Monster conversions for Spell & Crossbones

Quickleaf

Legend
Succarath (Su-Monkey)
Small beast, chaotic evil
AC 12
HP 14 (4d6)
Speed 30 ft, climb 30 ft
Str 8 (-1) Dex 15 (+2) Con 11 (+0) Int 8 (-4) Wis 12 (+1) Cha 8 (-1)
Skills stealth +4
Damage Immunities psychic
Senses passive perception 11
Languages none, though they can use pantomime
Challenge 1/2 (XP 100)

TRAITS
Innate Spellcasting. The succarath's innate spellcasting ability is Wisdom (spell save DC 11, spell attack +6). It can innately cast the following spells without material components:
At-will: detect thoughts, suggestion.
Pack Tactics. The succarath has advantage on an attack roll against a creature if at least one of the succarath’s allies is within 5 feet of the creature and the ally isn’t incapacitated 

ACTIONS
Bite. Melee weapon attack. Attack: +1 hit, reach 5-ft, one target. Hit: 1 (1d4-1) piercing damage.
Sow Discord. The succarath causes tensions to flare within a 30 feet radius around itself. All creatures (besides other succarath) must make a DC 11 Wisdom save or no longer treat their companions as allies; this lasts as long as they are within 30 feet of the succarath. In terms of hard and fast rules, this means their spaces cannot be moved thru and their healing or buffing magic will not accepted. It also means the player should play up the discord.
Unsettling Gaze. The succarath meets the gaze of a creature within 60 feet who must make a DC 11 Wisdom save or take 7 (3d4) psychic damage and suffer disadvantage on attacks against succarath for 1 minute.
 

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Quickleaf

Legend
Swarm of Jellyfish
Medium swarm of tiny beasts, unaligned
AC 9
HP 40 (9d8)
Speed 0 ft, swim 5 ft
Str 1 (-5) Dex 8 (-1) Con 10 (+0) Int 1 (-5) Wis 10 (+0) Cha 1 (-5)
Skills stealth +3
Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses tremorsense 30 ft,  passive perception 10
Languages --
Challenge 2 (XP 450)

TRAITS
Distraction. Any creature starting or ending its turn in a jellyfish swarm's space suffers disadvantage on Concentration checks. Additionally, if a creature poisoned by a jellyfish sting starts or ends its turn in a jellyfish swarm's space, they become nauseous and unable to take bonus actions, reactions, or make use of multiple attacks until the start of their next turn.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny jellyfish. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS
Sting. Melee Weapon Attack. Attack: +1 hit, reach 0-ft, one target in the swarm's space. Hit: 10 (3d6) poison damage, and the target is poisoned and reduces their speed by 5 feet for 1 hour. Subsequent stings to an already poisoned target reduce the target's speed by 5 feet (cumulative); a target reduced to speed 0 immediately sinks.

Swarm of Leeches
Medium swarm of tiny beasts, unaligned
AC 11
HP 24 (7d8-7)
Speed 0 ft, swim 10 ft
Str 1 (-5) Dex 12 (+1) Con 8 (-1) Int 1 (-5) Wis 12 (+1) Cha 1 (-5)
Skills stealth +5
Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft, passive perception 11
Languages --
Challenge 1/4 (XP 50)

TRAITS
Anesthetize. When the  leech swarm attacks a creature in at least 2 feet of murky water, compare its Stealth check to the creature's passive Perception; if the leech swarm wins the contest its attack goes unnoticed as does any damage it inflicts until the creature is out of the water.
Distraction. Any creature starting or ending its turn in a leech swarm's space suffers disadvantage on Concentration checks. Additionally, if a creature being blood drained by leeches starts or ends its turn in a leech swarm's space, they become nauseous and unable to take bonus actions, reactions, or make use of multiple attacks until the start of their next turn.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny leech. The swarm can’t regain hit points or gain temporary hit points

ACTIONS
Blood Drain. Attack: +3 hit, reach 0-ft, one target in the swarm's space. Hit: 3 (1d6) piercing damage, and the target must make a DC 10 Cnstituion save or contract the Red Ache disease. In addition, the creature continues taking 1 ongoing damage until it exits the swarm and an action is used to remove the leeches from its body.
 

