Vulnerabilities: bludgeoning, radiant
Rays (Spell DC 16)
The soul pillar shoots one of the following magical rays at random, (roll 1d10) at a random target it can sense within 120 feet of it:
1 - Charm Ray
2 - Paralyzing Ray
3 - Fear Ray
4 - Slowing Ray
5 - Enervation Ray
6 - Telekinetic Ray
7 - Sleep Ray
8 - Petrification Ray
9 - Disintegration Ray
10 - Death Ray
Ray (1 legendary charge)
Lair action at count 20
1d10 damge to self from bending
Brave
The paladin has advantage on saving throws against being frightened.
Divine Smite
As a bonus action, the paladin can expend a spell slot to cause its melee weapon attacks to magically deal an extra 9 (2d8) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the paladin expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each level above 1st. The damage increases by 1d8 if the target is an undead or a fiend.
Multiattack
The paladin squire makes two melee attacks.
Warhammer
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) bludgeoning damage, or 8 (1d10 + 2) bludgeoning damage if used with two hands.
Spellcasting
The paladin squire is a 3th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The paladin has the following spells prepared:
1st level (3 slots): bless, cure wounds, detect evil and good, heroism, protection from evil and good
2nd level (1 slots): lesser restoration, protection from poison
*The paladin casts these spells on itself before combat.
Reactions
Parry
The paladin adds 2 to its AC against one melee attack that would hit it. To do so, the paladin must see the attacker and be wielding a melee weapon.
Knights of their respective orders and conduits of their grand deity, paladins stand in front of the enemy of their religion without any fear or care for death. Every paladin holds a code of honor or ethics that is dear to them, to break this code is to lose everything they stand for in life. A paladin is often chosen by other respectable members or leaders to lead a small group or a contingent of warriors on a holy quest. They are often the best chosen for such a task due to them being more responsible than others.
Multiattack
The paladin can use its Turn Unholy. It then makes two melee attacks.
Greatsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Warhammer
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.
Turn Unholy
Each fiend or undead that can see or hear the paladin within 30 feet of it must make a DC 13 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 itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the paladin's Turn Unholy for the next 24 hours.
Reactions
Parry
The paladin adds 2 to its AC against one melee attack that would hit it. To do so, the paladin must see the attacker and be wielding a melee weapon.
Knights of their respective orders and conduits of their grand deity, paladins stand in front of the enemy of their religion without any fear or care for death. Every paladin holds a code of honor or ethics that is dear to them, to break this code is to lose everything they stand for in life. A paladin is often chosen by other respectable members or leaders to lead a small group or a contingent of warriors on a holy quest. They are often the best chosen for such a task due to them being more responsible than others.
Multiattack
The greater paladin makes three attacks with its greatsword.
Greatsword
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Aura of the Guardian (Recharges after a Short or Long Rest)
The greater paladin can shield others from harm at the cost of its own health. When a creature within 10 feet takes damage, the paladin can use its reaction to magically take that damage. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
Spellcasting
The greater paladin is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 33, +5 to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, protection from evil and good, thunderous smite
2nd level (3 slots): branding smite, find steed
3rd level (2 slots): blinding smite, dispel magic
Devotion Aura
All allies within 30 feet of the paladin gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
Multiattack
The paladin makes two Warhammer attacks.
Warhammer
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Holy Light
Ranged spell attack: +7 to hit, range 60 ft., one target. Hit: 16 (3d10) radiant damage. If the target is an ally, the attack automatically hits and they regain 30 hit points instead of taking damage.
Resurrection (Resharges after a Short Rest)
One of the paladin's allies that have been dead for no longer than 1 minute or are at 0 hit points are restored to life with their maximum hit points.
Reactions
Divine Shield (Recharge 5-6)
When the paladin is targeted by an attack or spell, the paladin surrounds itself in protective magic. It is resistant to all damage for 2 rounds.
Brave
The captain has advantage on saving throws against being frightened.
Leadership (Recharges after a Short or Long Rest)
For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.
Multiattack
The captain makes two melee attacks.
Longsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
1H Hit: 8 (1d8 + 3) slashing damage
2H Hit: 9 (1d10 + 3) slashing damage
Heavy Crossbow
Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 6 (1d10) piercing damage.
