Undead Fortitude. If the Spawn is reduced to 0hp it can make a Constitution Saving Throw to have 1hp instead. The DC is the greater of 10 or half the damage dealt. It cannot use this against an attack dealing Radiant damage or a critical hit.
Black Blooded. When below 51hp, when the vampire takes weapon damage it begins to ooze magical darkness, filling the space within 5ft of it until the start of its next turn.
Multiattack. (Vampire Form Only). The vampire makes 2 attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). +6 to hit.
Hit. 12 (2d8+3) bludgeoning..
Instead of dealing damage, the vampire can grapple the target (Escape DC 14).
Bite (Bat or Vampire Form Only). +6 to hit., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit. 10 (2d6+3) piercing plus 11 (3d6) necrotic.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Flyby. The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Grappler. After taking the Attack action, the beast can attempt to grapple as a Bonus Action. Creatures that start their turn grappled by the beast take 4 (1d6) Bludgeoning damage at the start of their turn. Escape DC 12.
Multiattack. The beast can Bite once then attack Two times with its Claws.
Bite. Melee Weapon: +4 to hit, reach 10 ft.
Hit: 6 (1d6+2) piercing damage.
Dive Attack. If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 4 (1d6) damage to the target.
Claw. Melee Attack, +4 to hit.
Hit. 6 (1d6+2) Slashing damage, and must succeed a DC 12 DEX Save or be Grappled.
2x Mace Multiattack.
Mace. Melee Weapon: +2 to hit, reach 5 ft.,
Hit. 11 (2d6) bludgeoning damage.
Divine Eminence Once per turn, as a Bonus Action, the Priest can add an extra 14 (4d6 Radiant damage to a target on hit.
Guiding Bolt (OOO) +6 to hit. Range. 120ft.
Hit. 21 (4d6) Radiant Damage and the next attack roll on this target has advantage.
Cure Wounds. (OOOO) As an action, the Priest can heal a target for 9 (2d8) HP.
Spirit Guardians. (O) For 10 MInutes, creatures within 15ft take 18 (4d8) Radiant or Necrotic damage, or can make a DC 14 WIS Save for half.
Dispel Magic. (O) All magical effects of Spell Level 4 or lower automatically ends on the target. For each spell over, make a DC 10+Spell Level WIS Check.
Wild Magic. Mage has been touched by Wild Magic, and now checks for Wild Magic surges on Natural 1's, Critical Hits, and Spellcasting. They gain advantage on saving throws vs spells.
Superior Senses. The Mage sees through through magical darkness, and has advantage on Perception checks.
Black Blooded. Whenever the Mage takes damage, they are surrounded by a 5ft of magical darkness until the start of their next turn.
DaggerWand. Weapon Attack. +5 to hit, Range 20/60 ft.,
Hit. 5 (1d4+2) piercing damage.
Fire Bolt +6 to hit, Range 120ft,
Hit. 6 (1d10) Fire Damage.
Disarming Missile. The mage creates 3 darts of magical force. Each deals 7 (1d6+3) force damage to its target, and the target must make a DC 14 STR save or drop one of the things it is holding.
Firebomb (Recharge 4). Each creature in a 25ft radius sphere make a DC 14 DEX Save, taking 28 (8d6) fire damage on a failed save, half on success.
Elemental Storm (Recharge 5). A hail of rock-hard elements pounds to the ground in a 30-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 14 DEX Save, taking taking 27 (6d8) Elemental and Bludgeoning damage on a failed save, or half as much damage on a successful one.
Remains of the storm's area of effect turn the area into difficult terrain until the end of the Mage's next turn.
Elemental Blast (Recharge 6). Each creature in a 80ft. cone must make a DC 14 CON Save. A creature takes 36 (8d8) elemental damage on a failed save, or half as much damage on a success. A creature killed by this spell becomes a paralyzed until cured by a Level 3 Restoration spell or higher.
Spells Per Day
Mage knows 11 spells and 4 Cantrips through INT.
