Pope
During the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
If a creature touches you, you can cause them to suffer 4d8 fire damage as your magical spines explode.
- Bite.1d20
The massive caterpillars can be found on ancient redwoods in magical forests. They don't seem interested in most heroes, but heroes need to be careful of them. They are extremely fuzzy, but each individual piece of fuzz is actually a magical spike that can explode if the caterpillar wills it.
These caterpillars cannot climb anything but trees, nor would they want to.
Perhaps these creatures are part of the setting for a different encounter, and heroes can try to push foes into them or a hill giant can throw heroes into them. Maybe a particularly creative and evil dragon has captured many of these caterpillars and lined the floors of his lair with them so that only a flying creature can pass - or maybe the heroes are hired to save one from a zoo by a friendly fae.
If encountered in the dark, you always go first and you start the encounter with 2 × LVL temporary hit points.
You can move through solid objects as if they weren't solid, but if you end your turn in an object you are forced out of it and take 1d12 damage.
- Banshee's Wail.
Creatures within Reach: 3 must make a DC 9 constitution saving throw or suffer a wound.
You gain a +10 bonus to any dice roll involving fishing. If a creature with a soul dies near you, once per round you can claim its soul to restore d666 HP.
You have formed a pact with a creature, and whenever that creature is hurt, you may interpose and lower the damage by 5 if you are within Range: 3.
- Sting.1d10+4
On damage: Target is Poisoned until they take an action.
These imps are devils bound to some other creature, such as a Hag, Dragon, Noble, Vampire, or really any baddy you can think of. They are evil though, so they probably aren't serving a Unicorn.
Lvl 1 large
BovinesWhenever you roll a 12, roll an additional die of the same size and add it to the total.
- •Six-Shooter.(Range 12) 1d12.
- •You Get the Horns!2d12.
These are basic Gunslinger grunts. They always fire all six shots of their six shooter before they use their melee attacks.
Lvl 3 large
BovinesWhenever you roll a 12, roll an additional die of the same size and add it to the total.
You gain advantage on ranged attacks made while in melee.
- •Stab.1d12+2
Then:
- •Six-Shooter.(Range 12) 1d12
These swordscows have trained for years in the art of the gunblade - a sword that has a revolver strapped to it.
Lvl 5 huge
BovinesWhenever you roll a 12, roll an additional die of the same size and add it to the total.
You can interpose for free as many times as you want .
- •Six-Shooter (x2).(Range 12) 1d12+4.
- •You Get the Horns!3d12.
These cows are leaders of small herds of gunslingers. They are dangerous at range and in melee, and will always try to prevent their fellow gunslingers from dying with their interpose reaction.
Lvl 3 large
BovinesWhenever you roll a 12, roll an additional die of the same size and add it to the total.
- •First Aid (once).Heal one ally for 2d12+6.
- •Six-Shooter.2d12.
These cows have trained in the art of healing to protect their herd. Don't forget that its a war crime to purposely target medics!
Lvl 10 huge
BovinesWhenever you roll a 12, roll an additional die of the same size and add it to the total.
Allies within Range: 6 roll an additional d12 when they attack.
- •Six-Shooter (x4).(Range: 12) 1d12.
Then:
- •CoMOOOO to me!
Summon 1d12 Bovine minions (1d12 at Range:6, with the High Noon ability)
The ultimate Gunslinger, the Bovine Outlaw King rules over many herds of their kind. A typical King will travel with many Medics and Gunswordscows, but do not tend to travel with Herd Leaders (unless the King is holding court) or Sharpshooters (these bovines tend to be solitary).
Lvl 2 large
BovinesWhenever you roll a 12, roll an additional die of the same size and add it to the total.
Unless you are surprised, you act first in combat.
- Six-Shooter (x2).(Range 12) 1d12+1
These Gunslingers take pride in their gunslinging, never letting another get the draw on them. They travel alone to hone their six-shooting skills.
Lvl 6 huge slime
Water SlimesWhenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
Until you move, you are indistinguishable from a potentially bottomless underwater lake. You can stretch to fill entire rooms.