Quickleaf

Legend
Tona
Small fey, chaotic good
AC 14
HP 27 (6d6+6)
Speed 25 ft (when mounted on giant frog 30 ft, climb 30 ft, swim 30 ft)
Str 6 (-2) Dex 18 (+4) Con 13 (+1) Int 12 (+1) Wis 16 (+3) Cha 15 (+2)
Skills handle animal +5, medicine +5, nature +5, perception +5, perform +4, stealth +6
Tools (+2) drums, giant frog mounts
Senses darkvision 60 ft, passive perception 15
Languages Arawak, Aztec, Island Carib, Mayan (Elven), Sylvan
Challenge 3 (XP 700)

TRAITS
Giant Frog Rider. When riding a giant frog equipped with a special harness saddle, a tona stays in place even when the frog is climbing. It can also force any attacks made against its giant frog mount to target the tona instead.
Innate Spellcasting. A tona's innate Spellcasting ability is Wisdom (spell save DC 13, spell attack +5). They can cast the following spells innately without material components:
At-Will: commune with nature, dominate beast, invisibility, speak with animals.
Once per day: control weather.
Skulker. A tona can hide when only lightly obscured from the creature it is hiding from. When a tona misses with a ranged attack while hiding from a creature, it does not give away it's position.
Tree Frog Venom. A tona uses tree frog venom on its attacks, which requires a DC 13 Constitution save. A creature affected by the venom is poisoned for 1 hour. After one minute of being poisoned they must repeat the saving throw and if they fail they are paralyzed for the rest of the time they are poisoned. A paralyzed creature that goes untreated must make a DC 13 Constitution save every ten minutes while poisoned or take 14 (4d6) poison damage.

ACTIONS
Poison Dagger. Melee weapon attack. Attack: +6 hit, reach 5-ft, one target. Hit: 5 (1d4+3) piercing damage, and the target must make a DC 13 Constitution save against tree frog venom (see above).
Blowgun. Ranged weapon attack. Attack: +6 hit, range 20-ft/60-ft, one target. Hit: 1 piercing damage, and the target must make a DC 13 Constitution save against tree frog venom (see above).

Tona are honorable nature spirits who roam the Caribbean bringing rain and tending to the animal population. They avoid humanity for the most part, preferring the company of wild creatures to any “civilization.” They will not come if summoned by an evil bokor. Tona are close to two feet tall with broad faces and clever hands. Their hair is typically bright green and their eyes are bright blue. Tona are famous for their singing, which echoes through the tropics on warm, rainy nights. Tona raise giant tree frogs as mounts. They have special harness saddles so they can take advantage of their mounts’ ability to climb anything.

They can be summoned like djab, though they never come if summond by an evil bokor. The typical sacrifice for summoning tona is saving the animals and plants of an area that is being decimated by colonization. 

Triton (Sea Elf)
Medium humanoid (elf), any alignment (chaotic good tendencies)
AC 16 (scale armor)
HP 22 (5d8)
Speed 30 ft, swim 35 ft
Str 14 (+2) Dex 15 (+2) Con 10 (+0) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)
Skills perception +4, stealth +4
Senses darkvision 60 ft, passive perception 14
Languages English (Common), Elven, Aquan
Challenge 1 (XP 200)

TRAITS
Fey Ancestry. A triton has advantage on saving throws against being charmed, and can't be put to sleep by magic.
Hold Breath. A triton can hold their breath on land for a number of minute equal to their Constitution score (10).
One With the Sea. A triton moves unhindered thru marine difficult terrain, such as seaweed or choppy waves, and can hide when only lightly obscured in marine environments.

