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Namekian Dragon Priest Namekian Guardian

Medium humanoid ( namekian), any alignment  Medium humanoid ( namekian), any alignment 
   
Armor Class 12 (leather armor)   Armor Class 14 (hide armor)  
Hit Points 22 (3d8+6)  Hit Points 46 (6d8+12) 
Speed 30 ft. Speed 30 ft.
   
   

STR 
 
DEX 
 
CON 
 
INT 
 
WIS  
CHA 
 
STR 
 
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA 
 

9 (-1)  12 (+1)  14 (+2)  12 (+1)  16 (+3)  11 (+0)  16 (+3)  14 (+2)  14 (+2)  10 (+0)  12 (+1)  11 (+0) 
   
   

Skills Arcana +3, Medicine +5, Perception +5, Religion +3  Skills Acrobatics +4, Athletics +5, Perception +3, Stealth +4 
Senses passive Perception 15  Senses passive Perception 13 
Languages Common, Namekian  Languages Common, Namekian 
Challenge 1/2 (100 XP)   Challenge 2 (450 XP)  
   
Keen Hearing. The namekian has advantage on Wisdom   Keen Hearing. The namekian has advantage on Wisdom  
( perception) checks that rely on hearing.  ( perception) checks that rely on hearing. 
   
Spellcasting. The namekian is a 2nd-level spellcaster. Its   Actions 
spellcasting ability is Wisdom (spell save DC 13, +5 to hit    
with spell attacks). The namekian has the following cleric   Multiattack. The namekian makes two iron claw attacks. 
spells prepared:   
  Iron Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one  
• Cantrips (at will): mending, spare the dying, thaumaturgy  target. Hit: 5 (1d4+3) slashing damage. 
• 1st level (3 slots): cure wounds, sanctuary, fabricate clothing    
  Great Namekian (Recharges after a Long Rest). For 1 minute,  
Actions  the namekian magically increases in size, along with  
  anything it is wearing or carrying. While enlarged, the  
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 10 ft.,   namekian is large, doubles its damage dice on  
one target. Hit: 4 (1d6+1) bludgeoning damage or 5 (1d8+1)   Strength-based weapon attacks, and makes Strength checks  
if held in both hands.   and Strength saving throws with advantage. If the namekian  
  lacks the room to become large, it attains the maximum size  
  possible in the space available. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   

 
 
 
Namekian Narak Clansmen Saiyan
Medium humanoid ( namekian), any alignment  Medium humanoid (saiyan), any alignment 
   
Armor Class 12 (hide armor)   Armor Class 12 ( padded armor)  
Hit Points 40 (6d8+12)  Hit Points 42 (5d8+15) 
Speed 30 ft. Speed 30 ft.
   
   

STR 
 
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA   
STR 
 
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA 
 

12 (+1)  11 (+0)  14 (+2)  11 (+0)  8 (-1)  18 (+4)  17 (+3)  12 (+1)  17 (+3)  10 (+0)  13 (+1)  10 (+0) 
   
   

Skills Arcana +2, Intimidation +6, Stealth +2   Skills Acrobatics +3, Athletics +5, Intimidation +2, Survival +3 
Damage Resistances Necrotic  Senses passive Perception 11 
Senses Darkvision 120 120 ft., passive Perception 13  Languages Common, Sadalan 
Languages Common, Namekian  Challenge 1 (200 XP)  
Challenge 2 (450 XP)    
  Clever Tail. Once on each of its turns, the saiyan can draw or stow an  
Keen Hearing. The namekian has advantage on Wisdom   object weighing up to 5 pounds with its tail without using its action.  
( perception) checks that rely on hearing.  It cannot hold a weapon or shield using its tail. 
   
Heart Impurity. The namekian possesses a heart of pure evil. It   Warriors Resolve. The saiyan has advantage on saving  
registers as a creature of evil in regards to all spells and effects that   throws against being frightened. 
would detect its alignment, regardless of its true intentions.   

  Actions 
Actions   
  Multiattack. The saiyan makes two unarmed strike attacks. 
Multiattack. The namekian makes one attack with its glaive. If that    
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
attack hits, the namekian can make one breath beam attack against  
one target. Hit: 6 (1d6+3) bludgeoning damage. 
another target. 
   
