Monsters & Miscellanea

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Monsters & Miscellanea Monsters & Miscellanea Volume 1-02: Skeletons by Barry Dore https://www.dmsguild.com/browse.php?author=Barry_Dore Title Art: Magz Wiseman https://www.yellowphonebox.com Cover Image: DMs Guild Creator Resource 3. Flesh Stealer Flesh Stealer, Undeath Dog 4. Skeletal Priests Skeletal Priest, Skeletal Priest of Orcus 5. Skeletons Skeleton: Crocodile, Giant Rat, Hill Giant, Wolf 6. Skeletons, Energy-Infused Cold-Infused; Skeleton, Mammoth Skeleton 7. Fire-Infused; Skeleton, Mastiff Skeleton 8. Lightning-Infused; Skeleton, Velociraptor Skeleton 9. Skeletons, Mold-Infested Mold-Infested; Skeleton, Hook Horror Skeleton 10. Bard Bard College: College of Bones 11. Magic Items Potions, Shodrom's Armaments DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this Samplework is copyright 2019 by Barry Dore and file published under the Community Content Agreement for Dungeon Masters Guild. Not for resale. Permission granted to print or photocopy this document for personal use only. Monsters & Miscellanea 1-02 2 Flesh Stealer Undeath Dog This foul variant of the flesh stealer takes the form of a The flesh stealer appears at first glance to be a typical death dog's two-headed skeleton, empowered with a life humanoid skeleton, but it is far from the norm. The draining bite. Though less intelligent than its humanoid flesh stealer's touch is more akin to that of a wight or a counterpart, the undeath dog is both stronger and faster, wraith, able to sap the very life from its victims. Worse making it a fearsome opponent. still, as necrotic energy rips the life from its target, the flesh stealer weaves a semblance of its own lost flesh with the stolen life force. Undeath Dog The flesh stealer is more resilient than the common Medium undead, neutral evil skeleton. It also displays a measure of cunning, using stealth to its advantage. Armor Class 12 Undead Nature. A flesh stealer doesn't require air, Hit Points 39 (6d8 + 12) food, drink, or sleep. Speed 40 ft. STR DEX CON INT WIS CHA Flesh Stealer 15 (+2) 14 (+2) 15 (+2) 3 (-4) 10 (+0) 6 (-2) Medium undead, neutral evil Skills Perception +4, Stealth +4 Armor Class 13 (armor scraps) Damage Resistances necrotic; piercing and slashing Hit Points 26 (4d8 + 8) from nonmagical attacks not made with silvered Speed 30 ft. weapons Damage Immunities poison STR DEX CON INT WIS CHA Condition Immunities exhaustion, poisoned 12 (+1) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 6 (-2) Senses darkvision 60 ft., passive Perception 14 Languages - Challenge 3 (700 XP) Skills Perception +2, Stealth +4 Damage Resistances necrotic; piercing and slashing from nonmagical attacks not made with silvered Necrotic Regeneration. When the dog deals necrotic weapons damage to a creature that isn't a construct or undead, it Damage Immunities poison gains hit points and increases its hit point maximum by Condition Immunities exhaustion, poisoned an amount equal to the necrotic damage dealt. Senses darkvision 60 ft., passive Perception 12 The dog's hit point maximum can't exceed double its Languages understands all languages it knew in life but starting value, and its hit point maximum is reduced by can't speak 6 hit points each day at dawn, but not lower than its Challenge 1 (200 XP) starting value. Two-Headed. The dog has advantage on Wisdom Necrotic Regeneration. When the stealer deals necrotic (Perception) checks and on saving throws against being damage to a creature that isn't a construct or undead, it blinded, charmed, deafened, frightened, stunned, or gains hit points and increases its hit point maximum by knocked unconscious. an amount equal to the necrotic damage dealt. The stealer's hit point maximum can't exceed double Actions its starting value, and its hit point maximum is reduced by 4 hit points each day at dawn, but not lower than its Multiattack. The dog makes two bite attacks. starting value. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Actions creature. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., Constitution saving throw or its hit point maximum is one creature. Hit: 5 (1d6 + 2) necrotic damage. The reduced by an amount equal to the necrotic damage target must succeed on a DC 12 Constitution saving taken. This reduction lasts until the target finishes a throw or its hit point maximum is reduced by an amount Samplelong rest. The target dies if thisfile effect reduces its hit equal to the damage taken. This reduction lasts until the point maximum to 0. target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Not for resale. Permission granted to print or photocopy this document for personal use only. Monsters & Miscellanea 1-02 3 Skeletal Priest of Orcus Skeletal Priests Medium undead, chaotic evil For those who devote their lives to the gods of the dead, death rarely marks an end of service. A skeletal priest is Armor Class 13 (armor scraps) just one of many undead manifestations that a servant of Hit Points 32 (5d8 + 10) death might take. Though it no longer prays for spells, a Speed 30 ft. skeletal priest continues to serve with a variety of spell- like powers, often providing support within a gathering STR DEX CON INT WIS CHA of undead. 12 (+1) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 8 (-1) Former servants of Orcus, Demon Prince of Undeath, possess alternative powers to other skeletal priests. Damage Vulnerabilities bludgeoning Damage Immunities necrotic, poison Undead Nature. A skeletal priest doesn't require air, Condition Immunities exhaustion, poisoned food, drink, or sleep. Senses darkvision 60 ft., passive Perception 12 Languages understands all languages it knew in life but can't speak Skeletal Priest Challenge 2 (450 XP) Medium undead, neutral evil Aura of Death. The priest emanates a deathly aura that Armor Class 13 (armor scraps) extends 30 feet in every direction from its space while it Hit Points 32 (5d8 + 10) isn't incapacitated. The aura is blocked by total cover. Speed 30 ft. While in the aura, the priest and any friendly undead are immune to the frightened condition and have resistance STR DEX CON INT WIS CHA to radiant damage. Enemies suffer disadvantage on 12 (+1) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 8 (-1) death saving throws while in the aura. Damage Vulnerabilities bludgeoning Turn Resistance. The priest has advantage on saving Damage Immunities necrotic, poison throws against any effect that turns undead. Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 12 Actions Languages understands all languages it knew in life but Morningstar. Melee Weapon Attack: +3 to hit, reach 5 can't speak ft., one target. Hit: 5 (1d8 + 1) piercing damage. Challenge 2 (450 XP) Ray of Withering (Recharge 4-6). Ranged Spell Aura of Undying Vitality. The priest can use a bonus Attack: +4 to hit, range 60 ft., one creature. Hit: 9 (2d8) action to cause one undead within 30 feet to regain 7 necrotic damage, and the target must succeed on a DC (2d6) hit points. 12 Constitution saving throw or its Strength score is reduced by 1d4. The target dies if this reduces its Turning Defiance. The priest and any undead within 30 Strength to 0. Otherwise the reduction lasts until the feet of it have advantage on saving throws against target finishes a short or long rest. effects that turn undead. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later. Actions Morningstar. Melee Weapon Attack: +3 to hit, reach 5 Reanimate Dead (Recharge 6). The priest touches an ft., one target. Hit: 5 (1d8 + 1) piercing damage. undead that has been destroyed within the past minute. That undead is restored with 1 hit point. Ray of Sickness (Recharge 4-6). Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end Reanimate Dead of the priest's next turn. It is worth noting that many destroyed undead leave Samplenothing behind to touch. In suchfile circumstances, this Reanimate Dead (Recharge 6). The priest touches an undead that has been destroyed within the past minute. ability cannot be used to revive them. That undead is restored with 1 hit point. Not for resale. Permission granted to print or photocopy this document for personal use only. Monsters & Miscellanea 1-02 4.
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