Multiattack
The sergeant makes two mace attacks. If it has a shortsword drawn, it can also make a shortsword attack. Or the sergeant makes two ranged attacks with its crossbow.
Mace
Atk +5
1d6 + 3 bludgeon
Shortsword
Atk +5
1d6 + 3 slashing
Light crossbow
Atk +3,
1d8+2 piercing
Reactions
Parry
The sergeant adds 2 to its AC against one melee attack that would hit it. To do so, the sergeant must see the attacker and be wielding a melee weapon.
Club
Atk +3
4 (1d4 + 1) Bludgeon
Shortsword
Atk +3
4 (1d6 + 1) Slashing
Light crossbow
Atk +1
5 (1d8 + 1) Piercing
This humaniod has been cursed and possessed by the demi-god Ghuul and must obey. Unless given any orders, it will behave like a mindless zombie and just stand still until it collapses out of starvation. Ghuul can command her cursed army to kill, which will provoke them to attack anything living on sight, except other ghuul zombies and devotees of Shar. Due to the origin of this curse, the humanoid is resistant to poison and vulnerable to fire.
This curse can be cured with a Remove Curse, Greater Restoration or Wish spell.
Damage Vulnerabilities: fire
Possed by Ghuul
Unless given orders from Ghuul, this humanoid is catatonic.
Bite
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature other than undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Charge
The ghuul zombie charges and tries to knock down its prey. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage, and the target is grappled (escape DC 11). If the ghuul zombie charged 15 ft. before attacking, the target is also knocked prone.
This adventurer humaniod has been cursed and possessed by the demi-god Ghuul and must obey. Unless given any orders, it will behave like a mindless zombie and just stand still until it collapses out of starvation. Ghuul can command her cursed army to kill, which will provoke them to attack anything living on sight, except other ghuul zombies and devotees of Shar. Due to the origin of this curse, the humanoid is resistant to poison and vulnerable to fire.
This curse can be cured with a Remove Curse, Greater Restoration or Wish spell.
Damage Vulnerabilities: fire
Possed by Ghuul
Unless given orders from Ghuul, this humanoid is catatonic.
Multiattack
If the greater ghuul zombie knocks its target prone it can use its bite attack as a bonus action.
If the greater ghuul zombie is grappling its target, it can use its slam attack as an action and its bite attack as a bonus action.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 12 (3d6 + 4) piercing damage. If the target is a creature other than undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Charge
The greater ghuul zombie charges and tries to knock down its prey. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) bludgeoning damage, and the target is grappled (escape DC 12). If the ghuul zombie charged 15 ft. before attacking, the target is also knocked prone.
Slam (grappling)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage and the target is knocked prone.
This adventurer humaniod has been cursed and possessed by the demi-god Ghuul and must obey. Unless given any orders, it will behave like a mindless zombie and just stand still until it collapses out of starvation. Ghuul can command her cursed army to kill, which will provoke them to attack anything living on sight, except other ghuul zombies and devotees of Shar. Due to the origin of this curse, the humanoid is resistant to poison and vulnerable to fire.
This curse can be cured with a Remove Curse, Greater Restoration or Wish spell.
Damage Vulnerabilities: fire
Possed by Ghuul
Unless given orders from Ghuul, this humanoid is catatonic.
Multiattack
The master ghuul zombie makes 3 attacks. Only 1 bite.
If the master ghuul zombie knocks its target prone it can use its bite attack as a bonus action.
If the master ghuul zombie is grappling its target, it can use its slam attack as an action and its bite attack as a bonus action.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (3d6 + 4) piercing damage. If the target is a creature other than undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Charge
The master ghuul zombie charges and tries to knock down its prey. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) bludgeoning damage, and the target is grappled (escape DC 12). If the ghuul zombie charged 15 ft. before attacking, the target is also knocked prone.
Slam (grappling)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage and the target is knocked prone.
Punch
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d6+2) bludgeoning damage .
Damage Vulnerabilities: fire
Spider Climb
The larvae can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker
The larvae ignores movement restrictions caused by webbing.
Bite
Melee Weapon Attack: +3 to hit, reach 0 ft.
Hit: 5 (2d4) piercing 5 (2d4) poison. The target must succeed on a DC 11 Constitution saving throw or take the poison damage and get infected by Ticks disease.
Damage Vulnerabilities: fire
Spider Climb
The nymph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker
The nymph ignores movement restrictions caused by webbing.
