Flame Ghost Flame ghosts are humanoids who were burnt alive and not by accident. Their souls bound to the material plane with anger as they were condemned to this terrible death by either false accusations or as easy scapegoats for crimes they did not commit. Now as ghosts they are unable to remember who or why brought death upon them and they can only hunt the living maddened with rage and pain that never seems to fade. Flame ghosts are drawn to fires, wildfires, bonfires even candles. Some Believe that the Molten Zombies and the Flame ghosts where once the same creature. Only to have body and soul seperated to become two different beings of burning hatred. 51 Flame Ghost Medium Undead, chaotic evil Armor Class 14 Hit Points 33 (6d8+6) Speed 40ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 17 (+4) 13 (+1) 3 (-4) 8 (-2) 8 (-1) Damage Vulnerabilities Cold, Force Damage Resistances acid; fire; lightning; thunder; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities fire, necrotic, poison Condition Immunities charmed, exhaustion, frightened,grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft, passive Perception 9 Languages languages it knew in life Challenge 3 (700 XP) Incorporeal Movement. The flame ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Torturing Heat Wave. At the start of each of the flame ghost turns, each living creature within 15 feet of it takes 2 (1 d4) fire damage. Actions Burning Touch. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 17 (4d6 + 3) fire damage. Fiery Possession (Recharge 6). One living humanoid that the flame ghost can see within 5 feet of it must succeed on a DC 13 Constitution saving throw or be possessed by the flame ghost; the flame ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The flame ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points and receives 2:“- fire damage at the end of the flame ghost's turn. The flame ghost ends it as a bonus action, or the flame ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the flame ghost reappears in an unoccupied space within 5 feet ofthe body. The target is immune to this flame ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Credit | Lore & Statblock: Dionysios Christoforidis
Bone Rat Bone rats were rats that once carried some flesh-eating parasites. Once the rat has had most of its internal organs destroyed, the parasites lay their eggs in the half of the host that is left. Bone rats were reborn due to these strange parasites and somehow they were able to move with no flesh nor muscle left. Now these creatures are driven to consume flesh in order to feed the remaining parasites and their newborns.. Zombie Rot While afflicted with Zombie Rot, a creature has the following symptoms until cured: it counts as an undead creature, it’s hit point maximum drops by 1d8 every 24 hours, and it is vulnerable to necrotic damage. If the targets hit point maximum reaches 0 in this way, the target dies. If the target dies in any way while afflicted with Zombie Rot, it is reanimated as a Plaguespreader Zombie. Drinking holy water will immediately cure Zombie Rot, as will a lesser restoration spell. 52 Bone Rat Tiny Undead, unaligned Armor Class 12 Hit Points 7 (2d6) Speed 20ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3) Condition Immunities Frightened, Charmed Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP) Pack Tactics. The bone rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. Undead Fortitude. If damage reduces the bone rat to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Bite.. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The target must succeed on a DC12 CON saving throw or contract Zombie Rot Credit | Lore & Statblock: Dionysios Christoforidis
Des Lacooda Desert societies are renowned for their prejudice. Amidst these people, the stories and fables never run dry. Tales of their journeys across the desert lands would be sang in taverns and mothers would put their children to bed with them. However no one could really tell whether or not these stories were myth or fact, for it was known that the boiling heat of the desert could play tricks on the mind and therefore people would laugh or question any man that would swear upon his name that what he had witnessed during his travels upon the dunes was true. Amongst these stories, there was one that spoke of the Des Lacooda, creatures that seemed to resemble camels. Those that claimed to have seen them swore that their bodies were draped in pieces of cloth, their eyes a gleaming red and any underlying exposed skin would appeared skeletal or mummified. Others spoke of entire caravans wandering around the desert, which upon closer inspection were entirely lacking riders. And then there were those that claimed to have gotten close to these creatures and even fought with them. They spoke about them with fear, for they said they could still remember their horrifying undead forms, and how they were far more dangerous than anticipated. Unlike desert camels, the Des Lacooda seemed to almost effortlessly stride across the sands with an unnatural speed. Despite their undead form they were said to be very hardy and strong creatures that when engaged in battle would relentlessly attempt to trample and bite their foes. Some of those who claimed to have fought a Des Lacooda bore bite mark scars on parts of their bodies, and they spoke of how the wound provoked by this creature’s bite became rotten in hours. Their health would continually deteriorate over. These victims considered themselves lucky to have gotten back to their town’s healer who was capable of providing a cure for them. For according to those healers’ words, had they gone on for a few more days bearing this wound, their lives would have been forfeit. Zombie Rot While afflicted with Zombie Rot, a creature has the following symptoms until cured: it counts as an undead creature, it’s hit point maximum drops by 1d8 every 24 hours, and it is vulnerable to necrotic damage. If the targets hit point maximum reaches 0 in this way, the target dies. If the target dies in any way while afflicted with Zombie Rot, it is reanimated as a Plaguespreader Zombie. Drinking holy water will immediately cure Zombie Rot, as will a lesser restoration spell. 53 Des Lacooda Large Undead, Neutral Evil Armor Class 9 Hit Points 15(2d10 + 4) Speed 50ft. STR DEX CON INT WIS CHA 17 (+3) 8 (-1) 16 (+3) 1 (-5) 4 (-3) 1(-5) Damage Immunities Poison Condition Immunities poisoned Senses darkvision 60 ft, passive Perception 9 Languages None Challenge 1/8 (25 XP) Desert Strider The Des Lacoda ignores difficult terrain that comes from deserts or sandy environments. Undead Fortitude If damage reduces Des Lacooda to 0 hip points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or a critical hit. On a success Des Lacooda drops to 1 HP instead. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 2 (1d4). The target must also make a DC 10 constitution check. On a failed save it becomes infected with Zombie Rot. Credit | Statblock: Louis Jameson \ lore: Libedrat0r Earl
Pyramid Turtle C rawling slowly but surely across the desert, these giants harbor the dead across unfathomable distances to reach their destination. The top of their backs reach 30ft in the air, alerting all who can see it of the upcoming danger they will face. 54 Pyramid Turtle Huge Undead, true Neutral Armor Class 17 Hit Points 76(8d12 + 24) Speed 10ft. STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 17 (+3) 8 (-1) 12 (+1) 10 (+0) Senses passive Perception 11 Languages Infernal Challenge 4 (1100 XP) Features Creature Cargo The Pyramid Turtle can carry up to 660 lbs of creatures as long as they are large or smaller. They cannot be targeted by attacks while the pyramid turtle is alive and are traveling inside it. Also divination specifically looking for undead creatures cannot detect them while in the pyramid. Any creature inside can use an action to exit and leave, or may enter if the Turtle allows it. Attacks against the turtle from the inside function normally. Actions Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 15 (2d8 + 6) Open Portal The Pyramid turtle can create a portal 5ft in front of it. This portal is connected to another one created by another pyramid turtle on the same plane. Only the undead can pass through this portal. Credit | Lore & Statblock: Louis Jameson \ Art Shawn Nichols
Armored Zombie Metal clangs as an undead figure lurches out of the shadows, arrows piercing through its sickly purple bloated skin and decaying rusty armor. The creature drags a shattered blade through the air behind it, intent on using it to carve up its next meal. Skilled Soldier Where most undead would rather use their jaws, the Armored Zombie continues to make use of the weapons it carried before its demise. As such, the Armored Zombie can be seen wielding a variety of martial weapons, though most common is a rusty katana. The creature refuses to doff its armor, and will move to retrieve its weapon if disarmed. However, the Armored Zombie knows no fear, and will always strike at an enemy if possible. Lost Memories Though it may seem that the Armored Zombie retains some memory of its past, this creature knows nothing of who it once was. Truly, the only difference between an Armored Zombie and a Zombie is that the former knows how to wield a weapon and is familiar with basic battle strategy. Many a mage has given their life to determine why this is the case, and unfortunately no conclusion was ever made. Legion of the Damned Armored Zombies are most commonly seen as foot soldiers in an aspiring Necromancers' army. One Armored Zombie is worth ten of its standard counterparts when it comes to warfare, as the Armored Zombie is less likely to fall victim to traps meant to ensnare mindless beasts. If they are not commanded by the Necromancer themselves, they are commanded by more intelligent undead such as a Wight or a Zombie Master. 55 Armored Zombie Medium Undead, neutral evil Armor class 12 (Rusty scale mail) Hit Points 27 (4d8+9) Speed 20 ft STR DEX CON INT WIS CHA 14 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Damage Immunities Poison, Cold, Necrotic Condition Immunities Poisoned, Charmed, Frightened Senses Darkvision 60 ft., passive Perception 8 Languages Understands languages known in life but can't speak Challenge 1 (200xp) Saving Throws Wis +0 Undead Fortitude, If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Ferocious Fiend, On its turn, the Armored Zombie must attack an enemy if possible. Glorious Shamble, The Armored Zombies’ speed increases to 40 ft if the Armored Zombie attacked a creature this turn. Actions Multiattack, One with katana and one with slam. Katana Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 7 (1d10 + 2) slashing damage. Slam Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Credit | Statblock: Travis Ryan \ Lore: Nick Talbot
