Comet-city monsters
A collection for running a campaign with a city struck by a corrupted comet
Lvl 1/2
- •Sacred flame.1d6+3
Range 6
- •Healing (1/encounter).
Heal a fallen ally to 5 HP if they were reduced to 0 HP in their last turn.
Lvl 4
Moves through objects and creatures
- Mana drain.1d6
Drains up to 3 mana. Does 6 psychic damage per mana drained.
Assess: Is moving with purpose towards the nearest spell-caster.
Lvl 13 dex +
Rolls of 1 or 2 miss you.
Initiative rolls are made at disadvantage.
Attacks from a target's rear are made at 2 advantage.
- •Masterful backstab.1d4
On crit: Extra 40 damage, 1 wound, unblockable.
- •Smoke bomb.
Gain invisibility until your next turn.
DM note: To be run as a hit and run
Lvl 5
Your attacks are at advantage when you are damaged.
- Greataxe.1d12+15
Lvl 13 large
Every time a pudding is bloodied it splits into two smaller (med/small/tiny) puddings. Damage dice halve on every split size. (4d8, 2d8, d8)
- Psuedopod.8d8
A 180 HP pudding will split into 2 x 90 HP 4d8 med puddings, which will split into 4 x 22 HP 2d8 small puddings, which will split into 8 x 5 HP d8 tiny puddings. The party will need to defeat 15 foes making AEO at the end very valuable. If you need to bump up the CR on this have some mini puddings already present at the start of the fight.
When an enemy in range 6 casts a spell of tier 2 or lower they must pass a 13 WIL save or fail to cast the spell (keeping the mana)
Griffon can be frightened. Rider can't.
If dismounted (e.g. by prone, role play) use knight stat block. Mount flees. Should be very difficult to achieve.
- •Charge!3d12+30
Must move 8 toward target first.
- •Sword, beak and talons.3d10+20
Assess 1: Their lance and talons look fearsome. Assess 2: They look cumbersome if dismounted.
Lvl 10 large
Sanctified soulWhen an enemy in range 6 casts a spell of tier 2 or lower they must pass a 13 WIL save or fail to cast the spell (keeping the mana)
Immune to frightened. Allies have +2 damage.
If dismounted (e.g. by prone, role play) use knight stat block. Mount flees. Should be very difficult to achieve.
- •Charge!2d12+30
Must move 8 toward target first.
- •Longsword.3d8+6
Assess 1: Their lance looks fearsome. Assess 2: They look cumbersome if dismounted. Should be played as a charger accepting opp attacks to get another charge.
Lvl 11
All enemies in reach 3 take 1d8+10 damage at the start of their turn.
- Holy strike.3d8+8
Can do RP spells such as restoration, healing, speak with dead. Assess 1: They have an aura of holy wrath around them. Assess 2: No ranged capabilities. Assess 3: Unbreakable concentration
Your wings are barely sufficient to keep you aloft. A called crit on the wings (after a successful assess) will ground you.
- •Goat ram.
Fly 6-12 in a straight line (or move 6-8 if grounded), then attack 2d6+8. Prone on hit. Cannot use if unable to move 6+.
- •Lion maul.
Fly 12 (or move 8 if grounded) then attack 3d10. Auto crits on prone target. On crit, grappled, DC12 escape.
- •Hurl.
Fly 12. Drop grappled target during flight for 4d10 damage. Cannot use if grounded.
(65 HP) Next action is: move 3, then the dragon's head unleashes fire. Cone 4, 20 damage, Dex save 12 for half.
The chimera is dying. Only the lion's head remains. 40 more damage and it dies. Until then only perform lion's maul at advantage.
Assess 1: Its flight looks clumsy, the wings look weak and vulnerable. Assess 2: The dragon head has smouldering breath.
Lvl 10
Immune to poison. Can sense magic items within 20.
- •Pincers 2x.2d10+5
On two hits: Grappled, DC 14.
- •Paralyzing tentacles.
Can be used on grappled targets. DC 14 STR or dazed and disadvantage on grapple escapes for for 1 turn
Grappled targets are transferred to the waiting tentacles
Lvl 10 large (choose type below)
Resistant to physical damage. All creatures in reach 1 DC 15 Str at the start of their turn or gain one level of contamination.