ACTIONS
Trident. Melee weapon attack. Attack: +4 hit, reach 10-ft, one target. Hit: 7 (1d10+2) piercing damage.
Harpoon. Ranged weapon attack. Attack: +4 hit, range 30-ft/120-ft, one target. Hit: 5 (1d6+2) piercing damage.
Net. Ranged weapon attack. Attack: +4 hit, range 30-ft, one Large or smaller target with a cohesive form. Hit: The target is restrained. Either the target or another creature can use its action to make a DC 10 Strength check, freeing the trapped creature. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, and destroying the net.
Conc Shell, Summoning (once per hour). By blowing the conc shell in quick succession, the triton summons a number of aquatic animals which arrive in 3 (1d6) rounds. 16 (3d10) Hippocampi, giant seahorses, dolphins, and/or sea lions are commonly summoned.
Conc Shell, Terrifying. By blowing the conc shell in an elongated eerie note, the triton causes all marine beasts (except squids) within 60 feet to make a DC 13 Wisdom check or be frightened for 1 minute.

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Yugoloth, Marraenoloth (Charon's Daemon)
Medium fiend, neutral evil
AC 14 (leather armor)
HP 90 (12d8+36)
Speed 40 ft
Str 14 (+2) Dex 16 (+3) Con 16 (+3) Int 16 (+3) Wis 18 (+4) Cha 18 (+4)
Skills arcana +6, deception +7, insight +7, intimidate +7, perception +7, persuasion +7, religion +6
Tools (+3) navigation tools, watercraft
Condition Immunities memory loss, poisoned
Damage Immunities acid, poison
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft, passive perception 17
Languages Common, Abyssal, Infernal, telepathy 60 ft
Challenge 7 (XP 2,900)

TRAITS
Innate Spellcasting. The marraenoloth's innate spellcasting ability is Charisma (spell save DC 15, spell attack +7). It can innately cast the following spells without material components:
At-will: alter self, animate dead, fear (gaze), phantasmal killer, suggestion.
Once per day: contagion, mass suggestion.
Magic Resistance. The marraenoloth has advantage on saves against spells and magical effects.
Planar Boatman. When at the helm of a watercraft, the marraenoloth can pilot it into any plane of existence, emerging anywhere that oceans or rivers touch on that plane. Most commonly this is used to ferry souls of the dead to the Shadowlands and beyond. This voyage can take less than a minute on its own, but when ferrying other creatures requires at least an 8 hour journey at sea, and all creatures aboard enter the destination plane, willing or not.

ACTIONS
Multiattack. The yugoloth makes 2 charon's staff or unholy fire attacks, and may cast one of its at-will spells as a bonus action.
Charon's Staff. Melee weapon attack. Attack: +7 hit (a magical attack), reach 10-ft, one target. Hit: 8 (1d8+4) bludgeoning damage, and the target must make a DC 15 Constitution save or suffer vulnerability to all damage for the next hour.
Unholy Fire. Ranged weapon attack. Attack: +7, range 100-ft, one target. Hit: 10 (3d6) necrotic damage, and the target ages one year.
Teleport. The marraenoloth teleports up to 60 feet to a space it can see, and may teleport its skiff along with it, with or without any passengers.

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NEGOTIATING WITH A MARRAENOLOTH
A marraenoloth can either be found near the Shores of Death, the Shadowlands, or else it must be summoned with a suitable spell and an offering worth at least 500 gp. Upon arrival, the marraenoloth demands payment; if it was summoned this is typically (though not always) the item used as an offering. If payment is refused, the marraenoloth departs, albeit it will likely carry a grudge against those who wasted its time and will never again respond to their summons.

If payment is given, there is a 70% chance that the marraenoloth will betray his passengers during the voyage. For every additional 200 gp that is paid to the marraenoloth, the chance decreases by 10%, to a minimum of 20%. No fiends are trustworthy, not even well paid ones. Persuasion checks could be made to lower it even further, at the DM’s discretion.
 
