Version 0.3. This complete reference contains 20 enemy families and 140 scalable stat blocks, with variants for Levels 3, 5, 7, 9, 11, 13, and 15. Families are sorted alphabetically and formatted as a 5e-style tabletop reference.
Design Reminder: choose enemies by purpose, not just level. The clean encounter formula remains one big problem, two smaller problems, one local complication. Past level 9, the local complication often matters more than another stat block.
These variants are tuned as encounter pieces for a party around the listed level, not as strict challenge ratings. Use the higher variants as scene anchors, not casual hallway snacks.
Skills Animal Handling +4, Nature +3, Sleight of Hand +4
Senses passive Perception 12
Languages local trade speech
Traits
Cage Belt. The handler begins combat with 1d4 Glassback Grubs in small cages.
Actions
Hook Rod. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 piercing damage.
Release Grub. The handler releases one Glassback Grub into an empty space within 5 feet.
Clicker Command. One insect ally within 30 feet may move up to half its speed.
Level 5 Variant
Ring Beetle Master
Medium folk, standard support/controller
Role: Insect commander
Armor Class 14
Hit Points 46
Speed 30 ft.
STR10
DEX15
CON14
INT14
WIS15
CHA12
Skills Animal Handling +5, Nature +5, Medicine +5
Senses passive Perception 12
Languages local trade speech
Traits
Handler’s Mask. The master has advantage on saving throws against poison and disease.
Cage Boss. Insect allies within 30 feet have advantage on saving throws against being frightened.
Actions
Multiattack. The master makes two Hook Rod attacks.
Hook Rod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 piercing damage.
Stinging Powder, Recharge 5-6. The master throws powder in a 10-foot cone. Creatures in the area must make a DC 14 Constitution saving throw. On a failure, a creature takes 10 poison damage and has disadvantage on Perception checks until the end of its next turn. On a success, it takes half damage.
Bonus Actions
Sic ’Em. One insect ally within 30 feet may move up to its speed toward a hostile creature.
Level 7 Variant
Ironshell Ringmaster
Medium folk, silver elite support/artillery
Role: Elite bug commander
Armor Class 16
Hit Points 82
Speed 30 ft.
STR11
DEX17
CON15
INT16
WIS16
CHA14
Saving Throws Dex +6, Wis +6
Skills Animal Handling +9, Nature +6, Medicine +6, Deception +5
Senses passive Perception 13
Languages local trade speech, smuggler signs
Traits
Master of the Pit. Insect allies within 30 feet deal +2 damage with melee attacks.
Hidden Cages. Once per combat, when initiative is rolled, the ringmaster may reveal two hidden cages within 30 feet. Each contains either 2 Glassback Grubs or 1 Prism Tick.
Actions
Multiattack. The ringmaster makes two Barbed Dart attacks.
Barbed Dart. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 8 piercing damage plus 3 poison damage.
Rattle the Cages, Recharge 5-6. Up to three insect allies within 60 feet may move up to half their speed and make one attack.
Reactions
Not That One!. When an insect ally within 30 feet is hit by an attack, the ringmaster grants it +3 AC against that attack, potentially causing the attack to miss.
Level 9 Variant
Venom-Pit Beastwright
Medium folk, Gold Elite caster/controller
Role: elite bug commander/support
Armor Class 17
Hit Points 132
Speed 30 ft.
STR10
DEX16
CON18
INT17
WIS18
CHA20
Saving Throws Con +9, Wis +9, Cha +9
Skills Arcana +8, Insight +8, Deception +8
Senses darkvision 60 ft., passive Perception 17
Languages local trade speech, old speech, ritual cant
Traits
Master of Cages. Insect allies within 60 feet add the handler’s proficiency bonus to damage rolls and saving throws against being frightened.
Break Every Latch. When bloodied, the handler releases one prepared insect cage in an unoccupied space within 30 feet. Choose a family-appropriate insect ally two levels lower than this variant.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Barbed Command Dart attacks.
Barbed Command Dart. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 14 piercing plus poison damage.
Rattle the Killing Pit, Recharge 5-6. Up to three insect allies within 90 feet may move up to half their speed and make one attack. A creature hit by at least two of these attacks must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn.
Bonus Actions
Clicker Orders. One insect ally within 60 feet moves up to its speed without provoking opportunity attacks.
Reactions
Not That One. When an insect ally within 60 feet is hit, the handler grants it +4 AC against that attack, potentially causing the attack to miss.
Level 11 Variant
Brood Arena Grandmaster
Medium folk, Gold Elite caster/controller
Role: elite bug commander/support
Armor Class 18
Hit Points 182
Speed 30 ft.
STR10
DEX16
CON18
INT17
WIS18
CHA20
Saving Throws Con +9, Wis +9, Cha +9
Skills Arcana +8, Insight +8, Deception +8
Senses darkvision 60 ft., passive Perception 17
Languages local trade speech, old speech, ritual cant
Traits
Master of Cages. Insect allies within 60 feet add the handler’s proficiency bonus to damage rolls and saving throws against being frightened.
Break Every Latch. When bloodied, the handler releases one prepared insect cage in an unoccupied space within 30 feet. Choose a family-appropriate insect ally two levels lower than this variant.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Barbed Command Dart attacks.
Barbed Command Dart. Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 17 piercing plus poison damage.
Rattle the Killing Pit, Recharge 5-6. Up to three insect allies within 90 feet may move up to half their speed and make one attack. A creature hit by at least two of these attacks must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn.
Bonus Actions
Clicker Orders. One insect ally within 60 feet moves up to its speed without provoking opportunity attacks.
Reactions
Not That One. When an insect ally within 60 feet is hit, the handler grants it +4 AC against that attack, potentially causing the attack to miss.
Level 13 Variant
Mica-Chitin Menagerie Lord
Medium folk, High Elite caster/controller
Role: elite bug commander/support
Armor Class 18
Hit Points 246
Speed 30 ft.
STR10
DEX16
CON18
INT17
WIS18
CHA20
Saving Throws Con +10, Wis +10, Cha +10
Skills Arcana +9, Insight +9, Deception +9
Senses darkvision 60 ft., passive Perception 18
Languages local trade speech, old speech, ritual cant
Traits
Master of Cages. Insect allies within 60 feet add the handler’s proficiency bonus to damage rolls and saving throws against being frightened.
Break Every Latch. When bloodied, the handler releases one prepared insect cage in an unoccupied space within 30 feet. Choose a family-appropriate insect ally two levels lower than this variant.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Barbed Command Dart attacks.
Barbed Command Dart. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 20 piercing plus poison damage.
Rattle the Killing Pit, Recharge 5-6. Up to three insect allies within 90 feet may move up to half their speed and make one attack. A creature hit by at least two of these attacks must succeed on a DC 18 Constitution saving throw or be poisoned until the end of its next turn.
Bonus Actions
Clicker Orders. One insect ally within 60 feet moves up to its speed without provoking opportunity attacks.
Reactions
Not That One. When an insect ally within 60 feet is hit, the handler grants it +5 AC against that attack, potentially causing the attack to miss.
Level 15 Variant
Queen-Cage Savant
Medium folk, Mythic Elite caster/controller
Role: elite bug commander/support
Armor Class 19
Hit Points 328
Speed 30 ft.
STR10
DEX16
CON18
INT17
WIS18
CHA20
Saving Throws Con +10, Wis +10, Cha +10
Skills Arcana +9, Insight +9, Deception +9
Senses darkvision 60 ft., passive Perception 18
Languages local trade speech, old speech, ritual cant
Traits
Master of Cages. Insect allies within 60 feet add the handler’s proficiency bonus to damage rolls and saving throws against being frightened.
Break Every Latch. When bloodied, the handler releases one prepared insect cage in an unoccupied space within 30 feet. Choose a family-appropriate insect ally two levels lower than this variant.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Barbed Command Dart attacks.
Barbed Command Dart. Ranged Weapon Attack: +11 to hit, range 60/180 ft., one target. Hit: 24 piercing plus poison damage.
Rattle the Killing Pit, Recharge 5-6. Up to three insect allies within 90 feet may move up to half their speed and make one attack. A creature hit by at least two of these attacks must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.
Bonus Actions
Clicker Orders. One insect ally within 60 feet moves up to its speed without provoking opportunity attacks.
Reactions
Not That One. When an insect ally within 60 feet is hit, the handler grants it +5 AC against that attack, potentially causing the attack to miss.
Enemy Family
Bramble Behind Pactfolk
Folk touched by patrons from The Bramble Behind, that half-place behind dreams, old roots, and wrong doorways.
Use When
Use when warlock influence appears: bargains, whispered names, thorny clauses, and power that does not pass through schools, shrines, or honest spellsmiths.
Combat Feel
Socially dangerous casters. They should sound reasonable right up until the fine print bites.
Languages local trade speech, one Bramble Behind whisper-name
Traits
Borrowed Confidence. The whisper-dealer has advantage on Charisma checks made to convince a frightened or desperate creature.
Actions
Bramble Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 necrotic damage.
Needle Promise, Recharge 5-6. One creature within 30 feet that can hear the whisper-dealer must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.
Level 5 Variant
Bramble-Oath Hexer
Medium folk, standard caster/controller
Role: Hexing standard
Armor Class 14
Hit Points 50
Speed 30 ft.
STR9
DEX14
CON14
INT13
WIS14
CHA18
Saving Throws Wis +5, Cha +7
Skills Arcana +4, Deception +7, Insight +5
Senses passive Perception 12
Languages local trade speech, old oath fragments
Traits
Patron’s Margin Notes. When the hexer fails an Intelligence, Wisdom, or Charisma saving throw, it may take 5 psychic damage to reroll the save. It must use the new result.
Actions
Bramble Bolt. Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 12 necrotic damage.
Hooked Word, Recharge 5-6. One creature within 60 feet must make a DC 15 Wisdom saving throw. On a failure, the creature is pulled up to 15 feet toward the hexer and takes 9 psychic damage. On a success, it takes half damage and is not pulled.
Thorn Pact. One ally within 30 feet gains 8 temporary hit points. While those temporary hit points remain, the ally’s melee attacks deal +2 piercing damage.
Languages local trade speech, old speech, Bramble Behind whisper-cant
Traits
Clause in the Thorns. The advocate has advantage on saving throws against being charmed or frightened.
Not Quite Here. The first time each round the advocate takes damage, reduce that damage by 5 if it is standing in dim light, fog, smoke, or natural undergrowth.
Actions
Multiattack. The advocate makes two Bramble Bolt attacks.
Bramble Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 12 necrotic damage.
Rewrite the Offer, Recharge 5-6. One creature within 60 feet must make a DC 16 Charisma saving throw. On a failure, the creature must choose one: drop one held object, move up to half its speed in a direction chosen by the advocate, or take 22 psychic damage. On a success, the creature takes 11 psychic damage and suffers no other effect.
Reactions
Fine Print. When a creature within 60 feet succeeds on a saving throw, the advocate may force that creature to subtract 1d6 from the result. If this causes the save to fail, the advocate takes 7 psychic damage.
Level 9 Variant
Thorn-Clause Broker
Medium folk, Gold Elite caster/controller
Role: elite pact caster/controller
Armor Class 17
Hit Points 124
Speed 30 ft.
STR10
DEX16
CON18
INT17
WIS18
CHA20
Saving Throws Con +9, Wis +9, Cha +9
Skills Arcana +8, Insight +8, Deception +8
Senses darkvision 60 ft., passive Perception 17
Languages local trade speech, old speech, ritual cant
Traits
Clause in the Thorns. The pactfolk has advantage on saving throws against being charmed or frightened. In dim light, fog, smoke, or natural undergrowth, the first damage it takes each round is reduced by 4.
The Patron Notices. When bloodied, thorny whispers fill a 30-foot radius. Hostile creatures in the area cannot regain hit points until the start of the pactfolk’s next turn unless they succeed on a DC 16 Charisma saving throw.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Bramble Verdict attacks.
Bramble Verdict. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 14 necrotic damage.
Rewrite the Offer, Recharge 5-6. One creature within 90 feet must make a DC 16 Charisma saving throw. On a failure, it must choose one: drop one held object, move up to half its speed in a direction chosen by the pactfolk, or take 28 psychic damage. On a success, it takes half damage only.
Bonus Actions
Step Through the Hedge. The pactfolk teleports up to 30 feet to a space in dim light, fog, smoke, or vegetation.
Reactions
Fine Print. When a creature within 60 feet succeeds on a saving throw, the pactfolk forces it to subtract 1d4 from the result. If this changes success to failure, the pactfolk takes 10 psychic damage.
Level 11 Variant
Veilroot Pact-Speaker
Medium folk, Gold Elite caster/controller
Role: elite pact caster/controller
Armor Class 18
Hit Points 174
Speed 30 ft.
STR10
DEX16
CON18
INT17
WIS18
CHA20
Saving Throws Con +9, Wis +9, Cha +9
Skills Arcana +8, Insight +8, Deception +8
Senses darkvision 60 ft., passive Perception 17
Languages local trade speech, old speech, ritual cant
Traits
Clause in the Thorns. The pactfolk has advantage on saving throws against being charmed or frightened. In dim light, fog, smoke, or natural undergrowth, the first damage it takes each round is reduced by 4.
The Patron Notices. When bloodied, thorny whispers fill a 30-foot radius. Hostile creatures in the area cannot regain hit points until the start of the pactfolk’s next turn unless they succeed on a DC 17 Charisma saving throw.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Bramble Verdict attacks.
Bramble Verdict. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 17 necrotic damage.
Rewrite the Offer, Recharge 5-6. One creature within 90 feet must make a DC 17 Charisma saving throw. On a failure, it must choose one: drop one held object, move up to half its speed in a direction chosen by the pactfolk, or take 36 psychic damage. On a success, it takes half damage only.
Bonus Actions
Step Through the Hedge. The pactfolk teleports up to 30 feet to a space in dim light, fog, smoke, or vegetation.
Reactions
Fine Print. When a creature within 60 feet succeeds on a saving throw, the pactfolk forces it to subtract 1d4 from the result. If this changes success to failure, the pactfolk takes 13 psychic damage.
Level 13 Variant
Advocate of the Bramble Court
Medium folk, High Elite caster/controller
Role: elite pact caster/controller
Armor Class 18
Hit Points 238
Speed 30 ft.
STR10
DEX16
CON18
INT17
WIS18
CHA20
Saving Throws Con +10, Wis +10, Cha +10
Skills Arcana +9, Insight +9, Deception +9
Senses darkvision 60 ft., passive Perception 18
Languages local trade speech, old speech, ritual cant
Traits
Clause in the Thorns. The pactfolk has advantage on saving throws against being charmed or frightened. In dim light, fog, smoke, or natural undergrowth, the first damage it takes each round is reduced by 5.
The Patron Notices. When bloodied, thorny whispers fill a 30-foot radius. Hostile creatures in the area cannot regain hit points until the start of the pactfolk’s next turn unless they succeed on a DC 18 Charisma saving throw.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Bramble Verdict attacks.
Bramble Verdict. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 20 necrotic damage.
Rewrite the Offer, Recharge 5-6. One creature within 90 feet must make a DC 18 Charisma saving throw. On a failure, it must choose one: drop one held object, move up to half its speed in a direction chosen by the pactfolk, or take 45 psychic damage. On a success, it takes half damage only.
Bonus Actions
Step Through the Hedge. The pactfolk teleports up to 30 feet to a space in dim light, fog, smoke, or vegetation.
Reactions
Fine Print. When a creature within 60 feet succeeds on a saving throw, the pactfolk forces it to subtract 5 from the result. If this changes success to failure, the pactfolk takes 16 psychic damage.
Level 15 Variant
Voice Behind the Hedge
Medium folk, Mythic Elite caster/controller
Role: elite pact caster/controller
Armor Class 19
Hit Points 320
Speed 30 ft.
STR10
DEX16
CON18
INT17
WIS18
CHA20
Saving Throws Con +10, Wis +10, Cha +10
Skills Arcana +9, Insight +9, Deception +9
Senses darkvision 60 ft., passive Perception 18
Languages local trade speech, old speech, ritual cant
Traits
Clause in the Thorns. The pactfolk has advantage on saving throws against being charmed or frightened. In dim light, fog, smoke, or natural undergrowth, the first damage it takes each round is reduced by 5.
The Patron Notices. When bloodied, thorny whispers fill a 30-foot radius. Hostile creatures in the area cannot regain hit points until the start of the pactfolk’s next turn unless they succeed on a DC 19 Charisma saving throw.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Bramble Verdict attacks.
Bramble Verdict. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 24 necrotic damage.
Rewrite the Offer, Recharge 5-6. One creature within 90 feet must make a DC 19 Charisma saving throw. On a failure, it must choose one: drop one held object, move up to half its speed in a direction chosen by the pactfolk, or take 56 psychic damage. On a success, it takes half damage only.
Bonus Actions
Step Through the Hedge. The pactfolk teleports up to 30 feet to a space in dim light, fog, smoke, or vegetation.
Reactions
Fine Print. When a creature within 60 feet succeeds on a saving throw, the pactfolk forces it to subtract 5 from the result. If this changes success to failure, the pactfolk takes 20 psychic damage.