- Engulf.3d3+3.
Attacks all adjacent creatures. On hit: grappled.
Cave puddles are large slimes that occupy entire rooms near the bottom of caves. They stretch out as far as they can, hoping to capture any moisture that falls from the ceiling. Creatures can stare at them, heroes can swim in them, and boats can float over them - and they'll never be detected, unless they want to be.
But water is scarce in most cave systems, so if a creature gets too close, these slimes will strike. Most creatures are made mostly of water, after all.
Lvl 6 huge slime
Water SlimesWhenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
Until you move, you are indistinguishable from a potentially bottomless underwater lake. You can stretch to fill entire rooms.
- Engulf.3d3+3.
Attacks all adjacent creatures. On hit: grappled.
Cave puddles are large slimes that occupy entire rooms near the bottom of caves. They stretch out as far as they can, hoping to capture any moisture that falls from the ceiling. Creatures can stare at them, heroes can swim in them, and boats can float over them - and they'll never be detected, unless they want to be.
But water is scarce in most cave systems, so if a creature gets too close, these slimes will strike. Most creatures are made mostly of water, after all.
Lvl 5 huge
True DragonsThe dragon carries 100 × It's Level in gold. At the start of its turn, it consumes 50 gold it is touching and restores 5 × it's Level HP.
Attacks against hampered enemies have advantage. You have resistance to cold damage.
- •Cold Breath (Recharge 6).
Creatures in a 6 square cone must make a DC 12 Dexterity saving throw or take 4d6 cold damage, half on save. On damage: Slowed (4 actions).
- •Bite (x2).2d6+2
On hit: Slowed (1 action)
- •Summon Snow Golems (Once).
(Range: 24) Summon 1d4/hero Snow Golem minions (2d4)
These dragons thrive in cold environments, despite their cold blooded nature. They spend lots of time basking in the sun and hunting for food.
Examples of cold dragons include traditional evil White Dragons or the good-aligned Silver Dragons.
Lvl 8 huge
True DragonsThe dragon carries 100 × It's Level in gold. At the start of its turn, it consumes 50 gold it is touching and restores 5 × it's Level HP.
Creatures that are hit by your attacks have their armor from equipment reduced by 1. This lasts until they spend a safe rest repairing their gear.
- •Acid Breath (Recharge 5-6).
You shoot out a bubble of acid. Creatures in a 3×3 area within Range: 6 must make a DC 14 dexterity saving throw or suffer 1d6, 8 seperate times.
- •Bite (×3).1d4
Cannot miss or crit.
- •Savage Bite (against a foe with 5 or less armor).1d44
Misses on an 11. Cannot crit.
You carry gold coins equal to your level. When an ally does within 3 squares, you may consume 1 gold. If you do, gain 5 temporary hit points and attack for free.
Allies are Frightened of you.
- •Get in here!(Reach: 10)
Call 1d4 kobold minions to join the fight. They appear somewhere logical within reach.
- •Fight harder!20 to a kobold
(Reach: 4)
You gain a +10 bonus to any dice roll involving fishing. If a creature with a soul dies near you, once per round you can claim its soul to restore d666 HP.
At the beginning of your turn, pick a creature. If they remain in your sight, they cannot cast spells and lose 1 MP at the end of their turn.
- •Eye Blast (x2).1d2+5
(Range: 12).
- •Emergency Escape (1/day).
Teleport to a spot you can see within Range: 30
Ever-Watching Devils are a low-tier devil that look like a basketball with four crustacean eye stalks. They are encased in a hard carapace that protect them from attacks.
These devils do not offer themselves as familiars, but have many imps in their service they can offer, have a weak ability to see the future (they can see one event in the next 24 hours) and will offer this information in exchange for contracts, and if they really want something, they can offer one of their eye stalks (Works as a wand that you can cast any cantrip through, and that cantrip will deal an additional 1d2+5 damage).