Master Kyonshee T hroughout the centuries, the title of Kyonshee was given to only a select few monks. Once, those known as Kyonshee were known as the fiercest warriors to ever walk the earth. Where others relied on weapons of iron, the Kyonshee relied only on their own bodies. Though the Masters were capable of overpowering almost any enemy, even they could not conquer death. An unknown force slew anyone holding the title of Kyonshee, reanimating them as heartless warriors. Now those unfortunate monks are forced to wander, searching for a rival worthy of defeating. 56 Master Kyonshee Medium Undead, neutral evil Armor Class 17 natural armor Hit Points 56(7d8+ 24) Speed 45ft. STR DEX CON INT WIS CHA 6 (-2) 20 (+5) 18 (+4) 3 (-4) 14 (+2) 10 (+)) Skills Acrobatics, stealth Damage immunities poison Condition Immunities poisoned Senses passive Perception 13 Languages Master Kyonshee understands the languages it knew in life, but cannot speak them. Challenge 3 (700 XP) Features Undead Fortitude If damage reduces Master Kyonshee to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success Master Kyonshee drops to 1 HP instead. Ki The Master has 8 Ki points. Also, any attack made by Master Kyonshee counts as magical for the purpose of overcoming resistances. Evasion If Master Kyonshee fails a Dexterity based saving throw it only takes half damage. On a successful save, it takes no damage. Slow Fall Master Kyonshee can use his reaction to reduce falling damage by up to 40. Stillness of the Mind By using a KI point, Master Kyonshee can end one effect that is causing itself to be charmed or frightened. Flurry of Blows After using its multiattack, Master Kyonshee can expend a bonus action to make a second multiattack. Additionally, Master Kyonshee can expend a KI point to afflict the target of this multiattack with one of the following effects: the target must succeed a DC 13 Strength saving throw or be pushed up to 15 ft away, the target must succeed a DC 13 Dexterity saving throw or fall prone, or the target cannot take reactions until the end of Master Kyonshees’ next turn. Flying Sword Master Kyonshee is always accompanied by a Flying Sword which he never touches. The flying sword acts on the same initiative as the Master Kyonshee Step of the Wind Master Kyonshee can double its jump distance for the round using a bonus action and a KI point. Actions Multiattack Master Kyonshee can make two unarmed strikes. Unarmed Strike Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d6 + 5) bludgeoning damage. The master can expend a Ki point to force the target to make a DC 13 Constitution saving throw, on a failed save the target is stunned until the end of the master's next turn. Reactions Patient Defense Master Kyonshee takes the dodge action as a reaction to being attacked. Fast Reflexes, Faster Reactions. Master Kyonshee can sense when a creature takes a reaction within his range (10ft) and can use his own reaction and a KI point to cancel the creature's reaction completely. Deflect Missiles When Master Kyonshee is targeted by a ranged attack, it can use its reaction to lower the damage by 1d10 +5. If this reduces the damage to 0 and Master Kyonshee has a free hand, they can make a ranged attack using the caught missile. Credit | Lore & Statblock: Louis Jameson
The Oni O riginating as nothing more than typical vampire bats, Oni fed on both the blood and necrotic energies of vampires resulting in a form of pseudo-undead. Along with this the Oni have formed a hive mentality amongst the species with and, while all three are capable of being both Male and female only the female Blue-Blooded Oni are capable of leading a brood. Any Male Blue-Blooded Oni are tasked to be guards to the matriarch. The Red-Headed Oni on the other hand are purely soldiers that guard the hive from attackers and escort the YellowBellied Oni to procure food for the hive. 57 Blue-Blooded Oni Matriarch Large Undead, Neutral Evil Armor Class 15 Hit Points 43(4d10 + 21) Speed 30ft. fly, 15ft. crawling STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 16 (+3) 3 (-3) 6 (-2) 5 (-2) Damage Immunities Poison Condition Immunities Poisoned Senses Dark Vision 60ft., passive Perception 6 Languages None Challenge 5 Undead Fortitude. If damage reduces the Oni to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the Oni drops to 1 hit point instead. Actions Muiltattack. The Blue-Blooded Oni Matriarch can use its bite attack twice. Spell Siphon (Recharge 5-6). Target creature within 5ft. of the Oni must make a Wisdom save DC 16. On a failure the target loses one spell slot equal to half the Oni rounded down within 30ft. of the Blue Blooded Oni. Bite. Melee Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d6 + 6) piercing damage plus 1d6 necrotic damage. The Oni gains hp equal to that amount. Blue-Blooded Oni Medium Undead, Neutral Evil Armor Class 13 Hit Points 36(6d8) Speed 20ft fly, 10ft STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 3 (-4) 6 (-2) 5 (-3) Damage Immunities Poison Condition Immunities Poisoned Senses Dark Vision 60 ft., passive perception 9 Languages - Challenge 3 (700 XP) Undead Fortitude. If damage reduces the Oni to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Spell Siphon (Recharge 6) Target creature within 5ft. of the Oni must make a constitution save DC 13. On a failure the target loses one spell slot equal to half the Oni rounded down within 30ft. of the Blue Blooded Oni. Bite. Melee attack:+2 to hit, reach 5ft., one creature. Hit: 4 (1d4+2) piercing damage plus 1d4 necrotic damage. The Oni gains health equal to half that amount. Credit | Lore & Statblock: Brandon Ferguson
58 Red-Headed Oni Medium Undead, Neutral Evil Armor Class 11 Hit Points 18 (5d6) Speed 20 ft fly, 10 ft STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 14 (+2) 3 (-4) 6 (-2) 5 (-3) Damage Immunities Poison Condition Immunities POisoned Senses Dark Vision 60 ft., passive perception 8 Languages - Challenge 2 (700 XP) Undead Fortitude. If damage reduces the Oni to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Bite. Melee attack:+3 to hit, reach 5ft., one creature. Hit: 5 (1d4+3) piercing damage plus 1D4 necrotic damage. The Oni gains health equal to half that amount. Yellow-Bellied Oni Medium Undead, Neutral Evil Armor Class 11 Hit Points 10 (3d6) Speed 20ft fly, 10ft STR DEX CON INT WIS CHA 12(+1) 10 (+0) 12 (+1) 3 (-4) 6 (-2) 5 (-3) Damage Immunities Poison Condition Immunities POisoned Senses Dark Vision 60 ft., passive perception 8 Languages - Challenge 1 (200 XP) Undead Fortitude. If damage reduces the Oni to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Frightening Screech. (Recharge 6) Each creature of the Oni's choice that is within 30 feet of the Oni and aware of it must succeed on a DC 13 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Oni's Frightful Screech for the next 24 hours. Bite. Melee attack: +1 to hit, reach 5ft., one creature. Hit: 3 (1d4+1) piercing damage plus 1d4 necrotic damage. The Oni gains health equal to half that amount. Credit | Lore & Statblock: Brandon Ferguson
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The Aberrant Archfiends T he Nine Hells, home of unspeakable horror and beings so cruel the mind can't begin to fathom. This is where they reside; the Archfiends. Spread over all nine layers of Hell, these monstrous aberrations bide their time until an unspoken revolution is to take place. Until then, they take simple revelry in causing chaos, destruction and dismay. Unspoken Ploy The network of the Archfiends is not to be scoffed at. While many an inhabitant of the Nine Hells seek glory and chaos wrought by their own hand, the Archfiend conclave is a meticulously and enigmatically operated alliance of likeminded fiends. Though the purpose of such an alliance is currently unknown to those seeking purpose behind it. Pieces on a Hellish Board Each member of the Archfiend conclave is seen as pieces on an extended chess board. Each has a purpose or position; a role to play. Not any simple fiend can be granted the honour and title of an Archfiend. The moves that each of these hellish beings make is precise and calculated, though whomever the individual moving said pieces is, they clearly know that sometimes a pawn or two has to be sacrificed. Precarious Seduction Archfiends are a strange breed, despite being hideous, monstrous and grotesque atrocities, they, unlike other denizens of the Nine Hells, have a tantalizing curiosity about them, almost enchanting. Lustfulness of both mind and body, only draws mortals towards these unholy hellions. A Cut Above the Rest The other occupants of the many layers of hell still oddly see the Archfiends as a respected sort of monarchy, though a monarch of what is still left to be determined. Many inhabitants of the Nine Hells seek out the Archfiends to form their own alliances, hoping to garner some of the respect, revery and greatness these fiends are given. However, to the mysterious ruler of the Archfiends, they are nothing more than disposable 'pawns' to further their gain. Archfiend Warhorse The Archfiends create their own mounts as the beasts that inhabit the Nine Hells are not worthy enough to serve their forces. 60 Archfiend Warhorse Large fiend (archfiend), chaotic evil Armor Class 11 Hit Points 19 (3d10 + 3) Speed 60 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities poisoned Senses Darkvision 60 ft., passive Perception 11 Languages Understands Abyssal and Infernal Challenge 1 (200 XP) Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Actions Hooves. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (2d6 + 4) bludgeoning damage. Credit | Lore & Statblock: Asha J. Panesar \Art: XoX-Kat-XoX
Vilepawn Archfiend Serving as one of the primary frontline forces of the Archfiend Empire, and a less disposable pawn, these soldiers can morph their arms to imitate a sword and shield to combat their foes. Archfiend Eccentrick One of the more mischievous and unpredicatable of the Archfiend Empire, this fiend aims to befuddle and confuse her targets before luring them into a trap. The Archfiend Eccentrick could have the potential to rise through the ranks and be as useful as a queen. 61 Vilepawn Archfiend Medium fiend (archfiend), chaotic evil Armor Class 16 Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 12 (+1) 11 (0) 11 (0) Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities poisoned Senses Darvision 60ft., passive Perception 10 Languages Common, Abyssal, Infernal Challenge 2 (450 XP) Actions Morphing Blade. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage. Morphing Shield Claws (As a bonus action), Melee Weapon Attack +5 to hit reach 5ft., one target. Hit 4 (1d4+3) Slashing Damage Reactions Parry The Vilepawn Archfiend adds 2 to its AC against one melee attack that would hit it. To do so, the Vilepawn Archfiend must see the attacker and have its melee weapon active. Archfiend Eccentrick Medium fiend (archfiend), chaotic evil Armor Class 15 Hit Points 80 (11d8 + 25) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 13 (+1) 14 (+2) 18 (+4) Skills Deception +6 Damage Immunites fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, poisoned Senses Darkvision 60 ft., passive Perception 14 Languages Common, Abyssal, Infernal Challenge 3 (700 XP) Innate Spellcasting. The Archfiend Eccentrick's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, minor illusion, vicious mockery 2/day each: counterspell, dispel magic, sleep Mimicry. The Archfiend Eccentrick can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Scepter. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 3) bludgeoning damage. Credit | Lore & Statblock: Asha J. Panesar