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Quickleaf

Legend
Zombie Lord / Le Grand Zombie
Medium undead, neutral (evil)
AC 9
HP 90 (12d8+36)
Speed 30 ft (in snake form 30 ft, swim 30 ft)
Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 10 (+0) Wis 10 (+0) Cha 14 (+2)
Skills Religion +3
Saving Throws wisdom +3
Condition Immunities poisoned
Damage Immunities poison
Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons
Senses darkvision 60 ft, passive perception 10
Languages speaks the languages it knew in life, telepathy 100 ft with zombies
Challenge 5 (XP 1,800)

TRAITS
Innate Spellcasting. Le Grand Zombie's innate spellcasting ability is Charisma (spell save DC 13, spell attack +5). It can innately cast the following spells without material components:
At-Will: feign death, speak with dead, suggestion.
Once per day: animate dead, confusion, otto's irresistible dance, mass suggestion.
Shapechanger. Le Grand Zombie can use its action to polymorph into either an albino giant constrictor snake (usually reserved for Voodoo ceremonies) or a handsome human covered in black and white skeleton makeup (usually reserved for carnivals). Its attack modes change depending on which form it assumes. When Le Grand Zombie dies it reverts to its true zombie form.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. 
Zombie Master. All zombies within 100 feet of Le Grand Zombie obey its commands, and Le Grand Zombie can sense any zombies within one mile of it and gaze through their eyes as an action. Additionally, when casting animate dead, Le Grand Zombie animates 7 (2d6) zombies.

ACTIONS
Multiattack (human or zombie form only). Le Grand Zombie makes two 2 slam attacks.
Slam (human or zombie form only). Melee weapon attack. Attack: +7 hit, reach 5-ft, one target. Hit: 13 (2d8+4) bludgeoning damage.
Constrict (giant constrictor snake form only). Melee weapon attack. Attack: +7 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 creature is restrained, and Le Grand Zombie can’t constrict another target. 
Aura of Death (zombie form only). Le Grand Zombie unleashes a field of death energy around it in a 100 foot radius. All living creatures within the aura must make a DC 13 Constitution save or be weakened while in the aura so that their melee and ranged weapons attacks deal only half damage, and their Concentration checks are disadvantaged. If a creature is already weakend and fails its save, it becomes incapacitated by sickness while in the aura. If a creature is already so incapacitated and fails its save, it is killed and at the start of its next turn it is animated as a zombie under the control of Le Grand Zombie. Le Grand Zombie can maintain its aura of death with concentration.

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Quickleaf

Legend
Azagon La Croix
Medium djab, neutral good
AC 14 (natural armor)
HP 135 (18d8+54)
Speed 40 ft
Str 22 (+6) Dex 12 (+1) Con 16 (+3) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)
Skills Insight +5, Intimidate +5, Perception +5
Tools (proficiency +4) gravedigger's tools, mason's tools, miner's tools
Saving Throws Constitution +7, Wisdom +5
Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons
Senses darkvision 60 ft, passive perception 15
Languages English (Common), Creole, French, Jamaican Patois, West African
Challenge 12 (XP 8,400)

Typical Sacrifice: An extremely rare uncut stone will do nicely. Putting a large number of the undead to an honorable rest will greatly aid in gaining his favor. Azagon will never manifest for a bokor that uses zombi. 

TRAITS
Cleave. Once per round, when Azagon drops a creature to 0 hit points, he can use a bonus action to make another ivory-headed vorpal spade attack against a different target.
Innate Spellcasting. Azagon La Croix's innate spellcasting ability is Wisdom (spell save DC 13, spell attack +5). He can innately cast the following spells without material components:
At-will: meld into stone, move earth, stone shape.
Once per day: earthquake, wall of stone.