Melee attackers take 5 damage. Teleports 3 when attacked in melee. Hurl flame: Range 8, 3d10+20 damage.
Heavy armour. On death: Explodes, reach 2, 2d20 damage. Explosion triggers a random arcane anomaly.
Reach 3. On hit: Pull 3.
- Slam.3d6+20
On crit: Target gains one level of contamination.
DM note: Living deep haze is a cont risk. Entropic flame is glass cannon. Walking geode is a tank with a nasty surprise. Animated sludge is an ambusher from sludge pools. Assess: Entropic flame, seems frail. Walking geode, is humming with barely contained power, every blow leaves spurting holes (indicate waiting explosion/pressure).
All attacks against you are at disadvantage unless you're hampered e.g. by prone.
- •Lightning javelin.
Range 8. 2d6+25. Must be recovered after use (mark the landing place).
- •Swoop.
Fly 10 then 1d4+10. On crit push target 4. If javelin is in flight path it is recovered.
- •Call minions.
1 use per encounter. Fly 8 then summon one 1d8 harpy minion / hero.
- •Recover.
Lose all conditions that would hamper you then fly 4.
95 HP. Dooming shriek. All enemies. DC13 WIL or become frightened until taking damage.
To be fought in a tower attic. Assess 1: Her talons are not impressive vs her javelin. Assess 2: Her legs are feeble and her wings are mighty.
While a cult leader is present cultists are immune to mind-altering conditions, never flee and attack with advantage.
- Ritual weapon.1d6
vicious
Assess 1: Their weapon looks unusually wicked. Assess 2: They constantly look to their leader for reassurance.
Lvl 4
CultistsWhile a cult leader is present cultists are immune to mind-altering conditions, never flee and attack with advantage.
- •Spiritual weapon.1d8+9
Range 6
- •Grovel!
Range 6, DC 12 Wil or prone
Lvl 16
Immune to frightened, charmed. Resistant to radiant.
Telepathic. You know when you hear a lie. Drawn to evil opponents first.
Invulnerable until critted.
- •Pillar of holy light.
3x3 area. 20 damage. DC 18 Dex to avoid.
- •Holy mace.3d10+10
Assess 1: Explain the divine shield if not already broken
Lvl 7
At the start of combat all heroes and their allies make a DC 13 Int save or become frightened of you until healed. Attacks against you that miss hit a hero of the attacker's choice.
You know what they're thinking. Can shapeshift into another medium/small humanoid you've seen.
- •Slam.3d8+10
Has advantage on the first round of combat.
- •I'm the real Jim, no me! (reaction, 1 use).
When hit swap places with a hero within 3. They take the hit.
The doppelganger projects false images of friends into hero's minds.
Very hard to spot in haze
May have one of the abilities below
Swim speed 6. Blindsight in water.
Bile spray attack (1/encounter): Reach 3 cone. 2d6. On crit inflict 1 level of contamination. On death: Bile spray attack reach 1.
Has heavy armour.
Truesight. Immune to frightened and psychic damage. Psychic shriek: Reach 4. Int save 11 or 5 dmg + frightened until healed.
Attacks against you have disadvantage. When hit: Teleport 6 and make a weapon attack.
Attacks you make are at adv. Attacks against you are at adv. You roll 1 more dice for damage.
Sheds bright light. Octarine beam: Targets one creature reach 12, DC13 Dex save. 10 dmg on fail. 1 contamination if failed by 5+.
Bounding: Can move over obstacles and through people without opp attacks. Leech: on hit gains riding.
Sneak attack: Does 7 extra dmg to unaware targets.
Has climbing speed 6. Spine attack x 3: Range 6. 1d4+2. Melee attackers take 4 damage.
Squeezer: Can fit through 6 inch spaces. When attacking inflicts dazed on crit.
- Weapon attack.2d8+2
Lvl 11 str+
Can pass through 1 inch gaps. Blindsight.
Target gains 1 level of contamination. Incapacitated. Escape DC15 Str. Takes 20 damage on failed escape.
- Slam x2.1d4+12
both attacks hit target becomes engulfed.