Enemy Family
Culvert Vermin
Infested drainage tunnels, root-cracks, stale water, and things that have eaten too much wrong fungus.
Use When
Use when the party enters Hollowcross Culvert, disturbs old drainage works, or discovers that ordinary vermin have been feeding too close to bad mineral seams.
Combat Feel
Fast, numerous, dirty, close-range. They should make the floor feel alive without turning every round into bookkeeping sludge.
Swarm Body. The carpet can occupy another creature's space and move through spaces as narrow as 2 inches. It cannot regain hit points.
Scatter Underfoot. The carpet has advantage on Dexterity saving throws against effects that target only one creature.
Actions
Gnawing Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the carpet's space. Hit: 7 piercing damage, or 4 piercing damage if the carpet is bloodied.
Climb the Legs. One creature in the carpet's space must succeed on a DC 12 Dexterity saving throw or have its speed reduced by 10 feet until the end of its next turn.
Level 5 Variant
Fungus-Bloated Rat King
Medium beast, standard controller
Role: Standard nuisance-controller
Armor Class 14
Hit Points 52
Speed 30 ft., climb 20 ft.
STR10
DEX15
CON16
INT3
WIS12
CHA6
Senses darkvision 60 ft., passive Perception 11
Languages none
Traits
Knotted Bodies. The rat king has advantage on saving throws against being knocked prone.
Spore-Filth Hide. When a creature hits the rat king with a melee attack from within 5 feet, that creature must succeed on a DC 13 Constitution saving throw or take 3 poison damage.
Actions
Multiattack. The rat king makes two Bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 piercing damage.
Choking Spore Belch, Recharge 5-6. The rat king exhales spores in a 10-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 poison damage and cannot take reactions until the end of its next turn. On a success, it takes half damage and suffers no other effect.
Brood Engine. At the start of combat, place 1d4 Culvert Nippers within 10 feet of the broodmass.
Reeking Bulk. Creatures that start their turn within 5 feet of the broodmass must succeed on a DC 14 Constitution saving throw or have disadvantage on their next attack roll before the start of their next turn.
Actions
Multiattack. The broodmass makes two attacks: one Bite and one Tail Lash.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 piercing damage.
Tail Lash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be pushed 10 feet.
Birth-Scream, Recharge 5-6. The broodmass summons 1d4 + 1 Culvert Nippers from nearby cracks, pipes, or root holes.
Reactions
Protect the Brood. When a Culvert Nipper within 10 feet is killed, the broodmass may move up to 10 feet without provoking opportunity attacks.
Level 9 Variant
Sewer-Crown Broodhost
Huge swarm of Tiny beasts, Gold Elite swarm
Role: elite swarm anchor/summoner
Armor Class 16
Hit Points 122
Speed 35 ft., climb 25 ft.
STR14
DEX18
CON18
INT3
WIS13
CHA5
Saving Throws Dex +9, Con +9
Skills Stealth +8
Senses darkvision 60 ft., passive Perception 17
Languages none
Traits
Living Carpet. The vermin mass can occupy another creature’s space and move through openings as narrow as 3 inches. It has advantage on Dexterity saving throws against effects that target only one creature.
Rats from the Walls. When bloodied, the vermin mass summons two Culvert Nipper swarms or one lower-level Culvert Vermin variant in spaces within 20 feet.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Gnawing Tide attacks.
Gnawing Tide. Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 14 piercing damage.
Drown the Ankles, Recharge 5-6. Each hostile creature in the vermin mass’s space or within 10 feet must make a DC 16 Dexterity saving throw, taking 28 piercing damage on a failure and having its speed reduced to 0 until the end of its next turn. On a success, it takes half damage and is not stopped.
Bonus Actions
Underfoot Surge. The vermin mass moves up to half its speed and may pass through hostile spaces during this movement.
Reactions
Split Around the Blow. When hit by an attack, the vermin mass reduces the damage by 10 unless the damage is thunder, radiant, or an area effect.
Level 11 Variant
Floodless Warren Horror
Huge swarm of Tiny beasts, Gold Elite swarm
Role: elite swarm anchor/summoner
Armor Class 17
Hit Points 172
Speed 35 ft., climb 25 ft.
STR14
DEX18
CON18
INT3
WIS13
CHA5
Saving Throws Dex +9, Con +9
Skills Stealth +8
Senses darkvision 60 ft., passive Perception 17
Languages none
Traits
Living Carpet. The vermin mass can occupy another creature’s space and move through openings as narrow as 3 inches. It has advantage on Dexterity saving throws against effects that target only one creature.
Rats from the Walls. When bloodied, the vermin mass summons two Culvert Nipper swarms or one lower-level Culvert Vermin variant in spaces within 20 feet.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Gnawing Tide attacks.
Gnawing Tide. Melee Weapon Attack: +9 to hit, reach 0 ft., one target. Hit: 17 piercing damage.
Drown the Ankles, Recharge 5-6. Each hostile creature in the vermin mass’s space or within 10 feet must make a DC 17 Dexterity saving throw, taking 36 piercing damage on a failure and having its speed reduced to 0 until the end of its next turn. On a success, it takes half damage and is not stopped.
Bonus Actions
Underfoot Surge. The vermin mass moves up to half its speed and may pass through hostile spaces during this movement.
Reactions
Split Around the Blow. When hit by an attack, the vermin mass reduces the damage by 13 unless the damage is thunder, radiant, or an area effect.
Level 13 Variant
Carrion-Pipe Sovereign
Huge swarm of Tiny beasts, High Elite swarm
Role: elite swarm anchor/summoner
Armor Class 17
Hit Points 236
Speed 35 ft., climb 25 ft.
STR14
DEX18
CON18
INT3
WIS13
CHA5
Saving Throws Dex +10, Con +10
Skills Stealth +9
Senses darkvision 60 ft., passive Perception 18
Languages none
Traits
Living Carpet. The vermin mass can occupy another creature’s space and move through openings as narrow as 3 inches. It has advantage on Dexterity saving throws against effects that target only one creature.
Rats from the Walls. When bloodied, the vermin mass summons two Culvert Nipper swarms or one lower-level Culvert Vermin variant in spaces within 20 feet.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Gnawing Tide attacks.
Gnawing Tide. Melee Weapon Attack: +10 to hit, reach 0 ft., one target. Hit: 20 piercing damage.
Drown the Ankles, Recharge 5-6. Each hostile creature in the vermin mass’s space or within 10 feet must make a DC 18 Dexterity saving throw, taking 45 piercing damage on a failure and having its speed reduced to 0 until the end of its next turn. On a success, it takes half damage and is not stopped.
Bonus Actions
Underfoot Surge. The vermin mass moves up to half its speed and may pass through hostile spaces during this movement.
Reactions
Split Around the Blow. When hit by an attack, the vermin mass reduces the damage by 16 unless the damage is thunder, radiant, or an area effect.
Level 15 Variant
Thousand-Teeth Matriarch
Huge swarm of Tiny beasts, Mythic Elite swarm
Role: elite swarm anchor/summoner
Armor Class 18
Hit Points 318
Speed 35 ft., climb 25 ft.
STR14
DEX18
CON18
INT3
WIS13
CHA5
Saving Throws Dex +10, Con +10
Skills Stealth +9
Senses darkvision 60 ft., passive Perception 18
Languages none
Traits
Living Carpet. The vermin mass can occupy another creature’s space and move through openings as narrow as 3 inches. It has advantage on Dexterity saving throws against effects that target only one creature.
Rats from the Walls. When bloodied, the vermin mass summons two Culvert Nipper swarms or one lower-level Culvert Vermin variant in spaces within 20 feet.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Gnawing Tide attacks.
Gnawing Tide. Melee Weapon Attack: +11 to hit, reach 0 ft., one target. Hit: 24 piercing damage.
Drown the Ankles, Recharge 5-6. Each hostile creature in the vermin mass’s space or within 10 feet must make a DC 19 Dexterity saving throw, taking 56 piercing damage on a failure and having its speed reduced to 0 until the end of its next turn. On a success, it takes half damage and is not stopped.
Bonus Actions
Underfoot Surge. The vermin mass moves up to half its speed and may pass through hostile spaces during this movement.
Reactions
Split Around the Blow. When hit by an attack, the vermin mass reduces the damage by 20 unless the damage is thunder, radiant, or an area effect.
Enemy Family
Dreambound Echoes
Manifested nightmares, name-biting shadows, mandible visions, and dream leakage from old prison magic.
Use When
Use when the dreambound visions intensify, lanterns flicker, or the campaign brushes against things older than Hearthmere.
Combat Feel
Spooky, strange, control-oriented, vulnerable to lantern light. They should make players ask what rules reality is currently using.
Languages understands names spoken near it, but cannot speak clearly
Traits
Lantern-Shy. While within bright light from an old lantern, the dream has disadvantage on attack rolls.
Actions
Mind-Bite. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 7 psychic damage, and the target cannot take reactions until the start of its next turn.
Level 5 Variant
Mandible Wraith
Medium echo, standard controller/skirmisher
Role: Name-and-speech threat
Armor Class 15
Hit Points 54
Speed 30 ft., fly 30 ft., hover
STR6
DEX17
CON14
INT11
WIS14
CHA13
Damage Resistances necrotic, psychic
Damage Vulnerabilities radiant
Senses darkvision 60 ft., passive Perception 12
Languages broken old speech, dream whispers
Traits
Half-There. The wraith can move through creatures and objects as difficult terrain. If it ends its turn inside an object, it takes 5 force damage.
Lantern-Shy. While within bright light from an old lantern, the wraith cannot use Half-There.
Actions
Gnawing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 13 psychic damage.
Bite the Name, Recharge 5-6. One creature within 30 feet must make a DC 14 Charisma saving throw. On a failure, the creature cannot speak proper names until the end of its next turn. During that time, it cannot cast spells with verbal components that directly name or designate a target. On a success, it has disadvantage on its next Charisma check before the end of its next turn.
Level 7 Variant
Blue-Fire Nightmare
Large echo, silver elite controller/brute
Role: Elite dream monster
Armor Class 16
Hit Points 96
Speed 30 ft., fly 40 ft., hover
STR14
DEX17
CON16
INT12
WIS16
CHA16
Saving Throws Wis +6, Cha +6
Damage Resistances cold, necrotic, psychic
Damage Vulnerabilities radiant from old lanterns
Senses darkvision 90 ft., passive Perception 13
Languages old speech, dream whispers
Traits
Blue-Fire Eyes. Creatures that start their turn within 30 feet and can see the nightmare must succeed on a DC 15 Wisdom saving throw or have disadvantage on their next Wisdom or Charisma saving throw before the end of their next turn.
Lantern Boundary. The nightmare cannot willingly move within 10 feet of a lit old lantern unless it succeeds on a DC 15 Wisdom saving throw.
Actions
Multiattack. The nightmare makes two Mandible Shadow attacks.
Mandible Shadow. Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 12 psychic damage.
Gnashing Vision, Recharge 5-6. Each creature of the nightmare’s choice within 20 feet must make a DC 15 Wisdom saving throw. On a failure, a creature takes 22 psychic damage and is frightened until the end of its next turn. On a success, it takes half damage and is not frightened.
Level 9 Variant
Sleep-Gnaw Herald
Large echo, Gold Elite controller
Role: elite psychic controller
Armor Class 17
Hit Points 132
Speed 30 ft., fly 50 ft. (hover)
STR12
DEX20
CON18
INT15
WIS18
CHA20
Saving Throws Wis +9, Cha +9
Skills Insight +8, Perception +8
Damage Resistances necrotic, psychic
Damage Vulnerabilities radiant from old lanterns
Condition Immunities grappled, prone
Senses darkvision 120 ft., passive Perception 17
Languages old speech, dream whispers
Traits
Half-There. The echo can move through creatures and objects as difficult terrain. It takes 10 force damage if it ends its turn inside an object.
The Dream Bites Back. When bloodied, each creature of the echo’s choice within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Mandible Shadow attacks.
Mandible Shadow. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 14 psychic damage.
Bite the Waking Name, Recharge 5-6. Up to three creatures within 60 feet must make a DC 16 Charisma saving throw. On a failure, a creature takes 28 psychic damage and cannot speak proper names or cast spells with verbal components until the end of its next turn. On a success, it takes half damage.
Bonus Actions
Slip Between Thoughts. The echo becomes invisible until the start of its next turn or until it deals damage.
Reactions
Nightmare Afterimage. When missed by an attack, the echo moves up to 20 feet without provoking opportunity attacks.
Level 11 Variant
Blue Mandible Oracle
Large echo, Gold Elite controller
Role: elite psychic controller
Armor Class 18
Hit Points 182
Speed 30 ft., fly 50 ft. (hover)
STR12
DEX20
CON18
INT15
WIS18
CHA20
Saving Throws Wis +9, Cha +9
Skills Insight +8, Perception +8
Damage Resistances necrotic, psychic
Damage Vulnerabilities radiant from old lanterns
Condition Immunities grappled, prone
Senses darkvision 120 ft., passive Perception 17
Languages old speech, dream whispers
Traits
Half-There. The echo can move through creatures and objects as difficult terrain. It takes 10 force damage if it ends its turn inside an object.
The Dream Bites Back. When bloodied, each creature of the echo’s choice within 30 feet must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Mandible Shadow attacks.
Mandible Shadow. Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 17 psychic damage.
Bite the Waking Name, Recharge 5-6. Up to three creatures within 60 feet must make a DC 17 Charisma saving throw. On a failure, a creature takes 36 psychic damage and cannot speak proper names or cast spells with verbal components until the end of its next turn. On a success, it takes half damage.
Bonus Actions
Slip Between Thoughts. The echo becomes invisible until the start of its next turn or until it deals damage.
Reactions
Nightmare Afterimage. When missed by an attack, the echo moves up to 20 feet without provoking opportunity attacks.
Level 13 Variant
Nightmare Apostate
Huge echo, High Elite controller
Role: elite psychic controller
Armor Class 18
Hit Points 246
Speed 30 ft., fly 50 ft. (hover)
STR12
DEX20
CON18
INT15
WIS18
CHA20
Saving Throws Wis +10, Cha +10
Skills Insight +9, Perception +9
Damage Resistances necrotic, psychic
Damage Vulnerabilities radiant from old lanterns
Condition Immunities grappled, prone
Senses darkvision 120 ft., passive Perception 18
Languages old speech, dream whispers
Traits
Half-There. The echo can move through creatures and objects as difficult terrain. It takes 10 force damage if it ends its turn inside an object.
The Dream Bites Back. When bloodied, each creature of the echo’s choice within 30 feet must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Mandible Shadow attacks.
Mandible Shadow. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 20 psychic damage.
Bite the Waking Name, Recharge 5-6. Up to three creatures within 60 feet must make a DC 18 Charisma saving throw. On a failure, a creature takes 45 psychic damage and cannot speak proper names or cast spells with verbal components until the end of its next turn. On a success, it takes half damage.
Bonus Actions
Slip Between Thoughts. The echo becomes invisible until the start of its next turn or until it deals damage.
Reactions
Nightmare Afterimage. When missed by an attack, the echo moves up to 20 feet without provoking opportunity attacks.
Level 15 Variant
The Hunger Dream
Huge echo, Mythic Elite controller
Role: elite psychic controller
Armor Class 19
Hit Points 328
Speed 30 ft., fly 50 ft. (hover)
STR12
DEX20
CON18
INT15
WIS18
CHA20
Saving Throws Wis +10, Cha +10
Skills Insight +9, Perception +9
Damage Resistances necrotic, psychic
Damage Vulnerabilities radiant from old lanterns
Condition Immunities grappled, prone
Senses darkvision 120 ft., passive Perception 18
Languages old speech, dream whispers
Traits
Half-There. The echo can move through creatures and objects as difficult terrain. It takes 10 force damage if it ends its turn inside an object.
The Dream Bites Back. When bloodied, each creature of the echo’s choice within 30 feet must succeed on a DC 19 Wisdom saving throw or be frightened until the end of its next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Mandible Shadow attacks.
Mandible Shadow. Melee Spell Attack: +11 to hit, reach 10 ft., one target. Hit: 24 psychic damage.
Bite the Waking Name, Recharge 5-6. Up to three creatures within 60 feet must make a DC 19 Charisma saving throw. On a failure, a creature takes 56 psychic damage and cannot speak proper names or cast spells with verbal components until the end of its next turn. On a success, it takes half damage.
Bonus Actions
Slip Between Thoughts. The echo becomes invisible until the start of its next turn or until it deals damage.
Reactions
Nightmare Afterimage. When missed by an attack, the echo moves up to 20 feet without provoking opportunity attacks.
Enemy Family
Gallows Wasps
Vicious nest-guarders, roof-haunters, fence-colony horrors, and orchard tyrants that build hives in places people wish they didn’t.
Use When
Use as an environmental problem: smoke them, lure them, harvest them, relocate them, or run screaming through apple rot.
Combat Feel
Aerial swarm pressure, poison, loud buzzing, and “we should not have kicked that beam” consequences.
Swarm. The cluster can occupy another creature’s space and vice versa.
Actions
Stings. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 piercing damage plus 2 poison damage, or 4 piercing plus 1 poison if bloodied.
