Diana Ungart, Iideghar Ironfist, Hewen Horn, Voldrik Firehammer, Griswelda Torunn, and Naalt Splintershield
Multiattack. Makes 2 longsword atks. If shortsword is drawn, can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+3) slashing dmg or (1d10+3) slashing dmg if held with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+3) piercing dmg.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: (1d10+1) piercing dmg.
Legendary Resistance (3/day). If fails ST, it can choose to succeed instead.
Multiattack. Can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
Frightful Presence. (refer to Roll20)
Breath Weapons (Recharge 5-6). (refer to Roll20)
Change Shape. (refer to Roll20)
Can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Regains spent legendary actions at the start of their turn.
Detect.The dragon makes a Wisdom (Perception) check.
Tail Attack.The dragon makes a tail attack.
Wing Attack (Costs 2 Actions).Beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Can then fly up to half its flying speed.
Invisibility.
Faultless Tracker. Given a quarry by it,s summoner. Knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. Also knows the location of its summoner.
Multiattack. Makes 2 slam atks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6+3) bludgeoning dmg.
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Keen Sight and Smell. Adv on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. Adv on atk roll against creature if it is at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Multiattack. Makes 2 atks: one with beak and one with talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4+2) piercing dmg.
Talons. Melee Weapon Attack: 4 to hit, reach 5 ft., one target. Hit: (2d6+2) slashing dmg.
Dark Devotion. Adv on ST against being charmed or frightened.
Spellcasting (refer to 'Legendary Actions')
Multiattack. Makes 2 melee atks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing dmg.
Spellcasting. 4th lvl spellcaster, spellcasting abililty is Wisdom (spell save DC 11, +3 to hit with spell attacks). Has the following cleric spells prepared:
Cantrip (at will): light, sacred flame, thaumaturgy
1st lvl (4 slots): command, inflict wounds, shield of faith
2nd lvl (3 slots): hold person, spiritual weapon
Dark Devotion. Adv on ST against being charmed or frightened.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing dmg.
Keen Sight. Adv on Wisdom (Perception) checks that rely on sight.
Multiattack. Makes 2 atks: one with beak and one with claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8+4) piercing dmg.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6+4) slashing dmg.
Keen Smell. Adv on Wisdom (Perception) checks that rely on smell.
Spellcasting (refer to Legendary Actions).
Multiattack.
Staff of the Magi. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (3d6+10) bludgeoning dmg or 23 (3d8+10) bludgeoning dmg if used with two hands.
Refer to Roll20 (online) for Staff of the Magi abilities
Spellcasting. 12th lvl spellcaster, spellcasting ability is Intelligence (spell save DC 17, +11 to hit with spell atks). Following spells prepared:
Cantrips (at will): mending, message, presdigitation, ray of frost, shocking grasp
1st lvl (4slots): charm person, comprehend languages, magic missile, shield
2nd lvl (3 slots): crown of madness, gust of wind, levitate
3rd lvl (3 slots): nondetection, protection from energy, tongues
4th lvl (3 slots): conjure minor elementals, greater invisibity, Otiluke's resilient sphere
5th lvl (2 slots): cone of cold, contact other plane
6th lvl (1 slot): mass suggestion
Keen Smell. Adv on Wisdom (Perception) checks that rely on smell.
Pack Tactics. Adv on an atk roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing dmg.
Refer to 'Legendary Actions'
Pseudopod.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+3) bludgeoning dmg plus (4d8) acid dmg. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10
Reactions
Split. If medium or larger and subjected to lightning or slashing dmg, it splits into two new puddings if it has at least 10 HP. Each new pudding has HP equal to half the original pudding's. rounded down. New puddings are one size smaller than the original.
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
Additional Settings
Amorphous. Can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the pudding or hits it with a melee atk while within 5 ft. of it takes 4 (1d8) acid dmg. Any nonmagical weapon that hits corrodes. After dealing dmg, the weapon takes a perm and cumulative -1 penalty to dmg rolls. If penalty drops to -5, weapon is destroyed after dealing dmg. Can eat through 2 inch thick metal or wood in 1 round
Spider Climb. Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8+4) bludgeoning dmg.
Javelin. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6+4) piercing dmg.
Javelin. Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: (2d6+4) piercing dmg.
Keen Hearing and Sight. Adv on Wisdom (Perception) checks that rely on hearing or sight.
Multiattack. Makes 2 melee atks or 2 ranged atks
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing dmg.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing dmg.
Skills: Nature +4. Perception +5, Stealth +6, Survival +5
Refer to 'Legendary Actions'
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 11 (1d6+3 plus 1d8) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack.
Aggressive. As a BA, can move up to its speed toward a hostile creature that it can see.
Gruumsh's Fury. Deals an extra 4 (1d8) dmg when it hits with a weapon attack (included in atk).
Spellcasting. 3rd lvl spellcaster. Spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell atks).
Cantrips (at-will): guidance, resistance, thaumaturgy
1st lvl (4 slots): bless, command
2nd lvl (2 slots): augury, spiritual weapon (spear)
Aggressive. As a BA, can move up to its speed toward a hostile creature it can see.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing dmg.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing dmg.
Aggressive. As a BA, can move up to its speed toward a hostile creature that it can see.
Gruumsh's Fury. Deals an extra 4 (1d8) dmg on hit with weapon atk (included in atks).
Multiattack. 2 atks with greataxe or spear.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (1d12+4 plus 1d8) slashing.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing dmg, or 13 (2d8+4) piercing dmg if used with two hands to make melee atk.
Battle Cry (1/day). Each creature of the war chief's choice that is within 30 ft of it, can hear it, and not already affected by Battle Cry gain adv on atk rolls until the start of the war chief's next turn. Can make one atk as a BA.
Scimitar. Melee Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) slashing dmg.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing dmg.
Multiattack: 3 melee attacks: 2 w/scimitar and 1 w/dagger OR 2 ranged attacks w/daggers
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing dmg
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing dmg
Reactions
Parry. Add 2 to AC against 1 melee atk that would hit. Must be able to see attacker and be wielding a melee weapon.
Detect Invisibility. Within 60 ft, magical invisibility fails to conceal anything from the tressym's sight.
Keen Smell. Adv on Wisdom (Perception) checks that rely on smell.
Poison Sense. Can detect poison (taste, touch, smell)
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing dmg
Speed: 40 ft., climb 30 ft., fly 40 ft.
Incorporeal Movement. Can move through other creatures and objects as if they were difficult terrain. Takes 5 (1d10) force dmg if turn ends inside an object.
Sunlight Sensitivity. While in sunlight, the specter has disadv on atk rolls, as well as on Wisdom (Perception) checks that rely on sight.
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the dmg taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Dmg Resistance: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from non-magical weapons
Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/turn). The spy deals an extra 7 (2d6) dmg when it hits a target with a weapon atk and has adv on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn',t incompacitated and the spy doesn't have disadv on the atk roll.
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
Skills
Deception +5, Insight +4, Investigation +5, Perception +6, Persuassion +5, Slight of Hand +4, Stealth +4
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320ft., one target. Hit: (1d6+2) piercing damage.