ACTIONS
Multiattack. Azagon makes 2 ivory-headed vorpal spade attacks and 1 slam attack.
Ivory-Headed Vorpal Spade. Melee weapon attack. Attack: +11 hit, reach 5-ft, one target. Hit: 12 (1d10+7) slashing damage. On an attack roll of 20, the target takes an additional 6d10 damage.
Slam. Melee weapon attack. Attack: +10 hit, reach 5-ft, one target. Hit: 9 (1d6+6) bludgeoning damage and pushed up to 15 feet.
Shaper's Hands. Azagon moves or breaks any stone or stone-made structure he wishes with a simple touch. Likewise, he can cause up to six graves (6-ft deep pits) to suddenly appear, simply by touching the earth.

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Quickleaf

Legend
Carisona the Hunter
Large djab, neutral (evil)
AC 14 (natural armor)
HP 127 (15d10+45)
Speed 40 ft
Str 20 (+5) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 10 (+0) Cha 12 (+1)
Skills Athletics +9, Intimidate +5, Investigation +4, Perception +4, Stealth +6, Survival +4
Saving Throws Constitution +7
Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons
Senses darkvision 60 ft, passive perception 14
Languages Arawak, Island Carib, Mayan
Challenge 11 (XP 7,200)

Typical Sacrifice. The flesh of something he has never eaten before. 

TRAITS
Endless Maw. Carisona can swallow anything without being harmed by it, and his stomach is literally a bottomless pit. A DC 20 Intelligence (Arcana) check recalls the tale of Braoite the Tracker, who used Carisona's stomach to hold a river. If cut from his body and cured, Carisona's stomach acts as a bag of holding.
Expert Tracker. Carisona has advantage on all Intelligence (Investigation) or Wisdom (Perception) checks to track a creature. Additionally, he can track creatures that are usually impossible to track, such as a ranger in their favored terrain or a creature affected by pass without trace. When tracking overland, he can move at his full pace and still remain alert to danger.

ACTIONS
Multiattack. Carisona makes any combination 3 attacks: bite, seize, or javelin.
Bite. Melee weapon attack. Attack: +9 hit, reach 10-ft, one target. Hit: 21 (3d10+5) piercing damage, and the target is grappled as Carisona's teeth clamp down. If a grappled creature in Carisona's maw ends their turn still grappled by Carisona they take this damage again automatically, and must make a DC 17 Constitution save or else Carisona chews off a body part. Typically Carisona starts with small things like fingers, toes, noses, and ears before moving on to hands, feet, and so forth. While Carisona has a creature grappled, he cannot make bite attacks.
Seize. Melee weapon attack. Attack: +9 hit, reach 10-ft, one target. Hit: 10 (1d10+5) bludgeoning damage, and the target is grappled.
Poisoned Javelin. Ranged weapon attack. Attack: +9 hit, range 30-ft/120-ft, one target. Hit: 8 (1d6+5) piercing damage, and the target must make a DC 17 Constitution save or else become poisoned for 1 hour, and while poisoned their speed is reduced by half (round down).

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Quickleaf

Legend
Lel-Za-Bol
Medium djab, neutral evil
AC 14 (hide armor)
HP 130 (20d8+40)
Speed 40 ft
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)
Skills Arcana +7, Insight +7, Intimidate +8, Perception +7, Persuasion +8, Religion +7, Stealth +7
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained 
Senses darkvision 100 ft, can see ethereal creatures within 100 ft, passive perception 18
Languages Aztec, Mayan
Challenge 13 (XP 10,000)

Typical Sacrifice: The still beating heart of an innocent, cut out with an obsidian blade. 