Archfiend Heiress The opposite to the wild and unruly Archfiend Eccentrick, Archfiend Heiress is meticulous and precise in her actions, knowing how to slowly take down her enemies and clever planning and well placed disarming tactics. Like the Archfiend Eccentrick, this fiend also has the potential to become a queen, and due to her calculating nature, is more likely to do so. Archfiend Cavalry While the Archfiend Soldiers excel in melee skirmish on the frontlines, the Archfiend Cavalry specializes in mounted combat. They are relentless fighters that will often be seen commanding the Archfiend Warhorses to trample over any opposing force. 62 Archfiend Heiress Medium fiend (archfiend), chaotic evil Armor Class 15 Hit Points 80 (11d8 + 25) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 18 (+4) 14 (+2) 14 (+2) Skills Persuasion +4 Damage Immunites fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, poisoned Senses Darkvision 60 ft., passive Perception 14 Languages Common, Abyssal, Infernal Challenge 3 (700 XP) Innate Spellcasting. The Archfiend Heiress' innate spellcasting ability is Intelligence (spell save DC 14). She can innately cast the following spells, requiring no material components: At will: dancing lights, dissonant whispers, entangle, fog cloud 2/day each: bestow curse, slow, sleep Ambusher. In the first round of a combat, the Archfiend Heiress has advantage on attack rolls against any creature she has surprised. Actions Scepter. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 3) bludgeoning damage. Archfiend Cavalry Medium fiend (archfiend), chaotic evil Armor Class 17 Hit Points 110 (13d8 + 52) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) Skills Animal Handling +5, Athletics +6, Perception +5 Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities poisoned Senses Darkvision 60 ft., passive Perception 15 Languages Common, Abyssal, Infernal Challenge 5 (1800 XP) Devil's Sight. Magical darkness doesn't impede the Archfiend Calvary's darkvision. Unit Maneuvers. The Archfiend Cavalry has advantage on attack rolls against a creature if at least one of the Archfiend Cavalry's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The Archfiend Cavalry can make two lance attacks or two longbow attacks. Lance. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 8 (1d12 + 3) piercing damage. If the Archfiend Cavalry is within 5 feet of its target, it has disadvantage on its attack roll. Longbow. Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage. Credit | Lore & Statblock: Asha J. Panesar
Darkbishop Archfiend Advisor to highranking officials in the Archfiend Empire, the Darkbishop Archfiend excels in offensive battle tactics and magical abilities. Often times he will join the fray to prove his loyalty to those seated above him. 63 Darkbishop Archfiend Medium fiend (archfiend), chaotic evil Armor Class 15 Hit Points 105 (15d8 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 19 (+4) 16 (+3) 17 (+3) Skills Arcana +6, Perception +5 Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, poisoned Senses Darkvision 60 ft., passive Perception 15 Languages Common, Abyssal, Infernal Challenge 4 (1100 XP) Innate Spellcasting. The Darkbishop Archfiend's innate spellcasting ability is Intelligence (spell save DC 14, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect magic, eldritch blast, magic missile, thunderwave 2/day each: counterspell, fireball, shatter Magic Resistance. The Darkbishop Archfiend has advantage on saving throws against spells and other magical effects. Actions Scepter. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Etherealness The Darkbishop Archfiend magically enters the Ethereal Plane from the Material Plane, or vice versa. Credit | Lore & Statblock: Asha J. Panesar
Archfiend Soldier Another of the frontline forces of the Archfiend Empire, these soldiers are more suited to battle with the grueling training they endured. Those that face off against these fearsome warriors have great difficulty in felling them. 64 Archfiend Soldier Medium fiend (archfiend), chaotic evil Armor Class 17 Hit Points 110 (13d8 + 52) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) Skills Athletics +6, Perception +5, Stealth +6 Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities poisoned Senses Darkvision 60 ft., passive Perception 15 Languages Common, Abyssal, Infernal Challenge 5 (1800 XP) Devil's Sight. Magical darkness doesn't impede the Archfiend Soldier's darkvision. Unit Maneuvers. The Archfiend Soldier has advantage on attack rolls against a creature if at least one of the Archfiend Soldier's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The Archfiend Soldier makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d10 + 3) slashing damage. Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d6 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +6 to hit, reach 100/400ft., one target. Hit: 6 (1d10 + 3) piercing damage. Credit | Lore & Statblock: Asha J. Panesar
Archfiend General An Archfiend Soldier that shows extradordinary talent and cunning will be promoted to the role of Archfiend General. These Archfiends undergo a special training that not only vastly improves upon their skills but also their very biology. 65 Archfiend General Medium fiend (archfiend), chaotic evil Armor Class 19 Hit Points 150 (14d8 + 65) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 19 (+4) 14 (+2) 17 (+3) 16 (+3) Saving Throws Str +7 Skills Athletics +7, Acrobatics +7, Perception +6 Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities poisoned, prone Senses Darkvision 60 ft., passive Perception 16 Languages Common, Abyssal, Infernal Challenge 8 (3900 XP) Devil's Sight. Magical darkness doesn't impede the Archfiend General's darkvision. Unit Maneuvers. The Archfiend General has advantage on attack rolls against a creature if at least one of the Archfiend General's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The Archfiend General makes two saber attacks. Saber. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 5 (1d8 + 4) slashing damage. Variant: Summon Archfiend (1/Day). The Archfiend General chooses what to summon and attempts a magical summoning. A Archfiend General has a 40 percent chance of summoning 2d6 Vilespawn Archfiends, 2d4 Archfiend Eccentrick or Archfiend Heiress' or one Archfiend Soldier or Archfiend Cavalry. A summoned Archfiend appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other Archfiends. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Credit | Lore & Statblock: Asha J. Panesar
Archfiend Giant In times where the Archfiends need to cover a larger area without the expending of a substantial taskforce, they call forth the monstrous Archfiend Giant. These huge monstrosities are fearsome as they are powerful and the amount of destruction they leave in their wake is no laughing matter. 66 Archfiend Giant Huge fiend (archfiend), chaotic evil Armor Class 18 Hit Points 200 (16d12 + 96) Speed 40 ft. STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 23 (+6) 10 (0) 14 (+2) 13 (+1) Saving Throws Str +11, Con +10, Cha +5 Skills Athletics +11, Intimidation +5, Perception +6 Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities grappled, poisoned Senses Darkvision 60 ft., passive Perception 16 Languages Common, Abyssal, Giant, Infernal Challenge 9 (5000 XP) Devil's Sight. Magical darkness doesn't impede the Archfiend Giant's darkvision. Actions Multiattack. The Archfiend Giant makes two greatclub attacks. Greatclub. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (3d8 + 7) bludgeoning damage. Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: (4d10 + 7) bludgeoning damage. Reactions Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 12 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. Credit | Lore & Statblock: Asha J. Panesar
Summoned Skull The most elite of the Archfiend forces, Summoned Skull's reputation precedes him, causing trepidation and awe depending on if one is ally or foe. He stands brilliantly amongst all fiendish warriors, so much so that he even forces his will upon the very elements summoning forth lightning as though child's play. Many covet his great abilities so much, they are willing to bond themselves to him for a simple fraction of what he exudes. 67 Summoned Skull Large fiend (archfiend), chaotic evil Armor Class 20 Hit Points 184 (16d10 + 96) Speed 35 ft., fly 60 ft. STR DEX CON INT WIS CHA 22 (+6) 17 (+3) 21 (+5) 16 (+3) 14 (+2) 15 (+2) Saving Throws Str +10, Con +9, Cha +6 Skills Athletics +10, Intimidation +6, Perception +6 Damage Immunities fire, lightning Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities paralyzed, poisoned, stunned Senses Darkvision 60 ft., passive Perception 16 Languages Common, Abyssal, Infernal Challenge 12 (8400 XP) Devil's Sight. Magical darkness doesn't impede the Summoned Skull's darkvision. Magic Resistance. The Summoned Skull has advantage on saving throws against spells and other magical effects. Unit Maneuvers. The Summoned Skull has advantage on attack rolls against a creature if at least one of the Summoned Skull's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The Summoned Skull makes two claw attacks. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (3d6 + 6) slashing damage. Lightning Strike. Ranged Spell Attack: +7 to hit, reach 150 ft., one target. Hit: (4d6) lightning damage. The target must make a DC 17 Constitution saving throw, becoming paralyzed on a failure. Those that failed can repeat the save at the end of their turn, ending the effect on a success. Credit | Lore & Statblock: Asha J. Panesar \ Art: Lúthien Price
Thought Ruler Archfiend Deep in the Underdark, this creature was birthed through ill conceived intention, utilizing the caracass of a fallen Summoned Skull and a Mindflayer. Displaying just how powerful the Summoned Skull was, the latent mental connection it had to its home realms still some how radiated through its mind drawing it to its homestead. The unseen ruler saw the great potential in the experimental afterthought created by the Illithid. The ruler then decided that such a unique creature should be added to its court using the Mindflayers own creation against them and any other threat. 68 Thought Ruler Archfiend Large fiend (archfiend), chaotic evil Armor Class 20 Hit Points 200 (20d10 + 76) Speed 35 ft., fly 60 ft. STR DEX CON INT WIS CHA 22 (+6) 17 (+3) 21 (+5) 18 (+4) 14 (+2) 15 (+2) Saving Throws Str +11, Con +10, Int +9 Skills Athletics +10, Deception +7, Insight +7, Intimidation +7, Perception +7 Damage Immunities fire, psychic Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded, poisoned Senses Blindsight 60 ft., Darkvision 60 ft., passive Perception 17 Languages Common, Abyssal, Infernal, Telepathy 60 ft. Challenge 13 (10000 XP) Limited Magic Immunity. The Thought Ruler Archfiend can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Actions Multiattack. The Thought Ruler Archfiend makes two claw attacks and one tail attack. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (3d6 + 6) slashing damage. Tail Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d6 + 6) bludgeoning damage. Lucidity Rupture Ranged Spell Attack: +8 to hit, reach 150 ft., one target. Hit: (4d6) psychic damage. The target must make a DC 18 Wisdom saving throw, becoming confused on a failure. Those that failed can repeat the save at the end of their turn, ending the effect on a success. Frightful Presence Each creature of Thought Ruler Archfiend's choice that is within 60 feet of the Thought Ruler Archfiend and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Thought Ruler Archfiend's Frightful Presence for the next 24 hours. Credit | Lore & Statblock: Asha J. Panesar
