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Marlboro

Huge plant, chaotic evil

Armor Class: 15 (natural armor) Hit Points: 105 (10d12 + 40) Speed: 20 ft.

STR DEX CON INT WIS CHA

20 (+5) 10 (+0) 18 (+4) 6 (-2) 14 (+2) 6 (-2)

Saving Throws: Con +7, Wis +5 Skills: Stealth +4 Damage Immunities: Poison Condition Immunities:
Poisoned Senses: Darkvision 60 ft., passive Perception 12 Languages: Understands Common and
Sylvan, but can't speak Challenge: 5 (1,800 XP)

Special Traits:

Stealthy Approach. The Marlboro has advantage on Dexterity (Stealth) checks when trying to
surprise its prey.

Poisonous Resilience. The Marlboro has advantage on saving throws against poison, and it is immune
to the poisoned condition.

Multiattack. The Marlboro can use its Lunge and Cloying Breath on its turn.

Actions:

Lunge. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 5) piercing damage. If
the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be
swallowed by the Marlboro. A swallowed creature is blinded and restrained and takes 21 (6d6) acid
damage at the start of each of the Marlboro's turns. If the Marlboro takes 30 damage or more on a
single turn from a creature inside it, the Marlboro must succeed on a DC 15 Constitution saving
throw or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the
Marlboro. If the Marlboro dies, a swallowed creature is no longer restrained by it and can escape
from the corpse using 15 feet of movement, exiting prone.

Cloying Breath (Recharge 5-6). The Marlboro exhales a cloud of foul miasma in a 30-foot cone. Each
creature in that area must make a DC 15 Constitution saving throw, taking 35 (10d6) poison damage
on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is
also poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns,
ending the poisoned condition on a success.

Bad Breath (Recharge 6). The Marlboro exhales a noxious breath in a 60-foot cone. Each creature in
that area must succeed on a DC 15 Constitution saving throw or be affected by one of the following
conditions for 1 minute: blinded, deafened, paralyzed, poisoned, or confused. The creature can
repeat the saving throw at the end of each of its turns, ending the effect on a success.

Purify (3/Day). The Marlboro can magically remove any ongoing poison or disease effect on itself.

The Marlboro is a fearsome and hideous creature that hunts its prey with stealth and strikes with
powerful tentacles. Its poisonous abilities make it a formidable opponent, capable of poisoning and
incapacitating its foes. The Lunge attack allows it to swallow smaller creatures whole, further
increasing its deadliness. When threatened, the Marlboro can unleash its Cloying Breath and Bad
Breath to unleash potent poison effects on a large area. Its Purify ability allows it to cleanse itself of
any harmful effects, making it a challenging adversary for any party of adventurers.
Marlboro-ling

Large plant, chaotic evil

Armor Class: 12 (natural armor) Hit Points: 39 (6d10 + 6) Speed: 20 ft.

STR DEX CON INT WIS CHA

16 (+3) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 6 (-2)

Saving Throws: Con +4 Skills: Stealth +2 Damage Immunities: Poison Condition Immunities:
Poisoned Senses: Darkvision 60 ft., passive Perception 10 Languages: Understands Common and
Sylvan, but can't speak Challenge: 2 (450 XP)

Special Traits:

Stealthy Approach. The Marlboro-ling has advantage on Dexterity (Stealth) checks when trying to
surprise its prey.

Poisonous Resilience. The Marlboro-ling has advantage on saving throws against poison, and it is
immune to the poisoned condition.

Multiattack. The Marlboro-ling can use its Lunge and Cloying Breath on its turn.

Actions:

Lunge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 3) piercing damage. If
the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be
swallowed by the Marlboro-ling. A swallowed creature is blinded and restrained and takes 15 (4d6)
acid damage at the start of each of the Marlboro-ling's turns. If the Marlboro-ling takes 20 damage
or more on a single turn from a creature inside it, the Marlboro-ling must succeed on a DC 13
Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within
5 feet of the Marlboro-ling. If the Marlboro-ling dies, a swallowed creature is no longer restrained by
it and can escape from the corpse using 10 feet of movement, exiting prone.

