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HANDY MAN Large monstrosity chaotie evil ‘Armor Class 17 (Natural Armat) Hit Points 108 (13410 +26) Speed 30 climb 30 f. STR DEX CON INT. WIS. CHA 19 (44) 1442) 1562) 1140) 16643) 91) Saving Throws DEX +5, WIS 46 Skills Athletics +7 Senses Darkvision sof, Passive Perception 16 Languages Abyssal Challenge 6 2,300 xP) ‘Shadow Lurker. The handy man can turn invisible as a bonus action in conditions of low light or darker. Enveloping Arms. While the handy man's arms appear to be a constantly tangled and writhing mass, it actually has nearly perfect coordination of its appendages, and is adept at ‘overwhelming its prey. The handy man has advantage on any athletes atiempt to grapple an opponent, and can do so as a ‘bonus action, ACTIONS Pon -Multiattack. The handy man makes three attacks with its Slam. ‘Slam, Melee Natural Attack: +7 to hit, each 10 ft, 1 target Hit 12 (246 +4) bludgeoning damage. | Final Embrace. The handy man can use its action to ravage a ‘grappled vietim, biting and clawing viciously and gleefully Into its prey. This deals 36 (846 + 4) slashing damage and ends the grapple. HANDY MAN Inthe streets of Tarbien, the youngest child and most addled drunk know not to take shortcuts at night. The handy man is known by many names; the apprehend the desecator, i snatcher demon, and is often written offs a horror story, but ust enough disappearances happen every year to mak itone worth heeding. or ‘ > While born on the material plane, the creaturesare closer to“): fiends than monsters, as they are formed from the souls of kidnappers, human traffickers, and similar degenerates that do not pass to their proper resting place. The handy man takes F great delight in the hunt, and will go out ofits way to instill as i ‘much terror into its victim as possible before bearing down on in spite of all this, these creatures are actually tremendous, Cowards, and will only fight more than one opponent if there istruly no other option. t HARLEQUIN “The fear of clowns goes back asfar as clown themselves, and ‘not without very good reason. While ess insidious than their shape changing cousins, harlequins are a nightmare to tencounter, as they may have a whole crowd cheering as you! draw your final breath. While these creatures are mostly human in appearance do not let yourself be fooled. harlequin is the product of dark and unholy rituals between the Fey and humans, where a human {s infused with all ofthe need for attention, lack of impulse control, and sadistic nature of the dark Fey while being completely stripped of their ego. The usual victims are ‘unwitting humans who stumble into the play and happen to catch a glimpse ofthe theater in the darker corners ofthe realm. The price of admission taken after the fact is usually quite lofty, HARLEQUIN Medium humanoid, chaotic evil ‘Armor Class 16 (Studded Leather) Hit Point 69 (96 +27) Speed 45 A. STR DEX CON INT. WIS.__CHA 1140) 1964) 16643) 1040) 81) 184) Saving Throws DEX +6,CHA +6 Skis Acrobatics +6, Deception +6, Sleight of Hand +6, Stealth +6 Senses Passive Perception 9 Languages Common’ Challenge (1,100 xP) Laugh it Of6 The harlequin is no stranger to pain,and can shrug of blows that would kil or ripple anormal man. Once per day when the harlequin would be brought to zero hit points by an attack it ca instead go down t 1. ‘Come Join the Fun! The harlequin i a master performer, and ‘an make even the most brutal of acts appear tobe mere stage ply. Passersby must make an opposed insight check against theharlequin’s deception to realize the true nature of ts act. ‘Afilure means whatever the harlequin s doing, from torture to murder to ghting for its fe appears to be a rather elaborate performance. ACTIONS -Multiattack. The harlequin makes tree Dagger attacks. Dagger Melee Weapon Attack: +6 to hit, each ft, target. Hit 7 (148+ 4) piercing damage. Dagger Ranged Weapon Attack: 6 o hit range 2060 ft, 1 target. Hit 7 (148+ 4) piercing damage. ‘Share the Love. The harlequin makes one attack with its 4aqger adding the damage taken from Relish the Pain to any normal damage on a successful hit REACTIONS Relish the Pan. The harlequinisa profound sadomasochist, and doesnot shy away from death or pain, whether itis giving ‘or receiving it Any pain enduted bythe harlequin