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one    
target. Hit: 5 (1d10+1) slashing damage. 
   
Breath Beam. Ranged Weapon Attack: +4 to hit, range 30 ft., one    
target you can see. Hit: (2d6+2) force damage.   
   
 
 
 
   
   
 
   
   
 
   
   
 
   
   
 
 
 
   
   
 
   
 
 
 
Frost Demon Android
Medium humanoid (frost demon), any alignment  Medium humanoid (android), any alignment 
   
Armor Class 16 ( natural armor)   Armor Class 11 
Hit Points 32 (4d8+8)  Hit Points 36 (6d8+18) 
Speed 35 ft. Speed 30 ft.
   
   

STR 
 
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA 
 
STR 
 
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA   

11 (+0)  17 (+3)  14 (+2)  12 (+1)  9 (-1)  17 (+3)  12 (+1)  12 (+1)  17 (+3)  17 (+3)  11 (+0)  9 (-1) 
   
   

Skills Acrobatics +5, Deception +5, Intimidation +5, Performance +5  Skills Investigation +5, Perception +2, Stealth +2 
Damage Resistances Cold  Damage Resistances Poison 
Senses passive Perception 9  Senses Darkvision 120 ft., passive Perception 12 
Languages Common, Tsundoran, thieves’ cant   Languages Common, Binary  
Challenge 1 (200 XP)   Challenge 2 (450 XP)  
   
Innate Spellcasting. The frost demon’s spellcasting ability is   Cyborg. The android has advantage on saving throws against  
Charisma (spell save DC 13, +5 to hit with spell attacks). It   exhaustion and is immune to disease.   
can innately cast the following spells, requiring no material    
Shielded Mind. The android is shielded against any divination magic  
components: 
  that would be used to scry upon it or its location. 
At will: mage hand, ray of frost   

1/day: charm person, silent image   Actions 


 
 

Actions  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.  


  or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing  
Multiattack. The frost demon makes two attacks: one with its   damage. 
tail and one with its dagger.   
  Drain Energy. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.   Hit: 9 (1d6+3) necrotic damage. The android regains hit points  
Hit: 5 (1d4+3) slashing damage.  equal to that amount.  
 
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.    
or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing    
damage.   
 
 
Reactions   
 
Lashing Tail. When the frost demon takes damage from an    
attacker the frost demon can see within 5 feet of it, the frost    
demon can make one tail attack against them.   
   
   
   
   
   
   
 
 
 
 
 
 
 
 
 
 
 
 

 
 
 
 
Majin Majin Karmacaster
Medium humanoid ( majin), any alignment  Medium humanoid ( majin), any alignment 
   
Armor Class 15 (half plate armor)  Armor Class 15 (breast plate) 
Hit Points 48 (5d10+15)  Hit Points 33 (6d10+12) 
Speed 25 ft. Speed 25 ft.
   
   

STR 
 
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA 
 
STR 
 
DEX 
 
CON 
 
INT 
 
WIS 
 
CHA   

12 (+1)  8 (-1)  16 (+3)  9 (-1)  11 (+0)  14 (+2)  11 (+0)  11 (+0)  16 (+3)  15 (+2)  13 (+1)  18 (+4) 
   
   

Skills Arcana +1, Athletics +3, Performance +4  Skills Arcana +4, Deception +6, Performance +6 
Senses passive Perception 10  Senses passive Perception 11 
Languages Common, Demonic   Languages Common, Demonic  
Challenge 1/2 (100 XP)   Challenge 2 (450 XP)  
   
Amorphous Body. The majin can move through a space large   Amorphous Body. The majin can move through a space large  
enough for a creature one size smaller than it without   enough for a creature one size smaller than it without  
squeezing.    squeezing.   
   
Child-Like Persona. The majin has advantage on saving   Child-Like Persona. The majin has advantage on saving  
throws against being charmed or frightened.  throws against being charmed or frightened. 
   
Majin Resilience. The majin has advantage on Strength,   Majin Resilience. The majin has advantage on Strength,  
Dexterity, and Constitution saving throws against magic.  Dexterity, and Constitution saving throws against magic. 
   