Ever-Watching Devils use their future sight to create nearly undetectable nomadic devils. If one of them is in charge of one of these groups, they have 20-30 imps under their control that they send to nearby towns to collect contracts.
Lvl 4
Fae TrickstersIf a creature lies to you, you know, and the first time after they lie you hit them with an attack, you automatically crit.
You have advantage on magical saving throws and magic cannot see through your disguises.
- •Command.
(Range: 8) One enemy must make a DC 12 WIL Save or be forced to lose 2 actions doing a silly dance, telling you a secret, or throwing what they're holding 6 squares.
- •Claws.4d4
Forest Hags are powerful, solitary fae that never try to fight. They typically appear as old ladies, but can also disguise themselves as attractive women, men, or even small creatures like dogs or cats. They do not try to kill (unless in self defense), but will instead attempt to trick travelers into doing evil things (such as tricking them into cannibalism by offering them food made from children) or send them on nonsense quests to waste their time ("There's a dragon in the waterfall a mile south, would you be brave enough to slay it for me?" There is no dragon).
If they are forced to fight, they will have minions to defend them, usually either devils or demons - some sort of creature they have made a pact with. The Hag will command their foes as long as they are above half HP and their minions are alive - but if the Hag becomes bloodied or her minions fall, she will fell on her Magic Flying Broom!
Lvl 7 large
Cold-Blooded CreaturesDuring the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
Whenever a creature touches you, they forget what they were doing and become Dazed.
- Tail WHAP!?3d8+10
These large fish are cousins of fae, and have inherited some of the memory magic of their kin. They are massive koi, though, so they are scavengers, not hunters. They are very hard to hunt, though, since their hunters often forget what they were doing. This makes their scales and meat supremely valuable.
You gain a +10 bonus to any dice roll involving fishing. If a creature with a soul dies near you, once per round you can claim its soul to restore d666 HP.
You are invisible until you attack. You can become invisible again if you take a turn and do not attack.
- Sting.4d4
On damage: Poisoned for three actions
Imps are the weakest of devils, and are stronger when free than bound by a contract. Despite this, they seek contracts, and will not be free long. They are willing to offer healing potions, simple +1 weapons, gemstones worth 100 gold that reek of evil magic, or their service as a familiar in exchange for evil deeds (often a humanoid soul once a month, a fish as offering every week, or a specific person or creature murdered).
During the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
You always attack first.
- •Jump!
Jump 6 squares away to an unoccupied square.
- •Bite.3d6
On hit: target is Grappled (escape DC 11). You cannot Bite another target until the grapple ends.
These frogs are simple ambush predators with an extremely obvious game plan: Jump at something, put it in their mouth, jump away with it. If this plan doesn't work, wild Darting Frogs will just run away.
Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.
You may defend against an attack and lower its damage by 12, once.
- •Quick Draw (Once).2d12
(Range 12). Roll with advantage.
- •Greatmaul.2d10,
Reach 2.
These duelers often work with other highway robbers, but focus on melee attacks. They start the fight with a well timed ranged attack, but otherwise rush into the fight.
Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.
If I am not hit before I act, I have advantage on spells I cast. If I am hit before I act, I have disadvantage on spells I cast.
- •Little Bit of Fire.2d10
(Range 8) .
- •Quick Cast! (Once).1d12
(Range 12). Make this attack against all enemies within Range.
These spellcasters attended college, but dropped out because they couldn't afford the tuition. Many are trying to save up enough to become a law-abiding mage, but some love their new life of crime.
Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.
- •Everyone! Shoot!
You and your allies regain their ability to use their Quick Draw attacks (Quick Cast and Quick Heal are not Quick Draw).
- •Quick Draw (Once).2d12+5
(Range 12).
These creatures lead bands of others to steal from heavily fortified vehicles on highways. They will flee when they're low on health, and are not loyal to their men. They cannot use Everyone! Shoot! while they are fleeing.
Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.
If you would attack an enemy, instead "attack" an ally within range. My "attacks" heal, instead of harm.
- •Quick Heal (Once).2d12
(Range 12). One ally.