tan dish Fight back out, creating a dark bond between it and its victims “The harlequin can use ts reaction to turn one attack against Itintoaertical ht, regardless of opponents roll. Damage taken inthis way can be storedto use in Share the Love, but ‘accumulated damage goes away after any healing is completed by the harlequin. AN ANCIENT Cras’s LAIR Ancient crabs prefer cool and wet environments, but apart from those distinct actions are decidedly not pick. Most settle down, {in swamps or underwater caves and are content to spend most oftheir ime napping while burowed comfortably int the ‘round. The presence of these ancient beings draw forth water tlementals, ho enhance and nourish the natural environment, resulting in beautiful coral coating a cave and asamp ‘becoming covered in even denser vegetation. LAIR ACTIONS ‘On intative count 20 (losing intative ties) the ancient cab takes a lai action to cause one ofthe following effects; the Ancient erab cart use the same fect two rounds ina row + The ground tuens to mud in 210 tcube within 60 ft OF the Ancient crab, A creature in the area must make 3 DC13 ‘exterity saving throw or be restrained «A hot stream of steam spews orth from the ground under fone target. The target must mate 3 DCT3 constitution saving throw or take 4 (1) fre damage. REGIONAL EFFECTS ‘The region containing a legendary ancient crabs airs blessed bythe plane of water which creates one or more ofthe following effects within 220 mile radius + Plan life grows at double the speed, but not beyond it's + Waters magical purified in the area, making all natural ‘wate safe for consumption. Ifthe ancient dies, these effects fade over the course of 146 ays ANCIENT CRAB ‘Ancient crabs are just that, crabs that have managed through either strokes of luck ar some obseure destiny to live far beyond their natural lifespans. These creatures develop wisdom and a simple kind of cunning over ther very long lives, making them exceedingly good at ferreting out a person's intention. ‘The shell ofan ancient crab is incredibly resistant tothe cold hile being tough but not brittle. This makes ita prized ‘component for crafting armor and shields, and since one crab often has enough shell for several suits of armor, many adventurers have risked life and limb hunting these crustaceans. Few have succeeded, as an ancient crab isnot only difficult to find, but wil usually flee fit detects danger rather than stand. and fight. Be warned though, ifan ancient crab is comered they are capable of devastating rampages, bringing all their centuries of survival instincts to bear on their threat. ANCIENT CRAB Huge monstrosity, neutral ‘Armor Class 19 (Natural Armo”) Hit Points 149 (12d12 + 60) Speed 40, swim 60, burrow 30 ft 1964) Dex 1040) con 2065) 9c) wus 1763) cHa 8a) Saving Throws DEX +3, CON 48, WIS 46 Skil insight +9 Damage Resistances Aci, Coli; Percing and Slashing fom Nonmagical Attacks that aren'tAdamantine Senses Tremorsense 60 (while burrowed), Passive Perception 13, Languages Aquan Challenge 72,00 xP) Legendary Resistance (2/Day} When the ancient crab fails. a saving thou, it may instead choose to succeed Coat of Arms. Ancient crabs lve upto their names, and no ‘reature that ives fr centuries does so without conflict. The body of an ancient crab is covered in weapons lost by those who Sought it ut for its resilient shel, and it draws powers from the ‘more exceptional of these. An ancient crab has a +1 bonus to attack and damage by channeling the magical enhancements lodged in its body. At the DM's discretion ths bonus may be greater if greater weapons are within ts shel. Ensnaring Shell. The ancient cab is selfish hellish, and its carapace understands this. Any weapon attack that meets Without exceding the AC ofthe ancent cra, or misses by 5 ‘or ess, gts stick in its shell creature can attempt a DC 16. Sthetics check to dislodge the weapon when it becomes lodged nd afterwards asan action, ACTIONS -Muitiattack. The ancient crab makes wo Slam attacks and one Pinch ‘Slam, Melee Weapon Atack +8 to hit reach 15 ft, target, Hit'19 2412+ 5) bludgeoning éamage. Pinch, Melee Weapon Atack: +8 to hit reach 15 ft, 1 target. Hit 9(1d6+5) slashing damage Bubble Breath (Recharge 5-6). The ancient crabs spews foam Jina 15 cone leaving dangerous acidic bubbles Nosting in the