will 
  happily test its bloody, serrated cleaver upon the bodies 
  of naive adventurers who might stumble upon its squalid 
  home. Slow and hulkling, the chopper also wields a 
  heavy ball and chain to extend its range with head-ring-
  ing efficiency.
  Swine Drummer
  Harrowing drumming that is joined by wild squeals her-
  ald the presence of one of the Swinefolk rare shamans. 
  While not possessing any battle prowess the swine drum-
  mer‘s rhythm is able to enhance the ferocity of its kin, as 
  well as degrading one‘s mind.
  
  swineTaur
  Large monstrosity, chaotic evil
  —
  Armor Class 16 (chain mail)
  Hit Points 93 (11d10 + 33)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  16 (+3)
  6 (-2)
  12 (+1)
  8 (-1)
  —
  Saving Throws Str +7, Con +6
  Skills Athletics +7
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 11
  Languages Abyssal
  Challenge 5 (1,800 XP)
  —
  Charge. If the swinetaur moves at least 20 ft. directly towards 
  a target before attacking with its lance, its next lance attack 
  deals an additional 9 (2d8) damage.
  Actions
  Multiattack. The swinetaur makes two attacks: one with its 
  lance and one with its slam.
  Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 17 (2d12 + 4) piercing damage. This attack is made with 
  disadvantage if the target is within 5 ft. of the swinetaur.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage. The target must 
  succeed on a DC 15 Strength saving throw or the swinetaur 
  choses to either knock the target prone, or push it away 5 ft. 
  from the swinetaur.
  Boar Rush (Recharge 5-6). The swinetaur must not have 
  moved during its turn before using this action. The swinetaur 
  moves up to its speed in a straight line without provoking 
  opportunity attacks. It makes one attack with its lance against 
  each creature it moves past. Then, the swinetaurs remaining 
  movement is 0 until the end of its turn.
  Created by DM Tuz
  Swinetaur
  The Swinefolk spawned from the Ancestor‘s experi-
  ments took diverse shapes, formed by the unpredictable 
  whims of the eldritch. These forms would range from 
  blasphemous mockeries of men, to pitiful misshapen 
  wretches. A few among the Swinefolk though retained a 
  large portion of their beastly origins, forming grotesque 
  hybrids.
  The swinetaur is an intimidating beast of strength and 
  vile temper, which utilizes the long corridors of the 
  warrens to indulge in its bloodlust. Without mercy, 
  it overruns outsider and kin alike, delighting in 
  crushing flesh and bones underneath its 
  mighty trotters.
  
  swine skiVer
  Medium monstrosity, chaotic evil
  —
  Armor Class 15 (chain shirt)
  Hit Points 97 (13d8 + 39)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  16 (+3)
  6 (-2)
  14 (+2)
  8 (-1)
  —
  Saving Throws Str +7, Dex +6, Wis +5
  Skills Perception +5
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 15
  Languages Abyssal
  Challenge 6 (2,300 XP)
  —
  Spit Roast. Once per turn, when the skiver moves at least 10 
  ft. straight towards a creature and then hits it with its next 
  ranged javelin attack on the same turn, the creature must 
  succeed on a DC 14 Constitution saving throw or is stunned 
  until the end of the skiver’s next turn.
  Throwing Mastery. A thrown weapons deal one extra die 
  of its damage when the skiver hits with it and the Skiver has 
  no disadvantage attacks made with a thrown weapon at long 
  range (included in the attack).
  Actions
  Multiattack. The skiver makes two weapon attacks.
  Javelin (Melee). Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage plus (2d6) 
  poison damage.
  Javelin (Thrown). Ranged Weapon Attack: +7 to hit, range 
  120 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus (2d6) 
  poison damage.
  Crippling Volley (Recharge 5-6). The skiver makes a ranged 
  javelin attack against any creatures within 10 ft. of a point 
  within 120 ft. of itself. Each creature hit by a javelin has its 
  movement speed halved and has disadvantage on dexterity 
  saving throws until the end of the skiver’s next turn.
  ReActions
  Skirmisher. If a creature ends its turn within 5 ft. of the skiver, 
  it moves up to half its movement speed without provoking 
  opportunity attacks.
  Created by DM Tuz
  Skiver
  The Swinefolk are savage beasts that know no honor. 
  They utilize heinous traps and foul poisons to prey on 
  those who invade their warrens.
  The skiver uses javelins laced in the most vile filth, even 
  for unsavory standards of Swinefolk. Even the most 
  diminutive wound struck by their fetid artillery will fester 
  with infestation within hours. But the skiver does not 
  need to rely on its poisons alone, for it has honed its 
  preferred method of hunting to almost perfection. It is 
  able to unleash barrages of its javelins with ease. Each of 
  its projectiles carries the twisted strength of this skilled 
  warrior as well as its treacherous poison.
  
  Created by DM Tuz
  Swine Prince & Wilbur
  After countless failures in the Ancestor’s pursuit to 
  summon beings from the outer spheres, which resulted 
  in the creation of the Swine Folk and other far more 
  horrid abominations, he eventually managed to summon 
  a particularly powerful entity, and the pig it possessed 
  grew to a gargantuan size.
  The resulting abomination he had summoned was as 
  brutish as it was stupid. After he had collected all the 
  knowledge he could gain from the entity, the Ancestor 
  moved the abomination into the Warrens with the rest of 
  his failed experiments.
  Wilbur is a small and skittish Swine that has somehow 
  became the companion and controller of the frightening-
  ly powerful and stupid Swine Prince. In battle, the Swine 
  Prince takes orders from Wilbur and protects him, falling 
  into fits of blind rage whenever Wilbur is hurt.
  It can be safely assumed that Wilbur and the Swine 
  Prince share some sort of connection, perhaps even prior 
  to their cruel transformations.
  The Flesh
  The Ancestor eventually got tired of his attempts at 
  demonic summoning, with his most successful creation 
  being the uselessly stupid and ravenous Swine Prince. 
  He was left with the problem of a massive amount of de-
  mon-possessed pig flesh that couldn‘t easily be disposed 
  of. The Ancestor found the solution to this problem 
  once his excavations broke into a vast, ancient system 
  of tunnels and aqueducts. He poured the nightmarish, 
  shape-shifting flesh into the Warrens, and promptly 
  forgot about it.
  Over the years, the twisted half-corpses of shifting flesh 
  merged into one mountainous mass of snout, hoof, 
  gristle and bone with countless mouths, teeth, and 
  eyes. Slowly, it began crawling deeper into the sewer 
  labyrinth, searching for food, devouring anything that is 
  unfortunate to come within its path. The Swinefolk that 
  made the Warrens their home both fear and worship this 
  abomination of formless flesh, bringing it daily offerings 
  and human sacrifices to keep it appeased, so that it does 
  not decide to eat them.
  “They breed quickly down there in the dark, but perhaps we can slay them even faster.”
  
  wilbur
  Small monstrosity, chaotic evil
  —
  Armor Class 15 (armor scraps)
  Hit Points 27 (5d6 + 10)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  14 (+2)
  8 (-1)
  10 (0)
  8 (-1)
  —
  Saving Throws Dex +6
  Skills Acrobatics +6
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 10
  Languages Abyssal
  Challenge 1/2 (100 XP)
  —
  Nimble Escape. On each of his turns, Wilbur can use a bonus 
  action to disengage or hide.
  The Swine Prince. Wilbur is always in company of his big 
  friend the swine prince. Additionally Wilbur automatically 
  saves all Dexterity saving throws against the swine 
  prince’s effects.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  Squeal. Each creature within 5 feet of Wilbur must succeed 
  on a DC 12 Constitution saving throw or take 7 (2d6) 
  thunder damage.
  End This One. Wilbur uses his flags to signal the swine prince 
  which target to attack. Wilbur can choose one creature within 
  60 feet of him that he can see. Until the end of Wilbur’s next 
  turn, the swine prince’s attacks have advantage against that 
  creature. The swine prince must be able to see Wilbur to 
  benefit from this action.
  swine prinCe
  Large monstrosity, chaotic evil
  —
  Armor Class 12 (natural armor)
  Hit Points 104 (11d10 + 44)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  7 (-2)
  18 (+4)
  6 (-2)
  12 (+1)
  7 (-2)
  —
  Saving Throws Str +7, Con +7
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 11
  Languages Abyssal
  Challenge 5 (1,800 XP)
  —
  Wilbur. The swine prince is always in company of its little 
  friend Wilbur. If Wilbur dies within the swine prince’s sight, or 
  otherwise becomes aware of his death, Enraged Destruction 
  loses its recharge property until the swine prince finishes a 
  short rest.
  Actions
  Multiattack. The swine prince makes two weapon attacks.
  Giant Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 20 (3d10 + 4) slashing damage.
  Enraged Destruction (Recharge 5-6). The swine prince 
  unleashes wild, rampaging swings. Each creature within a 15-
  foot cube originating from the swine prince must make a DC 
  15 Dexterity saving throw. On a failed save, a creature takes 26 
  (4d12) slashing damage and, if the creature is size medium or 
  smaller, be knocked prone. On a successful save, the creature 
  takes half as much damage and is not knocked prone.
  ReActions
  Enraged Swing. Whenever Wilbur takes damage by a hostile 
  creature’s attack and the swine prince sees him, the swine 
  prince immediatly recharges and uses Enraged Destruction.
  My first attempts at summoning were crude, and the results disappo-
  inting. I soon found, however, that the type and condition of the 
  host‘s meat was a critical factor. The best results came from pigs, 
  whose flesh is most like that of man..
  The great thing I had managed to bring through was brutish and 
  stupid. Moreover, it required prodigious amounts of meat to sustain 
  itself. But this was only a trifling concern. After all, I had a village 
  full of it.
  Created by DM Tuz
  
  The flesh (head)
  Medium aberration, chaotic evil
  —
  Armor Class 12 (natural armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  16 (+3)
  2 (-4)
  12 (+1)
  6 (-2)
  —
  Damage Resistances poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, grappled, prone
  Senses darkvision 60 ft. passive Perception 11
  Languages -
  Challenge 2 (450 XP)
  —
  The Flesh. This creature is part of ‘The Flesh’ and has unique 
  abilities that are listed under ‘Special Rules: The Flesh’.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 19 (3d10 + 3) piercing damage.
  ReActions
  Snapping Bite. If a hostile creature within the reach of the 
  flesh (head) attacks an allied creature, the flesh (head) can use 
  a reaction to make a bite attack against the triggering creature.
  The flesh (bone)
  Medium aberration, chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  16 (+3)
  2 (-4)
  12 (+1)
  6 (-2)
  —
  Damage Resistances poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, grappled, prone
  Senses darkvision 60 ft. passive Perception 11
  Languages -
  Challenge 2 (450 XP)
  —
  The Flesh. This creature is part of ‘The Flesh’ and has unique 
  abilities that are listed under ‘Special Rules: The Flesh’.
  Actions
  Spine Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 12 (2d8 + 3) bludgeoning damage.
  Spine Slam. The flesh pounds a target creature within 10 feet 
  of itself with a grotesque spine growth. The creature and any 
  enemy creature within a 5-foot-radius of the target must make 
  a DC 14 Dexterity saving throw. On a failed save a creature 
  takes 13 (3d8) bludgeoning damage and be knocked prone. On 
  a successful save a creature takes half that damage and is not 
  knocked prone.
  sPeCIal rules: The Flesh
  Collective Movement. Each part of the flesh moves 
  along with the first piece of Flesh within a given 
  round. If a piece of Flesh has moved in a round, it can 
  move up to 10 feet as a move action on its own turn, 
  but must stay within 5 feet of at least one piece of 
  Flesh at any time.
  One Of A Whole. Up to 5 Flesh form one entity that 
  shares its total Hit Points. Each Flesh adds its hit 
  points to the total. When these hit points are reduced 
  to 0, every Flesh that is part of the entity dies.
  Each part of the Flesh must always remain within 5 
  feet of at least one part of the Flesh, or loses 10 (3d6) 
  hit points at the beginning of its turn. If a part of the 
  Flesh is not within 5 feet of at least one other part of 
  the Flesh it must use its movement to move within 5 
  feet of at least one other part of the flesh.
  Morphing Monstrosity. At the beginning of each 
  round The Flesh changes into one of 4 different Muta-
  tions. Roll a 1d4 to determine which form it takes:
          1: Head
          2: Bone
          3: Heart
          4: Rear
  The Flesh cannot change into the Mutation it 
  currently has. If you roll for the same Mutation it 
  currently has, roll again.
  Immutable Form. The Flesh is immune to any spell or 
  effect that would alter its form.
  Created by DM Tuz
  
  The flesh (rear)
  Medium aberration, chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  16 (+3)
  2 (-4)
  12 (+1)
  6 (-2)
  —
  Damage Resistances poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, grappled, prone
  Senses darkvision 60 ft. passive Perception 11
  Languages -
  Challenge 2 (450 XP)
  —
  The Flesh. This creature is part of ‘The Flesh’ and has unique 
  abilities that are listed under ‘Special Rules: The Flesh’.
  Actions
  Lashing Bite. Melee Weapon Attack: +5 to hit, reach 30 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage. The target must 
  make a DC 13 Constitution saving throw, taking 14 (4d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one
  The flesh (hearT)
  Medium aberration, chaotic evil
  —
  Armor Class 10 (natural armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  8 (-1)
  16 (+3)
  2 (-4)
  14 (+2)
  6 (-2)
  —
  Saving Throws Con +5
  Damage Resistances poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, grappled, prone
  Senses darkvision 60 ft. passive Perception 12
  Languages -
  Challenge 2 (450 XP)
  —
  The Flesh. This creature is part of ‘The Flesh’ and has unique 
  abilities that are listed under ‘Special Rules: The Flesh’.
  Actions
  Healing Stroke. The flesh regains 18 (4d8) hit points.
  Created by DM Tuz
  
  swine spawn
  Medium beast, chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  17 (+3)
  15 (+2)
  2 (-4)
  12 (+1)
  4 (-3)
  —
  Skills Perception +3
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 13
  Languages -
  Challenge 1 (200 XP)
  —
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage.
  Mucus Vomit. Ranged Weapon Attack: +5 to hit, range 30/60 
  ft., one target. Hit: 10 (3d6) acid damage. The target must 
  succeed on a DC 12 Constitution saving throw or is poisoned 
  until the end of the swine spawn’s next turn. A poisoned 
  creature’s movement speed is reduced by 10 ft.
  swine gorer
  Medium monstrosity, chaotic evil
  —
  Armor Class 15 (armor scraps & shield)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  14 (+2)
  6 (-2)
  11 (0)
  7 (-2)
  —
  Skills Stealth +7
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 10
  Languages Abyssal
  Challenge 2 (450 XP)
  —
  Sneak Attack (1/Turn). The swine gorer deals an extra 14 
  (4d6) damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is within 5 
  ft. of an ally of the swine gorer that isn’t Incapacitated and the 
  swine gorer doesn’t have disadvantage on the attack roll.
  Sneaky. The swine gorer can use a bonus action to 
  disengage or hide.
  Actions
  Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  swine reaVer
  Medium monstrosity, chaotic evil
  —
  Armor Class 16 (chain mail)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (0)
  17 (+3)
  6 (-2)
  12 (+1)
  7 (-2)
  —
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 11
  Languages Abyssal
  Challenge 3 (700 XP)
  —
  Serrate Blade. A creature hit by the swine reaver’s butcher 
  blade takes 5 (2d4) necrotic damage at the beginning of its 
  next turn. This has no effect on creatures that cannot bleed.
  Actions
  Multiattack. The swine reaver makes two attacks with its 
  butcher blade.
  Butcher Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage.
  Ball and Chain. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5 ft. or range 15 ft., one target. Hit: 6 (1d6 + 3) 
  bludgeoning damage and the target must succeed on a DC 13 
  Constitution saving throw, or is stunned until the end of the 
  swine reaver’s next turn.
  Created by DM Tuz
  Veteran Swinefolk
  
  swine marCher
  Medium monstrosity, chaotic evil
  —
  Armor Class 14 (armor scraps)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  16 (+3)
  6 (-2)
  12 (+1)
  8 (-1)
  —
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 11
  Languages Abyssal
  Challenge 2 (450 XP)
  —
  Drum of Doom. Each enemy creature that starts its turn 
  within 20 ft. of the swine marcher and can hear its drumming, 
  must succeed on a DC 15 Wisdom saving throw or takes 5 
  (2d4) psychic damage.
  Actions
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  Drum of Frenzy. The swine marcher begins playing its drums. 
  Each of its allies within 20 ft. of it that can hear it, adds a 1d6 
  to any attack it makes as long as the swime marcher continues 
  performing. The swine marcher must use an action on each of 
  its turns to continue drumming.
  ReActions
  Drum Of Debillitation. When a creature that the swine 
  marcher can see within 60 feet of it makes an attack roll, 
  an ability check, or a damage roll, it can use its reaction to 
  subtract the number rolled by 1d8. The creature cannot be 
  affected if it can’t hear the swine marcher.
  swine king
  Huge monstrosity, chaotic evil
  —
  Armor Class 13 (natural armor)
  Hit Points 189 (18d12 + 72)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  18 (+4)
  6 (-2)
  12 (+1)
  7 (-2)
  —
  Saving Throws Str +9, Con +8, Wis +5
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 11
  Languages Abyssal
  Challenge 11 (7,200 XP)
  —
  Legendary Resistance (2/Day). If the swine king fails a 
  saving throw, it can choose to succeed instead.
  Wilbur. The swine king is always in company of its little 
  friend Wilbur. If Wilbur dies within the swine king’s sight, or 
  otherwise becomes aware of his death, Enraged Destruction 
  loses its recharge property until the swine king finishes a 
  short rest.
  Actions
  Multiattack. The swine king makes two weapon attacks.
  Giant Cleaver. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 21 (3d10 + 5) slashing damage.
  Enraged Destruction (Recharge 5-6). The swine prince 
  unleashes wild, rampaging swings. Each creature within a 15-
  foot cube originating from the swine prince must make a DC 
  16 Dexterity saving throw. On a failed save, a creature takes 93 
  (6d12) slashing damage and, if the creature is size medium or 
  smaller, be knocked prone. On a successful save, the creature 
  takes half as much damage and is not knocked prone.
  ReActions
  Enraged Swing. Whenever Wilbur takes damage by a hostile 
  creature’s attack and the swine king sees him, the swine king 
  immediatly recharges and uses Enraged Destruction.
  LegendARy Actions
  The swine king can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The swine 
  king regains spent legendary actions at the start of its turn.
  Move. The swine king moves up to half of its speed without 
  provoking opportunity attacks. 
  Wilbur’s Escape (1/round). Wilbur moves up to his speed 
  without provoking opportunity attacks. 
  Giant Cleaver (2 Actions). The swine king attacks with 
  its cleaver.
  Created by DM Tuz
  
  wilbur
  Small monstrosity, chaotic evil
  —
  Armor Class 16 (armor scraps)
  Hit Points 38 (5d6 + 10)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  15 (+2)
  8 (-1)
  12 (+1)
  8 (-1)
  —
  Saving Throws Dex +6
  Skills Acrobatics +6
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 11
  Languages Abyssal
  Challenge 1 (200 XP)
  —
  Evade. If Wilbur is subjected to an effect that allows him to 
  make a dexterity saving throw to only take half damage, he 
  instead takes no damage if he succeeds on the saving throw, 
  and only half damage if he fails.
  Legendary Resistance (2/Day). If Wilbur fails a saving throw, 
  he can choose to succeed instead.
  Nimble Escape. On each of his turns, Wilbur can use a bonus 
  action to disengage or hide.
  The Swine King. Wilbur is always in company of his big friend 
  the swine king. Additionally Wilbur automatically saves all 
  Dexterity saving throws against the swine king’s effects.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  Squeal. Each creature within 5 feet of Wilbur must succeed 
  on a DC 12 Constitution saving throw or take 10 (3d6) thunder 
  damage on a failed save and half as much on a successful 
  one. If the creature fails the saving throw by five or more, it is 
  stunned until the end of Wilbur’s next turn.
  End This One. Wilbur uses his flags to signal the swine king 
  which target to attack. Wilbur can choose one creature within 
  60 feet of him that he can see. Until the end of Wilbur’s next 
  turn, the swine king’s attacks have advantage against that 
  creature. The swine king must be able to see Wilbur to benefit 
  from this action.
  The unsTable flesh (head)
  Medium aberration, chaotic evil
  —
  Armor Class 13 (natural armor)
  Hit Points 102 (12d8 + 48)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (0)
  18 (+4)
  2 (-4)
  12 (+1)
  6 (-2)
  —
  Damage Resistances poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, grappled, prone
  Senses darkvision 60 ft., tremorsense 30 ft. passive 
  Perception 11
  Languages -
  Challenge 4 (1,100 XP)
  —
  The Flesh. This creature is part of ‘The Flesh’ and has unique 
  abilities that are listed under ‘Special Rules: The Flesh’.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 27 (4d10 + 5) piercing damage.
  ReActions
  Snapping Bite. If a hostile creature within the reach of the 
  flesh (head) attacks an allied creature, the flesh (head) can use 
  a reaction to make a bite attack against the triggering creature. 
  sPeCIal rules: The Flesh (VeTeran)
  Collective Movement. Each part of the Flesh moves 
  along with the first piece of Flesh within a given 
  round. If a piece of Flesh has moved in a round, it can 
  move up to 10 feet as a move action on its own turn, 
  but must stay within 5 feet of at least one piece of 
  Flesh at any time.
  One Of A Whole. Up to 5 Flesh form one entity that 
  shares its total Hit Points. Each Flesh adds its hit 
  points to the total. When these hit points are reduced 
  to 0, every Flesh that is part of the entity dies.
  Each part of the Flesh must always remain within 5 
  feet of at least one part of the Flesh, or loses 21 (6d6) 
  hit points at the beginning of its turn. If a part of the 
  Flesh is not within 5 feet of at least one other part of 
  the Flesh it must use its movement to move within 5 
  feet of at least one other part of the flesh.
  Morphing Monstrosity. At the beginning of each 
  round The Flesh changes into one of 4 different Muta-
  tions. Roll a 1d4 to determine which form it takes:
          1: Head
          2: Bone
          3: Heart
          4: Rear
  The Flesh cannot change into the Mutation it 
  currently has. If you roll for the same Mutation it 
  currently has, roll again.
  Immutable Form. The Flesh is immune to any spell or 
  effect that would alter its form.
  Created by DM Tuz
  
  The unsTable flesh (bone)
  Medium aberration, chaotic evil
  —
  Armor Class 17 (natural armor)
  Hit Points 102 (12d8 + 48)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (0)
  18 (+4)
  2 (-4)
  12 (+1)
  6 (-2)
  —
  Damage Resistances poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, grappled, prone
  Senses darkvision 60 ft., tremorsense 30 ft. passive 
  Perception 11
  Languages -
  Challenge 4 (1,100 XP)
  —
  The Flesh. This creature is part of ‘The Flesh’ and has unique 
  abilities that are listed under ‘Special Rules: The Flesh’.
  Actions
  Spine Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 17 (3d8 + 4) bludgeoning damage and the target 
  must succeed on a DC 15 Constitution saving throw or is 
  stunned until the end of the flesh (Bone)’s next turn.
  Spine Slam. The flesh pounds a target creature within 10 feet 
  of itself with a grotesque spine growth. The creature and any 
  enemy creature within a 5-foot-radius of the target must make 
  a DC 15 Dexterity saving throw. On a failed save a creature 
  takes 18 (4d8) bludgeoning damage and be knocked prone. On 
  a successful save a creature takes half that damage and is not 
  knocked prone.
  The flesh (rear)
  Medium aberration, chaotic evil
  —
  Armor Class 15 (natural armor)
  Hit Points 102 (12d8 + 48)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  18 (+4)
  18 (+4)
  2 (-4)
  12 (+1)
  6 (-2)
  —
  Damage Resistances poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, grappled, prone
  Senses darkvision 60 ft., tremorsense 30 ft. passive 
  Perception 11
  Languages -
  Challenge 4 (1,100 XP)
  —
  The Flesh. This creature is part of ‘The Flesh’ and has unique 
  abilities that are listed under ‘Special Rules: The Flesh’.
  Actions
  Lashing Bite. Melee Weapon Attack: +6 to hit, reach 30 
  ft., one target. Hit: 8 (1d8 + 4) piercing damage. The target 
  must make a DC 13 Constitution saving throw, taking 21 (6d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one
  The unsTable flesh (hearT)
  Medium aberration, chaotic evil
  —
  Armor Class 11 (natural armor)
  Hit Points 102 (12d8 + 48)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  10 (0)
  18 (+4)
  2 (-4)
  14 (+2)
  6 (-2)
  —
  Saving Throws Con +6
  Damage Resistances poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, grappled, prone
  Senses darkvision 60 ft., tremorsense 30 ft. passive 
  Perception 12
  Languages -
  Challenge 4 (1,100 XP)
  —
  The Flesh. This creature is part of ‘The Flesh’ and has unique 
  abilities that are listed under ‘Special Rules: The Flesh’.
  Actions
  Healing Stroke. The flesh regains 27 (6d8) hit points and any 
  part of its entity is no longer poisoned.
  Created by DM Tuz
  
  swine heaVer
  Medium beast, chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  18 (+4)
  16 (+3)
  2 (-4)
  14 (+2)
  4 (-3)
  —
  Skills Perception +4
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 14
  Languages -
  Challenge 3 (700 XP)
  —
  Evasion. If the swine heaver is subjected to an effect that 
  allows it to make a dexterity saving throw to only take half 
  damage, it instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  Actions
  Multiattack. The swine heaver makes two attacks.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage.
  Mucus Vomit. Ranged Weapon Attack: +6 to hit, range 30/60 
  ft., one target. Hit: 10 (3d6) acid damage. The target must 
  succeed on a DC 13 Constitution saving throw or is poisoned 
  until the end of the swine spawn’s next turn. A poisoned 
  creature’s movement speed is reduced by 20 ft and has 
  disadvantage on dexterity saving throws.
  swine meaThooker
  Medium monstrosity, chaotic evil
  —
  Armor Class 17 (armor scraps & shield)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  16 (+3)
  6 (-2)
  11 (0)
  7 (-2)
  —
  Skills Stealth +10
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 10
  Languages Abyssal
  Challenge 5 (1,800 XP)
  —
  Instinctive Stealth. When the swine meathooker rolls 
  for initiative and is not surprised, it uses a reaction to hide 
  if possible.
  Sneak Attack (1/Turn). The swine meathooker deals an 
  extra 27 (8d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when the 
  target is within 5 ft. of an ally of the swine meathooker that 
  isn’t Incapacitated and the swine meathooker doesn’t have 
  disadvantage on the attack roll.
  Sneaky. The swine meathooker can use a bonus action to 
  disengage or hide.
  Actions
  Multiattack. The swine meathooker makes two 
  weapon attacks.
  Rusty Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage and the target has 
  disadvantage on Constitution saving throws until the end of 
  the swine meathooker’s next turn.
  swine slayer
  Medium monstrosity, chaotic evil
  —
  Armor Class 17 (splint)
  Hit Points 102 (12d8 + 48)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  18 (+4)
  6 (-2)
  13 (+1)
  7 (-2)
  —
  Saving Throws Str +7, Con +7
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 11
  Languages Abyssal
  Challenge 7 (2,900 XP)
  —
  Serrate Blade. A creature hit by the swine slayer’s butcher 
  blade takes 7 (3d4) necrotic damage at the beginning of its 
  next turn. This has no effect on creatures that cannot bleed.
  Brute. A melee weapon deals one extra die of its damage 
  when the swine slayer hits with it (included in the attack).
  Actions
  Multiattack. The swine slayer makes three attacks: two with 
  its butcher blade and one with its ball and chain.
  Butcher Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 14 (3d6 + 4) slashing damage.
  Ball and Chain. Melee or Ranged Weapon Attack: +7 to 
  hit, reach 5 ft. or range 15 ft., one target. Hit: 11 (2d6 + 4) 
  bludgeoning damage and the target must succeed on a DC 15 
  Constitution saving throw, or is stunned until the end of the 
  swine slayer’s next turn.
  Created by DM Tuz
  Champion Swinefolk
  
  swineTaur Champion
  Large monstrosity, chaotic evil
  —
  Armor Class 17 (splint)
  Hit Points 133 (14d10 + 56)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  18 (+4)
  6 (-2)
  12 (+1)
  8 (-1)
  —
  Saving Throws Str +8, Con +7, Wis +4
  Skills Athletics +8
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 11
  Languages Abyssal
  Challenge 8 (3,900 XP)
  —
  Charge. If the swinetaur moves at least 20 ft. directly towards 
  a target before attacking with its lance, its next lance attack 
  deals an additional 18 (4d8) damage.
  Brute. A melee weapon deals one extra die of its damage 
  when the swinetaur hits with it (included in the attack).
  Actions
  Multiattack. The swinetaur makes two attacks: one with its 
  lance and one with its slam.
  Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 24 (3d12 + 5) piercing damage. This attack is made with 
  disadvantage if the target is within 5 ft. of the swinetaur.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 17 (3d8 + 4) bludgeoning damage. The target must 
  succeed on a DC 16 Strength saving throw or the swinetaur 
  choses to either knock the target prone, or push it away 5 ft. 
  from the swinetaur.
  Boar Rush (Recharge 5-6). The swinetaur must not have 
  moved during its turn before using this action. The swinetaur 
  moves up to its speed in a straight line without provoking 
  opportunity attacks. It makes one attack with its lance against 
  each creature it moves past. Then, the swinetaurs remaining 
  movement is 0 until the end of its turn.
  swine Thunderer
  Medium monstrosity, chaotic evil
  —
  Armor Class 15 (armor scraps)
  Hit Points 93 (11d8 + 44)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  18 (+4)
  6 (-2)
  12 (+1)
  8 (-1)
  —
  Skills Perception +4
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 14
  Languages Abyssal
  Challenge 5 (1,800 XP)
  —
  Drum of Doom. Each enemy creature that starts its turn 
  within 20 ft. of the swine thunderer and can hear its drumming, 
  must succeed on a DC 15 Wisdom saving throw or takes 10 
  (4d4) psychic damage.
  Actions
  Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) bludgeoning damage.
  Drum of Frenzy. The swine thunderer begins playing its 
  drums. Each of its allies within 60 ft. of it that can hear 
  it,has advantage on the first attack it makes during a turn, 
  as long as the swime thunderer continues performing. The 
  swine thunderer must use an action on each of its turns to 
  continue drumming.
  ReActions
  Drum Of Debillitation. When a creature that the swine 
  thunderer can see within 60 feet of it makes an Attack roll, 
  an ability check, or a damage roll, it can use its reaction to 
  subtract the number rolled by 1d10. The creature must then 
  succeed on a DC 15 Wisdom saving throw, or take thunder 
  damage equal to the 1d10. The creature cannot be affected if it 
  can’t hear the swine thunderer.
  Created by DM Tuz
  
  wilbur
  Small monstrosity, chaotic evil
  —
  Armor Class 17 (armor scraps)
  Hit Points 52 (8d6 + 24)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  20 (+5)
  16 (+2)
  8 (-1)
  14 (+2)
  8 (-1)
  —
  Saving Throws Dex +8, Con +5
  Skills Acrobatics +7, Perception +6
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 16
  Languages Abyssal
  Challenge 2 (450 XP)
  —
  Evade. If Wilbur is subjected to an effect that allows him to 
  make a dexterity saving throw to only take half damage, he 
  instead takes no damage if he succeeds on the saving throw, 
  and only half damage if he fails.
  Legendary Resistance (3/Day). If Wilbur fails a saving throw, 
  he can choose to succeed instead.
  Nimble Escape. On each of his turns, Wilbur can use a bonus 
  action to disengage or hide.
  The Swine God. Wilbur is always in company of his big friend 
  the swine god. Additionally Wilbur automatically saves all 
  Dexterity saving throws against the swine god’s effects.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) bludgeoning damage.
  Squeal. Each creature within 5 feet of Wilbur must succeed 
  on a DC 13 Constitution saving throw or take 14 (4d6) thunder 
  damage on a failed save and half as much on a successful 
  one. If the creature fails the saving throw by five or more, it is 
  stunned until the end of Wilbur’s next turn.
  End This One. Wilbur uses his flags to signal the swine god 
  which target to attack. Wilbur can choose one creature within 
  60 feet of him that he can see. Until the end of Wilbur’s next 
  turn, the swine god’s attacks have advantage against that 
  creature. The swine god must be able to see Wilbur to benefit 
  from this action.
  swine god
  Huge monstrosity, chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 253 (22d12 + 110)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  9 (-1)
  21 (+5)
  6 (-2)
  14 (+2)
  7 (-2)
  —
  Saving Throws Str +11, Con +10, Wis +7, Cha +3
  Damage Resistances poison
  Senses darkvision 60 ft. passive Perception 12
  Languages Abyssal
  Challenge 16 (15,000 XP)
  —
  Legendary Resistance (3/Day). If the swine god fails a 
  saving throw, it can choose to succeed instead.
  Wilbur. The swine god is always in company of its little 
  friend Wilbur. If Wilbur dies within the swine god’s sight, or 
  otherwise becomes aware of his death, Enraged Destruction 
  loses its recharge property until the swine god finishes a 
  short rest.
  Actions
  Multiattack. The swine god makes two weapon attacks.
  Giant Cleaver. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 28 (4d10 + 6) slashing damage.
  Enraged Destruction (Recharge 5-6). The swine prince 
  unleashes wild, rampaging swings. Each crearture of the 
  swine god’s choice within 15 feet of itself must make a DC 19 
  Dexterity saving throw. On a failed save, a creature takes 65 
  (10d12) slashing damage and, if the creature is size medium or 
  smaller, be knocked prone. On a successful save, the creature 
  takes half as much damage and is not knocked prone.
  ReActions
  Enraged Swing. Whenever Wilbur takes damage by a hostile 
  creature’s attack and the swine god sees him, the swine god 
  immediatly recharges and uses Enraged Destruction.
  LegendARy Actions
  The swine god can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The swine 
  god regains spent legendary actions at the start of its turn.
  Move. The swine god moves up to half of its speed without 
  provoking opportunity attacks. 
  Wilbur’s Escape (1/round). Wilbur moves up to his speed 
  without provoking opportunity attacks. 
  Giant Cleaver (2 Actions). The swine god attacks with 
  its cleaver.
  sPeCIal rules: The Flesh (ChamPIon)
  The same as The Flesh (Veteran) except:
  • 
  Each part of the Flesh must always remain 
  within 5 feet of at least one part of the Flesh, 
  or loses 28 (8d6) hit points at the beginning of 
  its turn.
  • 
  Legendary Resistance (4/day). If a part of the 
  flesh would fail a saving throw, it succeeds 
  instead. The entirety of the Flesh can use this 
  feature 4 times per long rest.
  Created by DM Tuz
  
  The formless flesh (head)
  Medium aberration, chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 133 (14d8 + 70)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  20 (+5)
  2 (-4)
  14 (+2)
  6 (-2)
  —
  Skills Perception +5
  Damage Resistances poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, grappled, prone
  Senses darkvision 60 ft., blindsight 30 ft., passive Perception 
  15
  Languages -
  Challenge 6 (2,300 XP)
  —
  The Flesh. This creature is part of ‘The Flesh’ and has unique 
  abilities that are listed under ‘Special Rules: The Flesh’.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 32 (4d12 + 6) piercing damage.
  ReActions
  Snapping Bite. If a hostile creature within the reach of the 
  flesh (head) attacks an allied creature, the flesh (head) can use 
  a reaction to make a bite attack against the triggering creature. 
  The formless flesh (bone)
  Medium aberration, chaotic evil
  —
  Armor Class 18 (natural armor)
  Hit Points 133 (14d8 + 70)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+4)
  12 (+1)
  20 (+5)
  2 (-4)
  14 (+2)
  6 (-2)
  —
  Skills Perception +5
  Damage Resistances poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, grappled, prone
  Senses darkvision 60 ft., blindsight 30 ft., passive Perception 
  15
  Languages -
  Challenge 6 (2,300 XP)
  —
  The Flesh. This creature is part of ‘The Flesh’ and has unique 
  abilities that are listed under ‘Special Rules: The Flesh’.
  Actions
  Spine Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 23 (4d8 + 5) bludgeoning damage and the target 
  must succeed on a DC 16 Constitution saving throw or is 
  stunned until the end of the flesh (Bone)’s next turn.
  Spine Slam. The flesh pounds a target creature within 10 
  feet of itself with a grotesque spine growth. The creature 
  and any enemy creature within a 10-foot-radius of the target 
  must make a DC 16 Dexterity saving throw. On a failed save a 
  creature takes 27 (6d8) bludgeoning damage and be knocked 
  prone. On a successful save a creature takes half that damage 
  and is not knocked prone.
  The formless flesh (hearT)
  Medium aberration, chaotic evil
  —
  Armor Class 12 (natural armor)
  Hit Points 133 (14d8 + 70)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  10 (0)
  20 (+5)
  2 (-4)
  14 (+2)
  6 (-2)
  —
  Saving Throws Con +8
  Skills Perception +5
  Damage Resistances poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, grappled, prone
  Senses darkvision 60 ft., blindsight 30 ft., passive Perception 
  15
  Languages -
  Challenge 6 (2,300 XP)
  —
  The Flesh. This creature is part of ‘The Flesh’ and has unique 
  abilities that are listed under ‘Special Rules: The Flesh’.
  Actions
  Healing Stroke. The flesh regains 36 (8d8) hit points and any 
  part of its entity is no longer poisoned.
  The formless flesh (rear)
  Medium aberration, chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 133 (14d8 + 70)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  20 (+5)
  20 (+4)
  2 (-4)
  14 (+2)
  6 (-2)
  —
  Skills Perception +5
  Damage Resistances poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, grappled, prone
  Senses darkvision 60 ft., blindsight 30 ft., passive Perception 
  15
  Languages -
  Challenge 6 (2,300 XP)
  —
  The Flesh. This creature is part of ‘The Flesh’ and has unique 
  abilities that are listed under ‘Special Rules: The Flesh’.
  Actions
  Lashing Bite. Melee Weapon Attack: +8 to hit, reach 30 
  ft., one target. Hit: 14 (2d8 + 5) piercing damage. The target 
  must make a DC 15 Constitution saving throw, taking 28 (8d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one
  Created by DM Tuz
  
  fungal sCraTCher
  Medium plant, chaotic evil
  —
  Armor Class 12 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  8 (-1)
  14 (+2)
  4 (-3)
  6 (-2)
  6 (-2)
  —
  Damage Vulnerabilities fire
  Damage Resistances poison
  Condition Immunities poisoned
  Senses blindsight 15 ft. (blind beyond this radius) passive 
  Perception 8
  Languages -
  Challenge 1/2 (100 XP)
  —
  Actions
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage. This attack deals an extra 4 
  (1d8) damage if the attack is made with advantage.
  fungal arTillery
  Medium plant, chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  14 (+2)
  4 (-3)
  6 (-2)
  6 (-2)
  —
  Damage Vulnerabilities fire
  Damage Resistances poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 1/4 (50 XP)
  —
  Actions
  Marking Spores. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target. Hit: 4 (1d4 + 2) poison damage. The 
  target gets marked with pheromones for one minute. Any 
  plant type creature has advantage on all attacks against the 
  marked creature and is aware of its exact position as long as 
  the creature is within 120 feet of it. A creature can spend an 
  action to remove the spores.
  Rain of Blight. Each creature in a 5-foot-radius centered 
  on a point within 60 feet of the Fungal Artillery must make 
  a DC 12 Constitution saving throw. A creature takes 4 (1d8) 
  poison damage on a failed save or half as much damage on a 
  successful one.
  Cloud Of Spores. Each creature within 5 feet of the Fungal 
  Artillery must make a DC 12 Constitution saving throw. On a 
  failed save a creature takes 3 (1d6) poison damage and can’t 
  take reactions until the beginning of its next turn.
  Created by DM Tuz
  Weald Corruption
  These former woodlands have been infested by the 
  bizarre fungus cultivated by the disgusting hag and her 
  witches and transformed the ecosystem into a sinister 
  home for decay and rot.
  Without exception, the necrotic fungi that have infected 
  the Weald corrupt all who stay in these blighted woods 
  for too long. Countless unfortunate souls have gotten lost 
  on the Weald’s endless serpentine paths and fallen victim 
  to corruption.
  The claimed victims of the Weald were taken over by its 
  corruption. They became shambling terrors who are now 
  little more than mindless creatures who lash out at those 
  who have not been tainted by the Weald.
  
  eCToplasm
  Medium ooze, unaligned
  —
  Armor Class 8
  Hit Points 16 (3d8 + 3)
  Speed 20 ft., climb 10 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  7 (-2)
  12 (+1)
  3 (-4)
  10 (0)
  3 (-4)
  —
  Damage Immunities acid
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius) passive 
  Perception 10
  Languages -
  Challenge 1/4 (50 XP)
  —
  Amorphous. The ectoplasm can move through a space as 
  narrow as 1 inch wide without squeezing.
  Forming Pains. When an ectoplasm is created by another 
  ectoplasm’s Cytokinesis, it cannot use it’s Cytokinesis until 
  the end of its next turn. Additionaly an ectoplasm spawned 
  by Cytokinesis cannot use ectoplasm Profusion before it has 
  finished a short or long rest.
  Actions
  Slime. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., 
  range 20/40 ft., one target. Hit: 5 (2d4) acid damage. 
  Ectoplasmic Profusion. The ectoplasm merges with another 
  ectoplasm within 5 feet to form a large ectoplasm. The large 
  ectoplasm spawns in the same position of the merging. Any 
  creature within 10 feet of the ectoplasm must make a DC 11 
  Dexterity saving throw. On a failure the creature takes 3 (1d6) 
  acid damage.
  Cytokinesis (Recharge 4-6). The ectoplasm multiplies, 
  spawning another ectoplasm within 5 feet of itself. The 
  ectoplasm can only multiply twice per long rest.
  large eCToplasm
  large ooze, unaligned
  —
  Armor Class 8
  Hit Points 42 (5d10 + 15)
  Speed 20 ft., climb 10 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  6 (-2)
  16 (+3)
  3 (-4)
  11 (+1)
  3 (-4)
  —
  Damage Immunities acid
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius) passive 
  Perception 11
  Languages -
  Challenge 1 (200 XP)
  —
  Amorphous. The large ectoplasm can move through a space 
  as narrow as 1 inch wide without squeezing.
  Actions
  Slime. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (2d6) acid damage. 
  Flailing. The large ectoplasm flails wildly. Each creature within 
  5 feet of the large ectoplasm must make a DC 13 Dexterity 
  saving throw, taking 7 (2d6) bludgeoning damage on a failed 
  save and half as much on a successful one.
  Cytokinesis (Recharge 4-6). The large ectoplasm multiplies, 
  spawning an ectoplasm within 5 feet of itself. The large 
  ectoplasm can multiply 3 times per long rest.
  Created by DM Tuz
  Ectoplasm
  The corruption of the groves is best shown through 
  these ectoplasmic aberrations, which can engulf man 
  and beast alike. At first glance these creatures may ap-
  pear non-threatening, but countless adventurers paid for 
  their overconfidence with slow, painful, and cruel deaths. 
  Although a single Ectoplasm is fairly weak and can be 
  destroyed with a righteous blow, it is capable of rapid 
  reproduction.
  Their ability for quick and sudden reproduction allows 
  Ectoplasms to quickly replenish their numbers and over-
  run even the most seasoned of heroes. Worst still, they 
  are able to merge into a much larger and much more 
  dangerous entity.
  