- •First Aid.2d4+2
One ally.
These medics refuse to harm others, which is a weird choice for members of bandit gangs. They should probably drop a healing or potion or two, if your heroes are heroic enough to kill a medic and loot their corpse. But these medics will surrender as soon as their allies are dead. So how heroic would it really be to slaughter them?
Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.
- •Quick Draw (Once).1d12
(Range 12). Roll with advantage.
- •Six-Shooter.1d6
(Range 12).
A robber that targets weak looking vehicles on highways. Can be any race, even weird ones. Maybe its a tree. Or a cat.
Lvl 5
Water SlimesWhenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
When you hit a bloodied creature, they become Slowed until the beginning of your next turn.
- •Tackle.2d10+6
- •Ice Burst.1d10+3
Attacks all creatures within Reach:2
You carry gold coins equal to your level. When an ally does within 3 squares, you may consume 1 gold. If you do, gain 5 temporary hit points and attack for free.
Advantage on attacks while charged.
- •Lightning Fingies.3d8
(Range: 6) On hit: You deal the value of the primary die to yourself
- •Sparky Slap.2d4+5
Lvl 7 huge
True DragonsThe dragon carries 100 × It's Level in gold. At the start of its turn, it consumes 50 gold it is touching and restores 5 × it's Level HP.
When you are Charged, if you take damage, your attacker takes 2d8 lightning damage and you are no longer Charged. You have resistance to lightning damage.
- •Lightning Breath (recharge 6).
Creatures in a 2 tile wide, 12 tile long line must make a DC 13 dexterity saving throw or suffer 4d10 lightning damage, half on save. You become Charged
- •Bite.1d12+1
Reach: 2. Then:
- •Arc Lightning.4d8
This damage is dealt to yourself and then the nearest target of your choice.
Lvl 20 huge ooze
Water SlimesWhenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
Contact with you grants the Digested condition. Your attacks deal X extra damage, where X is the number of times a creature has been Digested this encounter.
- •Splash Around (once).
Summon 3d4 Ooze Minions (d33) within Reach: 8.
- •Jump (once/turn).
Jump up to 10 squares, then attack all creatures within Reach: 5 for 1d33.
- •Tackle.2d33
Lvl 11 gargantuan
Cold-Blooded CreaturesDuring the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
During the night, you gain heavy armor and can cast two of your spells on your turn.
During the day, you lose your medium armor and can attack twice on your turn.
- •Bite (attack).2d6+2
On damage: you heal as much damage as you dealt.
- •Blinding Sun (spell).1d12+2
(Range: 8). On Hit: Blinded (1 action).
- •Comforting Moon (spell).
You gain 10 temporary hit points.
These giant moths are rumored to be the adult form of "Do Not Touch Me!" Caterpillars, but no scholar has ever witnessed their transformation to witness it. They are not predators, despite their massive 30 foot wingspan, and instead act as pollinators for the massive magical redwoods of faerie forests.
Some fae are able to make deals with them to guard locations (their massive wingspan makes them very good doors), but most spend their time searching for food or mating. Your heroes would be smart to not get in the way of these two desires, lest they fall victim to these Moths and their powerful magic.
Lvl 10 large ooze
Water SlimesWhenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
Contact with you grants the Digested condition. Your attacks deal X extra damage, where X is the number of times a creature has been Digested this encounter.
- •Jump.
Jump up to 8 squares, then attack all creatures within Reach: 3 for 1d33.
- •Tackle.1d33+10
Lvl 1 tiny
Cold-Blooded CreaturesDuring the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
You always act first.
- •Venomous Bite (Once).1d3
On damage: target must make a DC 11 strength save or suffer 13-(2 per size above tiny) d6 poison damage (a medium creature suffers 9d6)
- •Bite.1d3
- •Run away!
Move 12 while not provoking opportunity attacks.