ais Creatures within the area must succeed at DC 16 dexterity Saving throw or take 32 (86) acid damage. The bubbles linger Inthe area for 1 rounds, and any creature moving into the Dubbs takes & (206) acid damage, and a subsequent 8 (240) acid damage for any turn the creature starts in the bubbles. LEGENDARY ACTIONS ‘The ancient crab has thee legendary actions which itcan use atthe end of another creatures turns and recharge atthe beginning of it's own tur, ‘Snip Snip (Costs 1 Actions). The ancient crab makes a pinch ‘clam Up (Costs 2 Actions). The ancient crab hunkers down, ‘boosting its defences. gets a +4 bonus to AC, and cannot ‘make attacks of opportunity unl the end of its next turn, Froth (Costs 2 Actions). The ancient crab recharges its Bubble Breath, ARBOREAL NADARLICH Medium plant, neutral ‘Armor Class 17 (Natural Armor) Hit Points 239 (18d12+ 108) Speed 60 ft, burrow 60 f STR DEX CON INT. ws. CHA 19(44) 10(40) 2266) 1140) 20045) 16043) Saving Throws STR +11, CON 113, WIS +12 Skills History 47 Insight +12, Nature 47, Perception +12 ‘Damage Resistances Cold Lightning, Necrotic ‘Damage Immunities Poison Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition immunities Blinde, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petified Poisoned ‘Senses Blindsight 120", Tremorsense 1208, Pasive Perceotion 22 ‘anauaes Common ps dy languags spoken nears lm Challenge 21 (33,000 xP) Legendary Resistance (3/Day) if the nddarich alsa saving throw, it can choose to succeed instead. Verdant Rejuvenation. ithe forest that spawned i stil stands, 8a destroyed nidartich gains anew body in 148 years, regaining allits hitpoints and becoming active again. The new body Spears within the canter ofthe forest If the center ofthe foros has been blighted, the newly spawned nadarlch fs neutral evil, ifthe center ofthe forest hasbeen hallowed, the newly spawned indalch is neutral good. ‘Spelicasting. The aarlch isan 1uvevelspellcaster. ts spelcasting ability is wisdom (spell save DC 2, +12to hit with Spel attacks) The nadarlch has the following druid spells prepared: i aE: Cantrps at wills thoen whip, idea poson spray ‘st evel (4 slots: create or destroy water, cure wounds, faerie fice, ce knife 2nd level slots): heat meta earthing, moonbeam, hold person 3d level sot) wall of water erupting earth, light daylight 4th evel @ slot): polymorph charm monster Sth evel (slot) wrath of ature, ante shel 6 evel (loo hea sunbeam 7 eve (0 fire storm, whiting Ah evel (sod control weather sunburst ‘5th level (slot: shapechange Font of Life. The nidatich haeretetanca to necrotic damage Ifitis neutral or good aligned. Mire of Rot. The nadatch has resistance to radiant damage ‘Mics evi aligned. ACTIONS Ensnaring Vines. Range Spell tack: +12 to hit, reach 30 fe, one ‘creature. Hit: 12346) bludgeoring damage. The target must Stccsed on a OC 18 Strength saving throw or be restrained Lunia euccecful check or the ine taka 15 points of damage. ‘The vines are vulnerable to fire. The target can repeat the saving throw at the end of each ots turns ending the effect on itself LEGENDARY ACTIONS “The nidalich can take 3 legendary ations, choosing from the ‘options below. Only one legendary action can be used ata time and only atthe end ofanother creature's turn. The nidarlich ‘Fegan spent legendary actions at the start of ts tur. ‘Cantrip. The nadarlich casts a cantrip. Reach ofthe Forest (Costs 2 Actions). The nddarlich uses its Ensnaring Vines. Winters Slumber (Costs 2 Actions). The nadarlch focuses its presence ona creature within 20 fet oft. The target must Succeed on a DC 18 Constitution saving throw against this ‘magic or gain one point of exhaustion. The exhausted target. an repeat the saving throw a the end ofeach ofits turns, ‘emoving al points of exhaustion on ise ona sucess, but ‘gaining anather point for every fallure fa targets saving ‘hrow i success or the eectends forthe target is Immune to the Winters Slumber forthe next 24 hours. ‘Absorb Life (Costs 3 Actions)-Each living creature within20 {eet ofthe nsarlch must make a DC 18 Constitution saving throw against this magic taking 16 (46) necrotic damage on a failed save, or halfas much darage ona successful one. The indarlich heal an amount equal to damage dealt this way.

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