Multiattack
The nymph makes three attacks: two with its claws and one with its bite. It can suck blood 1 per round if that option is avaiable.
Pincer
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the nympnh is attached to the target (escape DC 12). The nymph has two pincers, each of which can grapple. If both pincers are attached, the espace DC to escape both at the same time is 16.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, getting infected by Ticks disease and taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Suck blood
If a target is grappled by both pincers and has been bitten, the nymph can sucks its target blood with a terrible frenzy. The target loses 15 (3d10) Hit Points due to blood loss.
Damage Vulnerabilities: fire
Spider Climb
The adult can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker
The adult ignores movement restrictions caused by webbing.
Multiattack
The adult makes three attacks: two with its pincers and one with its bite.
Pincer
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The adult has two pincers, each of which can grapple different targets or one target. If one target is grappled by both pincers, the target is prone & restrained.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, getting infected by Ticks disease and taking 28 (5d10) poison damage on a failed save, or half as much damage on a successful one and not getting infected.
Psycic scream (1 charge)
The adult targets one creature it can see within 60 feet of it. If the target can see the adult, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the adult's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Psycic scream for the next 24 hours.
Suck blood (2 charges)
If a target is grappled and has been bitten, the adult can sucks its target blood with a terrible frenzy. The target loses 22 (4d10) Hit Points due to blood loss. The target must make a DC 14 Constitution throw or be stunned for 1 round.
Damage Vulnerabilities: fire
Spider Climb
The adult can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker
The adult ignores movement restrictions caused by webbing.
Multiattack
The adult makes three attacks: two with its pincers and one with its bite.
Pincer
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The adult has two pincers, each of which can grapple different targets or one target. If one target is grappled by both pincers, the target is prone & restrained.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, getting infected by Ticks disease and taking 28 (5d10) poison damage on a failed save, or half as much damage on a successful one and not getting infected.
Psycic scream (1 charge)
The adult targets all creatures within 60 feet of it. If the target can hear the adult, it must succeed on a DC 12 Wisdom saving throw or become frightened. If the target fails the saving throw by 5 or more, it is also paralyzed for 1 round. A target that succeeds on the saving throw is immune to the Psycic scream for the next 24 hours.
Suck blood (2 charges)
If a target is grappled and has been bitten, the adult can sucks its target blood with a terrible frenzy. The target loses 22 (4d10) Hit Points due to blood loss. The target must make a DC 14 Constitution throw or be stunned for 1 round.
Lair
Larvae egg hatch (1d4 larvae eggs hatches)
Damage Vulnerabilities: fire
Spider Climb
The larvae can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker
The larvae ignores movement restrictions caused by webbing.
MultiAttack
The giant ant tick makes 2 attacks. One with its stinger if its grappling its target and stinger is available.
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft.
Hit: 5 (2d4) piercing 5 (2d4) poison. On a hit the tick is grappled to its target. The target must succeed on a DC 11 Constitution saving throw or take the poison damage and get infected by Ticks disease.
Stinger (Recharge 5-6)
Melee Weapon Attack: +3 to hit, reach 5 ft.
Hit: 5 (2d4) piercing 15 (5d6) poison. The target must succeed on a DC 14 Constitution saving throw or take the full poison damage. A successful save inflicts half damage.
Damage Vulnerabilities: fire
Spider Climb
The nymph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker
The nymph ignores movement restrictions caused by webbing.
Multiattack
The nymph makes three attacks: two with its claws and one with its bite. It can suck blood 1 per round if that option is available. It will use its stinger if target that option is available.
Pincer
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the nympnh is attached to the target (escape DC 12). The nymph has two pincers, each of which can grapple. If both pincers are attached, the espace DC to escape both at the same time is 16.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, getting infected by Ticks disease and taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Suck blood
If a target is grappled and has been bitten, the nymph can sucks its target blood with a terrible frenzy. The target loses 17 (3d10) Hit Points due to blood loss.
Stinger (Recharge 5-6)
Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 10 (4d4) piercing 21 (6d6) poison. The target must succeed on a DC 15 Constitution saving throw or take the full poison damage. A successful save inflicts half damage. On a failed save the target is poisoned.
Damage Vulnerabilities: fire
Spider Climb
The adult can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker
The adult ignores movement restrictions caused by webbing.
