RedStarFilms

Insurrection: Mutants and Animals Pack 1

Mar 11th, 2017
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  1. Alpha Beast
  2. Animated Armor
  3. Anklebiter
  4. Badger
  5. Basilisk
  6. Bison
  7. Black Bear
  8. Bobcat
  9. Coyote
  10. Death Tyrant
  11. Flesh Atronach
  12. Frogman
  13. Gorgon
  14. Greater Beholder
  15. Horned Gator
  16. Jabberwock
  17. Landcrab
  18. Lesser Beholder
  19. Lurker
  20. Mountain Lion
  21. Mouther
  22. Revenant
  23. Risen Beholder
  24. Skagelk
  25. Skeleton
  26. Spore Bomb
  27. Teledog
  28. Tentaghoul
  29. Troglodyte
  30. Troll
  31. Whitetail Deer
  32. Wolf
  33. Zombie
  34.  
  35. ALPHA BEAST:
  36.  
  37. HP: 52/52
  38. AC/flat foot AC: 12/10
  39.  
  40. <<attribute bonuses>>
  41.  
  42. ST:+2
  43. VT:+2
  44. DX:+2
  45. IQ:-3
  46.  
  47. <<equipment/attacks/abilities>>
  48.  
  49. Medium mutant animal
  50.  
  51. Walk 12 meters
  52.  
  53. Diseased Bite. +4 to hit, 1d8 stabbing damage. On a hit, the target must succeed on a DC12 VT saving throw or be afflicted with flesh rot. Every 24 hours, they can make their save again, and if they fail, they take 2d8 damage. If this reduces their HP to 0, the creature is killed by this disease.
  54.  
  55. Pack Mentality. If the Alpha Beast is adjacent to at least one of its allies, it has advantage on its attack rolls.
  56.  
  57. Two-Headed. The Alpha Beast has advantage on all perception checks and on saving throws against being blinded, deafened, stunned, or knocked unconscious.
  58.  
  59. ANIMATED ARMOR:
  60.  
  61. HP: 78/78
  62. AC/flat foot AC: 18/18
  63.  
  64. <<attribute bonuses>>
  65.  
  66. ST:+5
  67. VT:+5
  68. DX:0
  69. IQ:-
  70.  
  71. <<equipment/attacks/abilities>>
  72.  
  73. Medium aberration
  74.  
  75. Walk 10 meters
  76.  
  77. Cannot be poisoned, blinded, charmed, deafened, exhausted, frightened, or paralyzed
  78.  
  79. Blindsight 20 meters (blind beyond this radius)
  80.  
  81. Antimagic Susceptibility. In an antimagic field, the armor is instantly incapacitated. When targeted by an effect that dispels magic, the armor must make a DC17 Defense check or be incapacitated.
  82.  
  83. False Appearance. While the armor remains motion less, it is indistinguishable from a normal suit of armor.
  84.  
  85. Magic Resistance. Animated armor has advantage on all magical effects made against it.
  86.  
  87. Marshal Aberrations. Unless incapacitated, animated armor and all other aberrations within 20 meters of it have advantage on saving throws against features that vanquish aberrations.
  88.  
  89. 2/day: Gout of Flame. The animated armor releases a spray of napalm in a three-meter cone in the direction it's facing, dealing 3d8 burn damage to all in the vicinity. Requires one round of prep time and fires it on its next turn.
  90.  
  91. -Firebrand. (20/20)
  92. --1d8 cut/stab + 1d4 burn
  93. --19-20x2 critical
  94. --1-2 fail chance
  95. --2-handed
  96. -5x liter bottles grain alcohol
  97.  
  98. ANKLEBITER:
  99.  
  100. HP: 14/14
  101. AC/flat foot AC: 12/10
  102.  
  103. <<attribute bonuses>>
  104.  
  105. ST:-4
  106. VT:0
  107. DX:+2
  108. IQ:-3
  109.  
  110. <<equipment/attacks/abilities>>
  111.  
  112. Tiny mutant animal
  113.  
  114. Walk 15 meters
  115.  
  116. Diseased Bite. +0 to hit, 1d4 cutting damage. On a hit, the target must succeed on a DC12 VT saving throw or be afflicted with flesh rot. Every 24 hours, they can make their save again, and if they fail, they take 2d4 damage. If this reduces their HP to 0, the creature is killed by this disease.
  117.  
  118. Keen Senses. The Anklebiter has advantage on all Perception checks.
  119.  
  120. Pack Mentality. If the Anklebiter is adjacent to at least one of its allies, it has advantage on its attack rolls.
  121.  
  122. BADGER:
  123.  
  124. HP: 8/8
  125. AC/flat foot AC: 11/10
  126.  
  127. <<attribute bonuses>>
  128.  
  129. ST:-3
  130. VT:+1
  131. DX:+1
  132. IQ:-4
  133.  
  134. <<equipment/attacks/abilities>>
  135.  
  136. Tiny animal
  137.  
  138. Walk 5 meters, burrow 1 meter
  139.  
  140. Darkvision 10 meters
  141.  
  142. Bite. +2 to hit, 1d4+1 stabbing damage.
  143.  
  144. Keen Smell. The badger has advantage on scent-based Perception checks.
  145.  