Red Dragon Archfiend Even the chaotic red dragons are not immune to the allure of more power... if anything, they lust for it more. Those that seek to further their own formidable strength will at times seek out the enigmatic Archfiends and enter into a pact. Little too late though, they realize the true price and nature of these fiends. Both their mind and body become forfit, thus making them an unwilling servant to the overwhelming dark powers of the Archfiend conclave. 69
70 Red Dragon Archfiend Huge fiend (archfiend), chaotic evil Armor Class 19 Hit Points 212 (17d12 + 102) Speed 40 ft., climb 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 23 (+6) 17 (+3) 15 (+2) 17 (+3) Saving Throws Dex +6, Con +11, Wis +7, Cha +8 Skills Deception +7, Insight +7, Intimidation +7, Perception +5, Stealth +6 Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities poisoned Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 22 Languages Common, Abyssal, Draconic, Infernal Challenge 15 (13000 XP) Legendary Resistance (3/Day). If the Red Dragon Archfiend fails a saving throw, it can choose to succeed instead. Actions Multiattack. The Red Archfiend Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (2d6)fire damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of the Dragon's choice that is within 120 feet and aware of it must succeed on a DC 16 WIS saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Dragon's Frightful Presence for the next 24 hours. Scorching Crimson Flare (Recharge 5-6). The Red Dragon Archfiend exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions Red Dragon Archfiend can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Red Dragon Archfiend regains spent legendary actions at the start of their turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack.The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Credit | Lore & Statblock: Asha J. Panesar
Imprisoned Queen Archfiend When an Archfiend Eccentrick fulfills her dream of obtaining queenhood, more often than not, she becomes dangerously egotistical and the unpredictability she's known for only intensifies to critical levels. At such a point she becomes too large a liability to the ruler's overarching plans and they are then forced to either seal or lock their former subordinate away until needed. Oddly enough, despite this action, the former Eccentrick still remains loyal to the ruler and eagerly awaits the day she can once again serve them. 71
72 Imprisoned Queen Archfiend Medium fiend (archfiend), chaotic evil Armor Class 17 Hit Points 120 (15d8 + 50) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 13 (+1) 16 (+3) 22 (+6) Saving Throws Dex +10, Wis +9, Cha +12 Skills Deception +12, Intimidation +12 Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, poisoned Senses Darkvision 60 ft., passive Perception 15 Languages Common, Abyssal, Infernal Challenge 17 (18000 XP) Devil's Sight. Magical darkness doesn't impede the Imprisoned Queen Archfiend's darkvision. Innate Spellcasting. The Imprisoned Queen Archfiend's innate spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, minor illusion, vicious mockery 3/day each: counterspell, dispel magic, protection against good and evil Magic Resistance. The Imprisoned Queen Archfiend has advantage on saving throws against spells and other magical effects. Mimicry. The Imprisoned Queen Archfiend can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check. Spellcasting. The Imprisoned Queen Archfiend is a 12th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She requires no material components to cast her spells. The Imprisoned Queen Archfiend has the following sorceror spells prepared: • Cantrips (at will): chill touch, fire bolt, poison spray • 1st level (4 slots): charm person, magic missile, shield, silent image • 2nd level (3 slots): crown of madness, misty step, suggestion • 3rd level (3 slots): fear, fireball, hypnotic pattern • 4th level (3 slots): banishment, blight, confusion, • 5th level (2 slots): dominate person, telekinesis • 6th level (1 slot): true seeing Actions Chains. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d6 + 6) slashing damage. The target is grappled (escape DC 15) if the Imprisoned Queen Archfiend isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) lightning damage at the start of each of its turns. Credit | Lore & Statblock: Asha J. Panesar Free Adventure!
Archfiend Empress Though it was originally desired to be a queen, on rare occasion, can an Archfiend Heiress reach the title of empress. There is only ever one active empress at a time and they last for what mortals would consider to be millenias. She is the ruler that the conclave sees and acts through and she is the only one trusted enough to enact the ruler's will as directed by them. Pleased with servitude, the true ruler has gifted her both a Thought Ruler Archfiend and an Archfiend Black Skull Dragon as her mounts. 73 Credit | Lore & Statblock: Asha J. Panesar
74 Archfiend Empress Medium fiend (archfiend), chaotic evil Armor Class 17 Hit Points 135 (18d8 + 54) Speed 30 ft., 50 ft. fly STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 22 (+6) 17 (+3) 18 (+4) Saving Throws Int +13, Wis +10, Cha +11 Skills Arcana +13, History +13, Insight +9, Perception +10, Persuasion +11 Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, poisoned Senses Darkvision 60 ft., passive Perception 20 Languages Common, Abyssal, Infernal Challenge 21 (33000 XP) Devil's Sight. Magical darkness doesn't impede the Archfiend Empress' darkvision. Innate Spellcasting. The Archfiend Empress' innate spellcasting ability is Intelligence (spell save DC 21). She can innately cast the following spells, requiring no material components: At will: dancing lights, dissonant whispers, entangle, fog cloud 3/day each: bestow curse, slow, witch bolt Legendary Resistance (3/Day). If the Archfiend Empress fails a saving throw, she can choose to succeed instead. Magic Resistance. The Archfiend Empress has advantage on saving throws against spells and other magical effects. Spellcasting. The Archfiend Empress is a 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). She requires no material components to cast her spells. The Archfiend Empress has the following wizard spells prepared: • Cantrips (at will): mage hand, prestidigitation, ray of frost • 1st level (4 slots): detect magic, magic missile, shield, thunderwave • 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball • 4th level (3 slots): blight, dimension door • 5th level (3 slots): cloudkill, scrying • 6th level (1 slot): disintegrate, globe of invulnerability • 7th level (1 slot): finger of death, plane shift • 8th level (1 slot): dominate monster, power word stun • 9th level (1 slot): power word kill Actions Empress' Blade Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (1d8 + 9) piercing damage. Submission Blast. Ranged Spell Attack: +13 to hit, reach 150 ft., one target. Hit: (4d6) necrotic damage. The target must make a DC 18 Constitution saving throw, becoming stunned on a failure. Those that failed can repeat the save at the end of their turn, ending the effect on a success. Legendary Actions Archfiend Empress can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Archfiend Empress regains spent legendary actions at the start of their turn. Cantrip. The Archfiend Empress casts a cantrip. Submission Blast (Costs 2 Actions). The Archfiend Empress uses its Submission Blast. Frightening Gaze (Costs 2 Actions). The Archfiend Empress fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Archfiend Empress' gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the Archfiend Empress must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Credit | Lore & Statblock: Asha J. Panesar
Archfiend Black Skull Dragon Witnessing the brutish totality of which the Summoned Skull decimates his foes, some black dragons seek to make a pact with the fiend so they may claim the such unparalleled ferocity for themselves. For a time, they enjoy the benefits and high such a pact brings them before the rapid decline of their own mind and memories destruction occurs, giving the Summoned Skull complete dominance over the untapped potential their new draconic body brings. Rumour is spread that the true ruler of the Archfiend monarchy will utilize the absolute best specimen amongst the Archfiend Black Skull Dragons as a personal mount to properly fulfill what they deem necessary. 75
76 Archfiend Black Skull Dragon Gargantuan fiend (archfiend), chaotic evil Armor Class 22 Hit Points 546 (28d20 + 252) Speed 40 ft., climb 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 30 (+10) 10 (0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) Saving Throws Dex +8, Con +17, Wis +10, Cha +14 Skills Deception +14, Insight +10, Intimidation +14, Perception +10, Stealth +8 Damage Immunities fire, acid Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, poisoned Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 26 Languages Common, Abyssal, Draconic, Infernal Challenge 25 (75000 XP) Legendary Resistance (3/Day). If the Archfiend Black Skull Dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The Archfiend Black Skull Dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The Archfiend Black Skull Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: (2d10 + 10) piercing damage plus (2d6)acid damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 10) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 10) bludgeoning damage. Frightful Presence. Each creature of the Archfiend Black Skull Dragon's choice that is within 120 feet of the Archfiend Black Skull Dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Archfiend Black Skull Dragon's Frightful Presence for the next 24 hours. Searing Black Burst (Recharge 5-6). The Archfiend Black Skull Dragon exhales both acid and necrotic energy in a 60-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 56 (13d6) acid and 56 (13d6) necrotic damage on a failed save, or half as much damage on a successful one. Legendary Actions Archfiend Black Skull Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Archfiend Black Skull Dragon regains spent legendary actions at the start of their turn. Detect. The Archfiend Black Skull Dragon makes a Wisdom (Perception) check. Tail Attack. The Archfiend Black Skull Dragon makes a tail attack. Wing Attack (Costs 2 Actions). The Archfiend Black Skull Dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The Archfiend Black Skull Dragon can then fly up to half its flying speed. Credit | Lore & Statblock: Asha J. Panesar
Archfiend Emperor, the First Lord of Horror The true ruler of the Nine Hells has long since been forgotten from history itself. Although displeased when Asmodeus overtook what is rightfully his, the Archfiend Emperor decided to take on a more of a subtle role in the going ons of his former home. With a band of his most loyal, his agents are carefully sprinkled about each layer of Hell, slowly working to return their true lord to his rightful throne in a blaze of glory. Until that wondrous moment arrives, the First Lord of Horror patiently bides his time, amusing himself with lesser ploys for an almost childlike sense of entertainment. 77 Credit | Lore & Statblock: Asha J. Panesar
