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Published by rip656, 2023-02-22 18:35:15

D&D 5e Ghosts of Saltmarsh (lv1-12)

D&D 5e Ghosts of Saltmarsh (lv1-12)

SAHUAGIN BLADEMASTER A cunning veteran of countless campaigns. the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy, sahuagin blademasters often serve as officers in the sahuagin army. SAHUAGIN CHAMPION Those sahuagin warriors who prove themselves through heroic acts are given both title and status. Sahuagin champions often serve as lieutenants in the sahuagin army, as they do in The Final Enemy. SAHUAGIN CORAL SMASHER Employed as frontline brutes in The Final Enemy. coral smashers are drawn from the ranks of the strongest sahuagin warriors. Their physical strength overcomes the SAHUAGIN DEEP DIVER Medium humanoid (sahuagin), lawful evil Armor Class 15 (natural armor) Hit Points 91 (14d8"' 28) Speed 30 ft., swim 40 ft. STR 14 (+2) DEX 16 (+3) CON 15 (+2) Saving Throws Con +4, Wis +3 Skills Perception +5, Stealth +5 INT 12 (+l) WIS 13 (+1) Senses darkvision 120 ft., passive Perception 15 Languages Sahuagin Challenge 4 (l,100 XP) CHA 9 (-1) Blood Frenzy. The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points. Brine Lurker. The deep diver has advantage on Dexterity (Stealth) checks made while submerged in water. Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. SAHUAGIN HATCHLING SWARM Large swarm of Tiny beasts, chaotic evil Armor Class 14 Hit Points 52 (8dl0 + 8) Speed 0 ft .. swim 40 ft. STR 9 (-1) DEX 18 (+4) CON 12 (+1) INT 3 (-4) WIS 10 (+0) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 120 ft., passive Perception 10 Languages - Challenge 3 (700 XP) CHA 3 (-4) resistance of the water as they swing their hammers at structures and foes with equal zeal. SAHUAGIN DEEP DIVER These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water. they cling to shadows and serve as hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver's forehead. SAHUAGIN HATCHLING SWARM Roiling through the waters in The Final Enemy. these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the individual members devour one another until only the strongest hatch lings are left alive to grow to maturity. Lure. The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet. Shark Telepathy. The deep diver can magically command any shark within 120 feet of it, using a limited telepathy. A CTIONS Multiattack. The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws. Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2dl0 + 2) slashing damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (ldlO + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach S ft., one target. Hit: 6 (ld8 + 2) slashing damage. Light of Sekolah. The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light. Blood Frenz y. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. Seething. Once it enters combat, the swarm deals 10 slashing damage to itself at the end of its turn if it did not make an attack on that turn. This damage ignores resistance, and it can· not reduce the swarm to 0 hit points. Swarm. The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points. Water Breathing. The swarm can breathe only underwater. A CTIONS Bites. Melee Weapon Attack: +6 to hit, reach 0 ft .. one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage ifthe swarm has half of its hit points or fewer.