  146. BASILISK:
  147.  
  148. HP: 48/48
  149. AC/flat foot AC: 16/15
  150.  
  151. <<attribute bonuses>>
  152.  
  153. ST:+8
  154. VT:+7
  155. DX:-1
  156. IQ:-4
  157.  
  158. <<equipment/attacks/abilities>>
  159.  
  160. Medium mutant animal
  161.  
  162. Walk 4 meters
  163.  
  164. Darkvision 20 meters
  165.  
  166. Bite. +5 to-hit, 2d6 stab and 2d6 poison damage.
  167.  
  168. Petrifying Gaze. Can force an opponent within 10 meters to make a DC12 VT save or be petrified until the basilisk changes its focus. The opponent can avert their gaze as an immediate action if they aren't surprised by the creature. The basilisk will target itself if it sees its reflection.
  169.  
  170. BISON:
  171.  
  172. HP: 40/40
  173. AC/flat foot AC: 10/10
  174.  
  175. <<attribute bonuses>>
  176.  
  177. ST:+3
  178. VT:+2
  179. DX:-1
  180. IQ:-3
  181.  
  182. <<equipment/attacks/abilities>>
  183.  
  184. Large animal
  185.  
  186. Walk 12 meters
  187.  
  188. Charge. If the bison moves at least 10 meters and then hits with a ram attack on the same turn, the target takes an extra 2d6 damage. If the target is a creature, it must succeed on a DC13 ST saving throw or be knocked prone.
  189.  
  190. Hooves. +5 to hit, 2d4+3 crushing damage.
  191.  
  192. Horns. +5 to hit, 1d6+4 crushing damage.
  193.  
  194. BLACK BEAR:
  195.  
  196. HP: 18/18
  197. AC/flat foot AC: 11/11
  198.  
  199. <<attribute bonuses>>
  200.  
  201. ST:+2
  202. VT:+2
  203. DX:0
  204. IQ:-2
  205.  
  206. <<equipment/attacks/abilities>>
  207.  
  208. Medium animal
  209.  
  210. Walk 12 meters, climb 10 meters
  211.  
  212. Keen Smell. The bear has advantage on scent-based Perception checks.
  213.  
  214. Multiattack. The bear can make two attacks: one with its bite and one with its claws.
  215.  
  216. Bite. +3 to hit, 1d6+3 stabbing damage.
  217.  
  218. Claws. +3 to hit, 2d4+3 cutting damage.
  219.  
  220. BOBCAT:
  221.  
  222. HP: 8/8
  223. AC/flat foot AC: 13/11
  224.  
  225. <<attribute bonuses>>
  226.  
  227. ST:-3
  228. VT:+1
  229. DX:+2
  230. IQ:-3
  231.  
  232. <<equipment/attacks/abilities>>
  233.  
  234. Small animal
  235.  
  236. Walk 10 meters, climb 20 meters
  237.  
  238. Keen Smell. The bobcat has advantage on scent-based Perception checks.
  239.  
  240. Multiattack. The bobcat can make two claw attacks.
  241.  
  242. Claws. +1 to hit, 1d4 cutting damage.
  243.  
  244. COYOTE:
  245.  
  246. HP: 13/13
  247. AC/flat foot AC: 12/10
  248.  
  249. <<attribute bonuses>>
  250.  
  251. ST:0
  252. VT:+1
  253. DX:+2
  254. IQ:-3
  255.  
  256. <<equipment/attacks/abilities>>
  257.  
  258. Small animal
  259.  
  260. Walk 12 meters
  261.  
  262. Keen Hearing and Smell. The coyote has advantage on sound and scent-based Perception checks.
  263.  
  264. Pack Reliant. The coyote has advantage on attack rolls as long as at least one of the coyote's allies are adjacent to it, conscious and alive. It has disadvantage otherwise.
  265.  
  266. Bite. +2 to hit, 1d4+2 stabbing damage.
  267.  
  268. DEATH TYRANT:
  269.  
  270. HP: 190/190
  271. AC/flat foot AC: 19/17
  272.  
  273. <<attribute bonuses>>
  274.  
  275. ST:0
  276. VT:+2
  277. DX:+2
  278. IQ:+3
  279.  
  280. <<equipment/attacks/abilities>>
  281.  
  282. Large undead
  283.  
  284. Float 6 meters
  285.  
  286. Cannot be exhausted, poisoned, or prone
  287.  
  288. Negative Energy Cone. The Death Tyrant emits a magical 50-meter cone of negative energy. Any creature inside it feels a deep sense of dread. At the start of its turn, the Death Tyrant decides which way the cone faces and whether it is active. Any creature in that area cannot regain HP, but neither can the Death Tyrant. Any creature that dies there instantly rises as a zombie under the Tyrant's command, retaining its place in the initiative. The Tyrant can take a bonus action to control its zombies.
  289.  
  290. Bite. +4 to hit, 4d6 stabbing damage.
  291.  
  292. Eye Rays. The Death Tyrant has ten eye rays. It is able to shoot up to 3 of them at a time, rolling a d10 to determine which, and rerolling any duplicates. The eye rays have a range of 40 meters.
  293.  
