Fey Ancestry. Aerisi has advantage on saving throws against being charmed, and magic can't put her to sleep.
Howling Defeat. When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.
Legendary Resistance (2/Day). If Aerisi fails a saving throw, she can choose to succeed instead.
Spellcasting Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared:
Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): charm person, feather fall, mage armor, thunderwave
2nd level (3 slots): dust devil, gust of wind, invisibility
3rd level (3 slots): fly, gaseous form, lightning bolt
4th level (3 slots): ice storm, storm sphere
5th level (2 slots): cloudkill, seeming (cast each day)
6th level (1 slot): chain lightning
Multiattack. Windharrow makes two melee attacks.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7Windvane. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 9 (1d6 + 6) piercing damage, or 10 (1d8 + 6) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage. (1d8 + 3) piercing damage.
Magic Weapons. The myrmidon's weapon attacks are magical.
Multiattack. The myrmidon makes three flail attacks.
Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Lightning Strike (Recharge 6). The myrmidon makes one flail attack. If the attack hits, it deals an extra 18 (4d8) lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the myrmidon's next turn.
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit reach 5 ft. one
target.
Hit: 6 (ld6 + 3) slash ing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit reach 5 ft. or range 20/60 ft. one target.
Hit: 5 (1d4 + 3) piercing damage.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so the captain must see the attacker and be wielding a melee weapon.
Innate Spellcasting Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:
At will: produce flame
1/day: burning hands
Spellcasting Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells:
Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): misty step, scorching ray
3rd level (3 slots): counterspell, fireball
4th level (3 slots): dimension door, wall of fire
5th level (1 slot): hold monster
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Multiattack. The guard makes two melee attacks.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Reactions
Unyielding. When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): acid splash, blade ward, light, mending, mold earth
1st level (4 slots): earth tremor, expeditious retreat, shield
2nd level (3 slots): shatter, spider climb
3rd level (2 slots): slow
Multiattack. The priest makes two melee attacks.
Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Reactions
Unyielding. When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Bond of the Black Earth. The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark's commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month.
Multiattack. The burrowshark makes three melee attacks.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
Reactions
Unyielding. When the burrowshark is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost
1st level (4 slots): expeditious retreat, ice knife, magic missile, shield
2nd level (3 slots): blur, hold person
3rd level (2 slots): sleet storm
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Sharktoothed 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. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bonded Mount. The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast's senses and ability to breathe underwater. The bonded mount obeys the knight's commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month.
Sneak Attack. The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn't incapacitated and the knight doesn't have disadvantage on the attack roll.
Multiattack. The knight makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
Reactions
Uncanny Dodge. When an attacker the knight can see hits it with an attack, the knight can halve the damage against it.
Magic Weapons. The myrmidon's weapon attacks are magical.
Multiattack. The myrmidon makes two maul attacks.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Thunderous Strike (Recharge 6). The myrmidon makes one maul attack. If the attack hits, it deals an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Spellcasting Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, poison spray, produce flame
1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave
2nd level (3 slots): flame blade, spike growth
3rd level (3 slots): dispel magic, stinking cloud
4th level (2 slots): blight, wall of fire
Summon Mephits (Recharges after a Long Rest). By puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephits.
Dagger +1. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire which lasts until the end of the guard’s next turn. While wreathed in flame the weapon deals an extra 3 (1d6) fire damage on a hit.
Multiattack. The guard makes two melee attacks.
Longsword. Melee Weapon Attack: +4 to hit reach 5 ft. one target.
Hit: 6 (1d8 + 2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit range
100/400 ft. one target.
Hit: 6 (1d10 + 1) piercing damage.
Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13 +5 to hit
with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): control flames* create bonfire* fire bolt light minor illusion
1st level (4 slots): burning hands expeditious
retreat mage armor
2nd level (3 slots): blur scorching ray
3rd level (2 slots): fireball
Dagger. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 20/60 ft. one target.
Hit: 4 (1d4 + 2) piercing damage.
Shapechanger (2/day) The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form.
While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing.
Olhydra's Armor (Human Form Only). The fathomer can cast mage armor at will, without expending material components.
Spellcasting (Human Form Only) The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex
2nd level: invisibility
3rd level: Vampiric touch
Constrict (Serpent Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the fathomer can't constrict another target.
Dagger (Human Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Spellcasting. The knight is a 1st-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12 +4 to hit
with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): gust* light message ray of frost
1st level (2 slots): expeditious retreat feather fall
Multiattack. The knight makes two melee 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.
Spear. Melee or Ranged Weapon Attack: +4 to hit reach 5 ft. or range 20/60 ft. one target.
Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
Magic Weapons. The myrmidon's weapon attacks are magical.
Water Susceptibility. For every 5 feet the myrmidon moves in water, it takes 2 (1d4) cold damage.
Multiattack. The myrmidon makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.
Spellcasting The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): control flames, fire bolt, friends, light, minor illusion
1st level (4 slots): burning hands, color spray, mage armor
2nd level (3 slots): scorching ray, suggestion
3rd level (3 slots): fireball, hypnotic pattern
4th level (1 slot): fire shield (see Wreathed in Flame)
Wreathed in Flame. For the flamewrath, the warm version of the fire shield spell has a duration of until dispelled. The fire shield burns for 10 minutes after the flamewrath dies, consuming its body.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared:
Cantrips (at will): mending, resistance, shape water
1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave
2nd level (3 slots): darkvision, hold person, protection from poison
3rd level (3 slots): call lightning, sleet storm, tidal wave
4th level (3 slots): control water, ice storm
5th level (1 slot): scrying
Water Walk. Gar can stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind.