As long these venomous creatures are not summoned beasts of some evil magician, they are not evil or malicious - they're just trying to live their life! Against a small or larger foe, they will only ever strike once and then flee (unless their path to escape is blocked), and there is only a 25% chance they use their venomous Bite (venom takes a lot of calories to make!). But if they are attacking a tiny hero, they will always strike with their venom - they hope to eat them!
Lvl 5 large
Cold-Blooded CreaturesDuring the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
If you take 30 damage in one round, your shell breaks, lowering your armor to None and dealing 20 damage to you. If your shell is unbroken, it has 5d4 precious gems in it.
- Trample.1d20+9
On damage: Target is Prone.
These beasts spend most of their time hiding in their shell, which looks like large boulder - sometimes towering fifteen feet tall! When they're standing, they can reach 20 feet, and these gentle giants are extremely intimidating because of their size. They eat fish, and will sometimes submerge themselves in water and wait for fish to approach them.
They typically live in herds of 2d6+3 tortoises, and if your heroes stumble upon a rocky beach with many giant boulders - they may have stumbled upon a herd of Rock Tortoises!
Lvl 6 huge
True DragonsThe dragon carries 100 × It's Level in gold. At the start of its turn, it consumes 50 gold it is touching and restores 5 × it's Level HP.
If you are poisoned, you get advantage instead of disadvantage. You have resistance to poison damage.
- •Rot Breath (recharge: 6).
All other creatures within range 9 must make a DC 13 Strength saving throw or suffer 6d6 poison damage and be poisoned (actions: 3). On a save, they take half damage.
- •Bite.2d20
Reach: 3. Then:
- •Puddle of Rot.
Cough up a puddle of rotten goop from your throat that coats a 3 × 3 area within range 12 and lasts until very carefully cleaned up. Creatures that start their turn in the area or enter it on their turns gain Poisoned (2 actions).
Rot Dragons live in tropical areas full of death. They thrive in swamps, especially swamps that poison creatures that pass through them. Traditional Green Dragons are an example of a Rot Dragon.
Lvl 1 small
Spectres of the DeadIf encountered in the dark, you always go first and you start the encounter with 2 × LVL temporary hit points.
Creatures who look at you for a significant period of time (long enough to perform an action against you) must make a DC 10 WIL save or become Dazed for one turn.
- Dark Fire.1d12+1
Range: 4
Soul cages are iron lanterns that are occupied by an undead spirit. They burn a dark fire which smothers candles and other weaker light sources.
Lvl 11 huge
True DragonsThe dragon carries 100 × It's Level in gold. At the start of its turn, it consumes 50 gold it is touching and restores 5 × it's Level HP.
Contact with you grants the Digested Condition. You deal an additional X damage, where X is the times your target has been Digested this combat. Any healing removes all stacks of Digested Condition.
- •Ooze Breath (Recharge 5-6).
Creatures in a 10 square cone must make a DC 15 Wisdom saving throw or be surrounded by 4 ooze minions (D6 with Digestive Touch). On a save, they are flanked by 2 ooze minions (D6 with Digestive Touch).
- •Claw, claw, bite, bite! (4x).1d4
Reach: 3.
- •Digestive Blood.1d20
Reaction: When you are hit by a melee attack.
Lvl 2 buffalo
Water SlimesWhenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
If you move at least 6 in a straight line towards a foe, Trample for free.
- Trample.3d3+3
On hit: Prone.
Lvl 1 small ooze
Water SlimesWhenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
Contact with you grants the Digested condition. Your attacks deal X extra damage, where X is the number of times a creature has been Digested this encounter.
- •Jump.
Jump up to 6 squares, then attack all adjacent creatures for 1d3.
- •Tackle.3d3.
These small creatures are the most basic of water Slimes. Being empowered by water makes them more dangerous than a basic slime, but not by much.
Lvl 4 ooze
Water SlimesWhenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
Contact with you grants the Digested condition. Your attacks deal X extra damage, where X is the number of times a creature has been Digested this encounter.
- •Jump.
Jump up to 6 squares, then attack all creatures within Reach: 2 for 3d3.
- •Tackle.6d3+3