Their Spell Save DC is 14 and their Spell Attack mod is +6
Spell Points. 44 ===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OO
Deflect Missiles. The monk can use their reaction to reduce incoming missile damage by 13 (1d10+7). If they reduce it to zero, they send the missile back with +7to hit.
Step of the Wind. The Monk can Dash, Disengage, Dodge, or Hide as a Bonus Action.
Multiattack. The monk makes Two attacks with its staff & 1 unarmed strikes, or Two attacks with its Longbow.
Staff (2x). Weapon Attack, +7 to hit.
Hit. 8 (1d6+4) Bludgeoning Damage.
Unarmed Strike (1x). Melee Attack, +7 to hit.
Hit. 8 (1d6+4) Bludgeoning Damage.
Longbow (2x). Ranged Weapon, +7 to hit 150/600ft
Hit. 11 (1d6+1d6+4) Necrotic damage, and the target must make a DC 13 CON save or become stunned until the end of the Monk's next turn. Failure by 5 or more subjects them to the Poisoned condition for 1 minute, or until they succeed on the save at the end of their turn.
Legendary Resistance. As a reaction, when the Arcane Archer fails a saving throw, it may use one of it's Trick Arrows to succeed instead.
Nimble Escape. The Archer can Dash or Disengage as a bonus action.
2x Longbow or Rapier Multiattack.
Longbow +1. Ranged Weapon +10 to hit, 150/600ft.
Hit. 10 (1d8+5) Piercing damage.
Rapier. Melee Weapon, +7 to hit.
Hit. 9 (1d6+4) Piercing damage.
Slugger (Recharge 5-6). +9 to hit, 30/120ft.
Hit: 21 (2d10+20) Piercing damage to the target and any creature with an AC below the roll and within the minimum range firing line.
Trick Arrows (OOO/Short Rest). Each arrow consumes one point and deals an extra 11 (3d6) damage plus the additional effects which utilize a DC 14 where applicable.
Grappling Arrow. The target is grappled at range and may not move further from the Archer without escaping. If struck by a second Grappling Arrow, the target is Restrained.
Sleep Arrow. The arrow deals no damage on hit. Instead, the damage is multipled by 3. If the target has less than that amount of HP, they are put into a magical slumber for 3 minutes or until awakened as an action.
Explosive Arrow. The arrow's damage is applied to all creatures within 5ft of the target. DEX Save for half.
Dispelling Arrow. Casters concentrating on spells must make an additional DC 14 save to maintain. All summons and magical effects are dispelled as if hit with a Level 3 Dispel Magic.
Bleeding Arrow. The arrow digs deep and the target begins to bleed, taking the bonus damage at the start of each turn until it is removed. CON Save for half. Medicine check to remove. Removing it by force deals two rolls of the bonus damage.
Mage Slayer. The Barbarian can use its reaction to make a melee attack when a hostile caster attempts to cast a spell within it's threatened area. If it hits, the caster must succeed on a Concentration check (at Disadvantage) or the spell fails.
2x Maul Multiattack. Melee Weapon. +7 to hit.
Hit: 11 (1d6 + 7) bludgeoning damage.
Javelin. Ranged Weapon: +7 to hit, Range 25/100 ft.
Hit: 14 (2d6+7) Piercing damage.
Magic Resistance. The Nycaloth has advantage on saves vs spells & other magical effects.
Innate Spellcasting. The nycaloth can innately cast the following (Level 4) spells, requiring no material components:At will: Darkness, Detect Magic, Dispel Magic, Invisibility (self only), Mirror Image.
Claw. Natural Weapon. +8 to hit.
Hit. 12 (3d6+4) Slashing damage. If the target is a creature, it must succeed on a DC 16 CON Save or take 10 (4d4) Slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 10 (4d4). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Greataxe. Weapon Attack. +8 to hit.
Hit. 24 (3d12+4) Slashing damage.