  294. 1. Charm Ray. DC17 IQ saving throw; on a failure, the creature is charmed by the Tyrant for one hour or until it is harmed by the Tyrant.
  295.  
  296. 2. Paralyzing Ray. DC17 VT saving throw; on a failure, the creature is paralyzed for 1 minute. It can repeat the throw at the end of each of its turns, ending the effect on a success.
  297.  
  298. 3. Fear Ray. DC17 IQ saving throw; on a failure, the creature is frightened for 1 minute. It can repeat the throw at the end of each of its turns, ending the effect on a success.
  299.  
  300. 4. Slowing Ray. DC17 DX saving throw; on a failure, the creature's speed is halved for 1 minute, it can't take reactions, andit can only take either an attack action or a bonus action on its turn, not both. It can repeat the throw at the end of each of its turns, ending the effect on a success.
  301.  
  302. 5. Enervation Ray. DC17 VT saving throw; on a failure, the creature takes 8d8 poison damage, or half as much on a success.
  303.  
  304. 6. Telekinetic Ray. DC17 ST saving throw; on a failure, the Death Tyrant can move the creature up to 10 meters in any direction. The creature is restrained in the Tyrant's grip until the start of the Tyrant's next turn. The Tyrant can also move and finely manipulate objects weighing up to 200kg with this ability.
  305.  
  306. 7. Sleep Ray. DC17 IQ saving throw; on a failure, the creature is knocked unconscious for 1 minute. The effect ends if the creature takes damage or if another creature wakes it with a bonus action.
  307.  
  308. 8. Petrification Ray. DC17 DX saving throw; on a failure, the creature is restrained and begins to turn to stone, or another solid material such as steel. It must repeat the saving throw at the end of its turn or be petrified. A creature that is petrified can attempt to make the save again in order to break out once per day.
  309.  
  310. 9. Disintegration Ray. DC17 DX saving throw; on a failure, the creature takes 8d8 explosive damage. If this reduces the creature to 0HP, it is reduced to fine grey dust.
  311.  
  312. 10. Death Ray. DC17 DX saving throw; on a failure, the creature takes 10d10 poison damage. If this reduces the creature to 0HP, it dies automatically.
  313.  
  314. FLESH ATRONACH:
  315.  
  316. HP: 100/100
  317. AC/flat foot AC: 14/14
  318.  
  319. <<attribute bonuses>>
  320.  
  321. ST:+4
  322. VT:+4
  323. DX:-1
  324. IQ:-4
  325.  
  326. <<equipment/attacks/abilities>>
  327.  
  328. Medium construct
  329.  
  330. Walk 7 meters
  331.  
  332. Cannot be poisoned or exhausted
  333.  
  334. Vulnerable to fire
  335.  
  336. Aversion to Fire. If the flesh puppet takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
  337.  
  338. Berserk. Berserk. Whenever the flesh puppet starts its turn with 40HP or fewer, roll a d6. On a 6, it goes berserk. On each of its turns while berserk, the flesh puppet attacks the nearest creature it can see. If no creature is near enough to move to and attack, the flesh puppet attacks an object, with preference for an object smaller than itself. Once it goes berserk, it continues to do so until it is destroyed or regains all its HP.
  339.  
  340. Magic Resistance. A flesh puppet has advantage on all magical effects made against it.
  341.  
  342. Slam. +7 to hit, 2d8+4 crushing damage.
  343.  
  344. FROGMAN:
  345.  
  346. HP: 14/14
  347. AC/flat foot AC: 14/13
  348.  
  349. <<attribute bonuses>>
  350.  
  351. ST:+1
  352. VT:+1
  353. DX:+1
  354. IQ:-3
  355.  
  356. <<equipment/attacks/abilities>>
  357.  
  358. Medium mutant
  359.  
  360. Walk 6 meters, swim 12 meters
  361.  
  362. Bite. +1 to hit, 1d4+1 crushing damage.
  363.  
  364. Amphibian Communication. The Frogman can communicate with all forms of amphibians, intelligent or not, via croaking.
  365.  
  366. Amphibious. The Frogman can breathe in air and water.
  367.  
  368. Swamp Camo. In a marshy or swampy environment, the Frogman has advantage on Stealth checks.
  369.  
  370. GORGON:
  371.  
  372. HP: 115/115
  373. AC/flat foot AC: 17/17
  374.  
  375. <<attribute bonuses>>
  376.  
  377. ST:+5
  378. VT:+4
  379. DX:0
  380. IQ:-2
  381.  
  382. <<equipment/attacks/abilities>>
  383.  
  384. Large robot
  385.  
  386. Walk 12 meters
  387.  
  388. Vulnerable to shock
  389.  
  390. Pummel. 2d10+2 crushing damage; +2 to hit against prone targets
  391.  
  392. Gore. 1d8+2 stabbing damage; +3 damage when charging
  393.  
  394. Horsekick. 2d4+2 crushing damage; 19-20x2 crit
  395.  
  396. Charge. If the gorgon moves at least 10 meters in a straight line, its gore attack deals an extra 2d6 damage. If it is a creature, it must succeed on a DC13 ST check or be knocked prone.
  397.  
