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- =MONSTERS=
- Animated Armor:
- A suit of medieval-looking armor without a wearer, kept aloft by the spirit of pure rage.
- HP: 78/78
- AC/flat foot AC: 18/18
- <<attribute bonuses>>
- ST:+5
- VT:+5
- DX:0
- IQ:-
- <<equipment/attacks/abilities>>
- Medium aberration
- Walk 10 meters
- Cannot be poisoned, blinded, charmed, deafened, exhausted, frightened, or paralyzed
- Blindsight 20 meters (blind beyond this radius)
- 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.
- False Appearance. While the armor remains motion less, it is indistinguishable from a normal suit of armor.
- Magic Resistance. Animated armor has advantage on all magical effects made against it.
- 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.
- 1/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.
- -Firebrand. (20/20)
- --1d8 cut/stab + 1d4 burn
- --19-20x2 critical
- --1-2 fail chance
- --2-handed
- -5x liter bottles grain alcohol
- Alpha Beast:
- The "pack leader" of a group of hounds, the Alpha Beast is nearly as big as a man if it stood on its hind legs. It doesn't need to, however. It has two vicious-looking heads on its shoulders, so that one can eat and the other can howl.
- HP: 52/52
- AC/flat foot AC: 12/10
- <<attribute bonuses>>
- ST:+2
- VT:+2
- DX:+2
- IQ:-3
- <<equipment/attacks/abilities>>
- Medium mutant animal
- Walk 12 meters
- 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.
- Pack Mentality. If the Alpha Beast is adjacent to at least one of its allies, it has advantage on its attack rolls.
- Two-Headed. The Alpha Beast has advantage on all perception checks and on saving throws against being blinded, deafened, stunned, or knocked unconscious.
- Anklebiter:
- A small lapdog imbued with unholy energy. Its formerly cute eyes are filled with contempt for all it sees, but it still lives under the heel of bigger dogs.
- HP: 14/14
- AC/flat foot AC: 12/10
- <<attribute bonuses>>
- ST:-4
- VT:0
- DX:+2
- IQ:-3
- <<equipment/attacks/abilities>>
- Tiny mutant animal
- Walk 15 meters
- 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.
- Keen Senses. The Anklebiter has advantage on all Perception checks.
- Pack Mentality. If the Anklebiter is adjacent to at least one of its allies, it has advantage on its attack rolls.
- Basilisk:
- If you've ever seen a komodo dragon, imagine seeing one on peyote. That's a basilisk. It's as big as a man on its hind legs, and goes from black to brown across its scales. Its teeth glisten with blood at all times, and it's always just finishing up a meal or looking for its next one. Hope you catch it at the former state.
- HP: 48/48
- AC/flat foot AC: 11/9
- <<attribute bonuses>>
- ST:+8
- VT:+7
- DX:-1
- IQ:-4
- <<equipment/attacks/abilities>>
- Medium mutant animal
- Walk 4 meters
- Bite. +5 to-hit, 2d6 stab and 2d6 poison damage.
- Petrifying Gaze. Can force an opponent within 10 meters to make a DC12 VT save or be debilitated 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.
- Darkvision 20 meters.
- Blink Dog:
- Someone's been getting into the uranium again, yes they have! This dog is gifted with the ability to teleport short distances, and is relatively intelligent compared to its more savage brethren.
- HP: 25/25
- AC/flat foot AC: /
- <<attribute bonuses>>
- ST:+1
- VT:+1
- DX:+3
- IQ:+1
- <<equipment/attacks/abilities>>
- Small mutant animal
- Walk 13 meters
- Bite. +3 to hit, 1d6 stabbing damage.
- Keen Senses. The Blink Dog has advantage on all Perception checks.
- 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.
- Frogman:
- Formerly human, the Frogman is now a stout, greenish creature that most closely resembles a frog, thus the name. It has a powerful set of hind legs and a large bulge under the throat which resembles a goiter. When it breathes, this sac bloats up tremendously.
- HP: 14/14
- AC/flat foot AC: 14/13
- <<attribute bonuses>>
- ST:+1
- VT:+1
- DX:+1
- IQ:-3
- <<equipment/attacks/abilities>>
- Medium mutant
- Walk 6 meters, swim 12 meters
- Bite. +1 to hit, 1d4+1 crushing damage.