Very hard to spot in haze
May have one of the abilities below
Hurls a hunk of foetid flesh: Hulk takes 5 damage. Range 10. 1d4+25 damage. On crit inflict poisoned until healed.
When reduced to 0 hitpoints takes a save at dmg suffered. On success remains at 1hp. Trample: moves at least 4 spaces and hits with a slam. Inflicts prone.
- •Sweep.1d12+3
Targets all creatures in front of you. Push 2.
- •Slam.2d8+5
On crit: Prone.
Immune to most conditions. Immune to named element, vulnerable to opposite element. Choose a type below.
Fly 8. Whirlwind attack (1 use): All targets in reach 1. DC 15 Str save. 15 damage. Fail save 25 damage. Fail by 5+ prone. Fail by 10+ push 5.
Heavy armour. Burrow 6. Throw rock: 1d4+30. On crit, prone.
Fire aura: All creatures in reach 2 take 1d10 damage at end of your turn. Melee attackers take 5 damage.
Engulf: When critting target becomes dazed, grappled, DC 15 Str to escape, 2d8 damage at the end of your turn.
- Slam x2.2d8+7
Lvl 4
Indistinguishable from a statue when still. Cannot be critted by sharp weapons.
True sight 10. Will regenerate after an hour. Can track intruders within the city.
- •Swooping slam.2d8+15
Push target 4. Must fly 6 towards target first.
- •Claw.1d8+10
Assess 1: It's claw swipes aren't much compared to its swooping slam
Gain advantage against bloodied foes.
On miss target an allied Garmyr if possible.
- •Ravage 2x.1d4+3
- •Shoot.1d4+3
Assess 1: Seem more confident in melee Assess 2: If a leader is present they're clearly being held in check by them
Lvl 4
GarmyrGain advantage against bloodied foes.
On miss target an allied Garmyr if possible.
While you are commanding Garmyr do not infight but you do. Your misses represent putting the troops in line.
- •Bark orders.
Two allies can move. Then:
- •Ravage 3x.1d10
Assess 1: Clearly holding together the lesser troops
Lvl 4 large
When you move onto another creature's space DC 12 Dex save or become engulfed. 3 medium creatures can be engulfed at a time. Engulfed creatures are dazed 2, riding, take 10 damage at the start of their turn, and attack at 2 disadvantage, escape might DC 13.
Invisible unless spotted on Perc DC 15 or when moving.
Can create an oozelet minion on being hit if you want to beef up an encounter.
- Psuedopod x2.1d6+5
On crit: Next save against being engulfed is at disadvantage.
The escape is a good opp to encourage the help reaction. Fun to have objects seemingly floating in mid air until they spot it.
Lvl Minion small
Can be created every time an ooze is hit to beef up an encounter. On "crit" gain riding.
Have the tendency to get in your stuff
Lvl 5
Ground in reach 3 is difficult terrain.
All enemies in reach 4 roll a D6 when they spend an action: 1-3 act normally. 4 move in a random direction. 5 attack a random creature. 6 attack itself.
- •Blinding spit (1use).
Range 6, 3x3 area, DC 12 Dex save. On fail 10 damage and blinded until healed.
- •Bite.3d6+8
On crit, prone.
Lvl 10 str+
Attacks from your front are at disadvantage
- •Spear jab.d8+7
- •Shield bash.
DC 15 Str or 7 damage and prone
An expert in single combat
Lvl 15 gargantuan
The gargant only dies when critted at 0 HP.
- •Hurl ally.
Range 10. Hurl an ally in reach 2 (huge or smaller). Ally and target take half ally's HP as damage. 17 Dex save for half damage for both ally and target.
- •Masonry club.1d6+60
Reach 3, delayed by one turn. Can act on that turn again. On crit: prone and dazed.
- •Throw masonry.1d4+30
Range 10, Disadvantage 1, on crit: prone and dazed.
DM note: E.g. the gargant throws an ogre with 80 HP. The target passes its save and the ogre fails. The target takes 80/2/2=20 damage, the ogre takes 80/2=40 damage. E.g. 2. The gargant uses masonry club. The heroes run away. On the gargant's next turn he slams into nothing and acts again. This monster would work well as a solo, but is intended as a very high level interesting regular encounter.
Lvl 1
Has medium armour if adjacent to another guard.
