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Flesh Golem

Flesh Golem Medium construct, neutral 5 1,800 xp

  • Armor class 9
  • Hit points 93 (11d8 + 44)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 9 (-1)
  • CON 18 (+4)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Immunities: lightning, poison, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: understands the languages of its creator but cannot speak

Challenge: 5 (1,800 xp)

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.

Actions

Multiattack. Makes two slam attacks

Slam. (Melee Weapon Attack)
+7 to hit // Reach 5 ft. // One target
Hit: 2d8 + 4 bludgeoning

Clay Golem

Clay Golem Large construct, unaligned 9 5,000 xp

  • Armor class 14 (natural armor)
  • Hit points 133 (14d10 + 56)
  • Speed 20 ft.
  • STR 20 (+5)
  • DEX 9 (-1)
  • CON 18 (+4)
  • INT 3 (-4)
  • WIS 8 (-1)
  • CHA 1 (-5)

Damage Immunities: acid, poison, psychic, bludgeoning, piercing, slashing from nonmagical attacks not made with adamantine weapons

Condition Immunities: charmed, exhaustion, frightened,paralyzed, petrified, poisoned

Senses: darkvision 60 ft., passive Perception 9

Languages: understands the language of its creator but can't speak

Challenge: 9 (5,000 xp)

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.

Actions

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.

Black Pudding

Black Pudding Large ooze, unaligned 4 1,100 xp

  • Armor class 7
  • Hit points 85 (10d10 + 30)
  • Speed 20 ft., climb 20 ft.
  • STR 16 (+3)
  • DEX 5 (-3)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 6 (-2)
  • CHA 1 (-5)

Damage Immunities: acid, cold, lightning, slashing

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone

Senses: blindsight 60 ft. (blind past 60 ft.) passive Perception 8

Languages: --

Challenge: 4 (1,100 xp)

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.

Actions

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.

Barovian Witch

Barovian Witch Medium humanoid (human), chaotic evil 1/2 100 xp

  • Armor class 10
  • Hit points 16 (3d8 + 3)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Arcana +4, Perception +2

Senses: darkvision 60 ft., passive Perception 12

Languages: Common

Challenge: 1/2 (100 xp)

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

Actions

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

Banshee

Banshee Medium undead, chaotic evil 4 1,100 xp

  • Armor class 12 (natural armor)
  • Hit points 58 (13d8)
  • Speed 0 ft., fly 40 ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 17 (+3)

Save Throws: Wis +2, Cha +5

Damage Resistances: acid, fire, lightning, thunder, bludeoning, piercing, slashing from nonmagical attacks

Damage Immunities: cold, necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone,restrained

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Elvish

Challenge: 4 (1,100 xp)

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.

Actions

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.

Bandit Captain

Bandit Captain Medium humanoid (human), chaotic neutral 2 450 xp

  • Armor class 15 (studded leather)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

Save Throws: Str +4, Dex +5, Wis +2

Skills: Athletics +4, Deception +4

Senses: passive Perception 10

Languages: Common and 1 more

Challenge: 2 (450 xp)

Actions

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

Baboon

Baboon Small beast, unaligned 0 10 xp

  • Armor class 12 (natural armor)
  • Hit points 3 (1d6)
  • Speed 30 ft., climb 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: passive Perception 11

Languages: understands common but cannot speak it

Challenge: 0 (10 xp)

Actions

Bite. (Melee Weapon Attack)
+1 to hit // Reach 5 ft. // One target // Hit: 1d4 - 1 piercing

Arch Mage

Arch Mage Medium humanoid (any race), any alignment 12 8,400 xp

  • Armor class 15 (mage armor)
  • Hit points 99 (18d8 + 18)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 20 (+5)
  • WIS 15 (+2)
  • CHA 16 (+3)

Save Throws: Int +9, Wis +6

Skills: Arcana +13, History +13

Damage Resistances: damage from spells, nonmagical bludeoning, piercing, slashing (from stoneskin)

Damage Immunities: psychic (from mind blank)

Condition Immunities: charmed (from mind blank)

Senses: passive Perception 12

Languages: Common + 5 others

Challenge: 12 (8,400 xp)

Magic Resistance. Advantage on saving throws against spells and other magical effects.

Actions

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

Arcanaloth

Arcanaloth Medium fiend, neutral evil 12 8,400 xp

  • Armor class 17 (natural armor)
  • Hit points 104 (16d8 + 32)
  • Speed 30 ft., fly 30 ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 20 (+5)
  • WIS 16 (+3)
  • CHA 17 (+3)

Save Throws: Dex +5, Int +9, Wis +7, Cha +7

Skills: Arcana +13, Deception +9, Insight +9, Perception +7

Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: acid, poison

Condition Immunities: charmed, poisoned

Senses: truesight 120 ft., passive Perception 17

Languages: knows all languages, telepathy 120 ft.

Challenge: 12 (8,400 xp)

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

Actions

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

Werewolf

Werewolf Medium humanoid (human, shapechanger), chaotic evil 3 700 xp

  • Armor class 11/12 (natural armor)
  • Hit points 58 (9d8 + 18)
  • Speed 30 ft. (40 ft. wolf)
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +4, Stealth +3

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses: passive Perception 14

Languages: Common (can't speak in wolf form)

Challenge: 3 (700 xp)

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.

Actions

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.

