Aversion to Fire. If it takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. Immune to any spell or effect that would alter its form.
Lightning Absorption. If subjected to lightning damage, it takes no damage and is instead healed by the damage dealt.
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Magic Weapons. Weapon attacks are magical.
Berserk. When the golem starts its turn with >=60 HP roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk the golem attacks the nearest creature it can see. If no creature is close enough the golem attacks an object. This condition lasts until destroyed or all its HP are restored. It's creator can try and calm it with a successful DC 15 Persuasion check.
Multiattack. Makes two slam attacks
Slam. (Melee Weapon Attack)
+7 to hit // Reach 5 ft. // One target
Hit: 2d8 + 4 bludgeoning
Immutable Form. Immune to any spell or effect that would alter its form.
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Magic Weapons. Weapon attacks are magical
Acid Absorption. If subjected to acid damage, it takes no damage and instead regains a number of HP equal to the acid damage dealt.
Berserk. When the golem starts its turn with >=60 HP roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk the golem attacks the nearest creature it can see. If no creature is close enough the golem attacks an object. This condition lasts until destroyed or all its HP are restored.
Multiattack. Makes two slam attacks
Slam. (Melee Weapon Attack)
+8 to hit // Reach 5 ft. // One target
Hit: 2d10 + 5 bludgeoning.
The creature must succeed on a DC 15 Constitution save or have its HP maximum reduced by the damage taken. The creature dies if its HP max is reduced to 0. This reduction can only be reverted by a greater restoration spell or other magic.
Haste [Recharge 5-6].
Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saves and can use its slam attack as a bonus action.
Amorphous. Can move through a space as narrow as 1 inch wide.
Corrosive Form. A creature that touches the pudding or hits it with a melee attack while with 5 ft. takes 1d8 acid damage. Nonmagical weapons made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. At a -5 penalty the weapon is destroyed.
Spider Climb. Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Pseudopod. (Melee Weapon Attack)
+5 to hit // Reach 5 ft // One target
Hit: 1d6 + 3 bludgeoning + 4d8 acid
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. When a pudding that is Medium or larger is subjected to lightning or slashing damage it splits into two new puddings if it had at least 10 HP. Each new pudding has HP equal to half the original puddings max (rounded down). New puddings are one size smaller that the original pudding.
Spellcasting. 3rd-level spellcaster
Intelligence (spell save DC 12, +4 to hit with spell attacks)
Cantrips: mage hand, prestidigitation, ray of frost
1st lvl (4): ray of sickness, sleep, Tasha's hideous laughter
2nd lvl (2): alter self, invisibility
Claws [Requires Alter Self]. (Melee Weapon Attack)
+3 to hit // Reach 5 ft. // One target // Hit: 1d6 + 1 slashing
This attack is magical
Dagger. (Melee or Ranged Weapon Attack)
+2 to hit // Reach 5 ft. or Range 20/60 ft. // One target
Hit: 1d4 piercing
Detect Life. Can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the direction they're in but not their exact location.
Incorporeal Movement. Can move through other creatures and objects as if they were difficult terrain.
Corrupting Touch. (Melee Spell Attack)
+4 to hit // Reach 5 ft. // One target // Hit: 3d6 + 2 necrotic
Horrifying Visage. Each non-dead creature within 60 ft. of the banshee that can see her must succeed on a DC 13 Wisdom save or be frightened for 1 minute. Can repeat the save at the end of its turn (w/ disadvantage if in line of sight). Immune for 24 hours after effect ends.
Wail (1/Day). Releases a mournful wail, provided she isn't in full sunlight. This wail has no effect on constructs or the undead. Creatures within 30 ft. that can hear her must make a DC 13 Constitution save. On a fail the creature falls to 0 HP. On a success a creature takes 3d6 psychic damage.
Multiattack. 3 melee attacks: 2 with its scimitar and one with its dagger. Or two ranged dagger attacks.
Scimitar. (Melee Weapon Attack)
+5 to hit // Reach 5 ft. // One target // Hit: 1d6 + 3 slashing
Dagger. (Melee or Ranged Weapon Attack)
+5 to hit // Reach 5 ft. or Range 20/60 ft. // One target
Hit: 1d4 + 3 piercing
Bite. (Melee Weapon Attack)
+1 to hit // Reach 5 ft. // One target // Hit: 1d4 - 1 piercing
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Dagger. (Melee or Ranged Weapon Attack)
+6 to hit // Reach 5 ft. or Range 20/60 ft. // One target
Hit: 1d4 + 2 piercing damage
Spellcasting. 18th-level spellcaster
Intelligence (spell save DC 17, +9 to hit with spell attacks)
Can cast disguise self and invisibility at will.