  Crone
  Medium humanoid (human), neutral evil
  —
  Armor Class 11 (14 with mage armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  12 (+1)
  14 (+2)
  17 (+3)
  15 (+2)
  13 (+1)
  —
  Skills Nature +5, Perception +4, Stealth +3
  Damage Resistances poison
  Senses passive Perception 14
  Languages Common, Slyvan
  Challenge 2 (450 XP)
  —
  Fetid Censer. The crone uses a censer as her arcane focus, 
  which amplifies certain spells of hers. Only the crone can use 
  this censer as an arcane focus.
  • Poison Spray targets each creature in a 10 by 10 square 
  originating from the crone.
  • Darkness causes each creature that ends its turn its radius 
  to have disadvantage on all wisdom saving throws until it 
  leaves the radius.
  • Stinking Cloud’s radius is increased to 30 ft. and plant 
  creatures automatically succeed on the saving throw.
  Spellcasting. The crone is a 6th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 
  to hit with spell attacks). The crone has the following 
  spells prepared:
  Cantrips (at will): Dancing Lights, Mage Hand, Poison Spray 
  1st level (4 slots): Guiding Bolt, Mage Armor, Sleep 
  2nd level (3 slots): Blindness/Deafness, Darkness, Invisibility 
  3rd level (2 slots): Bestow Curse, Clairvoyance, Stinking Cloud
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage. 
  Created by DM Tuz
  Crone
  Since the Hag had been banished to the Weald by the 
  Ancestor, she has collected a following of outcasts and 
  hermits. These fellows were initiated in the secrets of the 
  weald corruption, which they now wield to spread it to 
  each and every corner of the forest.
  
  unClean gianT
  Huge giant, neutral evil
  —
  Armor Class 12 (natural armor)
  Hit Points 105 (10d12 + 48)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  8 (-1)
  19 (+4)
  6 (-2)
  9 (-1)
  7 (-2)
  —
  Saving Throws Str +8, Con +7
  Skills Athletics +8
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 9
  Languages Giant, Sylvan
  Challenge 6 (2,300 XP)
  —
  Fungus Infested. The giant counts as being both a giant and 
  a plant in terms of creature types and is affected by any game 
  effect that targets either types.
  Poison Spores. Each strike against the giant releases a puff of 
  toxic spores. The first time in a turn when a creature hits the 
  giant with an attack while within 5 ft. of it must make a DC 15 
  Constitution saving throw, taking 7 (2d6) poison damage on a 
  failed save and half as much on a successful one.
  Actions
  Multiattack. The unclean giant makes two attacks.
  Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 18 (3d8 + 5) bludgeoning damage. 
  Confusion Spores (Recharge 5-6). The unclean giant 
  unleashes a cloud of mind altering spores in a radius of 30 ft. 
  centered on itself. Each non-plant creature in the area must 
  make a DC 15 Wisdom saving throw. On a failed safe, the 
  creature can’t take reactions until the start of its next turn and 
  rolls a d6 to determine what it does during its turn. On a 1 or 
  2, the creature does noting. On a 3 or 4 the creature takes no 
  action or bonus action and uses all its movement to move in a 
  randomly determined action. On a 5 or 6, the creature makes 
  a melee attack against a randomly determined creature within 
  its reach or does nothing if it can’t make such an attack.
  Created by DM Tuz
  Unclean Giant
  The giants hidden in the Weald have proven 
  themselves too resistant for the infecting fungus 
  to take over. While they have not been consumed 
  by the fungus, the giants bear its mark in a horri-
  fic symbiosis.
  On the back of their mighty host, the corruption 
  found a new way to spread its lethal spores, whi-
  le the giant enjoys a ready supply of food growing 
  on its back.
  
  haTeful Virago
  Medium monstrosity, neutral evil
  —
  Armor Class 16 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  17 (+3)
  12 (+1)
  18 (+4)
  13 (+1)
  —
  Saving Throws Dex +6, Con +6
  Damage Immunities poison
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Slyvan
  Challenge 6 (2,300 XP)
  —
  Fungus Infested. The virago counts as being both a humanoid 
  and a plant in terms of creature types and is affected by any 
  game effect that targets either types.
  From Death Comes Life. During its turn, the virago can use 
  a bonus action to have a necrotic fungus sprout from a corpse 
  within 40 ft. of itself.
  The necrotic fungus is a plant of medium size. It is not a 
  creature and does not act, but it spreads necrotic spores 
  within 20 ft. of itself. A creature cannot regain hit points 
  as long as it is within that area. The necrotic fungus can be 
  attacked and destroyed (AC 10; 20 hit points; immunity to 
  poison and psychic damage).
  Innate Spellcasting. The hateful virago’s spellcasting ability is 
  Wisdom (spell save DC 15). The hateful virago can innately cast 
  the following spells, requiring no material components:
  At will: Druid Craft 
  2/day each: Bestow Curse
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. 
  Putrefying Breath. The hateful virago unleashes noxious 
  spores from its mouth in a 20 ft. cone. Each creature in the 
  area must make a DC 15 Constitution saving throw. On a failed 
  save a creature takes 18 (4d8) poison damage and is poisoned 
  for 1 minute. On a successful save a creature takes half as 
  much damage and is not poisoned. A poisoned creature takes 
  9 (2d8) poison damage at the beginning of its turn. At the end 
  of its turn it can repeat the saving throw, ending the poison on 
  a success.
  Created by DM Tuz
  Virago
  The most devoted followers of the Hag began to mimic 
  her experiments, using themselves as willing test sub-
  jects for experimentation. They became one with the cor-
  ruption and reached a deep understanding of the rotting 
  beauty that the Hag has brought to the land.
  With a mastery of the most vile corrupted magic, the 
  Viragos are some of the most powerful enforcers under 
  the leadership of the Hag.
  
  wizened hag
  Large monstrosity, chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  9 (-1)
  16 (+3)
  13 (+1)
  16 (+3)
  8 (-1)
  —
  Saving Throws Str +6, Con +5
  Skills Arcana +3, Athletics +6, Perception +5, Survival +5
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Slyvan
  Challenge 4 (1,100 XP)
  —
  Twisted Strength. The hag counts as one size larger 
  while grappling.
  Into The Pot. The hag counts can stuff a creature she has 
  grappled that is not larger than medium size into her cauldron 
  as a bonus action.
  Actions
  Multiattack. The hag makes three attacks: two of them must 
  be meat tenderizer attacks.
  Meat Tenderizer. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) bludgeoning damage. 
  Mangle. The hag makes a grapple check against a creature in 
  reach, escape DC 14.
  Season To Perfection. The hag sprinkles a mixture of vile 
  herbs and powders over a creature within 15 feet of her. The 
  creature must succeed on a DC 13 Constitution saving throw 
  or takes 7 (2d6) poison damage and is poisoned until the end 
  of the hag’s next turn. Creatures that don’t need to breathe 
  or are immune to poison automatically succeed on this 
  saving throw.
  Taste The Soup. The hag takes a sip from her Cauldron within 
  5 feet of her and regenerates 15 (3d8+2) hit points.
  VarIanT: Cauldron
  When encountered in her lair, you can often expect 
  the Wizened Hag to have her Cauldron available. The 
  Wizened Hag encountered together with her Cauldron is 
  considered a Challenge 5 creature, as the Cauldron gives 
  her further options in combat.
  Cauldron
  Large Object
  Armor Class: 13
  Hit Points: 100
  Damage Immunities: poison, psychic
  The Wizened Hag can stuff a creature she has grabbed 
  into the cauldron as a bonus action. A creature inside the 
  cauldron is stunned and takes 7 (2d6) fire damage at the 
  beginning of each of its turns. At the end of the creature’s 
  turn it can make a DC 16 Strength saving throw. on a 
  success it escapes the cauldron. If the Cauldron has taken 
  20 points of damage since a creature has been trapped in 
  it, the trapped creature is freed. Only one creature can be 
  trapped in the cauldron at a time.
  Created by DM Tuz
  Hag
  The Ancestor had collected many rare and elusive 
  volumes on ancient herbal properties for his personal re-
  search. His work was interrupted, however, by a striking 
  young woman who repeatedly insisted on an audience 
  with the Ancestor.
  Once meeting her, the Ancestor found himself greatly 
  impressed with the woman’s in-depth knowledge of 
  horticulturalism and its use in arcane practice. So he 
  began involving her in his research and work. Together 
  they began to plant, harvest, and brew. The woman had 
  a callous habit for self- experimentation. She began 
  digesting the products of their research and over time 
  she changed. The Ancestor in turn became more and 
  more disgusted by her grotesque appearance to the point 
  where she grew intolerable to him. So he banished her 
  into the wilds outside of the Estate. There she contin-
  ued her research and today the Weald is now a host for 
  hideous fungi and unspeakable corruption.
  
  fungal grabber
  Medium plant, chaotic evil
  —
  Armor Class 13 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  9 (-1)
  15 (+2)
  4 (-3)
  7 (-2)
  6 (-2)
  —
  Damage Vulnerabilities fire
  Damage Resistances poison
  Condition Immunities poisoned
  Senses blindsight 20 ft. (blind beyond this radius) passive 
  Perception 8
  Languages -
  Challenge 2 (450 XP)
  —
  Actions
  Multiattack. The fungal grabber makes two claw attacks. If 
  both attacks hit the same target, it becomes grappled, escape 
  DC 13. While grappling, the fungal grabber can only make claw 
  attacks against the target it has grappled.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage. This attack deals an extra 4 
  (1d8) damage if the attack is made with advantage.
  fungal baTTery
  Medium plant, chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 30 (4d8 + 12)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  16 (+3)
  4 (-3)
  7 (-2)
  6 (-2)
  —
  Saving Throws Dex +5, Wis +1
  Skills Perception 0
  Damage Vulnerabilities fire
  Damage Resistances poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  —
  Actions
  Marking Spores. Ranged Weapon Attack: +5 to hit, range 
  30/120 ft., one target. Hit: 5 (1d4 + 3) poison damage. The 
  target gets marked with pheromones for one minute. Any 
  plant type creature has advantage on all attacks against the 
  marked creature and is aware of its exact position as long as 
  the creature is within 120 feet of it. A creature can spend an 
  action to remove the spores.
  Rain of Blight. Each creature in a 10-foot-radius centered 
  on a point within 60 feet of the fungal battery must make 
  a DC 13 Constitution saving throw. A creature takes 7 (2d6) 
  poison damage on a failed save or half as much damage on a 
  successful one.
  Cloud Of Spores. The fungal battery releases a cloud that fills 
  a 15 foot cube centered on itself. Each creature in the cloud 
  other than the fungal battery must make a DC 13 Constitution 
  saving throw. On a failed save a creature takes 4 (1d8) poison 
  damage and can’t take reactions until the beginning of its next 
  turn. The area of the cloud is heavily obscured and lasts until 
  the beginning of the fungal battery’s next turn.
  Created by DM Tuz
  Veteran Weald Corruption
  
  QuiVering eCToplasm
  Medium ooze, unaligned
  —
  Armor Class 9
  Hit Points 32 (5d8 + 10)
  Speed 20 ft., climb 10 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  8 (-1)
  15 (+2)
  3 (-4)
  11 (0)
  3 (-4)
  —
  Damage Immunities acid
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius) passive 
  Perception 10
  Languages -
  Challenge 1 (200 XP)
  —
  Amorphous. The ectoplasm can move through a space as 
  narrow as 1 inch wide without squeezing.
  Forming Pains. When an ectoplasm is created by another 
  ectoplasm’s Cytokinesis, it cannot use it’s Cytokinesis until 
  the end of its next turn. Additionaly an ectoplasm spawned by 
  Cytokinesis cannot use Ectoplasmic Profusion before it has 
  finished a short or long rest.
  Actions
  Slime. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., 
  range 20/40 ft., one target. Hit: 9 (2d8) acid damage. 
  Ectoplasmic Profusion. The quivering ectoplasm merges 
  with another quivering ectoplasm within 5 feet to form a 
  towering ectoplasm. The towering ectoplasm spawns in the 
  same position of the merging. Any creature within 10 feet of 
  the ectoplasm must make a DC 12 Dexterity saving throw. On a 
  failure the creature takes 7 (2d6) acid damage.
  Cytokinesis (Recharge 4-6). The ectoplasm multiplies, 
  spawning another quivering ectoplasm within 5 feet of itself. 
  The ectoplasm can only multiply twice per long rest.
  Towering eCToplasm
  large ooze, unaligned
  —
  Armor Class 8
  Hit Points 95 (10d10 + 40)
  Speed 20 ft., climb 10 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  7 (-2)
  18 (+4)
  3 (-4)
  13 (+1)
  3 (-4)
  —
  Damage Immunities acid
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius) passive 
  Perception 11
  Languages -
  Challenge 3 (700 XP)
  —
  Amorphous. The towering ectoplasm can move through a 
  space as narrow as 1 inch wide without squeezing.
  Actions
  Slime. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 18 (4d8) acid damage. 
  Flailing. The towering ectoplasm flails wildly. Each creature 
  within 5 feet of the towering ectoplasm must make a DC 14 
  Dexterity saving throw, taking 10 (3d6) bludgeoning damage 
  on a failed save and half as much on a successful one.
  Cytokinesis (Recharge 4-6). The large ectoplasm multiplies, 
  spawning a quivering ectoplasm within 5 feet of itself. The 
  towering ectoplasm can multiply 3 times per long rest.
  Created by DM Tuz
  
  hag
  Large monstrosity, chaotic evil
  —
  Armor Class 15 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (0)
  18 (+4)
  14 (+2)
  17 (+3)
  8 (-1)
  —
  Saving Throws Str +10, Con +8, Wis +7
  Skills Arcana +6, Athletics +10, Perception +7, Survival +7
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Slyvan
  Challenge 9 (5,000 XP)
  —
  Twisted Strength. The hag counts as one size larger 
  while grappling.
  Into The Pot. The hag counts can stuff a creature she has 
  grappled that is not larger than medium size into her cauldron 
  as a bonus action.
  Legendary Resistance (2/Day). If the hag fails a saving 
  throw, she can choose to succeed instead.
  Actions
  Multiattack. The hag makes three attacks: two of them must 
  be meat tenderizer attacks.
  Meat Tenderizer. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 12 (1d12 + 6) bludgeoning damage. 
  Mangle. The hag makes a grapple check against a creature in 
  reach, escape DC 18.
  Season To Perfection. The hag sprinkles a mixture of vile 
  herbs and powders in 5 ft. radius at a point within 15 feet 
  of her. Each creature in the area must succeed on a DC 15 
  Constitution saving throw or takes 7 (2d6) poison damage and 
  is poisoned for one minute. A poisoned creature repeats the 
  saving throw at the end of each of its turns, ending the poison 
  on a success. Creatures that don’t need to breathe or are 
  immune to poison automatically succeed on this saving throw.
  Taste The Soup. The hag takes a sip from her Cauldron within 
  5 feet of her and regenerates 21 (4d8+3) hit points.
  LegendARy Actions
  The hag can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The hag 
  regains spent legendary actions at the start of her turn.
  Move. The hag moves up to half of her speed. 
  Grab. The hag makes a grapple check against a creature in 
  reach, escape DC 18. 
  Into The Pot. The hag stuffs a creature she has grappled 
  into her cauldron. To do so, the hag must be within 5 ft. of 
  her cauldron. 
  Meat Tenderizer (2 Actions). The hag attacks with her 
  meat tenderizer.
  VarIanT: Cauldron
  When encountered in her lair, you can often expect 
  the Hag to have her Cauldron available. The Hag en-
  countered together with her Cauldron is considered a 
  Challenge 10 creature, as the Cauldron gives her further 
  options in combat.
  Cauldron
  Large Object
  Armor Class: 14
  Hit Points: 140
  Damage Immunities: poison, psychic
  The Hag can stuff a creature she has grabbed into the 
  cauldron as a bonus action. A creature inside the caul-
  dron is stunned and takes 10 (3d6) fire damage at the be-
  ginning of each of its turns. At the end of the creature’s 
  turn it can make a DC 18 Strength saving throw. on a 
  success it escapes the cauldron. If the Cauldron has taken 
  30 points of damage since a creature has been trapped in 
  it, the trapped creature is freed. Only one creature can be 
  trapped in the cauldron at a time.
  Created by DM Tuz
  
  fungal Crawler
  Medium plant, chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (0)
  16 (+3)
  4 (-3)
  8 (-1)
  6 (-2)
  —
  Damage Vulnerabilities fire
  Damage Resistances poison
  Condition Immunities poisoned
  Senses blindsight 30 ft. (blind beyond this radius) passive 
  Perception 9
  Languages -
  Challenge 5 (1,800 XP)
  —
  Maul. The fungal crawler has advantage on attack rolls against 
  creatures it has grappled.
  Actions
  Multiattack. The fungal crawler makes two claw attacks. If 
  both attacks hit the same target, it becomes grappled, escape 
  DC 15. While grappling, the fungal crawler can only make claw 
  attacks against the target it has grappled.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage. This attack deals an extra 9 
  (2d8) damage if the attack is made with advantage.
  fungal bombard
  Medium plant, chaotic evil
  —
  Armor Class 15 (natural armor)
  Hit Points 68 (8d8 + 32)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  18 (+4)
  18 (+4)
  4 (-3)
  8 (-1)
  6 (-2)
  —
  Saving Throws Dex +6, Con +6, Wis +1
  Skills Perception +1
  Damage Vulnerabilities fire
  Damage Resistances poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Challenge 4 (1,100 XP)
  —
  Actions
  Marking Spores. Ranged Weapon Attack: +6 to hit, range 
  30/120 ft., one target. Hit: 9 (2d4 + 4) poison damage. The 
  target gets marked with pheromones for one minute. Any 
  plant type creature has advantage on all attacks against the 
  marked creature and is aware of its exact position as long as 
  the creature is within 120 feet of it. A creature can spend an 
  action to remove the spores.
  Rain of Blight. Each creature in a 20-foot-radius centered 
  on a point within 60 feet of the fungal bombard must make 
  a DC 14 Constitution saving throw. A creature takes 14 (4d6) 
  poison damage on a failed save or half as much damage on a 
  successful one.
  Cloud Of Spores. The fungal bombard releases a cloud 
  that fills a 10-foot radius centered on itself. Each creature 
  in the cloud other than the fungal bombard must make a 
  DC 13 Constitution saving throw. On a failed save a creature 
  takes 9 (2d8) poison damage and can’t take reactions until 
  the beginning of its next turn. The area of the cloud is heavily 
  obscured and lasts until the beginning of the fungal bombard’s 
  next turn.
  Created by DM Tuz
  Chamption Weald Corruption
  
  CohesiVe eCToplasm
  Medium ooze, unaligned
  —
  Armor Class 10 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 20 ft., climb 10 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  8 (-1)
  16 (+3)
  3 (-4)
  12 (+1)
  3 (-4)
  —
  Damage Immunities acid
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius) passive 
  Perception 10
  Languages -
  Challenge 1 (200 XP)
  —
  Amorphous. The ectoplasm can move through a space as 
  narrow as 1 inch wide without squeezing.
  Forming Pains. When an ectoplasm is created by another 
  ectoplasm’s Cytokinesis, it cannot use it’s Cytokinesis until 
  the end of its next turn. Additionaly an ectoplasm spawned by 
  Cytokinesis cannot use Ectoplasmic Profusion before it has 
  finished a short or long rest.
  Actions
  Slime. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., 
  range 20/40 ft., one target. Hit: 18 (4d8) acid damage. 
  Ectoplasmic Profusion. The cohesive ectoplasm merges 
  with another cohesive ectoplasm within 5 feet to form a giant 
  ectoplasm. The giant ectoplasm spawns in the same position 
  of the merging. Any creature within 10 feet of the ectoplasm 
  must make a DC 13 Dexterity saving throw. On a failure the 
  creature takes 10 (3d6) acid damage.
  Cytokinesis (Recharge 4-6). The ectoplasm multiplies, 
  spawning another cohesive ectoplasm within 5 feet of itself. 
  The ectoplasm can only multiply twice per long rest.
  gianT eCToplasm
  large ooze, unaligned
  —
  Armor Class 8
  Hit Points 161 (14d10 + 84)
  Speed 20 ft., climb 10 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  7 (-2)
  22 (+6)
  3 (-4)
  14 (+2)
  3 (-4)
  —
  Damage Immunities acid
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius) passive 
  Perception 12
  Languages -
  Challenge 7 (2,900 XP)
  —
  Amorphous. The giant ectoplasm can move through a space 
  as narrow as 1 inch wide without squeezing.
  Actions
  Slime. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 31 (7d8) acid damage. 
  Flailing. The giant ectoplasm flails wildly. Each creature within 
  5 feet of the giant ectoplasm must make a DC 17 Dexterity 
  saving throw, taking 17 (5d6) bludgeoning damage on a failed 
  save and half as much on a successful one.
  Cytokinesis (Recharge 4-6). The giant ectoplasm multiplies, 
  spawning a cohesive ectoplasm within 5 feet of itself. The giant 
  ectoplasm can multiply 3 times per long rest.
  Created by DM Tuz
  
  blighTed Crone
  Medium humanoid (human), neutral evil
  —
  Armor Class 12 (15 with mage armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2)
  16 (+3)
  19 (+4)
  16 (+3)
  13 (+1)
  —
  Skills Nature +7, Perception +6, Stealth +5
  Damage Resistances poison
  Senses passive Perception 16
  Languages Common, Slyvan
  Challenge 6 (2,300 XP)
  —
  Fetid Censer. The crone uses a censer as her arcane focus, 
  which amplifies certain spells of hers. Only the crone can use 
  this censer as an arcane focus.
  • Poison Spray targets each creature in a 10 by 10 square 
  originating from the crone.
  • Darkness causes each creature that ends its turn its radius 
  to have disadvantage on all wisdom saving throws until it 
  leaves the radius.
  • Stinking Cloud’s radius is increased to 30 ft. and plant 
  creatures automatically succeed on the saving throw.
  • Cloud Kill’s does not harm plant creatures that enter the 
  spell’s area.
  Spellcasting. The crone is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The crone has the following 
  spells prepared:
  Cantrips (at will): Dancing Lights, Mage Hand, Poison Spray 
  1st level (4 slots): Guiding Bolt, Mage Armor, Sleep 
  2nd level (3 slots): Blindness/Deafness, Darkness, Invisibility 
  3rd level (3 slots): Bestow Curse, Clairvoyance, Stinking Cloud, 
  Speak with Dead 
  4th level (3 slots): Blight, Greater Invisibility, Polymorph 
  5th level (2 slots): Contagion, Cloudkill 
  6th level (1 slots): Transport via Plants
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  blighTed gianT
  Huge giant, neutral evil
  —
  Armor Class 16 (natural armor)
  Hit Points 150 (12d12 + 72)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  10 (0)
  22 (+6)
  6 (-2)
  10 (0)
  7 (-2)
  —
  Saving Throws Str +11, Con +10, Wis +4
  Skills Athletics +11, Perception +4
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant, Sylvan
  Challenge 9 (5,000 XP)
  —
  Fungus Infested. The giant counts as being both a giant and 
  a plant in terms of creature types and is affected by any game 
  effect that targets either types.
  Poison Spores. Each strike against the giant releases a puff of 
  toxic spores. The first time in a turn when a creature hits the 
  giant with an attack while within 5 ft. of it must make a DC 18 
  Constitution saving throw, taking 10 (3d6) poison damage on a 
  failed save and half as much on a successful one.
  Actions
  Multiattack. The blighted giant makes two attacks.
  Greatclub. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage. 
  Confusion Spores (Recharge 5-6). The blighted giant 
  unleashes a cloud of mind altering spores in a radius of 30 ft. 
  centered on itself. Each non-plant creature in the area must 
  make a DC 18 Wisdom saving throw. On a failed safe, the 
  creature can’t take reactions until the start of its next turn and 
  rolls a d6 to determine what it does during its turn. On a 1 or 
  2, the creature does noting. On a 3 or 4 the creature takes no 
  action or bonus action and uses all its movement to move in a 
  randomly determined action. On a 5 or 6, the creature makes 
  a melee attack against a randomly determined creature within 
  its reach or does nothing if it can’t make such an attack.
  Created by DM Tuz
  
  hag wiTCh
  Large monstrosity, chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 210 (20d10 + 90)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  11 (0)
  20 (+5)
  16 (+3)
  18 (+4)
  9 (-1)
  —
  Saving Throws Str +13, Con +10, Wis +9, Cha +4
  Skills Arcana +8, Athletics +13, Perception +9, Survival +9
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 19
  Languages Common, Slyvan
  Challenge 14 (11,500 XP)
  —
  Twisted Strength. The hag counts as one size larger 
  while grappling.
  Into The Pot. The hag counts can stuff a creature she has 
  grappled that is not larger than medium size into her cauldron 
  as a bonus action.
  Legendary Resistance (3/Day). If the hag fails a saving 
  throw, she can choose to succeed instead.
  Actions
  Multiattack. The hag makes three attacks: two of them must 
  be meat tenderizer attacks.
  Meat Tenderizer. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 12 (2d12 + 8) bludgeoning damage. 
  Mangle. The hag makes a grapple check against a creature in 
  reach, escape DC 21.
  Season To Perfection. The hag sprinkles a mixture of vile 
  herbs and powders in 10 ft. radius at a point within 15 feet 
  of her. Each creature in the area must succeed on a DC 17 
  Constitution saving throw or takes 10 (3d6) poison damage 
  and is poisoned for one minute. Creatures that fail the saving 
  throw by 5 or more spend their action during their next turn 
  retching and reeling. A poisoned creature repeats the saving 
  throw at the end of each of its turns, ending the poison on a 
  success. Creatures that don’t need to breathe or are immune 
  to poison automatically succeed on this saving throw.
  Taste The Soup. The hag takes a sip from her Cauldron within 
  5 feet of her and regenerates 21 (4d8+3) hit points.
  LegendARy Actions
  The hag can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The hag 
  regains spent legendary actions at the start of her turn.
  Move. The hag moves up to half of her speed. 
  Grab. The hag makes a grapple check against a creature in 
  reach, escape DC 21. 
  Into The Pot. The hag stuffs a creature she has grappled 
  into her cauldron. To do so, the hag must be within 5 ft. of 
  her cauldron. 
  Meat Tenderizer (2 Actions). The hag attacks with her 
  meat tenderizer.
  VarIanT: Cauldron
  When encountered in her lair, you can often expect 
  the Hag Witch to have her Cauldron available. The Hag 
  Witch encountered together with her Cauldron is consid-
  ered a Challenge 15 creature, as the Cauldron gives her 
  further options in combat.
  Cauldron
  Large Object
  Armor Class: 15
  Hit Points: 200
  Damage Immunities: poison, psychic
  The Hag Witch can stuff a creature she has grabbed into 
  the cauldron as a bonus action. A creature inside the 
  cauldron is stunned and takes 14 (4d6) fire damage at the 
  beginning of each of its turns. At the end of the creature’s 
  turn it can make a DC 20 Strength saving throw. on a 
  success it escapes the cauldron. If the Cauldron has taken 
  40 points of damage since a creature has been trapped in 
  it, the trapped creature is freed. Only one creature can be 
  trapped in the cauldron at a time.
  Created by DM Tuz
  
  VarIanT: PelagIC CreaTure TYPes
  You can feel free to change the creature types of the 
  Pelagic Grouper, Pelagic Guardian, and Pelagic Shaman 
  to Aberration or Humanoid (Pelagic). I simply chose the 
  Monstrosity creature type to represent a bit of lore de-
  scribing a human being turned into a Pelagic after being 
  bitten by one.
  pelagiC grouper
  Medium monstrosity, neutral evil
  —
  Armor Class 13 (natural armor)
  Hit Points 22 (5d8)
  Speed 30 ft., swim 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  11 (0)
  8 (-1)
  12 (+1)
  7 (-2)
  —
  Damage Vulnerabilities poison
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Deep Speech
  Challenge 1/2 (100 XP)
  —
  Amphibious. The pelagic can breathe air and water.
  Actions
  Crude Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage. 
  Harpoon. Ranged Weapon Attack: +4 to hit, range 30/60 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage. If the target is 
  a medium or smaller size creature, it must succeed a DC 12 
  Strength saving throw, or be pulled 5 feet towards the pelagic.
  pelagiC guardian
  Medium monstrosity, neutral evil
  —
  Armor Class 17 (natural armor & shield)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft., swim 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (0)
  15 (+2)
  7 (-2)
  12 (+1)
  6 (-2)
  —
  Damage Vulnerabilities poison
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Deep Speech
  Challenge 1/2 (100 XP)
  —
  Amphibious. The pelagic can breathe air and water.
  Actions
  Cestus. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage. 
  Guard. The pelagic chooses one ally within 5 feet of itself. 
  Until the beginning of the pelagic’s next turn any attack that 
  targets the chosen ally has disadvantage as long as the pelagic 
  is within 5 feet of the chosen ally.
  ReActions
  Protect. When a creature within 5 feet of the pelagic attacks 
  an ally under the effect of the pelagic’s guard, the pelagic 
  attacks the attacking creature with its cestus. To do so, the 
  pelagic must see the attacker and the creature it guards.
  Created by DM Tuz
  Pelagics
  Many eons beyond counting, before the Ancestor was 
  born, before the Manor was built on the hill, even before 
  the Hamlet was founded, a race of abhorrent creatures 
  with half-fish half -human features called this land their 
  home.
  Remnants of their civilization can be found littered 
  around the Estate for those who know where to look. 
  But the crown jewel of this ancient empire was a vast 
  underground metropolis underneath the very hill where 
  the Manor now stands.
  However, this ruined city is not abandoned.
  
  drowned Thrall
  Medium undead, neutral evil
  —
  Armor Class 10 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 25 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  9 (-1)
  16 (+3)
  6 (-2)
  8 (-1)
  5 (-3)
  —
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Condition Vulnerabilities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Understands all languages it spoke in life but doesn’t 
  speak
  Challenge 1/2 (100 XP)
  —
  Slow Start. When rolling initiative the thrall’s explode action 
  needs to recharge before it can be used.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage. Instead of dealing 
  damage the thrall can choose to grapple the target instead, 
  escape DC 11.
  Explode (Recharge 5-6). The thrall explodes, instantly killing 
  it. Each creature within 10 feet of the thrall must make a DC 13 
  Dexterity saving throw, taking 13 (3d8) necrotic damage on a 
  failed save or half as much on a successful one.
  pelagiC shaman
  Medium monstrosity, neutral evil
  —
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed 30 ft., swim 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  12 (+1)
  11 (0)
  10 (0)
  15 (+2)
  12 (+1)
  —
  Skills Perception +4
  Damage Vulnerabilities poison
  Senses darkvision 120 ft., passive Perception 14
  Languages Aquan, Deep Speech
  Challenge 1 (200 XP)
  —
  Amphibious. The pelagic can breathe air and water.
  Spellcasting. The pelagic is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit with 
  spell attacks). The pelagic has the following spells prepared:
  Cantrips (at will): Guidance, Thaumaturgy, Toll the Dead, 
  Vicious Mockery 
  1st level (4 slots): Bless, Cure Wounds, Dissonant Whispers, 
  Healing Word 
  2nd level (3 slots): Aid, Phantasmal Force, Silence 
  3rd level (2 slots): Animate Dead, Fear, Mass Healing Word
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage. 
  Created by DM Tuz
  Pelagic Shaman
  The sorcerers and religious leaders of the eerie Pelag-
  ics, the pelagic shamans, are just as hostile as the other 
  ancient dwellers of the ocean and the Cove. Instead of 
  relying on brute force to defend their sacred waters, 
  the shamans use both eldritch knowledge and powers 
  bestowed upon them by their oceanic deity to strengthen 
  their allies. The shaman’s incantations, easily mistak-
  en as guttural gibberish, rend the minds of their foes. 
  Enough to drive any poor unfortunate soul in earshot of 
  their utterings insane.
  Drowned Thrall
  The Pelagic perform human sacrifices during certain 
  phases of the moon, and feast on what remains after 
  their vile god has been appeased. But when their raid-
  ers bring sacrifices that are already deceased - which 
  commonly are sailors or those that have been deemed 
  unworthy for the offering - the twisted Pelagic Shamans 
  turn these bloated corpses into undead thralls with their 
  unholy magic.
  
  deep sTinger
  Medium beast, unaligned
  —
  Armor Class 12 (natural armor)
  Hit Points 13 (3d8)
  Speed 0 ft., fly 30 ft. (hover), swim 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  13 (+1)
  11 (0)
  2 (-4)
  12 (+1)
  2 (-4)
  —
  Damage Resistances bludgeoning
  Damage Vulnerabilities poison
  Condition Immunities blinded, grappled, prone
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 11
  Languages -
  Challenge 1/4 (50 XP)
  —
  Floating. The stinger cannot fly higher than 5 feet above 
  the ground.
  Actions
  Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage. 
  Shocker. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) lightning damage. The target must succeed 
  on a DC 10 Constitution saving throw or is stunned until the 
  beginning of the stinger’s next turn. 
  sea maggoT
  Small beast, unaligned
  —
  Armor Class 18 (natural armor)
  Hit Points 6 (1d6 + 3)
  Speed 15 ft., climb 15 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  6 (-2)
  16 (+3)
  2 (-4)
  7 (-2)
  3 (-4)
  —
  Damage Vulnerabilities poison
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 1/4 (50 XP)
  —
  Disease Carrier. A sea maggot has a 25% chance of carrying a 
  disease determined by the Dungeon Master.
  Gastropod. The sea maggot ignores movement restrictions 
  caused by diffifult terrain. Additionaly the sea maggot can 
  climb difficult sufaces, including upside down on ceilings, 
  without needing to make an ability check.
  Shell. As long as the sea maggot is not prone, bludgeoning, 
  piercing and slashing damage that it takes from non-magical 
  weapons is reduced by 2.
  Actions
  Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 1 (1) bludgeoning damage. 
  Brine. A creature within 30 feet of the sea maggot that it 
  can see, must succeed on a DC 13 Dexterity saving throw, or 
  suffers 3 (1d6) acid damage and its speed is halved until the 
  end of its next turn.
  Created by DM Tuz
  Deep Stinger
  Mysterious, elegant, ethereal, and even haunting-
  ly beautiful, the Deep Stinger is a giant jellyfish-like 
  creature that, like their marine cousins, gracefully floats 
  through the salty air of the Cove. When they encounter 
  prey, they attack and immobilize them with their paralyz-
  ing and disease-ridden stingers. Once rendered unable 
  to flee or fight back, they then latch onto their prey and 
  feast on their blood.
  Sea Maggot
  Simple-minded creatures that have been enthralled 
  by Pelagic sorcery, sea maggots appear to be mutated 
  Sea Snails and are the closest thing the Pelagics have to 
  domesticated pets. While they are neither fast nor physi-
  cally strong, they make up for these deficiencies with an 
  incredibly tough shell that can repel even the heaviest of 
  blows and the ability to spit an extremely sticky and dis-
  ease-ridden slime. This slime ensnares their prey, leaving 
  them open to being slain by their masters.
  
  uCa Crusher
  Large aberration, neutral evil
  —
  Armor Class 17 (natural armor)
  Hit Points 85 (9d10 + 36)
  Speed 30 ft., swim 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  18 (+4)
  2 (-4)
  12 (+1)
  8 (-1)
  —
  Saving Throws Str + 8, Con +7
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 
  11
  Languages -
  Challenge 7 (2,900 XP)
  —
  Amphibious. The uca can breathe air and water.
  Actions
  Multiattack. The uca makes two claw slam attacks. If both 
  attacks hit the same creature it must succeed on a DC 16 
  Constitution saving throw. On a failed save the creature is 
  stunned until the end of the uca’s next turn.
  Claw Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage. 
  Pierce. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 7 (1d4 + 5) piercing damage. The creature is wounded. At 
  the start of the wounded creature’s turn, it takes 10 (4d4) 
  necrotic damage. It then makes a DC 16 Constitution saving 
  throw, ending this effect on itself on a success. This effect 
  also ends at the end of the wounded creature’s turn when 
  the creature has taken a total of 30 necrotic damage or more 
  from this effect, or when a creature uses an action to make a 
  successful DC 15 Wisdom (Medicine) check on the creature.
  Created by DM Tuz
  Uca Major
  The ucas live within the stygian realms of the Pelagics. 
  ucas are a species of crablike monstrosities, subdued 
  by the Pelagics. The uca adorn their sturdy shells with 
  shipwrecks and other trinkets that sink to the depths 
  which the Pelagics easily provide them with, thus en-
  suring their loyalty. The uca‘s powerful claws can easily 
  pulverize bones, but can also skewer entire men with a 
  well aimed jab.
  