TRAITS
Displacement. Lel-Za-Bol projects a magical illusion that makes her appear to be standing near her actual location, causing attack rolls against her to have disadvantage. If she is hit by an attack, this trait is disrupted until the end of her next turn. This trait is also disrupted if Lel-Za-Bol is incapacitated or has her speed reduced to 0.
Incorporeal Movement. Lel-Za-Bol can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. 
Innate Spellcasting. Lel-Za-Bol's innate spellcasting ability is Charisma (spell save DC 16, spell attack +8). She can innately cast the following spells without material components:
At-will: bestow curse, darkness, dispel evil and good, fear, protection from evil and good.
Once per day: harm, locate creature, locate object, phantasmal killer.
Sunlight Sensitivity. While in sunlight, Lel-Za-Bol has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

ACTIONS
Multiattack. Lel-Za-Bol makes 3 attacks: one with her obsidian mace, one with life drain, and one with an at-will spell (bestow curse, darkness, dispel evil and good, or fear).
Obsidiance Mace. Melee weapon attack. Attack: +7 hit (counts as magical can hit ethereal creature's), reach 5-ft, one target. Hit: 23 (6d6+2) bludgeoning damage.
Life Drain. Melee weapon attack. Attack: +7 hit, reach 5-ft, one target. Hit: 20 (4d8+2) necrotic damage, and the target must make a DC 16 Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by life drain, it dies.

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Quickleaf

Legend
Rataron the Bold
Medium djab, lawful evil
AC 15 (leather armor)
HP 120 (16d8+48)
Speed 40 ft
Str 14 (+2) Dex 18 (+4) Con 16 (+3) Int 19 (+4) Wis 18 (+4) Cha 14 (+2)
Skills Acrobatics +8, Arcana +8, Deception +6, History +8, Insight +6, Intimidate +6, Perception +6, Persuasion +6
Tools (+4) poisoner's kit
Saving Throws Dexterity +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft, passive perception 16
Languages English (Common), Creole, Dutch, French, Jamaican Patois, Spanish
Challenge 11 (XP 7,200)

Typical Sacrifice. Rataron will accept knowledge of poisons that he knows nothing about (a rarity, GM’s call) for his services. He is also partial to rubies that have been steeped in the blood of three innocent intelligent beings.

TRAITS
Firearm Expert. Rataron ignores the loading property of firearms he uses.
Maneuvers. Rataron has 5d8 superiority dice which he can spend to use any of the maneuvers from PHB page 74. He regains all his superiority dice after a short or long rest.
Mortal Seeming. Rataron appears as a slim human male dressed in finery with a contemptuous smirk and a silken handkerchief ever at hand. However, a DC 16 Investigation check to watch him carefully (or truesight) reveal his eyes are actually solid purple, and only are revealed as such when Rataron is incensed or contemplating an assassination.

ACTIONS
Multiattack. Rataron makes 3 rapier attacks, which he may also use to perform any battle master maneuver on PHB page 74. Alternately, he may make one rapier attack and one pistol attack.
Obsidian Rapier (Dramthal). Melee weapon attack. Attack: +9 hit (counts as magical), reach 5-ft, one target. Hit: 14 (2d8+5) piercing damage, and the target must make a DC 16 Constitution save or be poisoned for 1 hour by Silpreth Moth Venom (or a poison from DMG page 258). If the saving throw fails by 5 or more, the creature also halves their speed (round down) and cannot perform tasks requiring very fine motor skills (e.g. picking a lock or performing an elaborate fencing maneuver).
Momgazi Powder Pistol. Ranged weapon attack. Attack: +8 hit, range 30-ft/90-ft, one target. Hit: 9 (1d10+4) piercing damage, and the target must make a DC 16 Constitution save or be poisoned for 1 hour by Momgazi Powder. If the saving throw fails by 5 or more, the creature also is affected as per the confusion spell.
 