Multiattack
The adult makes three attacks: two with its pincers and one with its bite. It will use its stinger if that option is available.
Pincer
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The adult has two pincers, each of which can grapple different targets or one target. If one target is grappled by both pincers, the target is prone & restrained.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, getting infected by Ticks disease and taking 27 (5d10) poison damage on a failed save, or half as much damage on a successful one and not getting infected.
Stinger (Recharge 5-6)
Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 12 (5d4) piercing 26 (7d6) poison. The target must succeed on a DC 15 Constitution saving throw or take the full poison damage. A successful save inflicts half damage. On a failed save the target is poisoned.
Psycic scream (1 charge)
The adult targets all creatures within 60 feet of it. If the target can hear the adult, it must succeed on a DC 12 Wisdom saving throw or become frightened. If the target fails the saving throw by 5 or more, it is also paralyzed for 1 round. A target that succeeds on the saving throw is immune to the Psycic scream for the next 24 hours.
Suck blood (2 charges)
If a target is grappled and has been bitten, the adult can sucks its target blood with a terrible frenzy. The target loses 22 (4d10) Hit Points due to blood loss. The target must make a DC 14 Constitution throw or be stunned for 1 round.
Pincer (1 charge)
Damage Vulnerabilities: fire
Spider Climb
The adult can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker
The adult ignores movement restrictions caused by webbing.
Multiattack
The adult makes three attacks: two with its pincers and one with its bite. It will use its stinger if that option is available.
Pincer
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The adult has two pincers, each of which can grapple different targets or one target. If one target is grappled by both pincers, the target is prone & restrained.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, getting infected by Ticks disease and taking 27 (5d10) poison damage on a failed save, or half as much damage on a successful one and not getting infected.
Stinger (Recharge 5-6)
Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 12 (5d4) piercing 26 (7d6) poison. The target must succeed on a DC 15 Constitution saving throw or take the full poison damage. A successful save inflicts half damage. On a failed save the target is poisoned.
Psycic scream (1 charge)
The adult targets all creatures within 60 feet of it. If the target can hear the adult, it must succeed on a DC 13 Wisdom saving throw or become frightened. If the target fails the saving throw by 5 or more, it is also paralyzed for 1 round. A target that succeeds on the saving throw is immune to the Psycic scream for the next 24 hours.
Suck blood (2 charges)
If a target is grappled and has been bitten, the adult can sucks its target blood with a terrible frenzy. The target loses 20 (4d10) Hit Points due to blood loss. The target must make a DC 14 Constitution throw or be stunned for 1 round.
Pincer (1 charge)
Lair:
Larvae egg hatch (1d4 larvae eggs hatches)
Divine Eminence
As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 11 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Mace
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Spellcasting
The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
• Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (4 slots): cure wounds, guiding bolt, sanctuary
• 2nd level (3 slots): lesser restoration, spiritual weapon
• 3rd level (2 slots): dispel magic, spirit guardians
Divine Eminence
As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 11 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Multiattack
The priest makes two melee attacks.
Maul
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 +2) bludgeoning damage.
Reactions
Guided Strike (Recharges after a Short or Long Rest)
The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
Spellcasting
The priest is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon
3rd level (2 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water wall
4th level (1 slots): banishment, freedom of movement, guardian of faith, stoneskin
Divine Eminence
As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 11 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Multiattack
The priest makes two melee attacks.
Maul
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) bludgeoning damage.
Guided Strike (Recharges after a Short or Long Rest)
The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
Spellcasting
The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water wall
4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold monster
The shadow priests are essentially the organizations link to Shar. They are fiercely protected by any fighter within the organization. The shadow priest is also expected to sacrifice any foot solder to save her own skin. In case of mortal danger, the shadow priest will try to escape.
Divine Eminence
As a bonus action, the shadow priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If the shadow priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Mace
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Toll the dead
Wis save DC13
Undamaged 1d8 necrotic
Damaged 1d12 necrotic
Inflict wounds
Melee spell atk +5
3d10 necrotic
Spiritual Weapon (Bonus)
Dagger of Shar
Melee spell atk +5
1d8+3 force
Spellcasting
The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
• Cantrips (at will): light, toll the dead, thaumaturgy
• 1st level (4 slots): cure wounds, inflict wounds, sanctuary
• 2nd level (3 slots): blindness/deafness, spiritual weapon
• 3rd level (2 slots): mass healing word, spirit guardians
Divine Eminence
As a bonus action, the shadow magic high priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 14 (4d6) nectrotic damage to a target on a hit. This benefit lasts until the end of the turn. If the high priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Divine Intervention (1/Day)
As an action, the high priest implores their deity for aid. Their deity casts a 5th level or lower spell from the high priest's prepared spells without material components on a target of the high priest's choice.
Warscepter
Atk +6
1d8+2 bludgeoning
Spellcasting
The high priest is an 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared:
Cantrips (at will): light, mending, toll the dead, spare the dying, thaumaturgy, chill touch
1st level (4 slots): cure wounds, inflict wounds, healing word, False Life
2nd level (3 slots): hold person, lesser restoration, spiritual weapon, Blindness/Deafness, Ray of Enfeeblement
3rd level (3 slots): dispel magic, remove curse, spirit guardians
4th level (3 slots): banishment, death ward*
5th level (2 slots): insect plague, raise dead, Animate Dead, Vampiric Touch
*The shadow magic high priest casts these spells on itself before combat.
Reaper
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Inescapable Destruction
Necrotic damage dealt by your cleric spells ignores resistance to necrotic damage.
The feet are Sotfingrarnas foot soldiers. Trained to to operate unseen, these fanatical Shar worshippers tries to launch surprise attacks if possible, and will single out enemies in combat. They are utterly ignorant in face of death and sacrifice themselves without hesitation in the name of the mistress of the night. They are armed with either a small mace or a shortsword. Some also carries light crossbows.
Pack Tactics
The street hand has advantage on an attack roll against a creature if at least one of the street hand's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Multiattack
The street hand makes two melee attacks.
Mace
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.
Light Crossbow
Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
Trained for stealth, deception and recon, the street eye often operate on its own as a spy.
On each of its turns, the street eye can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn)
The lookout deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the street eye that isn't incapacitated and the street eye doesn't have disadvantage on the attack roll.
Multiattack
The street eye makes two melee attacks.
Dagger
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage.
Poison Dart
Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage. A creature hit by the dart must make a DC10 Constitution saving throw or take 1d4 poison damage.
The hands are Sotfingrarnas elite soldiers. To be raised to Hand is the ultimate honor of any fighter within the organization. Hands are blessed by Shar and gains resistance to shadow magic.
the street eye that isn't incapacitated and the street eye doesn't have disadvantage on the attack roll.
Multiattack
The thrasher makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow
Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
The tongues are essentially the organizations link to Shar. They are fiercely protected by all others within the organization. The tongue is expected to sacrifice anyone, even other tongues if necessary, to save its own skin. In case of mortal danger or a against a superior foe, the apostle will try to escape and regroup.
Shadow Eminence
As a bonus action, the shadow priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If the shadow priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Mace
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Shadow Eminence
Level 1 10 (3d6) necrotic damage
Level 2 13 (4d6) necrotic damage
Level 3 16 (5d6) necrotic damage
Toll the dead
Wis save DC13
Undamaged 2d8 necrotic
Damanged 2d12 necrotic
Inflict wounds
Melee spell atk +5
Level 1 3d10 necrotic
Level 2 4d10 necrotic
Level 3 5d10 necrotic
Spiritual Weapon (Bonus)
Dagger of Shar
Melee spell atk +5
1d8+3 force
Traits
Spellcasting
The shadow priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
• Cantrips (at will): light, toll the dead, thaumaturgy
• 1st level (4 slots): cure wounds, inflict wounds, sanctuary
• 2nd level (3 slots): blindness/deafness, spiritual weapon
• 3rd level (2 slots): mass healing word, spirit guardians
Grim Harvest (1/Turn)
When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.
Withering Touch
Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.
Spellcasting
The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, mending
1st level (4 slots):false life, mage armor, ray of sickness
2nd level (3 slots): blindness/deafness, ray of enfeeblement, web
3rd level (3 slots): animate dead, bestow curse, vampiric touch*
4th level (3 slots): blight*, dimension door, stoneskin
5th level (2 slots): Bigby’s hand, cloudkill
6th level (1 slot): circle of death*
*Necromancy spell of 1st level or higher
Innate Spellcasting
The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: disguise self, mage armor (self only), silent image, speak with animals
1/day: conjure fey
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.
Dagger
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Eldrich blast (3 rays)
1d20+6
1d10
Spellcasting
The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery
1st-5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep
Talonas blessing
1/day each: Blight
8d6 necrotic
Constitutin save for half
Reactions
Misty Escape (Recharges after a Short or Long Rest)
In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.
Innate Spellcasting
Gyles innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: detect magic, jump, levitate, mage armor (self only), speak with dead
1/day each: arcane gate, true seeing
Healing Hands. (1/day)
As an action, Gyles can restore 25 hitpoints.
Whispering Aura
At the start of each of the warlock’s turns, each creature of Gyles choice within 5 feet must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the Gyles isn’t incapacitated.
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Eldrich blast (3 rays)
1d20+7
1d10
Spellcasting
Gyles is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch
Ghuuls blessing
1/day each: Blight
8d6 necrotic
Constitutin save for half
Necrotic Shroud (1/day)
Gyles eyes turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from his back. Other creatures within 10 feet must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened until the end of Gyles next turn. The transformation lasts for 1 minute or until ended as a bonus action. During it, once on each turn, Gyles deal extra 7 necrotic damage.
Innate Spellcasting
The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: alter self, false life, levitate (self only), mage armor (self only), silent image
1/day each: feeblemind, finger of death, plane shift
Healing Hands. (1/day)
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Eldrich blast (4 rays)
1d20+7
1d10
Spellcasting
The warlock is a l7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
1st-5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Ghuuls blessing
1/day each: Blight
8d6 necrotic
Constitutin save for half
Bonus action: Longsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8) bludgeoning damage plus 10 (3d6) fire damage.
Dark One's Own Luck (Recharges after a Short or Long Rest)
When Xilex makes an ability check or saving throw, he can add a d10 to the roll. He can do this after the roll is made but before any of the roll’s effects occur.
Activate fungus (Lair)
Ghuul activates 1d4+1 Violet fungus.
Activate myconid adults (Lair) (Recharge 5-6)
Ghuul activates 1d4 Myconid adults.
Magic Resistance
The archmage has advantage on saving throws against spells and other magical effects.
Heal (2/Day)
Ghuul or a creature of her choice magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Legendary Resistance (1/day)
If Ghuul fails a saving throw, she can choose to succeed instead.
Spellcasting
The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
• Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
• 1st level (4 slots): detect magic, identify, mage armor, magic missile
• 2nd level (3 slots): detect thoughts, mirror image, misty step
• 3rd level (3 slots): counterspell,fly, lightning bolt
• 4th level (3 slots): banishment, fire shield, stoneskin
• 5th level (3 slots): cone of cold, scrying, wall of force
• 6th level (1 slot): globe of invulnerability
• 7th level (1 slot): Power Word: Pain
• 8th level (1 slot): mind blank*
• 9th level (1 slot): Psychic Scream
The archmage casts these spells on itself before combat.
Disrupt Life (3 Actions).
Each living creature within 20 feet of ghuul must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Teleport (2 Actions)
Ghuul magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast Cantrip (1 Action)
Cast spell (3 Actions)
Activate fungus (Lair)
Ghuul activates 1d4+1 Violet fungus.
Activate myconid adults (Lair) (Recharge 5-6)
Ghuul activates 1d4 Myconid adults.
Reactive
Ghuul can take one reaction on every turn in combat.
Legendary Resistance (1/day)
If Ghuul fails a saving throw, she can choose to succeed instead.
Multiattack
Ghuul can make seven attacks: six with its claws and one with its tail.
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tail
Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, Ghuul can automatically hit the target with its tail, and Ghuul can't make tail attacks against other targets.
Teleport
Ghuul magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Parry
Ghuul adds 5 to its AC against one melee attack that would hit it. To do so, Ghuul must see the attacker.
Force Attack (2 Actions)
Ghuul shrieks. Each creature within 15 feet of the tick must succeed on a DC 20 Wisdom saving throw or take 17 (2d6+10) psycic damange and be knocked prone.
Claw Attack (1 Action)
Ghuul makes another claw attack
Heal (3 Actions, Recharge 6)
Ghuul or a creature of her choice magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.