  sQuiffy ghasT
  Medium undead, neutral evil
  —
  Armor Class 16 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft., swim 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (0)
  16 (+3)
  16 (+3)
  8 (-1)
  12 (+1)
  18 (+4)
  —
  Saving Throws Dex +6, Con +6, Wis +4
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  posioned
  Senses darkvision 120 ft., passive Perception 11
  Languages All languages it spoke in life
  Challenge 7 (2,900 XP)
  —
  Building Performance. The squiffy ghast cannot use its 
  offkilter jig action before one creature or more has failed its 
  saving throw against its maddening shanty in the last minute.
  Fancy Footwork. Opportunity attacks against the squiffy 
  ghast have disadvantage.
  Actions
  Sabre. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage. 
  Maddening Shanty. A creature within 60 ft. of the squiffy 
  ghast, that can hear it perform, must make a DC 15 Wisdom 
  saving throw. On a failed save the creature takes 13 (3d8) 
  psychic damage and has its mind invaded by the squiffy ghast’s 
  shanty. As long as a creature is affected by the shanty, the 
  creature has disadvantage on all Intelligence, Wisdom and 
  Charisma saving throws, as well as Constitution saving throws 
  to concentrate on spells. To end the effect of the shanty a 
  creature must spend a minute in quiet meditation.
  Offkilter Jig (Recharge 5-6). Each creature within 20 ft. of 
  the squiffy ghast that can hear it must make a DC 15 Wisdom 
  saving throw. On a failed check a creature begins dance to the 
  music of the squiffy ghast for as long as it can hear the ghast’s 
  performance. A dancing creature takes 18 (4d8) psychic 
  damage at the beginning of its turn and has disadvantage on 
  Dexterity saving throws and attack rolls. A dancing creature 
  must use all its movement to dance, causing it to move half 
  of its movement into a random direction without provoking 
  opportunity attacks. Attacks against a dancing creature are 
  made with advantage. At the end of a dancing creature’s turn, 
  it can repeat the saving throw, ending the effect on a success.
  Created by DM Tuz
  Squiffy Ghast
  The Drowned Crew was a diverse bunch of individuals. 
  Among helmsmen, navigators, and cabin boys, were also 
  musicians.
  The Squiffy Ghast is just as the rest of its crew cursed 
  with undeath by the Ancestor and for mysterious reasons 
  it is able to manifest far off the drowned crew itself, but it 
  is still bound to them. Cove explorers sometimes report 
  hearing the echoes of the haunting fiddle the Squiffy 
  Ghast plays and they always advise to never seek out its 
  source, as alluring as it may sound.
  
  siren
  Large monstrosity, neutral evil
  —
  Armor Class 14 (natural armor)
  Hit Points 97 (15d10 + 15)
  Speed 30 ft., swim 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (0)
  13 (+1)
  8 (-1)
  12 (+1)
  16 (+3)
  —
  Saving Throws Wis +4, Cha +6
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Common, Deep Speech
  Challenge 5 (1,800 XP)
  —
  Amphibious. The siren can breathe air and water.
  Innate Spellcasting. The siren’s spellcasting ability is 
  Charisma (spell save DC 14). The siren can innately cast the 
  following spells, requiring no material components:
  At will: Charm Person, Minor Illusion
  Actions
  Multiattack. The siren makes two attacks with her claws.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) slashing damage.
  Pressure Crash (Recharge 4-6). Each creature in a 10-foot-
  radius sphere centered on a point within 60 feet of the siren 
  must make a DC 14 Constitution save. A creature takes 9 (2d8) 
  thunder damage and 9 (2d8) psychic damage on a failed save 
  or half as much damage on a successful one.
  Song of Desire. Target humanoid creature within 60 ft of the 
  siren, that can hear her, must succeed on a DC 14 Wisdom 
  saving throw, or is charmed for 1 hour. The siren controls 
  the actions of the charmed creature for the duration of this 
  effect. Each time the charmed creature takes damage it can 
  repeat the saving throw, ending the effect on a success. The 
  effect also ends if the siren uses Song of Desire against 
  another creature.
  Created by DM Tuz
  Siren
  Human women who have not been fortunate enough to 
  be killed in the Pelagics nightly raids are abducted into 
  the darkest depths of the cove.
  It is unknown what unspeakable rituals and perverse 
  incantations produce a creature such as the siren, a 
  malformed abomination of deceptive allurement. What 
  is known is that the pelagic protect these creations with 
  great devotion and rarely leave them unprotected.
  A siren’s grotesque appearance may detract from this 
  creature's beguiling nature, as she is able to enchant and 
  dominate even the most stalwart mind with the tune of 
  her song.
  “These salt-soaked caverns are teeming with pelagic nightmares - they must be flushed out!”
  
  sodden Crew
  Large undead, neutral evil
  —
  Armor Class 14 (natural armor)
  Hit Points 112 (15d10 + 30)
  Speed 0 ft., swim 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  15 (+2)
  11 (0)
  16 (+3)
  13 (+1)
  —
  Saving Throws Wis +5
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Condition Vulnerabilities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 6 (2,300 XP)
  —
  “All Hands On Deck!”. At the beginning of the crew’s turn, 
  the captain can ring his bell to summon one drowned puller. 
  The crew cannot summon additional ones, until the summoned 
  drowned puller is killed or dismissed as an action.
  Curse Of The Ancestor. The crew is bound by the Ancestor 
  to the depths of the sea for eternity. The crew can by no 
  means be removed out of the ocean by forced movement or 
  teleportation of any kind. Only a wish spell can free the crew 
  of this curse.
  Innate Spellcasting. The crew’s spellcasting ability is Wisdom 
  (spell save DC 14). The crew can innately cast the following 
  spells, requiring no material components:
  2/day each: Bane, Command
  Turn Defiance. The crew has advantage on saving throws 
  against effects that turn undead.
  Actions
  Multiattack. The crew makes two boarding clutch attacks and 
  casts a spell.
  Boarding Clutch. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 14 (2d10 + 3) piercing damage.
  Drink With The Dead (Recharge 4-6). The crew invites 
  a creature within 60 feet of it to bouse alongside it. The 
  creature must make a DC 14 Wisdom saving throw. On a failed 
  save it suffers 22 (4d10) psychic damage and has disadvantage 
  on all saving throws until the beginning of the crew’s next turn. 
  On a success it only suffers half as much damage and has no 
  disadvantage on saving throws.
  drowned puller
  medium undead, neutral evil
  —
  Armor Class 13 (natural armor)
  Hit Points 30 (4d8 + 12)
  Speed 30 ft., swim 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  9 (-1)
  16 (+3)
  8 (-1)
  12 (+1)
  11 (0)
  —
  Saving Throws Con +5, Wis +3
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Condition Vulnerabilities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 1/2 (100 XP)
  —
  Member Of The Crew. The drowned puller is aware of 
  creatures that the crew that summoned it is aware of. If the 
  drowned puller begins its turn further away from the crew 
  than 60 ft., it takes 11 (2d10) force damage.
  Sadistic Restoration. Whenever a creature fails its initial 
  saving throw against the drowned puller’s “Heave To!”, the 
  drowned puller is restored back to its full hit points.
  Turn Defiance. The drowned puller has advantage on saving 
  throws against effects that turn undead.
  Actions
  “Heave To!”. The drowned puller throws its spectral anchor at 
  a creature it can see within 30 ft. of itself. The creature must 
  succeed on a DC 14 Wisdom throw or the be entrapped in an 
  illusion of drowning. The character is paralyzed and suffers 9 
  (2d8) psychic damage at the beginning of its turn. When the 
  creature becomes unconcious, the drowned puller becomes 
  incapacitated, or the drowned puller starts its turn further 
  than 30 ft. away from the creature, this effect ends.
  When the drowned puller suffers damage the first time in a 
  turn, a creature under the effect of “Heave to!” can repeat 
  the saving throw. On a successful saving throw the creature 
  breaks through the illusion and the effect ends.
  Created by DM Tuz
  Drowned Crew
  In his search for eldritch knowledge, the Ancestor grew 
  weary of the prying eyes along the roads to the Hamlet. 
  So he decided to have his more questionable deliver-
  ies received by marine shipments. For this purpose he 
  employed a crew of particularly unsavory mariners, 
  who would perform the shipments on the behest of the 
  Ancestor. But, as the Ancestor predicted, they began to 
  increase their tariffs in return for absolute secrecy about 
  the dubious contents of their new contractor. At this time, 
  the Ancestor’s resources had long been exhausted in the 
  pursuit of his mad endeavour and he had no intention to 
  disburse the crew.
  In their sleep, the Ancestor cursed the crew’s anchor to 
  damn the Drowned Crew to sink into the dark depth of 
  the ocean and stay there until the end of time.
  
  pelagiC widemouTh
  Medium monstrosity, neutral evil
  —
  Armor Class 14 (natural armor)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft., swim 60 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  13 (+1)
  8 (-1)
  13 (+1)
  7 (-2)
  —
  Saving Throws Str +5, Dex +5
  Damage Vulnerabilities poison
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Deep Speech
  Challenge 2 (450 XP)
  —
  Amphibious. The pelagic can breathe air and water.
  Harpoon Mastery. The pelagic ignores disadvantage caused 
  by long range and deals an additional dice of damage when 
  throwing javelins, spears and harpoons (included in the attack).
  Actions
  Multiattack. The pelagic makes 2 melee weapon attacks.
  Crude Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage. 
  Harpoon. Ranged Weapon Attack: +5 to hit, range 30/60 ft., 
  one target. Hit: 12 (2d8 + 3) piercing damage. If the target is 
  a medium or smaller size creature, it must succeed a DC 13 
  Strength saving throw, or be pulled 10 feet towards the pelagic.
  pelagiC bulwark
  Medium monstrosity, neutral evil
  —
  Armor Class 18 (natural armor & shield)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft., swim 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (0)
  17 (+3)
  7 (-2)
  13 (+1)
  6 (-2)
  —
  Saving Throws Str +5, Con +5
  Damage Vulnerabilities poison
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Deep Speech
  Challenge 2 (450 XP)
  —
  Amphibious. The pelagic can breathe air and water.
  Actions
  Multiattack. The pelagic makes 2 melee weapon attacks. The 
  pelagic can use guard in place of one cestus attack.
  Cestus. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage. 
  Guard. The pelagic chooses one ally within 5 feet of itself. 
  Until the beginning of the pelagic’s next turn any attack that 
  targets the chosen ally has disadvantage as long as the pelagic 
  is within 5 feet of the chosen ally.
  ReActions
  Protect. When a creature within 5 feet of the pelagic attacks 
  an ally under the effect of the pelagic’s guard, the pelagic 
  attacks the attacking creature with its cestus. To do so, the 
  pelagic must see the attacker and the creature it guards.
  pelagiC oraCle
  Medium monstrosity, neutral evil
  —
  Armor Class 13 (natural armor)
  Hit Points 49 (10d8 + 10)
  Speed 30 ft., swim 60 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  12 (+1)
  10 (0)
  16 (+3)
  12 (+1)
  —
  Saving Throws Wis +5, Cha +3
  Skills Perception +5
  Damage Vulnerabilities poison
  Senses darkvision 120 ft., passive Perception 15
  Languages Aquan, Deep Speech
  Challenge 3 (700 XP)
  —
  Amphibious. The pelagic can breathe air and water.
  Spellcasting. The pelagic is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit with 
  spell attacks). The pelagic has the following spells prepared:
  Cantrips (at will): Guidance, Thaumaturgy, Toll the Dead, 
  Vicious Mockery 
  1st level (4 slots): Bless, Cure Wounds, Dissonant Whispers, 
  Healing Word 
  2nd level (3 slots): Aid, Phantasmal Force, Silence 
  3rd level (2 slots): Animate Dead, Fear, Mass Healing Word 
  4th level (2 slots): Banishment, Control Water, Locate Creature 
  5th level (1 slots): Insect Plague
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Created by DM Tuz
  Veteran Pelagics
  
  energized sTinger
  Medium beast, unaligned
  —
  Armor Class 14 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 0 ft., fly 30 ft. (hover), swim 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  12 (+1)
  2 (-4)
  12 (+1)
  2 (-4)
  —
  Damage Resistances bludgeoning
  Damage Vulnerabilities poison
  Condition Immunities blinded, grappled, prone
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 11
  Languages -
  Challenge 1 (200 XP)
  —
  Floating. The stinger cannot fly higher than 5 feet above 
  the ground.
  Actions
  Multiattack. The stinger makes two sting attacks. It can 
  replace one stinger attack with a shocker attack.
  Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage. 
  Shocker. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4) lightning damage. The target must succeed 
  on a DC 11 Constitution saving throw or is stunned until the 
  beginning of the stinger’s next turn. 
  plaTed maggoT
  Small beast, unaligned
  —
  Armor Class 18 (natural armor)
  Hit Points 15 (2d6 + 8)
  Speed 15 ft., climb 15 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  6 (-2)
  18 (+4)
  2 (-4)
  7 (-2)
  3 (-4)
  —
  Damage Vulnerabilities poison
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 1/2 (100 XP)
  —
  Disease Carrier. A plated maggot has a 25% chance of 
  carrying a disease determined by the Dungeon Master.
  Gastropod. The plated maggot ignores movement 
  restrictions caused by diffifult terrain. Additionaly the plated 
  maggot can climb difficult sufaces, including upside down on 
  ceilings, without needing to make an ability check.
  Shell. As long as the plated maggot is not prone, it has 
  resistance to bludgeoning, piercing and slashing damage that it 
  takes from non-magical weapons.
  Actions
  Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 1 (1) bludgeoning damage. 
  Brine. A creature within 30 feet of the plated maggot that it 
  can see, must succeed on a DC 14 Dexterity saving throw, or 
  suffers 7 (2d6) acid damage and its speed is halved until the 
  end of its next turn.
  pusTulanT Thrall
  Medium undead, neutral evil
  —
  Armor Class 11 (natural armor)
  Hit Points 68 (8d8 + 32)
  Speed 25 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  9 (-1)
  18 (+4)
  6 (-2)
  8 (-1)
  5 (-3)
  —
  Saving Throws Str +4, Con +6
  Damage Immunities poison
  Condition Vulnerabilities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Understands all languages it spoke in life but doesn’t 
  speak
  Challenge 2 (450 XP)
  —
  Slow Start. When rolling initiative the thrall’s explode action 
  needs to recharge before it can be used.
  Gargling Grab. A creature that starts its turn grappled by the 
  thrall, must succeed a DC 14 Wisdom saving throw or becomes 
  frightened by the thrall until the beginning of its next turn.
  Actions
  Multiattack. The thrall makes two slam attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage. Instead of dealing 
  damage the thrall can choose to grapple the target instead, 
  escape DC 12.
  Explode (Recharge 5-6). The thrall explodes, instantly killing 
  it. Each creature within 10 feet of the thrall must make a DC 14 
  Dexterity saving throw, taking 18 (4d8) necrotic damage on a 
  failed save or half as much on a successful one.
  Created by DM Tuz
  
  alluring siren
  Large monstrosity, neutral evil
  —
  Armor Class 15 (natural armor)
  Hit Points 153 (18d10 + 54)
  Speed 30 ft., swim 60 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  16 (+3)
  8 (-1)
  13 (+1)
  18 (+4)
  —
  Saving Throws Con +7, Wis +5, Cha +8
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Common, Deep Speech
  Challenge 11 (7,200 XP)
  —
  Amphibious. The siren can breathe air and water.
  Innate Spellcasting. The siren’s spellcasting ability is 
  Charisma (spell save DC 16). The siren can innately cast the 
  following spells, requiring no material components:
  At will: Charm Person, Disguise Self, Minor Illusion 
  1/day: Mass Suggestion
  Legendary Resistance (2/Day). If the siren fails a saving 
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The siren makes two attacks with her claws.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage.
  Pressure Crash (Recharge 4-6). Each creature in a 10-foot-
  radius sphere centered on a point within 60 feet of the siren 
  must make a DC 16 Constitution save. A creature takes 18 
  (4d8) thunder damage and 18 (4d8) psychic damage on a failed 
  save or half as much damage on a successful one.
  Song of Desire. Target creature within 60 ft of the siren, that 
  can hear her, must succeed on a DC 16 Wisdom saving throw, 
  or is charmed for 1 hour. The siren controls the actions of the 
  charmed creature for the duration of this effect. Each time the 
  charmed creature takes damage it can repeat the saving throw, 
  ending the effect on a success. The effect also ends if the siren 
  uses Song of Desire against another creature.
  LegendARy Actions
  The siren can take 2 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The siren 
  regains spent legendary actions at the start of its turn.
  Move. The siren moves up to half her speed without 
  provoking opportunity attacks. 
  Detect. The siren makes a Wisdom (Perception) check. 
  Claws. The siren attacks with her claws. 
  Devour (2 Actions). The siren manifests lashing tentacles in 
  a 15-foot cone originating from her. Each creature in that area 
  must succeed on a DC 16 Dexterity saving throw or take 12 
  (5d4) piercing damage.
  Created by DM Tuz
  
  sunken Crew
  Large undead, neutral evil
  —
  Armor Class 16 (natural armor)
  Hit Points 180 (19d10 + 76)
  Speed 0 ft., swim 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  18 (+4)
  11 (0)
  17 (+3)
  13 (+1)
  —
  Saving Throws Con +8, Wis +7, Cha +5
  Damage Immunities poison
  Condition Vulnerabilities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 12 (8,400 XP)
  —
  “All Hands On Deck!”. At the beginning of the crew’s 
  turn, the captain can ring his bell to summon one drowned 
  ropeman. The crew cannot summon additional ones, until 
  the summoned drowned ropeman is killed or dismissed as 
  an action.
  Curse Of The Ancestor. The crew is bound by the Ancestor 
  to the depths of the sea for eternity. The crew can by no 
  means be removed out of the ocean by forced movement or 
  teleportation of any kind. Only a wish spell can free the crew 
  of this curse.
  Innate Spellcasting. The crew’s spellcasting ability is Wisdom 
  (spell save DC 15). The crew can innately cast the following 
  spells, requiring no material components:
  2/day each: Bane, Command
  Legendary Resistance (2/Day). When the crew fails a saving 
  throw, it can choose to succeed instead.
  Turn Immunity. The crew is immune against effects that 
  turn undead.
  Actions
  Multiattack. The crew makes two boarding clutch attacks and 
  casts a spell.
  Boarding Clutch. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 20 (3d10 + 4) piercing damage.
  Drink With The Dead (Recharge 4-6). The crew invites 
  a creature within 60 feet of it to bouse alongside it. The 
  creature must make a DC 15 Wisdom saving throw. On a failed 
  save it suffers 44 (8d10) psychic damage and has disadvantage 
  on all saving throws until the beginning of the crew’s next turn. 
  On a success it only suffers half as much damage and has no 
  disadvantage on saving throws.
  LegendARy Actions
  The crew can take 2 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The crew 
  regains spent legendary actions at the start of its turn.
  Move. The crew and its summoned drowned ropeman move 
  up to half of their speed. 
  Mutiny. A creature within 60 ft. of the crw that can see and 
  hear it must make a DC 15 Charisma saving throw. On a failed 
  save the creature is overcome doubt about its loyalty to its 
  allies. It has disadvantage on ability checks and attack rolls 
  and can’t use the help action until the end of its next turn. 
  A creature that is immune to being charmed automatically 
  succeeds the saving throw. 
  Boarding Clutch (1/Round). The crew attacks with its 
  boarding clutch.
  drowned ropeman
  medium undead, neutral evil
  —
  Armor Class 14 (natural armor)
  Hit Points 59 (7d8 + 28)
  Speed 30 ft., swim 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  9 (-1)
  18 (+4)
  8 (-1)
  14 (+2)
  11 (0)
  —
  Saving Throws Con +6, Wis +4
  Damage Immunities poison
  Condition Vulnerabilities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 2 (450 XP)
  —
  Member Of The Crew. The drowned ropeman is aware of 
  creatures that the crew that summoned it is aware of. If the 
  drowned ropeman begins its turn further away from the crew 
  than 60 ft., it takes 22 (4d10) force damage.
  Sadistic Restoration. Whenever a creature fails its initial 
  saving throw against the drowned ropeman’s “Heave To!”, the 
  drowned ropeman is restored back to its full hit points.
  Turn Defiance. The drowned ropeman has advantage on 
  saving throws against effects that turn undead.
  Actions
  “Heave To!”. The drowned ropeman throws its spectral 
  anchor at a creature it can see within 30 ft. of itself. The 
  creature must succeed on a DC 15 Wisdom throw or the 
  be entrapped in an illusion of drowning. The character 
  is paralyzed and suffers 18 (4d8) psychic damage at the 
  beginning of its turn. When the creature becomes unconcious, 
  the drowned ropeman becomes incapacitated, or the drowned 
  ropeman starts its turn further than 30 ft. away from the 
  creature, this effect ends.
  When the drowned ropeman suffers damage the first time in 
  a turn, a creature under the effect of “Heave to!” can repeat 
  the saving throw. On a successful saving throw the creature 
  breaks through the illusion and the effect ends.
  Created by DM Tuz
  
  pelagiC piranha
  Medium monstrosity, neutral evil
  —
  Armor Class 15 (natural armor)
  Hit Points 82 (11d8 + 36)
  Speed 30 ft., swim 60 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4)
  13 (+1)
  8 (-1)
  14 (+2)
  7 (-2)
  —
  Saving Throws Str +7, Dex +7, Wis +5
  Skills Perception +5
  Damage Vulnerabilities poison
  Senses darkvision 120 ft., passive Perception 15
  Languages Aquan, Deep Speech
  Challenge 5 (1,800 XP)
  —
  Amphibious. The pelagic can breathe air and water.
  Brute. A melee weapon deals one extra die of its damage 
  when the pelagic hits with it (included in the attack).
  Harpoon Mastery. The pelagic ignores disadvantage caused 
  by long range and deals an additional dice of damage when 
  throwing javelins, spears and harpoons (included in the attack).
  Actions
  Multiattack. The pelagic makes 2 melee weapon attacks.
  Crude Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage. 
  Harpoon. Ranged Weapon Attack: +5 to hit, range 30/60 ft., 
  one target. Hit: 13 (2d8 + 4) piercing damage. If the target is 
  a medium or smaller size creature, it must succeed a DC 15 
  Strength saving throw, or be pulled 10 feet towards the pelagic.
  pelagiC Champion
  Medium monstrosity, neutral evil
  —
  Armor Class 18 (natural armor & shield)
  Hit Points 93 (11d8 + 44)
  Speed 30 ft., swim 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  18 (+4)
  7 (-2)
  14 (+2)
  6 (-2)
  —
  Saving Throws Str +7, Con +7
  Skills Perception +5
  Damage Vulnerabilities poison
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Deep Speech
  Challenge 5 (1,800 XP)
  —
  Amphibious. The pelagic can breathe air and water.
  Guard. The pelagic can use a bonus action to protect one 
  creature within 5 feet of itself. As long as the pelagic remains 
  within 5 ft. of the creature, any attack that targets the chosen 
  creature has disadvantage. The pelagic can only protect one 
  creature at a time.
  Protective Reflexes. The pelagic has an additional reaction 
  per round which it can only use for its protect reaction.
  Actions
  Multiattack. The pelagic makes 2 melee weapon attacks.
  Cestus. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage. The target must 
  succeed on a DC 16 Constitution saving throw. On a failed 
  save the creature takes 7 (2d6) necrotic damage. Constructs, 
  undead, and other creatures without blood succeed the saving 
  throw automatically.
  ReActions
  Protect. When a creature within 5 feet of the pelagic attacks 
  an ally under the effect of the pelagic’s guard, the pelagic 
  attacks the attacking creature with its cestus. To do so, the 
  pelagic must see the attacker and the creature it guards.
  Created by DM Tuz
  Champion Pelagics
  
  bloaTed Thrall
  Medium undead, neutral evil
  —
  Armor Class 12 (natural armor)
  Hit Points 102 (12d8 + 48)
  Speed 25 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  9 (-1)
  18 (+4)
  6 (-2)
  8 (-1)
  5 (-3)
  —
  Saving Throws Str +6, Con +7, Wis +2
  Damage Immunities poison
  Condition Vulnerabilities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Understands all languages it spoke in life but doesn’t 
  speak
  Challenge 5 (1,800 XP)
  —
  Slow Start. When rolling initiative the thrall’s explode action 
  needs to recharge before it can be used.
  Gargling Grab. A creature that starts its turn grappled by the 
  thrall, must succeed a DC 15 Wisdom saving throw or becomes 
  frightened by the thrall until the beginning of its next turn.
  Actions
  Multiattack. The thrall makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage. Instead of dealing 
  damage the thrall can choose to grapple the target instead, 
  escape DC 14.
  Explode (Recharge 5-6). The thrall explodes, instantly killing 
  it. Each creature within 10 feet of the thrall must make a DC 15 
  Dexterity saving throw, taking 18 (4d8) necrotic damage and 
  18 (4d8) poison damage on a failed save or half as much on a 
  successful one.
  pelagiC oraCle
  Medium monstrosity, neutral evil
  —
  Armor Class 15 (natural armor)
  Hit Points 77 (14d8 + 14)
  Speed 30 ft., swim 60 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  12 (+1)
  10 (0)
  18 (+4)
  12 (+1)
  —
  Saving Throws Wis +6, Cha +4
  Skills Perception +7
  Damage Vulnerabilities poison
  Senses darkvision 120 ft., passive Perception 17
  Languages Aquan, Deep Speech
  Challenge 6 (2,300 XP)
  —
  Amphibious. The pelagic can breathe air and water.
  Spellcasting. The pelagic is a 14th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit with 
  spell attacks). The pelagic has the following spells prepared:
  Cantrips (at will): Guidance, Thaumaturgy, Toll the Dead, 
  Vicious Mockery 
  1st level (4 slots): Bless, Cure Wounds, Dissonant Whispers, 
  Healing Word 
  2nd level (3 slots): Aid, Phantasmal Force, Silence 
  3rd level (2 slots): Animate Dead, Fear, Mass Healing Word 
  4th level (2 slots): Banishment, Control Water, Locate Creature 
  5th level (2 slots): Insect Plague, Mass Cure Wounds 
  6th level (1 slots): Create Undead, Harm 
  7th level (1 slots): Symbol
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  Created by DM Tuz
  
  uCa saVage
  Large aberration, neutral evil
  —
  Armor Class 18 (natural armor)
  Hit Points 123 (13d10 + 52)
  Speed 30 ft., swim 60 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  18 (+4)
  2 (-4)
  13 (+1)
  8 (-1)
  —
  Saving Throws Str + 10, Con +8, Wis +5
  Skills Perception +5
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 
  15
  Languages -
  Challenge 9 (5,000 XP)
  —
  Amphibious. The uca can breathe air and water.
  Actions
  Multiattack. The uca makes two claw slam attacks. If both 
  attacks hit the same creature it must succeed on a DC 18 
  Constitution saving throw. On a failed save the creature is 
  stunned until the end of the uca’s next turn.
  Claw Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Pierce. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 11 (1d4 + 6) piercing damage. The creature is wounded. 
  At the start of the wounded creature’s turn, it takes 20 (8d4) 
  necrotic damage. It then makes a DC 16 Constitution saving 
  throw, ending this effect on itself on a success. As long as 
  a creature is wounded, any source of healing will heal the 
  creature only half as much. This effect also ends at the end of 
  the wounded creature’s turn when the creature has taken a 
  total of 60 necrotic damage or more from this effect, or when 
  a creature uses an action to make a successful DC 18 Wisdom 
  (Medicine) check on the creature.
  paralyzing sTinger
  Medium beast, unaligned
  —
  Armor Class 14 (natural armor)
  Hit Points 38 (7d8 + 7)
  Speed 0 ft., fly 30 ft. (hover), swim 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  18 (+4)
  12 (+1)
  2 (-4)
  12 (+1)
  2 (-4)
  —
  Damage Resistances bludgeoning
  Damage Vulnerabilities poison
  Condition Immunities blinded, grappled, prone
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 11
  Languages -
  Challenge 2 (450 XP)
  —
  Floating. The stinger cannot fly higher than 5 feet above 
  the ground.
  Actions
  Multiattack. The stinger makes two attacks. If two sting 
  attacks hit the same creature, it must succeed on a DC 14 
  Constitution saving throw or takes 5 (2d4) necrotic damage.
  Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage. 
  Shocker. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4) lightning damage. The target must succeed 
  on a DC 11 Constitution saving throw or is paralyzed until the 
  beginning of the stinger’s next turn. 
  armored maggoT
  small beast, unaligned
  —
  Armor Class 18 (natural armor)
  Hit Points 25 (3d6 + 15)
  Speed 15 ft., climb 15 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  6 (-2)
  20 (+5)
  2 (-4)
  7 (-2)
  3 (-4)
  —
  Damage Vulnerabilities poison
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 2 (450 XP)
  —
  Disease Carrier. An armored maggot has a 25% chance of 
  carrying a disease determined by the Dungeon Master.
  Gastropod. The armored maggot ignores movement 
  restrictions caused by diffifult terrain. Additionaly the plated 
  maggot can climb difficult sufaces, including upside down on 
  ceilings, without needing to make an ability check.
  Shell. As long as the armored maggot is not prone, it has 
  resistance to bludgeoning, piercing and slashing damage that it 
  takes from non-magical weapons.
  Actions
  Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 1 (1) bludgeoning damage. 
  Brine. A creature within 30 feet of the armored maggot that 
  it can see, must succeed on a DC 15 Dexterity saving throw, or 
  suffers 10 (3d6) acid damage, has disadvantage on Dexterity 
  saving throws and its speed is halved until the end of its 
  next turn.
  Created by DM Tuz
  
  beguiling siren
  Large monstrosity, neutral evil
  —
  Armor Class 16 (natural armor)
  Hit Points 241 (23d10 + 115)
  Speed 30 ft., swim 60 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  13 (+1)
  20 (+5)
  10 (0)
  15 (+2)
  21 (+5)
  —
  Saving Throws Con +10, Int +5, Wis +7, Cha +10
  Skills Perception +7
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Common, Deep Speech
  Challenge 16 (15,000 XP)
  —
  Amphibious. The siren can breathe air and water.
  Innate Spellcasting. The siren’s spellcasting ability is 
  Charisma (spell save DC 16). The siren can innately cast the 
  following spells, requiring no material components:
  At will: Charm Person, Disguise Self, Minor Illusion 
  1/day: Hallucinatory Terrain, Geas, Mass Suggestion
  Legendary Resistance (3/Day). If the siren fails a saving 
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The siren makes two attacks with her claws.
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 16 (2d10 + 5) slashing damage.
  Pressure Crash (Recharge 4-6). Each creature in a 10-foot-
  radius sphere centered on a point within 60 feet of the siren 
  must make a DC 18 Constitution save. A creature takes 22 
  (5d8) thunder damage and 22 (5d8) psychic damage on a failed 
  save or half as much damage on a successful one.
  Song of Desire. Target creature within 60 ft of the siren, that 
  can hear her, must succeed on a DC 18 Wisdom saving throw, 
  or is charmed for 1 hour. The siren controls the actions of the 
  charmed creature for the duration of this effect. Each time the 
  charmed creature takes damage it can repeat the saving throw, 
  ending the effect on a success. The effect also ends if the siren 
  uses Song of Desire against another creature.
  LegendARy Actions
  The siren can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The siren 
  regains spent legendary actions at the start of its turn.
  Move. The siren, or a creature charmed by her Song of 
  desire, moves up to half their speed without provoking 
  opportunity attacks. 
  Detect. The siren makes a Wisdom (Perception) check. 
  Attack (2/Round). The siren attacks with her claws or a 
  creature charmed by her Song of Desire makes a melee or 
  ranged weapon attack. 
  Devour (2 Actions). The siren manifests lashing tentacles in 
  a 15-foot cone originating from her. Each creature in that area 
  must succeed on a DC 16 Dexterity saving throw or take 15 
  (6d4) piercing damage.
  Created by DM Tuz
  
  drowned Crew
  Large undead, neutral evil
  —
  Armor Class 18 (natural armor)
  Hit Points 241 (23d10 + 115)
  Speed 0 ft., swim 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  12 (+1)
  20 (+5)
  11 (0)
  18 (+4)
  13 (+1)
  —
  Saving Throws Str + 11, Con +11, Wis +10, Cha +7
  Damage Immunities poison
  Condition Vulnerabilities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Common
  Challenge 17 (18,000 XP)
  —
  “All Hands On Deck!”. At the beginning of the crew’s 
  turn, the captain can ring his bell to summon one drowned 
  anchorman. The crew cannot summon additional ones, until 
  the summoned drowned anchorman is killed or dismissed as 
  an action.
  Curse Of The Ancestor. The crew is bound by the Ancestor 
  to the depths of the sea for eternity. The crew can by no 
  means be removed out of the ocean by forced movement or 
  teleportation of any kind. Only a wish spell can free the crew 
  of this curse.
  Innate Spellcasting. The crew’s spellcasting ability is Wisdom 
  (spell save DC 15). The crew can innately cast the following 
  spells, requiring no material components:
  At will: Bane, Command
  Legendary Resistance (3/Day). When the crew fails a saving 
  throw, it can choose to succeed instead.
  Turn Immunity. The crew is immune against effects that 
  turn undead.
  Actions
  Multiattack. The crew makes two boarding clutch attacks and 
  casts a spell.
  Boarding Clutch. Melee Weapon Attack: +11 to hit, reach 10 
  ft., one target. Hit: 21 (3d10 + 5) piercing damage.
  Drink With The Dead (Recharge 4-6). The crew invites 
  a creature within 60 feet of it to bouse alongside it. The 
  creature must make a DC 18 Wisdom saving throw. On a 
  failed save it suffers 66 (12d10) psychic damage and has 
  disadvantage on all saving throws for one minute. On a success 
  it only suffers half as much damage and has no disadvantage 
  on saving throws. A creature under this effect repeats the 
  saving throw at the end of its turns, ending the effect on 
  a success.
  LegendARy Actions
  The crew can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The crew 
  regains spent legendary actions at the start of its turn.
  Move. The crew and its summoned drowned anchorman 
  move up to half of their speed. 
  Mutiny. A creature within 60 ft. of the crw that can see and 
  hear it must make a DC 18 Charisma saving throw. On a failed 
  save the creature is overcome doubt about its loyalty to its 
  allies. It has disadvantage on ability checks and attack rolls 
  and can’t use the help action until the end of its next turn. 
  A creature that is immune to being charmed automatically 
  succeeds the saving throw. 
  Boarding Clutch (2/Round). The crew attacks with its 
  boarding clutch. 
  “Heave To!” (2 Actions). The crew’s summoned drowned 
  anchorman uses “Heave To!”.
  drowned anChorman
  medium undead, neutral evil
  —
  Armor Class 16 (natural armor)
  Hit Points 85 (9d8 + 45)
  Speed 30 ft., swim 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (0)
  20 (+5)
  8 (-1)
  14 (+2)
  11 (0)
  —
  Saving Throws Dex +3, Con +8, Wis +5
  Damage Immunities poison
  Condition Vulnerabilities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 5 (1,800 XP)
  —
  Member Of The Crew. The drowned anchorman is aware of 
  creatures that the crew that summoned it is aware of. If the 
  drowned anchorman begins its turn further away from the 
  crew than 60 ft., it takes 33 (6d10) force damage.
  Sadistic Restoration. Whenever a creature fails its initial 
  saving throw against the drowned anchorman’s “Heave To!”, 
  the drowned anchorman is restored back to its full hit points.
  Turn Defiance. The drowned anchorman has advantage on 
  saving throws against effects that turn undead.
  Actions
  “Heave To!”. The drowned anchorman throws its spectral 
  anchor at a creature it can see within 30 ft. of itself. The 
  creature must succeed on a DC 18 Wisdom throw or the 
  be entrapped in an illusion of drowning. The character 
  is paralyzed and suffers 22 (5d8) psychic damage at the 
  beginning of its turn. When the creature becomes unconcious, 
  the drowned anchorman becomes incapacitated, or the 
  drowned anchorman starts its turn further than 30 ft. away 
  from the creature, this effect ends.
  When the drowned anchorman suffers damage the first time 
  in a turn, a creature under the effect of “Heave to!” can repeat 
  the saving throw. On a successful saving throw the creature 
  breaks through the illusion and the effect ends.
  Created by DM Tuz
  
  suppliCanT
  Medium monstrosity (bloodsucker), unaligned
  —
  Armor Class 12 (natural armor)
  Hit Points 15 (2d8 + 6)
  Speed 25 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  10 (0)
  16 (+3)
  2 (-4)
  10 (0)
  6 (-2)
  —
  Skills Perception +2
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 12
  Languages -
  Challenge 1/4 (50 XP)
  —
  Keen Smell. The Supplicant has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Gather the Blood. As a Bonus Action, the Supplicant can dash 
  towards a hostile creature that it can smell.
  Resilient Body. The Supplicant has advantage on saving 
  throws against being stunned and being paralyzed.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 6 (2d4 + 1) piercing damage.
  Predigestion. One creature within 60 feet of the Supplicant 
  must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) 
  acid damage and 3 (1d6) acid damage at the end of its next 
  turn unless the creature uses an action to wash off the acid.
  syCophanT
  Small monstrosity (bloodsucker), unaligned
  —
  Armor Class 14 (natural armor)
  Hit Points 10 (3d6)
  Speed 20 ft., fly 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  14 (+2)
  10 (0)
  2 (-4)
  12 (+1)
  6 (-2)
  —
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 11
  Languages -
  Challenge 1/4 (50 XP)
  —
  Bloodlust. The Sycophant starts out in its basic form. When 
  the Sycophant enters its Bloodlust form it gains access to new 
  Actions. When in Bloodlust form the Sycophant has advantage 
  on Wisdom (Perception) checks that rely on smell. Once the 
  Sycophant entered its Bloodlust form it remains in it until it 
  finishes a short rest.
  Flyby (Bloodlust Form). When the Sycophant is in its 
  Bloodlust form it doesn’t provoke opportunity attacks when it 
  flies out of an enemy’s reach.
  Actions
  Bite (Base Form). Melee Weapon Attack: +4 to hit, reach 
  5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and 
  the Sycophant recovers 2 (1d4) hit points and enters its 
  Bloodlust Form.
  Bite (Bloodlust Form). Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage and 
  the Sycophant recovers 5 (2d4) hit points.
  Whine (Base Form). A creature within 30 feet of the 
  Sycophant, must succeed on a DC 11 Wisdom saving throw or 
  take 3 (1d6) psychic damage.
  Whine (Bloodlust Form). A creature within 30 feet of the 
  Sycophant, must succeed on a DC 11 Wisdom saving throw 
  or take 3 (1d6) psychic damage and can’t use bonus actions 
  or reactions until the end of its next turn. A creature that is 
  immune to psychic damage succeeds the save automatically.
  Bombing Run (Recharge 4-6) (Bloodlust Form Only). The 
  Sycophant is raining down deadly spines within an area. Each 
  creature in a 15-foot square based on a point within 30 feet 
  of the Sycophant must make a DC 12 Dexterity saving throw. 
  On a failure a creature takes 7 (2d6) piercing damage. On a 
  successful save, a creature takes half as much damage.
  Created by DM Tuz
  Bloodsuckers
  Once a court of nobles who reigned alongside the 
  Ancestor in his formative years. An unpleasant encounter 
  has transformed them into sinister creatures enthralled 
  to their need for ‚The Blood‘. They dwell within the 
  Courtyard, once a palatial sanctuary for the aristocracy 
  that ruled over the Hamlet, now sunken into the swamp. 
  These grotesque creatures thrive within its virulent wa-
  ters. They are consumed by their hunger, although they 
  still cultivate a veneer of the humanity that has long since 
  been lost. But the veneer is just that, and a few sips of 
  blood will bring out the monsters that lurk within.
  