  398. Recharge 5-6: Tear Gas Breath [x]. As its attack action, the gorgon exhales tear gas in a 3 meter cone in a direction it is facing. Creatures within that need to breathe make a DC15 Defense check or be nauseated.
  399.  
  400. GREATER BEHOLDER:
  401.  
  402. HP: 175/175
  403. AC/flat foot AC: 18/16
  404.  
  405. <<attribute bonuses>>
  406.  
  407. ST:0
  408. VT:+4
  409. DX:+2
  410. IQ:+3
  411.  
  412. <<equipment/attacks/abilities>>
  413.  
  414. Large abberation
  415.  
  416. Float 6 meters
  417.  
  418. Antimagic Cone. The Greater Beholder creates a 50-meter cone of antimagic, as in the Antimagic Field spell. At the beginning of each of its turns, the Beholder decides which way the cone is facing and whether the cone is active. The area works against the Beholder's own eye rays.
  419.  
  420. Bite. +4 to hit, 4d6 stabbing damage.
  421.  
  422. Eye Rays. The Greater Beholder has ten eye rays. It is able to shoot up to 3 of them at a time, rolling a d10 to determine which, and rerolling any duplicates. The eye rays have a range of 40 meters.
  423.  
  424. 1. Charm Ray. DC16 IQ saving throw; on a failure, the creature is charmed by the Beholder for one hour or until it is harmed by the Beholder.
  425.  
  426. 2. Paralyzing Ray. DC16 VT saving throw; on a failure, the creature is paralyzed for 1 minute. It can repeat the throw at the end of each of its turns, ending the effect on a success.
  427.  
  428. 3. Fear Ray. DC16 IQ saving throw; on a failure, the creature is frightened for 1 minute. It can repeat the throw at the end of each of its turns, ending the effect on a success.
  429.  
  430. 4. Slowing Ray. DC16 DX saving throw; on a failure, the creature's speed is halved for 1 minute, it can't take reactions, andit can only take either an attack action or a bonus action on its turn, not both. It can repeat the throw at the end of each of its turns, ending the effect on a success.
  431.  
  432. 5. Enervation Ray. DC16 VT saving throw; on a failure, the creature takes 8d8 poison damage, or half as much on a success.
  433.  
  434. 6. Telekinetic Ray. DC16 ST saving throw; on a failure, the Greater Beholder can move the creature up to 10 meters in any direction. The creature is restrained in the Beholder's grip until the start of the Beholder's next turn. The Beholder can also move and finely manipulate objects weighing up to 100kg with this ability.
  435.  
  436. 7. Sleep Ray. DC16 IQ saving throw; on a failure, the creature is knocked unconscious for 1 minute. The effect ends if the creature takes damage or if another creature wakes it with a bonus action.
  437.  
  438. 8. Petrification Ray. DC16 DX saving throw; on a failure, the creature is restrained and begins to turn to stone, or another solid material such as steel. It must repeat the saving throw at the end of its turn or be petrified. A creature that is petrified can attempt to make the save again in order to break out once per day.
  439.  
  440. 9. Disintegration Ray. DC16 DX saving throw; on a failure, the creature takes 8d8 explosive damage. If this reduces the creature to 0HP, it is reduced to fine grey dust.
  441.  
  442. 10. Death Ray. DC16 DX saving throw; on a failure, the creature takes 10d10 poison damage. If this reduces the creature to 0HP, it dies automatically.
  443.  
  444. JABBERWOCK:
  445.  
  446. HP: 330/330
  447. AC/flat foot AC: 18/15
  448.  
  449. <<attribute bonuses>>
  450.  
  451. ST:+8
  452. VT:+7
  453. DX:+3
  454. IQ:+2
  455.  
  456. <<equipment/attacks/abilities>>
  457.  
  458. Huge abberation
  459.  
  460. Walk 10 meters, fly 20 meters
  461.  
  462. Truevision 40 meters
  463.  
  464. Resistant to corrosive, shock, cutting, stabbing, and crushing from nonmagical attacks
  465.  
  466. Immune to burn damage
  467.  
  468. Cannot be charmed
  469.  
  470. Recharge 6: Burble [x]. As its attack action, the Jabberwock releases a blast of disorienting nonsense in a 20-meter line. Each creature along that line must make a DC18 VT saving throw or take 10d6 explosive damage on a failed save, or half as much on a successful one.
  471.  
  472. Recharge 6: Eye Rays [x]. As its attack action, the Jabberwock projects a pair of energy beams with a range of 20 meters. They can target a single creature or two separate ones. The creatures targeted must make a DC18 DX saving throw, taking 10d8 burn damage on a failed save, or half as much on a successful one.
  473.  
  474. 3/day: Legendary Resistance [3]. If the Jabberwock fails a saving throw, it can choose to succeed instead.
  475.  
  476. At Will: Whiffle. As its attack action, the Jabberwock creates a vortex of winds with its wings in a 10 meter radius. While whiffling, ranged attacks in that radius have disadvantage, and Medium and smaller creatures must succeed a DC10 ST check to get closer to the Jabberwock. If Small or smaller creatures fail this check, they are blown out of the radius.
  477.  
  478. Vorpal Fear. If the Jabberwock can see a vorpal weapon (it knows), it is Frightened. If it takes damage from a vorpal weapon, it has disadvantage on attack rolls and attribute checks until the end of its next turn.