Cloying Breath (Recharge 5-6). The Marlboro-ling exhales a cloud of foul miasma in a 15-foot cone.
Each creature in that area must make a DC 13 Constitution saving throw, taking 21 (6d6) poison
damage on a failed save, or half as much damage on a successful one. A creature that fails the saving
throw is also poisoned for 1 minute. The creature can repeat the saving throw at the end of each of
its turns, ending the poisoned condition on a success.

The Marlboro-ling is a juvenile and less powerful version of its CR 5 parent. It retains some of the
traits of the adult Marlboro, including its poisonous resilience, ability to surprise its prey, and the
capability to swallow smaller creatures. However, it has reduced hit points, damage output, and
range for its breath weapon, reflecting its lower challenge rating. As a CR 2 creature, the Marlboro-
ling is a formidable opponent for lower-level parties.
Horde of Ash Zombies

Medium undead, neutral evil

Armor Class: 8 Hit Points: 99 (18d8 + 18) Speed: 20 ft.

STR DEX CON INT WIS CHA

16 (+3) 6 (-2) 12 (+1) 3 (-4) 6 (-2) 5 (-3)

Saving Throws: Wis +0 Damage Immunities: Poison Condition Immunities: Poisoned Senses:
Darkvision 60 ft., passive Perception 8 Languages: Understands the languages it knew in life but can't
speak Challenge: 2 (450 XP)

Special Traits:

Horde. The ash zombies are a group of undead creatures acting together. They move and act as a
single unit. For all abilities and effects that target a creature, they target the entire horde.

Undead Fortitude. If damage reduces the ash zombies to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit.
On a success, the ash zombies drops to 1 hit point instead.

Actions:

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Ashen Breath (Recharge 5-6). The ash zombies exhale a cloud of choking ash and cinders in a 15-foot
cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) fire
damage on a failed save, or half as much damage on a successful one.

Swarming Attack. The horde of ash zombies can move through the space of any creature that is
Medium or larger. While in the creature's space, the ash zombies can make a melee attack against
that creature with disadvantage.

The Horde of Ash Zombies is a large group of weak undead creatures that have gathered together.
Individually, they are weak, but their combined numbers and swarming tactics make them a
dangerous force. The horde has reduced defenses and relies on their numbers and Undead Fortitude
to keep fighting. Their Ashen Breath ability can deal significant area-of-effect damage, making them
challenging for adventurers to face in groups. As a CR 2 creature, the Horde of Ash Zombies provides
a moderate challenge for a party of characters around 4th level.

Druid of the Circle of the Land


Medium humanoid (any race), neutral good

Armor Class: 13 (natural armor) Hit Points: 48 (5d8 + 20) Speed: 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 14 (+2) 14 (+2) 12 (+1) 18 (+4) 12 (+1)

Saving Throws: Int +3, Wis +7 Skills: Nature +5, Medicine +7, Survival +7 Senses: Passive Perception
14 Languages: Druidic plus any two other languages Challenge: 5 (1,800 XP)

Spellcasting. The Druid is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15,
+7 to hit with spell attacks). The Druid has the following prepared spells:

Cantrips (at will): Druidcraft, Guidance, Thorn Whip

1st level (4 slots): Entangle, Healing Word, Longstrider, Speak with Animals

2nd level (3 slots): Barkskin, Pass without Trace, Spike Growth

3rd level (2 slots): Call Lightning, Plant Growth

Natural Recovery (1/Day). The Druid can regain up to 2 expended spell slots during a short rest, up
to a combined level of 3.

Circle Spells. The Druid's circle spells are always prepared and don't count against the number of
spells they can prepare each day. The circle spells for this Druid are:

1st level: Absorb Elements, Fog Cloud 3rd level: Protection from Energy, Wind Wall 5th level: Plant
Growth, Stone Shape

Wild Shape (2/Short Rest). The Druid can use Wild Shape to transform into a beast with a challenge
rating of 1 or lower. They can stay in the beast form for up to 2 hours, ending the effect early by using
a bonus action.

Actions:

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning
damage, or 4 (1d8) bludgeoning damage if wielded with two hands.