Level 5 Variant
Orchard Gallows Wasp
Medium insect, standard skirmisher
Role: Dive striker
Armor Class 15
Hit Points 44
Speed 10 ft., fly 50 ft.
STR10
DEX17
CON14
INT1
WIS12
CHA3
Senses darkvision 30 ft., passive Perception 11
Languages none
Traits
Hovering Menace. Opportunity attacks against the wasp are made with disadvantage unless the attacker has reach.
Actions
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 piercing damage plus 4 poison damage.
Dive Sting. If the wasp moved at least 20 feet straight toward the target, the target must succeed on a DC 13 Constitution saving throw or have disadvantage on attack rolls until the end of its next turn.
Level 7 Variant
Hive-Matron Wasp
Large insect, silver elite artillery/skirmisher
Role: Flying elite poison engine
Armor Class 16
Hit Points 90
Speed 10 ft., fly 60 ft.
STR14
DEX18
CON15
INT2
WIS13
CHA5
Saving Throws Dex +7, Con +5
Senses passive Perception 11
Languages none
Traits
Nest Fury. When bloodied, the matron immediately releases one Fence-Wasp Cluster into an adjacent space.
Actions
Multiattack. The matron makes two Sting attacks.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 piercing damage plus 5 poison damage.
Spray Venom, Recharge 5-6. The matron sprays venom in a 15-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 18 poison damage on a failure, or half on a success.
Bonus Actions
Call the Nest (1/Combat). Summon one Fence-Wasp Cluster in an unoccupied space within 20 feet.
Level 9 Variant
Gallows Nest Royal
Large insect, Gold Elite skirmisher
Role: elite flying poison swarm
Armor Class 17
Hit Points 132
Speed 10 ft., fly 70 ft.
STR18
DEX22
CON18
INT2
WIS15
CHA5
Saving Throws Dex +9, Con +9
Skills Perception +8
Damage Vulnerabilities smoke effects suppress Hovering Menace until the end of their next turn
Senses darkvision 60 ft., passive Perception 17
Languages none
Traits
Hovering Menace. Opportunity attacks against the wasp are made with disadvantage unless the attacker has reach or a flying speed.
Bursting Brood. When bloodied, the wasp releases a Fence-Wasp Cluster in an adjacent space. If no space is available, the cluster appears in the nearest unoccupied space.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Execution Sting attacks.
Execution Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 piercing plus poison damage.
Venom Rain, Recharge 5-6. The wasp sprays venom over a 20-foot-radius area within 60 feet. Creatures in the area must make a DC 16 Constitution saving throw, taking 28 poison damage on a failure, or half on a success.
Bonus Actions
Wing-Snap Drift. The wasp moves up to 20 feet without provoking opportunity attacks.
Reactions
Guard the Hive. When a creature within 30 feet damages a nest, egg cluster, or wasp ally, the wasp makes one Sting attack against that creature if it is within reach.
Level 11 Variant
Orchard Tyrant Matron
Large insect, Gold Elite skirmisher
Role: elite flying poison swarm
Armor Class 18
Hit Points 182
Speed 10 ft., fly 70 ft.
STR18
DEX22
CON18
INT2
WIS15
CHA5
Saving Throws Dex +9, Con +9
Skills Perception +8
Damage Vulnerabilities smoke effects suppress Hovering Menace until the end of their next turn
Senses darkvision 60 ft., passive Perception 17
Languages none
Traits
Hovering Menace. Opportunity attacks against the wasp are made with disadvantage unless the attacker has reach or a flying speed.
Bursting Brood. When bloodied, the wasp releases a Fence-Wasp Cluster in an adjacent space. If no space is available, the cluster appears in the nearest unoccupied space.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Execution Sting attacks.
Execution Sting. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 piercing plus poison damage.
Venom Rain, Recharge 5-6. The wasp sprays venom over a 20-foot-radius area within 60 feet. Creatures in the area must make a DC 17 Constitution saving throw, taking 36 poison damage on a failure, or half on a success.
Bonus Actions
Wing-Snap Drift. The wasp moves up to 20 feet without provoking opportunity attacks.
Reactions
Guard the Hive. When a creature within 30 feet damages a nest, egg cluster, or wasp ally, the wasp makes one Sting attack against that creature if it is within reach.
Level 13 Variant
Black-Hive Executioner
Huge insect, High Elite skirmisher
Role: elite flying poison swarm
Armor Class 18
Hit Points 246
Speed 10 ft., fly 70 ft.
STR18
DEX22
CON18
INT2
WIS15
CHA5
Saving Throws Dex +10, Con +10
Skills Perception +9
Damage Vulnerabilities smoke effects suppress Hovering Menace until the end of their next turn
Senses darkvision 60 ft., passive Perception 18
Languages none
Traits
Hovering Menace. Opportunity attacks against the wasp are made with disadvantage unless the attacker has reach or a flying speed.
Bursting Brood. When bloodied, the wasp releases a Fence-Wasp Cluster in an adjacent space. If no space is available, the cluster appears in the nearest unoccupied space.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Execution Sting attacks.
Execution Sting. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 piercing plus poison damage.
Venom Rain, Recharge 5-6. The wasp sprays venom over a 20-foot-radius area within 60 feet. Creatures in the area must make a DC 18 Constitution saving throw, taking 45 poison damage on a failure, or half on a success.
Bonus Actions
Wing-Snap Drift. The wasp moves up to 20 feet without provoking opportunity attacks.
Reactions
Guard the Hive. When a creature within 30 feet damages a nest, egg cluster, or wasp ally, the wasp makes one Sting attack against that creature if it is within reach.
Level 15 Variant
Sky-Hive Crown
Huge insect, Mythic Elite skirmisher
Role: elite flying poison swarm
Armor Class 19
Hit Points 328
Speed 10 ft., fly 70 ft.
STR18
DEX22
CON18
INT2
WIS15
CHA5
Saving Throws Dex +10, Con +10
Skills Perception +9
Damage Vulnerabilities smoke effects suppress Hovering Menace until the end of their next turn
Senses darkvision 60 ft., passive Perception 18
Languages none
Traits
Hovering Menace. Opportunity attacks against the wasp are made with disadvantage unless the attacker has reach or a flying speed.
Bursting Brood. When bloodied, the wasp releases a Fence-Wasp Cluster in an adjacent space. If no space is available, the cluster appears in the nearest unoccupied space.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Execution Sting attacks.
Execution Sting. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 piercing plus poison damage.
Venom Rain, Recharge 5-6. The wasp sprays venom over a 20-foot-radius area within 60 feet. Creatures in the area must make a DC 19 Constitution saving throw, taking 56 poison damage on a failure, or half on a success.
Bonus Actions
Wing-Snap Drift. The wasp moves up to 20 feet without provoking opportunity attacks.
Reactions
Guard the Hive. When a creature within 30 feet damages a nest, egg cluster, or wasp ally, the wasp makes one Sting attack against that creature if it is within reach.
Enemy Family
Glassback Beetles
Beautiful mineral-eating insects with valuable shells, medicinal glands, and hideous mouthparts.
Use When
Use around lantern-mica, Rusk, cave seams, pigment harvesting, and scenes where the party must choose between killing efficiently or preserving value.
Combat Feel
Hard shells, acid, latching pests, reflective carapaces, and “that corpse is worth money if you do not ruin it” pressure.
Reflective Shell. The first time each round the beetle takes acid, fire, lightning, or radiant damage, reduce that damage by 3.
Prize Shell. If killed without fire or acid damage, its shell can be harvested for pigment and plating worth 1d4 gold.
Actions
Mandibles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 piercing damage.
Shell Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be pushed 5 feet.
Shimmering Carapace. Ranged attacks made against the stagbeetle from more than 30 feet away have disadvantage unless the attacker is in dim light or darkness.
Valuable Shell. If the stagbeetle is killed without fire or acid damage, its shell is worth 10 to 25 gold to a specialist.
Actions
Multiattack. The stagbeetle makes two Mandible attacks.
Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 piercing damage.
Clamp. If the stagbeetle hits the same target with both Mandible attacks on the same turn, the target must succeed on a DC 14 Strength saving throw or be grappled and restrained. The target can repeat the save as an action.
Reactions
Shell Turn. When hit by an attack, the stagbeetle reduces the damage by 1d8 if it is not restrained or incapacitated.
Gnaw the Light. Bright magical light within 30 feet becomes dim light. Nonmagical flames flicker but do not go out.
Shell Split. When bloodied, the beetle’s AC becomes 15, its speed increases by 10 feet, and its Bite deals an extra 4 acid damage.
Actions
Multiattack. The beetle makes one Bite and one Claw attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 piercing damage plus 4 acid damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 slashing damage.
Burning Enzyme Spit, Recharge 5-6. The beetle spits acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 acid damage on a failure, or half as much on a success. Nonmagical rope, leather, and soft wood in the line may be damaged.
Level 9 Variant
Lantern-Maw Burrower
Huge insect, Gold Elite monster
Role: elite armored brute/artillery
Armor Class 18
Hit Points 158
Speed 40 ft., climb 30 ft., burrow 20 ft.
STR22
DEX14
CON21
INT2
WIS13
CHA5
Saving Throws Str +9, Con +9
Skills Perception +8
Damage Resistances radiant; acid while not bloodied
Prism Carapace. The first time each round the beetle takes acid, fire, lightning, or radiant damage, reduce that damage by 10. If killed without acid or fire, its shell is extraordinarily valuable.
Shell Split. When bloodied, the beetle’s AC is reduced by 2, its speed increases by 10 feet, and its Mandibles deal an extra 4 acid damage.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Mandibles attacks.
Mandibles. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 piercing plus acid damage.
Burning Enzyme Torrent, Recharge 5-6. The beetle spits acid in a 40-foot line that is 10 feet wide. Creatures in the line must make a DC 16 Dexterity saving throw, taking 28 acid damage on a failure, or half on a success. Nonmagical restraints and soft wood in the line corrode.
Bonus Actions
Burrow Lunge. The beetle burrows up to half its speed and emerges without provoking opportunity attacks.
Reactions
Shell Turn. When hit by an attack, the beetle reduces the damage by 10 if it is not restrained or incapacitated.
Level 11 Variant
Prismplate Siege Beetle
Huge insect, Gold Elite monster
Role: elite armored brute/artillery
Armor Class 19
Hit Points 208
Speed 40 ft., climb 30 ft., burrow 20 ft.
STR22
DEX14
CON21
INT2
WIS13
CHA5
Saving Throws Str +9, Con +9
Skills Perception +8
Damage Resistances radiant; acid while not bloodied
Prism Carapace. The first time each round the beetle takes acid, fire, lightning, or radiant damage, reduce that damage by 13. If killed without acid or fire, its shell is extraordinarily valuable.
Shell Split. When bloodied, the beetle’s AC is reduced by 2, its speed increases by 10 feet, and its Mandibles deal an extra 4 acid damage.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Mandibles attacks.
Mandibles. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 piercing plus acid damage.
Burning Enzyme Torrent, Recharge 5-6. The beetle spits acid in a 40-foot line that is 10 feet wide. Creatures in the line must make a DC 17 Dexterity saving throw, taking 36 acid damage on a failure, or half on a success. Nonmagical restraints and soft wood in the line corrode.
Bonus Actions
Burrow Lunge. The beetle burrows up to half its speed and emerges without provoking opportunity attacks.
Reactions
Shell Turn. When hit by an attack, the beetle reduces the damage by 13 if it is not restrained or incapacitated.
Level 13 Variant
Cathedral-Shell Devourer
Huge insect, High Elite monster
Role: elite armored brute/artillery
Armor Class 19
Hit Points 272
Speed 40 ft., climb 30 ft., burrow 20 ft.
STR22
DEX14
CON21
INT2
WIS13
CHA5
Saving Throws Str +10, Con +10
Skills Perception +9
Damage Resistances radiant; acid while not bloodied
Prism Carapace. The first time each round the beetle takes acid, fire, lightning, or radiant damage, reduce that damage by 16. If killed without acid or fire, its shell is extraordinarily valuable.
Shell Split. When bloodied, the beetle’s AC is reduced by 2, its speed increases by 10 feet, and its Mandibles deal an extra 5 acid damage.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Mandibles attacks.
Mandibles. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 piercing plus acid damage.
Burning Enzyme Torrent, Recharge 5-6. The beetle spits acid in a 40-foot line that is 10 feet wide. Creatures in the line must make a DC 18 Dexterity saving throw, taking 45 acid damage on a failure, or half on a success. Nonmagical restraints and soft wood in the line corrode.
Bonus Actions
Burrow Lunge. The beetle burrows up to half its speed and emerges without provoking opportunity attacks.
Reactions
Shell Turn. When hit by an attack, the beetle reduces the damage by 16 if it is not restrained or incapacitated.
Level 15 Variant
Mica-Eater Behemoth
Huge insect, Mythic Elite monster
Role: elite armored brute/artillery
Armor Class 20
Hit Points 354
Speed 40 ft., climb 30 ft., burrow 20 ft.
STR22
DEX14
CON21
INT2
WIS13
CHA5
Saving Throws Str +10, Con +10
Skills Perception +9
Damage Resistances radiant; acid while not bloodied
Prism Carapace. The first time each round the beetle takes acid, fire, lightning, or radiant damage, reduce that damage by 20. If killed without acid or fire, its shell is extraordinarily valuable.
Shell Split. When bloodied, the beetle’s AC is reduced by 2, its speed increases by 10 feet, and its Mandibles deal an extra 5 acid damage.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Mandibles attacks.
Mandibles. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 piercing plus acid damage.
Burning Enzyme Torrent, Recharge 5-6. The beetle spits acid in a 40-foot line that is 10 feet wide. Creatures in the line must make a DC 19 Dexterity saving throw, taking 56 acid damage on a failure, or half on a success. Nonmagical restraints and soft wood in the line corrode.
Bonus Actions
Burrow Lunge. The beetle burrows up to half its speed and emerges without provoking opportunity attacks.
Reactions
Shell Turn. When hit by an attack, the beetle reduces the damage by 20 if it is not restrained or incapacitated.
Enemy Family
Gravepond Pilgrims
Superstitious stump-offerers, pond-whisperers, secret vow-keepers, and people who have started taking the old rules much too seriously.
Use When
Use when folk customs turn organized, coercive, or frightened. They should often be talked to before they are fought.
Combat Feel
Ritualist support, fear, soft debuffs, eerie etiquette, and moral pressure rather than raw murder-energy.
Knows the Offering Rules. The listener has advantage on Insight checks involving lies, tribute customs, or sacred prohibitions.
Actions
Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
Uneasy Whisper. One creature within 30 feet must make a DC 12 Wisdom saving throw or subtract 1d4 from its next ability check or attack roll before the end of its next turn.
Level 5 Variant
Stump Votary
Medium folk, standard controller/support
Role: Curse-light ritualist
Armor Class 13
Hit Points 44
Speed 30 ft.
STR9
DEX13
CON14
INT12
WIS16
CHA14
Saving Throws Wis +6
Skills Insight +6, Religion +4, Persuasion +4
Senses passive Perception 13
Languages local trade speech, shrine phrases
Traits
Ceremonial Bearing. The votary has advantage on saving throws against being frightened.
Actions
Crooked Rod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage.
Name the Trespass, Recharge 5-6. One creature within 60 feet must make a DC 14 Wisdom saving throw. On a failure, the creature is frightened of the votary until the end of its next turn. On a success, its speed is reduced by 10 feet until the end of its next turn.
Bless the Circle. One ally within 30 feet gains 8 temporary hit points.
Level 7 Variant
Keeper of the Third Ripple
Medium folk, silver elite controller/support
Role: Ritual battlefield manipulator
Armor Class 15
Hit Points 82
Speed 30 ft.
STR10
DEX14
CON15
INT13
WIS18
CHA16
Saving Throws Wis +7, Cha +6
Skills Insight +7, Religion +5, Persuasion +6
Senses passive Perception 14
Languages local trade speech, shrine phrases, old pond-litanies
Traits
Sacred Etiquette. Creatures that start their turn within 10 feet of the keeper and speak a deliberate lie before the end of that turn take 4 psychic damage.
Actions
Multiattack. The keeper makes one Rod attack and one Uneasy Whisper, or uses Ripple Judgement.
Rod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage.
Uneasy Whisper. One creature within 60 feet must make a DC 15 Wisdom saving throw or subtract 1d6 from its next attack roll or saving throw before the end of its next turn.
Ripple Judgement, Recharge 5-6. Each hostile creature within 20 feet must make a DC 15 Wisdom saving throw. On a failure, it takes 16 psychic damage and cannot willingly move closer to the keeper until the end of its next turn. On a success, it takes half damage.
Bonus Actions
Honor the Offering. One ally within 30 feet regains 8 hit points if it is bloodied.
Level 9 Variant
Drowned-Liturgy Cantor
Medium folk, Gold Elite caster/controller
Role: elite ritual support/controller
Armor Class 17
Hit Points 120
Speed 30 ft.
STR10
DEX16
CON18
INT17
WIS18
CHA20
Saving Throws Con +9, Wis +9, Cha +9
Skills Arcana +8, Insight +8, Deception +8
Senses darkvision 60 ft., passive Perception 17
Languages local trade speech, old speech, ritual cant
Traits
Sacred Etiquette. Creatures that start their turn within 15 feet and speak a deliberate lie before the end of that turn take 10 psychic damage.