Teleport. The Nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 20 feet to an unoccupied space it can see.
Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Animating Spores (2/Day). The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d6+1 weeks or until destroyed, and it can't be animated again in this way.
Contagious Spores. When hit by a Melee Attack, the Myconid can make a Spore Attack against the attacker.
Multiattack. May Release Spores once in place of a Slam.
2x Slam Multiattack. Natural Weapon. +4 to hit.
Hit. 8 (2d6+1) Bludgeoning damage.
Release Spores. The Myconid ejects spores at one creature it can see within 5ft of it. The target must make a DC 12 CON save or become poisoned for 1 minute and suffer one of the following effects. The target can repeat the save at the end of each of its turns.
Condition Spores. The poisoned target is Incapactated, Blinded, Paralyzed, or Stunned while it hallucinates. Failing a the CON saves vs these spores by 8 or more inflicts an additional condition. Failing 8 total saves extends the duration to 10 minutes and the creature can no longer try to resist the effects.
Pacifying Spores. Any damage the victim inflicts on the Myconid is halved and redirected to the victim.
.Healing Spores. Should the victim fail a CON save to resist the poison on its turn, they must expend and roll one of their hit die, granting the HP to the Myconid, and taking the same as Necrotic damage.
Conductive Spores The creature becomes vulnerable to a type of damage chosen by the Myconid.
Spore Assault (Recharge 5-6). The Myconid releases a burst of spores in a 30ft radius. The area becomes heavily obscured for 1 minute (as if by Fog Cloud), and all creatures within this radius must make a DC 12 CON save as if hit by one of the Myconid's spore attacks.
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.
Shield Master. As a reaction, The Bugbear can impose disadvantage on an attack against an ally within 10ft.
Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
3x Morningstar Multiattack.
Morningstar +2. Melee Weapon: +11 to hit, reach 10 ft.
Hit. 16 (2d8 +7) piercing damage.
Javelin. Weapon Attack. +11 to hit, Range 50/200ft.
Hit. 26 (6d6 +5) piercing damage.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
3x Scimitar Multiattack.
Scimitar. Melee Weapon: +6 to hit, reach 5ft.
Hit. 11 (2d6+4) slashing damage.
Shortbow. Ranged Weapon: +6 to hit, range 80/320ft,
Hit. 24 (5d6 +6) piercing damage.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
2x Light Weapon Multiattack.
Scimitar. Melee Weapon: +7 to hit, reach 5ft.
Hit. 11 (2d6+4) slashing damage.
Shortbow. Ranged Weapon: +7 to hit, range 80/320ft,
Hit. 11 (2d6 +4) piercing damage.
Crossbow +1 (One attack AND Bonus Action). Ranged Weapon attack. +8 to hit, Range 120ft.
Hit. 23 (4d8+5) Piercing Damage.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Formation. The goblin adds +2 to it's AC when a friendly shield is within 5ft.
Spear. Melee Weapon: +6 to hit, Thrown Range 20
Hit. 15 (3d6+4) Piercing damage.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Polearm Master. Entering the Goblin's threat area incurrs an opportunity attack.
Parry. As a reaction, the Goblin can add +2 to its AC against one melee attack that would hit it.
2x Spear Multiattack.
Longspear. Weapon Attack. +6 to hit, Reach 10ft. Thrown 20 ft.
Hit. 11 (2d6 +4) piercing damage.
Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.
A creature can use its action to make a DC 12 Athletics check, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 11) also frees the creature without harming it, ending the effect and destroying the net.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 2 Actions.
Legendary Resistance (OOO/day). When the Steel Golem fails a saving throw, it may choose to succeed instead.
Immutable Magic Resistance. The Golem is immune to any spell or effect that would alter its form, and has advantage on saving throws against spells and other magical effects.
Fire Absorption. Whenever the Golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Spiked Armor. The Golem is armored by swords of its defeated foes. Any creature that makes a melee attack within 5ft of the Steel Golem must make a DC 15 DEX save or take 7 Slashing damage. Creatures Grappled by or Grappling the Golem automatically fail this save.