- Amphibian Communication. The Frogman can communicate with all forms of amphibians, intelligent or not, via croaking.
- Amphibious. The Frogman can breathe in air and water.
- Swamp Camo. In a marshy or swampy environment, the Frogman has advantage on Stealth checks.
- Flesh Puppet:
- Stumbling, groaning and moaning. Different from a zombie, this massive flesh atronach's stench is almost as powerful as its massive frame. The dull look in its eyes shows about as much intelligence as one would guess from a creature of this construction, with blood sometimes leaking from the bald head of its 8 feet of bulk. Beware its strong grasp!
- HP: 100/100
- AC/flat foot AC: 9/9
- <<attribute bonuses>>
- ST:+4
- VT:4
- DX:-1
- IQ:-1
- <<equipment/attacks/abilities>>
- Medium construct
- Walk 7 meters
- Cannot be shocked, poisoned, charmed, exhausted, or poisoned
- Vulnerable to fire
- Slam. +7 to hit, 2d8+4 crushing damage.
- 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.
- Berserk. Berserk. Whenever the flesh puppet starts its turn with 40 HP 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.
- Magic Resistance. A flesh puppet has advantage on all magical effects made against it.
- Gator:
- This actually appears to be a normal alligator, aside from the horns atop its head. Strange.
- HP: 35/35
- AC/flat foot AC: 10/10
- <<attribute bonuses>>
- ST:+4
- VT:+2
- DX:0
- IQ:-4
- <<equipment/attacks/abilities>>
- Large mutant animal
- Walk 6 meters, swim 10 meters
- Darkvision 20 meters
- Grappling bite. +4 to hit, 1d10+1 stabbing damage. The bite can be used to transition into a grapple.
- Death Roll. To use this ability, a gator must hit with its bite attack. It can then attempt to start a grapple. If it wins the grapple check, the gator establishes a hold on the opponent with its mouth and furiously spins. Every round on its turn, the opponent can make a Grapple check against the gator, taking an additional 1d8 damage if it fails and freeing itself if it succeeds.
- Hide in Water. A gator can lie in the water with only its eyes, horns and nostrils showing, gaining a +10 cover bonus on Stealth checks.
- Swamp Camo. In a marshy or swampy environment, the Gator has advantage on Stealth checks.
- Gorgon:
- A robotic bull of incredible stature with a heavy, snorting nose and gleaming horns. Atop its back is a series of spikes and protruding from its rear is a stubby tail that doesn't seem like it does much in the way of balance. Along its sides are the painted words "RIOT CONTROL". Both of its deep-set eyes twinkle with a sense of animalistic hatred for everything around it. Beware its powerful charge!
- HP: 115/115
- AC/flat foot AC: 17/17
- <<attribute bonuses>>
- ST:+5
- VT:+4
- DX:0
- IQ:-2
- <<equipment/attacks/abilities>>
- Large robot
- Walk 12 meters
- Vulnerable to shock
- Pummel. 2d10+2 crushing damage; +2 to hit against prone targets
- Gore. 1d8+2 stabbing damage; +3 damage when charging
- Horsekick. 2d4+2 crushing damage; 19-20x2 crit
- Charge. If the gorgon 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.
- Tear Gas Breath (Recharge 5-6). The gorgon exhales tear gas in a three-meter cone in a direction it is facing. Creatures within that need to breathe make a DC15 Defense check or be nauseated.
- Hellhound:
- The shock troopers of hound packs, if they had that level of organization. Hellhounds are straight out of legend, spitting fire from their jaws like flamethrowers. Those who can tame them have a powerful, but insatiable ally on their side.
- HP: 45/45
- AC/flat foot AC: 15/14
- <<attribute bonuses>>
- ST:+3
- VT:+2
- DX:+1
- IQ:-1
- <<equipment/attacks/abilities>>
- Medium mutant animal
- Walk 15 meters
- Bite. +5 to hit, 1d8+3 stabbing plus 2d6 burning damage.
- Recharge 5-6: Spitfire [x]. The Hellhound has two abilities. One: It can spit flames from its mouth in a 3-meter cone. Each creature caught in this cone must make a DC12 DX saving throw, taking 4d6 burn damage on a fail, or half as much on a success. Two: It can expel magma onto the ground, creating a square up to five meters across. Anyone starting their turn in that square must succeed a DC14 DX saving throw, taking 2d6 burn damage on a fail, or half as much on a success.