  479.  
  480. Multiattack. The Jabberwock makes three attacks: one with its bite, one with its claws, and one with its tail slap.
  481.  
  482. Bite. +9 to hit, 2 meter reach, 4d6+8 stabbing damage.
  483.  
  484. Claws. +9 to hit, 2 meter reach, 2d8+8 cutting damage.
  485.  
  486. Tail Slap. +9 to hit, 3 meter reach, 3d10+8 crushing damage. If the target is a medium or smaller creature, it must succeed on a DC14 ST saving throw or be knocked prone.
  487.  
  488. LANDCRAB:
  489.  
  490. HP: 85/85
  491. AC/flat foot AC: 14/14
  492.  
  493. <<attribute bonuses>>
  494.  
  495. ST:+3
  496. VT:+1
  497. DX:0
  498. IQ:-3
  499.  
  500. <<equipment/attacks/abilities>>
  501.  
  502. Large mutant animal
  503.  
  504. Walk 10 meters, burrow 3 meters
  505.  
  506. Darkvision 20 meters, tremorsense 60 meters
  507.  
  508. Grappling Bite. +5 to hit, 3d6 cutting damage plus 1d6 corrode damage. If the target is a Large or smaller creature, it is also grappled with an escape DC of 13. Until the grapple ends, the landcrab has advantage on biting the grappled creature.
  509.  
  510. 3/day: Acid Gun [2]. The landcrab spits acid in a 10-meter line if it has no creature grappled in its jaws. Any creature in that line must make a DC13 Reflex check or take 3d6 corrode damage, or half as much on a failed save.
  511.  
  512. LESSER BEHOLDER:
  513.  
  514. HP: 68/68
  515. AC/flat foot AC: 14/12
  516.  
  517. <<attribute bonuses>>
  518.  
  519. ST:-1
  520. VT:+2
  521. DX:+2
  522. IQ:+1
  523.  
  524. <<equipment/attacks/abilities>>
  525.  
  526. Medium aberration
  527.  
  528. Float 10 meters
  529.  
  530. Bite. +1 to hit, 1d6-1 stabbing damage.
  531.  
  532. Eye Rays. The lesser beholder shoots up to two of the following magical eye rays at one or two creatures it can see within 30 meters of it. It can use each ray only once on a turn.
  533.  
  534. 1. Confusion Ray. The target must succeed on a DC 13 IQ saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a the nearest creature. If the target can't attack, it does nothing on its turn.
  535. 2. Paralyzing Ray. The target must succeed on a DC13 VT saving throw or be paralyzed for 1d10 turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  536. 3. Fear Ray. The target must succeed on a DC13 IQ saving throw or be frightened for 1d10 turns. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the lesser beholder is visible to the target, ending the effect on itself on a success.
  537. 4. Wounding Ray. The target must make a DC13 VT saving throw, taking 3d10 poisoning damage on a failed save, or half as much damage on a successful one.
  538.  
  539. Attack Reflection. Instead of using two rays, the Lesser Beholder can use Attack Reflection during an enemy's attack made against it. It will roll against the attack roll and if it succeeds, the attack's damage will be redirected in a cone of force at the one who made it up to 20 meters away.
  540.  
  541. Otherworldy Guardian. A Lesser Beholder can guard a place or object chosen by its summoner for many, many years. If the item is stolen or destroyed, the Lesser Beholder simply vanishes. It otherwise never abandons its post.
  542.  
  543. Telepathy. Even though it has a mouth, a Lesser Beholder communicates via telepathy in whatever language the other participant knows.
  544.  
  545. LURKER:
  546.  
  547. HP: 6/6
  548. AC/flat foot AC: 11/10
  549.  
  550. <<attribute bonuses>>
  551.  
  552. ST:-4
  553. VT:0
  554. DX:+1
  555. IQ:-3
  556.  
  557. <<equipment/attacks/abilities>>
  558.  
  559. Tiny mutant animal
  560.  
  561. Walk 15 meters
  562.  
  563. Keen Senses. The Lurker has advantage on all Perception checks.
  564.  
  565. Diseased Bite. +0 to hit, 1d4 cutting damage. On a hit, the target must succeed on a DC12 VT saving throw or be afflicted with flesh rot. Every 24 hours, they can make their save again, and if they fail, they take 2d4 damage. If this reduces their HP to 0, the creature is killed by this disease.
  566.  
  567. MOUNTAIN LION:
  568.  
  569. HP: 22/22
  570. AC/flat foot AC: 12/10
  571.  
  572. <<attribute bonuses>>
  573.  
  574. ST:+2
  575. VT:0
  576. DX:+2
  577. IQ:0
  578.  
  579. <<equipment/attacks/abilities>>
  580.  
  581. Medium animal
  582.  
  583. Walk 15 meters, climb 12 meters
  584.  
  585. Keen Smell. The mountain lion has advantage on scent-based Perception checks.
  586.  
  587. Pounce. If the mountain lion moves at least 10 meters and then hits with a claw attack on the same turn, and the target is a creature, it must succeed a DC12 ST saving throw or be knocked prone. If the target is prone, the mountain lion can make one bonus bite attack against it at advantage.