  CheValier
  Medium monstrosity (bloodsucker), lawful evil
  —
  Armor Class 15 (natural armor)
  Hit Points 59 (9d8 + 18)
  Speed 30 ft., burrow 10 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  15 (+2)
  6 (-2)
  12 (+1)
  8 (-1)
  —
  Damage Resistances poison
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 11
  Languages Understands Common but doesn’t speak
  Challenge 3 (700 XP)
  —
  Keen Smell. The chevalier has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Piercing Claws. The chevalier’s claws and skewers are able to 
  penetrate up to 5 ft. of stone or 10 ft. of wood.
  Actions
  Multiattack. The chevalier makes two attacks with its claws or 
  subteran skewers.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  Subterran Skewers. Melee Weapon Attack: +5 to hit, reach 
  15 ft., one target. Hit: 13 (2d10 + 3) piercing damage. This 
  attack is made with disadvantage if the target is within 5 ft. of 
  the Chevalier.
  Burried Blast (Recharge 6). The Chevalier causes a 15-foot 
  cube blast on a point within 30 ft. of itself. Each creature in the 
  blast must make a DC 12 Dexterity saving throw. On a failed 
  save a creature takes 18 (4d8) bludgeoning damage and be 
  knocked prone. A creature that fails the saving throw by 5 or 
  more is stunned until the end of the chevalier’s next turn. On 
  a successful save a creature takes half as much damage and is 
  not prone. The ground in that area becomes difficult terrain 
  until cleared. Clearing the area by hand requires 1 minute of 
  work per 5-foot square.
  Created by DM Tuz
  Chevalier
  Before its fall, the Court enjoyed the company of many 
  accomplished individuals. Those that proved themselves 
  in the eyes of the countess were declared chevaliers, or 
  knights, a coveted title. These chevaliers were the pride 
  of the court‘s nobility as well as their capable enforcers.
  But since the arrival of the crimson curse, there is 
  nothing left of the once praised nobility of the chevaliers. 
  The curse caused them to heavily mutate into a creeping 
  hybrid of man and insect. Their once proud arms have 
  been replaced with hideous claws and savagery.
  The only remnant of the chevalier‘s former selves, is 
  their undying loyalty to their countess.
  
  manserVanT
  Small monstrosity (bloodsucker), lawful evil
  —
  Armor Class 14 (natural armor)
  Hit Points 22 (5d6 + 5)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  13 (+1)
  8 (-1)
  10 (0)
  14 (+2)
  —
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Common
  Challenge 1/2 (100 XP)
  —
  The Thirst. The Manservant starts out in its base form. When 
  the Manservant enters its Bloodlust form it gains access to 
  new Actions. When in Bloodlust form the Manservant has 
  advantage on Wisdom (Perception) checks that rely on smell. 
  Once the Manservant entered its Bloodlust form it remains in 
  it until it finishes a short rest.
  Actions
  Bite (Base Form). Melee Weapon Attack: +3 to hit, reach 
  5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage and 
  the Manservant recovers 2 (1d4) hit points and enters its 
  Bloodlust Form.
  Cleaver (Base Form). Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  Bite (Bloodlust Form). Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one creature. Hit: 6 (2d4 + 1) piercing damage and 
  the Manservant recovers 5 (2d4) hit points.
  Cleaver (Bloodlust Form). Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.
  Enraging Sight. A creature within 60 feet that can see the 
  Manservant must succeed on a DC 12 Wisdom saving throw or 
  take 3 (1d6) psychic damage and the creature’s next attack roll 
  before the end of its turn has disadvantage if it does not target 
  the Manservant. 
   Additionally on a failed saving throw, if the Manservant is in its 
  Bloodlust form the creature is frightened until the end of the 
  Manservant’s next turn.
  ReActions
  Infallible Servitude. When a creature the Manservant can 
  see attacks an ally that is within 5 feet of the Manservant, it 
  uses a reaction to become the new target of the attack instead.
  Created by DM Tuz
  The Crimson Curse
  Those inflicted by the ‘Crimson Curse’ will slowly 
  change, their noses elongating, their skin becoming 
  deathly pale, their eyes growing large, black, and unblink-
  ing, their teeth falling out only to be replaced by fangs, 
  their mind slowly subsuming to delusions and madness, 
  still believing they are human. Hidden under a thin layer 
  of fake sophistication and nobility, they are mad beasts 
  with an insatiable thirst for blood.
  Manservant
  Manservants were once servants who were the
  personal attendants to the Courtyard's Noble.
  Like buzzing insects in a busy hive, they carried around
  trays of delicacies, refilling glasses of blood-red wine
  and attending to the needs of their masters. When the
  Crimson Curse took root in the Courtyard and infected
  those of noble blood, it was only a matter of time
  before the curse trickled down to those that served
  them. Now the Manservants are mindless drone
  servants to the vampires of the Courtyard, helping
  their masters by giving their lives to protect them with
  both their bodies and trays.
  Even if they are mindless drones now, the taste of
  blood is enough to send them into a frenzy. As the
  bloodlust takes hold, they will undergo a hideous
  metamorphosis, showing the true monster that is
  hidden underneath their thin veneer of sophistication.
  
  esQuire
  Medium monstrosity (bloodsucker), lawful evil
  —
  Armor Class 14 (studded leather armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  14 (+2)
  10 (0)
  8 (-1)
  13 (+1)
  —
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  —
  The Thirst. The Esquire starts out in its base form. When 
  the Esquire enters its Bloodlust form it gains access to new 
  Actions. When in Bloodlust form the Esquire has advantage 
  on Wisdom (Perception) checks that rely on smell. Once 
  the Esquire entered its Bloodlust form it remains in it until it 
  finishes a short rest.
  Actions
  Multiattack (Base Form). The Esquire makes two Rapier 
  attacks, or one attack with its Rapier and one with its 
  Flintlock Pistol.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) piercing damage and the Esquire recovers 5 
  (2d4) hit points and, if the Esquire is in its base form, enters its 
  Bloodlust Form.
  Rapier (Base Form). Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Flintlock Pistol (Base Form). Ranged Weapon Attack: +4 to 
  hit, range 30/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Multiattack (Bloodlust Form). The Esquire makes two 
  pierce attacks, or one pierce attack and one bite attack.
  Pierce (Bloodlust Form). Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. The 
  Esquire’s next attack against the target has advantage until the 
  end of the Esquire’s turn.
  Claws (Bloodlust Form). Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 13 (2d10 + 2) slashing damage. This 
  attack is made with advantage if the Esquire moved 20 or 
  more feet in a straight line right before making this attack.
  Created by DM Tuz
  Esquire
  Long ago before the Crimson Curse took hold upon 
  the Courtyard, the title of Esquire was one of dignity and 
  respect, accorded to men of higher social rank and aspi-
  ring to knighthood, particularly members of the landed 
  gentry above the rank of Gentleman and below the rank 
  of Knight.
  However that title has been thoroughly dragged through 
  the blood-soaked mud as these noble lords have fallen 
  to the blood curse. Preening, mincing and self-aggrandi-
  zing in its own frivolous cruelty, there is little dignity left 
  in them as they feast on the blood of the guilty and the 
  innocent alike.
  
  CourTesan
  Medium monstrosity (bloodsucker), lawful evil
  —
  Armor Class 14 (natural armor)
  Hit Points 52 (9d8 + 9)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (0)
  16 (+3)
  13 (+1)
  12 (+1)
  11 (0)
  18 (+4)
  —
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 3 (700 XP)
  —
  The Thirst. The Courtesan starts out in its base form. When 
  the Courtesan enters its Bloodlust form it gains access to new 
  Actions. When in Bloodlust form the Courtesan has advantage 
  on Wisdom (Perception) checks that rely on smell. Once the 
  Courtesan entered its Bloodlust form it remains in it until it 
  finishes a short rest.
  Bloodsated Fury. When the Courtesan transforms into her 
  Bloodlust form during her turn through her bite, she can make 
  one claw attack as a bonus action until the end of her turn.
  Moonlight Inspiration (Base Form). The Courtesan can use 
  a bonus action to inspire an allied bloodsucker that can hear it. 
  The bloodsucker can add 1d6 to any attack roll, skill check, or 
  saving throw until the beginning of the Courtesan’s next turn. 
  Actions
  Multiattack (Base Form). The Courtesan makes two slam 
  attacks and uses Damsel in Distress.
  Slam (Base Form). Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage. The target 
  cannot make opportunity attacks against the Courtesan until 
  the beginning of the Courtesan’s next turn.
  Bite (Base Form). Melee Weapon Attack: +5 to hit, reach 
  5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage and 
  the Courtesan recovers 5 (2d4) hit points and enters its 
  Bloodlust Form.
  Damsel in Distress (Base Form). The Courtesan takes cover 
  behind a chosen allied creature within 5 ft. of herself. Attacks 
  made against the Courtesan are made with disadvantage until 
  the end of the Courtesan’s next turn, as long as it remains 
  within 5 ft. of the chosen creature.
  Careless Whispers (Base Form). The Courtesan whispers 
  magical words of deceit in a 60-foot cone. Each creature of 
  the Courtesan’s choice that can hear her in the cone must 
  make a DC 14 Wisdom saving throw. On a failed save creature 
  takes 10 (3d6) psychic damage and has disadvantage on the 
  next attack roll it makes before the end of its next turn.
  Multiattack (Bloodlust Form). The Courtesan makes 
  two claw attacks and one bite attack; or makes two 
  predigestion attacks.
  Claw (Bloodlust Form). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
  Bite (Bloodlust Form). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage 
  and the Courtesan recovers 5 (2d4) hit points. Additionally, 
  the Courtesan has advantage on all attack rolls against the 
  creature until the end of its next turn.
  Predigestion (Bloodlust Form). Ranged Weapon Attack: +5 
  to hit, range 20/60 ft., one target. Hit: 5 (2d4) acid damage and 
  takes 5 (2d4) acid damage at the beginning of its next turn.
  Created by DM Tuz
  Courtesan
  Courtesans were women with whom the Men of the 
  Court had a relationship, but were not married to. A sim-
  ilar term is concubine, though it has a slightly different 
  meaning. Courtesans were well-educated and indepen-
  dent women who attended the court, trained artists or 
  artisans of dance and singing, especially one associated 
  with wealthy, powerful, or upper-class society who were 
  given luxuries and status in exchange for entertainment 
  and companionship.
  However, when the Crimson Curse infested the Court-
  yard, it quickly jumped from host to host in the heat of 
  passion among the web of adulterous relationships and 
  affairs. Once the loveliest and most beautiful maidens 
  in the Court, they have since become bloodthirsty and 
  twisted parodies of themselves. While they still retain a 
  small fragment of their humanity, it only takes the scent 
  of a single drop of fresh blood to send them into a mur-
  derous frenzy. As the bloodlust takes hold, they undergo 
  a horrifying metamorphosis, and show the true monster 
  that is hidden underneath.
  
  CroCodilian
  Large monstrosity (bloodsucker), chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft., swim 50 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  17 (+3)
  2 (-4)
  12 (+1)
  6 (-2)
  —
  Saving Throws Str +7, Con +6
  Skills Athletics +7, Perception +4, Stealth +4
  Senses darkvision 60 ft. passive Perception 14
  Languages -
  Challenge 5 (1,800 XP)
  —
  Apex Predator. Any hit by a bite attack the Crocodilian scores 
  against a target, that is surprised or unable to see it, is a 
  critical hit.
  Hold Breath. The Crocodilian can hold its breath for 1 hour.
  Marsh Prowler. The Crocodilian has advantage on Dexterity 
  (Stealth) checks when it hides in murky or swampy waters.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 23 (3d12 + 4) piercing damage. The target must 
  succeed on a DC 15 Strength saving throw or is grappled by 
  the Crocodilian, escape DC 15. Until the grapple ends, the 
  Crocodilian can’t bite another target.
  Swarming Corruption (Recharge 4-6). The Crocodilian 
  unleashes its a parasitic swarm of mosquitos that fills a 
  20-foot-radius around the Crocodilian. Every creature except 
  for the Crocodilian in the area must make a DC 14 Dexterity 
  saving throw. On a failed save the creature takes 9 (2d8) 
  piercing damage and on a successful saving throw only half as 
  much. Additionaly until the beginning of the Crocodilian’s next 
  turn the area is heavily obscured by the swarming mosquitos.
  Submerge (1/Short Rest). Can only be used when the 
  Crocodilian is within a body of water. It hides and regains 13 
  (3d8) hit points.
  Created by DM Tuz
  Crocodilian
  Nature itself is not safe from the blood curse; the 
  sickness that has taken root in the Courtyard is now 
  spreading into the swamp, and there is no creature great 
  or small that is safe from its twisted influence. Of all 
  corrupted and mutated creatures that lurk within the 
  shallow waters of the Moor, none are as feared as the 
  Crocodilian.
  Noone knows where this mighty beast came from; some 
  say it was always living deep within the swamps of the 
  Moor, while others think that it must have been imported 
  from some far away land by one of the nobles for his 
  collection of exotic animals before it escaped from the 
  menagerie. One thing is clear; this amphibious marauder 
  must have had close contact with those tainted with the 
  Crimson Curse, for it has mutated into something abhor-
  rent: part crocodile, part insect.
  “Soaked and sinking, these stone terraces and sprawling gardens are the site of long forgotten revelry...and well remembered regret.”
  
  The baron
  Medium monstrosity (bloodsucker), neutral evil
  —
  Armor Class 17 (natural armor)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft., climbing 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  19 (+4)
  17 (+3)
  13 (+1)
  10 (0)
  18 (+4)
  —
  Saving Throws Dex +8, Int +5, Wis +4, Cha +8
  Skill Proficiencies Deception +8, Perception +4, Performance 
  +8, Stealth +12
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 14
  Languages Common
  Challenge 11 (7,200 XP)
  —
  Legendary Resistance (3/Day). When the Baron fails a 
  saving throw, he can choose to succeed instead.
  Mobile. When the Baron attacks a creature with an attack, he 
  does not provoke opportunity attacks from that creature until 
  the beginning of his next turn.
  Spider Climb. The Baron can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Actions
  Multiattack. The Baron makes two tentacle attacks. If both 
  attacks hit the same target, the creature must succeed on a 
  DC 17 Strength saving throw or is pushed or pulled 5 ft. in a 
  direction of the Baron’s choice.
  Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 17 (3d8 + 4) bludgeoning damage.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 
  Hit: 23 (3d12 + 4) piercing damage and the Baron heals for 10 
  (3d6) hit points.
  Crowd Pleaser (Recharge 5-6). Each creature in a 10-foot 
  wide, 30 ft. long line from the Baron must make a DC 17 
  Dexterity saving throw, taking 35 (10d6) piercing damage 
  on a failed save, and half as much on a successful one. 
  Creatures further away than 15 ft. from the Baron take half as 
  much damage.
  LegendARy Actions
  The Baron can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The Baron 
  regains spent legendary actions at the start of his turn.
  Move. The Baron moves up to his speed. 
  Forced Enthusiasm. The Baron makes a tentacle attack 
  against an ally within reach. On a hit the ally gains +10 
  movement speed and advantage on all attack rolls until the 
  end of its next turn. An ally can benefit from this action only 
  once per hour. 
  Bite (2 Actions). The Baron makes a bite attack. 
  Necessary Discipline (3 Actions). The Baron makes two 
  tentacle attacks against a target in reach. If both attacks hit 
  the target must succeed on a DC 16 Wisdom saving throw or is 
  frightened until the end of the Baron’s next turn.
  Created by DM Tuz
  The Baron
  When the frivolous festivities of the court were still 
  hosted by the Ancestor himself, a particular master of 
  ceremony took it upon himself to organize the entertain-
  ment for the present high society. This man was twisted 
  in both body and mind, a hunchbacked man, deranged 
  and stricken by the purity of his bloodline, delighted in 
  providing entertainment to the other nobles in the court 
  as a way to rise the ranks of the court despite his freak-
  ish appearance.
  The nature of the shows that this man provided were 
  grotesque to say the least, which played very well into his 
  sadistic demeanor and twisted mind. This suited the de-
  pravity of the court, who were seeking higher and higher 
  thrills of entertainment. The man was enabled to push 
  his sadistic orchestrations further and further, regardless 
  of the safety and lives of the -often unwilling - performers.
  After the fall of the court the man’s sense of entertain-
  ment became fully appreciated and embraced, which 
  earned him the title of Baron. Now as a monstrous 
  master of ceremony, the Baron became the center of 
  entertainment for the twisted court.
  
  esCalaTIng enCounTers
  Escalating Encounters are combat scenarios that are 
  separated in Combat Phases. Combat Phases represent 
  how, as the combat progresses, the enemy resorts to 
  additional powers, transformations or combat tactics 
  and the drama of the fight further escalates. Of course 
  this kind of format is meant for narrative-driven combat 
  scenarios and gives you an opportunity to find a creative 
  solution as to why the combat escalates and the phases 
  progress.
  Every round at Initiative 20 check the conditions for 
  the next phase, if they are fulfilled, progress to the next 
  Phase. Phases always progress in order and no phases 
  are skipped.
  BreakIng The enCounTer
  Savvy players might pick up on the Baron’s tactic of 
  retreating into pods and leaving them guessing while he 
  recharges his most powerful attack.
  Since the fight with the Baron has puzzle elements, out-
  of-the-box thinking should be rewarded. If the Baron is 
  incapacitated or has its movement speed reduced to 0, 
  he will likely not be able to retreat into one of the pods. 
  In that case the phase will not progress.
  If the Baron is marked by spells such as hunter’s mark 
  or fairy fire, allow the players to immediately know about 
  the Baron’s position. In that case, play up the Baron’s 
  frustration over the players ruining his performance and 
  have him use his Forced Enthusiasm legendary action to 
  break the pods of his allies so they can join him.
  Created by DM Tuz
  Escalating Encounter - 
  The Baron‘s Performance
  If adventurers decide to attack the Baron in the mar-
  ches of the courtyard, the Baron will like greet them with 
  one of his sadistic performances. This combat encounter 
  is meant to closely represent the fight from the game.
  Encounter
  The Baron
  Later phases: 3 Supplicants (Veteran), 3 Esquires (Vete-
  ran), Optional: 3 Chevaliers
  Phase 1 - The Show Begins
  Unless surprised, at initiative 20 or on his initiative 
  (whichever comes first) the Baron spawns 4 pods within 
  20 ft. of himself in unoccupied spaces. No pod must be 
  within 5 ft. of another. The Baron then makes a Dexterity 
  (Stealth) check to hide within one of the pods and unless 
  the Baron does not beat any of the player’s passive per-
  ception, they will likely not know in which pod the Baron 
  hides. Each pod not occupied by the Baron contains one 
  Supplicant (Veteran).
  A pod is a medium object that has 1 hit point and an AC 
  of 5.
  If a pod containing a creature is attacked, the creature 
  within takes the damage of the attack, but has resistance 
  against it. A pod blocks line of sight from a creature for 
  spells or effects that target a creature in sight, but not 
  from direct attacks. A player can also use an action to 
  open one of the pods within their reach, or determine 
  what kind of creature is hidden within a pod within 30 
  ft. of themself. To determine what kind of creature is in 
  a pod a player must make a contesting Intelligence (In-
  vestigation) check against a hidden creature’s Dexterity 
  (Stealth).
  A creature in a pod stays put until it is released from 
  the pod and doesn’t use legendary actions or reactions. 
  A creature can burst out of the pod using an action, but 
  will only do so if the entirety of the Baron’s Performance 
  is falling apart. If a whole round passes while the baron 
  is still hidden and the players have not opened a single 
  pod, are otherwise stalling, or appear to be retreating, 
  each pod opens at initiative 20 and the creatures within 
  attack.
  Phase 2 - The 2nd Act
  Condition: No pods created in Phase 1 are remaining 
  and the creature’s within are dead or otherwise removed 
  from combat, or the Baron is below half of its hit points.
  The Baron creates 4 pods within 20 ft. of himself, repea-
  ting the same action as in Phase 1, except that instead of 
  Supplicants (Veteran), the other pods contain Esquires 
  (Veteran).
  Optional: Phase 3 - The 3rd Act
  Condition: No pods created in Phase 2 are remaining 
  and the creature’s within are dead or otherwise removed 
  from combat and the Baron is below half of its hit points.
  The Baron creates 4 pods within 20 ft. of himself, repea-
  ting the same action as in Phase 2, except that instead of 
  Esquires (Veteran), the other pods contain Chevaliers.
  Note: Consider only using this phase if you want to up 
  the challenge and the fight has been proceeding expe-
  ditiously  so far. Read the room. Combat can be a tense 
  and draining experience for players if not properly paced. 
  If you want to have a third phase but keep the combat 
  moving, you can also just have the Baron call for 1d4 
  chevaliers as reinforcements.
  Challenge Adjustment
  Calculating the challenge for this encounter is not 
  straight forward. If the players were to encounter all 10 
  monsters featured in this encounter at once, it would be 
  a very one-sided battle. What needs to be considered is 
  that the players will be able to pick their fights and will 
  probably be able to take down one monster after the 
  other since the action economy will heavily in the player’s 
  favor. In the unlikely case the players accidentally release 
  all monsters, they will be free to use area of effect spells 
  to deal with them faster. All in all, this encounter gets an 
  overall Challenge Rating of 14-16, depending whether or 
  not Phase 3 happens or not.
  
  The VisCounT
  Medium monstrosity (bloodsucker), neutral evil
  —
  Armor Class 15 (natural armor)
  Hit Points 230 (22d8 + 154)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  11 (0)
  24 (+7)
  11 (0)
  8 (-1)
  15 (+2)
  —
  Saving Throws Str +12, Con +13, Wis +5
  Skill Proficiencies Perception +5
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 15
  Languages Common
  Challenge 17 (18,000 XP)
  —
  Cruel Cutlery. If two cutlery attacks hit the same creature 
  in one turn, it suffers a wound for one minute. A wounded 
  creature suffers 10 (4d4) necrotic damage at the start of its 
  turn for each wound and then makes a DC 20 Constitution 
  saving throw, ending the effect of all wounds on a success. 
  Alternatively a creature can use an action to make a DC 20 
  Wisdom (Medicine) check or spend one charge of a healer’s 
  kit to close all wounds on the creature and end the effect. A 
  creature can have more than one wound.
  Keen Smell. The Viscount has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Legendary Resistance (3/Day). When the Viscount fails a 
  saving throw, he can choose to succeed instead.
  Revolting Palette. The Viscount has advantage on saving 
  throws against being poisoned and can consume spoiled food.
  Actions
  Multiattack. The Viscount uses Hungry Eyes and makes two 
  cutlery attacks. The Viscount can make a skewer attack in 
  place of two cutlery attacks.
  Cutlery. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 19 (3d8 + 6) slashing damage.
  Skewer. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  creature. Hit: 32 (4d12 + 6) piercing damage. If the creature 
  is of large size or smaller, the creature must succeed a DC 20 
  Strength saving throw. On a failed save the Baron can either 
  push the creature 10 ft. away from himself, or grapple the 
  creature, escape DC 20. Until the grapple ends, the creature is 
  restrained and the Baron cannot use its skewer attack.
  Hungry Eyes. The Viscount works up its appetite for a 
  creature he can see within 60 ft. of himself. Any time Viscount 
  makes an attack against the creature until the beginning of his 
  next turn, he adds 1d6 to his attack roll. Additionally, as long 
  as the Viscount can smell the creature, he knows its exact 
  location as if he can see it until the beginning of his next turn.
  ReActions
  It Bites Back. When a creature under the effect of his Hungry 
  Eyes attacks the Viscount, he makes a cutlery attack against 
  the triggering creature.
  LegendARy Actions
  The Viscount can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. 
  The Viscount regains spent legendary actions at the start 
  of his turn.
  Move. The Baron moves up to half of his speed. 
  Salavating (1/round). The Viscount’s appetite becomes 
  tangible and unnerving. Any creature under the effect of the 
  Viscount’s Hungry Eyes must succeed a DC 18 Wisdom saving 
  throw, or takes 9 (2d8) psychic damage and is frightened until 
  the end of the Viscounts next turn. 
  Cutlery (2 Actions). The Viscount makes a cutlery attack. 
  Feast (3 Actions). The Viscount makes two cutlery attacks 
  against a creature restrained by its skewers. For each attack 
  that hits, the Viscount regains 10 (4d4) hit points.
  Created by DM Tuz
  The Viscount
  Before the Crimson Curse took over the court and 
  changed the diet of the nobles to flesh and blood, many 
  decadent banquets had been held. The aristocrat‘s 
  wealth allowed for an extraordinary portion of the most 
  exotic food available at the time. So great was the glut-
  tony of the nobles that the exotic and decadent became 
  the mundane. But one glutton among them stood out, 
  a man with an unending hunger and lust for culinary 
  delights. So great was the man‘s gluttony that the man 
  would not let any of the delicacies go to waste, even if it 
  meant to feast upon rotten leftovers and all that was not 
  good enough to be swallowed.
  The Crimson Curse changed this man along with the 
  other nobles of the court, reflecting his endless hunger. 
  He manifested a ticklike body able to bloat to excessive 
  proportions and additional sensory organs to find even 
  the most hidden morsel. The Viscount still is enjoying 
  a never ending feast in his new form and made new 
  dreadful additions to his diet. It is said that even the 
  other nobles in their mutated form decline the Viscount‘s 
  invitation for dinner, as it is very likely that they would 
  become part of the menu.
  
  Created by DM Tuz
  Lair - The Dining Room
  The once magnificent dining room that hosted many 
  of the decadent banquets of the court is now a fetid 
  monument of the Viscount‘s debauchery.  The ground is 
  covered in rotting scraps, a large central stone dinner ta-
  ble holds the grotesque and revolting delicacies ranging 
  from beast to man and anything in between, and the air 
  is filled putrid stench and  the buzzing with craving flies. 
  Hanging from the ceilings are pulsating sacs of meat that 
  uncomfortably move and give off muffled cries - special 
  treats for the Viscount to feast upon when his appetite 
  calls.
  The Viscount‘s dining room holds a number of small, 
  medium, and large bodies, which are contained in pulsa-
  ting, flesh like cocoons that are hanging down from the 
  ceiling 5 ft. off the ground. Each of these sacs is an object 
  with an AC of five. The other statistics are determined 
  by their size. Once destroyed the Viscount can no longer 
  feast on it.
  Typically the dining room holds 4 small bodies, 2 
  medium ones and 1 large body (or 1d6 small bodies, 1d4 
  medium bodies or 1d2 large bodies).
   Lair Actions
  When fighting the Viscount in his dining room, the Vis-
  count can take lair actions. On initiative count 20 (losing 
  initiative ties), the Viscount takes a lair action to cause 
  one of the following effects.
  • The Viscount moves up to his speed to one of the 
  sacs and takes a bite out of it. He regenerated hit 
  points according to the sac’s size. Additionally the 
  Viscount gains one of the following boons until 
  initiative count 20 of the next turn depending on the 
  size of the sac: 
  Small - Any attack of the Viscount made scores a 
  critical hit on a roll of 19 or 20. 
  Medium - The Viscount’s movement speed is in-
  creased by 20 and he has a +2 bonus to armor class. 
  Large - Any creature the Viscount sees is treated as 
  if under the effect of Hungry Eyes and anytime the 
  Viscount deals damage with an attack he rolls the 
  damage twice, taking the higher result.
  • The Viscount can’t deny his urges any longer and 
  picks up a piece of rotting morsel from the ground 
  as a snack. Each creature that can see the Viscount 
  within 20 ft. of it must make a DC 15 Wisdom 
  saving throw or has disadvantage on the first attack 
  roll or skill check it makes before the end of its next 
  turn. A creature that fails the saving throw by 5 or 
  more is also poisoned until the end of its next turn.
  Regional effect
  Except for an offensive smell tangible for several hundred feet 
  around, the dining room has no lasting regional effect.
  Sac Size
  Hit Points
  Hit Points Healed
  Small
  20
  13 (2d10+2)
  Medium
  40
  26 (4d10+4)
  Large
  60
  39 (6d10+6)
  
  Created by DM Tuz
  The Countess
  In his younger years, the Ancestor hosted many outings 
  for the upper class and regional nobility, these social 
  outings were far from dignified. They were displays 
  of vulgar debauchery and indulgence of lowly desires. 
  These festivities were the stage for the inciting incident 
  which sealed the fate of the court to be mutated under 
  the influence of the vile Crimson Course.
  It started with the arrival of a beautiful and bewitching 
  woman at one of the many festivities hosted by the An-
  cestor. He immediately noticed upon their first meeting 
  that this woman could be a real threat to his standing, as 
  she did not play unquestioningly to his tune unlike the 
  many sycophants who surrounded him. Even worse, she 
  was able to manipulate these same sycophants with her 
  beauty and eloquence. Perhaps it was the overexposure 
  of the vulgarity of his company driving up the Ancestor’s 
  bloodlust, or it was simply because of the Ancestor’s 
  inflated sense of self, but he saw her as a lurking threat 
  that he needed to eliminate.
  He courted her, to gain her attention and perhaps her 
  trust. Then, in a moment alone, under the moonlit night 
  he wanted to strike.
  The Ancestor thought himself to be the predator, nothing 
  was further from the truth. Under the moonlight at the 
  moment of his planned murder, the woman revealed 
  herself a monstrosity that intended to prey upon the 
  Ancestor herself in an ironic twist of fate.
  Narrowly the Ancestor came out on top of this fated 
  meeting, seemingly slaying the bewitching predator. 
  With the body of the monstrosity at his feet and 
  her tainted blood glistening under the moon-
  light, a malicious flash of inspiration 
  hit the Ancestor.
  Draining the beast of its tainted blood, the Ancestor 
  presented to a special new house vintage during the 
  following social gathering of his home as a surprise. Un-
  beknownst to the despised nobles, the Ancestor fed them 
  the accursed blood to marvel at the results. Even the 
  Ancestor could not have expected what transpired;short-
  ly after tasting the forbidden wine, the gentry erupted 
  into a cannibalistic frenzy, turning on themselves and 
  others alike. They were overcome by an unstoppable 
  thirst for flesh and blood and the Crimson Course took 
  seat amongst the court.
  The Ancestor, relieved of his maintenance of social 
  duties among the high society, abandoned the court soon 
  after to return to his estate, leaving them to fester in the 
  swamps. But the newborn monstrosities did not simply 
  rampage in thirst of blood. They began gathering in frivo-
  lous festivities once more, now all the more indulging in 
  never before heights of debauchery and hedonism.
  In the center of their newly formed court, there is the 
  newly proclaimed countess, the same predator the An-
  cestor left for dead after claiming her blood. The blood 
  fed to the court is now binding them to her will with un-
  dying loyalty and adoration and usurping the Ancestor’s 
  position among the salivating sycophants after all.
  
  The CounTess
  Huge monstrosity (bloodsucker), neutral evil
  —
  Armor Class 18 (natural armor)
  Hit Points 381 (26d12 + 182)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  12 (+1)
  24 (+7)
  16 (+3)
  14 (+2)
  22 (+6)
  —
  Saving Throws Str +13, Con +14, Wis +9, Cha +14
  Skill Proficiencies Perception +5
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 15
  Languages Common
  Challenge 21 (33,000 XP)
  —
  Flushed. The Countess starts in her base form and cannot 
  transform into her bloodlust form during the first round of 
  combat after rolling initiative (or otherwise agitated). Once 
  the Countess transforms back into her base form, she cannot 
  transform back into her bloodlust form until the end of her 
  next turn.
  Keen Smell. The Countess has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Mood Swing (Recharge 5-6). At the beginning of her turn 
  the Countess transform into her bloodlust form. She has 
  unique actions in this form and gains a +2 bonus to attack and 
  damage rolls (included in her attacks). At the beginning of her 
  next turn, she transforms back into her base form.
  Legendary Resistance (3/Day). When the Countess fails a 
  saving throw, she can choose to succeed instead.
  Actions
  Multiattack (Base Only). The Countess makes three attacks; 
  two attacks with her claws and one infestation attack.
  Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 17 (3d6 + 7) slashing damage.
  Infestation (Base Only). Melee Weapon Attack: +13 to hit, 
  reach 10 ft., one creature. Hit: 12 (2d4 + 7) piercing damage. 
  The target becomes infested with a parasitic egg that gestates 
  within the creature until it hatches. At the end of an infested 
  creature’s turn, it must succeed a  DC 22 Constitution saving 
  throw. On a failed save the parasite hatches and explodes 
  out of the creature, dealing 18 (4d8) necrotic damage to the 
  creature and the Countess gains temporary hit points equal to 
  the necrotic damage dealt. When the creature succeeds the 
  saving throw the DC of the saving throw is increased by 2. An 
  infested creature only carry one parasitic egg at a time.
  Hypnotic Sway (Base Only). The Countess sways to 
  magically charm her foes. Each creature within 40 ft. that 
  can see her must succeed a DC 22 Wisdom saving throw or 
  be swayed for one minute. A swayed creature and begins to 
  unvoluntarily move in the rythm of the Countess’ swaying hips 
  and has disadvantage on attack rolls againsth the Countess. 
  At the beginning of a swayed creature’s turn it takes 15 (6d4) 
  psychic damage and moves up to their speed in a randomly 
  determined direction (roll 1d8 to determined where). A 
  swayed creature repeats the saving throw at the end of its 
  turn, ending the effect on a success. A creature that is immune 
  to being charmed automatically succeeds the saving throw. 
  Once a creature succeeds the saving throw or the effect ends 
  on it, it becomes immune to the Countess’ Hypnotic Sway 
  for 24 hours.
  Multiattack (Bloodlust Only). The Countess makes three 
  attacks; two attacks with her claws and one bite attack.
  Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one 
  target. Hit: 19 (3d6 + 9) slashing damage.
  Bite (Bloodlust Only). Melee Weapon Attack: +15 to hit, 
  reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage and 
  the Countess regains 13 (3d8) hit points.
  Screams of Ecstasy (Bloodlust Only). The Countess 
  screams at a creature within 60 ft. of herself that can hear her. 
  The target creature and each creature within 5 ft. of it must 
  make a DC 23 Constitution saving throw. On a failed save the 
  creature takes 7 (2d6) thunder damage is stunned until the 
  end of the Countess’ next turn. A stunned creature is deafened. 
  On a successful save a creature takes half as much damage and 
  is not stunned.
  Lashing Tongue (Bloodlust Only). The Countess attacks 
  with her lashing tongue. Each creature in a 30 ft. long and 5 
  ft. wide line originating from the Countess must make a DC 
  23 Dexterity saving throw. On a failed save a creature takes 45 
  (10d8) piercing damage and is wounded. On a successful save 
  a creature takes half as much damage and is not wounded. 
  A wounded creature takes 5 (2d4) necrotic damage at the 
  beginning of its turn for each time it has been wounded, at 
  the end of its turn it makes a DC 21 Constituton saving throw, 
  ending the effect of all wounds on itself on a success. 
  Alternatively a creature can use an action to make a DC 20 
  Wisdom (Medicine) check or spend one charge of a healer’s 
  kit to close all wounds on the creature and end the effect. A 
  creature can have more than one wound.
  LegendARy Actions
  The Countess can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. 
  The Countess regains spent legendary actions at the start 
  of her turn.
  Move. The Countess moves up to half of her speed without 
  provoking opportunity attacks. 
  Wink (Base Only). The Countess winks at a creature that 
  can see her. The creature must succeed a DC 22 Wisdom 
  saving throw or has disadvantage on all attacks targeting 
  the Countess until the end of her next turn or until the 
  Countess transforms. 
  Disrobe. The Countess attacks with her claws. 
  Screech (1/round). The Countess uses her Scream of Ecstasy. 
  Kiss (2 Actions) (Base Only). The Countess makes an 
  Infestation attack. 
  Bite (2 Actions) (Bloodthirst). The Countess makes a 
  bite attack.
  Created by DM Tuz
  
  Created by DM Tuz
  Lair - The Nest
  In the center of the infested swamps that now house 
  the fallen court of the estate, lies the nest of the Coun-
  tess. Her horrid center of power, her throne so to speak, 
  consists of an seemingly endless amount of pulsating 
  eggs, spawned from the mutated abdomen of the 
  Countess herself. Even if it lies in the open, at best only 
  dim light is present, since the perpetual lay like a thick 
  blanket over the air which is further saturated by the 
  buzzing wings of the legions of flying bloodsuckers that 
  frequent the area. Strangely enough, the odor that hangs 
  in the moistened air is far from repugnant - the scent of 
  the Countess that lingers is intrinsically alluring for man 
  and bloodsucker alike.
  Lair Actions
  When fighting the Countess in her nest, the Countess 
  can take lair actions. On initiative count 20 (losing initia-
  tive ties), the Countess takes a lair action to cause one of 
  the following effects.
  • One of the pulsating eggs bursts open and spawns a 
  sycophant (champion). The sycophant is loyal to the 
  Countess and joins the battle.
  • An agitated swarm of mosquitos forms around a 
  non-bloodsucker creature in the area until the Coun-
  tess uses another lair action. The swarm occupies 
  a 10 ft. radius centered on the target creature and 
  follows the creature up to 60 ft. from its point of 
  origin. The area of the swarm is heavily obscured.  
  A creature non-bloodsucker creature that starts 
  its turn within the area of the swarm or enters the 
  area for the first time during its turn takes 10 (4d4) 
  piercing damage.
  • A creature infested with a parasitic egg must suc-
  ceed a DC 18 Wisdom saving throw or must use a 
  reaction to move up to half of its speed and make 
  a melee weapon attack with the weapon or object 
  in its hand against the nearest non-bloodsucker 
  creature it can see. A creature immune to charm 
  automatically succeeds the saving throw.
  • The buzzing insects in the air buzz in a maddening 
  cacophony. Each non-bloodsucker creature in the 
  nest must succeed a DC 18 Wisdom saving throw. 
  On a failed check whenever a creature makes an 
  ability check, attack roll or saving throw before the 
  end of its next turn, must roll a 1d6 and subtract the 
  number rolled from the ability check, attack roll or 
  saving throw. Deaf creatures are not affected.
  Regional effect
  Unsurprisingly, the Nest is a gathering point for many of the 
  court‘s bloodsucker and mutated insectoids. Beyond the concen-
  tration of mosquitos and bloodsuckers in the region, the nest 
  causes one or more of the following effects:
  • Creatures that spend a long rest within 6 miles of the Nest 
  must succeed a DC 16 Constitution saving throw or con-
  tract a random bloodborne disease.
  • The sky within 2 miles of the nest is covered by mist and 
  buzzing insects, causing no sunlight to reach the area and 
  muting it down to dim light instead.
  • The waters of the marches within 3 miles of the nest are 
  heavily infested with mosquito larvae and leeches.
  If the Countess is slain, these effects fade over the course of 2d6 
  days.
  