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Quickleaf

Legend
Six Thousand Men
Large djab, chaotic evil
AC 15 (natural armor)
HP 105 (10d10+50)
Speed 0 ft, fly 50 ft
Str 22 (+6) Dex 13 (+1) Con 20 (+5) Int 8 (-1) Wis 6 (-2) Cha 10 (+0)
Skills Intimidate +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft, passive perception 8
Languages West African (though it rarely speaks intelligibly)
Challenge 9 (XP 5,000)

Typical Sacrifice. Six Thousand Men will demand the sacrifice of a specific slaver or the burning destruction of a slave based plantation for its services.

TRAITS
Aura of Agony. Any living creature starting or ending its turn within 30 feet of Six Thousand Men must make a DC 11 Charisma save or else suffer a randomly determined effect below (d6):
1. Concussion Blast: The target takes 10 (3d6) force damage and is knocked prone.
2. Death Urge: On its next turn, the only action the target tries to takes is something which would be extremely harmful to itself, such as striking itself with its own weapon and delivering an automatic critical hit, or leaping off a cliff.
3. Ego Whip: The target is plagued with guilt and remorse for 1 minute, causing it to suffer disadvantage on all attacks and checks.
4. Fear: The target is frightened of Six Thousand Men for 1 minute.
5. Mental Anguish: The target takes 33 (6d10) psychic damage and drops anything it is holding to clutch its head.
6. Suggestion: The target is affected as per the suggestion spell for 1 minute to immediately (and violently) liberate any slaves and punish any slave-owners present.
Turning Vulnerability. Although Six Thousand Men is a djab, it is made up of cursed souls and can be turned as if undead.

ACTIONS
Multiattack. Six Thousand Men makes 6 soul bite attacks.
Soul Bite. Melee weapon attack. Attack: +9 hit, reach 10-ft, one target. Hit: 10 (1d8+6) necrotic damage, and the target must make a DC 17 Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by life drain, Six Thousand Men gains 10 hit points, and the creature dies as its soul (gros-bon-ange) is absorbed into Six Thousand Men so that it cannot be given peace, contacted, or returned from death until Six Thousand Men is destroyed.

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Quickleaf

Legend
Shimerack the Chitterer (Mr. Hooks)
Large djab, neutral evil
AC 18 (natural armor)
HP 127 (17d10+34)
Speed 50 ft, climb 50 ft
Str 15 (+2) Dex 22 (+6) Con 15 (+2) Int 17 (+3) Wis 15 (+2) Cha 10 (+0)
Skills Insight +7, Intimidate +10, Investigate +8, Perception +7, Stealth +11
Saving Throws Dexterity +11, Wisdom +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened
Senses darkvision 60 ft, passive perception 17
Languages understands all languages but speaks only in strange chittering
Challenge 13 (XP 10,000)

Typical Sacrifice: Shimerack doesn’t enter into pacts—one summons, one assassination. The price is the sacrifice of one of the summoning bokor’s fingers. Shimerack will attempt to kill his target until he succeeds or he is slain. If he is killed, he will never again accept a commission on the target he failed to eliminate. The next bokor that summons him will luck out, the price of Shimerack’s commission after a failure is not a finger—it’s permission to after the bokor that sent him after the target he couldn't kill

TRAITS
Disjointed Movement. Opportunity attacks made against Shimerack provoked by his movement have disadvantage to hit.
Improved Initiative. Shimerack's initiative is +10 and he always wins initiative ties.
Innate Spellcasting. Shimerack's innate spellcasting ability is Intelligence (spell save DC 16, spell attack +8). He can innately cast the following spells without material components:
At-will: fear, invisibility.
Once per day: locate creature, scrying.

ACTIONS
Multiattack. Shimerack makes 4 awl hook attacks. If he hits the same target with 3 or more attacks, Shimerack buries his hook in them for an additional 14 (2d6+7) damage, and the target must make a DC 15 Constitution save or be stunned for 1 round and drop anything they're holding from the pain.
Jagged Awl Hook of Speed. Melee weapon attack. Attack: +12 hit (counts as magical), reach 10-ft, one target. Hit: 14 (2d6+7) slashing damage.

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