  588.  
  589. Multiattack. The mountain lion makes two attacks: one claw and one bite, or two claws.
  590.  
  591. Bite. +4 to hit, 1d6+3 stabbing damage.
  592.  
  593. Claw. +4 to hit, 1d4+2 stabbing damage.
  594.  
  595. MOUTHER:
  596.  
  597. HP: 122/122
  598. AC/flat foot AC: 9/9
  599.  
  600. <<attribute bonuses>>
  601.  
  602. ST:0
  603. VT:+3
  604. DX:-1
  605. IQ:-2
  606.  
  607. <<equipment/attacks/abilities>>
  608.  
  609. Medium aberration
  610.  
  611. Walk 3 meters, swim 3 meters
  612.  
  613. Cannot be prone
  614.  
  615. Vulnerable to fire
  616.  
  617. Aberrant Ground. In a 3-meter radius around the mouther, the ground becomes doughlike. Any creature starting its turn here must succeed a DC10 ST check or be unable to move until the start of its next turn.
  618.  
  619. Recharge 5-6: Blinding Spittle. As its attack action, out of one of its mouths, the mouther releases a chemical glob up to 5 meters at a point it can see within 5 meters. Each creature within a meter must succeed on a DC13 Reflex check or be blinded until the end of the Mouther's next turn.
  620.  
  621. At Will: Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Any creature that starts its turn within 5 meters of the mouther and can hear the gibbering must succeed on a DC10 IQ saving throw. On a failure, the creature can't take actions and rolls a d6 to determine what it does. On a 1-5, it does nothing. On a 6, the creature melee attacks the nearest creature.
  622.  
  623. Bites. +2 to hit, 5d6 stabbing damage. If the target is Medium or smaller, it must succeed a DC10 ST save or be knocked prone. If the target is killed by this damage, it gets fully absorbed into the mouther.
  624.  
  625. REVENANT:
  626.  
  627. HP: 95/95
  628. AC/flat foot AC: 13/11
  629.  
  630. <<attribute bonuses>>
  631.  
  632. ST:+4
  633. VT:+4
  634. DX:+2
  635. IQ:+2
  636.  
  637. <<equipment/attacks/abilities>>
  638.  
  639. Medium undead
  640.  
  641. Walk 10 meters
  642.  
  643. Vulnerable to holy weapons and fire
  644.  
  645. Regeneration. At the top of its turn, the revenant gains 1d10 HP, unless it was attacked by a holy weapon or fire in the previous round or in this round before its turn.
  646.  
  647. Rejuvenation. When a revenant dies, its essence lingers. It can take over a corpse or a lesser undead, like a zombie or flesh golem. While the soul is bodiless, it can be targeted by a Vanquish ability, forcing it to permanently reside in another dimension.
  648.  
  649. Turn Resistance. The Revenant has advantage to all effects that turn undead.
  650.  
  651. Vengeful Tracker. When risen by a necromagician, the Revenant is given a specific set of targets to destroy. It relentlessly pursues this target, and has advantage on checks to ascertain its location. The revenant knows if its target dies, at which point it fades into the afterlife.
  652.  
  653. -[+1] Longsword.
  654. --2d6+1 cut/stab
  655. --19-20x2 critical
  656. --2-handed
  657.  
  658. RISEN BEHOLDER:
  659.  
  660. HP: 182/182
  661. AC/flat foot AC: 12/12
  662.  
  663. <<attribute bonuses>>
  664.  
  665. ST:0
  666. VT:+3
  667. DX:-1
  668. IQ:-2
  669.  
  670. <<equipment/attacks/abilities>>
  671.  
  672. Large undead aberration
  673.  
  674. Float 6 meters
  675.  
  676. Cannot be poisoned
  677.  
  678. Vulnerable to holy weapons and fire
  679.  
  680. Undead Fortitude. If damage reduces the risen beholder to 0HP, it must make a Defense saving throw with a DC of 5 + the damage taken, unless the damage is holy or from a critical hit. On a success, the zombie drops to 1 HP instead.
  681.  
  682. Zombie Bite. +3 to hit, 4d6 damage. When a risen beholder kills a creature by biting it, its body is marked for its creator to rise it at a later point.
  683.  
  684. Eye Rays. The risen beholder uses a random magical eye ray, choosing a target that it can see within 20 meters of it.
  685. 1. Paralyzing Ray. The targeted creature must succeed on a DC14 VT saving throw or be paralyzed for 1d10 rounds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  686. 2. Fear Ray. The targeted creature must succeed on a DC14 IQ saving throw or be frightened for 1d10 rounds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  687. 3. Enervation Ray. The targeted creature must make a DC14 IQ saving throw, taking 6d6 corroding damage on a failed save, or half as much damage on a successful one.
  688. 4. Disintegration Ray. If the target is a creature, it must succeed on a DC14 DX saving throw or take 5d10 exploding damage. If this damage reduces the creature to 0 HP, its body becomes a pile of fine gray dust.
  689.  
  690. SKAGELK:
  691.  
  692. HP: 36/36
  693. AC/flat foot AC: 14/14
  694.  
  695. <<attribute bonuses>>
  696.  