Spellcasting. The majin is a 4th-level spellcaster. Its spellcasting  
Actions 
 
ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It  
Warhammer. Melee Weapon Attack: +3 to hit, reach 5 ft.,   has the following bard spells prepared: 
 

one target. Hit: 5 (1d8+1) bludgeoning damage or 6   • Cantrips (at will): friends, message, vicious mockery 
(1d10+1) if held in both hands.   • 1st level (4 slots): bane, cure wounds, disguise self, tasha’s hideous  
  • laughter, thunderwave 
  • 2nd level (3 slots): enthrall, zone of truth 
 
 
 
Actions 
 
  Light Hammer. Melee Weapon Attack: +2 to hit, reach 5 ft.,  
  one target. Hit: 3 (1d4+1) bludgeoning damage. 
   
 
 
 
   
 
 
 
   
   
 
   
   
 
   
   
 
 
 
   
 
 
 
 
Makai Martial Artist
Medium humanoid ( makai), any alignment  Medium humanoid (any race), any alignment  
   
Armor Class 10  Armor Class 15 (17 when using Serious Power)  
Hit Points 22 (4d6+4)  Hit Points 44 (8d8+8) 
Speed 30 ft. Speed 30 ft.
   
 
 

STR  DEX  CON  INT  WIS  CHA  STR 


 
DEX 
 
CON  
INT 
 
WIS 
 
CHA 
 
           

9 (-1)  10 (+0)  12 (+1)  17 (+3)  16 (+3)  13 (+1)  15 (+2)  17 (+3)  13 (+1)  14 (+2)  14 (+2)  11 (+0) 
   
 
 

Skills Arcana +5, History +5, Sleight of Hand +2   Saving Throws Str +4, Dex +5 
Senses Darkvision 60 ft., passive Perception 13  Skills Acrobatics +5, Insight +4 
Languages Common, Demonic   Senses Blindsight 10 ft., passive Perception 12 
Challenge 1 (200 XP)   Languages Any one language (usually Common) 
  Challenge 3 (700 XP)  
Spellcasting. The makai is a 3rd-level spellcaster. Its     
spellcasting ability is Intelligence (spell save DC 13, +5 to hit   Unarmored Defense. While the martial artists is wearing no  
with spell attacks). The makai has the following wizard   armor and wielding no shield, its AC includes its Wisdom  
spells prepared:  modifier. 
   
• Cantrips (at will): banshee blast, blade ward, sapping sting   Spellcasting. The martial artist is a 5th-level spellcaster. Its  
• 1st level (4 slots): detect magic, kiai, magnify gravity    spellcasting ability is Intelligence (spell save DC 12, +4 to hit  
• 2nd level (2 slots): blur, darkness  with spell attacks). The martial artist has following wizard  
 
spells prepared: 
Actions   

• Cantrips (at will): gust, message, shocking grasp 


 
Phantasmal Shortsword. Melee Weapon Attack: +2 to hit,   • 1st level (4 slots): detect magic, disguise self, wolf fang fist 
reach 5 ft., one target. Hit: 3 (1d6) piercing damage.  • 2nd level (3 slots): afterimage, spirit ball 
  • 3rd level (2 slots): catnap, thunder step 
Petrifying Spit (Recharges after a Long Rest). The makai    

spits a globule of stone at one creature within 10 feet of the   Actions 


frost demon that it can see. The creature is forced to make a    
DC 13 Constitution saving throw. On a failed saving throw,   Multiattack. The martial artist makes three attacks. 
 
the creature begins to turn to stone and is restrained. The  
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
restrained creature must repeat the saving throw at the end  
one target. Hit: (1d6+3) bludgeoning damage. 
of its next turn, becoming petrified on a failure or ending the    
effect on success. The petrification lasts for 1 minute, or until   Serious Power (Recharges after a Long Rest). For 1 minute,  
the creature is freed by the Greater Restoration spell or other   the martial artist can assume an empowered state. While  
magic.   empowered, the martial artist deals an additional +2 and has  
  advantage on Strength checks and Strength saving throws.   
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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