Shillelagh (Bonus Action). The Druid's staff becomes magically imbued with nature's power. The
staff's damage die becomes a d8 and its damage type changes to magical bludgeoning. The Druid can
use their Wisdom modifier instead of Strength or Dexterity for the attack and damage rolls of melee
attacks using this weapon.

Call Lightning (Recharge 5-6). The Druid calls down a bolt of lightning in a 60-foot radius, 100-foot-
high cylinder centered on a point they can see within 120 feet. Each creature in that area must make
a DC 15 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much
damage on a successful one.

Reactions:

Uncanny Dodge. When an attacker the Druid can see hits them with an attack, they can use their
reaction to halve the attack's damage against them.
The Druid of the Circle of the Land is a versatile spellcaster, specializing in natural magic and the
powers of the land. They can call upon the forces of nature to support their allies, hinder their
enemies, and even shape-shift into beasts for utility and combat purposes. With their abilities to
control the environment and draw power from the land, they are formidable adventurers and
guardians of the wilderness.
Mimic

Medium monstrosity (shapechanger), neutral

Armor Class: 12 (natural armor) Hit Points: 58 (9d8 + 18) Speed: 15 ft.

STR DEX CON INT WIS CHA

17 (+3) 12 (+1) 14 (+2) 5 (-3) 13 (+1) 3 (-4)

Skills: Stealth +3 Damage Immunities: Acid Condition Immunities: Prone Senses: Darkvision 60 ft.,
passive Perception 11 Languages: understands Common but can't speak Challenge: 3 (700 XP)

Shapechanger. The mimic can use its action to polymorph into an object or back into its true,
amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies.

False Appearance. While the mimic remains motionless, it is indistinguishable from an ordinary
object.

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller
creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape
this grapple have disadvantage.

Multiattack. The mimic makes two pseudopod attacks.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning
damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite (Amorphous Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
piercing damage plus 4 (1d8) acid damage.

Actions:

Eye Rays (Recharge 5-6). The mimic shoots two magical eye rays. Each ray randomly chosen from the
options below. The mimic can use both eye rays on the same target or two different targets it can see
within 60 feet. The target must succeed on a DC 13 Dexterity saving throw or be affected by the ray's
effect.

1. Paralyzing Ray. The target is paralyzed for 1 minute. The target can repeat the saving throw
at the end of each of its turns, ending the effect on a success.

2. Acidic Ray. The target takes 10 (3d6) acid damage.

Reactions:

Shapechange Counter. When a creature attempts to interact with the mimic while it is in object form
and the mimic is aware of the creature's presence, the mimic can use its reaction to reveal its true
form and make a pseudopod attack against the creature.

The Mimic is a devious and deadly creature that disguises itself as an ordinary object to ambush
unsuspecting prey. It can mimic objects such as chests, doors, or even furniture, making it a
challenging and surprising encounter for adventurers. The mimic's false appearance ability allows it
to remain undetected until the moment it strikes, catching its victims off guard. With its adhesive
trait, it can grapple and restrain foes, setting them up for devastating attacks. Its eye rays add
additional utility and crowd control to its offensive capabilities. As a CR 3 creature, the mimic
provides a formidable challenge for a party of adventurers around 3rd level.
Mutated Webwing

Large beast, unaligned

Armor Class: 14 (natural armor) Hit Points: 67 (9d10 + 18) Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 16 (+3) 14 (+2) 2 (-4) 11 (+0) 4 (-3)

Skills: Stealth +7 Senses: Darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages: -
Challenge: 4 (1,100 XP)

Web Walker. The mutated webwing ignores movement restrictions caused by webbing.

Actions:

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and
the target must make a DC 13 Constitution saving throw, taking 9 (2d8) 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.

Web Spit (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The
target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check,
bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 15;
vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Ensnaring Web (Recharge 5-6). The mutated webwing releases a large and sticky web in a 20-foot
cone. Each creature in that area must make a DC 13 Strength saving throw or be restrained by the
webbing. A creature restrained by this webbing can use its action to make a DC 13 Strength check,
freeing itself or another creature within its reach on a success. The webbing can also be attacked and
destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic
damage).