- Keen Senses. The Hellhound has advantage on all Perception checks.
- Pack Mentality. If the Hellhound is adjacent to at least one of its allies, it has advantage on its attack rolls.
- Landcrab:
- A landcrab looks nothing like a crab. This is not a crab at all. Why is it called this? Instead, it resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half. When its cold glaze casts over you, a deep sense of dread sets. Beware its biting pincers!
- HP: 85/85
- AC/flat foot AC: 14/14
- <<attribute bonuses>>
- ST:+3
- VT:+1
- DX:0
- IQ:-3
- <<equipment/attacks/abilities>>
- Large mutant animal
- Walk 10 meters, burrow 3 meters
- Darkvision 20 meters, tremorsense 60 meters
- 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.
- 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.
- -2x landcrab pincer
- -2x landcrab claw
- Lesser Beholder:
- For those who've played a game of pre-Fall D&D, this creature is your worst nightmare and is frighteningly familiar. It is a floating abomination with many eye-stalks that slowly track anything in its perceptive gaze. A huge, gaping maw sits in the center of its sphere-like body. Above that is another huge eye, seeming to stare into one's very soul. Beware its magic gaze!
- HP: 68/68
- AC/flat foot AC: 14/12
- <<attribute bonuses>>
- ST:-1
- VT:+2
- DX:+2
- IQ:+1
- <<equipment/attacks/abilities>>
- Medium aberration
- Float 10 meters
- Bite. +1 to hit, 1d6-1 stabbing damage.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Telepathy. Even though it has a mouth, a Lesser Beholder communicates via telepathy in whatever language the other participant knows.
- -4x beholder eyestalk
- Mouther:
- A gibbering, screaming extra dimensional horror that takes no shape other than "nightmare". Its glistening, intestine-pink body is adorned with a horrific assortment of eyes, mouths and tendrils. Each of its mouths speaks in a different voicee: deep or shrill, wailing or ululating, crying out in agony or ecstasy. It shambles along the ground, rolling over its own mouths and eyes with little concern. Beware its putrid breath!
- HP: 122/122
- AC/flat foot AC: 9/9
- <<attribute bonuses>>
- ST:0
- VT:+3
- DX:-1
- IQ:-2
- <<equipment/attacks/abilities>>
- Medium aberration
- Walk 3 meters, swim 3 meters
- Cannot be prone
- Vulnerable to fire
- 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.
- Blinding Spittle. 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.
- 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.
- Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Any creature that starts its turn within 6 meters of the mouther and can hear the gibbering must succeed on a DC10 IQ check. On a failure, the creature can't take reactions 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.
- Risen Beholder:
- Somebody really fucked up. Combining an aberration with the undead, the Risen Beholder is insatiable, much like a zombie. It is missing a few of its tentacles, and its single large eye sits blank.
- HP: 182/182
- AC/flat foot AC: 12/12
- <<attribute bonuses>>
- ST:0
- VT:+3
- DX:-1
- IQ:-2
- <<equipment/attacks/abilities>>
- Large undead aberration
- Float 6 meters
- Cannot be poisoned
- Vulnerable to holy weapons and fire
- 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.
- Eye Rays. The risen beholder uses a random magical eye ray, choosing a target that it can see within 20 meters of it.
- 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.
- 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.
- 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.
- 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.
- Undead Fortitude. If damage reduces the risen beholder to 0 HP, 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.
- Revenant:
- Hunters and mercenaries of necromagicians, revenants mark and seek out a target tirelessly. As they resemble a zombie that is a little better put together, they may not be recognized among the rank-and-file undead hordes until they get up close.
- HP: 95/95
- AC/flat foot AC: 13/11
- <<attribute bonuses>>
- ST:+4
- VT:+4
- DX:+2
- IQ:+2
- <<equipment/attacks/abilities>>
- Medium undead
- Walk 10 meters
- Vulnerable to holy weapons and fire
- Regeneration. At the top of its turn, the revenant gains 1d10 hit points, unless attacked by a holy weapon or fire.
- 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.
- Turn Resistance. The Revenant has advantage to all effects that turn undead.