The Pond Answers. When bloodied, the pilgrim regains 28 hit points if standing within 30 feet of water, an offering bowl, or a prison-stump symbol.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Crooked Rod attacks.
Crooked Rod. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 14 psychic damage.
Third Ripple Judgement, Recharge 5-6. Each hostile creature within 30 feet must make a DC 16 Wisdom saving throw. On a failure, it takes 28 psychic damage and cannot willingly move closer to the pilgrim until the end of its next turn. On a success, it takes half damage.
Bonus Actions
Honor the Offering. One ally within 60 feet regains 10 hit points if it is bloodied.
Reactions
Speak It to the Water. When a creature within 60 feet lies, the pilgrim imposes disadvantage on that creature’s next saving throw before the end of its next turn.
Level 11 Variant
Ripple-Seal Exorcist
Medium folk, Gold Elite caster/controller
Role: elite ritual support/controller
Armor Class 18
Hit Points 170
Speed 30 ft.
STR10
DEX16
CON18
INT17
WIS18
CHA20
Saving Throws Con +9, Wis +9, Cha +9
Skills Arcana +8, Insight +8, Deception +8
Senses darkvision 60 ft., passive Perception 17
Languages local trade speech, old speech, ritual cant
Traits
Sacred Etiquette. Creatures that start their turn within 15 feet and speak a deliberate lie before the end of that turn take 13 psychic damage.
The Pond Answers. When bloodied, the pilgrim regains 36 hit points if standing within 30 feet of water, an offering bowl, or a prison-stump symbol.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Crooked Rod attacks.
Crooked Rod. Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 17 psychic damage.
Third Ripple Judgement, Recharge 5-6. Each hostile creature within 30 feet must make a DC 17 Wisdom saving throw. On a failure, it takes 36 psychic damage and cannot willingly move closer to the pilgrim until the end of its next turn. On a success, it takes half damage.
Bonus Actions
Honor the Offering. One ally within 60 feet regains 13 hit points if it is bloodied.
Reactions
Speak It to the Water. When a creature within 60 feet lies, the pilgrim imposes disadvantage on that creature’s next saving throw before the end of its next turn.
Level 13 Variant
Saintless Stump Hierophant
Medium folk, High Elite caster/controller
Role: elite ritual support/controller
Armor Class 18
Hit Points 234
Speed 30 ft.
STR10
DEX16
CON18
INT17
WIS18
CHA20
Saving Throws Con +10, Wis +10, Cha +10
Skills Arcana +9, Insight +9, Deception +9
Senses darkvision 60 ft., passive Perception 18
Languages local trade speech, old speech, ritual cant
Traits
Sacred Etiquette. Creatures that start their turn within 15 feet and speak a deliberate lie before the end of that turn take 16 psychic damage.
The Pond Answers. When bloodied, the pilgrim regains 45 hit points if standing within 30 feet of water, an offering bowl, or a prison-stump symbol.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Crooked Rod attacks.
Crooked Rod. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 20 psychic damage.
Third Ripple Judgement, Recharge 5-6. Each hostile creature within 30 feet must make a DC 18 Wisdom saving throw. On a failure, it takes 45 psychic damage and cannot willingly move closer to the pilgrim until the end of its next turn. On a success, it takes half damage.
Bonus Actions
Honor the Offering. One ally within 60 feet regains 16 hit points if it is bloodied.
Reactions
Speak It to the Water. When a creature within 60 feet lies, the pilgrim imposes disadvantage on that creature’s next saving throw before the end of its next turn.
Level 15 Variant
Keeper of the Last Offering
Medium folk, Mythic Elite caster/controller
Role: elite ritual support/controller
Armor Class 19
Hit Points 316
Speed 30 ft.
STR10
DEX16
CON18
INT17
WIS18
CHA20
Saving Throws Con +10, Wis +10, Cha +10
Skills Arcana +9, Insight +9, Deception +9
Senses darkvision 60 ft., passive Perception 18
Languages local trade speech, old speech, ritual cant
Traits
Sacred Etiquette. Creatures that start their turn within 15 feet and speak a deliberate lie before the end of that turn take 20 psychic damage.
The Pond Answers. When bloodied, the pilgrim regains 56 hit points if standing within 30 feet of water, an offering bowl, or a prison-stump symbol.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Crooked Rod attacks.
Crooked Rod. Melee Spell Attack: +11 to hit, reach 10 ft., one target. Hit: 24 psychic damage.
Third Ripple Judgement, Recharge 5-6. Each hostile creature within 30 feet must make a DC 19 Wisdom saving throw. On a failure, it takes 56 psychic damage and cannot willingly move closer to the pilgrim until the end of its next turn. On a success, it takes half damage.
Bonus Actions
Honor the Offering. One ally within 60 feet regains 20 hit points if it is bloodied.
Reactions
Speak It to the Water. When a creature within 60 feet lies, the pilgrim imposes disadvantage on that creature’s next saving throw before the end of its next turn.
Enemy Family
Hollowcross Smugglers
Culvert criminals, speakeasy guards, debt collectors, illegal pipe-weed movers, and people who know every low tunnel.
Use When
Use for the underground burrow, gambling dens, black-market mica, or social scenes that can tilt into knife-work.
Combat Feel
Dirty tricks, mobility, terrain, surrender options. These are folk with goals, not faceless death cultists.
Low Tunnel Fighter. The tough ignores movement penalties caused by cramped culvert terrain.
Actions
Cudgel. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 bludgeoning damage.
Dirty Shove. After hitting with Cudgel, the tough may force the target to make a DC 12 Strength saving throw. On a failure, the target is pushed 5 feet.
Level 5 Variant
Knife-Path Smuggler
Medium folk, standard skirmisher
Role: Mobile criminal
Armor Class 15
Hit Points 44
Speed 30 ft.
STR11
DEX17
CON13
INT12
WIS12
CHA11
Skills Stealth +6, Deception +3, Sleight of Hand +6
Senses passive Perception 11
Languages local trade speech, thieves’ marks
Traits
Tunnelwise. The smuggler has advantage on Dexterity checks made to hide in culverts, caves, cellars, crowds, or dim gambling dens.
Actions
Multiattack. The smuggler makes two Knife attacks.
Knife. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 piercing damage.
Pocket Sand, Recharge 5-6. One creature within 5 feet must succeed on a DC 14 Dexterity saving throw or be blinded until the end of its next turn.
Bonus Actions
Slip Away. The smuggler takes the Disengage or Hide action.
Level 7 Variant
Debt-Cutter Enforcer
Medium folk, silver elite duelist/controller
Role: Elite duelist
Armor Class 16
Hit Points 86
Speed 30 ft.
STR13
DEX18
CON15
INT13
WIS14
CHA15
Saving Throws Dex +7, Wis +5
Skills Insight +5, Intimidation +5, Stealth +7
Senses passive Perception 12
Languages local trade speech, legal cant, thieves’ marks
Traits
Professional Cowardice. When bloodied, the enforcer may take the Disengage action as a bonus action.
Read the Room. The enforcer has advantage on Wisdom saving throws if at least one ally is within 10 feet.
Actions
Multiattack. The enforcer makes two Hooked Blade attacks.
Hooked Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 slashing damage.
Mark the Debt, Recharge 5-6. One creature within 30 feet must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls against creatures other than the enforcer until the end of its next turn.
Reactions
Catch the Strike. When hit by a melee attack, the enforcer reduces the damage by 1d10 + 3.
Level 9 Variant
Black-Den Lieutenant
Medium folk, Gold Elite skirmisher
Role: elite criminal skirmisher/leader
Armor Class 17
Hit Points 122
Speed 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +9, Wis +9
Skills Stealth +11, Deception +8, Perception +8
Senses passive Perception 17
Languages local trade speech, under-road cant
Traits
Tunnelwise. The smuggler has advantage on Dexterity checks made to hide in culverts, caves, cellars, crowds, or dim gambling dens.
Professional Cowardice. When bloodied, the smuggler can take the Disengage or Hide action as a bonus action each round.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Hooked Blade attacks.
Hooked Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 slashing damage.
Mark the Debt, Recharge 5-6. Up to two creatures within 60 feet must make a DC 16 Wisdom saving throw. On a failure, a creature has disadvantage on attacks against creatures other than the smuggler until the end of its next turn and takes 10 psychic damage.
Bonus Actions
Smoke and Step. The smuggler creates a 10-foot cloud of smoke within 30 feet, then moves up to half its speed.
Reactions
Catch the Strike. When hit by a melee attack, the smuggler reduces the damage by 10 and may move 10 feet if the damage is reduced to 0.
Level 11 Variant
Writless Knife Captain
Medium folk, Gold Elite skirmisher
Role: elite criminal skirmisher/leader
Armor Class 18
Hit Points 172
Speed 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +9, Wis +9
Skills Stealth +11, Deception +8, Perception +8
Senses passive Perception 17
Languages local trade speech, under-road cant
Traits
Tunnelwise. The smuggler has advantage on Dexterity checks made to hide in culverts, caves, cellars, crowds, or dim gambling dens.
Professional Cowardice. When bloodied, the smuggler can take the Disengage or Hide action as a bonus action each round.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Hooked Blade attacks.
Hooked Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 slashing damage.
Mark the Debt, Recharge 5-6. Up to two creatures within 60 feet must make a DC 17 Wisdom saving throw. On a failure, a creature has disadvantage on attacks against creatures other than the smuggler until the end of its next turn and takes 13 psychic damage.
Bonus Actions
Smoke and Step. The smuggler creates a 10-foot cloud of smoke within 30 feet, then moves up to half its speed.
Reactions
Catch the Strike. When hit by a melee attack, the smuggler reduces the damage by 13 and may move 10 feet if the damage is reduced to 0.
Level 13 Variant
Culvert Baron
Medium folk, High Elite skirmisher
Role: elite criminal skirmisher/leader
Armor Class 18
Hit Points 236
Speed 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +10, Wis +10
Skills Stealth +12, Deception +9, Perception +9
Senses passive Perception 18
Languages local trade speech, under-road cant
Traits
Tunnelwise. The smuggler has advantage on Dexterity checks made to hide in culverts, caves, cellars, crowds, or dim gambling dens.
Professional Cowardice. When bloodied, the smuggler can take the Disengage or Hide action as a bonus action each round.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Hooked Blade attacks.
Hooked Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 slashing damage.
Mark the Debt, Recharge 5-6. Up to two creatures within 60 feet must make a DC 18 Wisdom saving throw. On a failure, a creature has disadvantage on attacks against creatures other than the smuggler until the end of its next turn and takes 16 psychic damage.
Bonus Actions
Smoke and Step. The smuggler creates a 10-foot cloud of smoke within 30 feet, then moves up to half its speed.
Reactions
Catch the Strike. When hit by a melee attack, the smuggler reduces the damage by 16 and may move 10 feet if the damage is reduced to 0.
Level 15 Variant
Hollowcross Master of Keys
Medium folk, Mythic Elite skirmisher
Role: elite criminal skirmisher/leader
Armor Class 19
Hit Points 318
Speed 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +10, Wis +10
Skills Stealth +12, Deception +9, Perception +9
Senses passive Perception 18
Languages local trade speech, under-road cant
Traits
Tunnelwise. The smuggler has advantage on Dexterity checks made to hide in culverts, caves, cellars, crowds, or dim gambling dens.
Professional Cowardice. When bloodied, the smuggler can take the Disengage or Hide action as a bonus action each round.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Hooked Blade attacks.
Hooked Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 slashing damage.
Mark the Debt, Recharge 5-6. Up to two creatures within 60 feet must make a DC 19 Wisdom saving throw. On a failure, a creature has disadvantage on attacks against creatures other than the smuggler until the end of its next turn and takes 20 psychic damage.
Bonus Actions
Smoke and Step. The smuggler creates a 10-foot cloud of smoke within 30 feet, then moves up to half its speed.
Reactions
Catch the Strike. When hit by a melee attack, the smuggler reduces the damage by 20 and may move 10 feet if the damage is reduced to 0.
Enemy Family
Hookjaw River Poachers
Net-casters, eel-wranglers, moon fishers, bank raiders, and people who absolutely should not be trusted with a boat and a hook.
Use When
Use around Mallowmere Pond, turtle ferries, eel channels, giant fish sightings, and water crossings that should have stayed peaceful.
Combat Feel
Grapples, pulls, displacement, slippery footing, and the constant threat of being dragged somewhere worse.
River Footing. The raider ignores nonmagical difficult terrain caused by mud, reeds, and shallow water.
Actions
Fishknife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 piercing damage.
Weighted Net, Recharge 5-6. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one Large or smaller target. On a hit, the target is restrained. A restrained creature can use an action to make a DC 12 Strength check, freeing itself on a success.
Level 5 Variant
Eelhook Skiffman
Medium folk, standard controller/skirmisher
Role: Pull-and-pin combatant
Armor Class 15
Hit Points 46
Speed 30 ft., swim 30 ft.
STR14
DEX16
CON14
INT11
WIS13
CHA10
Skills Athletics +5, Acrobatics +6, Survival +4
Senses passive Perception 11
Languages local trade speech
Traits
Boatfighter. The skiffman has advantage on checks and saves to keep balance on unstable surfaces.
Actions
Eelhook Pole. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 piercing damage.
Hook and Haul. If the Eelhook Pole hits a Medium or smaller creature, that creature must succeed on a DC 14 Strength saving throw or be pulled 10 feet toward the skiffman.
Tangle Cast, Recharge 5-6. One creature within 30 feet must make a DC 14 Dexterity saving throw. On a failure, its speed becomes 0 until the end of its next turn.
Level 7 Variant
Moonwater Trawler Captain
Medium folk, silver elite controller/leader
Role: Water terrain commander
Armor Class 16
Hit Points 88
Speed 30 ft., swim 30 ft.
STR15
DEX17
CON15
INT13
WIS15
CHA14
Saving Throws Dex +6, Wis +6
Skills Athletics +6, Insight +6, Survival +6
Senses passive Perception 12
Languages local trade speech, river cant
Traits
River Boss. Allies within 20 feet have advantage on checks and saves made to resist being shoved, pulled, or knocked into water.
Actions
Multiattack. The captain makes two Harpoon attacks.
Harpoon. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 piercing damage.
Drag Line. On a hit with Harpoon, the captain may force the target to make a DC 15 Strength saving throw. On a failure, the target is pulled 15 feet.
Cast the Long Net, Recharge 5-6. Each creature of the captain’s choice in a 20-foot square within 40 feet must make a DC 15 Dexterity saving throw. On a failure, a creature is restrained until the end of its next turn. On a success, its speed is halved until the end of its next turn.
Bonus Actions
Oars!. Up to two allies may each move 10 feet.
Level 9 Variant
Deep-Net Harpooner
Medium folk, Gold Elite skirmisher
Role: elite water controller/leader
Armor Class 17
Hit Points 132
Speed 35 ft., swim 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +9, Wis +9
Skills Stealth +11, Deception +8, Perception +8
Senses passive Perception 17
Languages local trade speech, under-road cant
Traits
Boatfighter. The poacher has advantage on checks and saves to keep balance on boats, mud, wet stone, reeds, or unstable docks.
Cut the Lines. When bloodied, the poacher may immediately end one grapple or restraint on itself and move up to 20 feet.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Harpoon attacks.
Harpoon. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 14 piercing damage.
Cast the Drowning Net, Recharge 5-6. Each creature of the poacher’s choice in a 25-foot square within 60 feet must make a DC 16 Dexterity saving throw. On a failure, a creature takes 10 bludgeoning damage and is restrained until the end of its next turn. On a success, its speed is halved until the end of its next turn.
Bonus Actions
Oars!. Up to two allies within 60 feet may each move 15 feet.
Reactions
Drag Line. When a creature within 60 feet moves away from the poacher, it must succeed on a DC 16 Strength saving throw or have its speed reduced by 15 feet.
Level 11 Variant
Hookjaw Boatlord
Medium folk, Gold Elite skirmisher
Role: elite water controller/leader
Armor Class 18
Hit Points 182
Speed 35 ft., swim 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +9, Wis +9
Skills Stealth +11, Deception +8, Perception +8
Senses passive Perception 17
Languages local trade speech, under-road cant
Traits
Boatfighter. The poacher has advantage on checks and saves to keep balance on boats, mud, wet stone, reeds, or unstable docks.
Cut the Lines. When bloodied, the poacher may immediately end one grapple or restraint on itself and move up to 20 feet.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Harpoon attacks.
Harpoon. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 17 piercing damage.
Cast the Drowning Net, Recharge 5-6. Each creature of the poacher’s choice in a 25-foot square within 60 feet must make a DC 17 Dexterity saving throw. On a failure, a creature takes 13 bludgeoning damage and is restrained until the end of its next turn. On a success, its speed is halved until the end of its next turn.
Bonus Actions
Oars!. Up to two allies within 60 feet may each move 15 feet.
Reactions
Drag Line. When a creature within 60 feet moves away from the poacher, it must succeed on a DC 17 Strength saving throw or have its speed reduced by 15 feet.