Weapon Eater. If the Golem disarms a foe, it may use an action to fuse its weapon onto its armor, healing for the creature's total hit dice, and raising it's AC by their Proficiency. Once fused the weapon cannot be recovered. The Golem also gains any magical abilities the weapon may have had.
Brawler If the Golem hits with a Greatsword attack, it can grapple the target as a bonus action if they fail a DC 15 STR or DEX save. The Golem has advantage on attacks against creatures it is grappling, and they take its Spiked Armor damage at the start of each of its turns.
Ball of Spikes. Creatures within 5ft of the Golem must make a DEX save vs its Spiked Armor every time it attacks.
2x Greatsword Weapon Attack. +7 to hit, Reach 10ft.
Hit. 11 (2d6+4) Slashing damage are pushed back 15ft. if they fail a DC 15 STR save.
Dispelling Strike. Weapon Attack. +7 to hit, Reach 10ft.
Hit. 18 (4d6+4) Force damage, and Magical effects of Level 3 or lower are automatically dispelled on hit as if hit by a Level 3 casting of Dispel Magic. Creatures concentrating on spells must roll a CON save vs the full damage of this strike to maintain concentration.
Whirlwind Attack (Recharge 6). Creatures within 10ft. must make a DC 15 DEX Save for half damage. On fail, creatures take 29 (4d8+11) Slashing damage. Creatures must then make a CON save vs half the damage to not be disarmed. Creatures not wielding weapons are knocked prone.
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
2x Claw Multiattack Natural Weapon. +8 to hit.
Hit. 17 (4d8+3) Slashing damageand the creature must make a DC 10 DEX Save or be Grappled. Grappled creatures become Restrained, Restrained creatures become Paralyzed.
Hypnotic Song. The Succubus begins to sing a distracting song. Creatures of its choice (that can hear) within 40ft. must make a DC 16 WIS save or become Stunned. Each round the fiend continues the song, creatures must repeat the save, with continued failures causing Restrained, Paralysis, then a temporary Charm that lasts until they complete a Short Rest.
Eldritch Bow. Spell Attack, +8 to hit, Range 150/600.
Hit: 44 (8d8+8) Force damage.
Charm. One humanoid the fiend can see within 40ft of it must succeed on a DC 16 WIS Save or be magically charmed until the end of their next long rest after 24hrs. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a willing (or charmed) creature. The target must make a DC 16 CON Save, taking 38 (6d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a charmed creature was slain in this way, the creature's soul is captured by the Succubus until released through the fiend's death or choice.
Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Multiattack. The Swashbuckler makes one Sneak Attack or 2 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +7 to hit.
Hit. 14 (2d8+5) Piercing damage.
Pistol. Weapon Attack. +2 to hit, Range 30/120
Hit. 32 (2d6+25) Piercing damage.
Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 14 (4d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 5 (1d8) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 15 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 15 DEX save, Failure to beat a 15 gets both.
Parry. Swashbuckler gains Disengage and adds 5 (1d8) to it's AC.
Distracting Strke. DC 15 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 15 grants disadvantage on saves.
Taunt. DC 15 CHA save. Target cannot move beyond 40ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 15 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack if a creature casts a spell within 20ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.
Wild Magic. Mage has been touched by Wild Magic, and now checks for Wild Magic surges on Natural 1's, Critical Hits, and Spellcasting. They gain advantage on saving throws vs spells.
Superior Senses. The Mage sees through through magical darkness, and has advantage on Perception checks.
Black Blooded. Whenever the Mage takes damage, they are surrounded by a 5ft of magical darkness until the start of their next turn.
DaggerWand. Weapon Attack. +5 to hit, Range 20/60 ft.,
Hit. 5 (1d4+2) piercing damage.
Fire Bolt +6 to hit, Range 120ft,
Hit. 6 (1d10) Fire Damage.