- 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.
- -[+1] Longsword.
- --1d10+1 cut/stab
- --19-20x2 critical
- --2-handed
- -4x Molotov cocktail
- Skagelk:
- This is a gigantic example of an elk- a meter high at the shoulder and incredibly muscular. The totally blacked-out eyes and sharpened teeth make it even more obvious that something here is wrong- or at least not right.
- HP: 36/36
- AC/flat foot AC: 14/14
- <<attribute bonuses>>
- ST:+2
- VT:+3
- DX:0
- IQ:-4
- <<equipment/attacks/abilities>>
- Medium aberration
- Walk 15 meters
- Pummel. 2d4+2 crushing damage; +2 to hit against prone targets
- Gore. 1d8+2 stabbing damage; +3 damage when charging
- Horsekick. 2d4+2 crushing damage; 19-20x2 crit
- 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.
- -2x skagelk horns
- Skeleton:
- Standing more upright than a zombie, this is a complete- or nearly complete- human skeleton. It shows more dexterity, but the nature of its exposed bone structure makes it vulnerable.
- HP: 12/12
- AC/flat foot AC: 12/10
- <<attribute bonuses>>
- ST:0
- VT:+2
- DX:+2
- IQ:-2
- <<equipment/attacks/abilities>>
- Medium undead
- Walk 10 meters
- Darkvision 20 meters
- Cannot be exhausted or poisoned
- Vulnerable to crushing damage and holy weapons
- -Hatchet.
- --1d10 cut/crush
- --20x3 critical
- -2x Molotov cocktail
- OR
- -M1-9. (20/20)
- --2d6
- --19-20x2 critical
- --9mm
- --20 mag size
- -3d20 rounds 9mm
- Spore Bomb:
- Vaguely resembling a Beholder, this floating fungus breaks off from a mold on a corpse near areas that have been infected with enough negative energy. It is bigger than a man in size and hovers a meter or two off the ground.
- HP: 1/1
- AC/flat foot AC: 5/5
- <<attribute bonuses>>
- ST:-3
- VT:-4
- DX:-4
- IQ:-4
- <<equipment/attacks/abilities>>
- Large mutated plant
- Float 3 meters
- Blindsight 10 meters (blind beyond this radius)
- Cannot be blinded, deafened, frightened, paralyzed, poisoned, or knocked prone.
- 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.
- 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.
- 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.
- Tentaghoul:
- A terrifying monstrosity built of nothing but fat, tentacles and hatred. Something deep within it gurgles hatefully as it lumbers toward its prey, the entire right half of its body a horrific mire of putrid flesh, writhing limbs and suction pads. Beware its ranged grab!
- HP: 76/76
- AC/flat foot AC: 13/13
- <<attribute bonuses>>
- ST:+4
- VT:+3
- DX:-1
- IQ:-2
- <<equipment/attacks/abilities>>
- Large undead
- Walk 14 meters
- Resistant to crushing damage
- Cannot be poisoned or exhausted
- 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.
- 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.
- Turning Defiance. The tentaghoul and any undead within 10 meters of it have advantage against effects that turn the undead.
- Zombie:
- Usually risen en-masse by mid-level necromagic, these zombies are not quite like the ones of popular culture. Its flesh rots off readily, revealing the bone underneath. Whatever wounds it sustained in life as well as undeath remain on its body.
- HP: 18/18
- AC/flat foot AC: 8/8
- <<attribute bonuses>>
- ST:+1
- VT:+3
- DX:-2
- IQ:-4
- <<equipment/attacks/abilities>>
- Medium undead
- Walk 5 meters
- Darkvision 20 meters
- Cannot be poisoned
- Vulnerable to holy weapons and fire
- 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.
- Slam. +3 to hit, 1d6+1 damage.
- 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.
- Undead Fortitude. If damage reduces the zombie to 0 HP, 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.
- =GANGERS=
- +GENERIC+
- Thug:
- HP: 36/36
- AC/flat foot AC: 12/12
- <<attribute bonuses>>
- ST:+2
- VT:+1
- DX:0
- IQ:-1
- <<equipment/attacks/abilities>>
- -Spike bat.