  garden guardian
  Huge construct, lawful evil
  —
  Armor Class 18 (natural armor)
  Hit Points 230 (20d12 + 100)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  8 (-1)
  20 (+5)
  10 (0)
  16 (+3)
  6 (-2)
  —
  Saving Throws Str +11, Con +10, Wis +8
  Skills Perception +8
  Damage Resistance bludgeoning, piercing, and slashing from 
  nonmagical attacks not made with adamantine weapons
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, stunned, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 18
  Languages understands common but can’t speak
  Challenge 16 (5,900 XP)
  —
  Hatred Beyond Time. When the Garden Guardian’s 
  shield is destroyed or otherwise removed from combat, 
  the Garden Guardian’s Annihilating Glare attack loses its 
  recharge property.
  Immutable Form. The Garden Guardian, its spear and its 
  shield, are immune to any spell or effect that would alter 
  their forms.
  Legendary Resistance (3/Day). If the Garden Guardian fails 
  a saving throw, it can choose to succeed instead.
  Magic Resistance. The Garden Guardian has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The Garden Guardian’s weapon attacks 
  are magical.
  Stone Armament. The Garden Guardian carries a shield and 
  a spear. Each of which are large objects that are controlled 
  by the Garden Guardian as long as they are within 240 ft. of it. 
  Each of them have an AC of 18, 100 hit points and are immune 
  to poison and psychic damage.
  Actions
  Multiattack. The Garden Guardian uses its Annihilating 
  Glare if available and uses its Command Shield or its 
  Command Spear.
  Annihilating Glare (Recharge 6). The Garden Guardian fires 
  a wide ray of corruptive energy in a 60 ft. cone. Each creature 
  in the area must make a DC 18 Constitution saving throw, 
  taking 45 (10d8) necrotic damage on a failed save and half as 
  much on a successful one.
  Command Shield. The Garden Guardian moves its shield up 
  to 60 ft. and does one of the following;
  • Aegis. As long as the shield is within 5 ft. of the Garden 
  Guardian, any attack targeting the Garden Guardian is 
  redirected at the shield instead.
  • Plummet. The shield is flung up into the air and lands at a 
  point within 60 ft. of the shield’s initial position. Once the 
  shield reaches its destination or impacts against a solid 
  surface, each creature and object within 10 ft. of the point 
  of impact must make a DC 18 Dexterity saving throw, taking 
  22 (4d10) bludgeoning damage. A creature that fails the 
  saving by 5 or more is stunned until the end of the Garden 
  Guardian’s next turn.
  Command Spear. The Garden Guardian moves its spear up 
  to 30 ft. and makes two of the following attacks with the spear;
  • Impale. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 25 (3d12 + 6) piercing damage.
  • Feed the Soil. Ranged Spell Attack: +11 to hit, range 120 
  ft., one creature. Hit: 14 (3d8) necrotic damage and the 
  creature takes 5 (2d4) necrotic damage at the beginning of 
  its next turn.
  LegendARy Actions
  The Garden Guardian can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. 
  The Garden Guardian regains spent legendary actions at the 
  start of its turn.
  Detect. The Garden Guardian makes a Wisdom 
  (Perception) check. 
  Coordinate. The Garden Guardian moves up to half of its 
  speed and its shield and spear move up to 15 ft.. 
  Command (2 Actions). The Garden Guardian uses its 
  Command Shield or Command Spear. It can only command an 
  item the Garden Guardian did not command since the start of 
  its last turn. 
  Focus Hate (3 Actions). The DC of the Garden Guardian’s 
  next Annihilating Glare is increased by 2 (20). The Garden 
  Guardian can only use this action when its shield is destroyed.
  Such is the strength of the Curse, and the Evil in 
  the land, that the very ground itself is tainted and 
  hateful. So much so, that a once innocent statue 
  of a warrior has gained unnatural life, striking 
  down any and all trespassers into the Old Gardens, 
  and feeding their blood to the cursed soil. This 
  hateful guardian is less of a creature, and more of 
  a simple manifestation of the corruption that‘s 
  tainted the Estate as a whole, and the Courtyard 
  in particular. A deep-rooted evil, a cosmic hatred 
  beyond time for all that thrive beyond its tainted 
  grasp.
  Created by DM Tuz
  Garden Guardian
  
  suppliCanT (VeTeran)
  Medium monstrosity (bloodsucker), unaligned
  —
  Armor Class 13 (natural armor)
  Hit Points 45 (6d8 + 18)
  Speed 25 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (0)
  17 (+3)
  2 (-4)
  12 (+1)
  6 (-2)
  —
  Skills Perception +3
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 13
  Languages - 
  Challenge 1 (200 XP)
  —
  Keen Smell. The Supplicant has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Gather the Blood. As a Bonus Action, the Supplicant can dash 
  towards a hostile creature that it can smell.
  Resilient Body. The Supplicant has advantage on saving 
  throws against being stunned and being paralyzed.
  Actions
  Multiattack. The Supplicant makes two bite attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 7 (2d4 + 2) piercing damage.
  Predigestion. One creature within 60 feet of the Supplicant 
  must succeed on a DC 13 Dexterity saving throw or take 5 
  (2d4) acid damage and 5 (2d4) acid damage at the end of 
  its next turn, unless the creature uses an action to wash 
  off the acid.
  syCophanT (VeTeran)
  Small monstrosity (bloodsucker), unaligned
  —
  Armor Class 16 (natural armor)
  Hit Points 21 (6d6)
  Speed 20 ft., fly 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  18 (+4)
  11 (0)
  2 (-4)
  14 (+2)
  6 (-2)
  —
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 12
  Languages -
  Challenge 1 (200 XP)
  —
  Bloodlust. The Sycophant starts out in its basic form. When 
  the Sycophant enters its Bloodlust form it gains access to new 
  Actions. When in Bloodlust form the Sycophant has advantage 
  on Wisdom (Perception) checks that rely on smell. Once the 
  Sycophant entered its Bloodlust form it remains in it until it 
  finishes a short rest.
  Flyby (Bloodlust Only). When the Sycophant is in its 
  Bloodlust form it doesn’t provoke opportunity attacks when it 
  flies out of an enemy’s reach.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d4 + 4) piercing damage and the Sycophant recovers 3 
  (1d6) hit points and enters its Bloodlust Form.
  Bite (Bloodlust Form). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one creature. Hit: 9 (2d4 + 4) piercing damage and 
  the Sycophant recovers 7 (2d6) hit points.
  Whine. A creature within 30 feet of the Sycophant, must 
  succeed on a DC 12 Wisdom saving throw or take 7 (2d6) 
  psychic damage.
  Whine (Bloodlust Form). A creature within 30 feet of the 
  Sycophant, must succeed on a DC 12 Wisdom saving throw 
  or take 7 (2d6) psychic damage and can’t use bonus actions 
  or reactions until the end of its next turn. A creature that is 
  immune to psychic damage succeeds the save automatically.
  Bombing Run (Recharge 4-6) (Bloodlust Form Only). The 
  Sycophant is raining down deadly spines within an area. Each 
  creature in a 15-foot square based on a point within 30 feet 
  of the Sycophant must make a DC 14 Dexterity saving throw. 
  On a failure a creature takes 10 (3d6) piercing damage. On a 
  successful save, a creature takes half as much damage.
  Created by DM Tuz
  Veteran Bloodsuckers
  
  manserVanT (VeTeran)
  Small monstrosity (bloodsucker), lawful evil
  —
  Armor Class 15 (natural armor)
  Hit Points 32 (7d6 + 7)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  13 (+1)
  8 (-1)
  10 (0)
  16 (+3)
  —
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  —
  The Thirst. The Manservant starts out in its basic Thirst form. 
  When the Manservant enters its Bloodlust form it gains access 
  to new Actions. When in Bloodlust form the Manservant has 
  advantage on Wisdom (Perception) checks that rely on smell. 
  Once the Manservant entered its Bloodlust form it remains in 
  it until it finishes a short rest.
  Actions
  Multiattack. The Manservant makes two attacks with 
  its cleaver.
  Bite (Base Form). Melee Weapon Attack: +5 to hit, reach 
  5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage and 
  the Manservant recovers 5 (2d4) hit points and enters its 
  Bloodlust Form.
  Cleaver (Base Form). Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
  Bite (Bloodlust Form). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage and 
  the Manservant recovers 5 (2d4) hit points.
  Cleaver (Bloodlust Form). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
  Enraging Sight. A creature within 60 feet that can see the 
  Manservant must succeed on a DC 13 Wisdom saving throw or 
  take 7 (2d6) psychic damage and the creature’s next attack roll 
  before the end of its turn has disadvantage if it does not target 
  the Manservant. 
  Additionally on a failed saving throw, if the Manservant is in its 
  Bloodlust form the creature is frightened until the end of the 
  Manservant’s next turn.
  ReActions
  Infallible Servitude. When a creature the Manservant can 
  see attacks an ally that is within 5 feet of the Manservant, it 
  uses a reaction to become the new target of the attack instead.
  esQuire (VeTeran)
  Medium monstrosity (bloodsucker), lawful evil
  —
  Armor Class 17 (studded leather armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  17 (+3)
  15 (+2)
  10 (0)
  9 (-1)
  14 (+2)
  —
  Skills Acrobatics +5
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Common
  Challenge 3 (700 XP)
  —
  The Thirst. The Esquire starts out in its base form. When 
  the Esquire enters its Bloodlust form it gains access to new 
  Actions. When in Bloodlust form the Esquire has advantage 
  on Wisdom (Perception) checks that rely on smell. Once 
  the Esquire entered its Bloodlust form it remains in it until it 
  finishes a short rest.
  Precision Attack. The first time in a turn the Esquire hits 
  a creature with an attack made with advantage, it deals an 
  additional 7 (2d6) damage.
  Suave Defense. The Esquire adds its Charisma modifier to its 
  Armor Class if it wears light or no armor and wields no shield.
  Actions
  Multiattack (Base Form). The Esquire makes two Rapier 
  attacks, or one attack with its Rapier and one with its 
  Flintlock Pistol.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) piercing damage and the Esquire recovers 5 
  (2d4) hit points and if the Esquire is in its base form it enters 
  its Bloodlust Form.
  Rapier (Base Form). Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Flintlock Pistol (Base Form). Ranged Weapon Attack: +5 to 
  hit, range 30/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Multiattack (Bloodlust Form). The Esquire makes two 
  pierce attacks, or one pierce attack and one bite attack.
  Pierce (Bloodlust Form). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. The 
  Esquire’s next attack against the target has advantage until the 
  end of the Esquire’s turn.
  Claws (Bloodlust Form). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 19 (3d10 + 3) slashing damage. This 
  attack is made with advantage if the Esquire moved 20 or 
  more feet in a straight line right before making this attack.
  Created by DM Tuz
  
  CroCodilian (VeTeran)
  Large monstrosity (bloodsucker), chaotic evil
  —
  Armor Class 15 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 30 ft., swim 50 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  13 (+1)
  18 (+4)
  2 (-4)
  12 (+1)
  6 (-2)
  —
  Saving Throws Str +9, Con +8, Wis +5
  Skills Athletics +9, Perception +5, Stealth +5
  Senses darkvision 60 ft., passive Perception 15
  Languages -
  Challenge 10 (5,900 XP)
  —
  Apex Predator. Any hit by a bite attack the Crocodilian scores 
  against a target, that is surprised or unable to see it, is a 
  critical hit.
  Hold Breath. The Crocodilian can hold its breath for 1 hour.
  Legendary Resistance (2/Day). If the Crocodilian fails a 
  saving throw, it can choose to succeed instead.
  Marsh Prowler. The Crocodilian has advantage on Dexterity 
  (Stealth) checks when it hides in murky or swampy waters.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 24 (3d12 + 5) piercing damage. The target must 
  succeed on a DC 17 Strength saving throw or is grappled by 
  the Crocodilian, escape DC 17. Until the grapple ends, the 
  Crocodilian can’t bite another target.
  Swarming Corruption (Recharge 4-6). The Crocodilian 
  unleashes its a parasitic swarm of mosquitos that fills a 
  20-foot-radius around the Crocodilian. Every creature except 
  for the Crocodilian in the area must make a DC 16 Dexterity 
  saving throw. On a failed save the creature takes 18 (4d8) 
  piercing damage and on a successful saving throw only half as 
  much. Additionaly until the beginning of the Crocodilian’s next 
  turn the area is heavily obscured by the swarming mosquitos.
  Submerge (1/Short Rest). Can only be used when the 
  Crocodilian is within a body of water. It hides and regains 27 
  (6d8) hit points.
  LegendARy Actions
  The Crocodilian can take 2 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. The 
  Crocodilian regains spent legendary actions at the start 
  of its turn.
  Detect. The Crocodilian makes a Wisdom (Perception) check. 
  Move. The Crocodilian moves up to half of its movement 
  speed. The Crocodilian’s movement using its swim speed 
  provokes no opportunity attacks. 
  Bite (2 Actions). The Crocodilian makes a bite attack. 
  Hide (2 Actions). The Crocodilian hides. The Crocodilian can 
  use this action only when it is within a body of water.
  Created by DM Tuz
  
  suppliCanT (Champion)
  Medium monstrosity (bloodsucker), unaligned
  —
  Armor Class 13 (natural armor)
  Hit Points 68 (8d8 + 36)
  Speed 25 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (0)
  18 (+4)
  2 (-4)
  14 (+2)
  6 (-2)
  —
  Skills Perception +4
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 13
  Languages -
  Challenge 2 (450 XP)
  —
  Keen Smell. TheSupplicant has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Gather the Blood. As a Bonus Action, the Supplicant can dash 
  towards a hostile creature that it can smell.
  Resilient Body. The Supplicant has advantage on saving 
  throws against being stunned and being paralyzed.
  Actions
  Multiattack. The Supplicant makes two bite attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 10 (2d6 + 3) piercing damage.
  Predigestion. One creature within 60 feet of the Supplicant 
  must succeed on a DC 14 Dexterity saving throw or take 10 
  (4d4) acid damage and 10 (4d4) acid damage at the end of its 
  next turn.
  syCophanT (Champion)
  Small monstrosity (bloodsucker), unaligned
  —
  Armor Class 17 (natural armor)
  Hit Points 28 (8d6)
  Speed 20 ft., fly 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  21 (+5)
  11 (0)
  2 (-4)
  16 (+3)
  6 (-2)
  —
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 13
  Languages -
  Challenge 2 (450 XP)
  —
  Bloodlust. The Sycophant starts out in its basic form. When 
  the Sycophant enters its Bloodlust form it gains access to new 
  Actions. When in Bloodlust form the Sycophant has advantage 
  on Wisdom (Perception) checks that rely on smell. Once the 
  Sycophant entered its Bloodlust form it remains in it until it 
  finishes a short rest.
  Flyby. The Sycophant doesn’t provoke opportunity attacks 
  when it flies out of an enemy’s reach.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 7 (1d4 + 5) piercing damage and the Sycophant recovers 3 
  (1d6) hit points and enters its Bloodlust Form.
  Bite (Bloodlust Form). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage and 
  the Sycophant recovers 7 (2d6) hit points.
  Whine. A creature within 30 feet of the Sycophant, must 
  succeed on a DC 13 Wisdom saving throw or take 10 (3d6) 
  psychic damage.
  Whine (Bloodlust Form). A creature within 30 feet of the 
  Sycophant, must succeed on a DC 13 Wisdom saving throw or 
  take 10 (3d6) psychic damage and is incapacitated until the 
  end of the Sycophant’s next turn. A creature that is immune to 
  psychic damage succeeds the save automatically.
  Bombing Run (Recharge 4-6) (Bloodlust Form Only). The 
  Sycophant is raining down deadly spines within an area. Each 
  creature in a 15-foot square based on a point within 30 feet 
  of the Sycophant must make a DC 15 Dexterity saving throw. 
  On a failure a creature takes 14 (4d6) piercing damage. On a 
  successful save, a creature takes half as much damage.
  Created by DM Tuz
  Champion Bloodsuckers
  
  manserVanT (Champion)
  Small monstrosity (bloodsucker), lawful evil
  —
  Armor Class 16 (natural armor)
  Hit Points 77 (14d6 + 28)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  14 (+2)
  8 (-1)
  10 (0)
  17 (+3)
  —
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Common
  Challenge 5 (1,800 XP)
  —
  The Thirst. The Manservant starts out in its basic Thirst form. 
  When the Manservant enters its Bloodlust form it gains access 
  to new Actions. When in Bloodlust form the Manservant has 
  advantage on Wisdom (Perception) checks that rely on smell. 
  Once the Manservant entered its Bloodlust form it remains in 
  it until it finishes a short rest.
  Actions
  Multiattack. The Manservant makes three attacks; two with 
  its cleaver and one with its bite.
  Bite (Base Form). Melee Weapon Attack: +7 to hit, reach 
  5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage and 
  the Manservant recovers 7 (2d6) hit points and enters its 
  Bloodlust Form.
  Cleaver (Base Form). Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
  Bite (Bloodlust Form). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage and 
  the Manservant recovers 7 (2d6) hit points.
  Cleaver (Bloodlust Form). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
  Enraging Sight. A creature within 60 feet that can see the 
  Manservant must succeed on a DC 14 Wisdom saving throw or 
  take 14 (4d6) psychic damage and the creature’s next attack 
  roll before the end of its turn has disadvantage if it does not 
  target the Manservant. 
  Additionally on a failed saving throw, if the Manservant is in its 
  Bloodlust form the creature is frightened until the end of the 
  Manservant’s next turn.
  ReActions
  Infallible Servitude. When a creature the Manservant can 
  see attacks an ally that is within 5 feet of the Manservant, it 
  uses a reaction to become the new target of the attack instead.
  CheValier (Champion)
  Medium monstrosity (bloodsucker), lawful evil
  —
  Armor Class 16 (natural armor)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft., burrow 10 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  17 (+3)
  6 (-2)
  13 (+1)
  8 (-1)
  —
  Damage Resistances poison
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 11
  Languages Understands Common but doesn’t speak
  Challenge 6 (2,300 XP)
  —
  Keen Smell. The chevalier has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Piercing Claws. The chevalier’s claws and skewers are able to 
  penetrate up to 5 ft. of stone or 10 ft. of wood.
  Actions
  Multiattack. The chevalier makes two attacks with its claws or 
  subteran skewers.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) slashing damage.
  Subterran Skewers. Melee Weapon Attack: +8 to hit, reach 
  15 ft., one target. Hit: 18 (2d12 + 5) piercing damage. This 
  attack is made with disadvantage if the target is within 5 ft. of 
  the Chevalier.
  Burried Blast (Recharge 6). The Chevalier causes a 15-foot 
  cube blast on a point within 30 ft. of itself. Each creature in the 
  blast must make a DC 14 Dexterity saving throw. On a failed 
  save a creature takes 27 (6d8) bludgeoning damage and be 
  knocked prone and stunned until the end of the chevalier’s 
  next turn. On a successful save a creature takes half as much 
  damage and is not prone or stunned. The ground in that area 
  becomes difficult terrain until cleared. Clearing the area by 
  hand requires 1 minute of work per 5-foot square.
  Created by DM Tuz
  
  esQuire (Champion)
  Medium monstrosity (bloodsucker), lawful evil
  —
  Armor Class 18 (studded leather armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  18 (+4)
  16 (+3)
  10 (0)
  9 (-1)
  14 (+2)
  —
  Skills Acrobatics +7
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Common
  Challenge 6 (2,300 XP)
  —
  The Thirst. The Esquire starts out in its base form. When 
  the Esquire enters its Bloodlust form it gains access to new 
  Actions. When in Bloodlust form the Esquire has advantage 
  on Wisdom (Perception) checks that rely on smell. Once 
  the Esquire entered its Bloodlust form it remains in it until it 
  finishes a short rest. 
  Precision Attack. The first time in a turn the Esquire hits 
  a creature with an attack made with advantage, it deals an 
  additional 21 (6d6) damage.
  Suave Defense. The Esquire adds its Charisma modifier to its 
  Armor Class if it wears light or no armor and wields no shield.
  Actions
  Multiattack (Base Form). The Esquire makes two Rapier 
  attacks, or one attack with its Rapier and one with its 
  Flintlock Pistol.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d6 + 3) piercing damage and the Esquire recovers 7 
  (2d6) hit points and if the Esquire is in its base form it enters 
  its Bloodlust Form.
  Rapier (Base Form). Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  Flintlock Pistol (Base Form). Ranged Weapon Attack: +7 to 
  hit, range 30/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  Multiattack (Bloodlust Form). The Esquire makes three 
  attacks: two pierce attacks and one bite attack.
  Pierce (Bloodlust Form). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The 
  Esquire’s next attack against the target has advantage until the 
  end of the Esquire’s turn.
  Claws (Bloodlust Form). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 26 (4d10 + 4) slashing damage. This 
  attack is made with advantage if the Esquire moved 20 or 
  more feet in a straight line right before making this attack.
  CourTesan (Champion)
  Medium monstrosity (bloodsucker), lawful evil
  —
  Armor Class 15 (natural armor)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (0)
  18 (+4)
  14 (+2)
  12 (+1)
  11 (0)
  20 (+5)
  —
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 6 (2,300 XP)
  —
  The Thirst. The Courtesan starts out in its base form. When 
  the Courtesan enters its Bloodlust form it gains access to new 
  Actions. When in Bloodlust form the Courtesan has advantage 
  on Wisdom (Perception) checks that rely on smell. Once the 
  Courtesan entered its Bloodlust form it remains in it until it 
  finishes a short rest.
  Bloodsated Fury. When the Courtesan transforms into her 
  Bloodlust form during her turn through her bite, she can make 
  one claw attack as a bonus action until the end of her turn.
  Moonlight Inspiration (Base Form). The Courtesan can use 
  a bonus action to inspire an allied bloodsucker that can hear it. 
  The bloodsucker can add 1d10 to any attack roll, skill check, or 
  saving throw until the beginning of the Courtesan’s next turn. 
  Actions
  Multiattack (Base Form). The Courtesan makes two slam 
  attacks and uses Damsel in Distress.
  Slam (Base Form). Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target 
  cannot make opportunity attacks against the Courtesan until 
  the beginning of the Courtesan’s next turn.
  Bite (Base Form). Melee Weapon Attack: +7 to hit, reach 
  5 ft., one creature. Hit: 6 (1d6 + 4) piercing damage and 
  the Courtesan recovers 7 (2d6) hit points and enters its 
  Bloodlust Form.
  Damsel in Distress (Base Form). The Courtesan takes cover 
  behind a chosen allied creature within 5 ft. of herself. Attacks 
  made against the Courtesan are made with disadvantage until 
  the end of the Courtesan’s next turn, as long as it remains 
  within 5 ft. of the chosen creature.
  Careless Whispers (Base Form). The Courtesan whispers 
  magical words of deceit in a 60-foot cone. Each creature of 
  the Courtesan’s choice that can hear her in the cone must 
  make a DC 16 Wisdom saving throw. On a failed save creature 
  takes 21 (6d6) psychic damage and has disadvantage on the 
  next attack roll it makes before the end of its next turn.
  Multiattack (Bloodlust Form). The Courtesan makes 
  two claw attacks and one bite attack; or makes two 
  predigestion attacks.
  Claw (Bloodlust Form). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 15 (3d8 + 4) slashing damage.
  Bite (Bloodlust Form). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one creature. Hit: 13 (3d6 + 4) piercing damage 
  and the Courtesan recovers 7 (2d6) hit points. Additionally, 
  the Courtesan has advantage on all attack rolls against the 
  creature until the end of its next turn.
  Predigestion (Bloodlust Form). Ranged Weapon Attack: +7 
  to hit, range 20/60 ft., one target. Hit: 10 (4d4) acid damage 
  and takes 10 (4d4) acid damage at the beginning of its 
  next turn.
  Created by DM Tuz
  
  CroCodilian (Champion)
  Large monstrosity (bloodsucker), chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 190 (20d10 + 80)
  Speed 30 ft., swim 50 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+5)
  14 (+2)
  19 (+4)
  2 (-4)
  13 (+1)
  6 (-2)
  —
  Saving Throws Str +10, Con +9, Wis +6
  Skills Athletics +10, Perception +6, Stealth +7
  Senses darkvision 60 ft., passive Perception 16
  Languages -
  Challenge 15 (13,000 XP)
  —
  Apex Predator. Any hit by a bite attack the Crocodilian scores 
  against a target, that is surprised or unable to see it, is a 
  critical hit.
  Hold Breath. The Crocodilian can hold its breath for 1 hour.
  Legendary Resistance (3/Day). If the Crocodilian fails a 
  saving throw, it can choose to succeed instead.
  Marsh Prowler. The Crocodilian has advantage on Dexterity 
  (Stealth) checks when it hides in murky or swampy waters.
  Actions
  Multiattack. The Crocodilian makes two bite attacks.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 31 (4d12 + 5) piercing damage. If the target is size 
  Medium or smaller, it is grappled by the Crocodilian, escape 
  DC 18. Until the grapple ends, the target is restrained and the 
  Crocodilian can’t bite another target.
  Swarming Corruption (Recharge 4-6). The Crocodilian 
  unleashes its a parasitic swarm of mosquitos that fills a 
  20-foot-radius around the Crocodilian. Every creature except 
  for the Crocodilian in the area must make a DC 17 Dexterity 
  saving throw. On a failed save the creature takes 36 (8d8) 
  piercing damage and on a successful saving throw only half as 
  much. Additionaly the area remains filled with a buzzing swarm 
  of mosquitos until the end of the Crocodilian’s next turn. As 
  long as the insects remain, the area is heavily obscured and 
  creatures within the area are blinded.
  Submerge (1/Short Rest). Can only be used when the 
  Crocodilian is within a body of water. It hides and regains 36 
  (8d8) hit points.
  LegendARy Actions
  The Crocodilian can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. The 
  Crocodilian regains spent legendary actions at the start 
  of its turn.
  Detect. The Crocodilian makes a Wisdom (Perception) check. 
  Move. The Crocodilian moves up to half of its movement 
  speed. The Crocodilian’s movement using its swim speed 
  provokes no opportunity attacks. 
  Bite (2 Actions). The Crocodilian makes a bite attack. 
  Hide (2 Actions). The Crocodilian hides. The Crocodilian can 
  use this action only when it is within a body of water.
  Created by DM Tuz
  
  CrysTaline aberraTion
  Small aberration, unaligned
  —
  Armor Class 5
  Hit Points 5 (1d6 + 2)
  Speed 0 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  0 (-5)
  0 (-5)
  14 (+2)
  1 (-5)
  10 (0)
  1 (-5)
  —
  Damage Immunities poison, psychic, radiant
  Damage Vulnerabilities thunder
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned, stunned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10
  Languages -
  Challenge 1/8 (25 XP)
  —
  Invigorating Fluids. When a creature destroys a crystaline 
  aberration with a melee attack, it regains 2 (1d4) hit points.
  Actions
  Resonance. A creature within 30 feet of the crystaline 
  abomination must succeed on a DC 12 Wisdom saving throw, 
  or take 7 (2d6) psychic damage and is poisoned until the end 
  of its next turn. The crystaline aberration is destroyed at the 
  end of its turn.
  Explosive Undoing. The crystaline aberration explodes, 
  destroying itself. Any creature in a 20-foot radius of the 
  crystaline abomination must make a DC 12 Dexterity saving 
  throw. On a failed saving throw a creature takes 5 (2d4) 
  piercing damage, or half as much damage on a successful one.
  Created by DM Tuz
  The Farmstead
  Ever since the Comet had struck the Old Windmill, the 
  Farmstead and its surrounding acres of land have been 
  severely altered by the otherworldly corruption. As if 
  natural flow of time has been distorted beyond recogni-
  tion; once fertile fields, they are now a lifeless wasteland 
  where only crystallized wheat and mutated pumpkins 
  can grow and the acres are littered with fossilized 
  remains of people, farm animals, and petrified crops, 
  having aged seemingly uncountable years in a blink of 
  an eye. Even the stars above the Farmstead are not right, 
  none of the recognizable constellations can be seen 
  in the night sky and the Northern Star is in the wrong 
  position, as if these night skies are not from this time and 
  place.
  
  farmhand
  Medium aberration (husk), chaotic evil
  —
  Armor Class 13 (natural armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  9 (-1)
  12 (+1)
  7 (-2)
  11 (0)
  6 (-2)
  —
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 1/4 (50 XP)
  —
  Crystaline Growth. After the farmhand dies, a crystaline 
  aberration grows out of its body the following round 
  on the farmhand’s initiative. Any damage dealt to the 
  farmhand’s body destroys it completely, causing no crystaline 
  aberration to spawn.
  Actions
  Hoe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) bludgeoning damage.
  Irradiated Seeds. The farmhand throws irradiated seeds at 
  creature within 15 feet of itself. The creature must succeed on 
  a DC 11 Dexterity saving throw or is covered in irradiated seeds 
  and takes 3 (1d6) radiant damage at the beginning of each 
  of its turns for one minute or until the target creature or a 
  creature within 5 feet of it takes an action to remove the seeds.
  Pause From Labor (1/Short Rest). The farmhand regains 9 
  (2d8) hit points.
  foreman
  Medium aberration (husk), chaotic evil
  —
  Armor Class 13 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  11 (0)
  13 (+1)
  9 (-1)
  12 (+1)
  6 (-2)
  —
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Challenge 1/2 (100 XP)
  —
  Crystaline Growth. After the foreman dies, a crystaline 
  aberration grows out of its body the following round on 
  the foreman’s initiative. Any damage dealt to the foreman’s 
  body destroys it completely, causing no crystaline 
  aberration to spawn.
  Actions
  Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 7 (2d4 + 2) slashing damage.
  Stir The Rabble (Recharge 5-6). The foreman chooses up to 
  4 allied farmhands that it can see within 30 feet of itself. The 
  farmhands have advantage on weapon attacks attacks and the 
  DC of their irradiated seeds becomes 13 until the end of the 
  foreman’s next turn.
  ReActions
  No Trespassers. The foreman makes a whip attack against a 
  creature that enters the foreman’s reach. If the attack hits, the 
  next attack made by an ally of the foreman before the end of 
  the foreman’s next turn against the creature has advantage.
  Created by DM Tuz
  Husks
  Husks were once living, breathing, feeling beings before 
  they were touched by the malevolent crystalline corrup-
  tion from the stars. The crystalline corruption seeks to 
  consume all living and nonliving things that are made 
  from flesh, blood, bone or any other organic materials; 
  people, animals, and even certain inanimate objects that 
  are infected by this crystalline corruption are all turned 
  into Husks.
  Upon infection, the crystals rapidly spread throughout 
  the unfortunate victim and consume them from the 
  inside out, turning them from beings of warm flesh and 
  blood into cold, empty and cruel mockeries made of 
  crystal and stone. When a Husk dies, the crystals inside 
  its hollowed-out body quickly consume whatever remains 
  of the body and blossoms forth from it like a crystalline 
  flower to spread its corrupting “pollen“.
  
  sCareCrow
  Medium aberration (husk), chaotic evil
  —
  Armor Class 15 (natural armor)
  Hit Points 22 (5d8)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  15 (+2)
  11 (0)
  3 (-4)
  15 (+2)
  5 (-3)
  —
  Skills Stealth +6
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 12
  Languages -
  Challenge 1/2 (100 XP)
  —
  Crystaline Growth. After the scarecrow dies, a crystaline 
  aberration grows out of its body the following round 
  on the scarecrow’s initiative. Any damage dealt to the 
  scarecrow’s body destroys it completely, causing no crystaline 
  aberration to spawn.
  False Appearance. While the scarecrow remains 
  motionless, it is indistinguishable from an ordinary, inanimate 
  scarecrow. Using its haunting revelations does not break the 
  scarecrows disguise.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage.
  Haunting Revelation (1/Day). The scarecrow penetrates 
  the mind of a creature within 30 feet, filling it with eldritch 
  knowledge beyond its comprehension for one minute. At 
  the start of each of the creature’s turns, it must make a 
  DC 12 Wisdom saving throw. On a failed save the creature 
  is incapacitated and takes 9 (2d8) psychic damage. On a 
  successful save, the creature takes no damage and the 
  effect ends.
  plow horse
  Large aberration (husk), chaotic evil
  —
  Armor Class 13 (natural armor)
  Hit Points 42 (5d10 + 15)
  Speed 50 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  2 (-4)
  12 (+1)
  5 (-3)
  —
  Skills Athletics +5
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Challenge 1 (200 XP)
  —
  Crystaline Growth. After the plow horse dies, a crystaline 
  aberration grows out of its body the following round on 
  the plow horses initiative. Any damage dealt to the plow 
  horse’s body destroys it completely, causing no crystaline 
  aberration to spawn.
  Actions
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) bludgeoning damage.
  Dust Cloud. The plow horse kicks up a 10 ft. sphere cloud 
  of dust centered on itself, provided the plow horse currently 
  stands on dirt or sand. The dust cloud is dense enough to 
  provide 3/4 cover to any creature standing inside or behind 
  it, unless the attacker is within 5 ft. of the creature. The dust 
  cloud remains until the end of the plow horse’s next turn.
  Trample (Recharge 5-6). The plow horse charges 20 to 50 
  feet in a straight line, passing through spaces of any creature 
  of medium size or smaller. This movement does not provoke 
  attack of opportunities. Any creature the plow horse moves 
  through must make a DC 13 Dexterity saving throw. On a 
  failure the creature takes 14 (4d6) bludgeoning damage and be 
  knocked prone. On a successful save the creature only takes 
  half damage and be not knocked prone.
  Created by DM Tuz
  
  sleeper’s herald
  Small aberration, chaotic evil
  —
  Armor Class 17 (natural armor)
  Hit Points 4 (1d6 + 1)
  Speed 0 ft., flying 30 ft. (hovering)
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  12 (+1)
  12 (+1)
  2 (-4)
  14 (+2)
  2 (-4)
  —
  Damage Resistances psychic, radiant
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned, stunned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 12
  Languages -
  Challenge 1/4 (50 XP)
  —
  Reverb. The first time in a turn when a creature attacks and 
  deals damage to the herald, the creature must succeed a DC 12 
  Constitution saving throw or takes 3 (1d6) thunder damage.
  Actions
  Reality Bend. Melee or Ranged Spell Attack: +5 to hit, reach 5 
  ft. range 60 ft., one creature. Hit: 2 (1d4) psychic damage and 
  the creature has disadvantage on all attack rolls until the end 
  of its next turn.
  Created by DM Tuz
  Sleeper’s Herald
  Upon the Sleepers arrival, its impact shattered many of 
  its prison's outer layers. Many of these resulting shards 
  were spread across the Farmstead. Through the force of 
  the impact a lasting echo was created. Through this echo 
  the unfathomable mind of the Sleeper, was imprinted 
  upon these shards. Their mere presence is enough to ex-
  tend the reality warping properties of the Sleeper, which 
  these crystalline aberrations unintentionally maintain, 
  and even expand.
  
  The Thing from The sTars
  Large aberration, chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 97 (13d10 + 26)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  14 (+2)
  3 (-4)
  12 (+1)
  6 (-2)
  —
  Savings Throws Str +7, Wis +4
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Challenge 5 (1,800 XP)
  —
  Magic Weapons. The things’ weapon attacks are magical.
  Actions
  Multiattacks. The thing uses shard and makes one bite attack 
  and one vorpal strike.
  Phase Gnaw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) piercing damage. The damage of this 
  attack cannot be resisted or reduced.
  Vorpal Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage. This attack scores a 
  critical hit if the thing rolls a 19 or higher on the attack roll.
  Shard. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one 
  target. Hit: The creature must succeed on a DC 13 Constitution 
  saving throw or is affected by one of the following effects, 
  randomly determined by a 1d6 roll:
  1-2: The creature is stunned until the end of the thing’s 
  next turn. 
  3-4: The creature is blinded until the end of the thing’s 
  next turn. 
  5-6: The creature has disadvantage on dexterity saving 
  throws and it’s movement speed is reduced to 0 until the 
  end of the thing’s next turn.
  LegendARy Actions
  The thing from the stars can take 1 legendary action, choosing 
  from the options below. The thing from the stars regains the 
  spent legendary action at the start of its turn.
  Return To The Stars. The thing summons one Crystaline 
  Aberration within 5 feet of itself and looses 5 hit points. If it is 
  under any effects that causes it to repeat a saving throw at the 
  end of its turn, it repeats said saving throw.
  Created by DM Tuz
  The Thing From The Stars
  The nature of this lumbering amalgam is shrouded in 
  mystery. Is it just a shard lost from the whole of the com-
  et that devastated the farmstead, or is this abomination 
  the twisted herald of the star that fell upon this world? 
  Regardless its origin or purpose, if any, this creature 
  spreads the corrupting seeds of irradiating pollution far 
  beyond the containment of the Farmstead. It lumbers 
  across the realms, losing pieces of its body leaving be-
  hind blossoming crystalline tumors where it passes. But 
  this creature does not limit itself to the act of giving - it 
  takes.
  As it loses pieces of itself it seeks to reconstruct itself 
  with material it can find. The material being preferably 
  of flesh and blood, seized from hapless victims that were 
  unfortunate to cross its path. Thus it has become a sham-
  bling horror of gore and crystal that tirelessly continues 
  its pilgrimage to spread the seed of the Sleeper ever-
  more.
  
  The miller
  Large aberration (husk), chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 171 (18d10 + 72)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  18 (+4)
  7 (-2)
  10 (0)
  6 (-2)
  —
  Saving Throws Str +10, Con +7, Wis +4
  Skills Athletics +8, Perception +4
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 14
  Languages Understands common, but doesn’t speak
  Challenge 11 (7,200 XP)
  —
  Legendary Resistance (2/Day). If the Miller fails a saving 
  throw, he can choose to succeed instead.
  Time Loop. Every day at dawn the Miller is returned to the 
  farmstead and is fully restored, ending all lasting effects 
  suffered from the previous day, even if he was destroyed. He 
  does not retain memories from the previous day.
  Actions
  Multiattack. The Miller uses winter’s breath and makes two 
  giant scythe attacks.
  Giant Scythe. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 16 (3d6 + 6) slashing damage.
  The Reaping (Recharge 4-6). The Miller moves up to 
  its speed and makes a Giant Scythe attack against up to 
  4 creatures it passes. This movement does not provoke 
  opportunity attacks.
  Winter’s Breath. The Miller transforms a farmhand within 20 
  ft. of itself into a frozen farmhand.
  LegendARy Actions
  The Miller can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The Miller 
  regains spent legendary actions at the start of his turn.
  Detect. The Miller makes a Wisdom (Perception) check. 
  Move. The Miller moves up to half of his speed without 
  provoking opportunity attacks. 
  The Master Becons (1/round). The Miller summons a 
  random husk within 20 ft. of himself determined by a 1d6 roll. 
   
  1-2. Scarecrow (Veteran) 
   
  3-4. Farmhand (Veteran) 
   
  5-6. Sleeper’s Herald (Veteran) 
  Reap (2 Actions). The Miller attacks with his giant scythe.
  Frozen Farmhand:
  A transformed farmhand becomes restrained by ice until 
  it is destroyed. As long as it is frozen it can only use the 
  following new actions:
  Hollow Keening. A creature within 30 ft. of the frozen 
  farmhand that can hear it must succeed on a DC 15 Wis-
  dom saving throw. On a failed save the creature takes 
  7 (2d6) psychic damage is frightened for one minute. A 
  frightened creature takes 7 (2d6) psychic damage at the 
  end of its turn and must repeat the saving throw. On a 
  successful save the creature is no longer frightened.
  Thawing Soils. The frozen farmhand thaws and is no 
  longer restrained. It transforms back into a farmhand.
  Created by DM Tuz
  The Miller
  The unfortunate Miller was the once proud owner of 
  the now devastated Farmstead and its lands. The lands 
  made him quite prosperous for a common man. He 
  employed numerous diligent farmhands, who were loyal 
  to him and his family. His was a wealth the Miller 
  garnered fairly through hard dedicated 
  work.
  Unfortunately, a mysterious blight that 
  ravaged his lands threatened the Miller's 
  livelihood. The Miller turned to the 
  Ancestor for help, who agreed to assist 
  the Miller and to save his land. In truth 
  though, the Ancestor‘s true intent was 
  far from it, for it was him who arranged 
  the misfortune that befell the Miller‘s 
  land.
  The Ancestor found a strange comet far 
  off the world which he saw as an oppor-
  tunity to harness its powers. But to do so, 
  he had to bring this comet to the world and 
  Miller's farmstead would provide the ideal 
  destination for the comet‘s arrival, as well as 
  an optimal location to observe and harness the 
  comet‘s unique effects on the world.
  The Miller, the poor soul, was blissfully unaware of his 
  fate. Before the comet hit, the Miller had faith in the An-
  cestor‘s promise of salvation. The impact of the comet 
  did not kill him. It broke a small part of reality around 
  it, warped the farmstead and its inhabitants to husks 
  and trapped them in endless, repeating loops in 
  time. Death is no escape for the Miller and the souls of 
  the Farmstead. They are damned by the comet and its 
  reality changing influence for all eternity.
  
  Created by DM Tuz
  The Sleeper
  Encased and still developing 
  in its crystalline cocoon, the 
  entity named the Sleeper by 
  the Ancestor was traversing 
  the dark space between worlds 
  to find a world in which it can rest 
  to complete its metamorphosis to a 
  greater being.
  The Ancestor observed this mysterious 
  celestial body and knew of its true nature. 
  As circumstances had it, the Ancestor 
  found an opportunity to guide this being 
  towards the world, where it impacted and 
  changed the landscape forever.
  Now the Sleeper rests, nestled in the crust of 
  the world and is changing the world around 
  itself by its mere presence. It will be only a mat-
  ter of time until the Sleeper finishes its gestating 
  and awakes. If this happens a conflict for the true 
  dominance of the world will erupt, which will leave 
  unfathomable devastation in its wake.
  The Sleeper’s Lair
  The Sleeper’s Lair lies in the heart of the impact crater 
  the Sleeper created when it hit the farmstead. The blast 
  created a crystalline wasteland for miles around the 
  crater and the meteorite that carries the Sleeper dug 
  itself deep into the earth, crashing through several cave 
  systems before it came to a halt. Now the sleeper rests 
  beneath the crater until its awakening.
  The farmstead turned wasteland, carries the mark of the 
  sleeper‘s protective cocoon. Structures are overgrown 
  with the strange crystal, which seems to warp reality 
  around it. The husks created from the Sleeper’s pres-
  ence act now as its guardians and never wander off from 
  the sleeper’s area of influence.
  Lair Actions
  On Initiative count 20 (losing Initiative ties), the 
  Sleeper takes a lair action to cause one of the following 
  effects; the Sleeper can’t use the same effect two rounds 
  in a row:
  • Time begins to bend in a 10 ft. radius sphere within 
  120 ft. of the Sleeper. Each creature in the area must 
  make a DC 15 Charisma saving throw. On a failed 
  save a creature is slowed, as if under the effect of the 
  Slow spell until the end of its next turn.
  • A spacial rift erupts in a 60 ft. radius around the 
  Sleeper. Each creature in the area must except for the 
  Sleeper must succeed a DC 13 Constitution saving 
  throw. On a failed save a creature takes 14 (4d6) force 
  damage and switches positions with another random 
  creature that also failed its saving throw.
  • An explosive crystalline growth shoots out of the 
  earth, creating a 5 ft. high, 20 ft. radius area of crystal 
  spikes. Each creature in the area must make a DC 
  15 Dexterity saving throw. On a failed save a creature 
  takes 18 (4d8) piercing damage, and half as much 
  on a successful one. The area is difficult terrain and 
  remains until Initiative count 20 on the next round.
  Regional Effects
  The region of the farmstead, or any other region 
  warped by the presence of the Sleeper and its impact 
  creates one or more of the following effects:
  • Space is non euclidian which causes strange bends in 
  reality and incidental loops in space. When traveling 
  the actual distance traveled can vary up to 20%. So a 
  journey of 10 miles through the farmstead becomes 
  between 8 and 12 miles long. This can be determined 
  by rolling a 1d20.
  • Creatures traveling through the farmstead experience 
  rapid aging, causing them to age 1 year for each week 
  spent in the farmstead - alternatively creatures trave-
  ling through the farmstead experience time dilation in 
  which one month passes for every day they spend in 
  the farmstead.
  • Gravity acts strange and unpredictable within the 
  farmstead, causing random objects or structures to 
  float, and others to be completely locked in space, 
  unable to be moved at all. Creatures are unable to fly 
  or float using magic of any kind.
  If the Sleeper dies, these effects fade over the course of 
  1d100 days.
  
