Magic Resistance. The Nettie has advantage on saving throws against spells and other magical effects.
Spellcasting. The Nettie is a L10 spellcaster, and has prepared 14 Spells through WIS
Their Spell Save DC is 16 and their Spell Attack mod is +8
Spell Points. 64
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO
2x Shilleagh MultiattackMelee Spell. +8 to hit.
Hit. 13 (2d8+4) Force damage.
Draining Whip Ranged Spell Attack: +8 to hit, Range 20ft.
Hit. 13 (2d8+4) Necrotic damage, and the target is Grappled (Escape DC 16)
At the start of each turn, Grappled targets must succeed on a DC 16 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Nettie for half as much.
Poisonous Gas L4 Spell, Concentration, 20 Radius of blinding fog restricting vision to 5ft.
All creatures that enter or start their turn within the area must make a DC 16 CON save or remain blinded for 1 minute.If they end their turn in the area, they must make a DC 16 CON save or become poisoned for 1 minute.
Poison Effects. For every 4 under the DC 16 CON Save, apply one of the following effects until the creature succeeds three DC 16 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 14 (4d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 3 they are below the DC 16 save.
Disruption. The victim is deafened. Casters must make a DC 16 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 16 Arcana check to use Somatic components.
Superior Senses. The Malcom sees through through magical darkness, and has advantage on Perception checks.
Fire Bolt +8 to hit, Range 120ft,
Hit. 11 (2d10) Fire Damage.
Disarming Missile. The mage creates 4 darts of magical force. Each deals 8 (1d6+4) force damage to its target, and the target must make a DC 16 STR save or drop one of the things it is holding.
Firebomb (Recharge 4). Each creature in a 30ft radius sphere make a DC 16 DEX Save, taking 42 (12d6) fire damage on a failed save, half on success.
Elemental Storm (Recharge 5). A hail of rock-hard elements pounds to the ground in a 40-foot-radius, 80-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 16 DEX Save, taking taking 36 (8d8) Elemental and Bludgeoning damage on a failed save, or half as much damage on a successful one.
Remains of the storm's area of effect turn the area into difficult terrain until the end of the Malcom's next turn.
Elemental Blast (Recharge 6). Each creature in a 100ft. cone must make a DC 16 CON Save. A creature takes 54 (12d8) elemental damage on a failed save, or half as much damage on a success. A creature killed by this spell becomes a paralyzed until cured by a Level 4 Restoration spell or higher.
Spells Per Day
Malcom knows 16 spells and 6 Cantrips through INT.
Their Spell Save DC is 16 and their Spell Attack mod is +8
Spell Points. 73 ===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O
Mastermind. The Bard may Dodge, Disengage, Hide or Help as a Bonus Action.
Fortune from Many (Recharge 5-6). If the Bard fails a d20 test, it may add a bonus equal to the number of allies it can see.
Counterspell (Recharge 6). As a reaction, the Bard can interrupt the casting of spells within 70ft. Spells of Level 4 or lower automatically fail, otherwise the Bard must make an Charisma check.
2x Rapier or Xbow Multiattack Range 100/400. +9 to hit.
Hit. 16 (3d8+2) Piercing damage.
Inspiring Shout. L4 Special Spell. The Bard chooses one creature that can sense it, granting them 9 Temp HP at the start of each of its turns, has advantage on saving throws vs Magical Effects, and allows that creature to add +1d6 to any d20 test, ending the spell.
Hypnotic Pattern (Recharge 5-6). Concentration. Creatures within a 5ft cube must make a DC 17 WIS save or become charmed for 1 minute or until they take damage or are stirred as an action.
Spellcasting. The Lilith is a L7 spellcaster, and has prepared 12 Spells through CHATheir Spell Save DC is 17 and their Spell Attack mod is +9
Spell Points. 38
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: O
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
2x Slam Multiattack.Melee Weapon Attack. +7 to hit, Reach 10ft.
Hit. 9 (1d6+5) Bludgeoning Damage.
Vine Whip. Melee Weapon Attack: +7 to hit, Reach 20 ft.
Hit. 12 (2d6+5) Slashing damage. Target must make a DC 14 STR Save or become Grappled by the tree, and be pulled 10ft. closer.
The tree can grapple up to 2 Targets.
Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Multiattack. The shambling mound makes 3slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (Escape DC 14), and the shambling mound uses its Engulf on it.
Slam. Weapon Attack, +4 to hit.
Hit. 7 (1d8+2) bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is Blinded, Restrained, and unable to breathe, and it must succeed on a DC 14 CON Save at the start of each of the mound's turns or take 7 (1d8+2) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Vine Whip. Weapon Attack, +4 to hit, Range 30ft.
Hit. 15 (3d6+4) Slashing damage.
A mantrap is a giant carnivorous plant that resembles an oversized flytrap. To attract prey, the mantrap releases a pollen that magically draws creatures to it. Though it will snap its leafy jaws shut around any warm-blooded creature that strays within its reach, it prefers humanoid prey.
Loot Value:150gp
Loot Value 0.15
Loot Value 0.005
Loot Value 0.01
Loot Value 0.02
Loot Value 0.03
Loot Value 0.05
Loot Value 0.075
Loot Value 0.15
Loot Value 0.2
Loot Value 0.3
Loot Value 0.4
Loot Value 0.5
Loot Value 0.75
False Appearance. While the Smelly remains motionless, it is indistinguishable from a normal plant.
Attractive Pollen (1/Day). When the mantrap detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet.
Any beast or humanoid within the area must succeed on a DC 13 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Engulf. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature.
Hit: The target is trapped inside the mantrap’s leafy jaws.
While trapped in this way, the target is blinded and restrained, has total cover from attacks and other effects outside the mantrap, and takes 18 (5d6) acid damage at the start of each of the target’s turns.
If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time.
Constrict. Melee Weapon: +6 to hit, Reach 20 ft.
Hit: The target takes 11 (2d6+4) bludgeoning damage, and it is Grappled (Escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 12 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 14 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Damage Vulnerabilities. fire.
False Appearance. The blight resembles a dead shrub. While it remains motionless among vegetation, it can hide without being out of sight.
Vine Whip. Melee Weapon Attack: +6 to hit, Reach 15 ft.
Hit: 12 (3d4+4) piercing damage.
Target is grappled on hit, and must make a DC 12 STR Save or be pulled 10ft closer.