- •Longsword.2d8+2
- •Crossbow (1 use).2d6+4
Too slow to reload
Lvl 3
- •2 x Claws.1d8+3
- •Luring song.
Range 16. All humanoids in range make a DC 11 WIL save or become Dazed until the end of their next turn and must move toward the harpy if more than 1 space away.
DM note: Only have one song online at a time in a group of harpies
On death. Reach 1, all creatures DC10 Con or take 5 damage. Fail by 5+ gain one level of contamination.
Lvl 6
Every turn can raise a haze husk minion from a nearby fresh corpse. Haze husks do +2 damage while you are commanding them.
- •Necrotic weapons.1d8+6
Melee or range 6. On crit: Poisoned until healed.
- •Contaminated touch.
6 damage. DC 13 Str save or gain a level of contamination.
Assess 1: Highly armoured Assess 2: The husks are unusually active Dm note: High health for the level but low damage. Usually accompanied by haze husk D6 minions (balance using p27 of dmg). 2-3 minions/hero with two wights would be good for a party of 5 level 3s.
Lvl 3 str-
Has medium armour until critted.
- •Web (1/encounter).
3x3 Area. DC12 STR or become restrained until escape DC12 STR.
- •Magic missile.3d8
Cannot miss. Can be split amongst targets.
Lvl 6
DevilsResistant to cold. Immune to fire. Devil's true sight.
- Fire breath.2d8+6
Cone 3.
Initiative rolls on Str instead of Dex.
Reach 6, all enemies at the start of their turn, DC 14 Str or dazed and poisoned until the end of their next turn. Can be ignited with fire doing 2d10+20 and prone to all creatures in reach 6 (including the hydra), stopping the miasma.
One head to start. Every 20 damage from the front a head is chopped off and 2 regrow.
While the hydra has 2+ heads it misses on a 1 to 3
- •Reposition.
Changes facing, then move 3.
- •Flurry of bites.
Can only attack front facing, attack x number of heads, reach 2, d6+5 damage.
- •Screeching roar.
All enemies in reach 6, DC 14 Wil or frightened on next turn.
125 HP. The hydra is wounded and focuses its attention. "mine, no mine!" is no longer in effect.
The hydra is running out of energy for its regeneration. 90 more damage and it dies. Until then it does not regrow heads.
Drakkenheim note: This monster replaces the Duchess in combat. "My guardian will rip you limb from limb!". If beaten the Duchess becomes a social encounter. The Duchess cannot be fought. DM note: Introduce as a dragon, the hydra bit comes later. This hydra lives in water and, being sopping wet, lacks the usual interaction with fire. This is replaced by its miasma of constant rot and regeneration cloud ignition. If the head thing is getting out of control do a screeching roar to reduce pressure, or reposition. If it's too easy have the last stand be reposition and bite in one action. Assess 1: (once multiheaded) The heads snap and bicker and pull in different directions. Assess 2: The gas cloud smells like methane (or a fantasy equivalent), highly volatile Assess 3: The beast seeks to stay facing the heroes
Act first in the first round of combat. Indistinguishable from an ordinary flower until it moves.
All charmed creatures must spend actions to move as close as possible to a blossom.
- •Hypnotic pollen (1 use).
All creatures in reach 6, DC 11 Wil save or become charmed until they take damage.
- •Contaminated nectar.
Reach 2, 5 damage. DC 11 Str save or gain one level of contamination.
Resistant to cold. Immune to fire. Devil's true sight.
Immune to cantrips.
Can shapeshift into a small animal or insect at will.
- Sting.d8+4
On hit: Poisoned until healed.
Assess 1: Has a nasty looking stinger.
Lvl 11
Permanently invisible. Resistant to physical damage.
- •Swipe.2d6+3
- •Vortex.1d6+3
Grappled. DC 15 escape. While grappled can't cast spells.
Lvl 7 wil+
Sanctified soulWhen an enemy in range 6 casts a spell of tier 2 or lower they must pass a 13 WIL save or fail to cast the spell (keeping the mana)
Immune to Frightened.
Allies get +2 to damage.
- Sword.3d10+8
Gain advantage against bloodied foes.
On miss target an allied Garmyr if possible.