Level 13 Variant
Moonwater Reefbreaker
Medium folk, High Elite skirmisher
Role: elite water controller/leader
Armor Class 18
Hit Points 246
Speed 35 ft., swim 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +10, Wis +10
Skills Stealth +12, Deception +9, Perception +9
Senses passive Perception 18
Languages local trade speech, under-road cant
Traits
Boatfighter. The poacher has advantage on checks and saves to keep balance on boats, mud, wet stone, reeds, or unstable docks.
Cut the Lines. When bloodied, the poacher may immediately end one grapple or restraint on itself and move up to 20 feet.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Harpoon attacks.
Harpoon. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 20 piercing damage.
Cast the Drowning Net, Recharge 5-6. Each creature of the poacher’s choice in a 25-foot square within 60 feet must make a DC 18 Dexterity saving throw. On a failure, a creature takes 16 bludgeoning damage and is restrained until the end of its next turn. On a success, its speed is halved until the end of its next turn.
Bonus Actions
Oars!. Up to two allies within 60 feet may each move 15 feet.
Reactions
Drag Line. When a creature within 60 feet moves away from the poacher, it must succeed on a DC 18 Strength saving throw or have its speed reduced by 15 feet.
Level 15 Variant
Old Pond Leviathan Caller
Medium folk, Mythic Elite skirmisher
Role: elite water controller/leader
Armor Class 19
Hit Points 328
Speed 35 ft., swim 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +10, Wis +10
Skills Stealth +12, Deception +9, Perception +9
Senses passive Perception 18
Languages local trade speech, under-road cant
Traits
Boatfighter. The poacher has advantage on checks and saves to keep balance on boats, mud, wet stone, reeds, or unstable docks.
Cut the Lines. When bloodied, the poacher may immediately end one grapple or restraint on itself and move up to 20 feet.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Harpoon attacks.
Harpoon. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 24 piercing damage.
Cast the Drowning Net, Recharge 5-6. Each creature of the poacher’s choice in a 25-foot square within 60 feet must make a DC 19 Dexterity saving throw. On a failure, a creature takes 20 bludgeoning damage and is restrained until the end of its next turn. On a success, its speed is halved until the end of its next turn.
Bonus Actions
Oars!. Up to two allies within 60 feet may each move 15 feet.
Reactions
Drag Line. When a creature within 60 feet moves away from the poacher, it must succeed on a DC 19 Strength saving throw or have its speed reduced by 15 feet.
Enemy Family
Lantern Delvers
Cave workers, claim-jumpers, exhausted miners, union roughs, tunnel squatters, and mica crews gone hard-eyed over dwindling deposits.
Use When
Use wherever the mica shortage turns neighbor against neighbor: mine mouths, cave claims, lantern-houses, or exhausted work camps.
Combat Feel
Sturdy labor-combatants with tunnel tricks, controlled flashes, shoves, and “we are the ones actually digging” moral pressure.
Tunnel Legs. The pickhand ignores movement penalties from loose rubble, shallow scree, and cave inclines.
Actions
Mining Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 piercing damage.
Shoulder Check. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be pushed 5 feet.
Mine Sense. The sapper has advantage on checks to detect unstable stone, hollow walls, or weak supports.
Actions
Short Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 piercing damage.
Shard Sling. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 8 bludgeoning damage.
Mica Flash, Recharge 5-6. The sapper cracks a treated mica capsule. Each creature within 10 feet must make a DC 13 Constitution saving throw. On a failure, a creature is blinded until the end of its next turn. On a success, it has disadvantage on its next attack roll before the end of its next turn.
Stand Clear!. Allies within 15 feet have advantage on saving throws against cave-ins, blasts, or unstable footing effects.
Actions
Multiattack. The foreman makes two Hammer-Pick attacks.
Hammer-Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 piercing or bludgeoning damage, foreman’s choice.
Support Crack, Recharge 5-6. The foreman targets a beam, wall, or weak stone within 30 feet. Creatures in a 10-foot line or a 10-foot square adjacent to it must make a DC 15 Dexterity saving throw, taking 16 bludgeoning damage on a failure, or half on a success. The affected area becomes difficult terrain.
Bonus Actions
Drive the Crew. One ally within 30 feet may make one weapon attack.
Stand Clear. Allies within 20 feet have advantage on saving throws against cave-ins, blasts, falling stone, or unstable footing.
Bad Air, Bad Choices. When bloodied, the delver cracks a bitter lantern capsule. Hostile creatures within 15 feet must succeed on a DC 16 Constitution saving throw or be unable to take reactions until the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Hammer-Pick attacks.
Hammer-Pick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 bludgeoning or piercing damage.
Bring the Roof Down, Recharge 5-6. The delver targets weak stone, bracing, or a prepared charge within 60 feet. Creatures in a 20-foot square must make a DC 16 Dexterity saving throw, taking 28 bludgeoning damage on a failure, or half on a success. The area becomes difficult terrain.
Bonus Actions
Drive the Crew. One ally within 60 feet may make one weapon attack or move up to half its speed.
Reactions
Brace Against It. When the delver would be pushed, knocked prone, or moved against its will, it reduces the movement by 20 feet and may make one attack against the source if within reach.
Stand Clear. Allies within 20 feet have advantage on saving throws against cave-ins, blasts, falling stone, or unstable footing.
Bad Air, Bad Choices. When bloodied, the delver cracks a bitter lantern capsule. Hostile creatures within 15 feet must succeed on a DC 17 Constitution saving throw or be unable to take reactions until the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Hammer-Pick attacks.
Hammer-Pick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 bludgeoning or piercing damage.
Bring the Roof Down, Recharge 5-6. The delver targets weak stone, bracing, or a prepared charge within 60 feet. Creatures in a 20-foot square must make a DC 17 Dexterity saving throw, taking 36 bludgeoning damage on a failure, or half on a success. The area becomes difficult terrain.
Bonus Actions
Drive the Crew. One ally within 60 feet may make one weapon attack or move up to half its speed.
Reactions
Brace Against It. When the delver would be pushed, knocked prone, or moved against its will, it reduces the movement by 20 feet and may make one attack against the source if within reach.
Stand Clear. Allies within 20 feet have advantage on saving throws against cave-ins, blasts, falling stone, or unstable footing.
Bad Air, Bad Choices. When bloodied, the delver cracks a bitter lantern capsule. Hostile creatures within 15 feet must succeed on a DC 18 Constitution saving throw or be unable to take reactions until the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Hammer-Pick attacks.
Hammer-Pick. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 bludgeoning or piercing damage.
Bring the Roof Down, Recharge 5-6. The delver targets weak stone, bracing, or a prepared charge within 60 feet. Creatures in a 20-foot square must make a DC 18 Dexterity saving throw, taking 45 bludgeoning damage on a failure, or half on a success. The area becomes difficult terrain.
Bonus Actions
Drive the Crew. One ally within 60 feet may make one weapon attack or move up to half its speed.
Reactions
Brace Against It. When the delver would be pushed, knocked prone, or moved against its will, it reduces the movement by 20 feet and may make one attack against the source if within reach.
Stand Clear. Allies within 20 feet have advantage on saving throws against cave-ins, blasts, falling stone, or unstable footing.
Bad Air, Bad Choices. When bloodied, the delver cracks a bitter lantern capsule. Hostile creatures within 15 feet must succeed on a DC 19 Constitution saving throw or be unable to take reactions until the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Hammer-Pick attacks.
Hammer-Pick. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 bludgeoning or piercing damage.
Bring the Roof Down, Recharge 5-6. The delver targets weak stone, bracing, or a prepared charge within 60 feet. Creatures in a 20-foot square must make a DC 19 Dexterity saving throw, taking 56 bludgeoning damage on a failure, or half on a success. The area becomes difficult terrain.
Bonus Actions
Drive the Crew. One ally within 60 feet may make one weapon attack or move up to half its speed.
Reactions
Brace Against It. When the delver would be pushed, knocked prone, or moved against its will, it reduces the movement by 20 feet and may make one attack against the source if within reach.
Enemy Family
Lantern-Starved Things
Creatures and echoes that bend light, hunger for ward-fire, and come from places the lanterns were built to keep shut.
Use When
Use when the lanterns matter directly: snuffed lamps, prison-stump leakage, old ward sites, and scenes where bright light becomes a tactical resource.
Combat Feel
Blue-fire eyes, dimmed lanterns, wrong shadows, old chains, and folk-shaped things that are not folk.
Gone When Seen. If a creature starts its turn looking directly at the flicker within 10 feet, the flicker has disadvantage on attack rolls until its next turn.
Actions
Cold Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 3 cold damage plus 2 psychic damage.
Level 5 Variant
Lantern-Starved Husk
Medium folk-shaped echo, standard bruiser/controller
Role: Light-denial standard
Armor Class 15
Hit Points 58
Speed 30 ft.
STR16
DEX13
CON15
INT8
WIS13
CHA11
Damage Resistances necrotic, psychic
Damage Vulnerabilities radiant from old lanterns
Senses darkvision 60 ft., passive Perception 11
Languages broken old speech
Traits
Light Hunger. Nonmagical light within 10 feet of the husk becomes dim light.
Old Lantern Aversion. While within bright light from an old lantern, the husk has disadvantage on attack rolls.
Actions
Multiattack. The husk makes two Claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 slashing damage.
Snuff the Glow, Recharge 5-6. The husk targets one nonmagical light source within 30 feet and extinguishes it. If the light is magical, the creator of the light must succeed on a DC 14 spellcasting ability check or the light is suppressed until the end of the husk’s next turn.
Level 7 Variant
Stumpbound Echo
Medium echo, silver elite controller
Role: Ritual controller
Armor Class 16
Hit Points 94
Speed 30 ft., fly 20 ft., hover
STR12
DEX16
CON17
INT14
WIS16
CHA17
Saving Throws Wis +6, Cha +6
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Damage Vulnerabilities radiant from old lanterns
Senses darkvision 90 ft., passive Perception 13
Languages old speech, local trade speech spoken backward
Traits
Old Prohibition. Creatures within 10 feet cannot willingly speak a direct lie unless they succeed on a DC 15 Wisdom saving throw.
Tribute Sense. The echo knows if a creature within 30 feet carries an object it considers personally meaningful.
Actions
Thorn-Shadow. Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 15 necrotic damage.
Tribute Demand, Recharge 5-6. Each creature of the echo’s choice within 20 feet must make a DC 15 Wisdom saving throw. On a failure, a creature drops one held object of the DM’s choice. The object is not destroyed, but it becomes “offered” until the creature uses an action to reclaim it.
Reactions
Not Given, Not Taken. When a creature within 30 feet retrieves an offered object, the echo may move up to half its speed toward that creature.
Level 9 Variant
Wardlight Devourer
Large echo, Gold Elite controller
Role: elite light-denial horror
Armor Class 17
Hit Points 132
Speed 30 ft., fly 40 ft. (hover)
STR12
DEX20
CON18
INT15
WIS18
CHA20
Saving Throws Wis +9, Cha +9
Skills Insight +8, Perception +8
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Damage Vulnerabilities radiant from old lanterns
Condition Immunities grappled, prone
Senses darkvision 120 ft., passive Perception 17
Languages old speech, dream whispers
Traits
Light Hunger. Nonmagical bright light within 20 feet becomes dim light. Magical light within 20 feet becomes dim unless its creator succeeds on a DC 16 spellcasting ability check.
Hungry Darkness. When bloodied, the thing extinguishes all nonmagical flames within 60 feet and becomes invisible in darkness until the start of its next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Starved Claw attacks.
Starved Claw. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 14 necrotic damage.
Snuff the Ward, Recharge 5-6. Each creature of the thing’s choice within 30 feet must make a DC 16 Constitution saving throw, taking 28 necrotic damage on a failure, or half on a success. Old lantern light in the area flickers but does not go out.
Bonus Actions
Crawl Along the Shadow. The thing teleports up to 40 feet between areas of dim light or darkness.
Reactions
Refuse the Flame. When the thing takes radiant damage, it reduces the damage by 10 unless the source is an old lantern or prison-stump ward.
Level 11 Variant
Blue-Eye Reclaimer
Large echo, Gold Elite controller
Role: elite light-denial horror
Armor Class 18
Hit Points 182
Speed 30 ft., fly 40 ft. (hover)
STR12
DEX20
CON18
INT15
WIS18
CHA20
Saving Throws Wis +9, Cha +9
Skills Insight +8, Perception +8
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Damage Vulnerabilities radiant from old lanterns
Condition Immunities grappled, prone
Senses darkvision 120 ft., passive Perception 17
Languages old speech, dream whispers
Traits
Light Hunger. Nonmagical bright light within 20 feet becomes dim light. Magical light within 20 feet becomes dim unless its creator succeeds on a DC 17 spellcasting ability check.
Hungry Darkness. When bloodied, the thing extinguishes all nonmagical flames within 60 feet and becomes invisible in darkness until the start of its next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Starved Claw attacks.
Starved Claw. Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 17 necrotic damage.
Snuff the Ward, Recharge 5-6. Each creature of the thing’s choice within 30 feet must make a DC 17 Constitution saving throw, taking 36 necrotic damage on a failure, or half on a success. Old lantern light in the area flickers but does not go out.
Bonus Actions
Crawl Along the Shadow. The thing teleports up to 40 feet between areas of dim light or darkness.
Reactions
Refuse the Flame. When the thing takes radiant damage, it reduces the damage by 13 unless the source is an old lantern or prison-stump ward.
Level 13 Variant
Prison-Leak Avatar
Huge echo, High Elite controller
Role: elite light-denial horror
Armor Class 18
Hit Points 246
Speed 30 ft., fly 40 ft. (hover)
STR12
DEX20
CON18
INT15
WIS18
CHA20
Saving Throws Wis +10, Cha +10
Skills Insight +9, Perception +9
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Damage Vulnerabilities radiant from old lanterns
Condition Immunities grappled, prone
Senses darkvision 120 ft., passive Perception 18
Languages old speech, dream whispers
Traits
Light Hunger. Nonmagical bright light within 20 feet becomes dim light. Magical light within 20 feet becomes dim unless its creator succeeds on a DC 18 spellcasting ability check.
Hungry Darkness. When bloodied, the thing extinguishes all nonmagical flames within 60 feet and becomes invisible in darkness until the start of its next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Starved Claw attacks.
Starved Claw. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 20 necrotic damage.
Snuff the Ward, Recharge 5-6. Each creature of the thing’s choice within 30 feet must make a DC 18 Constitution saving throw, taking 45 necrotic damage on a failure, or half on a success. Old lantern light in the area flickers but does not go out.
Bonus Actions
Crawl Along the Shadow. The thing teleports up to 40 feet between areas of dim light or darkness.
Reactions
Refuse the Flame. When the thing takes radiant damage, it reduces the damage by 16 unless the source is an old lantern or prison-stump ward.
Level 15 Variant
The Unlit Sentence
Huge echo, Mythic Elite controller
Role: elite light-denial horror
Armor Class 19
Hit Points 328
Speed 30 ft., fly 40 ft. (hover)
STR12
DEX20
CON18
INT15
WIS18
CHA20
Saving Throws Wis +10, Cha +10
Skills Insight +9, Perception +9
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Damage Vulnerabilities radiant from old lanterns
Condition Immunities grappled, prone
Senses darkvision 120 ft., passive Perception 18
Languages old speech, dream whispers
Traits
Light Hunger. Nonmagical bright light within 20 feet becomes dim light. Magical light within 20 feet becomes dim unless its creator succeeds on a DC 19 spellcasting ability check.
Hungry Darkness. When bloodied, the thing extinguishes all nonmagical flames within 60 feet and becomes invisible in darkness until the start of its next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Starved Claw attacks.
Starved Claw. Melee Spell Attack: +11 to hit, reach 10 ft., one target. Hit: 24 necrotic damage.
Snuff the Ward, Recharge 5-6. Each creature of the thing’s choice within 30 feet must make a DC 19 Constitution saving throw, taking 56 necrotic damage on a failure, or half on a success. Old lantern light in the area flickers but does not go out.
Bonus Actions
Crawl Along the Shadow. The thing teleports up to 40 feet between areas of dim light or darkness.
Reactions
Refuse the Flame. When the thing takes radiant damage, it reduces the damage by 20 unless the source is an old lantern or prison-stump ward.
Enemy Family
Mica-Warped Beasts
Normal animals twisted by lantern-mica exposure. They glow faintly, click in the dark, and behave just a little too purposefully.
Use When
Use when the mica shortage becomes visibly ecological: livestock, farm beasts, and cave animals begin carrying the ward-problem in their flesh.
Combat Feel
Familiar bodies made wrong by crystal growth, sudden flashes, and hunger that seems almost architectural.
Too Hungry to Care. The rootsnout has advantage on saving throws against being frightened.
Actions
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 slashing damage.
Mud Charge. If the rootsnout moves at least 20 feet straight toward a target and hits it with Tusk on the same turn, the target must succeed on a DC 13 Strength saving throw or fall prone.
Level 5 Variant
Mica-Fed Rootsnout
Large beast, standard brute/hazard
Role: Mica flash brute
Armor Class 14
Hit Points 68
Speed 40 ft.
STR19
DEX10
CON18
INT2
WIS12
CHA6
Damage Resistances radiant
Senses darkvision 30 ft., passive Perception 11
Languages none
Traits
Mica Glow. The rootsnout sheds dim light in a 5-foot radius.