Cantrips: fire bolt, shocking grasp
1st lvl (3/4): *mage armor*, magic missile
2nd lvl (3): detect thoughts, mirror image, misty step
3rd lvl (3): counterspell, fly, lightning bolt
4th lvl (2/3): banishment, fire shield, *stoneskin*
5th lvl (3): cone of cold, wall of force
6th lvl (1): globe of invulnerability
7th lvl (1): teleport
8th lvl (0/1): *mind blank*
9th lvl (1): time stop
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Magic Weapons. All weapon attacks are magical.
Innate Spellcasting. Charisma (spell save DC 15)
At will spells: alter self, darkness, heat metal, invisibility (self), magic missile
Claws. (Melee Weapon Attack)
+ 7 to hit // Reach 5 ft. // One target // Hit: 2d4 + 3 slashing
Target must make a DC 14 Constitution save, taking 3d6 poison damage on a fail, or half as much one a success.
Teleport. Can magically teleport, along with any equipment it is wearing or carrying, up to 60 ft. into an unoccupied space it can see.
Spellcasting. 16th-level spellcaster
Intelligence (spell save DC 17, +9 to hit with spell attacks).
Cantrips: fire bolt, mage hand, minor illusion, prestidigitation
1st lvl (4): detect magic, identify, shield, Tenser's floating disk
2nd lvl (3): detect thoughts, mirror image, phantasmal force, suggestion
3rd lvl (3): counterspell, fear, fireball
4th lvl (3): banishment, dimension door
5th lvl (2): contact other plane, hold monster
6th lvl (1): chain lightning
7th lvl (1): finger of death
8th lvl (1): mind blank
Shapechanger. Can use an action to polymorph into a wolf-humanoid hybrid or into a wolf.
Keen Hearing and Smell. Advantage on Perception checks that rely on hearing or smell.
Multiattack (Humanoid or Hybrid form only). Makes two attacks: one with its bite and one with its claws or spear.
Bite (Wolf or Hybrid form only). (Melee Weapon Attack)
+4 to hit
Reach 5 ft.
One target
Hit: 1d8 + 2 piercing damage (If the target is a human it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid for only). (Melee Weapon Attack)
+4 to hit
Reach 5 ft.
One target
Hit: 2d4 + 2 slashing damage
Spear (Human form only). (Melee or Ranged Attack)
+4 to hit
Reach 5 ft. or Range 20/60 ft.
One target
Hit: 1d6 + 2 piercing damage or 1d8 + 2 piercing if using two hands.
Shapechanger. Can use an action to polymorph into a wolf-humanoid hybrid or into a wolf.
Keen Hearing and Smell. Advantage on Perception checks that rely on hearing or smell.
Multiattack (Humanoid or Hybrid form only). Makes two attacks: one with its bite and one with its claws or spear.
Bite (Wolf or Hybrid form only). (Melee Weapon Attack)
+4 to hit
Reach 5 ft.
One target
Hit: 1d8 + 2 piercing damage (If the target is a human it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid for only). (Melee Weapon Attack)
+4 to hit
Reach 5 ft.
One target
Hit: 2d4 + 2 slashing damage
Spear (Human form only). (Melee or Ranged Attack)
+4 to hit
Reach 5 ft. or Range 20/60 ft.
One target
Hit: 1d6 + 2 piercing damage or 1d8 + 2 piercing if using two hands.
Charge. If Sangzor moves at least 20 ft. toward a target then its it with a ram attack the target takes an extra 2d4 bludgeoning damage and must succeed on a DC 13 Strength save or be knocked prone.
Sure-Footed. Advantage on Strength and Dexterity saving throws mad against being knocked prone.
Ram. (Melee Weapon Attack)
+5 to hit
Reach 5 ft.
One target
Hit: 2d4 + 3 (bludgeoning damage)
Incorporeal Movement. Can move through other creatures and objects as if they were difficult terrain.
Sunlight Sensitivity. Disadvantage on attack rolls while in sunlight. As well as Perception checks that depend on sight.
Chilling Life Drain. (Melee Spell Attack)
+4 to hit
Reach 5 ft.
One creature
Hit: 3d6 cold damage
The target must succeed on DC 10 Constitution save or its HP max is reduced by the amount of damage it took. (Lasts until long rest.)
Spectral Armor & Shield. AC accounts for its spectral armor and shield.
Ethereal Sight. Can see 60 ft. into the Ethereal Plane
Incorporeal Movement. Can move through other creatures and objects as if they were difficult terrain.
Multiattack. Makes two attacks with either its longsword or longbow.
Spectral Longsword.
+5 to hit
Reach 5 ft.
One target
Hit: 1d8 + 3 force
Spectral Longbow.
+2 to hit
Range 150/600 ft.
One target
Hit: 1d8 force
Etherealness. Shift to and from the Ethereal Plane
Spectral Armor & Shield. AC accounts for its spectral armor and shield.
