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Gallade[edit]

Medium fey, any alignment

Armor Class 18 (natural armor)


Hit Points 170 (20d8 + 80)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 17 (+3) 18 (+4) 20 (+5) 15 (+2) 17 (+3)

Saving Throws Str +8, Wis +5


Skills Insight +5, Performance +6, Persuasion +6
Senses darkvision 60 ft., passive Perception 12
Languages Sylvan, understands Common but doesn't speak it, telepathy 60 ft.
Challenge 6 (2,300 XP)

Synchronize. When the gallade is charmed, frightened, paralyzed, poisoned, stunned, or put to sleep
by an effect originating from a creature within 120 ft. of it, that creature must make a DC 14 Wisdom
saving throw or be affected as well as if they were targeted by the effect.

Magic Weapons. The gallade's weapon attacks are magical.

Steadfast (Recharges after a Short or Long Rest). If the gallade takes 21 damage or less that would
reduce it to 0 hit points, it is reduced to 1 hit point instead.

Justified. If the gallade take 30 or more damage on one turn, it has advantage on all attack rolls until
the end of its next turn.

Quick Guard. Attack rolls can't have advantage against creatures of the gallade's choice within 5 feet
of it.

ACTIONS
Multiattack. The gallade makes one slash attack and one psycho cut attack.

Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Psycho Cut. Ranged Spell Attack: +8 to hit, range 20/60 ft., one target. Hit: 14 (2d8 + 5) psychic
damage.

Golurk[edit]
Large construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


22 (+6) 7 (-2) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +9


Skills Athletics +9, Intimidation +3
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks that aren't
adamantine or silvered
Damage Immunities lightning, poison
Senses darkvision 60ft ft., tremorsense 60 ft., passive Perception 10
Languages understands Terran but can't speak
Challenge 7 (2,900 XP)

Healing Machine. Golurk was made with special magic that allows it to be healed by magic that does
not normally effect constructs, as such it can benefit from the following spells: cure wounds, healing
word, mass cure wounds, mass healing word, and spare the dying.

Iron Fist. Golurk deals an additional 3 damage on attacks made with its fists (included in attacks).

Magic Seal. the Golurk possesses a seal on its chest with an armor class of 20 and 30 hit points.
Reducing the seal to 0 hit points removes it, causing Golurk to go berserk. While berserk; Golurk is
considered to be an Undead instead of a Construct. On each of its turns while berserk, the Golurk
attacks the nearest creature it can see. If no creature is near enough to move to and attack, the Golurk
attacks an object, with preference for an object smaller than itself. Once the Golurk goes berserk, it
continues to do so until the seal is placed on its chest and the mending spell is cast.

No Guard (3/Day). When Golurk misses an attack, it may choose to turn the miss into a hit, at the cost
of the next attack made against it hitting regardless of the roll.

ACTIONS
Multiattack. The Golurk makes two Shadow Punch attacks.

Shadow Punch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 9) bludgeoning
damage. Regardless if the attack hits or misses, the target takes an additional 5 (1d10) force damage.

Dynamic Punch. Melee Weapon Attack: +9 to hit with disadvantage, reach 5 ft., one target. Hit: 20
(2d10 + 9) bludgeoning damage. On a hit the creature can't take reactions and must roll a d10 at the
start of each of its turns to determine its behavior for that turn. d10 - Behavior
1 - The creature uses all its movement to move in a random direction. To determine the direction, roll a
d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6 - The creature doesn't move or take actions this turn.

7-8 - The creature uses its action to make a melee attack against a randomly determined creature
within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10 - The creature can act and move normally.

At the end of each of its turns, an affected target can make a DC 17 Wisdom saving throw. If it
succeeds, this effect ends for that target.

Poltergeist (Recharge 5-6). Golurk targets an item that is being worn or carried by a creature within 60
feet of itself, causing it to swing around wildly. The creature wearing or carrying the item must make a
DC 16 dexterity saving throw, taking 35 (10d6) bludgeoning damage on a failed save or half as much
on a successful one. Every additional time Golurk uses this ability against a creature, the damage is
reduced by 10 (3d6), to a minimum of (1d6).

Energy Cannon (1/Day). Golurk plants itself onto the ground and retracts its legs into its body as an
action. In this form its movement speeds are 0, however it may end this at any time. As an action in this
form it may blast energy from where its legs were, emitting spectral energy in a 90 foot long, 10 foot line
beginning from itself. Each creature in this area must make a DC 16 dexterity saving throw taking 26
(4d12) force damage on a failed save or half as much on a successful one. Golurk can fire a energy in
this way 3 times before needing to take a long rest to recharge.

Grimmsnarl[edit]
Medium fey, any alignment

Armor Class 17 (natural armor)


Hit Points 135 (18d8 + 54)
Speed 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 15 (+2) 17 (+3) 13 (+1) 16 (+3) 13 (+1)

Skills Sleight of Hand +5


Senses darkvision 60 ft., passive Perception 13
Languages Sylvan, understands Common but doesn't speak it
Challenge 6 (2,300 XP)
Frisk. The grimmsnarl can make a Dexterity (Sleight of Hand) check as a bonus action.

