Dangerous Dungeons

Lvl 11 large vile beast

10130
ACTIONS:
  • Dragon's Breath.(Cone 4) 1d10. On damage: smoldering.
  • Ram's Charge.Move 4 spaces in a straight line, 2d10 dmg.
  • Lion's bite.2d10. Advantage if smoldering.

Lvl 1/2 shadow

15
Shadow Stalk.If light is shined on it, teleport to the nearest darkness in reach 12. If there is no darkness within 12 it dies.
ACTIONS:
  • Light snuff.(Range 9) Snuff out light from a non-magical source
  • Shadow Touch.4d4 On hit: DC10 WILL save or blinded until the gloomveil dies

Gloomveils are creatures made of shadow who live in the darkness inside dungeons. No one has ever seen one as they dissipate the moment light is shined unto them, but they are known for killing oblivious adventurers, whose last sight is the gloomveil's eyes shining in the darkness

Lvl 7 magical ooze

840
Regenerative Runes.Heal to max HP at the end of your turn
ACTIONS:
  • Absorb and Reflect.Everyone in Reach 3 takes dmg equal to the HP you've lost this round.

Created by ancient alchemists that have since died out, these slimes wander the underground dungeons, preying on monsters too stupid to understand it's healing and reflective abilities.

Lvl 3 medium wall

H025
False appearance.Looks like a normal wall.
Slimy.Can end movement on same space as another creature.
ACTIONS:
  • Slither.Move 4. Deal 1d8 to each creature you pass through.
  • Engulf.(if on the same space as another creature) DC 12 STR/DEX save. On success push 1, on fail 1d8 dmg and restrained.

Evolved to look just like dungeon walls, they feed on unsuspecting adventurers, ambushing them and dissolving them in acid, before sliding back into the wall, to wait for their next meal.