Rotting flesh moving faster than zombies you have fought.
Eyes that glow similarly to the psychic manisfestions.
vulnerable to bludgeon
Turn immunity- immune to effects that turn undead
multiattack - 2 greatsword attacks
Greatsword - +6 to hit, reach 5ft, 10dmg (2d6+3)
Unrest - -must be returned to their burial spot
-or will rise on their turn- at half health
Rotting corpses who eyes burn with a purpose not seen in zombie. Their movement is as swift and determined as the living.
mulitattack - 2 claws attacks
Claw- +2 hit, reach 5, 9 dmg (2d6+3) piecing.
Bite- if a claw success is successful, they can bite.
They do 1d6+3 dmg and heal for same amount
Horde help - a d6 is used to count how many animated dead are in play. This is used as a bonus for all rolls. It decreases as the animated dead decrease.
Lurking in the shadows, making itself unseen, the amorphouse psuedopods of an ooze has been attacking you. Apparently there is some numbing quality to the attack which has kept you from noticing it.
Amorphous.The ooze can move through a space as narrow as 1 inch wide without squeezing.
False Appearance.While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage,
Discreet Bite. The bite of a ooze is barely perceptible and the wound is quickly anesthetized. A creature bitten must succeed on a DC 15 Wisdom (Perception) check to notice the attack or any damage taken from it.
Translucent. The ooze can take the Hide action as a bonus action on each of its turns.
Crystal surge - can consume an available crystal to take another attack.
Corrode Crystal: as a bonus action can try to consume a dream crystal if it successful hits a target.
Target must make a DC 12 saving throw of its choice.
If 4-5 crystal are consumed it is motivated to leave the fray.
Incorporeal Movement. The deathwisp can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside a solid object.
Flicker. The deathwisp flickers in and out of sight,
and ranged weapon attacks against it are made
with disadvantage.
Vulnerable to PSYCHIC damage
Sandpoint Devil
Life Drain. Melee Weapon Attack: +6t to hit, reach 5 ft., one target. Hit: 12 (2d6 +6) necrotic damage. The target must succeed on a DC 10 Charisma saving throw, or be haunted.
Haunted: The manifestation attempts to make you do it's bidding. Role any saving throw against its straight d20 roll.Tie or better and you are not haunted for that turn.
Anyone who is the aura of a psychic thunderwave automatically has the haunted effect removed.
Psychic motivation: -can't be killed unless by psychic dmg
-return in 1d4 turns at full health
Shadow Jump. can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow.
May be a single jump of 80 feet, four jumps of 10 feet
each, etc. This ability must be used in 10-foot increments.
Sunlight Sensitivity. While in sunlight, the deathwisp
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
A nearly skeletal horse with bat wings, stunted forelegs, a lizard-like tail and a jaw filled with sharp teeth. Its powerful hind legs allow it to walk upright like a man
An unnatural amalgam of loathsome animal parts, this mangy beast skulks forward—walking perversely upright—on the rear legs of a powerful horse. Its body and head grossly equine, the torn wings of some giant bat sprout from the thing's poxspotted hide. Calloused, milky eyes glare balefully from a nearly skeletal head as a rasping hiss escapes a muzzle filled with broken yellow wolf teeth.,,
bite +9 (2d6+6),
2 hooves +9 (1d8+6)
Bay
The devil's maddening scream has been known to strike terror into even the stoutest of hearts.
Standard action, all creatures within a 100-foot-radius spread must succeed on a DC 14 Wis save or become frightened.
Crystal can be used to roll advantage against breaking fear.
Hellfire Breath (Recharge on a 4 - 1d4)
The creature can exhale large gouts of sulfur-tainted fire, burning all who would dare harm it.[2]
A standard action. This hellfire fills a 30-foot cone and causes 4d6 points of fire damage
(dex DC 13 half dmg). - or maybe a crystal is used to help
Anyone who takes damage from this breath weapon must also make a DC 12 Con save to avoid becoming cursed by the infernal flames—
Cursed disadvantage on all attack rolls, saving throws, and skill checks for a number of days equal to the damage taken—during this time, the victim’s skin appears to be horribly burned in places regardless of any healing applied.
Incorporeal Movement: The wraith can move through other creatures and Objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity: While in sunlight, the wraith has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
Death touch- The target must succeed on a DC 13 Constitution saving throw persons body go limp and they immediately have to make a death saving throw.
If they fail all 3 saves, they are in a comatose state - until substantial magic revives them (more than healing).
The Drajoon witch's crystal can negate the death touch.
Upon revival, the sword glows and the death touch is recharged. (IE. only one person can be down at any given time)