SAHUAGIN HIGH PRIESTESS A sahuagin high priestess is the most devout and ferocious of all Sekolah's worshipers. Armed with a staff studded with jagged shark's teeth, she can be seen leading dark rituals in The Final Enemy. SAHUAGIN WAVE SHAPER These hunched and twisted sahuagin sacrifice their bodies to the mutating magic of Sekolah. Wave shapers add elemental magic to sahuagin armed forces (as seen in The Final Enemy) and delight in creating destructive whirlpools. SAHUAGIN HIGH PRIESTESS Medium humanoid (sahuagin), lawful evil Armor Class 14 (natural armor) Hit Points 71 (lld8 + 22) Speed 30 ft., swim 40 ft. STR 14 (+2) DEX 12 (+l) Saving Throws Wis +6 CON 14 (+2) Skills Insight +6, Perception +6 INT 12 (+l) WIS 16 (+3) Senses darkvision 120 ft., passive Perception 16 Languages Sahuagin Challenge 5 (l ,800 XP) CHA 10 (+OJ Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The high priestess can magically command any shark within 120 feet of her, using a limited telepathy. Spellcasting. The high priestess is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): guidance, mending, resistance, thaumaturgy l st level (4 slots): bless, detect magic, guiding bolt 2nd level (3 slots): hold person, spiritual weapon (trident) 3rd level (3 slots): bestow curse.fear, mass healing word, tongues 4th level (l slots): banishment ACTIONS Multiattack. The high priestess makes two attacks with her toothsome staff, or one attack with her bite and one with her claws. Toothsome Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage. Claws. Melee Weapon Attack: +5 to hit. reach 5 ft., one target. Hit: 4 (ld4 + 2) slashing damage. SAHUAGIN WAVE SHAPER Medium humanoid (sahuagin), lawful evil Armor Class 14 (na_tural armor) Hit Points 60 (lld8 + 11) Speed 30 ft., swim 40 ft. STR 10 (+O) DEX 12 (+1) Saving Throws Int +6 CON 12 (+1) INT 16 (+3) WIS 14 (+2) Skills Arcana +6, Intimidation +4, Perception +5 Senses darkvision 120 ft., passive Perception 15 Languages Sahuagin Challenge S (1,800 XP) CHA 12 (+1) Blood Frenzy. The wave shaper has advantage on me lee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The wave shaper can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy. Innate Spellcasting. The wave shaper's spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring only verbal components: At will: message 1/day: comprehend languages ACTIONS Multiattack. The wave shaper makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage plus l3 (3d8) cold damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage plus 13 (3d8) cold damage. Whirlpool (1/day). The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 1 minute or until the wave shaper is incapacitated. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a DC 14 Strength (Athletics) check. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a DC 14 Strength saving throw. On a failed save, the creature takes 9 (2d8) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvan· tage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 9 (2d8) bludgeoning damage. This damage occurs each round it remains in the vortex. APl'f:-:OIX < MONSTERS t\~O Nl'C'i


SANBALET Medium humanoid (human). neutral evil Armor Class 11 Hit Points 27 (6d8) Speed 30 ft. STR 10 (+O) DEX 12 (+1) Skills Arcana +5 CON 11 (+O) Senses passive Perception 11 languages Common Challenge 1 (200 XP) INT , 6 (+3) WIS 13 (+1) CHA 14 (+2) Spellcasting. Sanbalet is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with s pell at· tacks). He has the fol lowing wizard spells prepared: Cantrips (at will): dancing lights, minor illusion, ray of frost 1st level (4 slots): charm person, color spray, magic missile, silent image 2nd level (2 slots): magic mouth, scorching ray A CTIONS Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (ld4 + 1) piercing damage. SEA LION Lorge beast, unaligned Armor Class 16 (natural armor) Hit Points 15 (2d10 + 4) Speed 15 ft., swim 30 ft. STR 17 (+3) DEX 10 (+O) CON 14 (+2) Saving Throws Dex +2, Con +4 Skills Athletics +5, Perception +2 Senses passive Perception 12 languages - Challenge 1/2 (100 XP) INT 5 (- 3) WIS 10 (+O) CHA 12 (+1) Hold Breath. The sea lion can hold its breath for 15 minutes. A CTIO N S Multiattack. The sea lion makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +5 to hit, reach S ft., one target. Hit: 7 (l d8 + 3) piercing damage. Claws. Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 5 (ld4 + 3) slashing damage, and the ta rget is pushed up to 5 feet away from the sea lion. SAN BA LET In The Sinister Secret of Saltmarsh, Sanbalet is the leader of the land-based half of a smuggling ring. He is a cunning narcissist with an interest in illusion and mind control. He defends the contraband stored in the caves under the haunted house. SEA LION These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy. SHELL SHARK These impressive creatures. swimming through the sahuagin stronghold in The Final Enemy. are chosen by priestesses of Sekolah to serve as protectors and messengers. The sharks are blessed in a ritual during which plates of shell and coral are permanently affixed to their bodies. SHELL SHARK Medium monstros11y, unaligned Armor Class 18 (shell plate armor) Hit Points 32 (5d8 + 10) Speed 0 ft., swim 40 ft. STR 15 (+2) DEX 12 (+l) CON 14 (+2) INT 3 (- 4) WIS 10 (+O) CHA 7 (-2) ------------~~~~~ ~ Saving Throws Str +6 Skills Athletics +6 Senses darkvision 120 ft., passive Perception 10 languages - Challenge 2 (450 XP) Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Magic Resistance. The shark has advantage on saving throws against spells and other magical effects. Water Breathing. The shark can breathe only underwater. ACTION S Mutt/attack. The shark makes two bite attacks. Bite. Melee Weapon Attack: +4 to hit, reach S ft., o ne target. Hit: 13 (2d10 + 2) piercing damage.