Mica Flash. The first time the rootsnout is bloodied, creatures within 10 feet must make a DC 14 Constitution saving throw. On a failure, a creature has disadvantage on its next attack roll before the end of its next turn.
Actions
Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 slashing damage.
Shard Charge. If the rootsnout moves at least 20 feet straight toward a target and hits with Tusk, the target must succeed on a DC 15 Strength saving throw or fall prone and take 5 piercing damage from mica splinters.
Level 7 Variant
Shardback Tusker
Large beast, silver elite brute
Role: Elite charge monster
Armor Class 16
Hit Points 102
Speed 45 ft.
STR21
DEX11
CON19
INT3
WIS13
CHA7
Saving Throws Str +8, Con +7
Damage Resistances radiant; bludgeoning, piercing, and slashing from non-masterwork weapons
Senses darkvision 60 ft., passive Perception 11
Languages none
Traits
Mica-Spined Hide. A creature that hits the tusker with a melee attack from within 5 feet takes 3 piercing damage.
Shatterglow. When bloodied, the tusker releases bright light in a 15-foot radius until the end of its next turn. Creatures of the DM’s choice in the light must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.
Actions
Multiattack. The tusker makes one Tusk attack and one Hoof Stomp.
Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 slashing damage.
Hoof Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone target. Hit: 15 bludgeoning damage.
Ruinous Charge, Recharge 5-6. The tusker moves up to its speed in a straight line. It can move through the spaces of Medium or smaller creatures. Each creature whose space it enters must make a DC 16 Strength saving throw, taking 21 bludgeoning damage and falling prone on a failure, or half damage and no prone on a success.
Level 9 Variant
Glimmerhorn Rampager
Large beast, Gold Elite brute
Role: elite charge brute
Armor Class 17
Hit Points 150
Speed 40 ft.
STR22
DEX14
CON20
INT3
WIS14
CHA7
Saving Throws Str +9, Con +9
Skills Perception +8
Damage Resistances radiant; bludgeoning, piercing, and slashing from non-masterwork weapons
Senses darkvision 60 ft., passive Perception 17
Languages none
Traits
Mica-Spined Hide. A creature that hits the beast with a melee attack from within 5 feet takes 4 piercing damage.
Shatterglow. When bloodied, the beast releases bright light in a 20-foot radius until the end of its next turn. Creatures of the DM’s choice in the light must succeed on a DC 16 Constitution saving throw or be blinded until the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Shard Tusk attacks.
Shard Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 slashing plus piercing damage.
Ruinous Charge, Recharge 5-6. The beast moves up to its speed in a straight line. It can move through the spaces of Large or smaller creatures. Each creature whose space it enters must make a DC 16 Strength saving throw, taking 28 bludgeoning damage and falling prone on a failure, or half damage and no prone on a success.
Bonus Actions
Paw the Earth. The beast moves 10 feet and gains advantage on its next Shard Tusk attack this turn if it moved at least 20 feet before attacking.
Reactions
Crystal Flinch. When hit by a ranged attack, the beast sheds mica shards. The attacker takes 10 piercing damage if within 30 feet.
Level 11 Variant
Shardback Boar-King
Large beast, Gold Elite brute
Role: elite charge brute
Armor Class 18
Hit Points 200
Speed 40 ft.
STR22
DEX14
CON20
INT3
WIS14
CHA7
Saving Throws Str +9, Con +9
Skills Perception +8
Damage Resistances radiant; bludgeoning, piercing, and slashing from non-masterwork weapons
Senses darkvision 60 ft., passive Perception 17
Languages none
Traits
Mica-Spined Hide. A creature that hits the beast with a melee attack from within 5 feet takes 4 piercing damage.
Shatterglow. When bloodied, the beast releases bright light in a 20-foot radius until the end of its next turn. Creatures of the DM’s choice in the light must succeed on a DC 17 Constitution saving throw or be blinded until the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Shard Tusk attacks.
Shard Tusk. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 slashing plus piercing damage.
Ruinous Charge, Recharge 5-6. The beast moves up to its speed in a straight line. It can move through the spaces of Large or smaller creatures. Each creature whose space it enters must make a DC 17 Strength saving throw, taking 36 bludgeoning damage and falling prone on a failure, or half damage and no prone on a success.
Bonus Actions
Paw the Earth. The beast moves 10 feet and gains advantage on its next Shard Tusk attack this turn if it moved at least 20 feet before attacking.
Reactions
Crystal Flinch. When hit by a ranged attack, the beast sheds mica shards. The attacker takes 13 piercing damage if within 30 feet.
Level 13 Variant
Crystal-Blooded Ravager
Huge beast, High Elite brute
Role: elite charge brute
Armor Class 18
Hit Points 264
Speed 40 ft.
STR22
DEX14
CON20
INT3
WIS14
CHA7
Saving Throws Str +10, Con +10
Skills Perception +9
Damage Resistances radiant; bludgeoning, piercing, and slashing from non-masterwork weapons
Senses darkvision 60 ft., passive Perception 18
Languages none
Traits
Mica-Spined Hide. A creature that hits the beast with a melee attack from within 5 feet takes 5 piercing damage.
Shatterglow. When bloodied, the beast releases bright light in a 20-foot radius until the end of its next turn. Creatures of the DM’s choice in the light must succeed on a DC 18 Constitution saving throw or be blinded until the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Shard Tusk attacks.
Shard Tusk. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 slashing plus piercing damage.
Ruinous Charge, Recharge 5-6. The beast moves up to its speed in a straight line. It can move through the spaces of Large or smaller creatures. Each creature whose space it enters must make a DC 18 Strength saving throw, taking 45 bludgeoning damage and falling prone on a failure, or half damage and no prone on a success.
Bonus Actions
Paw the Earth. The beast moves 10 feet and gains advantage on its next Shard Tusk attack this turn if it moved at least 20 feet before attacking.
Reactions
Crystal Flinch. When hit by a ranged attack, the beast sheds mica shards. The attacker takes 16 piercing damage if within 30 feet.
Level 15 Variant
Mica-Tyrant of the Fields
Huge beast, Mythic Elite brute
Role: elite charge brute
Armor Class 19
Hit Points 346
Speed 40 ft.
STR22
DEX14
CON20
INT3
WIS14
CHA7
Saving Throws Str +10, Con +10
Skills Perception +9
Damage Resistances radiant; bludgeoning, piercing, and slashing from non-masterwork weapons
Senses darkvision 60 ft., passive Perception 18
Languages none
Traits
Mica-Spined Hide. A creature that hits the beast with a melee attack from within 5 feet takes 5 piercing damage.
Shatterglow. When bloodied, the beast releases bright light in a 20-foot radius until the end of its next turn. Creatures of the DM’s choice in the light must succeed on a DC 19 Constitution saving throw or be blinded until the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Shard Tusk attacks.
Shard Tusk. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 slashing plus piercing damage.
Ruinous Charge, Recharge 5-6. The beast moves up to its speed in a straight line. It can move through the spaces of Large or smaller creatures. Each creature whose space it enters must make a DC 19 Strength saving throw, taking 56 bludgeoning damage and falling prone on a failure, or half damage and no prone on a success.
Bonus Actions
Paw the Earth. The beast moves 10 feet and gains advantage on its next Shard Tusk attack this turn if it moved at least 20 feet before attacking.
Reactions
Crystal Flinch. When hit by a ranged attack, the beast sheds mica shards. The attacker takes 20 piercing damage if within 30 feet.
Enemy Family
Miretoad Ambushers
Fat bog predators, ditch-lurkers, livestock thieves, and terrible surprises disguised as mud and cattails.
Use When
Use in ponds, flooded ditches, drainage sinks, reed beds, and places where the party thinks the mud is just mud.
Combat Feel
Grapples, short-range repositioning, sudden tongues, swallowed panic, and wet percussion noises from hell’s washbasin.
Bog Camouflage. Advantage on Stealth checks in mud, reeds, or shallow water.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 piercing damage.
Tongue Lash. Melee Weapon Attack: +4 to hit, reach 15 ft., one Small or Medium target. Hit: 5 bludgeoning damage, and the target is pulled up to 10 feet toward the toad.
Level 5 Variant
Marsh Gulper
Large beast, standard brute/controller
Role: Pull, pin, and maul
Armor Class 13
Hit Points 62
Speed 20 ft., swim 30 ft.
STR18
DEX10
CON17
INT2
WIS12
CHA5
Skills Stealth +4
Senses passive Perception 11
Languages none
Traits
Muck Belly. The gulper has advantage on saving throws against being shoved or knocked prone while in mud or water.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 piercing damage.
Tongue Snare. Melee Weapon Attack: +6 to hit, reach 20 ft., one Medium or smaller target. Hit: 7 bludgeoning damage, and the target is grappled (escape DC 14) and pulled 15 feet.
Swallow Attempt. One Small creature grappled by the gulper must succeed on a DC 14 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained and takes 9 acid damage at the start of each of the gulper’s turns. The gulper can hold only one swallowed creature at a time.
Level 7 Variant
Mirebull Toad
Huge beast, silver elite brute
Role: Area-denial grappler
Armor Class 15
Hit Points 108
Speed 25 ft., swim 35 ft.
STR20
DEX10
CON19
INT2
WIS13
CHA5
Saving Throws Str +8, Con +7
Skills Stealth +4
Senses passive Perception 11
Languages none
Traits
Pond Tyrant. Smaller beasts within 30 feet will usually flee rather than approach the mirebull.
Actions
Multiattack. The mirebull makes one Bite and one Tongue Snare.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 piercing damage.
Tongue Snare. Melee Weapon Attack: +8 to hit, reach 20 ft., one Large or smaller target. Hit: 9 bludgeoning damage, and the target is grappled (escape DC 16) and pulled 15 feet.
Mud Belly Slam, Recharge 5-6. The mirebull slams the ground. Creatures within 10 feet must make a DC 15 Strength saving throw or fall prone and take 14 bludgeoning damage.
Level 9 Variant
Bog-Whole Swallower
Huge beast, Gold Elite grappler
Role: elite grappler/swallow brute
Armor Class 17
Hit Points 160
Speed 25 ft., swim 50 ft.
STR24
DEX12
CON22
INT3
WIS15
CHA6
Saving Throws Str +9, Con +9
Skills Stealth +8 in wet terrain, Perception +8
Senses darkvision 60 ft., passive Perception 17
Languages none
Traits
Muck Sovereign. The toad has advantage on checks and saves against being shoved, restrained, or knocked prone while in mud, water, or reeds.
Panic Croak. When bloodied, creatures within 20 feet must succeed on a DC 16 Constitution saving throw or be deafened and have disadvantage on their next attack roll before the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Crushing Bite attacks.
Crushing Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 piercing damage.
World-Tongue Snare, Recharge 5-6. Up to two Large or smaller creatures within 30 feet must make a DC 16 Strength saving throw. On a failure, a creature takes 10 bludgeoning damage, is grappled, and is pulled 20 feet toward the toad.
Bonus Actions
Sink Under. While in water or mud, the toad gains half cover until the start of its next turn.
Reactions
Swallow the Opening. When a grappled creature misses the toad with an attack, the toad makes one Crushing Bite attack against that creature.
Level 11 Variant
Bellowsump Monarch
Huge beast, Gold Elite grappler
Role: elite grappler/swallow brute
Armor Class 18
Hit Points 210
Speed 25 ft., swim 50 ft.
STR24
DEX12
CON22
INT3
WIS15
CHA6
Saving Throws Str +9, Con +9
Skills Stealth +8 in wet terrain, Perception +8
Senses darkvision 60 ft., passive Perception 17
Languages none
Traits
Muck Sovereign. The toad has advantage on checks and saves against being shoved, restrained, or knocked prone while in mud, water, or reeds.
Panic Croak. When bloodied, creatures within 20 feet must succeed on a DC 17 Constitution saving throw or be deafened and have disadvantage on their next attack roll before the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Crushing Bite attacks.
Crushing Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 piercing damage.
World-Tongue Snare, Recharge 5-6. Up to two Large or smaller creatures within 30 feet must make a DC 17 Strength saving throw. On a failure, a creature takes 13 bludgeoning damage, is grappled, and is pulled 20 feet toward the toad.
Bonus Actions
Sink Under. While in water or mud, the toad gains half cover until the start of its next turn.
Reactions
Swallow the Opening. When a grappled creature misses the toad with an attack, the toad makes one Crushing Bite attack against that creature.
Level 13 Variant
Alchemist’s Fen Horror
Huge beast, High Elite grappler
Role: elite grappler/swallow brute
Armor Class 18
Hit Points 274
Speed 25 ft., swim 50 ft.
STR24
DEX12
CON22
INT3
WIS15
CHA6
Saving Throws Str +10, Con +10
Skills Stealth +9 in wet terrain, Perception +9
Senses darkvision 60 ft., passive Perception 18
Languages none
Traits
Muck Sovereign. The toad has advantage on checks and saves against being shoved, restrained, or knocked prone while in mud, water, or reeds.
Panic Croak. When bloodied, creatures within 20 feet must succeed on a DC 18 Constitution saving throw or be deafened and have disadvantage on their next attack roll before the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Crushing Bite attacks.
Crushing Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 piercing damage.
World-Tongue Snare, Recharge 5-6. Up to two Large or smaller creatures within 30 feet must make a DC 18 Strength saving throw. On a failure, a creature takes 16 bludgeoning damage, is grappled, and is pulled 20 feet toward the toad.
Bonus Actions
Sink Under. While in water or mud, the toad gains half cover until the start of its next turn.
Reactions
Swallow the Opening. When a grappled creature misses the toad with an attack, the toad makes one Crushing Bite attack against that creature.
Level 15 Variant
Miremouth World-Toad
Huge beast, Mythic Elite grappler
Role: elite grappler/swallow brute
Armor Class 19
Hit Points 356
Speed 25 ft., swim 50 ft.
STR24
DEX12
CON22
INT3
WIS15
CHA6
Saving Throws Str +10, Con +10
Skills Stealth +9 in wet terrain, Perception +9
Senses darkvision 60 ft., passive Perception 18
Languages none
Traits
Muck Sovereign. The toad has advantage on checks and saves against being shoved, restrained, or knocked prone while in mud, water, or reeds.
Panic Croak. When bloodied, creatures within 20 feet must succeed on a DC 19 Constitution saving throw or be deafened and have disadvantage on their next attack roll before the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Crushing Bite attacks.
Crushing Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 piercing damage.
World-Tongue Snare, Recharge 5-6. Up to two Large or smaller creatures within 30 feet must make a DC 19 Strength saving throw. On a failure, a creature takes 20 bludgeoning damage, is grappled, and is pulled 20 feet toward the toad.
Bonus Actions
Sink Under. While in water or mud, the toad gains half cover until the start of its next turn.
Reactions
Swallow the Opening. When a grappled creature misses the toad with an attack, the toad makes one Crushing Bite attack against that creature.
Enemy Family
Needlebeak Waders
Tall marsh birds, ditch herons, ruin-stalkers, and patient predators with too much reach and not enough mercy.
Use When
Use in reeds, grave-mires, pond edges, ruined arches, and as omens of ecological imbalance.
Combat Feel
Reach, mobility, anti-backline harassment, and a predator’s obscene patience.
Shallow-Step. Ignores difficult terrain from mud, reeds, or ankle-deep water.
Actions
Needle Beak. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 piercing damage.
Hop Back. After hitting with Needle Beak, the heron may move 10 feet without provoking opportunity attacks.
Level 5 Variant
Grave-Mire Stork
Large beast, standard skirmisher/controller
Role: Reach and reposition
Armor Class 14
Hit Points 54
Speed 35 ft., fly 30 ft.
STR16
DEX15
CON14
INT2
WIS14
CHA6
Skills Perception +5, Stealth +5
Senses passive Perception 15
Languages none
Traits
Lurking Stance. The stork has advantage on attacks against creatures that have not acted yet in combat.
Actions
Beak Jab. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 piercing damage.
Wing Buffet. Each creature within 5 feet must succeed on a DC 14 Strength saving throw or be pushed 10 feet.
Snatch and Drop. One Small creature hit by Beak Jab must succeed on a DC 14 Strength or Dexterity saving throw or be lifted up to 10 feet and dropped in an adjacent space.
Level 7 Variant
Whitefire Marsh Crane
Large beast, silver elite skirmisher
Role: Elite anti-backline predator
Armor Class 16
Hit Points 90
Speed 40 ft., fly 40 ft.
STR17
DEX18
CON15
INT3
WIS15
CHA7
Saving Throws Dex +7, Wis +5
Skills Perception +5, Stealth +7
Senses passive Perception 15
Languages none
Traits
Patient Hunter. The crane deals an extra 4 damage against a creature that is isolated from its allies by at least 10 feet.
Actions
Multiattack. The crane makes two Beak attacks.
Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 piercing damage.
Moon-Pond Rush, Recharge 5-6. The crane flies up to half its speed, then makes one Beak attack against each creature it moves within reach of during that movement, but no more than two attacks total.
Reactions
Recoil Leap. When a creature misses the crane with a melee attack, the crane may move 10 feet.