Ethereal Sight. Can see 60 ft. into the Ethereal Plane
Incorporeal Movement. Can move through other creatures and objects as if they were difficult terrain.
Multiattack. Makes two attacks with either its longsword or longbow.
Spectral Longsword.
+5 to hit
Reach 5 ft.
One target
Hit: 1d8 + 3 force
Spectral Longbow.
+2 to hit
Range 150/600 ft.
One target
Hit: 1d8 force
Etherealness. Shift to and from the Ethereal Plane
Turn Immunity. He is immune to effects that turn undead.
Vengeful Tracker. He always knows the direction to and distance from Strahd and knows if he is alive or dead.
Regeneration. He regains 10 HP at the start of his turn unless he took fire or radiant damage on the previous round. His body is only destroyed if it reaches 0 HP without regenerating at the start of his turn.
Rejuvenation. When his body is destroyed his soul lingers for 24 hours before inhabiting a new corpse and regaining all HP.
Multiattack. He makes two attacks with his fists.
Fist.
+7 to hit
Reach 5 ft.
One target
Hit: 2d6 + 4 bludgeoning
Spellcasting. 16th level spellcaster (Wisdom - save DC 15)
- 1st Level (4): command, detect magic, divine favor, thunderous smite
- 2nd Level (3): aid, branding smite, magic weapon
- 3rd Level (3): blinding smite, dispel magic, remove curse
- 4th Level (2): aura of purity, staggering smite
Turn Immunity. He is immune to effects that turn undead.
Vengeful Tracker. He always knows the direction to and distance from Strahd and knows if he is alive or dead.
Regeneration. He regains 10 HP at the start of his turn unless he took fire or radiant damage on the previous round. His body is only destroyed if it reaches 0 HP without regenerating at the start of his turn.
Rejuvenation. When his body is destroyed his soul lingers for 24 hours before inhabiting a new corpse and regaining all HP.
Multiattack. He makes two attacks with his greatsword.
Greatsword.
+9 to hit
Reach 5 ft.
One target
Hit: 4d6 + 6 slashing
*Strahd takes an extra 4d6 damage from Vladimir's sword
Antimagic Suscepibility. The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Multiattack. The armor makes two melee attack or uses Shocking Bolt twice.
Greatsword. Melee Weapon Attack
+6 to hit
Reach 5 ft.
One target
Hit: 10 (2d6 + 3) slashing + (1d6) lightning
Shocking Bolt. Ranged Spell Attack
+4 to hit (w/ advantage if the target is wearing metal armor)
Range 60 ft.
One target
Hit: 10 (3d6) lightning
False Appearance. While the figure in the portrait remains motionless, the portrait is indistinguishable from a normal painting.
Antimagic Suscepibility. The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Innate Spellcasting. The portrait's innate spellcasting ability is Intelligence (spell save DC 12).
Spells.
3/day each:
counterspell
crown of madness
hypnotic pattern
telekinesis
Reactions
Animated Attack. If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creatures Strength check. If the broom wins the contest, it flies out of the creatures grasp and makes a melee attack against it with advantage.
Antimagic Suscepibility. The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.
Multiattack. The broom makes two melee attacks.
Broomstick. Melee Weapon Attack
+5 to hit
Reach 5 ft.
One target
Hit: 5 (1d4 + 3) bludgeoning
Antimagic Suscepibility. The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Siege Monster. The hut deals double damage to objects and structures.
Multiattack. The hut makes three attacks with its roots It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack
+12 to hit
Reach 60 ft.
One target
Hit: 30 (4d10 + 8) bludgeoning
Rock. Ranged Weapon Attack
+12 to hit
Range 120 ft.
One target
Hit: 21 (3d8 + 8) bludgeoning
The Mad Mage is a powerful spellcaster dedicated to the study of the arcane arts. Benevolent ones council kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. He may have one or more apprentice mages, and his abode likely has numerous magical wards and guardians to discourage interlopers.
Magic Resistance. The Mad Mage has advantage on saving throws against spells and other magical effects.
Spellcasting. 18th-level [Intelligence] (Spell save DC 17, +9 to hit with spell attacks). Can cast disguise self and invisibility at will.
Dagger. Melee or Ranged
+6 to hit, Reach 5 ft. or range 20/60 ft.
One target, Hit: 4 (1d4 + 2) piercing
Spells.
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp.
1st Level (3/4): detect magic, mage armor, magic missile, shield
2nd Level (3/3): mirror image, misty step, web
3rd Level (3/3): counterspell, fly, lightning bolt
4th Level (2/3): Mordenkainen's faithful hound, polymorph, stoneskin
5th Level (3/3): Bigby's hand, cone of cold, scrying
6th Level (1/1): true seeing
7th Level (0/1): Mordenkainen's magnificent mansion
8th Level (0/1): mind blank
9th Level (1/1): time stop