Disarming Missile. The mage creates 3 darts of magical force. Each deals 7 (1d6+3) force damage to its target, and the target must make a DC 14 STR save or drop one of the things it is holding.
Firebomb (Recharge 4). Each creature in a 25ft radius sphere make a DC 14 DEX Save, taking 28 (8d6) fire damage on a failed save, half on success.
Elemental Storm (Recharge 5). A hail of rock-hard elements pounds to the ground in a 30-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 14 DEX Save, taking taking 27 (6d8) Elemental and Bludgeoning damage on a failed save, or half as much damage on a successful one.
Remains of the storm's area of effect turn the area into difficult terrain until the end of the Mage's next turn.
Elemental Blast (Recharge 6). Each creature in a 80ft. cone must make a DC 14 CON Save. A creature takes 36 (8d8) elemental damage on a failed save, or half as much damage on a success. A creature killed by this spell becomes a paralyzed until cured by a Level 3 Restoration spell or higher.
Spells Per Day
Mage knows 11 spells and 4 Cantrips through INT.
Their Spell Save DC is 14 and their Spell Attack mod is +6
Spell Points. 44 ===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OO
Keen Hearing and Sight. The scout has advantage on Wis (Perception) checks that rely on hearing or sight.
Nimble Shooter. The Scout may Hide, Dash, and Disenage as a Bonus Action. It also ignores cover on all attacks.
Evasion. The Scout can use it's reaction to halve the damage from one attack, takes no damage from successful DEX Saves and half from failed saves.
Sneak Attack. If the Scout has advantage on their attack, or has an ally within 5ft of their target, they can add (14) 4d6 to one of these attacks.
2x Shortsword or Handbow Multiattack +6 to hit.,Range 30/120
Hit. 11 (2d6+4) piercing damage.
2x Longbow Multiattack., +6 to hit, Range 150/600 ft.,
Hit. 13 (2d8+4) piercing damage.
Crossbow., +6 to hit, Range 60/600 ft.,
Hit. 19 (4d6+5) piercing damage.
Knockout Bolt. 66 (8d6+8d6+10) Sleep damage.
The bolt deals no HP damage, but if the total damage is greater than the target's current HP, they are instantly put into a magical slumber for 1 minute, or until another creature wakes them as an action.
Mage Slayer. The Barbarian can use its reaction to make a melee attack when a hostile caster attempts to cast a spell within it's threatened area. If it hits, the caster must succeed on a Concentration check (at Disadvantage) or the spell fails.
2x Maul Multiattack. Melee Weapon. +7 to hit.
Hit: 11 (1d6 + 7) bludgeoning damage.
Javelin. Ranged Weapon: +7 to hit, Range 25/100 ft.
Hit: 14 (2d6+7) Piercing damage.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 2 Actions.
Legendary Resistance (OO/day). When the Steel Golem fails a saving throw, it may choose to succeed instead.
Immutable Magic Resistance. The Golem is immune to any spell or effect that would alter its form, and has advantage on saving throws against spells and other magical effects.
Fire Absorption. Whenever the Golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Spiked Armor. The Golem is armored by swords of its defeated foes. Any creature that makes a melee attack within 5ft of the Steel Golem must make a DC 14 DEX save or take 6 Slashing damage. Creatures Grappled by or Grappling the Golem automatically fail this save.
Weapon Eater. If the Golem disarms a foe, it may use an action to fuse its weapon onto its armor, healing for the creature's total hit dice, and raising it's AC by their Proficiency. Once fused the weapon cannot be recovered. The Golem also gains any magical abilities the weapon may have had.
Ball of Spikes. Creatures within 5ft of the Golem must make a DEX save vs its Spiked Armor every time it attacks.
2x Greatsword Weapon Attack. +6 to hit, Reach 10ft.
Hit. 11 (2d6+4) Slashing damage.
Dispelling Strike. Weapon Attack. +6 to hit, Reach 10ft.
