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REFERENCE

CARDS

MARCH 2020

PATREON
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ART: MARIAH TEKULVE


Miss Speckleback CR 9
HUGE MONSTROCITY, UNALIGNED Miss Speckleback (continued)
ART: MARIAH TEKULVE P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: RAJAA AL-SUBAIRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020

Lucky Frog CR 0 Animated Shield


SMALL MONSTROCITY, UNALIGNED ARMOR (SHIELD), VERY RARE (REQUIRES ATTUNEMENT)
ART: RAJAA AL-SUBAIRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: JORDAN RICHER P THE DECK OF MANY © HIT POINT PRESS INC. 2020
ACTIONS STR DEX CON INT WIS CHA
If Miss Speckleback takes 30 or more damage in a single turn from the 22 (+6) 5 (-3) 24 (+7) 4 (-3) 15 (+2) 13 (+1)
swallowed creature, she must succeed on a DC 14 Constitution saving throw
at the end of that turn or regurgitate the creature, which falls prone in a space
within 10 feet of Miss Speckleback. If Miss Speckleback dies, the swallowed Miss Speckleback 5,000XP
creature is no longer restrained and can escape by using 15 feet of movement.
SENSES SAVING THROWS
Burrow. If Miss Speckleback is reduced below 50 hit points, takes more than Darkvision 60 ft, Str +10, Con +11
60 damage from a single source, or takes only ranged attack damage for more Passive Perception 16, DAMAGE VULNERABILITIES
than one consecutive round, she attempts to escape. She starts to churn up the Tremorsense 60 ft Fire
loose mud around her and capsizes a 30-foot-by-30-foot square with her at SKILLS CONDITION IMMUNITIES
the center. She descends downward into the mud at a speed of 20 feet, and the Perception +6, Athletics +10 Charmed, Frightened
swampy mud fills up the tunnel behind her. DAMAGE RESISTANCES
Anything caught in this churn must make a DC 14 Dexterity saving throw Bludgeoning, Slashing, Piercing
or be sucked into a sinkhole. The creature sinks half its height into the thick SPECIAL TRAITS
mud and must be helped out by someone on solid ground (helping someone
out of a sinkhole costs an action.) Struggling and attempting to climb out of Legendary Resistance (3/day). If Miss Speckleback fails a saving throw, she can
the mud unassisted causes the trapped creature to sink farther into the mud. If choose to succeed instead. This trait does not apply to the effects of ingesting
it continues to struggle for three turns, it becomes completely submerged and her eggs.
risks suffocating. Magic Resistance. Miss Speckleback has advantage on saving throws against
Miss Speckleback’s eggs all become submerged in the first round of her Burrow spells and other magical effects.
action. She only submerges for 1 round (20 feet) unless pursued (she can Under the Influence. If Miss Speckleback is engaged in the spring or
detect pursuers using her tremorsense.) If pursued, she continues to burrow summertime, she will be under the influence of at least two of her magic eggs at
in the direction of the water until she senses that pursuit has stopped. the time the encounter begins. Roll twice on the Frogspawn chart and modify
her stats accordingly.
LEGENDARY ACTIONS
ACTIONS
Miss Speckleback 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 Multiattack. Miss Speckleback makes two attacks: one with a front leg and one
end of another creature’s turn. Miss Speckleback regains all spent legendary with her tongue.
actions at the start of her turn. Leap (1/Long Rest). Miss Speckleback jumps up to 60 feet.
Lick. Miss Speckleback slobbers on the target, coating them in her saliva. They Leg. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
must make a Dexterity check DC 10 or drop something they are carrying in Hit: 33 (5d10 + 6) bludgeoning damage.
their hands. Tongue. Melee Weapon Attack: +10 to hit, reach 20 ft., one target.
Hit: 33 (5d10 + 6) bludgeoning damage. If the target is Medium of smaller,
Pin. If the target is prone, Miss Speckleback will step on them and hold them
it is grappled. Miss Speckleback can only have one creature grappled in this
down. They become restrained and can only escape by spending an action to
way at a time.
attempt a Strength (Athletics) check, DC 18.
Swallow. One creature grappled by Miss Speckleback must make a DC 16
Slap. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: the target Strength saving throw. On a failed save, the grappled creature is swallowed,
is thrown 10 feet away. and the grapple ends. While swallowed, the target is blinded and restrained,
Trip. The target must make a DC 17 STR or DEX (Athletics) check or be has total cover against attacks and other effects outside Miss Speckleback, and
knocked prone. takes 21 (6d6) acid damage at the start of each of Miss Speckleback’s turns.

ARMOR CLASS HIT POINTS SPEED


10 230 (17d12 + 119) 5 ft., Burrow 20 ft.