Command Hair. The grimmsnarl has at least one 50-foot-long rope woven out of its hair. As a bonus
action, the grimmsnarl commands one such rope within 30 feet of it to move up to 20 feet and entangle
a Large or smaller creature that the grimmsnarl can see. The target must succeed on a DC 13 Dexterity
saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is
restrained. The grimmsnarl can use a bonus action to release the target, which is also freed if the
grimmsnarl dies or becomes incapacitated. A rope of grimmsnarl hair has AC 20 and 20 hit points. It
regains 1 hit point at the start of each of the grimmsnarl's turns while it has at least 1 hit point and the
grimmsnarl is alive. If the rope drops to 0 hit points, it is destroyed.

ACTIONS
Multiattack. The grimmsnarl makes two attacks, either with its False Surrender or its Spirit Break.

False Surrender. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing
damage. This attack can't gain disadvantage from any source.

Spirit Break (Recharge 5-6). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 22 (5d6 + 5)
bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or
have disadvantage on spell attack rolls for 1 minute. While affected in this way, the grimmsnarl has
advantage on saving throws against effects originating from the target. A creature can repeat the saving
throw at the end of each of its turns ending the effect on a success.

REACTIONS
Prankster. When a creature misses the Grimmsnarl with an attack, it can immediately use its reaction
make a false surrender attack against the creature.

Aggron[edit]
Large elemental, any alignment

Armor Class 19 (natural armor)


Hit Points 142 (15d10 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 9 (-1) 18 (+4) 12 (+1) 14 (+2) 11 (+0)

Saving Throws Str +7


Senses darkvision 120 ft., passive Perception 12
Languages Terran, understands Common but can't speak it
Challenge 6 (2,300 XP)

Siege Monster. The aggron deals double damage to objects and structures.

Heavy Metal. The aggron has advantage on saving throws to resist being moved.

Sturdy (Recharges after a Short or Long Rest). If the aggron takes 21 damage or less that would
reduce it to 0 hit points, it is reduced to 1 hit point instead.

Rock Head. The aggron takes half the damage from critical hits. This does not prevent any additional
effects due to critical hits, such as that of a vorpal sword.

ACTIONS
Heavy Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 32 (8d6 + 4) bludgeoning
damage.

Rock Slide. Ranged Weapon Attack: +2 to hit, range 60/180 ft., one target. Hit: 13 (4d6 - 1)
bludgeoning damage.

REACTIONS
Metal Burst. When the aggron takes damage from a melee attack, it can force the attacker to make a
DC 15 Dexterity saving throw. On a failed save, the creature takes damage equal to the damage of the
triggering attack, or half as much on a successful save.

Heliolisk[edit]
Small elemental, any alignment

Armor Class 14
Hit Points 121 (22d6 + 44)
Speed 60 ft.

STR DEX CON INT WIS CHA


7 (-2) 18 (+4) 15 (+2) 12 (+1) 17 (+3) 13 (+1)

Saving Throws Dex +7


Damage Immunities electric
Senses darkvision 60 ft., passive Perception 13
Languages Terran, understands Common but can't speak
Challenge 6 (2,300 XP)

Sand Veil. The helioptile has advantage on Dexterity (Stealth) checks made to hide in sandy terrain,
and during a sandstorm, attack rolls against it have disadvantage.

Dry Skin. While submerged in water or outside during rain, the helioptile regain 6 hit points at the start
of each of its turns.

Solar Power. During harsh sunlight, the helioptile has advantage on attack rolls, but loses 6 hit points
at the start of each of its turns.

ACTIONS
Multiattack. The heliolisk makes three attacks: two with its tail and one with its weather ball.

Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Control Weather. The heliolisk changes the weather to its choice of Rain, Sandstorm, or Harsh
Sunlight. This change takes 1d6 turns to occur.

Weather Ball. The heliolisk targets one creature within 60 feet of it that it can see. That creature must
make a DC 14 Dexterity saving throw. On a failure, the target takes 18 (4d8) damage of a type
depending on what weather is active currently, electric for rain, bludgeoning for sandstorm, and fire for
harsh sunlight, or half as much on a successful save.

Gengar[edit]
Medium undead, any alignment

Armor Class 15 (natural armor)


Hit Points 123 (19d8 + 38)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


7 (-2) 19 (+4) 14 (+2) 16 (+3) 14 (+2) 20 (+5)

Damage Immunities poison


Condition Immunities grappled, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 12
Languages Auran, understands Common but doesn't speak it
Challenge 6 (2,300 XP)

Cursed Body. A creature that hits the gengar with a melee attack while within 5 feet of it must succeed
on a DC 16 Wisdom saving throw or be frightened of the gengar for 1 minute. A creature can repeat this
saving throw at the start of each of its turns, ending the effect on a success.

Shadow Tag. When the gengar hits a creature with an opportunity attack, the creature must succeed
on a DC 16 Wisdom saving throw or its speed becomes 0 for the rest of the turn.

ACTIONS
Multiattack. The gengar makes two attacks, either with its night shade or with its shadow ball.

Night Shade. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 20 necrotic damage.

Shadow Ball. Ranged Spell Attack: +8 to hit, range 20/60 ft., one target. Hit: 19 (4d6 + 5) psychic
damage.

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