Level 9 Variant
Long-Leg Grave Hunter
Large beast, Gold Elite skirmisher
Role: elite reach skirmisher
Armor Class 17
Hit Points 132
Speed 45 ft., fly 60 ft.
STR20
DEX22
CON18
INT4
WIS17
CHA8
Saving Throws Dex +9, Wis +9
Skills Perception +11, Stealth +8
Senses passive Perception 17
Languages none
Traits
Patient Hunter. The wader deals an extra 4 damage to a creature isolated from its allies by at least 10 feet.
Startling Cry. When bloodied, the wader may fly up to half its speed without provoking opportunity attacks, then make one Needle Beak attack.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Needle Beak attacks.
Needle Beak. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 piercing damage.
Moon-Pond Rush, Recharge 5-6. The wader flies up to its speed. During this movement, it may make one Needle Beak attack against up to three different creatures it passes within reach of.
Bonus Actions
Recoil Hop. The wader moves 15 feet without provoking opportunity attacks.
Reactions
Impossible Neck. When a creature enters a space within 15 feet, the wader makes one Needle Beak attack against it. It can use this reaction only once per round.
Level 11 Variant
Saint-Reed Impaler
Large beast, Gold Elite skirmisher
Role: elite reach skirmisher
Armor Class 18
Hit Points 182
Speed 45 ft., fly 60 ft.
STR20
DEX22
CON18
INT4
WIS17
CHA8
Saving Throws Dex +9, Wis +9
Skills Perception +11, Stealth +8
Senses passive Perception 17
Languages none
Traits
Patient Hunter. The wader deals an extra 4 damage to a creature isolated from its allies by at least 10 feet.
Startling Cry. When bloodied, the wader may fly up to half its speed without provoking opportunity attacks, then make one Needle Beak attack.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Needle Beak attacks.
Needle Beak. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 17 piercing damage.
Moon-Pond Rush, Recharge 5-6. The wader flies up to its speed. During this movement, it may make one Needle Beak attack against up to three different creatures it passes within reach of.
Bonus Actions
Recoil Hop. The wader moves 15 feet without provoking opportunity attacks.
Reactions
Impossible Neck. When a creature enters a space within 15 feet, the wader makes one Needle Beak attack against it. It can use this reaction only once per round.
Level 13 Variant
Whitefire Marsh Emperor
Huge beast, High Elite skirmisher
Role: elite reach skirmisher
Armor Class 18
Hit Points 246
Speed 45 ft., fly 60 ft.
STR20
DEX22
CON18
INT4
WIS17
CHA8
Saving Throws Dex +10, Wis +10
Skills Perception +12, Stealth +9
Senses passive Perception 18
Languages none
Traits
Patient Hunter. The wader deals an extra 5 damage to a creature isolated from its allies by at least 10 feet.
Startling Cry. When bloodied, the wader may fly up to half its speed without provoking opportunity attacks, then make one Needle Beak attack.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Needle Beak attacks.
Needle Beak. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 20 piercing damage.
Moon-Pond Rush, Recharge 5-6. The wader flies up to its speed. During this movement, it may make one Needle Beak attack against up to three different creatures it passes within reach of.
Bonus Actions
Recoil Hop. The wader moves 15 feet without provoking opportunity attacks.
Reactions
Impossible Neck. When a creature enters a space within 15 feet, the wader makes one Needle Beak attack against it. It can use this reaction only once per round.
Level 15 Variant
Omen Crane of the Ruins
Huge beast, Mythic Elite skirmisher
Role: elite reach skirmisher
Armor Class 19
Hit Points 328
Speed 45 ft., fly 60 ft.
STR20
DEX22
CON18
INT4
WIS17
CHA8
Saving Throws Dex +10, Wis +10
Skills Perception +12, Stealth +9
Senses passive Perception 18
Languages none
Traits
Patient Hunter. The wader deals an extra 5 damage to a creature isolated from its allies by at least 10 feet.
Startling Cry. When bloodied, the wader may fly up to half its speed without provoking opportunity attacks, then make one Needle Beak attack.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Needle Beak attacks.
Needle Beak. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 24 piercing damage.
Moon-Pond Rush, Recharge 5-6. The wader flies up to its speed. During this movement, it may make one Needle Beak attack against up to three different creatures it passes within reach of.
Bonus Actions
Recoil Hop. The wader moves 15 feet without provoking opportunity attacks.
Reactions
Impossible Neck. When a creature enters a space within 15 feet, the wader makes one Needle Beak attack against it. It can use this reaction only once per round.
Enemy Family
Pipeweed Cutters
Field thieves, backroad toughs, hedge smugglers, harvest poachers, and local dirtbags who know the value of sweet leaf and soft ground.
Use When
Use in pipeweed fields, hedgerows, harvest roads, and disputes where the enemy may be desperate rather than evil.
Combat Feel
Mobile mundane foes with smoke, concealment, field-control, and strong “talk before steel” energy.
Fieldwise. The reaver ignores nonmagical difficult terrain caused by crops, furrows, briars, or low hedges.
Actions
Hook Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 slashing damage.
Snatch and Slip. After hitting with Hook Sickle, the reaver may move 10 feet without provoking opportunity attacks from that target.
Bonus Actions
Smoke Twist (1/Rest). The reaver scatters pipeweed ash into a 5-foot cloud centered on itself. The space is lightly obscured until the start of the reaver’s next turn.
Level 5 Variant
Fieldrunner Poacher
Medium folk, standard skirmisher/controller
Role: Ranged harassment and cover abuse
Armor Class 15
Hit Points 42
Speed 35 ft.
STR11
DEX17
CON13
INT11
WIS13
CHA10
Skills Stealth +6, Perception +4, Survival +4
Senses passive Perception 14
Languages local trade speech
Traits
Low in the Rows. While in crops, hedges, brush, or smoke, the poacher has half cover.
Actions
Pruner’s Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 slashing damage.
Pipe-Dart. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 7 piercing damage.
Smoke Pot, Recharge 5-6. The poacher throws a clay pot to a point within 30 feet. A 10-foot-radius cloud of thick smoke appears until the start of the poacher’s next turn. Creatures inside are heavily obscured.
Bonus Actions
Duck Through the Rows. The poacher takes the Hide or Disengage action.
Level 7 Variant
Briar-Row Bandit Chief
Medium folk, silver elite skirmisher/leader
Role: Field battle leader
Armor Class 16
Hit Points 84
Speed 35 ft.
STR13
DEX18
CON15
INT13
WIS14
CHA14
Saving Throws Dex +7, Wis +5
Skills Deception +5, Stealth +7, Survival +5
Senses passive Perception 12
Languages local trade speech, smuggler signs
Traits
Master of the Furrows. Allies within 20 feet ignore nonmagical crop, hedge, and bramble difficult terrain.
Soft Ground Fighter. The chief has advantage on checks and saves against being knocked prone while standing on soil, loam, or tilled fields.
Actions
Multiattack. The chief makes two attacks: one Hooked Saber and one Pipe-Dart, or two Hooked Saber attacks.
Hooked Saber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 slashing damage.
Pipe-Dart. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 8 piercing damage.
Harvest Burn, Recharge 5-6. The chief ignites a prepared patch of dry brush or leaf-chaff in a 15-foot square within 40 feet. That area becomes lightly obscured and deals 5 fire damage to creatures entering it or starting their turn there until the end of the chief’s next turn.
Bonus Actions
Call the Scatter. One ally within 30 feet may move up to half its speed without provoking opportunity attacks.
Level 9 Variant
Goldleaf Knife Crew Boss
Medium folk, Gold Elite skirmisher
Role: elite field skirmisher/leader
Armor Class 17
Hit Points 116
Speed 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +9, Wis +9
Skills Stealth +11, Deception +8, Perception +8
Senses passive Perception 17
Languages local trade speech, under-road cant
Traits
Master of the Furrows. The cutter and allies within 30 feet ignore nonmagical difficult terrain caused by crops, hedges, briars, or tilled soil.
Smoke the Rows. When bloodied, the cutter creates two 15-foot-radius smoke clouds within 60 feet. The clouds last until the end of the cutter’s next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Hooked Sickle attacks.
Hooked Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 slashing damage.
Harvest Burn, Recharge 5-6. The cutter ignites prepared leaf-chaff in a 20-foot square within 60 feet. Creatures in the area must make a DC 16 Dexterity saving throw, taking 28 fire damage on a failure, or half on a success. The area becomes lightly obscured until the end of the cutter’s next turn.
Bonus Actions
Call the Scatter. One ally within 60 feet may move up to half its speed without provoking opportunity attacks.
Reactions
Down in the Leaves. When targeted by a ranged attack while in crops, hedges, smoke, or brush, the cutter gains +4 AC against the attack.
Level 11 Variant
Brambleblack Smoke Captain
Medium folk, Gold Elite skirmisher
Role: elite field skirmisher/leader
Armor Class 18
Hit Points 166
Speed 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +9, Wis +9
Skills Stealth +11, Deception +8, Perception +8
Senses passive Perception 17
Languages local trade speech, under-road cant
Traits
Master of the Furrows. The cutter and allies within 30 feet ignore nonmagical difficult terrain caused by crops, hedges, briars, or tilled soil.
Smoke the Rows. When bloodied, the cutter creates two 15-foot-radius smoke clouds within 60 feet. The clouds last until the end of the cutter’s next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Hooked Sickle attacks.
Hooked Sickle. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 slashing damage.
Harvest Burn, Recharge 5-6. The cutter ignites prepared leaf-chaff in a 20-foot square within 60 feet. Creatures in the area must make a DC 17 Dexterity saving throw, taking 36 fire damage on a failure, or half on a success. The area becomes lightly obscured until the end of the cutter’s next turn.
Bonus Actions
Call the Scatter. One ally within 60 feet may move up to half its speed without provoking opportunity attacks.
Reactions
Down in the Leaves. When targeted by a ranged attack while in crops, hedges, smoke, or brush, the cutter gains +4 AC against the attack.
Level 13 Variant
Harvest War-Caller
Medium folk, High Elite skirmisher
Role: elite field skirmisher/leader
Armor Class 18
Hit Points 230
Speed 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +10, Wis +10
Skills Stealth +12, Deception +9, Perception +9
Senses passive Perception 18
Languages local trade speech, under-road cant
Traits
Master of the Furrows. The cutter and allies within 30 feet ignore nonmagical difficult terrain caused by crops, hedges, briars, or tilled soil.
Smoke the Rows. When bloodied, the cutter creates two 15-foot-radius smoke clouds within 60 feet. The clouds last until the end of the cutter’s next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Hooked Sickle attacks.
Hooked Sickle. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 slashing damage.
Harvest Burn, Recharge 5-6. The cutter ignites prepared leaf-chaff in a 20-foot square within 60 feet. Creatures in the area must make a DC 18 Dexterity saving throw, taking 45 fire damage on a failure, or half on a success. The area becomes lightly obscured until the end of the cutter’s next turn.
Bonus Actions
Call the Scatter. One ally within 60 feet may move up to half its speed without provoking opportunity attacks.
Reactions
Down in the Leaves. When targeted by a ranged attack while in crops, hedges, smoke, or brush, the cutter gains +5 AC against the attack.
Level 15 Variant
Pipeleaf Prince of the Rows
Medium folk, Mythic Elite skirmisher
Role: elite field skirmisher/leader
Armor Class 19
Hit Points 312
Speed 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +10, Wis +10
Skills Stealth +12, Deception +9, Perception +9
Senses passive Perception 18
Languages local trade speech, under-road cant
Traits
Master of the Furrows. The cutter and allies within 30 feet ignore nonmagical difficult terrain caused by crops, hedges, briars, or tilled soil.
Smoke the Rows. When bloodied, the cutter creates two 15-foot-radius smoke clouds within 60 feet. The clouds last until the end of the cutter’s next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Hooked Sickle attacks.
Hooked Sickle. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 slashing damage.
Harvest Burn, Recharge 5-6. The cutter ignites prepared leaf-chaff in a 20-foot square within 60 feet. Creatures in the area must make a DC 19 Dexterity saving throw, taking 56 fire damage on a failure, or half on a success. The area becomes lightly obscured until the end of the cutter’s next turn.
Bonus Actions
Call the Scatter. One ally within 60 feet may move up to half its speed without provoking opportunity attacks.
Reactions
Down in the Leaves. When targeted by a ranged attack while in crops, hedges, smoke, or brush, the cutter gains +5 AC against the attack.
Enemy Family
Prism Parasites
Tiny, beautiful, awful things that latch onto magic, blood heat, lantern-light, and spell residue.
Use When
Use when spellcasters need pressure without blunt anti-magic, or when mica deposits and trinkets should feel edible to the ecosystem.
Combat Feel
Small, glassy, fast, intrusive. These are not damage monsters first. They are nuisance engines with jewel-shells and terrible manners.
Wall Skitter. The tick can climb difficult surfaces, including ceilings, without needing an ability check.
Actions
Latch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 piercing damage, and the tick attaches. While attached, the target has disadvantage on concentration checks. A creature can remove the tick with an action and a successful DC 12 Strength or Dexterity check.
Level 5 Variant
Mica Leech
Small insect, standard disrupter
Role: Magic harasser
Armor Class 15
Hit Points 36
Speed 30 ft., climb 30 ft.
STR8
DEX17
CON13
INT2
WIS12
CHA3
Senses darkvision 60 ft., passive Perception 11
Languages none
Traits
Spell-Scent. The leech has advantage on Wisdom checks to locate a creature concentrating on a spell or carrying a charged magic item.
Mineral Hunger. The leech deals double damage to unattended small mica shards, cheap magic trinkets, and exposed spell-ink tags.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 piercing damage plus 3 force damage.
Drain Charge, Recharge 5-6. One creature within 5 feet must make a DC 14 Constitution saving throw. On a failure, the target takes 14 force damage, and if it is concentrating, it has disadvantage on the concentration check caused by this damage. On a success, it takes half damage.
Level 7 Variant
Spell-Gorged Prism Leech
Medium insect, silver elite disrupter/skirmisher
Role: Elite magic predator
Armor Class 16
Hit Points 84
Speed 35 ft., climb 35 ft.
STR12
DEX18
CON16
INT3
WIS13
CHA4
Senses darkvision 60 ft., passive Perception 11
Languages none
Traits
Scent the Casting. When a creature within 60 feet casts a spell, the leech knows its location until the end of the leech’s next turn.
Arcane Slickness. The leech has advantage on saving throws against spells that target only it.
Actions
Multiattack. The leech makes two Bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 piercing damage plus 3 force damage.
Suck the Glyph, Recharge 5-6. One creature within 5 feet must make a DC 15 Constitution saving throw. On a failure, the target takes 21 force damage and cannot cast reaction spells until the start of the leech’s next turn. On a success, it takes half damage.
Reactions
Glitter Leap. When a creature within 30 feet casts a spell, the leech may move up to half its speed toward that creature without provoking opportunity attacks.
Scent the Casting. When a creature within 90 feet casts a spell or activates a magic item, the parasite knows its location until the end of the parasite’s next turn.
Arcane Gorge. When bloodied, the parasite regains 28 hit points if any creature within 60 feet is concentrating on a spell. Otherwise it gains that many temporary hit points.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Siphoning Bite attacks.
Siphoning Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 piercing plus force damage.
Suck the Glyph, Recharge 5-6. One creature within 10 feet must make a DC 16 Constitution saving throw. On a failure, it takes 28 force damage and cannot cast reaction spells or activate trinket-sized magic items until the start of the parasite’s next turn. On a success, it takes half damage.
Bonus Actions
Glitter Leap. The parasite moves up to 30 feet toward a creature concentrating on a spell or carrying an active magic item.
Reactions
Feed on the Formula. When a creature within 60 feet casts a spell, the parasite gains 10 temporary hit points.
Scent the Casting. When a creature within 90 feet casts a spell or activates a magic item, the parasite knows its location until the end of the parasite’s next turn.
Arcane Gorge. When bloodied, the parasite regains 36 hit points if any creature within 60 feet is concentrating on a spell. Otherwise it gains that many temporary hit points.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Siphoning Bite attacks.
Siphoning Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 piercing plus force damage.
Suck the Glyph, Recharge 5-6. One creature within 10 feet must make a DC 17 Constitution saving throw. On a failure, it takes 36 force damage and cannot cast reaction spells or activate trinket-sized magic items until the start of the parasite’s next turn. On a success, it takes half damage.
Bonus Actions
Glitter Leap. The parasite moves up to 30 feet toward a creature concentrating on a spell or carrying an active magic item.
Reactions
Feed on the Formula. When a creature within 60 feet casts a spell, the parasite gains 13 temporary hit points.
Scent the Casting. When a creature within 90 feet casts a spell or activates a magic item, the parasite knows its location until the end of the parasite’s next turn.
Arcane Gorge. When bloodied, the parasite regains 45 hit points if any creature within 60 feet is concentrating on a spell. Otherwise it gains that many temporary hit points.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Siphoning Bite attacks.
Siphoning Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 piercing plus force damage.
Suck the Glyph, Recharge 5-6. One creature within 10 feet must make a DC 18 Constitution saving throw. On a failure, it takes 45 force damage and cannot cast reaction spells or activate trinket-sized magic items until the start of the parasite’s next turn. On a success, it takes half damage.