  The sleeper
  Gargantuan aberration, neutral evil
  —
  Armor Class 20 (natural armor)
  Hit Points 330 (20d20 + 120)
  Speed 0 ft., fly 30 ft. (hover)
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  9 (-1)
  23 (+6)
  22 (+6)
  24 (+7)
  12 (+1)
  —
  Saving Throws Str +13. Con +13, Int +13, Wis +14, Cha +8
  Skills Perception +14, Insight +14
  Damage Resistance poison
  Damage Immunities psychic
  Condition Immunities charmed, frightened, stunned
  Senses blindsight 60 ft., passive Perception 24
  Languages Telepathy 360 ft.
  Challenge 22 (41,000 XP)
  —
  Constructing Carapace. At the beginning of its turn, when 
  the Sleeper has at least 1 hit point, it gains 20 temporary 
  hit points.
  Legendary Resistance (3/Day). If the Sleeper fails a saving 
  throw, it can choose to succeed instead.
  Psionic Feedback. Any creature that attempts to read the 
  Sleeper’s mind or invade its dream takes 42 (12d6) psychic 
  damage and is stunned for one minute.
  Telekinesis. Even with most of its consciousness in deep 
  slumber, the Sleeper can interact with the world around it. 
  The Sleeper can move or manipulate creatures or objects as if 
  under the effect of the Telekinesis spell.
  Actions
  Multiattack. The Sleeper uses Maddening Presence and 
  makes three tentacle attacks.
  Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one 
  target. Hit: 24 (4d8 + 6) bludgeoning damage.
  Maddening Presence. Each creature of the Sleeper’s 
  choice that is within 120 feet of the Sleeper and can see it 
  must succeed on a DC 17 Wisdom saving throw or become 
  frightened for 1 minute. A creature repeats the saving throw 
  at the end of each of its turns, ending the effect on itself 
  on a success, and taking 5 psychic damage on a failure. If a 
  creature’s saving throw is successful or the effect ends for it, 
  the creature is immune to the Sleeper’s Maddening Presence 
  for the next 24 hours.
  Stirring (Recharge 5-6). The Sleeper stirs in its sleep and 
  devastates the minds of any sentient creature within 120 ft. 
  of itself. Each creature in the area with an intelligence score 
  higher than 2 must make a DC 22 Wisdom saving throw. On 
  a failed save a creature takes 88 (16d10) psychic damage 
  and half as much on a successful save. A creature that fails 
  the saving throw while being frightened by the Sleeper’s 
  maddening presence becomes stunned until the end of the 
  Sleeper’s next turn.
  Awakening (Recharge 4-6). The Sleeper makes six tentacle 
  attacks, it can target no single creature with more than three 
  tentacle attacks.
  LegendARy Actions
  The Sleeper can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The 
  Sleeper regains spent legendary actions at the start of its turn. 
   
  Move. The Sleeper moves up to half of its speed. 
  Tentacle (2 Actions). The Sleeper makes a tentacle attack. 
  Telekinesis (2 Actions). The Sleeper uses its Telekinesis. The 
  Sleeper must use 2 legendary actions at the end of its turn to 
  maintain the grip on a restrained creature. 
  Rouse (3 Actions). The Sleeper rolls to recharge one of its 
  used attacks.
  Created by DM Tuz
  
  CrysTaline aberraTion 
  (VeTeran)
  Small aberration, unaligned
  —
  Armor Class 5
  Hit Points 6 (1d6 + 3)
  Speed 0 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  0 (-5)
  0 (-5)
  16 (+3)
  1 (-5)
  10 (0)
  1 (-5)
  —
  Damage Immunities poison, psychic, radiant
  Damage Vulnerabilities thunder
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned, stunned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10
  Languages -
  Challenge 1/2 (100 XP)
  —
  Invigorating Fluids. When a creature destroys a crystaline 
  aberration with a melee attack, it regains 5 (2d4) hit points.
  Actions
  Resonance. A creature within 30 feet of the crystaline 
  abomination must succeed on a DC 13 Wisdom saving throw, 
  or take 14 (4d6) psychic damage and is poisoned until the end 
  of its next turn. The crystaline aberration is destroyed at the 
  end of its turn.
  Explosive Undoing. The crystaline aberration explodes, 
  destroying itself. Any creature in a 20-foot radius of the 
  crystaline abomination must make a DC 13 Dexterity saving 
  throw. On a failed saving throw a creature takes 10 (4d4) 
  piercing damage, or half as much damage on a successful one.
  farmhand (VeTeran)
  Medium aberration (husk), chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (0)
  14 (+2)
  7 (-2)
  12 (+1)
  6 (-2)
  —
  Saving Throws Con +4
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Challenge 1 (200 XP)
  —
  Brute. A melee weapon deals one extra die of its damage 
  when the farmhand hits with it (included in the attack).
  Crystaline Growth. After the farmhand dies, a crystaline 
  aberration grows out of its body the following round 
  on the farmhand’s initiative. Any damage dealt to the 
  farmhand’s body destroys it completely, causing no crystaline 
  aberration to spawn.
  Actions
  Hoe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8 + 2) bludgeoning damage.
  Irradiated Seeds. The farmhand throws irradiated seeds at 
  creature within 15 feet of itself. The creature must succeed 
  on a DC 12 Dexterity saving throw or is covered in irradiated 
  seeds and takes 7 (2d6) radiant damage at the beginning of 
  each of its turns for one minute or until the target creature 
  or a creature within 5 feet of it takes an action to remove 
  the seeds.
  Pause From Labor (1/Short Rest). The farmhand regains 18 
  (4d8) hit points.
  foreman (VeTeran)
  Medium aberration (husk), chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  14 (+2)
  9 (-1)
  12 (+1)
  6 (-2)
  —
  Saving Thows Dex +3, Int +1
  Skills Perception +5
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 15
  Languages -
  Challenge 2 (450 XP)
  —
  Crystaline Growth. After the foreman dies, a crystaline 
  aberration grows out of its body the following round on 
  the foreman’s initiative. Any damage dealt to the foreman’s 
  body destroys it completely, causing no crystaline 
  aberration to spawn.
  Actions
  Multiattack. The foreman makes two weapon attacks.
  Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 8 (2d4 + 3) slashing damage.
  Stir The Rabble (Recharge 5-6). Each farmhand within 30 
  ft. of the foreman that can see it has advantage on weapon 
  attacks attacks and the DC of their irradiated seeds becomes 
  14 until the end of the foreman’s next turn.
  ReActions
  No Trespassers. The foreman makes a whip attack against a 
  creature that enters the foreman’s reach. If the attack hits, the 
  next attack made by an ally of the foreman before the end of 
  the foreman’s next turn against the creature has advantage.
  Created by DM Tuz
  Veteran Husks
  
  sCareCrow (VeTeran)
  Medium aberration (husk), chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  17 (+3)
  12 (+1)
  3 (-4)
  16 (+3)
  5 (-3)
  —
  Savings Throws Dex + 5
  Skills Stealth +7
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 13
  Languages -
  Challenge 2 (450 XP)
  —
  Crystaline Growth. After the scarecrow dies, a crystaline 
  aberration grows out of its body the following round 
  on the scarecrow’s initiative. Any damage dealt to the 
  scarecrow’s body destroys it completely, causing no crystaline 
  aberration to spawn.
  False Appearance. While the scarecrow remains 
  motionless, it is indistinguishable from an ordinary, inanimate 
  scarecrow. Using its haunting revelations does not break the 
  scarecrows disguise.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) radiant damage. 
  The creature must succeed on a DC 11 Constitution saving 
  throw or is poisoned until the end of the scarecrow’s next turn.
  Haunting Revelation (1/Day). The scarecrow penetrates 
  the mind of a creature within 30 feet, filling it with eldritch 
  knowledge beyond its comprehension for one minute. At 
  the start of each of the creature’s turns, it must make a 
  DC 13 Wisdom saving throw. On a failed save the creature 
  is incapacitated and takes 18 (4d8) psychic damage. On 
  a successful save, the creature takes no damage and the 
  effect ends.
  plow horse (VeTeran)
  Large aberration (husk), chaotic evil
  —
  Armor Class 13 (natural armor)
  Hit Points 76 (8d10 + 32)
  Speed 50 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  18 (+4)
  2 (-4)
  12 (+1)
  5 (-3)
  —
  Skills Athletics +6
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Challenge 3 (700 XP)
  —
  Crystaline Growth. After the plow horse dies, a crystaline 
  aberration grows out of its body the following round on 
  the plow horses initiative. Any damage dealt to the plow 
  horse’s body destroys it completely, causing no crystaline 
  aberration to spawn.
  Actions
  Multiattack. The plow horse makes two hooves attacks.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Dust Cloud. The plow horse kicks up a 10 ft. sphere cloud 
  of dust centered on itself, provided the plow horse currently 
  stands on dirt or sand. The dust cloud is dense enough to 
  provide 3/4 cover to any creature standing inside or behind 
  it, unless the attacker is within 5 ft. of the creature. The dust 
  cloud remains until the end of the plow horse’s next turn.
  Trample (Recharge 5-6). The plow horse charges 20 to 50 
  feet in a straight line, passing through spaces of any creature 
  of medium size or smaller. This movement does not provoke 
  attack of opportunities. Any creature the plow horse moves 
  through must make a DC 14 Dexterity saving throw. On a 
  failure the creature takes 21 (6d6) bludgeoning damage and be 
  knocked prone. On a successful save the creature only takes 
  half damage and be not knocked prone.
  Created by DM Tuz
  
  The Thing from The sTars 
  (VeTeran)
  Large aberration, chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 153 (18d10 + 54)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  13 (+1)
  17 (+3)
  3 (-4)
  14 (+2)
  6 (-2)
  —
  Savings Throws Str +10, Int +0, Wis +6
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 12
  Languages -
  Challenge 10 (5,900 XP)
  —
  Magic Weapons. The thing’s weapon attacks are magical.
  Legendary Resistance (2/Day). If the thing fails a saving 
  throw, it can choose to succeed instead.
  Actions
  Multiattacks. The thing uses shard and makes three attacks: 
  one bite attack and two vorpal strikes.
  Phase Gnaw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 13 (3d4 + 6) piercing damage. The damage of this 
  attack cannot be resisted or reduced.
  Vorpal Strike. Melee Weapon Attack: +10 to hit, reach 5 
  ft., one target. Hit: 19 (3d8 + 6) slashing damage. This attack 
  scores a critical hit if the thing rolls a 19 or higher on the 
  attack roll.
  Shard. Ranged Weapon Attack: +10 to hit, range 30/60 ft., one 
  target. Hit: The creature must succeed on a DC 15 Constitution 
  saving throw or is affected by one of the following effects, 
  randomly determined by a 1d6 roll: 
  1-2: The creature is stunned until the end of the thing’s 
  next turn. 
  3-4: The creature is blinded until the end of the thing’s 
  next turn. 
  5-6: The creature has disadvantage on dexterity saving 
  throws and it’s movement speed is reduced to 0 until the 
  end of the thing’s next turn.
  LegendARy Actions
  The thing from the stars can take 3 legendary actions, choosing 
  from the options below. The thing from the stars regains the 
  spent legendary action at the start of its turn.
  Move. The thing moves up to its speed. 
  Return To The Stars (1/round). The thing summons one 
  Crystaline Aberration within 5 feet of itself and looses 5 hit 
  points. If it is under any effects that causes it to repeat a 
  saving throw at the end of its turn, it repeats said saving throw. 
  Phase Gnaw (2 Actions). The thing makes a phase 
  gnaw attack.
  sleeper’s herald (VeTeran)
  Small aberration, chaotic evil
  —
  Armor Class 18 (natural armor)
  Hit Points 9 (2d6 + 2)
  Speed 0 ft., flying 30 ft. (hovering)
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  12 (+1)
  12 (+1)
  2 (-4)
  16 (+3)
  2 (-4)
  —
  Damage Resistances psychic, radiant
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned, stunned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 13
  Languages -
  Challenge 1 (200 XP)
  —
  Reverb. The first time in a turn when a creature attacks and 
  deals damage to the herald, the creature must succeed a DC 13 
  Constitution saving throw or takes 7 (2d6) thunder damage.
  Actions
  Reality Bend. Melee or Ranged Spell Attack: +6 to hit, reach 5 
  ft. range 60 ft., one creature. Hit: 5 (2d4) psychic damage and 
  the creature has disadvantage on all attack rolls until the end 
  of its next turn.
  Created by DM Tuz
  
  CrysTaline aberraTion 
  (Champion)
  Small aberration, unaligned
  —
  Armor Class 5
  Hit Points 7 (1d6 + 4)
  Speed 0 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  0 (-5)
  0 (-5)
  18 (+4)
  1 (-5)
  10 (0)
  1 (-5)
  —
  Damage Immunities poison, psychic, radiant
  Damage Vulnerabilities thunder
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned, stunned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 10
  Languages -
  Challenge 2 (450 XP)
  —
  Invigorating Fluids. When a creature destroys a crystaline 
  aberration with a melee attack, it regains 7 (3d4) hit points.
  Actions
  Resonance. A creature within 30 feet of the crystaline 
  abomination must succeed on a DC 14 Wisdom saving throw, 
  or take 21 (6d6) psychic damage and is poisoned until the end 
  of its next turn. The crystaline aberration is destroyed at the 
  end of its turn.
  Explosive Undoing. The crystaline aberration explodes, 
  destroying itself. Any creature in a 20-foot radius of the 
  crystaline abomination must make a DC 14 Dexterity saving 
  throw. On a failed saving throw a creature takes 15 (6d4) 
  piercing damage, or half as much damage on a successful one.
  farmhand (Champion)
  Medium aberration (husk), chaotic evil
  —
  Armor Class 15 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  7 (-2)
  12 (+1)
  6 (-2)
  —
  Saving Throws Str +5, Con +5
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Challenge 3 (700 XP)
  —
  Brute. A melee weapon deals one extra die of its damage 
  when the farmhand hits with it (included in the attack).
  Crystaline Growth. After the farmhand dies, a crystaline 
  aberration grows out of its body the following round 
  on the farmhand’s initiative. Any damage dealt to the 
  farmhand’s body destroys it completely, causing no crystaline 
  aberration to spawn.
  Actions
  Multiattacks. The farmhand makes two attacks with its hoe. It 
  can throw seeds instead of one hoe attack.
  Hoe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) bludgeoning damage.
  Irradiated Seeds. The farmhand throws irradiated seeds at 
  creature within 15 feet of itself. The creature must succeed 
  on a DC 13 Dexterity saving throw or is covered in irradiated 
  seeds and takes 10 (3d6) radiant damage at the beginning of 
  each of its turns for one minute or until the target creature 
  or a creature within 5 feet of it takes an action to remove 
  the seeds.
  Pause From Labor (1/Short Rest). The farmhand regains 27 
  (6d8) hit points.
  foreman (Champion)
  Medium aberration (husk), chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 83 (11d8 + 33)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  16 (+3)
  9 (-1)
  14 (+2)
  6 (-2)
  —
  Saving Thows Dex +5, Int +2, Wis +5
  Skills Perception +8
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 18
  Languages -
  Challenge 5 (1,800 XP)
  —
  Crystaline Growth. After the foreman dies, a crystaline 
  aberration grows out of its body the following round on 
  the foreman’s initiative. Any damage dealt to the foreman’s 
  body destroys it completely, causing no crystaline 
  aberration to spawn.
  Instructions. The foreman can use a bonus action on its turn 
  to make a help action. Additionally when the foreman uses the 
  help action to aid an ally to attack, the range of its help action 
  becomes 10 ft.
  Actions
  Multiattack. The foreman makes three weapon attacks.
  Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 8 (2d4 + 4) slashing damage.
  Stir The Rabble (Recharge 5-6). Each farmhand within 40 
  ft. of the foreman that can see it has advantage on weapon 
  attacks attacks and the DC of their irradiated seeds becomes 
  16 until the end of the foreman’s next turn.
  ReActions
  No Trespassers. The foreman makes a whip attack against a 
  creature that enters the foreman’s reach. If the attack hits, the 
  next attack made by an ally of the foreman before the end of 
  the foreman’s next turn against the creature has advantage.
  Created by DM Tuz
  Champion Husks
  
  sCareCrow (Champion)
  Medium aberration (husk), chaotic evil
  —
  Armor Class 17 (natural armor)
  Hit Points 72 (11d8 + 22)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  18 (+4)
  14 (+2)
  3 (-4)
  18 (+4)
  5 (-3)
  —
  Savings Throws Dex + 7, Wis +7
  Skills Stealth +10
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 14
  Languages -
  Challenge 5 (1,800 XP)
  —
  Crystaline Growth. After the scarecrow dies, a crystaline 
  aberration grows out of its body the following round 
  on the scarecrow’s initiative. Any damage dealt to the 
  scarecrow’s body destroys it completely, causing no crystaline 
  aberration to spawn.
  False Appearance. While the scarecrow remains 
  motionless, it is indistinguishable from an ordinary, inanimate 
  scarecrow. Using its haunting revelations does not break the 
  scarecrows disguise.
  Actions
  Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage plus 13 (3d8) radiant damage. 
  The creature must succeed on a DC 14 Constitution saving 
  throw or is poisoned until the end of the scarecrow’s next turn. 
  A poisoned creature sheds dim light in a 10-foot radius and 
  can’t benefit from being invisible.
  Haunting Revelation (Recharge 5-6). The scarecrow 
  penetrates the mind of a creature within 30 feet, filling it 
  with eldritch knowledge beyond its comprehension for one 
  minute. At the start of each of the creature’s turns, it must 
  make a DC 15 Wisdom saving throw. On a failed save the 
  creature is incapacitated and takes 36 (8d8) psychic damage. 
  On a successful save, the creature takes no damage and the 
  effect ends.
  plow horse (Champion)
  Large aberration (husk), chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 116 (11d10 + 55)
  Speed 50 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  20 (+5)
  2 (-4)
  12 (+1)
  5 (-3)
  —
  Skills Athletics +9
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Challenge 6 (2,300 XP)
  —
  Crystaline Growth. After the plow horse dies, a crystaline 
  aberration grows out of its body the following round on 
  the plow horses initiative. Any damage dealt to the plow 
  horse’s body destroys it completely, causing no crystaline 
  aberration to spawn.
  Actions
  Multiattack. The plow horse makes two hooves attacks. 
  When both attacks hit the same target, it must succeed on a 
  DC 17 Strength saving throw or is knocked prone.
  Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 6) bludgeoning damage.
  Dust Cloud. The plow horse kicks up a 10 ft. sphere cloud 
  of dust centered on itself, provided the plow horse currently 
  stands on dirt or sand. The dust cloud is dense enough to 
  provide 3/4 cover to any creature standing inside or behind 
  it, unless the attacker is within 5 ft. of the creature. The dust 
  cloud remains until the end of the plow horse’s next turn.
  Trample (Recharge 5-6). The plow horse charges 20 to 50 
  feet in a straight line, passing through spaces of any creature 
  of medium size or smaller. This movement does not provoke 
  attack of opportunities. Any creature the plow horse moves 
  through must make a DC 17 Dexterity saving throw. On a 
  failure the creature takes 28 (8d6) bludgeoning damage and 
  be knocked prone. On a successful save the creature only 
  takes half damage and be not knocked prone.
  sleeper’s herald (Champion)
  Small aberration, chaotic evil
  —
  Armor Class 18 (natural armor)
  Hit Points 13 (3d6 + 3)
  Speed 0 ft., flying 30 ft. (hovering)
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  12 (+1)
  12 (+1)
  2 (-4)
  18 (+4)
  2 (-4)
  —
  Damage Resistances psychic, radiant
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned, stunned
  Senses blindsight 30 ft. (blind beyond this radius), passive 
  Perception 14
  Languages -
  Challenge 2 (450 XP)
  —
  Reverb. The first time in a turn when a creature attacks and 
  deals damage to the herald, the creature must succeed a DC 14 
  Constitution saving throw or takes 10 (3d6) thunder damage.
  Actions
  Reality Bend. Melee or Ranged Spell Attack: +7 to hit, reach 5 
  ft. range 60 ft., one creature. Hit: 7 (3d4) psychic damage and 
  the creature has disadvantage on all attack rolls until the end 
  of its next turn.
  Created by DM Tuz
  
  The miller (Champion)
  Large aberration (husk), chaotic evil
  —
  Armor Class 17 (natural armor)
  Hit Points 231 (22d10 + 110)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  15 (+2)
  21 (+5)
  8 (-1)
  12 (+1)
  6 (-2)
  —
  Saving Throws Str +12, Con +10, Int 4, Wis +6
  Skills Athletics +12, Perception +6
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 16
  Languages Understands common, but doesn’t speak
  Challenge 16 (15,000 XP)
  —
  Legendary Resistance (3/Day). If the Miller fails a saving 
  throw, he can choose to succeed instead.
  Magic Weapons. The Miller’s weapons are magical.
  Time Loop. Every day at dawn the Miller is returned to the 
  farmstead and is fully restored, ending all lasting effects 
  suffered from the previous day, even if he was destroyed. He 
  does not retain memories from the previous day.
  Actions
  Multiattack. The Miller uses winter’s breath and makes two 
  giant scythe attacks.
  Giant Scythe. Melee Weapon Attack: +12 to hit, reach 10 ft., 
  one target. Hit: 25 (4d8 + 7) slashing damage.
  The Reaping (Recharge 4-6). The Miller moves up to 
  its speed and makes a Giant Scythe attack against up to 
  4 creatures it passes. This movement does not provoke 
  opportunity attacks.
  Winter’s Breath. The Miller chooses one of the following: 
  • 
  The Miller transforms a farmhand within 20 ft. of itself 
  into a frozen farmhand. 
  • 
  A creature within 20 ft. of the Miller must succeed on 
  a DC 18 Constitution saving throw. On a failed save 
  the creature becomes restrained for one minute. The 
  restrained creature repeats the saving throw at the end 
  of its turn, ending the effect on a success. A creature 
  resistance to cold damage has advantage on the 
  saving throw and a creature immune to cold damage 
  automatically succeeds the saving throw.
  LegendARy Actions
  The Miller can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The Miller 
  regains spent legendary actions at the start of his turn.
  Detect. The Miller makes a Wisdom (Perception) check. 
  Move. The Miller moves up to half of his speed without 
  provoking opportunity attacks. 
  The Master Becons (1/round). The Miller summons a 
  random husk within 20 ft. of himself determined by a 1d6 roll. 
   
  1-2. Scarecrow (Champion) 
   
  3-4. Farmhand (Champion) 
   
  5-6. Sleeper’s Herald (Champion) 
  Reap (2 Actions). The Miller attacks with his giant scythe.
  The Thing from The sTars 
  (Champion)
  Large aberration, chaotic evil
  —
  Armor Class 17 (natural armor)
  Hit Points 210 (21d10 + 105)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  14 (+2)
  20 (+5)
  3 (-4)
  15 (+2)
  6 (-2)
  —
  Savings Throws Str +12, Dex +7, Int +1, Wis +7
  Damage Resistances psychic, radiant
  Condition Immunities charmed, exhaustion
  Senses darkvision 60 ft., passive Perception 12
  Languages -
  Challenge 15 (13,000 XP)
  —
  Magic Weapons. The thing’s weapon attacks are magical.
  Legendary Resistance (3/Day). If the thing fails a saving 
  throw, it can choose to succeed instead.
  Actions
  Multiattacks. The thing uses shard and makes three attacks: 
  one bite attack and two vorpal strikes.
  Phase Gnaw. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 17 (4d4 + 7) piercing damage. The damage of this 
  attack cannot be resisted or reduced.
  Vorpal Strike. Melee Weapon Attack: +12 to hit, reach 5 
  ft., one target. Hit: 25 (4d8 + 7) slashing damage. This attack 
  scores a critical hit if the thing rolls a 19 or higher on the 
  attack roll.
  Shard. Ranged Weapon Attack: +12 to hit, range 30/60 ft., one 
  target. Hit: The creature must succeed on a DC 18 Constitution 
  saving throw or is affected by one of the following effects, 
  randomly determined by a 1d6 roll: 
  1-2: The creature is stunned until the end of the thing’s 
  next turn. 
  3-4: The creature is blinded until the end of the thing’s 
  next turn. 
  5-6: The creature has disadvantage on dexterity saving 
  throws and it’s movement speed is reduced to 0 until the 
  end of the thing’s next turn.
  LegendARy Actions
  The thing from the stars can take 3 legendary actions, choosing 
  from the options below. The thing from the stars regains the 
  spent legendary action at the start of its turn.
  Move. The thing moves up to its speed. 
  Return To The Stars (1/round). The thing summons one 
  Crystaline Aberration within 5 feet of itself and looses 5 hit 
  points. If it is under any effects that causes it to repeat a 
  saving throw at the end of its turn, it repeats said saving throw. 
  Attack (2 Actions). The thing makes a weapon attack.
  Created by DM Tuz
  
  The ColleCTor
  Medium aberration, neutral evil
  —
  Armor Class 13 (natural armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  11 (0)
  16 (+3)
  15 (+2)
  17 (+3)
  13 (+1)
  —
  Saving Throws Wis +6, Cha +4
  Condition Immunities charmed, frightened
  Senses blindsight 60 ft., darkvision 120 ft. passive Perception 
  13
  Languages Understands all languages but can’t speak
  Challenge 5 (1,800 XP)
  —
  Levitate. The Collector never makes direct contact with the 
  ground unless knocked prone. Instead it floats never higher 
  than 5 feet above ground.
  Actions
  Life Steal. Melee Spell Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) necrotic damage. The Collector 
  regenerates hit points equal to half the amount of necrotic 
  damage dealt.
  Show Collection. The Collector reveals its true form from 
  underneath its cloak. Each creature of the Collector’s choice 
  that can see it in a 15-foot cone must make a DC 14 Wisdom 
  saving throw. On a failed save a creature takes 7 (2d6) psychic 
  damage and is frightened until the end of the Collector’s next 
  turn. On a successful save the creature takes half as much 
  damage and is not frightened.
  Collect Call. The Collector summons the severed heads it 
  has collected and reanimates them. The Collector summons 
  one Collected Rogue, one Collected Cleric, and one Collected 
  Warrior within 15 feet of itself. The Collector commands the 
  summond heads cannot have more than one of each type 
  (Rogue, Cleric, Warrior) under their control for as long as that 
  type of summoned creature is alive.
  Created by DM Tuz
  The Collector
  The Collector is an enigmatic figure that wanders the 
  surroundings of the estate. Not much is known about 
  the Collector, except superficial descriptions of its most 
  significant feature: a grand yellow cloak and a cage that it 
  bears like a mockery of a crown.
  Unbeknownst to the common folk, this creature follows a 
  grim purpose: to collect the souls of the fallen, that died 
  to the mind twisting horrors of the region. Each of them 
  is added to its ever growing collection that is bound to it 
  until the end of time.
  Those foolish enough to stand against the collector and 
  live to tell the tale report this creature’s willingness to 
  show and share its grim assortment of souls that it keeps 
  as an ever growing amalgamation of disfigured heads 
  hidden underneath its regal coat. A sight that has left 
  them all shaken, if not driven utterly mad. Worst of all, 
  the Collector will not hesitate to present most prized 
  pieces of its collection by summoning forth the souls it 
  has gathered.
  But even if one were to fall this wicked being, it would 
  eventually return. Continuing its dastardly occupation 
  until the end of time. For its collection will never be 
  complete.
  
  ColleCTed rogue
  Medium aberration, neutral evil
  —
  Armor Class 13 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (0)
  14 (+2)
  12 (+1)
  4 (-3)
  10 (0)
  6 (-2)
  —
  Skills Stealth +4
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft. passive Perception 10
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1/2 (100 XP)
  —
  Cunning Action. On each of its turns, the collected rogue can 
  use a bonus action to dash, disengage, or hide.
  Sneak Attack (1/Turn). The collected rogue deals an extra 7 
  (2d6) damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is within 
  5 ft. of an ally of the collected rogue that isn’t incapacitated 
  and the collected rogue doesn’t have disadvantage on the 
  attack roll.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 +2) piercing damage.
  ColleCTed CleriC
  Medium aberration, neutral evil
  —
  Armor Class 14 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (0)
  9 (-1)
  13 (+1)
  4 (-3)
  15 (+2)
  6 (-2)
  —
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft. passive Perception 12
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1/2 (100 XP)
  —
  Disjointed Spellcasting. Once the collected cleric has cast a 
  spell, it cannot cast it again until it cast a different spell.
  Innate Spellcasting. The collected cleric’s spellcasting ability 
  is Wisdom (spell save DC 12). The collected cleric can innately 
  cast the following spells, requiring no material components:
  At will: Bless, Cure Wounds, Sanctuary
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 3 (1d6) bludgeoning damage.
  ColleCTed warrior
  Medium aberration, neutral evil
  —
  Armor Class 17 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (0)
  15 (+2)
  4 (-3)
  12 (+1)
  6 (-2)
  —
  Skills Athletics +4
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft. passive Perception 11
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1/2 (100 XP)
  —
  Actions
  Morning Star. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 +2) piercing damage.
  Cover. The collected warrior protects a creature within 5 feet 
  of itself. Any attacks made against the protected creature are 
  made with disadvantage for as long as the collected warrior 
  remains within 5 feet of that creature until the beginning of 
  the collected warriors next turn.
  Created by DM Tuz
  
  The ColleCTor (VeTeran)
  Medium aberration, neutral evil
  —
  Armor Class 15 (natural armor)
  Hit Points 110 (13d8 + 52)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  12 (+1)
  18 (+4)
  16 (+3)
  19 (+4)
  14 (+2)
  —
  Saving Throws Con +8, Wis +8, Cha +6
  Condition Immunities charmed, frightened
  Senses blindsight 60 ft., darkvision 120 ft. passive Perception 
  13
  Languages Understands all languages but can’t speak
  Challenge 10 (5,900 XP)
  —
  Legendary Resistance (2/Day). If the Collector fails a saving 
  throw, it can choose to succeed instead.
  Levitate. The Collector never makes direct contact with the 
  ground unless knocked prone. Instead it floats never higher 
  than 5 feet above ground.
  Actions
  Life Steal. Melee Spell Attack: +8 to hit, reach 5 ft., one 
  creature. Hit: 21 (6d6) necrotic damage. The Collector 
  regenerates hit points equal to half the amount of necrotic 
  damage dealt.
  Show Collection. The Collector reveals its true form from 
  underneath its cloak. Each creature of the Collector’s choice 
  that can see it in a 20-foot cone must make a DC 16 Wisdom 
  saving throw. On a failed save a creature takes 18 (4d8) psychic 
  damage and is frightened until the end of the Collector’s next 
  turn. On a successful save the creature takes half as much 
  damage and is not frightened.
  Collect Call. The Collector summons the severed heads it 
  has collected and reanimates them. The Collector summons 
  one Collected Rogue, one Collected Cleric, and one Collected 
  Warrior within 15 feet of itself. The Collector commands the 
  summond heads cannot have more than one of each type 
  (Rogue, Cleric, Warrior) under their control for as long as that 
  type of summoned creature is alive.
  LegendARy Actions
  The Collector can take 2 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. 
  The Collector regains spent legendary actions at the start 
  of its turn.
  Move. The Collector or two of its summoned heads move up 
  to half of their movement speed. 
  Direct Head. A summoned head within 60 ft. of the Collector 
  moves up to half of its speed and makes an attack. 
  Life Steal (2 Actions). The Collector makes a life steal attack.
  ColleCTed rogue (VeTeran)
  Medium aberration, neutral evil
  —
  Armor Class 14 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (0)
  16 (+3)
  13 (+1)
  4 (-3)
  10 (0)
  6 (-2)
  —
  Skills Stealth +5
  Condition Immunities exhaustion
  Senses darkvision 120 ft. passive Perception 10
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1 (200 XP)
  —
  Cunning Action. On each of its turns, the collected rogue can 
  use a bonus action to dash, disengage, or hide.
  Sneak Attack (1/Turn). The collected rogue deals an extra 10 
  (3d6) damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is within 
  5 ft. of an ally of the collected rogue that isn’t incapacitated 
  and the collected rogue doesn’t have disadvantage on the 
  attack roll.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 +3) piercing damage.
  ColleCTed CleriC (VeTeran)
  Medium aberration, neutral evil
  —
  Armor Class 15 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (0)
  14 (+2)
  4 (-3)
  17 (+3)
  6 (-2)
  —
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft. passive Perception 13
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1 (200 XP)
  —
  Disjointed Spellcasting. Once the collected cleric has cast a 
  spell, it cannot cast it again until it cast a different spell.
  Innate Spellcasting. The collected cleric’s spellcasting ability 
  is Wisdom (spell save DC 13). The collected cleric can innately 
  cast the following spells, requiring no material components:
  At will: Bless, Cure Wounds (3rd level), Guiding Bolt, Sanctuary
  Actions
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.
  Created by DM Tuz
  VETERAN COLLECTOR
  
  The ColleCTor (Champion)
  Medium aberration, neutral evil
  —
  Armor Class 16 (natural armor)
  Hit Points 171 (18d8 + 90)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  13 (+1)
  20 (+5)
  17 (+3)
  21 (+5)
  15 (+2)
  —
  Saving Throws Con +9, Wis +10, Cha +7
  Condition Immunities charmed, frightened
  Senses blindsight 60 ft., darkvision 120 ft. passive Perception 
  13
  Languages Understands all languages but can’t speak
  Challenge 15 (13,000 XP)
  —
  Legendary Resistance (3/Day). If the Collector fails a saving 
  throw, it can choose to succeed instead.
  Levitate. The Collector never makes direct contact with the 
  ground unless knocked prone. Instead it floats never higher 
  than 5 feet above ground.
  Actions
  Life Steal. Melee Spell Attack: +10 to hit, reach 5 ft., one 
  creature. Hit: 28 (8d6) necrotic damage. The Collector 
  regenerates hit points equal to half the amount of necrotic 
  damage dealt.
  Show Collection. The Collector reveals its true form 
  from underneath its cloak. Each creature of the Collector’s 
  choice that can see it in a 20-foot cone must make a DC 18 
  Wisdom saving throw. On a failed save a creature takes 27 
  (6d8) psychic damage and is frightened until the end of the 
  Collector’s next turn. On a successful save the creature takes 
  half as much damage and is not frightened.
  Collect Call. The Collector summons the severed heads it 
  has collected and reanimates them. The Collector summons 
  one Collected Rogue, one Collected Cleric, and one Collected 
  Warrior within 15 feet of itself. The Collector commands the 
  summond heads cannot have more than one of each type 
  (Rogue, Cleric, Warrior) under their control for as long as that 
  type of summoned creature is alive.
  LegendARy Actions
  The Collector can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. 
  The Collector regains spent legendary actions at the start 
  of its turn.
  Move. The Collector or two of its summoned heads move up 
  to half of their movement speed. 
  Direct Head. A summoned head within 60 ft. of the Collector 
  moves up to half of its speed and makes an attack. 
  Life Steal (2 Actions). The Collector makes a life steal attack. 
  Collect Call (3 Actions). The Collector uses its Collect 
  Call action.
  ColleCTed warrior (VeTeran)
  Medium aberration, neutral evil
  —
  Armor Class 18 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (0)
  15 (+2)
  4 (-3)
  12 (+1)
  6 (-2)
  —
  Skills Athletics +5
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft. passive Perception 11
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1 (200 XP)
  —
  Actions
  Morning Star. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 +3) piercing damage. The target must 
  succeed on a DC 13 Constitution saving throw or be stunned 
  until the beginning of the collected warrior’s next turn.
  Cover. The collected warrior protects a creature within 5 feet 
  of itself. Any attacks made against the protected creature are 
  made with disadvantage for as long as the collected warrior 
  remains within 5 feet of that creature until the beginning of 
  the collected warriors next turn.
  Created by DM Tuz
  CHAMPION COLLECTOR
  
  ColleCTed rogue (Champion)
  Medium aberration, neutral evil
  —
  Armor Class 16 (natural armor)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (0)
  18 (+4)
  13 (+1)
  4 (-3)
  10 (0)
  6 (-2)
  —
  Skills Stealth +6
  Condition Immunities exhaustion
  Senses darkvision 120 ft. passive Perception 10
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 2 (450 XP)
  —
  Cunning Action. On each of its turns, the collected rogue can 
  use a bonus action to dash, disengage, or hide.
  Sneak Attack (1/Turn). The collected rogue deals an extra 14 
  (4d6) damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is within 
  5 ft. of an ally of the collected rogue that isn’t incapacitated 
  and the collected rogue doesn’t have disadvantage on the 
  attack roll.
  Actions
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 +4) piercing damage.
  ColleCTed CleriC (Champion)
  Medium aberration, neutral evil
  —
  Armor Class 16 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (0)
  14 (+2)
  4 (-3)
  18 (+4)
  6 (-2)
  —
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft. passive Perception 14
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 2 (450 XP)
  —
  Disjointed Spellcasting. Once the collected cleric has cast a 
  spell, it cannot cast it again until it cast a different spell.
  Innate Spellcasting. The collected cleric’s spellcasting ability 
  is Wisdom (spell save DC 13). The collected cleric can innately 
  cast the following spells, requiring no material components:
  At will: Bless, Cure Wounds (5th level), Guiding Bolt (3rd 
  level), Sanctuary
  Actions
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.
  ColleCTed warrior (Champion)
  Medium aberration, neutral evil
  —
  Armor Class 19 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (0)
  17 (+3)
  4 (-3)
  12 (+1)
  6 (-2)
  —
  Skills Athletics +6
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft. passive Perception 11
  Languages Understands all languages it spoke in life but can’t 
  speak
  Challenge 1 (200 XP)
  —
  Actions
  Morning Star. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 +4) piercing damage. The target must 
  succeed on a DC 14 Constitution saving throw or be stunned 
  until the end of the collected warrior’s next turn.
  Cover. The collected warrior protects a creature within 5 feet 
  of itself. Any attacks made against the protected creature are 
  made with disadvantage for as long as the collected warrior 
  remains within 5 feet of that creature until the beginning of 
  the collected warriors next turn.
  ReActions
  Guard. The collected warrior becomes the new target of an 
  attack against a creature under the effect of its cover. To do 
  this the collected warrior must see the attacker.
  Created by DM Tuz
  
  The fanaTiC
  Medium humanoid (human), lawful neutral
  —
  Armor Class 16 (chain mail)
  Hit Points 78 (12d8 + 14)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (0)
  14 (+2)
  10 (0)
  16 (+3)
  10 (0)
  —
  Saving Throws Wis +6, Cha +3
  Skills Insight +6, Perception +6, Religion +3
  Senses passive Perception 16
  Languages Common, Celestial, Infernal
  Challenge 5 (1,800 XP)
  —
  Spellcasting. The fanatic’s spellcasting ability is Wisdom 
  (spell save DC 14). The fanatic can innately cast the following 
  spells, requiring no material components as long as he uses his 
  holy symbol:
  At will: Detect Evil and Good, Protection from Evil and Good 
  1/day each: Bane, Hold Person, Shield of Faith, Zone of Truth
  Actions
  Multiattack. The fanatic uses Holy Mark and makes two 
  attacks: One with his hammer and one with his stake.
  Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 +3) bludgeoning damage.
  Stake. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 6(1d6 +3) piercing damage. If the target is under 
  the effect of Holy Mark or is undead, this attack deals an 
  additional 10 (3d6) radiant damage.
  Holy Mark. The fanatic tries to brand a creature within 5 feet 
  of himself with a holy mark. A creature must succeed on a 
  DC 13 Dexterity saving throw or takes 4 (1d8) fire damage and 
  is under the effect of Holy Mark for one minute or until the 
  Fanatic uses this action again. The Fanatic has advantage on 
  all attack rolls against the marked creature and is aware of its 
  position if it is within 1000 feet of him.
  Fury Of The Righteous (Recharge 5-6). The fanatic 
  unleashes a nova of radiant fury within a radius of 20 feet 
  of himself. Each creature within range must make a DC 14 
  Constitution saving throw. On a failed save a creature takes 18 
  (4d8) radiant damage. On a successful save a creature takes 
  half as much damage. Creatures that are 15 ft. or further away 
  from the fanatic take half as much damage from this attack.
  where Is The PYre?
  Truth be told: I found no good way to make this work. I 
  am always trying to find a balance between the mechan-
  ics of Darkest Dungeon and translating them to the rules 
  of D&D but the mechanic of suddenly materializing a 
  stake and pyre in an single action seemed not right to 
  me.
  Instead I will simply advise you as the DM to use the 
  pyres in another way. Maybe set up a scenario where 
  the players will have to free an innocent victim from the 
  Fanatic who is convinced that they have been infected 
  by the curse. Have the combat start with an important 
  character already burning at the stake to give the players 
  another element except for the fight with the Fanatic 
  himself to worry about. 
   