78 Archfiend Emperor, the First Lord of Horror Gargantuan fiend (archfiend), chaotic evil Armor Class 28 Hit Points 650 (30d20 + 300) Speed 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 22 (+6) 20 (+5) 29 (+9) 26 (+8) 26 (+8) 27 (+8) Saving Throws Str +15, Dex +14, Con +18, Wis +17 Skills Arcana +17, Deception +17, Insight +17, Intimidation +17, Perception +17, Persuasion +17 Damage Immunities fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, poisoned Senses Darkvision 240 Ft., Truesight 120 ft., passive Perception 30 Languages Can understand all languages Challenge 30 (155000 XP) Death Throes. When the Archfiend Emperor dies, he explodes, and each creature within 60 feet of him must make a DC 22 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the Archfiend Emperor's weapons. Innate Spellcasting. The Archfiend Emperor's innate spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components: 3/day each: antimagic field, banishing smite, bestow curse, chain lightning, counterspell, dispel magic, divine word, dominate person, fireball, geas, harm Legendary Resistance (3/Day). If the Archfiend Emperor fails a saving throw, he can choose to succeed instead. Magic Resistance. The Archfiend Emperor has advantage on saving throws against spells and other magical effects. The Endless Cycle When Archfiend Emperor drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the Nine Hells, and he is unable to take physical form for a time. Regeneration. The Archfiend Emperor 30 hit points at the start of his turn if he has at least 1 hit point. If the Archfiend Emperor takes radiant damage or damage from holy water, this trait doesn't function at the start of the Archfiend Emperor's next turn. Actions Multiattack The Archfiend Emperor can use its Frightful Presence. He then makes three attacks with his greatsword. Greatsword. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit 20 (7d6 + 6) Dark Matter Ray Ranged Spell Attack: +17 to hit, reach 150 ft., one target. Hit: (7d6) necrotic damage. The target must make a DC 23 Constitution saving throw, becoming stunned on a failure. Those that failed can repeat the save at the end of their turn, ending the effect on a success. Frightful Presence. Each creature of the Archfiend Emperor's choice that is within 240 feet of the Archfiend Emperor and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Archfiend Emperor's Frightful Presence for the next 24 hours. Summons of the First Lord of Horror (1/Day) The Archfiend Emperor can summon three Archfiends with a challenge rating of 6 or lower. A summoned Archfiend appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other Archfiends. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. Legendary Actions The Archfiend Emperor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Archfiend Emperor regains spent legendary actions at the start of their turn. Move. The Archfiend Emperor moves up to half his speed without provoking opportunity attacks. Attack. The Archfiend Emperor makes one greatsword attack. Disrupt Life (Costs 3 Actions). Each non-undead creature within 40 feet of the Archfiend Emperor must make a DC 23 Constitution saving throw against this magic, taking 25 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. Credit | Lore & Statblock: Asha J. Panesar
Dark Scorpions M any thieves exist through the realms and lands within them, few of these can claim the same notoriety as the Dark Scorpion Burglars, a group of 5 thieves each bringing their own special skills to the table to create a fierce combination of attacks. Many faced Thieves Many a city watch has tried to take down the Dark Scorpions only to find the gang rise up again in another location some time later, leading some to theorise that the titles of the gang are passed from one to the next to continue their legacy. As such there always seems to be a; "The Yellow", "The Trap Remover", "The Strong", "The Thorn" and "Don Zaloog" Masters of Illegal Arts The Dark Scorpions are masters of thievery in all its forms, even able to employ these skills when facing their enemies in combat, stealing their enemies’ spare weapons, planting explosive potions in their bags, tripping them or even breaking their weapons midway through the fight. Outside of fighting they're adept at burglary, breaking and entering, pickpocketing, forgery and if necessary assassination. Strong Alone, Deadly together The members of the gang are powerful fighters even when cornered and alone, but when fighting alongside one another their talents are bolstered not only but teamwork but by magical effects. Some say this is a blessing given to them by a long forgotten trickster god, others say it's just a rumour and others say magical items were crafted by their leader and are handed down with the titles. The Gang's All Here When three or more members of the gang fight alongside each other they are able to support one another as the Dark Scorpion Gang. Each member grants benefits to the other members that last until the end of that combat (even if their numbers drop below three). Listed under the "Gang Up" ability in the members description. Similarly to Hag Covens this increases the challenge imposed by the individual members so if their "Gang Up" Abilities would be activated the CR of all members increases by 2. It should also be noted that some gang combinations are stronger than others, so the CR 2 boost is designed to cover all combinations though specific combination results may vary. 79 Credit | Lore & Statblock: Daniel Edwards
Chick the Yellow "The Yellow" is always the master pickpocket of the gang, capable of taking near anything from anyone at any time. Typically, they are fast on their feet and strike quickly before seeking an escape from combat. However, they are also one of the least capable fighters within the group, preferring to avoid all combat when able. 80 Dark Scorpion: Chick the Yellow Medium humanoid, Chaotic Neutral Armor Class 16 (Studded Leather) Hit Points 76 (16d10 - 12) Speed 45ft. STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 8 (-1) 14 (+2) 16 (+3) 17 (+3) Skills Stealth +7, Perception +6 Senses passive Perception 18 Languages Common Challenge 4 (1,100 XP) Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. Pick Pocket. As a bonus action The Yellow may attempt to take an item from an enemy within 5ft must make a DC15 Dexterity saving throw on a success nothing happens, on a failure The Yellow gains one unwielded item from its targets inventory. Gang Up (The Yellow). When Fighting alongside at least two other Dark Scorpion members all other Dark Scorpions gain access to the Flee the Fight ability. Flee the Fight. As a bonus action The Yellow may move twice it's movement speed without proving opportunity attacks. However, while using this feature The Yellow must move away from its nearest enemy. Actions Multiattack. Chick the Yellow may make two dagger attacks as one action. It may instead make a single Mallet attack. Mallet. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) bludgeoning damage Dagger. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 6 (1d4 + 4) piercing damage Credit | Lore & Statblock: Daniel Edwards
Cliff the Trap Remover "The Trap Remover" is the strategist and most mechanically minded of the group, commonly a master forger or thief. Rather than fighting one on one they tend to try to hide explosive potions on their enemies, at a push they'll throw both lethal and non-lethal vials at their foes to create an escape while setting traps for those that follow. 81 Dark Scorpion: Cliff the Trap Remover Medium humanoid, Chaotic Neutral Armor Class 15 (Studded Leather) Hit Points 97(14d8 + 34) Speed 30ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 14 (+2) 18 (+4) 14 (+2) 11 (+0) Skills Perception +5, Stealth +6, Sleight of Hand +6 Senses passive Perception Languages Common Challenge 4 (1,100 XP) Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. Set the Trap As a bonus action Cliff may target an enemy within 5ft which must pass a DC 17 Perception Check. On a failed check the target takes 10 (3d6) damage of Fire, Thunder, Radiant, Bludgeoning or Cold damage (only one damage type per use of the ability). As an exploding potion goes off in their pocket. On a successful save there is no effect. Gang Up (The Trap Remover) When fighting alongside at least two other Dark Scorpion members all other Dark Scorpions gain access to the Set the Trap ability. Loose Screw Cliff cannot be restrained, grappled or otherwise have their movement restricted by metallic objects. They may also dissemble any metal object in a minute. Actions Multiattack. Cliff the Trap Remover may make three dagger attacks as a single action Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d4 + 3) piercing damage Credit | Lore & Statblock: Daniel Edwards
Gorg The Strong "The Strong" is the muscle of the group, wielding a large Warhammer or two handed mace. They prefer to overwhelm an enemy with blows of great force, capable of ripping through armour and breaking weapons/shields that get in the way. The Strong aren't necessarily dumb but they tend to rely on the others in the group to plot out attacks and jobs. 82 Dark Scorpion: Gorg The Strong Large humanoid, Chaotic Neutral Armor Class 18 (Full Plate) Hit Points 133 (14d12 + 42) Speed 35ft. STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 16 (+3) 9 (-1) 17 (+3) 14 (+2) Damage Resistances Bludgeoning, Piercing, and Slashing Senses passive Perception 13 Languages Common Challenge 8 (3,900 XP) Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. Break Their Bodies On each attack Gorg the Strong deals damage to an enemy’s armour or weapons. Taking -1 to all attack rolls or AC, if a single item reaches -5 the item is destroyed. Break Their Spirit As an action all creatures within 60ft of The Strong must make a DC 17 Charisma saving throw, on a failure they are frightened for the next 3 turns, repeating the saving throw at the end of each of their turns. On a success they become immune to this ability for 24 hours. Gang Up (The Strong) When Fighting alongside at least two other Dark Scorpion members all other Dark Scorpions gain access to the Break Their Bodies ability. Actions Multiattack. Grog the Strong can make two Great Warhammer attacks as a single action Great Warhammer. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 14 (1d12 + 8) bludgeoning damage. Credit | Lore & Statblock: Daniel Edwards