Kiril Stoyanovich

Kiril Stoyanovich Medium humanoid (human, shapechanger), chaotic evil 3 700 xp

  • Armor class 11/12 (natural armor)
  • Hit points 90
  • Speed 30 ft. (40 ft. Wolf)
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +4, Stealth +3

Damage Immunities: bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons

Senses: passive Perception 14

Languages: Common (can't speak in wolf form)

Challenge: 3 (700 xp)

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.

Actions

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.

Sangzor

Sangzor Large beast, chaotic evil 1 200 xp

  • Armor class 11 (Natural armor)
  • Hit points 33
  • Speed 40 ft.
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 6 (-2)

Damage Resistances: bludgeoning, piercing, slashing from nonmagical attacks

Senses: passive Perception

Languages: --

Challenge: 1 (200 xp)

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.

Actions

Ram. (Melee Weapon Attack)
+5 to hit
Reach 5 ft.
One target
Hit: 2d4 + 3 (bludgeoning damage)

Snow Maiden

Snow Maiden Medium undead, lawful evil 1 200 xp

  • Armor class 12 (Natural Armor)
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: cold, necrotic, poison

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 60 ft., passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

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.

Actions

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.)

Phantom Warrior

Phantom Warrior Medium undead, lawful evil 3 700 xp

  • Armor class 16 (spectral armor)
  • Hit points 45 (6d8 + 18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 15 (+2)

Skills: Perception +2, Stealth +4

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: cold, necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60 ft., passive Perception 12

Languages: Common

Challenge: 3 (700 xp)

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.

Actions

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

Phantom Warrior (Archer)

Phantom Warrior (Archer) Medium undead, Lawful evil 3 700 xp

  • Armor class 16
  • Hit points 45 (6d8 + 18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 15 (+2)

Skills: Perception +2, Stealth +4

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: cold, necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60 ft., passive Perception 12

Languages: Common

Challenge: 3 (700 xp)

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.

Actions

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

Sir Godfrey Gwilym

Sir Godfrey Gwilym Medium undead, lawful evil 6 2,300 xp

  • Armor class 13 (broken chainmail)
  • Hit points 136 (16d8 + 64)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 18 (+4)

Save Throws: Str +7, Con +7, Wis +6, Cha 7

Damage Resistances: necrotic, psychic

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, stunned

Senses: darkvision 60 ft., passive Perception 13

Languages: Common, Draconic

Challenge: 6 (2,300 xp)

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.

Actions

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

Vladimir Horngaard

Vladimir Horngaard Medium undead, Lawful evil 7 2,900 xp

  • Armor class 17 (Half Plate)
  • Hit points 192
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 18 (+4)

Save Throws: Str +7, Con +7, Wis +6, Cha +7

Damage Resistances: necrotic, psychic

Damage Immunities: poison

Condition Immunities: charmed, exausted, frightened, paralyzed, poisoned, stunned

Senses: darkvision 60 ft., passive Perception 13

Languages: Common, Draconic

Challenge: 7 (2,900 xp)

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.

Actions

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

Strahd's Animated Armor

Strahd's Animated Armor Medium construct, lawful evil 6 2,300 xp

  • Armor class 21 (natural armor)
  • Hit points 112 (15d8 + 45)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 9 (-1)

Skills: Perception +3

Damage Resistances: cold, fire

Damage Immunities: lightning, poison

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 13

Languages: understands Common but can't speak

Challenge: 6 (2,300 xp)

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.

Actions

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

Guardian Portrait

Guardian Portrait Medium construct, unaligned 1 200 xp

  • Armor class 5 (natural armor)
  • Hit points 22 (5d8)
  • Speed 0 ft.
  • STR 1 (-5)
  • DEX 1 (-5)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 10 (0)
  • CHA 10 (0)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, plus up to two others

Challenge: 1 (200 xp)

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).

Actions

Spells.
3/day each:
counterspell
crown of madness
hypnotic pattern
telekinesis

Broom of Animated Attack

Broom of Animated Attack Small construct, unaligned 1/4 50 xp

  • Armor class 15 (natural armor)
  • Hit points 17 (5d6)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 5 (-3)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone

Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 7

Languages: --

Challenge: 1/4 (50 xp)

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.

Actions

Multiattack. The broom makes two melee attacks.

Broomstick. Melee Weapon Attack
+5 to hit
Reach 5 ft.
One target
Hit: 5 (1d4 + 3) bludgeoning

Baba Lysaga's Creeping Hut

Baba Lysaga's Creeping Hut Gargantuan construct, unaligned 11 7,200 xp

  • Armor class 16 (natural armor)
  • Hit points 263 (17d20 + 85)
  • Speed 30 ft.
  • STR 26 (+8)
  • DEX 7 (-2)
  • CON 20 (+5)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 3 (-4)

Save Throws: Con. +9, Wis. +0, Cha. +0

Damage Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone

Senses: blindsight 120 ft. (blind beyond this radius), passive Perception 6

Languages: --

Challenge: 11 (7,200 xp)

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.

Actions

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

Mad Mage of Mt. Baratok

Mad Mage of Mt. Baratok Medium humanoid (human), Caotic Neutral 12 8,400 xp

  • Armor class 15 (Mage Armor)
  • Hit points 99 (18d8 + 18)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 20 (+5)
  • WIS 15 (+2)
  • CHA 16 (+3)

Save Throws: Int. +9, Wis. +6

Skills: Arcana +13, History +13

Damage Resistances: Damage from spells, nonmagical bludgeoning, piercing, slashing (from stoneskin)

Senses: passive Perception 12

Languages: Common, Abyssal, Infernal, Primordial, Sylvan, Celestial

Challenge: 12 (8,400 xp)

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.

Actions

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