Multiattack. Gar makes two melee attacks, one with his claw and one with Drown.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, Gar can't attack other creatures with his claw.
Drown. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) cold damage.
Evasion. If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Stunning Strike (Recharge 5-6). When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of Hellenrae's next turn.
Unarmored Defense. While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.
Unarmored Movement. While Hellenrae is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed).
Multiattack. Hellenrae makes three melee attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Reactions
Parry and Counter. Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach.
Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn.
Hold Breath. The initiate can hold its breath for 30 minutes.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Hold Breath. The priest can hold its breath for 30 minutes.
Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): blade ward, gust, light, prestidigitation, shocking grasp
1st level (4 slots): featherfall, shield, witch bolt
2nd level (3 slots): dust devil, gust of wind
3rd level (2 slots): gaseous form
Multiattack. The priest makes two melee attacks or two ranged attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Spellcasting The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): blade ward, gust, light, prestidigitation
1st level (4 slots): feather fall, jump, thunderwave
2nd level (2 slots): gust of wind
Unarmored Defense. While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed).
Multiattack. The hurricane makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Reactions
Deflect Missiles. When the hurricane is hit by a ranged weapon attack, it reduces the damage from the attack by 1d10 + 9. If the damage is reduced to 0, the hurricane can catch the missile if it is small enough to hold in one hand and the hurricane has at least one hand free.
Earthen Defeat. When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind.
Earth Passage. Marlos can move in difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is shunted into the nearest space he last occupied.
Legendary Resistance (2/Day). If Marlos fails a saving throw, he can choose to succeed instead.
Petrifying Gaze When a creature that can see Marlos's eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.
If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright light, Marlos is, due to his curse, affected by his own gaze.
Multiattack. Marlos makes three melee attacks, one with his snake hair and two with Ironfang.
Snake Hair. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 14 (4d6) poison damage.
Ironfang. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) thunder damage.
Earth Walk. Moving through difficult terrain made of earth or stone costs Miraj no extra movement.
Innate Spellcasting Miraj's innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components:
1/day: pass without trace
Spellcasting Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells:
Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth
1st level (4 slots): chromatic orb, mage armor, magic missile
2nd level (3 slots): Maximilian's earthen grasp, shatter, suggestion
3rd level (3 slots): counterspell, erupting earth
4th level (3 slots): polymorph, stoneskin
5th level (2 slots): wall of stone
6th level (1 slot): move earth
Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage when used with two hands.
Chilling Mist. While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5 (1d10) cold damage.
Spellcasting The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): chill touch, mage hand
1st level (4 slots): fog cloud, mage armor, thunderwave
2nd level (3 slots): mirror image, misty step
3rd level (2 slots): fear
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Eye of Frost. The one-eyed shiver casts ray of frost from its missing eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check.
Searing Armor. The razerblast's armor is hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10) fire damage at the end of that creature's turn.
Shrapnel Explosion. When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the razerblast's body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a DC 12 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
Multiattack. The razerblast makes three melee attacks.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).
Multiattack. The monk makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Reactions
Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.
Amphibious. Shoalar can breathe air and water.
Innate Spellcasting Shoalar's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:
At will: shape water
1/day: create or destroy water
Spellcasting Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells:
Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost
1st level (4 slots): disguise self, mage armor, magic missile
2nd level (3 slots): hold person, misty step
3rd level (2 slots): tidal wave
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Spellcasting The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp
1st level (4 slots): feather fall, mage armor, witch bolt
2nd level (3 slots): gust of wind, invisibility
3rd level (3 slots): fly, lightning bolt
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Death Burst. When the Stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding Stonemelder must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
Spellcasting The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): acid splash, blade ward, light, mending, mold earth
1st level (4 slots): expeditious retreat, false life, shield
2nd level (3 slots): Maximilian's earthen grasp, shatter
3rd level (3 slots): erupting earth, meld into stone
4th level (1 slot): stoneskin
Black Earth Rod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. The Stonemelder can also expend a spell slot to deal extra damage, dealing 2d8 bludgeoning damage for a 1st level slot, plus an additional 1d8 for each level of the slot above 1st.
Spellcasting Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells:
Cantrips (at will): friends, gust, light, message, ray of frost
1st level (4 slots): expeditious retreat, feather fall, jump
2nd level (3 slots): levitate, misty step
3rd level (2 slots): haste
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.Multiattack. Thurl makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
Reactions
Parry. Thurl adds 2 to his AC against one melee attack that would hit him. To do so, Thurl must see the attacker and be wielding a melee weapon.
Funeral Pyre. When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes.
Legendary Resistance (2/Day). If Vanifer fails a saving throw, she can choose to succeed instead.
Spellcasting Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells:
Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy
1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield
2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): wall of fire
5th level (2 slots): dominate person
Dagger +1. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercinMultiattack. Vanifer makes two attacks.
Tinderstrike. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) fire damage.g damage.
Magic Weapons. The myrmidon's weapon attacks are magical.
Multiattack. The myrmidon makes three trident attacks.
Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage, and the target's speed is reduced by 10 feet until the end of the myrmidon's next turn.
Fey Ancestry. Windharrow has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells:
Cantrips (at will): friends, prestidigitation, vicious mockery
1st level (4 slots): disguise self, dissonant whispers, thunderwave
2nd level (3 slots): invisibility, shatter, silence
3rd level (3 slots): nondetection, sending, tongues
4th level (2 slots): confusion, dimension door
Multiattack. Windharrow makes two melee attacks.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.