Meanae The Thorn "The Thorn" tends to head the assassins and torturers of the gang, though upon occasion the title has been held by a thief. They tend to strike with controlled, vindictive precision or tripping foes that prove too difficult to take on head on. The Thorn lives up to their name in all ways, aside from the Don them self they may be the most fearsome of the group 83 Dark Scorpion: Meanae The Thorn Medium humanoid, Chaotic Neutral Armor Class 17 (Breastplate) Hit Points 84 (13d8 + 26) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 14 (+2) 15 (+2) 12 (+1) 10 (+0) Skills Stealth +8 Senses passive Perception 12 Languages Common Challenge 6 (2,300 XP) Pack Tactics You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. Twister As an action Meanae makes a melee attack against all creatures within 10ft of themselves. They must make a Dexterity saving throw against the damage they take on a failed save they fall prone on a successful save there is no additional effect. Scorpions Sting Once per turn, The Thorn deals an extra 2d6 damage to one creature they hit with an Attack if they have advantage on the Attack roll. Gang Up (The Thorn) When Fighting alongside at least two other Dark Scorpion members all other Dark Scorpions gain access to the Scorpions Sting ability. Actions Multiattack. Meanae The Thorn can make two Whip attacks as a single action. Whip. Melee Weapon Attack: +7 to hit, reach 5/15ft., one target. Hit 7 (1d4 + 5) slashing damage. Credit | Lore & Statblock: Daniel Edwards
Don Zaloog The Don of the Dark Scorpions heads all their operations with great efficiency. Planning and executing the whole operation of the gang at all times. The title has been held by many people with seemingly no common areas other than their ability to inspire great crime around them. The best most commoners can hope for is to not encounter this Don. 84 Dark Scorpion: Don Zaloog Medium humanoid, Chaotic Evil Armor Class 19 (Studded Leather) Hit Points 158 (21d8 + 63) Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 23 (+6) 17 (+3) 15 (+2) 18 (+4) 10 (+0) Saving Throws Dex +10, Wis +8, Cha +4 Skills Perception +8, Stealth +10, Sleight of Hand +10, Deception +4 Senses passive Perception 18 Languages Common Challenge 11 (7,200 XP) Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. Don't Mess with the Don. Don Zaloog deals an additional (1d8) Necrotic Damage with each Short Sword attack, healing for half the damage dealt. Crime Wave. Don Zaloog makes attacks of opportunity whenever a target enters a 5ft radius of them. Additionally, any other Dark Scorpions within 5ft range of the target may make an attack without expending their reaction (this attack ignores any advantages or disadvantages). Gang Up (Don Zaloog). When Fighting alongside at least two other Dark Scorpion members all other Dark Scorpions gain access to the Crime Wave ability Actions Multiattack. Don Zaloog can make 2 Short sword attacks and 1 dagger attack as a single action. Short Sword. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 9 (1d6 + 6) slashing damage + 4 (1d8) necrotic damage. Dagger. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 8 (1d4 + 6) Credit | Lore & Statblock: Daniel Edwards
Gate Guardian E xperimentations with magic often result in strange encounters. In order to keep themselves safe many masters of magic build or bind servants to protect themselves from harm. Those wishing to protect themselves from even the most powerful of threats without risking binding a powerful fiend or celestial work to create a Gate Guardian a tricky being to build as it requires the construction of powerful constructs many of which require the binding of a elemental as a power source and an incredibly rare type of fiend. Formed of Three A Gate Guardian is technically three separate beings fused together, a Kazejin; a wind golem, a Suijin; a rare water fiend bound into physical form and a Sanga of the Thunder; a lightning golem. Gate Guardians are able to utilise the power of all three-forms to complete its masters commands, typically guarding a portal or being sent out to find a powerful or rare item. A Giant of Power Gate Guardians full forms tower above most creatures, additionally their construction from golems, elementals and fiend energies make them resistant to most forms of damage and capable of shrugging off magical blows. However despite this they are far from indestructible, targeting them with pure force, cold, radiant or necrotic damage is typically effective if it breaks past its magical defensives. Kazejin Formed by binding a wind elemental within a golem, Kazejin typically are built as large spheres with two arm like limbs. Kazejin typically move themselves through floating slightly above the ground by manipulating air currents, however their golem form is too heavy to allow for proper flight or hovering. Its body houses not only glyphs for binding the elemental inside of the golem, and protection against transformation magics but glyphs that work to bind its form to that of a Suijin and Sanga of the Thunder. This makes the Kazejin the living body of the Gate Guardian giving it formidable power over the other two components despite the fact that its arms are unusable. Suijin Suijin are rare demons capable of manipulating a merging with water. Unlike the typical demon they are not drawn to evil making them outcasts among their demonic brethren. When in their natural form they are basically indistinguishable from water, though are capable of manifesting a sheet like body and face. However when bound to another plane their masters typically shift their form, constructing them with a large pair of legs where the arms of a humanoid would typically be, while their body is replaced by a large face, and they are often given a small pair of arms beneath this. When fused together to create the Gate Guardian they are used as the legs of the being, providing the large fusion construct with the ability to move through water and are responsible for a lot of the protection the Gate Guardian benefits from. They are however not in control of the Gate Guardians movement as that is dictated to it by the other two beings. Sanga of the Thunder The incredibly rare lightning elementals are a useful tool for anyone who can bind them to the material plane, however there are those that seek to increase the power of even these creatures. When one of these lightning elemental is captured and placed into a specially designed hallow golem shell a Sanga of the Thunder is formed. Resembling the large upper body of a human with massive arms, however unlike typically golems Sanga of the Thunders entire outer shell is constantly charged with electrical energy. This enables Sanga of the Thunders to hover through the air, absorb any electrical damage shoot their way, and launch lightning bolts at those who attack them. When the Gate Guardians are formed Sangas of the Thunders take the role of the upper body and head of the new fused golem, becoming the controlling force behind the giant, kept in check by the body of the Kazejin. Additionally the excess energy that would usually be used to kept it afloat and shoot lightning bolts at its enemies is now spread out over the whole body and is less useful. Gate Guardian When the powerful binding magic covering a Kazejins body is applied to a Sanga of the Thunder and a Suijin the giant Gate Guardian arises. Able to shrug off most blows they a typically used a servants for great tasks, such as guarding a mages inner sanctum or a lich's phylactery. While it loses the some of the abilities it possessed as separate pieces the fusions of different magics gives it new power. Gate Guardians are capable of grappling most creatures using the large arms/hands inherited from Sanga the Thunder. Launching cursed greasy water from its Suijin form. And by channeling its wind magic into it's fists in can slam the ground to create small earthquakes. Occasionally the power of the Gate Guardian and the three beings it's formed from manage to break free of their masters bindings, typically these beings kill their former masters before fleeing to the elemental planes where they take guard near the entries ways into the planes to protect its fellow elemental beings. Even rarer are those that reach the planes of the fiends where they become war machines against the devils. To counter this mages typically install laws that the Guardians must obey through magical glyphs though this can lead to unforeseen circumstances for the wizard if they proved too clever for their own good. 85 Credit | Lore: Daniel Edwards
86 Sanga of the Thunder Large Construct, chaotic neutral Armor Class 18(natural armor) Hit Points 144(15d10 + 54) Speed 50ft.(hover) STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 17 (+4) 9 (-1) 12 (+1) +0 (-4) Damage Immunities lightning, Poison, Psychic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons. Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses passive Perception 13 Languages It understands Auran, but it can't speak. Challenge 7(2,900 XP) Lightning Absorption Whenever the Sanga is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Grounding(Recharge 4-5) Sanga of the Thunder collects and saves in its body free electrical load in the form static electricity. Each creature that doesnt hover and hits its body with a mettalic weapon become earthing conductor and must Succed a DC 15 Constitution Saving Throw , on fail suffers 4d10 Lightining damage, and half as much at uccess. Actions Multiattack. The Sanga makes two fist attacks. Electrifing fists. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d10 + 6) bludgeoning damage. If a creature is hited by this attack must succed a DC 15 Constitution Saving Throw. On fail suffers 1d10 Lightining Damage and is under Electrocution effect, half as much damage on succes and no other effects occure. Electrocution A creature which is under this effect, for 1d4 rounds its body doesnt cooperate it's former will. Its attack(s) is limited to one per round, it cant gain reactions and it has disadvantage on its attack, Strenght and Dexterity saving throws. Credit | Statblock: Dimitris Boutsikas
87 Kazejin Large Construct, neutral Armor Class 16 Hit Points 170(15d10 + 50) Speed 55ft. STR DEX CON INT WIS CHA 21 (+5) 14 (+2) 20 (+5) 6 (-2) 9 (-1) 4(-3) Damage Resistance Lightning, Thunder, Fire, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Damage Immunities Acid, Poison, Psychic Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 Ft., passive Perception 11 Languages Auran, and the Language of its creator Challenge 8 (3.900 XP) Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 23(3d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strenght saving throw or pushed backwards for 15ft. Tornado fists (Recharge 4-5). Golem starts swirling in attempt to hit any creature within radius of 10ft. When doing so it can move up its speed. Every creature in radius must succeed a DC 15 Dexterity Saving Throw, on fail suffers 36(6d10) bludgeoning damage and pushed backwards for 20ft., half as much damage at success and no other effects occur. Credit | Statblock: Dimitris Boutsikas
88 Suijin Large Fiend (demon), chaotic neutral* Armor Class 18 (natural armor) Hit Points 140(18d8 + 50) Speed 40ft. Swim 120ft STR DEX CON INT WIS CHA 16 (+2) 21 (+5) 20 (+5) 19 (+4) 10 (+0) 14(+2) Vulnerabilities. Lightning, Thunder, Damage Resistance Acid Damage Immunities Poison, Fire , Bludgeoning, Piercing, And Slashing From Nonmagical Weapons. Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 Ft., passive Perception 11 Languages Aquan, Abyssal Challenge 7 (2.900 XP) False Appearance. While the fiend remains inside a water volume, it is indistinguishable from the rest liquid. Water Prison. The fiend can attempt to entrap a creature (medium or smaller size) within it's liquid body. A creature must make a DC 15 Strength Saving Throw, on a failure, it's restrained. A restrained creature is suffocating while in this prison. If a creature can breath underwater , the liquid is considered toxic and thus suffers 1d8 poison damage at each round. An entrapped creature at the end of its turns, it can repeat the save. A Huge or larger creature succeeds automatically. Actions Multiattack. Suijin makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (3d8 + 5) bludgeoning damage. Credit | Statblock: Dimitris Boutsikas