- --1d10 crush + 1d4 stab
- --19-20x2 critical
- --1-2 fail chance
- -1911. (7/7)
- --1d12+1
- --20x2 crit
- --.45 ACP
- --7 mag size
- Mutant Lieutenant:
- A threatening-looking ganger with four bulging arms and custom armor designed to support them.
- HP: 58/58
- AC/flat foot AC: 15/14
- <<attribute bonuses>>
- ST:+3
- VT:+2
- DX:+1
- IQ:0
- <<equipment/attacks/abilities>>
- Medium mutant human
- Quad-Wielder: If this creature has up to four weapons, it can use all four of them in a turn. It takes no penalty on its first attack as a regular multiwielder would, and its next three attacks are at a -2, -4, and -6.
- -Long hammer.
- --2d6 crush
- --20x3 critical
- --2-handed
- -1 meter reach
- -[+1].44 Revolver. (5/5)
- --4d4+1
- --20x3 critical
- --.44 Magnum
- --5 mag size
- Lowlife:
- HP: 22/22
- AC/flat foot AC: 11/10
- <<attribute bonuses>>
- ST:+1
- VT:-2
- DX:+1
- IQ:0
- <<equipment/attacks/abilities>>
- Medium human
- -Pipe Mauser. (10/10)
- --2d6+2
- --20x2 critical
- --1-2 fail chance
- --9mm
- --10 mag size
- -1d20 rounds 9mm
- Bandit:
- HP: 18/18
- AC/flat foot AC: 11/10
- <<attribute bonuses>>
- ST:+2
- VT:-1
- DX:+1
- IQ:0
- <<equipment/attacks/abilities>>
- Medium human
- -Machete.
- --1d8 cut
- --19-20x3 critical
- -1d4 bandages
- Mugger:
- HP: 24/24
- AC/flat foot AC: 11/10
- <<attribute bonuses>>
- ST:+1
- VT:-2
- DX:+1
- IQ:0
- <<equipment/attacks/abilities>>
- Medium human
- -Double-barreled Shotgun.
- --3d4x3
- --19-20x3 critical
- --12 gauge shells
- --2 mag size
- +THE CVLT+
- Adept:
- A newly-initiated member of The Cvlt. Their god has not yet begun to truly bless them.
- HP: 32/32
- AC/flat foot AC: 11/10
- <<attribute bonuses>>
- ST:+1
- VT:0
- DX:0
- IQ:+1
- <<equipment/attacks/abilities>>
- Medium mutant human
- Walk 12 meters
- 2/day: Sacrificial Heal [2]. The user harms themselves with their weapon to replenish an adjacent ally's health for double the amount.
- -Cvlt blade.
- --1d8+1 cut
- --20x2 critical
- --1-2 fail chance
- -Cvlt holy symbol. [Strangely warm to the touch.] (1AC)
- Cvlt Necromagician:
- HP: 65/65
- AC/flat foot AC: 15/13
- <<attribute bonuses>>
- ST:0
- VT:+1
- DX:+2
- IQ:+3
- <<equipment/attacks/abilities>>
- Medium mutant human
- Walk 12 meters
- 2/day: Invisibility [2]. You or a creature you touch becomes invisible for up to one minute (10 rounds). Anything the target is wearing or carrying is invisible as long as it is on the target's person.
- 3/day: Quick Revive [3]. Touch a creature that has died within the last minute (10 rounds). The creature returns to life with 1HP. This doesn't work on creatures that died of old age, and it doesn't restore any wounds. The creature does not become undead, simply restored to life.
- Recharge 5-6: Raise Dead [x]. Choose a pile of bones or a corpse. If your target is a pile of bones, it rises as a Skeleton under your command. If your target is a corpse, it rises as a Zombie under your command. You can use a bonus action to control this creature fully, or just give it general orders. The zombie or skeleton remains under your command for 24 hours, at which point you have to use the spell again to reassert control. Using this spell to reassert control does so on all undead creatures under your command.
- 1/day: Revitalizing Siphon [1]. Make a melee attack on a creature, imbued with unholy energy. On a hit, the target takes an additional 2d8 poison damage, and you regain that amount in HP. The spell lasts up to 1 minute (10 rounds) and you can make the attack as an attack action on each of your successive turns.
- -Cvlt ritual blade.