The Mutated Webwing is a unique and dangerous creature, a strange amalgamation of a butterfly's
appearance and a spider's abilities. Its enlarged abdomen produces thick and sticky webbing that it
can spit at its foes, ensnaring them and hindering their movements. Like its spider counterpart, the
Mutated Webwing is a stealthy predator, using its web to immobilize its prey before delivering a
paralyzing bite. The mutation that has given it these abilities makes it a formidable opponent,
especially for parties of adventurers exploring the wild and encountering this unexpected threat.
Venomfang, the Young Green Dragon

Huge dragon, lawful evil

Armor Class: 18 (natural armor) Hit Points: 195 (17d12 + 85) Speed: 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA

23 (+6) 12 (+1) 21 (+5) 16 (+3) 14 (+2) 17 (+3)

Saving Throws: Dex +6, Con +10, Wis +7, Cha +8 Skills: Perception +12, Stealth +6 Damage
Immunities: Poison Senses: Blindsight 30 ft., Darkvision 120 ft., passive Perception 22 Languages:
Common, Draconic Challenge: 8 (3,900 XP)

Legendary Resistance (3/Day). If Venomfang fails a saving throw, it can choose to succeed instead.

False Appearance. While Venomfang remains motionless, he is indistinguishable from a normal,


albeit large, tree.

Amphibious. Venomfang can breathe both air and water.

Actions:

Multiattack. Venomfang can make three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 22 (2d10 + 6) piercing damage
plus 7 (2d6) poison damage. The target must succeed on a DC 18 Constitution saving throw or be
poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns,
ending the effect on a success.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 6) bludgeoning damage.

Poison Breath (Recharge 5-6). Venomfang exhales poisonous gas in a 60-foot cone. Each creature in
that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed
save, or half as much damage on a successful one. Additionally, a creature that fails the saving throw
by 5 or more is also poisoned for 1 minute. A poisoned creature can repeat the saving throw at the
end of each of its turns, ending the effect on a success.

Lair Actions: Venomfang can take lair actions on initiative count 20 (losing initiative ties). He cannot
use the same lair action two rounds in a row. He has the following lair actions:

1. Frightful Presence. Each creature within 120 feet of Venomfang that can see him must
succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the effect on a success.

2. Mist Cloud. Venomfang creates a 20-foot-radius sphere of fog centered on a point within 120
feet of him. The fog spreads around corners and its area is heavily obscured. It lasts until
initiative count 20 of the next round.

3. Tail Sweep. Venomfang sweeps his tail in a 40-foot line that is 10 feet wide. Each creature in
that line must make a DC 18 Dexterity saving throw, taking 35 (10d6) bludgeoning damage on
a failed save, or half as much damage on a successful one. The tail sweep can also knock the
creatures prone.

Regional Effects: The region within 6 miles of Venomfang's lair is affected by his presence, creating
the following magical effects:

1. Ensnaring Plants. Plants within the area grow thorns and tendrils, becoming difficult terrain.
A creature that starts its turn in the affected area must make a DC 15 Strength saving throw
or be restrained until the start of its next turn.

2. Foul Water. Bodies of water within the area become tainted by Venomfang's poison, causing
creatures that drink from or swim in them to be poisoned until they complete a short rest.

Lore: Venomfang is a cunning and treacherous young green dragon who has made his lair deep
within the haunted woods, shrouded in mist and danger. He thrives on chaos and power, and he uses
his intelligence and charisma to manipulate others to his advantage. Venomfang knows that a druid
in the vicinity seeks his demise, and he relishes the chance to engage in a deadly game of cat and
mouse with the druid and any adventurers who come to challenge him.

Venomfang has become aware of a group of cultists who revere him as a powerful creature and wish
to serve under his rule. He sees an opportunity to use these cultists to sow chaos and disrupt the
balance in the region. He promises them power and influence, using their loyalty to further his dark
and sinister plans.

The dragon's lair is filled with twisted plants, foul water, and the remnants of previous intruders.
Venomfang's cunning traps and illusions make it nearly impossible for anyone to sneak into his lair
unnoticed. He is constantly on guard and ready to use his deadly breath and attacks to strike down
those who dare to challenge him. Only the most resourceful and prepared adventurers stand a
chance against Venomfang and the forces of chaos he commands.

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