While you are commanding Garmyr and not bloodied there is no infighting. Start combat with 3-6 D6 Garmyr minions.
True sight 10.
- •Harpoon arrow.
Move 6 then attack, range 10, DC 14 Dex or 10 damage and pulled next to you. Summon a D6 Garmyr minion next to you.
- •Ensnaring arrow.
Move 6 then attack, range 10, DC 14 Dex or 10 damage and restrained on next turn. Summon a D6 Garmyr minion next to you.
- •Claws.
Move 6 then attack, 4d6+8, vicious. 2 advantage if the target was harpooned and next to you. Summon a D6 Garmyr minion next to you.
130 HP. The troops sense weakness. All garmyr miss on a 1 or 2. All Garmyr are subject to infighting (leader no longer applies) and all infighting is directed at the Lord of the feast if possible.
The lord of the feast is dying and drops his bow. 80 more damage and he dies. He lets out a bloodcurdling scream that marks his weakness and frenzy. 5-10 Garmyr minions are summoned. All Garmyr now miss on 1-4. The lord of the feast only uses claws, but now at 3x.
DM notes: The infighting is intentional and represents him creating order in the troops and then losing control. This fight is intended to be a solo fight away from the main Garmyr force. The minions will need careful attention/balancing to not become overwhelming. Assess: The troops are clearly in awe of the Lord of the feast, and seem nervous and excited around him.
Lvl 11 int + str-
Medium armour until critted.
Teleports 4 when damaged.
- •Fireball (1/encounter).1d66
3x3 area, DC 15 Dex save for half damage.
- •Invisibility (1/encounter).
Becomes invisible until next attack.
- •Magic missiles.4d8
Can be split amongst multiple targets. Cannot miss.
Assess: Seems to be preparing a fireball. Assess 1: Shimmering runes of protection surround the mage. Assess 2: Weak, physically. Assess 3: Concentrating hard on a spell.
Reach 1. 2d8 damage. Can't be defended against.
Choose a mephit type from below
Mephits are immune to their named element and vulnerable to the opposite.
Blinding cloud: attacks against you are at disadvantage.
Fog cloud: On combat start creates a 5x5 heavily obscured area.
Fire breath: Cone 3. 2d6+2. DC 11 Dex for half.
Steam cloud: Reach 5 is difficult terrain.
- Claw x2.1d6+2
1/round when attacked in melee they attack.
- •Rapier.2d4+4
- •Shortbow.2d6+5
Lvl 4 large
- •Club.1d10+14
On crit: Prone.
- •Spear throw.1d4+5
Assess 1: Looks inaccurate at throwing.
Lvl 5 large
On hitting 0 HP make a save with DC damage taken. If passed you are at 1 HP.
- Clumsy blow.1d4+25
At disadvantage 2 if the target has passed an assess check this round against you.
Assess 1: You can see the ogre's blows coming a mile off!
- •Delerium orb.
Teleport 6, then conjure an orb which moves 2 towards the nearest hero. It persists over turns until it hits someone. Mark its location. When it hits: 2d20 damage and gain one level of contamination. Only two orbs can be in play at a time.
- •Break delerium crystal.
Teleport 6, then causes an arcane anomaly (roll on the table). 2 anomalies can be in play.
- •Awaken a subject.
Teleport 6 (to a wall), then summon 2 haze husk d6 minions.
60 HP. Oscar attempts to escape, he uses one of his scrolls of dimension door. Oscar will escape in 3 actions and must be critted or brought to 0 HP to prevent his escape. If critted he resumes his normal pattern.
Oscar surrenders.
DM note: The idea is to create a sort of bullet hell situation. The crit represents knocking the scroll out of his hands.
Lvl 10 large
But not smart.
- •Tentacle maw.2d10
Reach 2, on hit, grappled, escape DC 15
- •Hurl victim.2d10
Push 8
Assess 1: Its tentacles look strong enough to hurl a heavy person far enough to kill them
Lvl 7 large
Attack rolls of 1-3 miss.
- Bite x 2.1d6+6
On crit, poisoned until healed.
Lvl 5
Does 1d8+5 damage to enemies at the start of their turn within reach 2. Loses this ability if critted.