89 Gate Guardian Huge Construct, lawful neutral Armor Class 22(natural armor) Hit Points 179(19d10 + 71) Speed 80ft., swim 60 ft. STR DEX CON INT WIS CHA 25 (+7) 12 (+1) 22 (+6) 10 (+1) 8 (-1) 12 (+1) Saving Throws Str+10, Con +9 Skills Athletics +10 Insight +6, Perception +5 Damage Resistance Acid ,Fire, Lightning, Thunder, , Bludgeoning, Piercing, And Slashing From Weapons that Aren't Adamantine Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses passive Perception 20, True sight 120 ft Languages Abyssal, Aquan, Auran, Common, Terran Challenge 15 (13,000 XP) Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: Detect Thoughts(2/Day), Zone of Truth(2/Day), Counterspell(3/day), Immutable Form. The guardian is immune to any spell or effect that would alter its form. Legendary Resistance (2/Day). If the guardian fails a saving throw, it can choose to succeed instead. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Attacks. The Guardian’s attacks are magical. Grease(1/day) the guardian can spout from its waist grease within 30ft radius, centered on itself. The terrain is considered difficult and slippery. A DC 16 Dexterity Saving Throw is required for a creature to move upon this surface, on a fail the creature falls prone. The Guardian's movement isn't affected. Actions Multiattack. The guardian can use its Frightful Presence. It then makes three attacks. Fist Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 19 (2d10 + 7) bludgeoning plus 1d10 lightning damage. The hitted creature must succeed a DC 18 Strength Saving Throw or is pushed 10ft backwards. Cable Fingers Grapple Attack: The guardian can use one of its attacks in attempt to grapple a large or smaller creature. It pierces its fingers in the ground and they appear at the space of another creature. The creature must succeeds a DC 18 Dexterity Saving Throw or become restrained. A restrained ,like this, creature , suffers 13(1d10+7) bludgeoning plus 18 (3d8) lightning damage per round. A creature can attempt to escape at the end of its turn, with a DC 18 Strength Saving Throw. Legendary Actions Guardian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Guardian regains spent legendary actions at the start of their turn. Guardian's Eye. The guardian makes a Wisdom (Perception) check with advantage. Ground Slam(Costs 2 Actions) Guardian can slams the ground with its foot and causes a small earthquake. Every creature within 40ft must make a DC 18 Dexterity Saving throw. On fail suffer 18 (3d10) bludgeoning damage and fall prone, half as much damage on success and no other effects occur. Credit | Statblock: Dimitris Boutsikas
The Mesmerizing Harpie Brood T he gust of wind or the falling of brightly coloured feathers; this is all most creatures witness of the elusive Harpie brood. Despite their charming appearance, they're known for an animalistic and brutal viciousness that would normally be associated with beasts, however, their hunts and traps stipulate a complex and intelligent thought process. Like the common harpy or drow, their society is a matriarchal one, though unlike the aforementioned races, they do not view their male kin as weak and useless. The brood are known to be a sagacious type and due to witnessing other beings, have learned to make intricate and innovative tools and armours that even blacksmiths have difficulty replicating. This begs the question that are their ferocious temperaments one of nature or choice? A Nefarious Lineage Not many are blessed with the honour of learning about these simple and mysterious humanoids but those that are allowed to step foot into the society are granted a wealth of knowledge. It has been since discovered that the Harpie brood's lineage is in fact an unholy union of fiend and elemental. This perplexing biology gives them a plethora of strange abilities ranging from charm to aeromancy. Some debate that their fiend blood affects their ferocity while their elemental side is their reason for segregation from other races. Despite the individual abilities gained through this breeding, the Harpie brood has powers only witnessed within their own kind. Queen's Rule As stated earlier, the brood is a matriarchy. There can only be one acting Queen which is one of the few points of the Harpie brood's contention. Many worthy females will war and battle with each other in an almost spartan manner to determine Queenhood. Oddly they don't kill their own in these bloody matches. Instead the potential Queen is sent to a neighbouring mountain range to begin her own brood. That being said the winner's word becomes absolute law. Disregarding or breaking the Queen's word is severely punished. Of Flesh and Feathers To a Harpie broodling, the greatest weapon of all is that which nature has gifted them. Talons, claws and occasionally fangs are greater and sharper than any blade they could wield and they aware of such fact. Adventurers have witnessed them charm the hearts of man with a mere gaze. Afterward their prey acts as though puppets whose only desire is to please their "Queen." The Harpies ability to fly was a debated matter for some time before it was discovered that the Harpie does not actually have the ability to fly. What keeps a Harpie broodling aloft is actually a form of subconscious aeromancy bequeath to them from their elemental roots. The inventive nature of the broodlings is a more recent development caused by the observation of mortals. 90 Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh
Harpie Girl The Harpie Girl is the most common form of young in the Harpie brood and the form that is expected to be hatched unless the broodling is in the low percentage of being male. These chicks live a mostly carefree life with the only expectation of them being to use their charm abilities to attract mates. It is here that her path in life is determined for if she is unable to attract an adequate amount of mates then she is taken to training to become a warrior and hunter of the brood. It is at this stage that a Harpie broodling charm is at its strongest. 91 Harpie Girl Medium humanoid (harpie), chaotic neutral Armor Class 11 Hit Points 22 (5d8) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 10 (0) 10 (+0) 10 (0) 12 (+1) 12 (+1) 18 (+4) Skills Perception +3, Persuasion +6 Senses passive Perception 13 Languages Common, Primordial Challenge 1 (200 XP) Keen Sight. The Harpie Girl has advantage on Wisdom (Perception) checks that rely on sight. Actions Talons. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage. Bewitching Glare The Harpie Girl targets one humanoid or beast that she can see within 30 feet of her. If the target can see the Harpie Girl, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the Harpie Girl as a trusted friend to be heeded and protected. Although the target isn't under the Harpie Girl's control, it takes the Harpie Girl's requests or actions in the most favorable way it can. Each time the Harpie Girl or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Harpie Girl dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Harpie Girl's Bewitching Glare for the next 24 hours. The Harpie Girl can have no more than one humanoid and up to three beasts charmed at a time. Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh
Harpie Lady The standard path the Harpie Girl takes is the path of the Harpie Lady. She's not known for being the strongest in the matriarchy but she is the most sacrificing knowing that basic foot troops will be needed while greater warriors are trained and thus is willing to take that role. In times of great need the Harpie Lady will don armour and weaponry developed by the brood. When properly dressed for battle, the Harpie Lady begins to display a sharper mind than once thought. 92 Harpie Lady Medium humanoid (harpie), chaotic neutral Armor Class 15 Hit Points 80 (11d8 + 30) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 12 (+1) 14 (+2) 15 (+2) 16 (+3) Skills Athletics +5, Perception +4, Persuasion +5 Damage Resistance cold Senses passive Perception 14 Languages Common, Primordial Challenge 3 (700 XP) Keen Sight. The Harpie Lady has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Harpie Lady has advantage on an attack roll against a creature if at least one of the Harpie Lady's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack. The Harpie Lady makes two attacks with her talons. Talons. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d6 + 3) slashing damage. Bewitching Glare The Harpie Lady targets one humanoid or beast that she can see within 30 feet of her. If the target can see the Harpie Lady, it must succeed on a DC 13 Wisdom saving throw or be magically charmed. The charmed creature regards the Harpie Lady as a trusted friend to be heeded and protected. Although the target isn't under the Harpie Lady's control, it takes the Harpie Lady's requests or actions in the most favorable way it can. Each time the Harpie Lady or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Harpie Lady dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Harpie Lady's Bewitching Glare for the next 24 hours. The Harpie Lady can have no more than three humanoids and up to three beasts charmed at a time. Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh
93 Cyber Harpie Lady Medium humanoid (harpie), chaotic neutral Armor Class 17 Hit Points 110 (13d8 + 52) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 14 (+2) 16 (+3) 17 (+3) 16 (+3) Skills Athletics +7, Perception +6, Persuasion +6 Damage Resistance cold, bludgeoning, piercing, and slashing from nonmagical weapons Senses passive Perception 16 Languages Common, Primordial Challenge 5 (1800 XP) Keen Sight. The Cyber Harpie Lady has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Cyber Harpie Lady has advantage on an attack roll against a creature if at least one of the Harpie Lady's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack. The Harpie Lady makes two attacks with her talons and one whip attack. Talons. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (2d6 + 3) slashing damage. Rose Whip Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 4 (1d4 +2) piercing damage and (1d4) lightning damage. Bewitching Glare The Cyber Harpie Lady targets one humanoid or beast that she can see within 30 feet of her. If the target can see the Cyber Harpie Lady, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the Cyber Harpie Lady as a trusted friend to be heeded and protected. Although the target isn't under the Cyber Harpie Lady's control, it takes the Cyber Harpie Lady's requests or actions in the most favorable way it can. Each time the Cyber Harpie Lady or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Cyber Harpie Lady dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Cyber Harpie Lady's Bewitching Glare for the next 24 hours. The Cyber Harpie Lady can have no more than three humanoids and up to three beasts charmed at a time. Reactions Deflect Missiles. The Cyber Harpie Lady deflects the missile when she is hit by a ranged weapon attack, reducing the damage she takes to 0.