SKELETAL A LCHEMIST This undead retains enough of its former self to continue its alchemical work, often on behalf of necromancers or other sinister patrons. It toils in a dark laboratory (such as the one found in The Sinister Secret of Saltmarsh). often falling dormant for long periods of time. SKELETAL ALCHEMIST Medium undead, lawful evil Armor Class 11 Hit Points 32 (5d8 + 10) Speed 30 ft. STR 9 (-1) DEX 13 (+l) Skills Arcana +4 CON 15 (+2) INT 14 (+2) Damage Vulnerabilities bludgeoning Damage Immunities poison WIS 10 (+O) Condition Immunities exhaustion, poisoned Senses darkv1sion 60 ft., passive Perception 10 CHA 9 (-1) Languages understands all languages it knew in life but can't speak Challenge 1/2 (100 XP) Magic Resistance. The skeletal alchemist has advantage on sav· ing throws against spells and other magical effects. A CTION S Multiattack. The skeletal alchemist makes two Lob Acid attacks. Claws. Melee Weapon Attock: +3 to hit, reach 5 ft. one target. Hit: 4 (ld6 + 1) slashing damage. Lob Acid. Ranged Weapon Attack: +3 to hit, range 30/ 120 ft., one target. Hit: 5 (ld8 + 1) acid damage. SKELETAL J UGGERNAUT As seen lumbering across the beaches in Isle of the Abbey, a skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time before disassembling into a gang of individual undead. SKELETAL JUGGERNAUT Large undeod, lawful evil Armor Class 13 (armor scraps) Hit Points 142 (19d10 + 38) Speed 30 ft. STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 6 (-2) Damage Vulnerabilities bludgeoning Damage Immunities poison WIS 8 (-1) Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages - Challenge 5 (1,800 XP) CHA 5 (-3) Disassemble. If the juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains. Falling Apart. If the Juggernaut does not have all of its hit points at the start of its turn, it loses 10 hit points. A CTION S Multiattack. The juggernaut makes two claws attacks. Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Avalanche of Bones (Recharge 5-6). The jugge rnaut collapses into a large heap before quickly reforming. Each creature within 10 feet of the juggernaut must make a DC 14 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fa ils this saving throw is also knocked prone. \l'l'f '<I IX< MO:">'< HRS \).;fl ~pt,<: :.! )


SKELETAL SWARM This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons. A skeletal swarm alternates its appearance between partially formed humanoid shapes and a chaotic, swirling mass. SKUM Several poor souls around the Styes have succumbed to an aboleth's magic through its disease-bearing touch. ~ ..., Transformed into creatures called skum. they barely ( \ resemble their past forms. their skin turning slimy and ....., --- translucent while their limbs warp to resemble those of deep-sea oddities. The change makes them dependent on water, which they must immerse themselves in regularly lest they experience painful- and potentially lethal- skin eruptions. Skum are bound to their aboleth master not just by their cursed state, but by a psychic bond that compels them to serve its every sinister whim. SKELETAL SWARM Lorge swarm of Medium undead, lawful evil Armor Class 13 (armor scraps) Hit Points 60 (8dl0 + 16) Speed 30 ft. STR 12 (+l) DEX 14 (+2) CON 15 (+2) INT 6 (-2) Damage Vulnerabilities bludgeoning Damage Resistances slashing. piercing Damage Immunities poison WIS 8 (-1) CHA 5 (-3) Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 9 Languages - Challenge 2 (450 XP) Deafening Clatter. Creatures are deafened while in the swarm's space. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can't regain hit points or gain temporary hit points. ACTIONS Slash. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 11 (2d8 + 2) slashing damage, or 6 (ld8 + 2) slashing damage ifthe swarm has halfofits hit points or fewer. APl'ENUlX ( MONSTfl{<; \NI) Nl'f~ SKUM Medium aberration. lawful evil Armor Class 14 (natural armor) Hit Points 93 (lld8 + 44) Speed 20 ft., swim 40 ft. STR 19 (+4) DEX 11 (+O) Skills Perception +4 CON 18 (+4) Damage Resistances psychic INT 7 (-1) WIS 12 (+1) Senses darkvision 120 ft., passive Perception 14 Languages Common, Deep Speech. telepathy 60 ft. Challenge 5 (1,800 XP) CHA 9 (-1) Abo/ethic Vassal. The skum is permanently charmed by its aboleth master. Amphibious. The skum can breathe air and water. Psychic Conditioning. The skum is immune to the frightened and charmed conditions unless they are from effects created by an aboleth. Water Dependency. The skum takes 6 (1dl2) acid damage every 10 minutes 1t goes without exposure to water. ACTIONS Multiattack. The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch. Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) piercing damage. Mind-Breaking Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d8) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum's next turn.


STORM G IANT QUINTESSENT Some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature. literally transforming into semiconscious storms. STORM GIANT QuINTESSENT Huge giant (storm giant), chaotic good Armor Class 12 Hit Points 230 (20d12 + 100) Speed SO ft., fly SO ft. (hover), swim SO ft. STR 29 (+9) DEX 14 {+2) CON 20 (+S) INT 17 (+3) WIS 20 (+S) Saving Throws Str +14, Con +10, Wis +10, Cha +9 Skills Arcana +8, History +8, Perception +10 CHA 19 (+4) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, thunder Senses truesight 60 ft. , passive Perception 20 Languages Common, Giant Challenge 16 (1 S,000 XP) Amphibious. The giant can breathe air and water. A CTION S Multiatta ck. The giant makes two Lightning Sword attacks or uses Wind javelin twice. Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage. Wind javelin. The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits. LEGENDARY ACTIONS The giant 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 giant regains spent legendary actions at the start of its turn. Gust. The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses. Thunderbolt (2 Actions). The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. One with the Storm (3 Actions). The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted by attacks, spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm. SWARM OF ROT GRUBS Rot grubs are finger-sized maggots that eat living or dead flesh, although they can subsist on plant matter. They infest corpses and piles of decaying matter and attack living creatures that disturb them. After burrowing into the flesh of a living creature, a rot grub instinctively chews its way toward the heart in order to kill its host. Rot grubs pose a threat both singly and as a swarm. See the accompanying stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block. Any creature that comes into contact with one must make a DC 10 Dexterity saving throw. On a failed save, the rot grub burrows into the creature's Oesh and deals 3 (ld6) piercing damage at the start of each of the host creature's turns. Applying fire to the wound before the end of the host creature's next turn deals 1 fire damage to the host and kills the infesting rot grub. After this time. the rot grub is too far under the host creature's skin to be burned. If a creature infested by one or more rot grubs ends its turn with 0 hit points. it dies as the grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. Burning a body kills any rot grubs infesting it. SWARM OF ROT GRUBS Medium swarm of Tiny beasts, unaligned Armor Class 8 Hit Points 22 (Sd8) Speed S ft., climb S ft. STR 2 (- 4) DEX 7 (-2) CON 10 (+O) INT 1 (-S) WIS 2 (-4) CHA 1 (-5) Damage Resistances piercing, slash I ing Condition Immunities charmed, frightened, grappled, .J -.. paralyzed, petrified, prone, restrained Senses blindsight 10 ft., passive Perception 6 Languages - .,... Challenge 1/2 (100 XP) Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points. ACTION S Bites. Melee Weapon Attack: +Oto hit, reach 0 ft., one creature in the swarm's space. Hit: The target is infested by ld4 rot grubs. At the start of each of the target's turns, the target takes ld6 piercing damage per rot grub infesting it. Applying tire to the bite wound before the end of the target's next turn deals 1 tire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any ef· feet that cures disease kills all rot grubs infesting the target. \Pl'fNllfX ( MUNsTl·R'> AKI• 'll'(S