- Warhammer.1d8+10
Assess 1: Surrounded by vengeful spirits. Assess 2: Concentrating hard on something.
- •Latch on.
Move 3. Attack x2 , reach 2, d6, on hit grappled, DC 12 escape.
- •Build up mutating energies.
Must happen before mutating bloom.
- •Mutating bloom.
DC 13 Str save for all grappled enemies, on fail take 15 damage and a level of contamination, fail by 5+ gain one mutation.
- •Violent expulsion.
Must happen when targets pass their save against mutating bloom or are reduced to 0 HP. Push 10.
60 HP. The abomination starts wildly mutating new limbs. Until it dies it can latch on x3.
The protean abomination is dying. It's form is splitting and fracturing. 40 more damage and it will die. Until then it can latch on and build up mutating energies in one action.
Lvl 1/2 tiny
Immune to opp attacks.
- Sting.1d4+3
On crit the target is dazed 2 until healed.
Ranged attacks against ratlings are at disadvantage.
Have advantage on attacks when outnumbering foes. Have disadvantage on attacks when outnumbered.
Force a ratling minion to interpose whenever you are hit.
Starts combat with 2 ratling d6 minions/hero. Ratling minions don't act unless commanded.
- •Contaminated gnawing.
Move 6, attack 2d6+4, on crit: gain one level of contamination.
- •Eat the world, my pretties!
1/round. Move 6, all minions act.
- •Come out of the shadows!
If the heroes outnumber the ratlings. Summon 1d2 ratling d6 minions/hero.
- •Hand crossbow.
Move 6, attack range 6, 1d4+8, on crit: poisoned until healed.
40 HP: The rat prince is wounded and his minions will no longer come to him! He cannot use the 'come out the shadows' action. Remaining minions are in a frenzy of fear. The rat prince can use the 'eat the world, my pretties' action without limit.
The rat prince is beaten and begs for his life!
DM note: The rat prince should bite whoever defended the minions if you want to up the difficulty. The minions can be dialled down to 1/hero if you want to balance down. Assess 1: Has crystals instead of front teeth, they look dangerous and corrupt. Assess 2: Keeps minions close as sacrifical pawns.
Ranged attacks against ratlings are at disadvantage.
Have advantage on attacks when outnumbering foes. Have disadvantage on attacks when outnumbered.
- Shank.1D6+2
Ranged attacks against ratlings are at disadvantage.
Have advantage on attacks when outnumbering foes. Have disadvantage on attacks when outnumbered.
Lvl 6
Attack rolls of 1 or 2 miss you.
Attacks from an opponent's rear are made at advantage.
- Backstab.1d4
On crit: extra 30 damage, can't be blocked.
Assess 1: Looking for an opening, or a rear attack, constantly manoeuvring.
Lvl 6
- Vicious mockery.
Range 6. On enemy: DC 14 WIL save or suffer 2 disadvantage on attacks until the scoundrel's next turn. On ally: Advantage on attacks on their next turn
They really know how to push your buttons
Lvl 5
Can appear to observers as any humanoid.
- •Reveal self.
Appears as something disturbing to one observer. DC 12 Int save or frightened until damaged.
- •Death glare.
DC 12 Int save or cause 1 wound to frightened target.
- •Claws.2d8+11
Lvl 2
Vulnerable to radiant. Loses heavy armour in sufficiently bright light. Very hard to spot in darkness.
- Draining swipe.1d4+6
On crit: Inflict 1 wound
Lvl 10 large
Immune to lightning damage. If hit by lightning damage its attacks become a higher advantage (up to 3) until the end of the encounter.
- •Charged tentacle .2d10+20
On hit: Grapple, DC 15 escape.
- •Lightning cage (on grappled creature).1d6+30
On crit, take one wound.
Assess 1: Sparks and flashes indicate a lightning powered creature Assess 2: There's a maw in its torso that is surrounded by grasping appendages
Lvl 12 large
True sight to range 2. Immune to most conditions.
(Range 2) Interposes attacks on its owner.
- •Stored lightning bolt (1 use).d66.
Line 10, will bounce off walls. DC 16 dex for half damage.