Harpie Perfumer The Harpie Perfumer is both a sight for sore eyes as well as trained for combat. This is the path taken by a Harpie Girl who was able to gain an adequate amount of mates but not a substantial enough amount to warrant no training. Her concoctions while not physically harming can rain devastation upon the body thus she does not travel alone. 94 Harpie Perfumer Medium humanoid (harpie), chaotic neutral Armor Class 13 Hit Points 66 (12d8 + 12) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 10 (0) 14 (+2) 13 (+1) 15 (+2) 16 (+3) 16 (+3) Skills Deception +5, Perception +5, Persuasion +5 Damage Resistance cold Condition Immunities charm Senses passive Perception 15 Languages Common, Primordial Challenge 4 (1100 XP) Keen Sight. The Harpie Perfumer has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Harpie Perfumer has advantage on an attack roll against a creature if at least one of the Harpie Perfumer's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack. The Harpie Perfumer makes two attacks with her talons. Talons. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 8 (2d6) slashing damage. Harpie's Perfume (Recharge 5-6). The Harpie Perfumer uses one of the following perfumes. Blinding Perfume. The Harpie Perfumer releases the perfume in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature is blinded. The effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Poison Perfume. The Harpie Perfumer releases the perfume in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 11 Constitution saving throw, taking 8 (3d4) poison damage on a failed save, or half as much damage on a successful one. Sleep Perfume. The Harpier Perfumer releases the perfume in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature is put to sleep. The effects last for 1 minute unless the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. Bewitching Glare The Harpie Perfumer targets one humanoid or beast that she can see within 30 feet of her. If the target can see the Harpie Perfumer, it must succeed on a DC 13 Wisdom saving throw or be magically charmed. The charmed creature regards the Harpie Perfumer as a trusted friend to be heeded and protected. Although the target isn't under the Harpie Perfumer's control, it takes the Harpie Perfumer's requests or actions in the most favorable way it can. Each time the Harpie Perfumer or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Harpie Perfumer dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Harpie Perfumer's Bewitching Glare for the next 24 hours. The Harpie Perfumer can have no more than three humanoids and up to three beasts charmed at a time. Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh
Harpie Harpist Like the non monstrous races, the Harpie brood has adapted their battle techniques to reflect the talents and classes of them. The Harpie Harpist is one such example utilizing bardic techniques to strike down foes rather than sheer brute strength. Their natural elegance and beauty makes them a rather dangerous foe. 95 Harpie Harpist Medium humanoid (harpie), chaotic neutral Armor Class 14 Hit Points 66 (12d8+12) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 12 (+1) 13 (+1) 17 (+3) Skills Perception +3, Performance +5, Persuasion +5 Damage Resistance cold Condition Immunities charm Senses passive Perception 13 Languages Common, Primordial Challenge 4 (1100 XP) Innate Spellcasting The Harpie Harpist's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, vicious mockery 1/day each: greater invisibility, hypnotic pattern, polymorph Keen Sight. The Harpie Harpist has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Harpie Harpist has advantage on an attack roll against a creature if at least one of the Harpie Harpist's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack. The Harpie Harpist makes two attacks with her talons. Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 8 (2d6 + 2) slashing damage. Bewitching Glare The Harpie Harpist targets one humanoid or beast that she can see within 30 feet of her. If the target can see the Harpie Harpist, it must succeed on a DC 13 Wisdom saving throw or be magically charmed. The charmed creature regards the Harpie Harpist as a trusted friend to be heeded and protected. Although the target isn't under the Harpie Harpist's control, it takes the Harpie Harpist's requests or actions in the most favorable way it can. Each time the Harpie Harpist or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Harpie Harpist dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Harpie Harpist's Bewitching Glare for the next 24 hours. The Harpie Harpist can have no more than three humanoids and up to three beasts charmed at a time. Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh
Harpie Channeler Like the Harpist, the Harpie Channeler has adapted her body to match the skills and techniques most common to adventurers. In her case she harnesses great arcane magics generally found more in lineages then that learned by books. However, since her magic is a form mimicry rather than bloodline itself, it is not as potent as other spellcasters. This by no means makes her less harmful as she's still knows how to use these magics wisely. 96 Harpie Channeler Medium humanoid (harpie), chaotic neutral Armor Class 14 Hit Points 66 (12d8+12) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 15 (+2) 13 (+1) 18 (+4) Skills Arcana +5, Perception +3, Persuasion +6 Damage Resistance cold Senses passive Perception 13 Languages Common, Primordial Challenge 4 (1100 XP) Keen Sight. The Harpie Channeler has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Harpie Channeler has advantage on an attack roll against a creature if at least one of the Harpie Channeler's allies is within 5 ft. of the creature and the ally isn't incapacitated. Spellcasting. The Harpist is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Harpist Channeler has the following sorcerer spells prepared: • Cantrips (at will): dancing lights, fire bolt, mage hand, ray of frost, shocking grasp • 1st level (4 slots): detect magic, magic missile, shield, witch bolt • 2nd level (3 slots): gust of wind, misty step, shatter • 3rd level (2 slots): counterspell, sleet storm Actions Multiattack. The Harpie Channeler makes two attacks with her talons. Talons. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 8 (2d6 + 1) slashing damage. Bewitching Glare The Harpie Channeler targets one humanoid or beast that she can see within 30 feet of her. If the target can see the Harpie Channeler, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the Harpie Channeler as a trusted friend to be heeded and protected. Although the target isn't under the Harpie Channeler's control, it takes the Harpie Channeler's requests or actions in the most favorable way it can. Each time the Harpie Channeler or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Harpie Channeler dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Harpie Channeler's Bewitching Glare for the next 24 hours. The Harpie Channeler can have no more than three humanoids and up to three beasts charmed at a time. Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh
Harpie Dancer The Harpie Dancer is one of the more sly members of the brood. She draws men and women alike in with her alluring movements to strike when least expected. Despite her welcoming title, the Harpie Dancer actually deals best with trickery. Very few can predict the shadowy deceptions of this creature. 97 Harpie Dancer Medium humanoid (harpie), chaotic neutral Armor Class 14 Hit Points 66 (12d8+12) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 13 (+1) 14 (+2) 15 (+2) 16 (+3) Skills Deception +5, Perception +4, Stealth +5 Damage Resistance cold Senses passive Perception 13 Languages Common, Primordial Challenge 4 (1100 XP) Cunning Action. On each of her turns, the Harpie Dancer can use a bonus action to take the Dash, Disengage, or Hide action. Keen Sight. The Harpie Dancer has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Harpie Dancer has advantage on an attack roll against a creature if at least one of the Harpie Dancer's allies is within 5 ft. of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The Harpie Dancer deals an extra 7 (2d6) damage when she hits a target with a melee attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the Harpie Dancer doesn't have disadvantage on the attack roll. Actions Multiattack. The Harpie Dancer makes two attacks with her talons. Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 8 (2d6 + 2) slashing damage. Bewitching Glare The Harpie Dancer targets one humanoid or beast that she can see within 30 feet of her. If the target can see the Harpie Dancer, it must succeed on a DC 13 Wisdom saving throw or be magically charmed. The charmed creature regards the Harpie Dancer as a trusted friend to be heeded and protected. Although the target isn't under the Harpie Dancer's control, it takes the Harpie Dancer's requests or actions in the most favorable way it can. Each time the Harpie Dancer or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Harpie Dancer dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Harpie Dancer's Bewitching Glare for the next 24 hours. The Harpie Dancer can have no more than three humanoids and up to three beasts charmed at a time. Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh
Harpie Oracle A trusted adviser of the Queen and respected member of the matriarchy, the Harpie Oracle, while not overtly powerful, is revered. Her magical abilities allow her a great foresight which aids in the preparation of combat, protecting of the brood and finding suitable mates. These arcanists prefer to avoid combat but will not hesitate to unleash frightening magic if forced. 98 Harpie Oracle Medium humanoid (harpie), chaotic neutral Armor Class 12 Hit Points 66 (12d8+12) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 13 (+1) 18 (+4) 14 (+2) 15 (+2) Skills Arcana +5, Insight +4, Perception +4 Damage Resistance cold Condition Immunities charmed Senses passive Perception 14 Languages Common, Primordial Challenge 4 (1100 XP) Keen Sight. The Harpie Oracle has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Harpie Oracle has advantage on an attack roll against a creature if at least one of the Harpie Oracle's allies is within 5 ft. of the creature and the ally isn't incapacitated. Spellcasting. The Harpist is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Harpist Oracle has the following wizard spells prepared: • Cantrips (at will): chill touch, dancing lights, mage hand, message • 1st level (4 slots): chromatic orb, detect magic, magic missile, shield • 2nd level (3 slots): crown of madness, detect thoughts, gust of wind • 3rd level (2 slots): clairvoyance, counterspell Actions Multiattack. The Harpie Oracle makes two attacks with her talons. Talons. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 8 (2d6) slashing damage. Bewitching Glare The Harpie Oracle targets one humanoid or beast that she can see within 30 feet of her. If the target can see the Harpie Oracle, it must succeed on a DC 12 Wisdom saving throw or be magically charmed. The charmed creature regards the Harpie Oracle as a trusted friend to be heeded and protected. Although the target isn't under the Harpie Oracle's control, it takes the Harpie Oracle's requests or actions in the most favorable way it can. Each time the Harpie Oracle or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Harpie Oracle dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Harpie Oracle's Bewitching Glare for the next 24 hours. The Harpie Oracle can have no more than three humanoids and up to three beasts charmed at a time. Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh
Harpie's Brother Unlike the female broodlings, male chicks born are not given the same options as a Harpie Girl. They are trained from youth to be scouts and warriors as the brood acknowledges that the males of most species tends to be physically stronger. They are still treated kindly despite the matriarchy and tend to be more in touch with the elemental side of their lineage. 99 Harpie's Brother Medium humanoid (harpie), chaotic neutral Armor Class 17 Hit Points 90 (15d8 + 30) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 19 (+4) 20 (+5) 15 (+2) 12 (+1) 15 (+2) 12 (+1) Skills Athletics +7, Perception +5, Stealth +8 Damage Resistances cold Condition Immunities charm Senses passive Perception 15 Languages Common, Primordial Challenge 6 (2300P) Flyby. Harpie's Brother doesn't provoke opportunity attacks when flying. Keen Sight. The Harpie's Brother has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Harpie's Brother has advantage on an attack roll against a creature if at least one of the Harpie Brother's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack. The Harpie's Brother makes one claw attack two attacks with his talons. Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (2d6 + 4) slashing damage. Talons. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (2d6 + 4) slashing damage. Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh
Harpie's Pet Dragon In some occasions, harm will come upon the broodlings eggs. Most cases lead to the unfortunate demise of the unbirthed chick, however, a rare event will sometimes occur in which the chicks will not die but rather adapt within the egg in a strange mutation to protect itself and continue its life. These chicks hatch as a dragon like creature and while still intelligent, it is very clear that these creatures are still beasts. The brood then decides as they all have come from the same eggs, that they're still accepted within their matriarchy but are raised as pets. The dragon like creature dubbed a dragon for simplicity sake by the brood, reaches the maturity at the same age a regular Harpie does. Like the brood though, the dragon has a younger state similar to the Harpie Girl that can still be utilized that differs greatly from its mature state. 100 Harpie's Pet Baby Dragon Medium beast, chaotic neutral Armor Class 17 Hit Points 75 (10d8 + 30) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 17 (+3) 12 (+1) 8 (-1) 15 (+2) Saving Throws Dex +3, Con +5, Cha +4 Skills Athletics +5, Perception +1 Damage Resistance cold Condition Immunities charmed Senses Blindsight 10 ft., passive Perception 9 Languages Primordial Challenge 4 (1100 XP) Flyby. Harpie's Pet Baby Dragon doesn't provoke opportunity attacks when flying. Keen Sight. The Harpie's Pet Baby Dragon has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Harpie's Pet Baby Dragon has advantage on an attack roll against a creature if at least one of the Harpie's Pet Baby Dragon's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d10 + 3) piercing damage pls (1d6) cold damage. Breath Weapons (Recharge 5-6). The Harpie's Pet Baby Dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh