Club. Melee Weapon Attack:+2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Can cast Explosive burst once per day. 10ft diameter fiery explosion that does 5d6 fire dmg. Dex save of 10 for half dmg
Can cast Detonate Soul once per day. Person this is cast on explodes with a fiery malevolence at the end of their turn dealing 4d6 fire dmg in a 10 ft radius. lasts 2 turns.
Spellcasting.the Glasstaff is an 7th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list:
Cantrips (at will) : fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, phantasmal force
3rd level (3 slots): counterspell, Lightning bolt, major image
4th level (1 slots): confusion, Phantasmal killer
Quarterstaff. Melee Weapon Attack: +4to hit, reach 5 ft., one target. Hit: 4 ( 1d8) bludgeoning damage.
The Glass staff, A quarterstaff made of enchanted glass. Allows the user to turn invisible at will 2 times per day, however during the invisibilty all damage taken is doubled and user is paralyzed for 1 minute upon the invisibility being broken.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Electrical overload: If hit by an lightning Attack, off shoots the damage to everything in a 10 foot radius around it.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Sonic Hearing. The Bat has advantage on Wisdom (Perception) checks that rely on hearing.
Electrical overload: If hit by an lightning Attack, off shoots the damage to everything in a 10 foot radius around it.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Armor Class 21 (natural armor), 17 while prone
Tunneler. The ankheg can burrow through solid rock at half its burrowing speed and leaves a 15-foot diameter tunnel in its wake.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 6) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on the attack rolls to do so.
Petrification Breath (Recharge 6). The ankheg exhales petrifying dust in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 16 saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure the creature is petrified until freed by the greater restoration spell or other magic.
Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Multiattack.The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
Slam. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
Hit:13 (2d8 + 4) bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Myconid flesh ranges from white to pale gray to a warm yellow-orange. Their heads resemble fungal caps, often either red with white spots, red at the center with a brown edge, or a bluish-purple tone. Although deathcaps have vicious-looking fanged mouths, they use them only to ingest earth or mineral nutrients.
Distress Spores. When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Multiattack. The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.
Deathcap Spores (3/day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be Poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slumber Spores (3/day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be Poisoned and Unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake.
Myconid flesh ranges from white to pale gray to a warm yellow-orange. Their heads resemble fungal caps, often either red with white spots, red at the center with a brown edge, or a bluish-purple tone. Although deathcaps have vicious-looking fanged mouths, they use them only to ingest earth or mineral nutrients.
Distress Spores. When a myconid takes damage, all other myconids within 240 feet of it sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Multiattack. The myconid uses any of its spores, then makes a fist attack.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.
Deathcap Spores (3/day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be Poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slumber Spores (3/day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be Poisoned and Unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake.
Cordyceps Spores (1/day).The myconid ejects spores at one Ally it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be hasted and have 2d8 poison damage added to any attack for 3 turns. at the end of three turns large Bulbs grow out of the targets back killing it but creating 3 myconid Undergardeners the target may choose to fail this save.
Myconid flesh ranges from white to pale gray to a warm yellow-orange. Their heads resemble fungal caps, often either red with white spots, red at the center with a brown edge, or a bluish-purple tone. Although deathcaps have vicious-looking fanged mouths, they use them only to ingest earth or mineral nutrients.
Distress Spores. When a myconid takes damage, all other myconids within 240 feet of it sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Multiattack. The myconid uses any of its spores, then makes a fist attack.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.
Bolete Spores (3/day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be hit for 4d4 poison damage
Sludge Spores (3/day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be slowed until the end of the myconids next turn.,
Spellcasting. Rath is an 7th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list:
Cantrips (at will) : fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, phantasmal force
3rd level (3 slots): counterspell, fireball, major image
4th level (1 slots): confusion, greater invisibility
Quarterstaff. Melee Weapon Attack: +4to hit, reach 5 ft., one target. Hit: 4 ( 1d8) bludgeoning damage.
Reactions
Illusory Self (Recharges when Rath Finishes a Short or Long Rest).When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.
You have Resistance to Lightning damage while you hold this staff.
The staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: Witch bolt (1 charge), Lightning Bolt (3 charges), or Storm Sphere (4 charges).
Electrical overload: If hit by an lightning Attack, off shoots the damage to everything in a 10 foot radius around it.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage
Constrict. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit:13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Serpent can't constrict another target. If successful the Serpent can make a free Bite attack against its grappled target once per turn,
Multiattack. The Criminal makes two longsword attacks or two longbow attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target.
Hit:6 (1d10 +1) piercing damage.
Innate Spellcasting: Can cast 4 times per day at 4th level, spells are, Storm Sphere, Lightning bolt, Call lightning, Witch bolt,Thunderwave,
Can cast once per Day at 6th level: Chain Lightning
Shocking Grasp, Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8) Lightning Damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
Electrical overload: If hit by an lightning Attack, off shoots the damage to everything in a 10 foot radius around it.
Multiattack: Makes 2 attacks with main Hand Weapon.
1d10 + 3 Slashing axe
1d8 + 3 Piercing Spear
1d4 + 3 Bludgeoning Shield
1d8 + 1 Piercing (40/120) Crossbow
Has a unique Action Depending on what main hand weapon is attached.
Axe forces any opponent to make a strength save of 14 when hit or be knocked prone
Spear can use its reaction to make an attack of opportunity on any opponent that comes within 10 feet
Shield can use its reaction to impose disadvantage on any attack that targets an ally within 5 feet of it.
Bow Has 6 Explosive Quarrels. The user makes a regular attack with their crossbow. Any creature within 10 feet of the target must make a dexterity seving throw (DC10) and tales 2d6 fire damage on a fail and half on a success