- •Clumsy slam.1d20+10
Assess 1: Is humming with power stored in its fists (stored lightning bolt). Assess 2: Is constantly shifting between its master, who holds an amulet and danger Consider running the amulet as an RP/improv challenge, ie can you disarm the owner
Lvl 3
Immune to opp attacks. Moves 2 when hit (1/round).
- •Poisoned hand crossbow.2d6+12
Range 6, on crit target is poisoned until healed.
- •Poisoned dagger.1d6+8
On crit target is poisoned until healed.
Assess 1: Doesn't want to be up close
Lvl 1 large
You can occupy enemy spaces and gain riding when you do. When riding you are immune to ranged attacks and melee attacks with a die higher than d6.
- Gnaw x 4.1d4
DM note: The swarm rule represents the difficulty in getting a swarm off someone with a large (e.g. d10 battleaxe) or ranged weapon.
This monster is not meant to be beaten. The best the heroes can hope for is to delay it long enough to escape.
- •Lumbering advance.
Move 8.
- •Prepare for the end.
Next action will be the guillotine blade.
- •Guillotine blade.
Reach 2 or range 6. 2d20 damage+50. On hit: Causes a wound.
Assess 1: Its blade looks like it would cleave you in two in one blow. Assess 2: It has weak magical defences to manipulation. Assess 3: Whatever damage the heroes have done is negligible, the heroes will never destroy this thing with violence.
The executioner is more of an environmental hazard and not a straight fight. This should be immediately clear from rumours. Heroes could slow, manipulate or escape. Other enemies could be drawn into this monster's path. If the heroes start doing kiting or other cheese have some other enemies turn up after a while to mix it up.
Can move through creatures.
Any creature in reach 2 at the start of its turn takes 5 damage & DC 13 Str save or gain one level of contamination.
Will target the least contaminated hero.
The room is in deep haze. It's removed by 3 successful assess actions on his machine. When the deep haze is removed the pale man goes to unarmoured.
- •Octarine spray (1use).
Move 3 then; cone 4, all targets take DC 14 Str save or roll a d4: 1, target is confused and cannot tell friend from foe on their next turn. 2, gain one level of contamination. 3, gain one mutation. 4, 2d20 damage.
- •Insect swarm.
Move 3 into a hero's space. Gain riding. Immune to missile attacks and immune to melee weapons with a die larger than a d6 until no longer riding. Attack 4x1d6.
- •Warp bolt.
Move 3, then attack range 6, d6+20, on crit gain one level of contamination.
100 HP. Recharges octarine spray.
The pale man disperses into a writhing mass of insects. 80 more hit points and he will slink away. Every round he uses his insect swarm attack.
DM notes: At the start of combat the pale man should be behind his lectern and slap down on it (unleash the deep haze). The 3 assesses can be: Interpret the glyphs, move the wheels, lock the wheels in place.
Lvl 7
They can find almost anyone
At the start of combat nominate a target. +1d8 damage against that target
- •Shortsword 2X.1d8+2
- •Longbow.3d8+12
Lvl 7
Nimble fighters1/round when attacked in melee they attack.
- Bastard sword.3d8+10
Assess 1: Looks tightly wound with excellent reflexes.
Lvl 5 small
RatlingRanged attacks against ratlings are at disadvantage.
Have advantage on attacks when outnumbering foes. Have disadvantage on attacks when outnumbered.
Loses medium armour when critted.
- •Eldritch blast 2x.1d10+3
Range 8
- •Conjure rats (1 use).
Summon 2 swarms of rats
DM note: Can do RP magic like illusion, thaum. Assess 1: Surrounded in protective magic, concentrating on it and maintaining them constantly.
Lvl 9
Can move through objects and people
- •Mutating touch.1d4+25
On crit: Cause one random mutation
- •Psychic wail.
Reach 6, 10 psychic damage, DC 14 Wil for half damage. Fail by 5+ dazed.
Assess 1: Living things around it warp and mutate constantly Assess 2: It seems lonely, confused and angry
Lvl 1 large
An expert tracker by smell.
- Large jaws.1d10+5
On hit target is grappled (escape DC 12). You can only attack the grappled target.
While a cult leader is present cultists are immune to mind-altering conditions, never flee and attack with advantage.
Attacks against you are at advantage.
- Greatweapon.3d10+10