Hit. 18 (4d6+4) Force damage, and Magical effects of Level 2 or lower are automatically dispelled on hit as if hit by a Level 2 casting of Dispel Magic. Creatures concentrating on spells must roll a CON save vs the full damage of this strike to maintain concentration.
Whirlwind Attack (Recharge 6). Creatures within 10ft. must make a DC 14 DEX Save for half damage. On fail, creatures take 28 (4d8+10) Slashing damage. Creatures must then make a CON save vs half the damage to not be disarmed. Creatures not wielding weapons are knocked prone.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 2 Actions.
Legendary Resistance (OOO/day). When the Steel Golem fails a saving throw, it may choose to succeed instead.
Immutable Magic Resistance. The Golem is immune to any spell or effect that would alter its form, and has advantage on saving throws against spells and other magical effects.
Fire Absorption. Whenever the Golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Spiked Armor. The Golem is armored by swords of its defeated foes. Any creature that makes a melee attack within 5ft of the Steel Golem must make a DC 15 DEX save or take 7 Slashing damage. Creatures Grappled by or Grappling the Golem automatically fail this save.
Weapon Eater. If the Golem disarms a foe, it may use an action to fuse its weapon onto its armor, healing for the creature's total hit dice, and raising it's AC by their Proficiency. Once fused the weapon cannot be recovered. The Golem also gains any magical abilities the weapon may have had.
Brawler If the Golem hits with a Greatsword attack, it can grapple the target as a bonus action if they fail a DC 15 STR or DEX save. The Golem has advantage on attacks against creatures it is grappling, and they take its Spiked Armor damage at the start of each of its turns.
Ball of Spikes. Creatures within 5ft of the Golem must make a DEX save vs its Spiked Armor every time it attacks.
2x Greatsword Weapon Attack. +7 to hit, Reach 10ft.
Hit. 18 (4d6+4) Slashing damage are pushed back 15ft. if they fail a DC 15 STR save.
Dispelling Strike. Weapon Attack. +7 to hit, Reach 10ft.
Hit. 40 (8d8+4) Force damage, and Magical effects of Level 3 or lower are automatically dispelled on hit as if hit by a Level 3 casting of Dispel Magic. Creatures concentrating on spells must roll a CON save vs the full damage of this strike to maintain concentration.
Whirlwind Attack (Recharge 6). Creatures within 10ft. must make a DC 15 DEX Save for half damage. On fail, creatures take 55 (8d10+11) Slashing damage. Creatures must then make a CON save vs half the damage to not be disarmed. Creatures not wielding weapons are knocked prone.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 8 (2d4+3) bludgeoning damage.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 STR saving throw or be knocked prone.
If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 11 (2d6+4) bludgeoning damage.
Racing Mode. This horse is bred for racing. If a rider commands it to take a Dash action, it may move again as a Bonus Action with a movement speed equal to 4x the result of an Animal Handling check.
Hooves. Melee Weapon Attack: +5 to hit.
Hit: 11 (1d6+3) bludgeoning damage.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 STR saving throw or be knocked prone.
If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit: 11 (2d4+6) bludgeoning damage.
Shifter Speed. You may Dash as a Bonus Action.
Multiattack. When you use your Attack action to Bite, you may make a Claw attack as a Bonus Action.
Bite. Melee Attack. +6 to hit.
This attack is made with Advantage if the target is Restrained, Grappled or Prone.
Hit. 17 (3d6+6) Piercing damage.
Claw. Melee Attack. +6 to hit.
Hit. 10 (1d6+6) Piercing damage.
=== SPECIAL ===
=== Recovery Level (1d6) ===
Your INT & CHA while shifted becomes 6. You cannot read, but can communicate. You may also take normal actions in combat and do not lose your equipment and the relevant proficiencies.
Shifter Speed. You may Dash as a Bonus Action.
Shift at Will. You may enter and exit this form as an Action
Relentless. If a single instance of damage would reduce you to 1hp, but is less than 11, it drops you to 1hp instead.
