Posts for: #Villain

Darkling Elder

Medium Fey, Typically Chaotic Neutral


  • Armor Class 15 (studded leather armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STRDEXCONINTWISCHA
13 (+1)17 (+3)12 (+1)10 (+0)14 (+2)13 (+1)

  • Skills Acrobatics +5, Deception +3, Perception +6, Stealth +7
  • Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
  • Languages Elvish, Sylvan
  • Challenge 2 (450 XP)

Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 7 (2d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded.

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Flameskull

Tiny undead, neutral evil


  • Armor Class 13
  • Hit Points 40 (9d4 + 18)
  • Speed 0 ft., fly 40 ft. (hover)

STRDEXCONINTWISCHA
-5 (+1)+3 (+1)+2 (+1)+3 (+1)+0 (+1)+0 (+1)

  • Skills Arcana +5, Perception +2
  • Damage Resistances Lightning, Necrotic, Piercing
  • Damage Immunities Cold, Fire, Poison
  • Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Prone
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Actions

  • Multiattack. The flameskull uses Fire Ray twice.
  • Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.

Special Abilities

  • Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
  • Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.
  • Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a Dispel Magic or Remove Curse spell is cast on them.
  • Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:
    • Cantrip (at will): mage hand
    • 1st level (3 slots): magic missile, shield
    • 2nd level (2 slots): blur, flaming sphere
    • 3rd level (1 slot): fireball

Spells

Magic Missile

1st-level evocation

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Giant Rat

Small Beast, Unaligned

Armor Class 12 Hit Points 7 (2d6) Speed 30 ft.

STRDEXCONINTWISCHA
-2+20-40-3

Skills Perception +2Senses Darkvision 60 ft., passive Perception 10LanguagesChallenge 1/8 (25 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

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Kharvex, the Shadow Caller

Grimoire of the Eclipse

Description

A dark, leather-bound tome that contains the forbidden rituals and spells Kharvex used in his experiments. The pages are filled with eldritch symbols and diagrams related to the Shadow Dragon and other entities from the Shadowfell.

Effect

The grimoire contains several spells, including shadow blade, summon shadowspawn, and contact other plane.

However, the book is cursed—anyone who attempts to learn its secrets must make a Charisma saving throw (DC 16) or suffer from disturbing nightmares and a gradual loss of sanity.

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Manus

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Manus

Armor Class 21 (natural armor) Hit Points 350 Speed 50 ft. Challenge 17 (18,000 XP)

STRDEXCONINTWISCHA
12 (+1)26 (+8)20 (+5)20 (+5)18 (+4)26 (+8)

  • Saving Throws Dex +14, Con +11, Wis +10, Cha +14
  • Skills Acrobatics +14, Deception +14, Insight +10, Intimidation +14, Perception +10, Performance +14, Persuasion +14
  • Condition Immunities frightened, grappled, restrained
  • Senses darkvision 120 ft., passive Perception 20
  • Languages Common and two other languages of his choice

Advanced Shapechanger. As a bonus action, Manus can change his appearance and voice. He determines the specifics of the changes, including his coloration, hair length, and sex. He can also adjust his height and weight, but not so much that his size changes. He can make himself appear as a member of another race, though none of his game statistics change. He can’t duplicate the appearance of a creature he’s never seen and he must adopt a form that has the same basic arrangement of limbs that he has. His clothing and equipment aren’t changed by this trait.

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