  697. ST:+2
  698. VT:+3
  699. DX:0
  700. IQ:-4
  701.  
  702. <<equipment/attacks/abilities>>
  703.  
  704. Medium aberration
  705.  
  706. Walk 15 meters
  707.  
  708. Pummel. 2d4+2 crushing damage; +2 to hit against prone targets
  709.  
  710. Gore. 1d8+2 stabbing damage; +3 damage when charging
  711.  
  712. Horsekick. 2d4+2 crushing damage; 19-20x2 crit
  713.  
  714. Charge. If the elk moves at least 6 meters in a straight line, its gore attack deals an extra 2d6 damage. If it is a creature, it must succeed on a DC13 ST check or be knocked prone.
  715.  
  716. SKELETON:
  717.  
  718. HP: 12/12
  719. AC/flat foot AC: 12/10
  720.  
  721. <<attribute bonuses>>
  722.  
  723. ST:0
  724. VT:+2
  725. DX:+2
  726. IQ:-2
  727.  
  728. <<equipment/attacks/abilities>>
  729.  
  730. Medium undead
  731.  
  732. Walk 10 meters
  733.  
  734. Darkvision 20 meters
  735.  
  736. Cannot be exhausted or poisoned
  737.  
  738. Vulnerable to crushing damage and holy weapons
  739.  
  740. HP: 1/1
  741. AC/flat foot AC: 5/5
  742.  
  743. <<attribute bonuses>>
  744.  
  745. ST:-3
  746. VT:-4
  747. DX:-4
  748. IQ:-4
  749.  
  750. <<equipment/attacks/abilities>>
  751.  
  752. Large mutated plant
  753.  
  754. Float 3 meters
  755.  
  756. Blindsight 10 meters (blind beyond this radius)
  757.  
  758. Cannot be blinded, deafened, frightened, paralyzed, poisoned, or knocked prone.
  759.  
  760. Eerie resemblance. This creature resembles a Greater Beholder. Any creature that has seen or heard of them must take a DC16 IQ check to avoid confusing it for one.
  761.  
  762. Explode on death. When a Spore Bomb reaches 0HP, it explodes violently, dealing 3d4 damage to all within 3 meters. On a successful DC16 Reflex check, take half damage instead. If caught in this radius, also take 3d4 poison damage, or none on a successful DC14 Defense check. If the Defense check fails and is 8 or lower, the victim is infected with spores for 6 hours. At the top of each hour, make another DC14 Defense check; if all of these fail, the creature dies at the end of this time and sprouts 2d4 tiny spores that grow to full size after a week and the cycle continues.
  763.  
  764. Touch. 1 poison damage, the creature must succeed a DC10 Defense check or be infected with the disease described in Explode on Death with the same conditions.
  765.  
  766. TELEDOG:
  767.  
  768. HP: 25/25
  769. AC/flat foot AC: 13/10
  770.  
  771. <<attribute bonuses>>
  772.  
  773. ST:+1
  774. VT:+1
  775. DX:+3
  776. IQ:+1
  777.  
  778. <<equipment/attacks/abilities>>
  779.  
  780. Small mutant animal
  781.  
  782. Walk 13 meters
  783.  
  784. Keen Senses. The Teledog has advantage on all Perception checks.
  785.  
  786. Recharge 4-6: Teleport [x]. The dog magically teleports, along with any equipment it is wearing or carrying, up to 15 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
  787.  
  788. Bite. +3 to hit, 1d6+1 stabbing damage.
  789.  
  790. TENTAGHOUL:
  791.  
  792. HP: 76/76
  793. AC/flat foot AC: 13/13
  794.  
  795. <<attribute bonuses>>
  796.  
  797. ST:+4
  798. VT:+3
  799. DX:-1
  800. IQ:-2
  801.  
  802. <<equipment/attacks/abilities>>
  803.  
  804. Large undead
  805.  
  806. Walk 14 meters
  807.  
  808. Resistant to crushing damage
  809.  
  810. Vulnerable to holy weapons and burn damage
  811.  
  812. Cannot be poisoned or exhausted
  813.  
  814. Tentacle. +6 to hit, reach 2 meters, 2d8+4 crushing damage. If the target is a non-undead creature, it must succeed on a DC12 VT check or be paralyzed for 1d10 rounds.
  815.  
  816. Stench. Any creature starting its turn within 3 meters of the Tentaghoul must succeed on a DC12 VT save or be poisoned for 2d4 damage until the start of its next turn. On a successful throw, the creature is immune to the stench of any tentaghoul for 24 hours.
  817.  
  818. Turning Defiance. The tentaghoul and any undead within 10 meters of it have advantage against effects that turn the undead.
  819.  
  820. TROGLODYTE:
  821.  
  822. HP: 28/28
  823. AC/flat foot AC: 11/11
  824.  
  825. <<attribute bonuses>>
  826.  
  827. ST:+2
  828. VT:+2
  829. DX:0
  830. IQ:-2
  831.  
  832. <<equipment/attacks/abilities>>
  833.  
  834. Medium mutant human
  835.  
  836. Walk 10 meters
  837.  
  838. Chameleon Skin. The Troglodyte has advantage on Stealth checks, as long as it holds still.
  839.  