   
   
   
   
   
   
   
   
  - Tuz
  Created by DM Tuz
  Fanatic
  A towering and domineering force of seething, zealous 
  rage, and terrible intent, the Fanatic is a monk who has 
  gone rogue from the Church to hunt down and purge the 
  lands from anyone and anything affected by the Crimson 
  Curse. His heavily scarred face reveals a storied past of 
  brutal and consequential encounters with the mutated 
  inhabitants of the Courtyard, from which he has spilled 
  unimaginable amounts of heathen blood. At his disposal 
  are several iconic weapons and tools for slaying vam-
  pires: stakes, garlic, crosses, and prayers. However, his 
  most dangerous weapons are his unwavering conviction 
  in the righteousness of his cause and the zealous fervor 
  with which he pursues it, even if it means putting himself 
  directly in harm‘s way. At times, the line between fervor 
  and the wish for self-destruction can become precarious-
  ly blurred.
  
  The fanaTiC (VeTeran)
  Medium humanoid (human), lawful neutral
  —
  Armor Class 17 (splint)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  11 (0)
  16 (+3)
  10 (0)
  18 (+4)
  10 (0)
  —
  Saving Throws Con +7, Wis +8, Cha +4
  Skills Insight +8, Perception +8, Religion +4
  Senses passive Perception 18
  Languages Common, Celestial, Infernal
  Challenge 9 (5,000 XP)
  —
  Legendary Resistance (2/Day). If the fanatic fails a saving 
  throw, he can choose to succeed instead.
  Spellcasting. The fanatic’s spellcasting ability is Wisdom 
  (spell save DC 16). The fanatic can innately cast the following 
  spells, requiring no material components as long as he uses his 
  holy symbol:
  At will: Detect Evil and Good, Protection from Evil and Good 
  1/day each: Bane(4th level), Hold Person (4th level), Shield of 
  Faith, Zone of Truth
  Actions
  Multiattack. The fanatic uses Holy Mark and makes two 
  attacks: One with his hammer and one with his stake.
  Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 +4) bludgeoning damage.
  Stake. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature. Hit: 7(1d6 +4) piercing damage. If the target is under 
  the effect of Holy Mark or is undead, this attack deals an 
  additional 14 (4d6) radiant damage.
  Holy Mark. The fanatic tries to brand a creature within 5 feet 
  of himself with a holy mark. A creature must succeed on a 
  DC 13 Dexterity saving throw or takes 4 (1d8) fire damage and 
  is under the effect of Holy Mark for one minute or until the 
  Fanatic uses this action again. The Fanatic has advantage on 
  all attack rolls against the marked creature and is aware of its 
  position if it is within 1000 feet of him.
  Fury Of The Righteous (Recharge 5-6). The fanatic 
  unleashes a nova of radiant fury within a radius of 20 feet 
  of himself. Each creature within range must make a DC 16 
  Constitution saving throw. On a failed save a creature takes 36 
  (8d8) radiant damage. On a successful save a creature takes 
  half as much damage. Creatures that are 15 ft. or further away 
  from the fanatic take half as much damage from this attack.
  LegendARy Actions
  The fanatic can take 2 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The 
  fanatic regains spent legendary actions at the start of its turn.
  Detect. The fanatic makes a Wisdom (Perception) check. 
  Move. The fanatic moves up to half of his speed. 
  Hammer. The fanatic attacks with his hammer. 
  Stake (2 Actions). The fanatic attacks with his stake.
  Created by DM Tuz
  Veteran Fanatic
  
  Created by DM Tuz
  Champion Fanatic
  The fanaTiC (Champion)
  Medium humanoid (human), lawful neutral
  —
  Armor Class 18 (fullplate)
  Hit Points 170 (20d8 + 80)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  11 (0)
  18 (+4)
  10 (0)
  20 (+5)
  10 (0)
  —
  Saving Throws Con +9, Wis +10, Cha +5
  Skills Insight +10, Perception +10, Religion +5
  Senses passive Perception 20
  Languages Common, Celestial, Infernal
  Challenge 14 (11,500 XP)
  —
  Legendary Resistance (3/Day). If the fanatic fails a saving 
  throw, he can choose to succeed instead.
  Spellcasting. The fanatic’s spellcasting ability is Wisdom 
  (spell save DC 18). The fanatic can innately cast the following 
  spells, requiring no material components as long as he uses his 
  holy symbol:
  At will: Detect Evil and Good, Protection from Evil and Good 
  1/day each: Bane(6th level), Hold Person (6th level), Shield of 
  Faith, Zone of Truth
  Actions
  Multiattack. The fanatic uses Holy Mark and makes two 
  attacks: One with his hammer and one with his stake.
  Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 +4) bludgeoning damage.
  Stake. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature. Hit: 7(1d6 +4) piercing damage. If the target is under 
  the effect of Holy Mark or is undead, this attack deals an 
  additional 14 (4d6) radiant damage.
  Holy Mark. The fanatic tries to brand a creature within 5 feet 
  of himself with a holy mark. A creature must succeed on a 
  DC 13 Dexterity saving throw or takes 4 (1d8) fire damage and 
  is under the effect of Holy Mark for one minute or until the 
  Fanatic uses this action again. The Fanatic has advantage on 
  all attack rolls against the marked creature and is aware of its 
  position if it is within 1000 feet of him.
  Fury Of The Righteous (Recharge 5-6). The fanatic 
  unleashes a nova of radiant fury within a radius of 20 feet 
  of himself. Each creature within range must make a DC 18 
  Constitution saving throw. On a failed save a creature takes 45 
  (10d8) radiant damage. On a successful save a creature takes 
  half as much damage. Creatures that are 15 ft. or further away 
  from the fanatic take half as much damage from this attack.
  LegendARy Actions
  The fanatic can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The 
  fanatic regains spent legendary actions at the start of its turn.
  Detect. The fanatic makes a Wisdom (Perception) check. 
  Move. The fanatic moves up to half of his speed. 
  Hammer. The fanatic attacks with his hammer. 
  Stake (2 Actions). The fanatic attacks with his stake. 
  Fury of the Righteous (3 Actions). The fanatic uses Fury of 
  the Rightous if available.
  
  shambler
  Large aberration, chaotic evil
  —
  Armor Class 15 (natural armor)
  Hit Points 105 (14d10 + 28)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  15 (+2)
  6 (-2)
  14 (+2)
  11 (0)
  —
  Saving Throws Con +5, Wis +5
  Skills Perception +5
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 15
  Languages -
  Challenge 6 (2,300 XP)
  —
  Approaching Darkness. When the shamber rolls for initiative, 
  it can use a reaction to snuff out any form of nonmagical light 
  within 120 ft. of itself.
  Dark Sight. The shambler can see normally in magical and 
  nonmagical darkness, to a distance of 120 feet.
  Actions
  Multiattack. The shambler makes three tendril attacks.
  Tendrils. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 9 (1d10 +4) bludgeoning damage.
  Stentorious Lament. The shambler unleashes a maddening 
  screech. Each creature within 30 feet that can hear the 
  shambler must make a DC 14 Wisdom saving throw. On a 
  failed save a creature takes 9 (2d8) psychic damage and moves 
  up to half their movement speed in a random direction. On a 
  successful save the creature only takes half as much damage 
  and does not move.
  Undulating Withdrawal. The shambler expells foul vapors 
  and retreats. Each creature within 20 feet of the shambler 
  must make a DC 14 Constitution saving throw. On a failed save 
  the creature takes 9 (2d8) poison damage and cannot take 
  reactions until the beginning of its next turn. On a successful 
  save the creature takes only half as much damage and still can 
  take reactions.
  LegendARy Actions
  The shambler can take 2 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. 
  The shambler regains spent legendary actions at the start 
  of its turn.
  Move. The shambler moves up to half of its speed. 
  Tendrils. The shambler makes an attack with its tendrils. 
  Spawn Tentacles. The shambler spawns one shambler 
  tentacle in an unoccupied space within 30 feet of itself. The 
  shambler can have a maximum of three tentacles summoned 
  at a time.
  Created by DM Tuz
  Shambler
  All humans have a primordial fear of the dark. A 
  deep-seated fear that is not baseless in its nature. As we 
  are aware on a subconscious level that in the deepest 
  dark the Shambler lurks.
  The Shambler is a primeval nightmare summoned from 
  the darkest recesses of the unknown. It is a star-spawned 
  horror of infinite malignity born from the Void between 
  Worlds that was never meant to be seen by mortal men.
  The Shambler is a horrific predator of the dark. It is 
  equipped with writhing tentacles that are able to flay a 
  man alive in seconds. Furthermore it is able to spawn 
  vile tendrils at will, to cut off ways of retreat eradicating 
  any illusion of escape from this horror.
  The Shambler is a truly nightmarish beast that lurks in 
  the shadows, waiting until all forms of light are extingu-
  ished so that it is able to enter our world to hunt its prey 
  and feed its spawn.
  Art Credit: Alevtina
  Okoneshnikova
  
  shambler TenTaCle
  Small aberration, chaotic evil
  —
  Armor Class 12
  Hit Points 10 (4d6 - 4)
  Speed 0 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  8 (-1)
  2 (-4)
  13 (+1)
  4 (-3)
  —
  Damage Immunities poison, thunder
  Condition Immunities charmed, frightened, unconscious
  Senses blindsight 30 ft. (blind beyond this radius) passive 
  Perception 11
  Languages -
  Challenge 1/4 (50 XP)
  —
  Deaf. The tentacle is unable to hear and cannot make any 
  Wisdom (Perception) checks based on hearing.
  Immobile. The shambler cannot be pushed or pulled by 
  any means. Additionaly it has disadvantage on all Dexterity 
  saving throws.
  Shambler Spawn. When the tentacle starts its turn and is 
  further than 120 feet away from the shambler that spawned 
  it, it dies.
  Actions
  Lash. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 5 (1d6 +2) bludgeoning damage.
  ReActions
  Wild Lashing. When a hostile creature enters the melee range 
  of the tentacle, it can make a lash attack against the triggering 
  creature. To do so, the tentacle must see the creature.
  Created by DM Tuz
  “The Space between worlds is no place for mortal men.”
  
  Created by DM Tuz
  Veteran Shambler
  groTesQue shambler
  Large aberration, chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 190 (20d10 + 80)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  18 (+4)
  6 (-2)
  15 (+2)
  12 (+1)
  —
  Saving Throws Dex +8, Con +9, Wis +7
  Skills Perception +7
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 17
  Languages -
  Challenge 13 (10,000 XP)
  —
  Approaching Darkness. When the shamber rolls for initiative, 
  it can use a reaction to snuff out any form of nonmagical light 
  within 120 ft. of itself.
  Dark Sight. The shambler can see normally in magical and 
  nonmagical darkness, to a distance of 120 feet.
  Legendary Resistance (2/Day). If the shambler fails a saving 
  throw, he can choose to succeed instead.
  Magic Weapons. The shambler’s attacks are magical.
  Spellcasting. The fanatic’s spellcasting ability is Charisma 
  (spell save DC 13). The fanatic can innately cast the following 
  spells, requiring no material components:
  1/day each: Darkness
  Actions
  Multiattack. The shambler makes four attacks: three with its 
  tendrils and one with its bite.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 +5) piercing damage.
  Tendrils. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 10 (1d10 +5) bludgeoning damage.
  Stentorious Lament. The shambler unleashes a maddening 
  screech. Each creature within 30 feet that can hear the 
  shambler must make a DC 17 Wisdom saving throw. On a failed 
  save a creature takes 18 (4d8) psychic damage and moves up 
  to half their movement speed in a random direction. On a 
  successful save the creature only takes half as much damage 
  and does not move.
  Undulating Withdrawal. The shambler expells foul vapors 
  and retreats. Each creature within 20 feet of the shambler 
  must make a DC 17 Constitution saving throw. On a failed save 
  the creature takes 18 (4d8) poison damage and cannot take 
  reactions until the beginning of its next turn. On a successful 
  save the creature takes only half as much damage and still can 
  take reactions.
  LegendARy Actions
  The shambler can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. 
  The shambler regains spent legendary actions at the start 
  of its turn.
  Move. The shambler moves up to half of its speed. 
  Tendrils. The shambler makes an attack with its tendrils. 
  Spawn Tentacles. The shambler spawns two grotesque 
  tentacles in unoccupied spaces within 40 feet of itself. The 
  shambler can have a maximum of four tentacles summoned 
  at a time.
  groTesQue TenTaCle
  Small aberration, chaotic evil
  —
  Armor Class 13
  Hit Points 20 (8d6 - 8)
  Speed 0 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  8 (-1)
  2 (-4)
  13 (+1)
  4 (-3)
  —
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Damage Immunities poison, thunder
  Condition Immunities charmed, frightened, unconscious
  Senses blindsight 30 ft. (blind beyond this radius) passive 
  Perception 11
  Languages -
  Challenge 1 (200 XP)
  —
  Deaf. The tentacle is unable to hear and cannot make any 
  Wisdom (Perception) checks based on hearing.
  Immobile. The shambler cannot be pushed or pulled by 
  any means. Additionaly it has disadvantage on all Dexterity 
  saving throws.
  Shambler Spawn. When the tentacle starts its turn and is 
  further than 120 feet away from the shambler that spawned 
  it, it dies.
  Actions
  Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 10 (2d6 +3) bludgeoning damage.
  ReActions
  Wild Lashing. When a hostile creature enters the melee range 
  of the tentacle, it can make a lash attack against the triggering 
  creature. To do so, the tentacle must see the creature.
  
  Created by DM Tuz
  Champion Shambler
  abhorrenT shambler
  Large aberration, chaotic evil
  —
  Armor Class 17 (natural armor)
  Hit Points 273 (26d10 + 130)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  17 (+3)
  20 (+5)
  6 (-2)
  16 (+3)
  13 (+1)
  —
  Saving Throws Dex +9, Con +11, Wis +9
  Skills Perception +9
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 19
  Languages -
  Challenge 18 (20,000 XP)
  —
  Approaching Darkness. When the shamber rolls for initiative, 
  it can use a reaction to snuff out any form of nonmagical light 
  within 120 ft. of itself and cast Darkness.
  Dark Sight. The shambler can see normally in magical and 
  nonmagical darkness, to a distance of 120 feet.
  Legendary Resistance (3/Day). If the shambler fails a saving 
  throw, he can choose to succeed instead.
  Magic Weapons. The shambler’s attacks are magical.
  Spellcasting. The shambler’s spellcasting ability is Charisma 
  (spell save DC 15). The shambler can innately cast the following 
  spells, requiring no material components:
  At will: Darkness
  Actions
  Multiattack. The shambler makes four attacks: three with its 
  tendrils and one with its bite.
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 17 (2d8 +8) piercing damage.
  Tendrils. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 13 (1d10 +8) bludgeoning damage.
  Stentorious Lament. The shambler unleashes a maddening 
  screech. Each creature within 30 feet that can hear the 
  shambler must make a DC 19 Wisdom saving throw. On a 
  failed save a creature takes 27 (6d8) psychic damage and 
  moves up to half their movement speed in a random direction. 
  On a successful save the creature only takes half as much 
  damage and does not move.
  Undulating Withdrawal. The shambler expells foul vapors 
  and retreats. Each creature within 20 feet of the shambler 
  must make a DC 19 Constitution saving throw. On a failed save 
  the creature takes 27 (6d8) poison damage and cannot take 
  reactions until the beginning of its next turn. On a successful 
  save the creature takes only half as much damage and still can 
  take reactions.
  LegendARy Actions
  The shambler can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. 
  The shambler regains spent legendary actions at the start 
  of its turn.
  Move. The shambler moves up to half of its speed. 
  Tendrils. The shambler makes an attack with its tendrils. 
  Spawn Tentacles. The shambler spawns two abhorrent 
  tentacles in unoccupied spaces within 40 feet of itself. The 
  shambler can have a maximum of four tentacles summoned 
  at a time. 
  Darkness (2 Actions). The shambler casts Darkness.
  abhorrenT TenTaCle
  Small aberration, chaotic evil
  —
  Armor Class 13
  Hit Points 20 (8d6 - 8)
  Speed 0 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  8 (-1)
  2 (-4)
  13 (+1)
  4 (-3)
  —
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Damage Immunities poison, thunder
  Condition Immunities charmed, frightened, unconscious
  Senses blindsight 30 ft. (blind beyond this radius) passive 
  Perception 11
  Languages -
  Challenge 2 (450 XP)
  —
  Deaf. The tentacle is unable to hear and cannot make any 
  Wisdom (Perception) checks based on hearing.
  Immobile. The shambler cannot be pushed or pulled by 
  any means. Additionaly it has disadvantage on all Dexterity 
  saving throws.
  Lashing Rage. If the tentacle hit a creature with a lash 
  attack since the beginning of its last turn, it has advantage on 
  attack rolls.
  Shambler Spawn. When the tentacle starts its turn and is 
  further than 120 feet away from the shambler that spawned 
  it, it dies.
  Actions
  Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 10 (2d6 +3) bludgeoning damage.
  ReActions
  Wild Lashing. When a hostile creature enters the melee range 
  of the tentacle, it can make a lash attack against the triggering 
  creature. To do so, the tentacle must see the creature.
  
  Callous shrieker
  Large aberration, chaotic evil
  —
  Armor Class 17 (natural armor)
  Hit Points 76 (9d10 + 27)
  Speed 30 ft., fly 80 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  18 (+4)
  16 (+3)
  3 (-4)
  14 (+2)
  6 (-2)
  —
  Saving Throws Dex +7, Wis +5
  Skillss Sleight of Hand +7, Stealth +7
  Senses darkvision 120 ft., passive Perception 12
  Languages Understands Common and Deep Speech, but 
  doesn’t speak
  Challenge 5 (1,800 XP)
  —
  Keen Eyes. The shrieker has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Mobile. The shrieker attacks a creature with an attack, it 
  won’t provoke opportunity attacks from that creature for the 
  rest of the turn, whether it hits or not.
  Thieving. One per turn when the shrieker hits a creature with 
  a peck attack, it can choose to not deal damage and attempt 
  to steal an item out of the creature’s inventory (Dungeon 
  Master’s choice) instead. The shrieker makes a Dexterity 
  (Sleight of Hand) check opposed to the attacked creature’s 
  Wisdom (Perception) check. On a success the shrieker steals 
  the item and carries it in its beak.
  Actions
  Multiattack. The shrieker makes two peck attacks.
  Peck. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 +4) piercing damage.
  Caw. The shrieker caws at a creature that can hear it within 
  60 ft. of itself. The creature must succeed a DC 14 Wisdom 
  saving throw or has disadvantage on all attack rolls against the 
  Shrieker until the end of the shrieker’s next turn. A creature 
  that is immune to fear automatically succeeds the saving 
  throw. If a creature’s saving throw is successful, the creature is 
  immune to the shrieker’s Caw for the next 24 hours.
  Regurgitate. The shrieker regurgitate partially digested food 
  in a 15 ft. cone. Each creature in the area must make a DC 14 
  Constitution saving throw or is poisoned until the end of the 
  shrieker’s next turn.
  Call The Murder (Recharge 5-6). The shrieker summons a 
  swarm of spectral crows in a 20 ft. radius. Each creature of 
  the shrieker’s choice must make a DC 14 Wisdom saving throw. 
  On a failed save a creature takes 27 (6d8) psychic damage 
  and can’t use reactions until the beginning of its next turn. On 
  a successful save a creature takes half as much damage and 
  can’t make opportunity attacks until the beginning of its next 
  turn. If the Shrieker is within the radius of effect it can dash as 
  a bonus action until the end of its turn.
  Created by DM Tuz
  Shrieker
  While the iconography of the corvid served as symbol 
  for many houses that inhabited the lands around the 
  Estate, the Shrieker is a grotesque mockery of the once 
  proud avian.
  Somewhere along the time the corruption of the land 
  took hold, a few crows which did not succumb to its 
  mutation evolved into twisted, winged abominations. As 
  they are few in numbers, the Shriekers have carved up 
  wide swathes of land as their territory. They patrol their 
  domain regularly, scavengers that they are, for easy carri-
  on and more importantly: shining trinkets.
  Once a valuable has been secured, the Shrieker will 
  jealously hoard it away in its nest. But even though it 
  assumed a monstrous form, it still retained its crow 
  cunning. A Shrieker knows a fight is lost, it is not above 
  to leave its old nest and territory. This behavior causes 
  Shriekers to migrate quite often and appear unexpected-
  ly in new areas.
  
  Created by DM Tuz
  Veteran Shrieker
  CreTenious shrieker
  Large aberration, chaotic evil
  —
  Armor Class 18 (natural armor)
  Hit Points 123 (13d10 + 52)
  Speed 30 ft., fly 80 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  20 (+5)
  18 (+4)
  3 (-4)
  16 (+3)
  8 (-1)
  —
  Saving Throws Dex +9, Wis +7, Cha +3
  Skillss Sleight of Hand +9, Stealth +9
  Senses darkvision 120 ft., passive Perception 13
  Languages Understands Common and Deep Speech, but 
  doesn’t speak
  Challenge 10 (5,900 XP)
  —
  Keen Eyes. The shrieker has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Mobile. The shrieker attacks a creature with an attack, it 
  won’t provoke opportunity attacks from that creature for the 
  rest of the turn, whether it hits or not.
  Legendary Resistance (2/Day). If the shrieker fails a saving 
  throw, he can choose to succeed instead.
  Thieving. One per turn when the shrieker hits a creature with 
  a peck attack, it can choose to not deal damage and attempt 
  to steal an item out of the creature’s inventory (Dungeon 
  Master’s choice) instead. The shrieker makes a Dexterity 
  (Sleight of Hand) check opposed to the attacked creature’s 
  Wisdom (Perception) check. On a success the shrieker steals 
  the item and carries it in its beak.
  Actions
  Multiattack. The shrieker makes two peck attacks.
  Peck. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 +5) piercing damage.
  Caw. The shrieker caws at a creature that can hear it within 
  60 ft. of itself. The creature must succeed a DC 16 Wisdom 
  saving throw or has disadvantage on all attack rolls against the 
  Shrieker until the end of the shrieker’s next turn. A creature 
  that is immune to fear automatically succeeds the saving 
  throw. If a creature’s saving throw is successful, the creature is 
  immune to the shrieker’s Caw for the next 24 hours.
  Regurgitate. The shrieker regurgitate partially digested food 
  in a 15 ft. cone. Each creature in the area must make a DC 16 
  Constitution saving throw or is poisoned until the end of the 
  shrieker’s next turn.
  Call The Murder (Recharge 5-6). The shrieker summons a 
  swarm of spectral crows in a 20 ft. radius. Each creature of 
  the shrieker’s choice must make a DC 16 Wisdom saving throw. 
  On a failed save a creature takes 36 (8d8) psychic damage 
  and can’t use reactions until the beginning of its next turn. On 
  a successful save a creature takes half as much damage and 
  can’t make opportunity attacks until the beginning of its next 
  turn. If the Shrieker is within the radius of effect it can dash as 
  a bonus action until the end of its turn.
  LegendARy Actions
  The shrieker can take 2 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. The 
  shrieker regains spent legendary actions at the start of its turn.
  Detect. The shrieker makes a Wisdom (Perception) check. 
  Move. The shrieker moves up to half of its speed. 
  Skirmishing Peck (2 Actions). The shrieker walks up to half 
  of its speed. It makes a peck attack before, after or during 
  this movement.
  
  Created by DM Tuz
  Champion Shrieker
  horrid shrieker
  Large aberration, chaotic evil
  —
  Armor Class 19 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 30 ft., fly 80 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  22 (+6)
  20 (+5)
  3 (-4)
  18 (+4)
  9 (-1)
  —
  Saving Throws Dex +11, Wis +9, Cha +4
  Skillss Perception +9, Sleight of Hand +11, Stealth +11
  Senses darkvision 120 ft., passive Perception 19
  Languages Understands Common and Deep Speech, but 
  doesn’t speak
  Challenge 15 (13,000 XP)
  —
  Keen Eyes. The shrieker has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Mobile. The shrieker attacks a creature with an attack, it 
  won’t provoke opportunity attacks from that creature for the 
  rest of the turn, whether it hits or not.
  Legendary Resistance (3/Day). If the shrieker fails a saving 
  throw, he can choose to succeed instead.
  Thieving. One per turn when the shrieker hits a creature with 
  a peck attack, it can choose to not deal damage and attempt 
  to steal an item out of the creature’s inventory (Dungeon 
  Master’s choice) instead. The shrieker makes a Dexterity 
  (Sleight of Hand) check opposed to the attacked creature’s 
  Wisdom (Perception) check. On a success the shrieker steals 
  the item and carries it in its beak.
  Actions
  Multiattack. The shrieker caws and makes two peck attacks.
  Peck. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 +6) piercing damage.
  Caw. The shrieker caws at a creature that can hear it within 
  60 ft. of itself. The creature must succeed a DC 18 Wisdom 
  saving throw or has disadvantage on all attack rolls against the 
  Shrieker until the end of the shrieker’s next turn. A creature 
  that is immune to fear automatically succeeds the saving 
  throw. If a creature’s saving throw is successful, the creature is 
  immune to the shrieker’s Caw for the next 24 hours.
  Regurgitate. The shrieker regurgitate partially digested food 
  in a 20 ft. cone. Each creature in the area must make a DC 18 
  Constitution saving throw or is poisoned until the end of the 
  shrieker’s next turn.
  Call The Murder (Recharge 5-6). The shrieker summons a 
  swarm of spectral crows in a 20 ft. radius. Each creature of 
  the shrieker’s choice must make a DC 18 Wisdom saving throw. 
  On a failed save a creature takes 45 (10d8) psychic damage 
  and can’t use reactions until the beginning of its next turn. On 
  a successful save a creature takes half as much damage and 
  can’t make opportunity attacks until the beginning of its next 
  turn. If the Shrieker is within the radius of effect it can dash as 
  a bonus action until the end of its turn.
  LegendARy Actions
  The shrieker can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. The 
  shrieker regains spent legendary actions at the start of its turn.
  Detect. The shrieker makes a Wisdom (Perception) check. 
  Move. The shrieker moves up to half of its speed. 
  Regurgitate (1/round). The shrieker uses Regurgitate. 
  Skirmishing Peck (2 Actions). The shrieker walks up to half 
  of its speed. It makes a peck attack before, after or during 
  this movement.
  
  Created by DM Tuz
  The Darkest 
  Dungeon
  It was the encounter with a bewitching predator- and 
  a drop of her accursed blood- that infected the Ancestor 
  in his youth, leading to a consuming fascination with 
  the eldritch. Led down a dark path in callous pursuit of 
  ever-greater power, he soon learned of the ancient and 
  terrible secrets of his family estate, and what laid below: 
  a key to ultimate power. Deep in his studies but in need 
  of resources with which to test these legends, he would 
  spend his family’s remaining fortune to organize one last 
  expedition to excavate what lied below. With failure he 
  would be left with nothing but the revenge of those he 
  had wronged, but with victory would come something far 
  greater: an understanding of cosmic truth itself. 
  Leading the expedition deep below the estate himself, he 
  found a foreboding gate that was of little effort to unlock 
  with his decades of eldritch studies, but what laid beyond 
  was more shocking still: The Darkest Dungeon. A place 
  of shifting geometry and terrible, misshapen monstros-
  ities, its very nature irresistibly corrupts all who linger 
  within its horrid depths. Yet worst and most compelling 
  of all is that the very structure seems to be alive, signified 
  by a drumbeat that carries on, a single, constant heart-
  beat deep below…
  The Cult of the New God
  The Darkest Dungeon is the sanctuary of something 
  that rivals its monstrosities in menace: a cult driven there 
  by visions, prophecies, madness brought on by their new 
  god sleeping within its depths. Casting aside any belief in 
  whatever old gods they followed, they were drawn, per-
  haps subconsciously, by the abyssal heartbeat of the dun-
  geon the moment its forsaken gates opened, taking on its 
  ‘blessing’ in the shape of the mutations and madness of 
  the stygian depths. Dark within their new sanctuary, the 
  cult casts aside whatever shreds of humanity remained 
  within their tattered beings, each and every one altered 
  both physically and mentally. A new hierarchy was 
  formed, with those ‘favored’ by the crawling chaos below 
  at the top, and the darkest champions to arise became 
  the guardians of the Dungeon’s deepest depths...
   
  “Once again, the stars are right and the manor sits at the very epicenter of cosmic unrest.”
  
  asCended wiTCh
  Medium humanoid, neutral evil
  —
  Armor Class 15 (cultist garbs)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  16 (+3)
  16 (+3)
  11 (0)
  10 (0)
  22 (+6)
  —
  Skills Perception +6
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 16
  Languages Common, Deep Speech
  Challenge 6 (2,300 XP)
  —
  Spellcasting. The cultist is a 14th-level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 17, +9 to hit with 
  spell attacks). They regain their expended spell slots when 
  they finish a short or long rest. They know the following spells:
  Cantrips (at will): Eldritch Blast, Mage Hand, Thaumaturgy 
  1st-5th level (3 5th-level slots): Arms of Hadar, 
  Cause Fear, Command, Ray of Enfeeblement, Dispel Magic, 
  Hypnotic Pattern, Black Tentacles, Blight, Cloudkill. 
  6th level: (1 6th-level slot): Mass Suggestion
  Actions
  Multiattack. The witch fires three eldritch blasts.
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage.
  Eldritch Blast. Ranged Spell Attack: +9 to hit, range 60 ft., 
  one target. Hit: 10 (1d10 + 6) force damage and the target is 
  pushed or pulled 10 ft. in a direction of the witch’s choice.
  Fate’s Reveal. A creature within 120 ft. of the witch must 
  succeed a DC 17 Charisma saving throw. On a failed save 
  a creature takes 13 (2d6+6) psychic damage is ingulfed in 
  eldritch light for one minute. As long as the creature is 
  ingulfed in eldritch light each attack against the creature 
  is made with advantage and the creature cannot benefit 
  from becoming invisible or hide. At the end of the ingulfed 
  creature’s turn it repeats the saving throw, ending the effect 
  on a success. Once a creature succeeds its saving throw or 
  the effect ends, the creature becomes immune to the witch’s 
  Fate’s Reveal for 24 hours.
  asCended brawler
  Medium humanoid, neutral evil
  —
  Armor Class 16 (unarmed defense)
  Hit Points 119 (14d8 + 56)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  18 (+4)
  10 (0)
  10 (0)
  14 (+2)
  —
  Skills Athletics +13, Perception +3
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 13
  Languages Common, Deep Speech
  Challenge 6 (2,300 XP)
  —
  Rend For The New God. When the brawler scores a hit with 
  a melee weapon attack on a target, its melee weapon attacks 
  have advantage on the same target until the beginning of its 
  next turn.
  Rupturing Wounds. When the brawler hits a creature with 
  an attack made with advantage, the attack deals an additional 
  4 (1d8) necrotic damage. Creatures without blood are 
  not affected.
  Unarmed Defense. When the brawler is not wearing any 
  armor, their armor class equals 10 + their Dexterity modifier + 
  their Constitution modifier.
  Actions
  Multiattack. The brawler makes 3 claw attacks.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) slashing damage.
  Created by DM Tuz
  
  CulTisT priesT
  Medium aberration, neutral evil
  —
  Armor Class 14 (natural armor)
  Hit Points 143 (15d8 + 75)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  20 (+5)
  9 (-1)
  14 (+2)
  17 (+3)
  —
  Skills Perception +5
  Saving Throws Str +8, Con+8, Cha +6
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities blinded, charmed, frightened
  Senses blindsight 60 ft. (blind beyond), passive Perception 15
  Languages Common, Deep Speech, telepathy 120 ft.
  Challenge 7 (2,900 XP)
  —
  Magical Attacks. The cultist priest’s weapons attacks 
  are magical.
  Visceral Hit. When a creature is hit by the cultist priest’s 
  piercing appendage and the attack was made with 
  advantage, the creature makes the Constitution saving throw 
  with disadvantage.
  Actions
  Multiattack. The cultist priest makes 2 tentacle attacks.
  Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6 + 5) bludgeoning damage.
  Piercing Appendage. Melee Weapon Attack: +8 to hit, reach 
  30 ft., one target. Hit: 26 (6d6 + 5) slashing damage and 14 
  (4d6) necrotic damage if the target is a creature. The creature 
  must make a DC 16 Constitution saving throw, taking the 
  necrotic damage on a failed save and half as much damage 
  on a successful one. A creature without blood takes no 
  necrotic damage.
  rapTorous CulTisT
  Medium humanoid, neutral evil
  —
  Armor Class 13 (natural armor)
  Hit Points 38 (5d8 + 15)
  Speed 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (0)
  16 (+3)
  8 (-1)
  9 (-1)
  11 (0)
  —
  Saving Throws Cha +2
  Senses passive Perception 9
  Languages Common, Deep Speech
  Challenge 2 (700 XP)
  —
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened.
  Mob Attack. When the raptorous cultist hits a creature that is 
  within 5 ft. of one of the cultist’s allies, that isn’t incapacitated, 
  its attack deals an additional die of its damage (1d6).
  Prepare The Sacrifice. As long as two raptorous cultists or 
  more grapple the same creature, the creature is restrained.
  Actions
  Multiattack. The cultist makes 2 slam attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. of one another. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Instead of dealing damage, the cultist can grapple the target 
  (escape DC 12).
  Flesh to Flesh. The cultist sacrifices its own flesh to mend the 
  wounds of its ally. The cultist takes 17 (3d8+3) necrotic damage 
  and an ally within 5 ft. of the cultist regains hit points equal to 
  the amount of necrotic damage dealt.
  Flesh Wall. The cultist chooses one ally within 5 feet of itself. 
  Until the beginning of the cultist’s next turn any attack that 
  targets the chosen ally targets the cultist instead as long as the 
  cultist is within 5 feet of the chosen ally.
  Created by DM Tuz
  
  malignanT growTh
  Medium aberration, neutral evil
  —
  Armor Class 12 (natural armor)
  Hit Points 53 (7d8 + 21)
  Speed 0 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  1 (-5)
  17 (+3)
  3 (-4)
  10 (0)
  3 (-4)
  —
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities blinded, charmed, deafened, 
  frightened
  Senses blindsight 30 ft. (blind beyond), passive Perception 10
  Languages -
  Challenge 2 (700 XP)
  —
  Magical Attacks. The growth’s weapons attacks are magical.
  Actions
  Tendril. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage and 7 (2d6) 
  necrotic damage if the target is a creature. The creature 
  must make a DC 13 Constitution saving throw, taking the 
  necrotic damage on a failed save and half as much damage 
  on a successful one. A creature without blood takes no 
  necrotic damage.
  Mind Blast. A creature that the growth can see must must 
  succeed a DC 13 Wisdom saving throw or take 9 (2d8) psychic 
  damage and be stunned until the end of the growth’s next turn. 
  A creature with Intelligence of 2 or lower is unaffected.
  defensiVe growTh
  Medium aberration, neutral evil
  —
  Armor Class 12 (natural armor)
  Hit Points 53 (7d8 + 21)
  Speed 0 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  1 (-5)
  17 (+3)
  3 (-4)
  16 (+3)
  3 (-4)
  —
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities blinded, charmed, deafened, 
  frightened
  Senses blindsight 30 ft. (blind beyond), passive Perception 13
  Languages -
  Challenge 2 (700 XP)
  —
  Magical Attacks. The growth’s weapons attacks are magical.
  Actions
  Tendril. Melee Weapon Attack: +2 to hit, reach 10 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage.
  Bolster. A creature of the growth’s choice gains 10 temporary 
  hit points and when the creature makes an attack or saving 
  throw before the beginning of the growth’s next turn, it 
  rolls 1d4 and adds the number rolled to the attack roll or 
  saving throw.
  Unbearable Reverberation. Each creature of the growth’s 
  choice that can hear it and is within 30 ft. of it must succeed 
  a DC 13 Wisdom saving throw or take 5 (2d4) psychic damage 
  and when the creature makes an attack or ability check before 
  the end of its next turn, it must roll 1d4 and subtract the 
  number rolled from the attack roll or saving throw.
  ReActions
  Intercepting Guard. When a creature attacks an ally of the 
  growth, the growth can impose disadvantage on the attack. 
  To do s both the attacking creature and the ally of the growth 
  must be within 30 ft. of it.
  Created by DM Tuz
  
  Templar gladiaTor
  Large aberration, neutral evil
  —
  Armor Class 17 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  18 (+4)
  21 (+5)
  12 (+1)
  16 (+3)
  14 (+2)
  —
  Saving Throws Str +10, Con +9, Cha +6
  Skills Athletics +10, Perception +7
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 
  17
  Languages Common, Deep Speech
  Challenge 10 (5,900 XP)
  —
  Magic Weapons. The templar’s attacks are magical.
  Actions
  Multiattack. The templar makes 3 attacks; two with its claws 
  and one with its stinger. It can make a bodyslam attack in place 
  of both claw attacks.
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 +6) bludgeoning damage.
  Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10 +6) piercing damage. The target must 
  make a DC 17 Constitution saving throw, taking 18 (4d8) poison 
  damage on a failed save and half as much on a successful one.
  Bodyslam. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 24 (4d8 +6) bludgeoning damage and if the 
  creature is size large or smaller, the creature is pushed up 
  to 10 ft. away from the templar. The pushed creature must 
  succeed a DC 18 Constitution saving throw or be stunned until 
  the end of the templar’s next turn.
  Templar sniper
  Large aberration, neutral evil
  —
  Armor Class 17 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  18 (+4)
  21 (+5)
  12 (+1)
  16 (+3)
  14 (+2)
  —
  Saving Throws Dex +8, Con +9, Cha +6
  Skills Athletics +10, Perception +7
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 
  17
  Languages Common, Deep Speech
  Challenge 10 (5,900 XP)
  —
  Magic Weapons. The templar’s attacks are magical.
  Actions
  Multiattack. The templar makes 2 attacks with its claws or 
  two with its stinger shot.
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 +6) bludgeoning damage.
  Stinger Shot. Ranged Weapon Attack: +10 to hit, range 60/120 
  ft., one target. Hit: 17 (2d10 +6) piercing damage. The target 
  must make a DC 17 Constitution saving throw. On a failed save 
  a creature takes 13 (3d8) poison damage and is poisoned until 
  the end of the templar’s next turn. On a successful save a 
  creature takes half as much damage and is not poisoned.
  Rain of Doom. The templar fires venomous spikes in a 30 
  ft. cone. Each creature in the area must succeed a DC 18 
  Dexterity saving throw or take 18 (4d6) piercing damage and 13 
  (3d8) poison damage.
  Created by DM Tuz
  
  Created by DM Tuz
  Templar warlord
  Large aberration, neutral evil
  —
  Armor Class 18 (natural armor)
  Hit Points 242 (23d10 + 115)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  18 (+4)
  21 (+5)
  12 (+1)
  16 (+3)
  14 (+2)
  —
  Saving Throws Str +11, Con +10, Wis +8, Cha +7
  Skills Athletics +11, Perception +8
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 
  18
  Languages Common, Deep Speech
  Challenge 16 (15,000 XP)
  —
  Magic Resistance. The templar has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The templar’s attacks are magical.
  Actions
  Multiattack. The templar makes 3 attacks; two with its claws 
  and one with its stinger. It can make a bodyslam attack in place 
  of both claw attacks.
  Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 +6) bludgeoning damage.
  Stinger. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10 +6) piercing damage. The target must 
  make a DC 17 Constitution saving throw, taking 18 (4d8) poison 
  damage on a failed save and half as much on a successful one.
  Bodyslam. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 24 (4d8 +6) bludgeoning damage and if the 
  creature is size large or smaller, the creature is pushed up 
  to 10 ft. away from the templar. The pushed creature must 
  succeed a DC 18 Constitution saving throw or be stunned until 
  the end of the templar’s next turn.
  LegendARy Actions
  The templar warlord can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. 
  The templar warlord regains spent legendary actions at the 
  start of its turn.
  Move. The templar warlord moves up to half of its speed. 
  Claws (2 Actions). The templar warlord attacks with its claws. 
  Rush (3 Actions). The templar warlord moves up to its speed 
  and makes a bodyslam attack. 
  Revelation (3 Actions). The templar reveals a hidden eye 
  that targets a creature within 60 ft. of the templar. If the 
  creature can see the templar, must make a DC 18 Wisdom 
  saving throw. On a failed save a creature takes 55 (10d10) 
  psychic damage and the creature is under the effect of the 
  Confusion spell until the end of the creature’s next turn. On 
  a successful save a creature takes half as much damage. A 
  creature that fails its saving throw by 5 or more becomes 
  afflicted with indefinite madness.
  Templar impaler
  Large aberration, neutral evil
  —
  Armor Class 18 (natural armor)
  Hit Points 242 (23d10 + 115)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  18 (+4)
  21 (+5)
  12 (+1)
  16 (+3)
  14 (+2)
  —
  Saving Throws Dex +9, Con +10, Wis +8, Cha +7
  Skills Athletics +11, Perception +8
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 
  18
  Languages Common, Deep Speech
  Challenge 16 (15,000 XP)
  —
  Magic Resistance. The templar has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The templar’s attacks are magical.
  Actions
  Multiattack. The templar makes 3 attacks; two with its claws 
  and one with its stinger. It can make a bodyslam attack in place 
  of both claw attacks.
  Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 +6) bludgeoning damage.
  Stinger Shot. Ranged Weapon Attack: +11 to hit, range 60/120 
  ft., one target. Hit: 17 (2d10 +6) piercing damage. The target 
  must make a DC 17 Constitution saving throw. On a failed save 
  a creature takes 13 (3d8) poison damage and is poisoned until 
  the end of the templar’s next turn. On a successful save a 
  creature takes half as much damage and is not poisoned.
  Rain of Doom. The templar fires venomous spikes in a 30 
  ft. cone. Each creature in the area must succeed a DC 19 
  Dexterity saving throw or take 18 (4d6) piercing damage and 13 
  (3d8) poison damage.
  LegendARy Actions
  The templar impaler can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. 
  The templar impaler regains spent legendary actions at the 
  start of its turn.
  Move. The templar impaler moves up to half of its speed. 
  Claws (2 Actions). The templar warlord attacks with its claws. 
  Retreat (3 Actions). The templar warlord moves up to half of 
  its speed without provoking opportunity attacks and makes a 
  stinger shot attack. 
  Revelation (3 Actions). The templar reveals a hidden eye 
  that targets a creature within 60 ft. of the templar. If the 
  creature can see the templar, must make a DC 18 Wisdom 
  saving throw. On a failed save a creature takes 55 (10d10) 
  psychic damage and the creature is under the effect of the 
  Confusion spell until the end of the creature’s next turn. On 
  a successful save a creature takes half as much damage. A 
  creature that fails its saving throw by 5 or more becomes 
  afflicted with indefinite madness.
  
