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Heralds of Dust Remnant (Jex)

Heralds of Dust Remnant (Jex) Small or Medium Humanoid, Any Alignment 4 1,100 xp

  • Armor class 12
  • Hit points 45 (7d8+14)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 17 (+3)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Arcana +5, Perception +4, Stealth +6

Damage Resistances: Necrotic

Senses: Passive Perception 14

Languages: Common plus three more languages

Challenge: 4 (1,100 xp)

Remnants are Dusters who sought undeath via rituals but failed. Liaisons and spies, these agents exist in a halfway point between life and death.

Proficiency Bonus +2

Actions

Multiattack. The remnant makes two Necrotic Surge attacks.
Necrotic Surge. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d10+3) necrotic damage.
Spellcasting.The remnant casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: mage armor, mage hand, prestidigitation
1/day each: bane, dimension door, web

Bonus Actions
Phase (2/day). The remnant becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentration on a spell). While partially incorporeal, the remnant has resistance to bludgeoning, piercing, and slashing damage.

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 language of its creator but can't speak

Challenge: 5 (1,800 xp)

A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons.


Berserk. Whenever the golem starts its turn with 40 hit points or fewer, 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 near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Actions

Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

















berserk cont. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.

Zombie

Zombie Mediem Undead, Neutral Evil 1/4 50 xp

  • Armor class 8
  • Hit points 22 (3d8+9)
  • Speed 20 ft.
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: Wisdom +0

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft,. Passive Perception 8

Languages: understands the language it knew in life but can't speak

Challenge: 1/4 (50 xp)

Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

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 beyond this radius), Passive Perception 8

Languages:

Challenge: 4 (1,100 xp)

A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears to be little more than a blot of shadow
Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean


Amorphous. The pudding 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 attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon 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. If its penalty drops to -5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. 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 has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.













Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Demilich (Thaeziagnuz)

Demilich (Thaeziagnuz) tiny Undead, Neutral Evil 18 20,000 xp

  • Armor class 20 ((Natural Armor))
  • Hit points 80 (32d4)
  • Speed fly 30 ft. (hover)
  • STR 1 (-5)
  • DEX 20 (+5)
  • CON 10 (0)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 20 (+5)

Save Throws: Con +6, Int +11, Wis +9, Cha +11

Damage Resistances: bludgeoning, piercing, and slashing from magic weapons

Damage Immunities: necrotic, poison, psychic, bludgeoning, piercing, and slashing from nonmagical attacks

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

Senses: truesight 120 ft. , Passive Perception 13

Languages:

Challenge: 18 (20,000 xp)

Avoidance. If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). if the demilich fails a saving throw, it can choose to succeed instead,
Turn Immunity. The demilich is immune to effects that turn undead.

Actions

Howl (Recharge 5-6). The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
Life Drain. The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.

Legendary Actions

The demilich 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. The demilich regains spent legendary actions at the start of its turn.
Flight. The demilich flies up to half its flying speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature with in 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn.
Energy Drain (Costs 2 Actions). Each creature within 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic.
Vile Curse (Costs 3 Actions). The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.

Dryad

Dryad Medium fey, Neutral 1 200 xp

  • Armor class 11 ((16 with barkskin))
  • Hit points 22 (5d9)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 14 (+2)
  • WIS 15 (+2)
  • CHA 18 (+4)

Skills: Perception +4, Stealth +5

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Elvish, Sulvan

Challenge: 1 (200 xp)

Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:
At will: druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with shillelagh.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.
Each time the dryad or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.