Animated Shield STR DEX CON INT WIS CHA


ARMOR (SHIELD), VERY RARE (REQUIRES ATTUNEMENT) 3 (-4) 13 (+1) 15 (+2) 4 (-3) 10 (+0) 16 (+3)

While holding this shield, you can speak its Lucky Frog 0XP
DAMAGE RESISTANCES SENSES
command word as a bonus action to cause it Acid, Cold, Fire, Force, Darkvision 60 ft.,
to animate. The shield leaps into the air and Lightning, Necrotic, Passive Perception 10
hovers in your space to protect you as if you Poison, Psychic,
were wielding it, leaving your hands free. The Radiant, Thunder
shield remains animated for 1 minute, until SPECIAL TRAITS

you use a bonus action to end this effect, or Good for All. Things just go well for anyone within 60
feet of the Lucky Frog. All skill checks within this range
until you are incapacitated or die, at which
get a +5 bonus. (Note that this applies to opponents
point the shield falls to the ground or into as well.)
your hand if you have one free. Lucky. The Lucky Frog always has advantage. If the
Lucky Frog has bonded with someone, becoming a beast
companion or a pet, that person may, 3 times per day,
choose to roll an additional d20 whenever they make
an attack roll, an ability check, or a saving throw. They
must choose to use this ability before making the roll.
They may then choose which of the two d20s to use to
determine their outcome.

ARMOR CLASS HIT POINTS SPEED


11 4 (1d8) 20 ft. Burrow 20 ft.
Shield of missile attraction Chime of Opening
ARMOR (SHIELD), RARE (REQUIRES ATTUNEMENT) WONDROUS ITEM, RARE

ART: JORDAN RICHER P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: JORDAN RICHER P THE DECK OF MANY © HIT POINT PRESS INC. 2020

Dagger of Venom Crab CR 0


WEAPON (DAGGER), RARE TINY BEAST, UNALIGNED
ART: JORDAN RICHER P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020
chime of opening shield of missile attraction
WONDROUS ITEM, RARE ARMOR (SHIELD), RARE (REQUIRES ATTUNEMENT)

This hollow metal tube measures about 1 foot While holding this shield, you have
long and weighs 1 pound. You can strike it as resistance to damage from ranged
an action, pointing it at an object within 120 weapon attacks.
feet of you that can be opened, such as a door,
lid, or lock. The chime issues a clear tone, and Curse. This shield is cursed. Attuning
one lock or latch on the object opens unless to it curses you until you are targeted by
the sound can’t reach the object. If no locks or the remove curse spell or similar magic.
latches remain, the object itself opens. Removing the shield fails to end the
The chime can be used ten times. After the curse on you. Whenever a ranged weapon
tenth time, it cracks and becomes useless. attack is made against a target within
10 feet of you, the curse causes you to
become the target instead.

STR DEX CON INT WIS CHA dagger of venom


2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) WEAPON (DAGGER), RARE

Crab 10XP
You gain a +1 bonus to attack and damage
SENSES
Blindsight 30 ft., rolls made with this magic weapon.
Passive Perception 9 You can use an action to cause thick,
SPECIAL TRAITS black poison to coat the blade. The
Amphibious. The crab can breathe air
poison remains for 1 minute or until an
and water. attack using this weapon hits a creature.
That creature must succeed on a DC 15
ACTIONS
Constitution saving throw or take 2d10
Claw. Melee Weapon Attack: +0 to hit, reach poison damage and become poisoned for
5 ft., one target. Hit: 1 bludgeoning damage. 1 minute. The dagger can’t be used this
way again until the next dawn.

ARMOR CLASS HIT POINTS SPEED


11 natural armor 2 (1d4) 20 ft., swim 20 ft.
Giant Wolf Spider 1/4 CR Scorpion CR 0
MEDIUM BEAST, UNALIGNED TINY BEAST, UNALIGNED
ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020

Warhorse CR 1/2
LARGE BEAST, UNALIGNED
ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020 P
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4) 12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

Scorpion 10XP Giant Wolf Spider 50XP


SENSES SENSES SKILLS
Blindsight 10 ft., Blindsight 10 ft., Perception +3,
Passive Perception 9 Darkvision 60 ft., Stealth +7
Passive Perception 13
ACTIONS
SPECIAL TRAITS

Sting. Melee Weapon Attack: +2 to hit, Spider Climb. The spider can climb difficult surfaces,
reach 5 ft., one creature. Hit: 1 piercing including upside down on ceilings, without needing to
make an ability check.
damage, and the target must make a DC 9
Constitution saving throw, taking 4 (1d8) Web Sense. While in contact with a web, the spider
knows the exact location of any other creature in contact
poison damage on a failed save, or half as with the same web.
much damage on a successful one.
Web Walker. The spider ignores movement restrictions
caused by webbing.
ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one


creature. Hit: 4 (1d6 + 1) piercing damage, and the
target must make a DC 11 Constitution saving throw,
taking 7 (2d6) poison damage on a failed save, or half as
much damage on a successful one. If the poison damage
reduces the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points, and
is paralyzed while poisoned in this way.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
11 natural armor 1 (1d4 - 1) 10 ft. 13 11 (2d8 + 2) 40 ft., CLIMB 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

Warhorse 100XP
SENSES
Passive Perception 11
SPECIAL TRAITS

Trampling Charge. If the horse moves at least


20 feet 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 5 ft.,


one target. Hit: 11 (2d6 + 4) bludgeoning damage.

ARMOR CLASS HIT POINTS SPEED


11 19 (3d10 + 3) 60 ft.
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