  Created by DM Tuz
  shuffling horror
  Large aberration, chaotic evil
  —
  Armor Class 18 (natural armor)
  Hit Points 375 (30d10 + 180)
  Speed 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  18 (+4)
  22 (+6)
  8 (-1)
  14 (+2)
  20 (+5)
  —
  Saving Throws Dex +10, Con +12, Wis +8, Cha +11
  Skills Perception +9
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 19
  Languages -
  Challenge 20 (25,000 XP)
  —
  Dark Sight. The horror can see normally in magical and 
  nonmagical darkness, to a distance of 120 feet.
  Legendary Resistance (3/Day). If the horror fails a saving 
  throw, it can choose to succeed instead.
  Magic Weapons. The horror’s attacks are magical.
  Spellcasting. The horror’s spellcasting ability is Charisma 
  (spell save DC 19). The horror can innately cast the following 
  spells, requiring no material components:
  1/day: Scatter (XGTE)
  Actions
  Multiattack. The shambler makes four attacks: three with its 
  barbed tendrils and one with its bite.
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 17 (2d8 +8) piercing damage.
  Barbed Tendrils. Melee Weapon Attack: +14 to hit, reach 
  10 ft., one target. Hit: 13 (1d10 +8) piercing damage and if 
  the target is a creature it suffers a wound for one minute. A 
  wounded creature suffers 5 (2d4) necrotic damage at the 
  start of its turn for each wound and then makes a DC 20 
  Constitution saving throw, ending the effect of all wounds on 
  a success. Alternatively a creature can use an action to make 
  a DC 20 Wisdom (Medicine) check or spend one charge of a 
  healer’s kit to close all wounds on the creature and end the 
  effect. A creature can have more than one wound.
  Echoing Disassembly (Recharge 5-6). The horror lets 
  out a mind rending scream in a 60 ft. cone. Each creature 
  in the area must make a DC 20 Wisdom saving throw. On a 
  failed save a creature takes 49 (14d6) psychic damage and be 
  blinded and deafened for one minute. On a successful save a 
  creature takes half as much damage. A blinded and deafened 
  creature repeats the saving throw at the end of its turn, ending 
  the effect on a success.
  LegendARy Actions
  The shuffling horror can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. 
  The shuffling horror regains spent legendary actions at the 
  start of its turn.
  Move. The horror moves up to half of its speed without 
  provoking opportunity attacks. 
  Tendrils. The horror makes an attack with its tendrils. 
  Undulating Appendages. A creature within 20 ft. of the 
  horror must succeed a DC 22 Strength saving throw or be 
  pulled or pushed 10 ft. in a direction of the horror’s choice. 
  Spawn Growth (2 Actions). The horror spawns a defensive 
  growth in an empty space within 20 ft. of itself. If the horror 
  spawns a growth and 2 growths it previously spawned are alive, 
  one of the spawned growths dies.
  
  flesh hound
  Medium aberration, chaotic evil
  —
  Armor Class 15 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 50 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  18 (+4)
  15 (+2)
  3 (-4)
  13 (+1)
  8 (-1)
  —
  Saving Throws Dex +7, Wis +4, Cha +2
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities blinded, charmed, frightened
  Senses darkvision 120 ft., passive Perception 11
  Languages -
  Challenge 5 (1,800 XP)
  —
  Cruelty. If the flesh hound hits with an attack that was made 
  with advantage, it deals an additional 10 (3d6) damage.
  Magical Attacks. The growth’s weapons attacks are magical.
  Actions
  Multiattack. The flesh hound makes 2 bite attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d4 + 4) bludgeoning damage and the 
  creature is grappled, escape DC 13. The grappled creature 
  must succeed a DC 13 Constitution saving throw or is 
  paralyzed until the end of the flesh hound’s next turn.
  polyp
  Medium aberration, chaotic evil
  —
  Armor Class 16 (natural armor)
  Hit Points 91 (14d8 + 28)
  Speed 0 ft., fly 40 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  14 (+2)
  12 (+1)
  18 (+4)
  8 (-1)
  —
  Saving Throws Con +5, Wis +7, Cha +2
  Skills Perception +7
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities blinded, charmed, deafened, 
  frightened
  Senses blindsight 60 ft. (blind beyond), passive Perception 17
  Languages Deep Speech, Telepathy (120 ft.)
  Challenge 7 (2,900 XP)
  —
  Aberrant Bond. The polyp can telepathically communicate 
  with any aberration within 120 ft. of itself.
  Aberrant Mark. A creature that is covered in the polyp’s 
  phlegm alerts aberrations within 60 ft. to its presence, 
  meaning the creature cannot benefit from being invisible or 
  hide from them, and any attack roll against the creature made 
  by an aberration has advantage.
  Magical Attacks. The growth’s weapons attacks are magical.
  Actions
  Multiattack. The polyp makes two bite attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., target. Hit: 15 
  (2d10+4) piercing damage.
  Phlegm. Ranged Weapon Attack: +7 to hit, range 40/80 ft., 
  one target. Hit: 35 (10d6) poison damage and a creature is 
  covered in venomous phlegm. Until a creature takes an action 
  to remove the phlegm, a phlegm covered creature takes 10 
  (3d6) poison damage at the start of each of its turns. 
  Banishing Pulse. Spell Weapon Attack: +7 to hit, reach 10 
  ft., target. Hit: 27 (6d8) force damage and the creature must 
  succeed a DC 15 Strength saving throw or is pushed back up to 
  10 ft. away from the polyp.
  Created by DM Tuz
  
  mammoTh CysT
  Huge aberration, chaotic evil
  —
  Armor Class 14 (natural armor)
  Hit Points 270 (20d12 + 140)
  Speed 0 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  8 (-1)
  24 (+7)
  10 (0)
  18 (+4)
  20 (+5)
  —
  Saving Throws Str +10, Con +12, Wis +9, Cha +10
  Skills Perception +9
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses truesight 30 ft., darkvision 120 ft., passive Perception 
  19
  Languages Deep Speech, Telepathy (120 ft.)
  Challenge 14 (11,500 XP)
  —
  Magic Weapons. The mammoth cyst’s attacks are magical.
  Actions
  Multiattack. The mammoth cyst makes 2 bite attacks.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 15 (3d6 +5) piercing damage.
  Weakening Gaze. The mammoth cyst looks at a creature 
  within 60 ft. of itself. The creature must succeed a DC 18 
  Wisdom saving throw or take 45 (8d8) psychic damage and 
  be frightened for one minute. A frightened creature deals half 
  as much damage with melee or ranged weapon attacks and 
  repeats the saving throw at the end of its turn, ending the 
  effect on a success.
  Digestion. A creature or two creatures within 5 ft. of each 
  other within 60 ft. of the cyst must make a DC 18 Dexterity 
  saving throw or take 21 (6d6) acid damage. A creature that 
  fails its saving throw takes 21 (6d6) acid damage at the 
  beginning of its next turn.
  Quickening (Recharge 5-6). The mammoth cyst regains 
  45 (10d8) hit points and any time the cyst deals damage to 
  a target before the end of its next turn, it rolls twice for the 
  damage and takes the higher amount.
  LegendARy Actions
  The mammoth cyst can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. 
  The mammoth cyst regains spent legendary actions at the start 
  of its turn.
  Detect. The mammoth cyst makes a Wisdom 
  (Perception) check. 
  Bite. The mammoth cyst makes a bite attack. 
  Spawn White Cell Stalk (2 Actions). The mammoth cyst 
  spaws a white cell stalk at an empty space within 60 ft. of itself. 
  Weakening Gaze (3 Actions). The mammoth cyst uses its 
  Weakening Gaze. 
  Quickening (3 Actions). The mammoth cyst uses its 
  quickening if available.
  Created by DM Tuz
  
  whiTe Cell sTalk
  Medium aberration, chaotic evil
  —
  Armor Class 13 (natural armor)
  Hit Points 53 (7d8 + 21)
  Speed 0 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  1 (-5)
  17 (+3)
  3 (-4)
  20 (+5)
  3 (-4)
  —
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities blinded, charmed, deafened, 
  frightened
  Senses truesight 30 ft., darkvision 120 ft. passive Perception 15
  Languages -
  Challenge 3 (700 XP)
  —
  Magical Attacks. The white cell stalk’s weapons attacks 
  are magical.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 10 ft., target. Hit: 3 
  (1d6) piercing damage.
  Malevolent Displacement. A creature within 60 ft. of the 
  cell stalk must succeed a DC 15 Charisma saving throw or take 
  18 (4d8) psychic damage and is teleported to an unoccupied 
  space of the cell stalk’s choice within 20 ft. of the creature’s 
  initial position. The space must be the ground or on a floor 
  or platform.
  Reconstitute (Recharge 5-6). An allied aberration within 60 
  ft. of the cell stalk regains 22 (4d8+4) hit points and the next 
  time before the end of the allied aberration’s next turn it takes 
  damage from any source, the damage is reduced by 11 (2d8+2).
  greaT dIsPlaCemenT
  Once per day a single white cell stalk spawned by a 
  mammoth cyst is able to cast a powerful spell. This is 
  shared among any white cell stalks spawned from a 
  single mammoth cyst (so if one casts this spell, no other 
  cell stalk could cast it until the next day).
  Great Displacement. Up to 8 creatures of the white 
  cell stalk’s choice within 60 ft. of it must succeed on a 
  DC 15 Charisma saving throw, or be teleported to an 
  unoccupied space within 200 ft. that the white cell stalk 
  is aware of (the white cell stalk knows any part of the 
  Darkest Dungeon). The teleported creatures are placed 
  on the ground or a floor within a 10 ft. radius of the 
  target space (creature’s choice). If the space of the radius 
  cannot fit all creatures, excess creatures land prone 
  within 5 ft. of the radius.
  Created by DM Tuz
  
  Created by DM Tuz
  The Ancestor
  Little is known about the Ancestor’s past or his family, 
  only that he is descended from a long line of powerful 
  nobles.
  It is believed that the Ancestor was born in the Manor 
  like his ancestors before him. While his childhood is 
  a mystery, the Ancestor was liked, even beloved, in his 
  youth by the people of the Hamlet.
  In his youth the Ancestor had been forced to partake 
  in the degenerated activities and entertainment of the 
  Courtyard nobility, all in a bid to uphold his family 
  name. The Ancestor learned in that time to resent the 
  decadent court greatly, but the weight of upholding his 
  family name and societal stature forced the Ancestor to 
  stoop and debase himself to their level until eventually he 
  became slave to his own appetites. After all these years, 
  the Ancestor’s dwindling patience for his peers finally 
  had expired, when he had the fateful encounter with the 
  creature later to be known as the Countess.
  Originally a plot of revenge against the hedonistic nob-
  les, the Ancestor performed the first of many reckless 
  experiments to come: he fed the whine, tainted by the 
  countess' blood, to the nobles. In the ensueing chaos a 
  single drop of the cursed vintage landed in the Ancestor's 
  eye, tainting him as well. Instead of turning him into a 
  ravenous, bloodthirsty aberration, it granted him a vision, 
  a mere glimpse, of what lies hidden deep within earth un-
  derneath his manor. And in that moment, he understood 
  the terrible truth of the world or least had an inkling of 
  understanding what the world really was. Thus the An-
  cestor started his pursuits for forbidden knowledge and 
  his true descent onto his dark path had begun.
  The Ancestors atrocities committed on this dark path 
  still taint the Estate and its surrounding area to this day. 
  In his callous pursuit, every sacrilege has been commit-
  ted, and every taboo has been broken. Too great was 
  the Ancestor's drive towards his final goal: The Darkest 
  Dungeon.
  As a all-or-nothing final effort, the Ancestor lead an 
  expedition into the heart of the Darkest Dungeon. In the 
  end, only he survived, hopelessly lost in the entrails of 
  the dungeon itself. With the last of his strength, muster-
  ing all of the eldritch knowledge he sacrificed so much 
  for, he reached a pulsating black gate. With no hope of 
  escaping the bowels of the Dungeon, the Ancestor step-
  ped through. In the infinite darkness that awaited him 
  beyond, he came face to face with the crawling chaos 
  that lingered in the depth of this planet: The Heart of 
  Darkness.
  In his audience with the entity, the Ancestor learned the 
  truth of the entity and the world. He began to understand 
  the bond he had with the entity as he and the great fami-
  ly of men were nothing more than a refuge of errant flesh 
  of the entity itself. The Heart of Darkness, the eldrtich 
  being that was the true core of the world, was the creator 
  of mankind, and eventually the Heart would leave this 
  planet after it had fully formed, and destroy the world 
  and its coincidental children in the process.
  In the moment of the revelation of this cosmic truth 
  about himself and humanity, the Ancestor ceased to be 
  a man and became something greater. He became the 
  herald of the Heart of Darkness and has completely em-
  braced his fate and place as part of the entity. Now he is 
  determined to hasten the inevitable end of humanity.
  
  The anCesTor
  Medium aberration (shapechanger), lawful evil
  —
  Armor Class 19 (natural armor)
  Hit Points 270 (20d8 + 80 + 120)
  Speed 30 ft., fly 30 ft. (hover), teleport 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  18 (+4)
  20 (+5)
  20 (+5)
  22 (+6)
  —
  Saving Throws Con +10, Int +11, Wis +11, Cha +12
  Skills Arcana +11, Insight +11, Investigation +11, Nature +11, 
  Perception +11, Religion +11
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses truesight 30 ft., darkvision 120 ft., passive Perception 
  21
  Languages Common, Abyssal, Celestial, Deep Speech, Infernal, 
  Sylvan, Telepathy (120 ft.)
  Challenge 20 (25,000 XP)
  —
  Battle Cry: Reproduction. When the Ancestor rolls initiative, 
  he uses 3 legendary actions to use his Reproduction.
  Eldritch Protection. The Ancestor adds his Charisma 
  modifier to his armor class and hit points per hit dice.
  Legendary Resistance (3/Day). If the Ancestor fails a saving 
  throw, he succeeds it instead.
  Magic Weapons. The Ancestor's attacks are magical.
  One of a Whole. The Ancestor is telepathically connected 
  with his reflections. They can communicate with each 
  other telepathically as long as they are on the same plane of 
  existence and can see, feel, and hear what the other does.
  Spellcasting. The Ancestor is a 20th level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 20, +12 to hit 
  with spell attacks). The Ancestor can cast the following spells 
  without needing material components:
  Cantrips (At will): Chill Touch, Light, Mage 
  Hand, Prestidigitation 
  1st Level (4 slots): Absorb Elements, Detect Magic, Magic 
  Missle, Shield 
  2nd Level (3 slots): Blindness/Deafness, Crown of 
  Madness, Shatter 
  3rd Level (3 slots): Animate Dead, Bestow Curse, Dispel Magic 
  4th Level (3 slots): Banishment, Blight, Black Tentacles 
  5th Level (3 slots): Scrying, Telekenisis, Wall of Force 
  6th Level (1 slots): Circle of Death 
  7th Level (1 slots): Crown of Stars, Project Image 
  8th Level (1 slots): Maddening Darkness 
  9th Level (1 slots): Astral Projection
  Actions
  Multiattack. The Ancestor makes 2 reshape attacks.
  Reshape. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  creature that is no construct or undead. Hit: 18 (4d8) necrotic 
  damage and the target must succeed a DC 20 Constitution 
  saving throw or is effected by one of the following 
  (Ancestor's Choice):
  • Closed Mouth. The creature's mouth temporarily grows 
  shut and the creature can't talk or use spells with vocal 
  components until the end of the Ancestor's next turn.
  • Stump Hand. The creature's hand temporarily devolves 
  into a useless appendage, causing the creature to drop 
  whatever item it is holding in that hand and the creature 
  can't use the hand until it reshapes at the end of the 
  Ancestors next turn.
  • Tentacle Leg. The creature's leg temporarily shrivels to 
  a writhing tentacle, causing the creature's speed to be 
  reduced by half until the end of the Ancestor's next turn.
  LegendARy Actions
  The Ancestor can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. 
  The Ancestor regains spent legendary actions at the start 
  of his turn.
  Reposition. The Ancestor teleports up to half of his 
  teleportation speed. 
  Futility (2 Actions). The Ancestor projects his past 
  existential dread upon a creature he can see with in 120 ft. of 
  himself. The creature must succeed on a DC 20 Wisdom saving 
  throw or has disadvantage on all ability checks, attack rolls, or 
  saving throws until the end of the creature's next turn. 
  Time Heals All (2 Actions). The Ancestor creates a temporal 
  annomaly that causes time to rapidly pass for each reflection 
  within 120 ft. of him. Each reflection regains 22 (4d8+4) 
  hit point and can move up to its speed without provoking 
  opportunity attacks. 
  Reproduction (3 Actions). The Ancestor spawns up to 3 
  reflections within 20 ft. of himself.  The reflections remain for 
  1 hour before having to return to the Ancestor. The Ancestor 
  can have a maximum of 3 reflections spawned at a time. 
  Unmake (3 Actions). The Ancestor sends out a flesh rippling 
  wave in a 60 ft. cone. Each creature of the Ancestor's choice in 
  the area must succeed on a DC 20 Constitution saving throw, 
  taking 22 (5d8) necrotic damage on a failed save and half as 
  much on a successful one. Constructs, spectral undead such 
  as ghosts and other creatures not made from flesh and blood 
  are unaffected.
  Created by DM Tuz
  Hell is in the Heart
  In the final encounter of the Darkest Dungeon, the 
  group has to delve deep into the Heart of Darkness itself, 
  there they will find the Ancestor who has become the 
  herald of the Heart of Darkness itself.
  To evoke the final confrontation of the Darkest Dungeon, 
  give the Ancestor the following trait:
  Dimension Locked. The Ancestor cannot be teleported, or 
  transported to another plane of existence by any means.
  This ensures the Ancestor remains within the Heart of 
  Darkness area. The moment the Ancestor is struck down 
  and reduced to 0 hit points his lifeless body is absorbed 
  by the ground as his flesh is returned to the Heart of 
  Darkness once more. From the same place sprouts a 
  huge sized gestating heart. Give the players one or two 
  rounds to prepare for the final battle, or have the players 
  attack the gestating heart (AC 10, 300 hp). Once you 
  deem appropriate or the gestating heart is destroyed, the 
  Heart of Darkness spawns from it and the final battle 
  begins. For every 100 hit points the gestating heart was 
  missing when the Heart od Darkness spawns, the Heart 
  of Darkness' hit points are reduced by 30, to a maximum 
  of 90.
  Be prepared for a very lethal battle. The Heart of Dar-
  kness has many tools to kill the players and absorb them. 
  A character absorbed by the Heart of Darkness becomes 
  part of it and can only be returned to life through the use 
  of a wish spell.
  
  refleCTion
  Medium aberration (shapechanger), neutral evil
  —
  Armor Class 18 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft., fly 30 ft. (hover), teleport 30 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  15 (+2)
  18 (+4)
  18 (+4)
  20 (+5)
  —
  Saving Throws Int +6, Wis +6, Cha +7
  Skills Perception +6
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses truesight 30 ft., darkvision 120 ft., passive Perception 
  16
  Languages same as the Ancestor
  Challenge 3 (700 XP)
  —
  Coordinate. The reflection has advantage on attack rolls 
  against a target the Ancestor or another reflection has 
  attacked since the end of the reflection's last turn.
  One of a Whole. The reflection is telepathically connected 
  with other reflections and the Ancestor. They can 
  communicate with each other telepathically as long as they 
  are on the same plane of existence and can see, feel, and hear 
  what the other does.
  Magic Weapons. The reflection’s attacks are magical.
  Actions
  Multiattack. The reflection makes 2 reuniting touch attacks.
  Reuniting Touch. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 9 (2d8) necrotic damage. If the attack 
  was made with advantage it deals an additional 9 (2d8) 
  necrotic damage.
  "It Chooses". Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  creature. Hit: 10 (2d6+3) bludgeoning damage and the target 
  must succeed on a DC 15 Constitution saving throw or be 
  stunned until the end of the reflection's next turn.
  "We Are the Same". The reflection quickly reveals its true 
  form and the horrible truth of its kinship with a humanoid 
  creature within 60 ft. of itself. If the creature can see the 
  reflection, it must succeed on a DC 15 Wisdom saving throw 
  or take 18 (4d8) psychic damage and be frightened for one 
  minute. A frightened creature repeats the saving throw at the 
  end of each of its turns, ending the condition on a success. If 
  the creature's saving throw is successful, or the effect on it 
  ends, the creature has advantage on saving throws against "We 
  Are the Same" effects of all reflections for 1 hour.
  reFleCTIons and InITIaTIVe
  Throughout his fight, the Ancestor will likely repeatedly 
  summon reflections to aid him in combat. To streamline 
  the fighting experience for the players, roll initiatives for 
  the reflections once and keep those 3 initiatives for each 
  future reflection to be summoned. Simply assign the new 
  reflections to the existing initiatives you rolled already.
  Created by DM Tuz
  
  Created by DM Tuz
  The hearT of darkness
  Gargantuan aberration, chaotic evil
  —
  Armor Class 17 (natural armor)
  Hit Points 465 (30d20 + 180)
  Speed 0 ft.
  —
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  8 (-1)
  21 (+5)
  18 (+4)
  20 (+5)
  22 (+6)
  —
  Saving Throws Dex +6, Con +12, Wis +12, Cha +13
  Skills Insight +12, Perception +12
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, exhausted, frightened, 
  unconcious
  Senses truesight 120 ft., passive Perception 22
  Languages Any (Telepathy 120 ft.)
  Challenge 23 (50,000 XP)
  —
  Aberrant Mind. The Heart of Darkness has advantage 
  on Intelligence, Wisdom, and Charisma saving throws 
  against magic.
  Eldritch Ward. The Heart of Darkness uses its Charisma 
  modifier in place of its Dexterity to determine its armor 
  class (AC).
  Dimension Locked. The Heart of Darkness cannot be 
  teleported, or transported to another plane of existence by 
  any means.
  Heart of the World. The Heart of Darkness' actual body 
  encompasses the entirety of its Lair. In its Lair, its melee 
  weapon attacks originate from the ground and walls, as it is 
  able to manifest appendages from any part of its body. For the 
  purpose of targets of game effects, the Heart itself (speaking 
  this monster) is the only valid target as it is to be considered 
  the Heart of Darkness' only weak spot. The Heart of Darkness 
  can only make opportunity attacks against targets that move 
  out of the reach of its weak spot (this monster).
  Immutable Form. The Heart of Darkness is immune to any 
  spell or effect that would alter its form.
  Legendary Resistance (3/Day). If the Heart of Darkness fails 
  a saving throw, it can choose to succeed instead.
  Magic Weapons. The Heart of Darkness' attacks are magical.
  Realm Awareness. The Heart of Darkness is aware of any 
  creature in its Lair, as if it can see it.
  Actions
  Multiattack. The Heart of Darkness makes 2 puncture attacks.
  Puncture. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 28 (4d10 +6) piercing damage and the creature 
  suffers a wound. A wounded creature suffers 10 (4d4) 
  necrotic damage at the start of its turn for each wound and 
  then makes a DC 20 Constitution saving throw, ending the 
  effect of all wounds on a success. Alternatively a creature can 
  use an action to make a DC 20 Wisdom (Medicine) check or 
  spend one charge of a healer’s kit to close all wounds on the 
  creature and end the effect. A creature can have more than 
  one wound.
  Dissolution. The Heart of Darkness spews acid at a creature it 
  can see within 60 ft. of itself. The creature must succeed a DC 
  20 Dexterity saving throw or take 48 (14d6) acid damage and is 
  covered in acid. Until a creature takes an action to remove the 
  acid, the target takes 14 (4d6) acid damage at the start of each 
  of its turns.
  Revelation. The Heart of Darkness reveals its cosmic truth to 
  a creature to break its mind. The creature must succeed on a 
  DC 21 Wisdom saving throw or take 40 (10d8) psychic damage 
  and is incapacitated until the end of the Heart's next turn.
  Return the Errant Flesh (1/day). The Heart of Darkness 
  attempts to return a creature within 10 ft. of itself, the 
  ground or walls of its lair back to its collective. The creature 
  must make a DC 20 Constitution saving throw, taking 90 
  (20d8) necrotic damage on a failed save and half as much on 
  a successful one. If the creature fails the saving throw and 
  the damage reduces the creature to 0 hit points, it dies and 
  becomes part of the Heart of Darkness.
  LegendARy Actions
  The Heart of Darkness can take 2 legendary actions, choosing 
  from the options below. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. 
  The Heart of Darkness regains spent legendary actions at the 
  start of its turn.
   
  Puncture. The Heart of Darkness makes a puncture attack. 
  Dissolution (2 Actions). The Heart of Darkness uses 
  its dissolution. 
  Revelation (2 Actions). The Heart of Darkness uses 
  its revelation. 
  Created by DM Tuz
  
  Created by DM Tuz
  The Heart of Darkness - Lair
  In the center of the Darkest Dungeon lies an ominous 
  black portal leading into the true core of the Darkest 
  Dungeon where the entity called the Heart of Darkness 
  lies.
  Lair Actions
  On Initiative count 20 (losing Initiative ties), the Heart 
  of Darkness takes a lair action to cause one of the follo-
  wing effects; the Heart of Darkness can’t use the same 
  effect two rounds in a row:
  • The Heart of Darkness targets a creature, object, or 
  magical effect in its lair. It attempts to end one spell 
  on the target. A 3rd level or lower spell on the target 
  ends automatically. For a spell of 4th level or higher 
  the Heart of Darkness must make a Charisma check. 
  The DC equals 10 + the spell's level. On a success the 
  spell ends.
  • A dying creature laying on the ground or within 10 
  ft. of a wall must make a DC 18 Constitution saving 
  throw or be partially absorbed into the room, causing 
  it to suffer 2 death saving throw failures. If this kills 
  the creature it is absorbed into the Heart of Darkness.
  • The Heart of Darkness convulses and a 10 foot square 
  area on the ground within the lair bulges upwards. 
  Each creature on the ground in that area must suc-
  ceed a DC 18 Dexterity saving throw or be launched 
  20 ft. into the air.
  • The Heart of Darkness' beat speeds up and becomes 
  unbearable to listen to. Each creature in the lair 
  except for the Heart of Darkness that can hear it, must 
  succeed on a DC 18 Wisdom saving throw or are dis-
  tracted until the Heart of Darkness uses another lair 
  action. When a distracted creature makes an ability 
  check, attack roll, or saving throw, it subtracts 1d6 
  from the roll.
  • The Heart of Darkness manifests hundreds of dark 
  eyes along the walls and floor of the lair, all focusing 
  on one creature in the lair. The Heart of Darkness has 
  advantage on all attack rolls against the creature until 
  it uses another lair action.
  Destroying the Heart of 
  Darkness
  Destroying the Heart of Darkness would mean to 
  destroy the planet it inhabits. But with each defeat the 
  Heart is pushed back into a deep slumber for the next 
  centuries. The only way the world can be freed from the 
  Heart of Darkness is by defeating the Heart and to then 
  use a Wish spell to lay the Heart of Darkness dormant 
  for all eternity.
  
  Created by DM Tuz
  A PlAyer ScoreS A criticAl Hit 
  d8
  Line
  1
  A decisive pummeling!
  2
  A powerful blow!
  3
  A devastating blow!
  4
  Impressive!
  5
  The ground quakes!
  6
  A singular strike!
  7
  Precision and power!
  8
  Masterfully executed!
  A Monster scores A criticAl Hit AgAinst A PlAyer 
  d8
  Line
  1
  How quickly the tide turns!
  2
  Mortality clarified in a single strike!
  3
  Grievous injury, palpable fear…
  4
  Such a terrible assault cannot be left unanswered!
  5
  Death waits for the slightest lapse in concentration.
  6
  Exposed to a killing blow!
  7
  Ringing ears, blurred vision - the end approaches.
  8
  Dazed, reeling, about to break.
  The FirsT MonsTer in an encounTer is Killed
  d10
  Line
  1-2
  As the fiend falls, a faint hope blossoms.
  3-4
  Confidence surges as the enemy crumbles!
  5-6
  Press this advantage, give them no quarter!
  7-8
  Their formation is broken - maintain the offensive.
  9-10
  Continue the onslaught! Destroy. Them. All.
  A Monster with Low hit Points is KiLLed
  d10
  Line
  1-2
  Executed with impunity!
  3-4
  Another abomination cleansed from these lands!
  5-6
  Begone, fiend!
  7-8
  Back to the pit!
  9-10
  Another one falls!
  A LArge Sized MonSter iS KiLLed
  d10
  Line
  1-2
  Prodigious size alone does not dissuade the 
  sharpened blade.
  3-4
  Their cursed champion falls!
  5-6
  Monstrous size has no intrinsic merit, unless 
  inordinate exsanguination be considered a virtue.
  7-8
  The bigger the beast, the greater the glory.
  9-10
  A victory - perhaps a turning point.
  The Players Win an encounTer
  d10
  Line
  1
  These nightmarish creatures can be felled! They can 
  be beaten!
  2
  Seize this momentum! Push on to the task’s end!
  3
  This adventure, at least, promises success.
  4
  As victories mount, so too will resistance.
  5
  Success so clearly in view… or is it merely a trick of 
  the light?
  6
  Remind yourself that overconfidence is a slow and 
  insidious killer.
  7
  A trifling victory, but a victory nonetheless.
  8
  Be wary - triumphant pride precipitates a dizzying 
  fall…
  9
  Ghoulish horrors - brought low and driven into the 
  mud!
  10
  Annihilated!
  A Monster dies froM A dAMAge-over-tiMe effect
  d4
  Line
  1
  A death by inches…
  2
  Great is the weapon that cuts on its own!
  3
  Slowly, gently, this is how a life is taken…
  4
  The slow death - unforeseen, unforgiving.
  A Monster is Killed with A stong AttAcK
  d4
  Line
  1
  Decimated!
  2
  Obliterated!
  3
  Destroyed!
  4
  Eradicated!
  A PlAyer Becomes Frightened
  d4
  Line
  1
  Gnawing uncertainty - the birthplace of dread.
  2
  Festering fear consumes the mind!
  3
  The horror…
  4
  The abyss returns even the boldest gaze.
  The ParTy Flees
  d6
  Line
  1-2
  This skirmish may be lost, but the battle may yet be 
  won.
  3-4
  A wise general cuts losses, and regroups.
  5-6
  The sin is not in being outmatched, but in failing to 
  recognize it.
  A PlAyer is reduced to 0 Hit Points but not Killed
  d10
  Line
  1-2
  Perched at the very precipice of oblivion…
  3-4
  A hand-breadth from becoming unwound…
  5-6
  Teetering on the brink, facing the abyss…
  7-8
  And now the true test...hold fast, or expire?
  9-10
  As life ebbs, terrible vistas of emptiness reveal 
  themselves.
  A PlAyer is Killed
  d10
  Line
  1-2
  Survival is a tenuous proposition in this sprawling 
  tomb.
  3-4
  More blood soaks the soil, feeding the evil therein.
  5-6
  Another life wasted in the pursuit of glory and gold.
  7-8
  There is no place for the weak, or the foolhardy.
  9-10
  More dust, more ashes, more disappointment.
  A PlAyer Becomes Afflicted
  d8
  Line
  1
  The mortal mind - fragile like a robin’s egg.
  2
  The mind cannot hope to withstand such an assault.
  3
  Even the aged oak will fall to the tempest’s winds.
  4
  Madness our old friend!
  5
  One can sometimes find clarity in madness, but only 
  rarely…
  6
  Madness - sublimity of the intelligence, or so it has 
  been said.
  7
  The bulwarks of the mind have fallen!
  8
  The abyss is made manifest!
  Situational One-Liners
  Endulge yourselves and capture the spirit of a Darkest 
  Dungeon experience with these quotes. Choose one of 
  your liking for the given situation or let the dice decide.
  
  Created by DM Tuz
  A PlAyer is HeAled
  d6
  Line
  1
  Soothed, sedated.
  2
  A momentary abatement…
  3
  The wounds of war can be healed, but never hidden.
  4
  Compassion is a rarity in the fevered pitch of battle.
  5
  The blood pumps, the limbs obey!
  6
  The flesh is knit!
  A PlAyer TAkes DAmAge from A TrAP
  d6
  Line
  1
  Cruel machinations spring to life with a singular 
  purpose!
  2
  Curious is the trap-maker’s art… his efficacy 
  unwitnessed by his own eyes.
  3
  Mechanical hazards, possessed by evil intent.
  4
  Ambushed by foul invention!
  5
  Ancient traps lie in wait, unsprung and thirsting for 
  blood.
  6
  Carelessness will find no clemency in this place.
  A PlAyer Finds TreAsure
  d6
  Line
  1
  Glittering gold trinkets and baubles - paid for in 
  blood.
  2
  If only treasure could staunch the flow of 
  otherworldly corruption…
  3
  Finding the stuff is only the first test - now it must 
  be carried home.
  4
  Wealth beyond measure, awarded to the brave and 
  the foolhardy alike.
  5
  A fortune - waiting to be spent.
  6
  A handsome reward for a task well performed.
  A PlAyer hAs A ‘ComebACk’
  d10
  Line
  1-2
  A moment of valor shines brightest against a 
  backdrop of despair.
  3-4
  Adversity can foster hope, and resilience.
  5-6
  A moment of clarity in the eye of the storm…
  7-8
  Anger is power - unleash it!
  9-10
  Many fall in the face of chaos; but not this one, not 
  today.
  The Players Take a resT
  d10
  Line
  1-2
  Circled in the dark, the battle may yet be won.
  3-4
  A spark without kindling ia a goal without hope.
  5-6
  Gathered close in tenuous firelight, and uneasy 
  companionship.
  7-8
  A moment of respite. A chance to steel oneself 
  against the coming horrors.
  9-10
  Huddled together, furtive and vulnerable. Rats in a 
  maze.
  The Players Fail and reTreaT From The dungeon
  d10
  Line
  1
  Wounds to be tended; lessons to be learned.
  2
  Regroup. Reassemble. Evil is timeless, after all.
  3
  Failure tests the mettle of heart, brain, and body.
  4
  You will endure this loss, and learn from it.
  5
  You cannot learn a thing you think you know…
  6
  We fall so that we may learn to pick ourselves up 
  once again.
  7
  Do not ruminate on this fleeting failure - the 
  campaign is long, and victory will come.
  8
  Where there is no peril in the task, there can be no 
  glory in its accomplishment.
  9
  Ignorance of your enemy and of yourself  will 
  invariably lead to defeat.
  10
  Great adversity has a beauty - it is the fire that 
  tempers.
  A PlAyer is restored from 0 Hit Points
  d4
  Line
  1
  Patched up, if only to bleed again.
  2
  Death cannot be escaped! But it can be postponed.
  3
  A death denied for now.
  4
  Death is patient, it will wait.
  
  Art Credits
  Cover Art - Trudy Castle
  General Monster Art - Red Hook Studios
  Shambler Art - Alevtina Okoneshnikova
  Other notable Works
  Besides this Darkest Dungeon Monster 
  Manual I have been working on quite a 
  range of projects. So if you are interested 
  in what other kind of content I make, here 
  is an overview of other notable works of 
  mine:
  Tuz‘s Fearsome Foes - A series of memo-
  rable monsters including lore, rumors, lair 
  actions and unique magic items relating to 
  the monster!
  Hagspawn Player Race - A unique and 
  flavorful player race, the Hagspawn are the 
  forgotten children of Hags, left behind or 
  to be collected later.
  Bloodstained Notes: A Hunter‘s Bestiary 
  - A full 5e bestiary featuring monsters and 
  characters from Fromsoftware‘s Bloodbor-
  ne.
  Special Thanks
  These people helped me playtesting the 
  material you can find in this book.
  Dansome0203 -
  https://twitter.com/kolev0203
  Mister Crowbar -
  https://twitter.com/MisterCrowbar
  Nicki -
  https://twitter.com/TenTheArtist
  Cannonsong -
  https://twitter.com/JesSuisMir2000C
  Riyami
  https://riyamilea.tumblr.com/
  Clockworkable -
  https://twitter.com/clockworkable
  A big thank you to Sweeney who helped 
  me to proof read and edit many of the lore 
  entries found in this book.
  Also thank you to Fraser Brown who cove-
  red this book in an article on PC Gamer!
  Lastly, thank you Red Hook Studios for 
  creating probably one of my favourite 
  games ever. I wouldn't have done had the 
  resolve to work on this big project if it 
  wouldn't have been for my love of the game 
  you have created!
  Created by Dungeon Master Tuz
  You can find more of my content here:
  https://twitter.com/dm_tuz 
   https://dm-tuz.tumblr.com/
  Check out
  https://www.patreon.com/DMTuz
  https://ko-fi.com/dmtuzoh
  https://jemi.app/dmtuz
  if you want to support me and get exclusive
  and original content in return!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DM TUZ/Darkest Dungeon - Horrors of the Dark.pdf