- --1d8+3 cut
- --20x2 critical
- --1-2 fail chance
- -Upgraded Cvlt robes. (3AC)
- Whisperer:
- HP: 75/75
- AC/flat foot AC: 15/14
- <<attribute bonuses>>
- ST:+1
- VT:+2
- DX:+1
- IQ:+3
- <<equipment/attacks/abilities>>
- Medium mutant human
- Walk 11 meters
- 3/day: Commune with Dead [3]. You grant the semblance of life and Intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be Undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no Compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
- 3/day: Inflict Wounds [3]. Make a melee attack on a creature, imbued with unholy energy. On a hit, the target takes an additional 2d10 poison damage.
- 2/day: Quick Revive [2]. Touch a creature that has died within the last minute (10 rounds). The creature returns to life with 1HP. This doesn't work on creatures that died of old age, and it doesn't restore any wounds. The creature does not become undead, simply restored to life.
- Recharge 6: Raise Dead [x]. Choose a pile of bones or a corpse. If your target is a pile of bones, it rises as a Skeleton under your command. If your target is a corpse, it rises as a Zombie under your command. You can use a bonus action to control this creature fully, or just give it general orders. The zombie or skeleton remains under your command for 24 hours, at which point you have to use the spell again to reassert control. Using this spell to reassert control does so on all undead creatures under your command.
- Witch:
- A terrible ghoulish figure with grey-blue skin and a long, black matted head of hair. Hands with fingers that end in wicked claws, they shake and shiver with each breath of its disdended chest. Its garments consist of a shredded loincloth adorned with bones, fetishes and various trinkets that harken back to the most pure of cavemen. Beware its powerful spells!
- HP: 72/72
- AC/flat foot AC: 17/15
- <<attribute bonuses>>
- ST:+4
- VT:+3
- DX:+1
- IQ:+2
- <<equipment/attacks/abilities>>
- Medium mutant human
- Walk 11 meters
- Vulnerable to fire and holy weapons
- Claws. +6 to hit, 2d8+4 cut damage.
- Amphibious. The witch can breathe air and water.
- Coven. Witches can form covens (generally of three), giving them a series of spells they can cast, as well as the ability to create a Witch's Eye. These will be explained below.
- Shared Spells. If all members of a coven are within 10 meters of one another, they have a number of special spells they can cast.
- 4/day: Identify [4]. Choose any object that you touch for ten minutes. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
- 3/day: Hold Person [3]. Choose a humanoid that you can see within range. The target must succeed on a IQ saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another IQ saving throw. On a success, the spell ends on the target.
- 2/day: Bestow Curse [2]. You touch a creature, and that creature must succeed on a IQ saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
- • Choose one attribute. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- • While cursed, the target has disadvantage on attack rolls against you.
- • While cursed, the target must make a IQ saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- • While the target is cursed, your attacks and spells deal an extra 1d8 poison damage to the target. A remove curse spell ends this effect.
- • At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.
- Witch's Eye. A Witch's Eye is an artifact created from a real eye which is then coated in varnish and put on a pendant. This allows the witch coven to see what the eye sees. If it is destroyed, each coven member takes 3d10 burning damage and is blinded for 24 hours.
- Innate Spellcaster. The Witch can innately cast spells with its IQ modifier (spell save DC 12).
- At will: Vicious Mockery. You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a wisdom saving throw or take 1d4 poison damage and have disadvantage on the next attack roll it makes before the end of its next turn.
- At will: Minor Illusion. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast the spell again.
- If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration or you can make discrete sounds at different times before the spell ends.
- If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a cubic meter. The image can't create sound, light, smell or any other sensory effect. Physical interaction with the object reveals it to be an illusion, because things can pass through it.
- If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful IQ check against your spell DC. If the creature discerns the illusion for what it is, the illusion becomes faint to the creature.
- 4/day: Witch Bolt [4]. Choose a creature within 10 meters. From your finger fires a blinding beam of blue lightning. On a hit, the creature takes 1d12 burn damage, and must succeed a DC13 Defense check or be paralyzed for 1d4 rounds.
- Illusory Appearance. The witch covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical
- inspection. For example, the witch could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 IQ check to discern that she is disguised.
- -AKM. (30/30)
- --4d4+1
- --18-20x2 critical
- --7.62x39mm
- --30 mag size
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