  840. Stench. Any non-Troglodyte creature that starts its turn adjacent to the Troglodyte must succeed a DC12 VT saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to troglodyte stench for the next hour.
  841.  
  842. Sunlight Sensitive. While in sunlight, the Troglodyte has disadvantage on attack rolls, as well as Perception checks.
  843.  
  844. Multiattack. The Troglodyte makes three attacks: one with its bite and two with its claws.
  845.  
  846. Bite. +4 to hit, 1d4+2 stabbing + 2d4 poison damage.
  847.  
  848. Claws. +4 to hit, 1d4+2 cutting damage.
  849.  
  850. TROLL
  851.  
  852. HP: 175/175
  853. AC/flat foot AC: 12/11
  854.  
  855. <<attribute bonuses>>
  856.  
  857. ST:+4
  858. VT:+5
  859. DX:+1
  860. IQ:-2
  861.  
  862. <<equipment/attacks/abilities>>
  863.  
  864. Large mutant human
  865.  
  866. Walk 10 meters
  867.  
  868. Keen Smell. The Troll has advantage on scent-based Perception checks.
  869.  
  870. Loathsome Limbs. Whenever the Troll takes at least 25 damage in one turn, roll a d20 to see what happens.
  871.  
  872. 1-10: Nothing else happens.
  873.  
  874. 11-14: The Troll loses one leg. If it doesn't have any, roll again.
  875.  
  876. 15-18: The Troll loses one arm. If it doesn't have any, roll again.
  877.  
  878. 19-20: The Troll is decapitated, but it dies only if it can't regenerate. If it dies, so does its decapitated head.
  879.  
  880. Severed body parts are still alive, and move after the Troll on its initiative. A severed part has 12AC, 10HP, and the Regeneration trait.
  881.  
  882. A severed leg cannot attack and has a speed of 1 meter.
  883.  
  884. A severed arm can make one claw attack, and has a speed of 1 meter. Unless the Troll can see the arm and its target, the arm has disadvantage on its attack.
  885.  
  886. A severed head can make one bite attack and has no speed.
  887.  
  888. The troll's speed is halved if it loses a leg. if it loses both, it becomes prone. If it has both arms, it can crawl at a speed of 2 meters. If it only has one, it can crawl at a speed of 1 meter. With no limbs, its speed if 0.
  889.  
  890. Regenerate. The Troll regains 2d10 HP at the start of its turn, unless it took corrosive or burn damage within the last round or before its turn this round.
  891.  
  892. Multiattack.
  893.  
  894. Bite. +7 to hit, 1d8+3 stabbing damage.
  895.  
  896. Claw. +7 to hit, 2d4+4 cutting damage.
  897.  
  898. WHITETAIL DEER:
  899.  
  900. HP: 7/7
  901. AC/flat foot AC: 13/10
  902.  
  903. <<attribute bonuses>>
  904.  
  905. ST:-1
  906. VT:0
  907. DX:+3
  908. IQ:-3
  909.  
  910. <<equipment/attacks/abilities>>
  911.  
  912. Medium animal
  913.  
  914. Walk 15 meters
  915.  
  916. Hooves. +2 to hit, 2d4 crushing damage.
  917.  
  918. WOLF:
  919.  
  920. HP: 13/13
  921. AC/flat foot AC: 13/11
  922.  
  923. <<attribute bonuses>>
  924.  
  925. ST:+1
  926. VT:+2
  927. DX:+2
  928. IQ:-2
  929.  
  930. <<equipment/attacks/abilities>>
  931.  
  932. Medium animal
  933.  
  934. Walk 12 meters
  935.  
  936. Keen Hearing and Smell. The wolf has advantage on sound and scent-based Perception checks.
  937.  
  938. Pack Reliant. The wolf has advantage on attack rolls as long as at least one of the wolf's allies are adjacent to it, conscious and alive. It has disadvantage otherwise.
  939.  
  940. Bite. +2 to hit, 2d4+2 stabbing damage.
  941.  
  942. ZOMBIE:
  943.  
  944. HP: 18/18
  945. AC/flat foot AC: 8/8
  946.  
  947. <<attribute bonuses>>
  948.  
  949. ST:+1
  950. VT:+3
  951. DX:-2
  952. IQ:-4
  953.  
  954. <<equipment/attacks/abilities>>
  955.  
  956. Medium undead
  957.  
  958. Walk 5 meters
  959.  
  960. Darkvision 20 meters
  961.  
  962. Cannot be poisoned
  963.  
  964. Vulnerable to holy weapons and fire
  965.  
  966. Mindless Soldier. The zombie cannot use ranged weapons, and has disadvantage on any melee weapons it uses. It also has disadvantage on attempts to disarm it of its weapon.
  967.  
  968. Undead Fortitude. If damage reduces the zombie to 0HP, it must make a Defense saving throw with a DC of 5+the damage taken, unless the damage is holy or from a critical hit. On a success, the zombie drops to 1 HP instead.
  969.  
  970. Zombie Bite. +3 to hit, 1d4 damage. When a zombie kills a creature by biting it, its body is marked for its creator to rise it at a later point.
  971.  
  972. Slam. +3 to hit, 1d6+1 damage.
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