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. tHARLEQUIN
“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.