THOUSAND TEETH THE DEVOURER Thousand Teeth is an ancient crocodilian nightmare that has served as the apex predator in the swamps near Saltmarsh for as long as anyone can remember. This monster recently fought a number of lizardfolk and lost one of its teeth. Angered and hungry, it sulks in its lair, lost in primal dreams of rending and tearing. It is found in the deep marshes in Danger at Dunwater. THOUSAND TEETH Large monstrosity, neutral evil Armor Class 12 (natural armor) Hit Points 93 (lldlO + 33) Speed 30 ft., swim SO ft. STR 19 (+4) DEX 10 (+0) CON 17 (+3) Saving Throws Str +7, Con +6 Skills Athletics +7, Stealth +3 Senses passive Perception 10 languages - Challenge 6 (2,300 XP) INT 2 (-4) WIS 10 (+O) Hold Breath. Thousand Teeth can hold its breath for 30 minutes. CHA 7 (-2) Legendary Resistance (2/Day). lfThousand Teeth fails a saving throw, it can choose to succeed instead. ACTIO N S Multiattack. Thousand Teeth makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +7 to hit, reach S ft., one target. Hit: l 5 (2dl0 + 4) piercing damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft .. one target. Hit: 8 (ld8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. LEGEN DARY A CTIO N S Thousand Teeth 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. Thousand Teeth regains spent legendary actions at the start of its turn. Detect. Thousand Teeth makes a Wisdom (Perception) check. Lunge. Thousand Teeth moves up to half its speed. Bite (Costs 2 Actions). Thousand Teeth makes a bite attack. APl'rNIJJX C MCl1'STt 1-:5 \Nil >.;PCS VAMPIRIC JADE STATUE A large, exquisitely carved jade statue of a vampire guards the tunnels in Isle of the Abbey, having been brought to life by dark magic. Its stone fangs draw blood that it then uses to work a curse on its victims. VAMPIRICjADE STATUE Large construct, unaligned Armor Class 14 (natural armor) Hit Points 114 (12dl0 + 48) Speed 30 ft. STR 16 (+3) DEX 14 (+2) CON 18 (+4) Damage Vulnerabilities force INT 6 (-2) Damage Immunities lightning, poison WIS 10 (+O) CHA 5 (-3) Condition Immunities charmed, exhaustion, frightened, paralyzed. petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 8 (3,900 XP) Immutable Form. The statue is immune to any spell or effect that would alter its form. Legendary Resistance (3/Day). If the statue fails a saving throw, it can choose to succeed instead. ACTIONS Multiattack. The statue makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, that creature becomes cursed by the statue. The curse lasts for 10 minutes. While the creature is cursed, the statue has advan· tage on all attacks against it. Claws. Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 10 (2d6 + 3) slashing damage. LEGEN DARY ACTIONS The statue can take 3 legendary actions, choosing from the op· tions below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The statue regains spent legendary actions at the start of its turn. Bite. The statue makes one bite attack. Blood Reaper. All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage. Move. The statue moves up to its speed without provoking op· portunity attacks.


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