Pounce. If you move at least 15ft straight towards a creature and hit it with a melee attack, it must succeed on a DC14 STR save or be knocked Prone. If the target is prone at the end of your turn, you may make an additional melee attack as a Reaction.
Survivor's Instinct. Shifted or not, Dropping to 0hp requires you to make a CHA save vs shifting. If you fail (by choice or by dice) you go down a size on your Recovery Dice and shift. Your HP drops to 1hp in this form and you gain 11 Temp HP. If downed while shifted, rules apply as normal.
Exhausting Change. Each time you shift, you take a level of Exhaustion.
Multiattack. When you use your Attack action to Bite, you may make a Claw attack as a Bonus Action.
Bite. Melee Attack. +6 to hit.
This attack is made with Advantage if the target is Restrained, Grappled or Prone.
Hit. 17 (3d6+6) Piercing damage.
Claw. Melee Attack. +6 to hit.
Hit. 10 (1d6+6) Piercing damage.
Healing. You can consume fresh corpses of large or smaller creatures to mend your wounds.
Each corpse may only be consumed once. If consumed as an action, you gain Temp HP. If consumed over a 1 minute period, you gain HP instead.Prince Adamamount healed corresponds to the size of the creature plus your CON Mod.
Tiny Creatures = 1d4+3, Small 1d6+3
Medium = 1d8+3, Large = 1d10+3.
=== SPECIAL ===
Feed the Beast. You must continue to eat and drink as normal. However, each time you shift you must also apply your Bite damage to a creature with an INT greater than 6 at least once while shifted.
If you fail to fuel your Lycanthropy in this way, you must make a DC14 CON Save or suffer a level of Exhaustion.
=== Recovery Level (1d20) ===
You can Shapechange at will, as an action. This also resets the progressive chance of shifting. While shifted, you can cast spells and use your class features as normal.
Shifter Speed. You may Dash as a Bonus Action.
Relentless. If a single instance of damage would reduce you to 1hp, but is less than 11, it drops you to 1hp instead.
Pounce. If you move at least 15ft straight towards a creature and hit it with a melee attack, it must succeed on a DC14 STR save or be knocked Prone. If the target is prone at the end of your turn, you may make an additional melee attack as a Reaction.
Survivor's Instinct. Shifted or not, Dropping to 0hp requires you to make a CHA save vs shifting. If you fail (by choice or by dice) you go down a size on your Recovery Dice and shift. Your HP drops to 1hp in this form and you gain 11 Temp HP. If downed while shifted, rules apply as normal.
Exhausting Change. Each time you shift, you take a level of Exhaustion.
Multiattack. When you use your Attack action to Bite, you may make a Claw attack as a Bonus Action.
Bite. Melee Attack. +6 to hit.
This attack is made with Advantage if the target is Restrained, Grappled or Prone.
Hit. 17 (3d6+6) Piercing damage.
Claw. Melee Attack. +6 to hit.
Hit. 10 (1d6+6) Piercing damage.
Healing. You can consume fresh corpses of large or smaller creatures to mend your wounds.
Each corpse may only be consumed once. If consumed as an action, you gain Temp HP. If consumed over a 1 minute period, you gain HP instead.Prince Adamamount healed corresponds to the size of the creature plus your CON Mod.
Tiny Creatures = 1d4+3, Small 1d6+3
Medium = 1d8+3, Large = 1d10+3.
=== SPECIAL ===
Feed the Beast. You must continue to eat and drink as normal. However, each time you shift you must also apply your Bite damage to a creature with an INT greater than 6 at least once while shifted.
If you fail to fuel your Lycanthropy in this way, you must make a DC14 CON Save or suffer a level of Exhaustion.
=== Recovery Level (1d6) ===
Your INT & CHA while shifted becomes 6. You cannot read, but can communicate. You may also take normal actions in combat and do not lose your equipment and the relevant proficiencies.