Bonus Actions
Glitter Leap. The parasite moves up to 30 feet toward a creature concentrating on a spell or carrying an active magic item.
Reactions
Feed on the Formula. When a creature within 60 feet casts a spell, the parasite gains 16 temporary hit points.
Scent the Casting. When a creature within 90 feet casts a spell or activates a magic item, the parasite knows its location until the end of the parasite’s next turn.
Arcane Gorge. When bloodied, the parasite regains 56 hit points if any creature within 60 feet is concentrating on a spell. Otherwise it gains that many temporary hit points.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Siphoning Bite attacks.
Siphoning Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 piercing plus force damage.
Suck the Glyph, Recharge 5-6. One creature within 10 feet must make a DC 19 Constitution saving throw. On a failure, it takes 56 force damage and cannot cast reaction spells or activate trinket-sized magic items until the start of the parasite’s next turn. On a success, it takes half damage.
Bonus Actions
Glitter Leap. The parasite moves up to 30 feet toward a creature concentrating on a spell or carrying an active magic item.
Reactions
Feed on the Formula. When a creature within 60 feet casts a spell, the parasite gains 20 temporary hit points.
Enemy Family
Relic Wardens
Ancient shrine guardians, lantern-house sentries, saint-door keepers, and old construct custodians built to protect what nobody remembers how to use.
Use When
Use at ancient gates, lantern-houses, old shrines, sealed chambers, and places where violence might be the least interesting solution.
Combat Feel
Disciplined construct defenders with protective reactions, objective-based fights, and commands that can sometimes be discovered or repaired.
Languages understands old command phrases, can issue simple warnings
Traits
Ward Priority. If the custodian is within 10 feet of a lantern, shrine, stump-lock, or sealed doorway, it has advantage on all saving throws.
Actions
Multiattack. The custodian makes two Halberd Arm attacks.
Halberd Arm. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 slashing damage.
Repulse Intruder, Recharge 5-6. One creature within 10 feet must make a DC 14 Strength saving throw or be pushed 15 feet and knocked prone.
Reactions
Shield the Seal. When a creature within 5 feet of an object the custodian is protecting would damage that object, the custodian may impose disadvantage on the attack roll.
Level 7 Variant
Lantern Bastion Sentinel
Large construct, silver elite defender
Role: Objective guardian
Armor Class 18
Hit Points 104
Speed 25 ft.
STR20
DEX9
CON18
INT8
WIS13
CHA6
Saving Throws Str +8, Con +7
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Immutable Post. The sentinel cannot be pushed or knocked prone unless it is incapacitated.
Lockstep Defense. Allied constructs within 20 feet gain +1 AC.
Actions
Multiattack. The sentinel makes two Polearm attacks.
Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 slashing damage.
Seal-Line Sweep. Each creature of the sentinel’s choice within 10 feet must make a DC 15 Dexterity saving throw, taking 15 slashing damage on a failure, or half on a success.
Sanction Pulse, Recharge 5-6. Creatures of the sentinel’s choice within 15 feet must make a DC 15 Constitution saving throw or be unable to take reactions until the end of their next turn.
Reactions
Interpose. The sentinel moves up to 10 feet to place itself between a hostile creature and a protected object or creature.
Level 9 Variant
Reliquary Gate Guardian
Large construct, Gold Elite defender
Role: elite objective defender
Armor Class 18
Hit Points 160
Speed 30 ft.
STR22
DEX10
CON22
INT10
WIS14
CHA8
Saving Throws Str +9, Con +9
Skills Athletics +8, Perception +8
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Immutable Post. The warden cannot be pushed, knocked prone, or moved against its will while within 30 feet of the relic, lantern, door, or seal it protects.
Emergency Protocol. When bloodied, the warden emits a sanction pulse. Hostile creatures within 20 feet must succeed on a DC 16 Constitution saving throw or be unable to take reactions until the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Sanction Polearm attacks.
Sanction Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 slashing damage.
Seal-Line Sweep, Recharge 5-6. Each creature of the warden’s choice within 15 feet must make a DC 16 Dexterity saving throw, taking 28 slashing damage on a failure, or half on a success.
Bonus Actions
Lockstep Defense. One allied construct or protected object within 30 feet gains +4 AC until the start of the warden’s next turn.
Reactions
Interpose. When a hostile creature moves within 10 feet of a protected object, the warden moves up to 20 feet and makes one Sanction Polearm attack.
Level 11 Variant
Shrine-Bastion Judge
Large construct, Gold Elite defender
Role: elite objective defender
Armor Class 19
Hit Points 210
Speed 30 ft.
STR22
DEX10
CON22
INT10
WIS14
CHA8
Saving Throws Str +9, Con +9
Skills Athletics +8, Perception +8
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Immutable Post. The warden cannot be pushed, knocked prone, or moved against its will while within 30 feet of the relic, lantern, door, or seal it protects.
Emergency Protocol. When bloodied, the warden emits a sanction pulse. Hostile creatures within 20 feet must succeed on a DC 17 Constitution saving throw or be unable to take reactions until the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Sanction Polearm attacks.
Sanction Polearm. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 slashing damage.
Seal-Line Sweep, Recharge 5-6. Each creature of the warden’s choice within 15 feet must make a DC 17 Dexterity saving throw, taking 36 slashing damage on a failure, or half on a success.
Bonus Actions
Lockstep Defense. One allied construct or protected object within 30 feet gains +4 AC until the start of the warden’s next turn.
Reactions
Interpose. When a hostile creature moves within 10 feet of a protected object, the warden moves up to 20 feet and makes one Sanction Polearm attack.
Level 13 Variant
Old-Law Adamant Custodian
Huge construct, High Elite defender
Role: elite objective defender
Armor Class 19
Hit Points 274
Speed 30 ft.
STR22
DEX10
CON22
INT10
WIS14
CHA8
Saving Throws Str +10, Con +10
Skills Athletics +9, Perception +9
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Immutable Post. The warden cannot be pushed, knocked prone, or moved against its will while within 30 feet of the relic, lantern, door, or seal it protects.
Emergency Protocol. When bloodied, the warden emits a sanction pulse. Hostile creatures within 20 feet must succeed on a DC 18 Constitution saving throw or be unable to take reactions until the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Sanction Polearm attacks.
Sanction Polearm. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 slashing damage.
Seal-Line Sweep, Recharge 5-6. Each creature of the warden’s choice within 15 feet must make a DC 18 Dexterity saving throw, taking 45 slashing damage on a failure, or half on a success.
Bonus Actions
Lockstep Defense. One allied construct or protected object within 30 feet gains +5 AC until the start of the warden’s next turn.
Reactions
Interpose. When a hostile creature moves within 10 feet of a protected object, the warden moves up to 20 feet and makes one Sanction Polearm attack.
Level 15 Variant
Lantern-Court Colossus
Huge construct, Mythic Elite defender
Role: elite objective defender
Armor Class 20
Hit Points 356
Speed 30 ft.
STR22
DEX10
CON22
INT10
WIS14
CHA8
Saving Throws Str +10, Con +10
Skills Athletics +9, Perception +9
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Immutable Post. The warden cannot be pushed, knocked prone, or moved against its will while within 30 feet of the relic, lantern, door, or seal it protects.
Emergency Protocol. When bloodied, the warden emits a sanction pulse. Hostile creatures within 20 feet must succeed on a DC 19 Constitution saving throw or be unable to take reactions until the end of their next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Sanction Polearm attacks.
Sanction Polearm. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 slashing damage.
Seal-Line Sweep, Recharge 5-6. Each creature of the warden’s choice within 15 feet must make a DC 19 Dexterity saving throw, taking 56 slashing damage on a failure, or half on a success.
Bonus Actions
Lockstep Defense. One allied construct or protected object within 30 feet gains +5 AC until the start of the warden’s next turn.
Reactions
Interpose. When a hostile creature moves within 10 feet of a protected object, the warden moves up to 20 feet and makes one Sanction Polearm attack.
Enemy Family
Scrapwake Runaways
Broken service-constructs, abandoned patchwork helpers, half-repaired labor frames, and “harmless” workshop things that have decided the word harmless is negotiable.
Use When
Use around Wakewood anxiety, old workshops, abandoned toolsheds, failed repairs, or constructs that should be fixed rather than destroyed.
Combat Feel
Construct resilience, repair themes, tool-based specialization, and enemies that may be tragic, funny, eerie, or sympathetic.
Languages understands maker-marks and workshop calls
Traits
Built-In Tool. The patchling has one embedded tool that informs its attacks, such as a hammer, shears, awl, or tongs. This is usually flavor unless otherwise noted.
Actions
Tool-Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 bludgeoning or piercing damage.
Brace Plate. The patchling gains +2 AC until the start of its next turn.
Level 5 Variant
Runshop Labor Frame
Medium construct, standard bruiser/support
Role: Durable construct with battlefield utility
Armor Class 16
Hit Points 56
Speed 30 ft.
STR16
DEX11
CON17
INT6
WIS11
CHA5
Damage Resistances poison, psychic
Condition Immunities charmed, poisoned
Senses passive Perception 10
Languages understands maker-marks, workshop calls
Traits
Maintenance Mode. If the frame starts its turn adjacent to another construct or a pile of metal, wood, wicker, bone, or spare parts, it regains 5 hit points.
Actions
Multiattack. The frame makes two Tool-Arm attacks.
Tool-Arm. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 bludgeoning or slashing damage.
Clamp Grip. One creature hit by Tool-Arm must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the end of its next turn.
Reactions
Interlocking Braces. When an allied construct within 5 feet would take damage, reduce that damage by 1d8.
Level 7 Variant
Masterless Repair Engine
Large construct, silver elite bruiser/support
Role: Elite repair tank
Armor Class 17
Hit Points 102
Speed 30 ft.
STR19
DEX10
CON18
INT8
WIS12
CHA5
Saving Throws Str +7, Con +7
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Languages understands maker-marks, old repair-script
Traits
Repair Priority. The engine may target constructs, siege devices, wagons, doors, or structures with beneficial effects that normally affect allies.
Actions
Multiattack. The engine makes two Tool-Arm attacks.
Tool-Arm. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 bludgeoning damage.
Sawburst, Recharge 5-6. Each creature within 10 feet must make a DC 15 Dexterity saving throw, taking 16 slashing damage on a failure, or half on a success.
Field Repair. One construct, object, or structure within 10 feet regains 15 hit points.
Bonus Actions
Deploy Braces. The engine chooses one ally or object within 10 feet. Until the start of the engine’s next turn, the target gains +2 AC.
Level 9 Variant
Foundry-Forgotten Frame
Large construct, Gold Elite defender
Role: elite repair tank/support
Armor Class 17
Hit Points 152
Speed 30 ft.
STR22
DEX10
CON22
INT10
WIS14
CHA8
Saving Throws Str +9, Con +9
Skills Athletics +8, Perception +8
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Maintenance Mode. If the construct starts its turn adjacent to another construct or a pile of spare parts, it regains 10 hit points.
Self-Repair Panic. When bloodied, the construct immediately uses Field Repair on itself and one object or construct within 10 feet.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Tool-Arm attacks.
Tool-Arm. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 bludgeoning or slashing damage.
Sawburst, Recharge 5-6. Each creature within 15 feet must make a DC 16 Dexterity saving throw, taking 28 slashing damage on a failure, or half on a success.
Bonus Actions
Deploy Braces. One ally, object, or structure within 20 feet gains +4 AC until the start of the construct’s next turn.
Reactions
Patch the Gap. When an allied construct within 20 feet takes damage, reduce that damage by 10.
Level 11 Variant
Patchwork Siege Nurse
Large construct, Gold Elite defender
Role: elite repair tank/support
Armor Class 18
Hit Points 202
Speed 30 ft.
STR22
DEX10
CON22
INT10
WIS14
CHA8
Saving Throws Str +9, Con +9
Skills Athletics +8, Perception +8
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Maintenance Mode. If the construct starts its turn adjacent to another construct or a pile of spare parts, it regains 13 hit points.
Self-Repair Panic. When bloodied, the construct immediately uses Field Repair on itself and one object or construct within 10 feet.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Tool-Arm attacks.
Tool-Arm. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 bludgeoning or slashing damage.
Sawburst, Recharge 5-6. Each creature within 15 feet must make a DC 17 Dexterity saving throw, taking 36 slashing damage on a failure, or half on a success.
Bonus Actions
Deploy Braces. One ally, object, or structure within 20 feet gains +4 AC until the start of the construct’s next turn.
Reactions
Patch the Gap. When an allied construct within 20 feet takes damage, reduce that damage by 13.
Level 13 Variant
Free-Willed Tool-Saint
Huge construct, High Elite defender
Role: elite repair tank/support
Armor Class 18
Hit Points 266
Speed 30 ft.
STR22
DEX10
CON22
INT10
WIS14
CHA8
Saving Throws Str +10, Con +10
Skills Athletics +9, Perception +9
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Maintenance Mode. If the construct starts its turn adjacent to another construct or a pile of spare parts, it regains 16 hit points.
Self-Repair Panic. When bloodied, the construct immediately uses Field Repair on itself and one object or construct within 10 feet.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Tool-Arm attacks.
Tool-Arm. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 bludgeoning or slashing damage.
Sawburst, Recharge 5-6. Each creature within 15 feet must make a DC 18 Dexterity saving throw, taking 45 slashing damage on a failure, or half on a success.
Bonus Actions
Deploy Braces. One ally, object, or structure within 20 feet gains +5 AC until the start of the construct’s next turn.
Reactions
Patch the Gap. When an allied construct within 20 feet takes damage, reduce that damage by 16.
Level 15 Variant
Masterless Cathedral Engine
Huge construct, Mythic Elite defender
Role: elite repair tank/support
Armor Class 19
Hit Points 348
Speed 30 ft.
STR22
DEX10
CON22
INT10
WIS14
CHA8
Saving Throws Str +10, Con +10
Skills Athletics +9, Perception +9
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from non-masterwork weapons
Maintenance Mode. If the construct starts its turn adjacent to another construct or a pile of spare parts, it regains 20 hit points.
Self-Repair Panic. When bloodied, the construct immediately uses Field Repair on itself and one object or construct within 10 feet.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Tool-Arm attacks.
Tool-Arm. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 bludgeoning or slashing damage.
Sawburst, Recharge 5-6. Each creature within 15 feet must make a DC 19 Dexterity saving throw, taking 56 slashing damage on a failure, or half on a success.
Bonus Actions
Deploy Braces. One ally, object, or structure within 20 feet gains +5 AC until the start of the construct’s next turn.
Reactions
Patch the Gap. When an allied construct within 20 feet takes damage, reduce that damage by 20.
Enemy Family
Spell-Ink Cutpurses
Arcane thieves, satchel slashers, counterfeit-ink runners, charm-scrapers, and people who know exactly how much a real vial of Spellman’s Ink is worth.
Use When
Use around markets, scriptoriums, mage-guild couriers, black-market ink deals, and any scene where a tiny vial is worth more than a wagon.
Combat Feel
Disarms, item theft, anti-caster pressure without blanket shutdown, and criminals who came prepared for the wizard specifically.
Skills Sleight of Hand +5, Stealth +5, Investigation +3
Senses passive Perception 11
Languages local trade speech
Traits
Fast Hands. The nipper may interact with one additional object on its turn.
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 piercing damage.
Snatch Component. One creature within 5 feet must succeed on a DC 13 Dexterity saving throw or drop one small held object of the DM’s choice.
Bonus Actions
Pocket the Goods. The nipper takes the Hide or Dash action.
Level 5 Variant
Glyph-Slasher
Medium folk, standard skirmisher/controller
Role: Anti-item combatant
Armor Class 15
Hit Points 43
Speed 30 ft.
STR10
DEX17
CON13
INT14
WIS13
CHA12
Skills Sleight of Hand +6, Arcana +5, Stealth +6
Senses passive Perception 11
Languages local trade speech, thieves’ cant
Traits
Eye for Ink. The glyph-slasher can identify obvious enchanted script, attunement glyphs, and fresh spell-ink inscriptions at a glance.
Actions
Multiattack. The glyph-slasher makes two Dagger attacks.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 piercing damage.
Scrape the Mark, Recharge 5-6. One creature within 5 feet must make a DC 14 Dexterity saving throw. On a failure, one magic item requiring verbal command words, gestures, or active manipulation cannot be activated by that creature until the end of its next turn.
Reactions
Ink Flick. When a creature within 30 feet casts a spell, the glyph-slasher may impose disadvantage on the caster’s next concentration save before the start of the glyph-slasher’s next turn.
Level 7 Variant
Counterfeit Savant
Medium folk, silver elite controller/skirmisher
Role: Elite theft specialist
Armor Class 16
Hit Points 80
Speed 30 ft.
STR10
DEX18
CON14
INT17
WIS14
CHA14
Saving Throws Dex +7, Int +6
Skills Arcana +6, Investigation +6, Sleight of Hand +9, Stealth +7
Senses passive Perception 12
Languages local trade speech, thieves’ cant, artisan jargon
Traits
Perfect Appraisal. The savant knows which visible item on a creature is the most valuable one that is reasonably accessible.
Actions
Multiattack. The savant makes two Needleknife attacks.
Needleknife. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 piercing damage.
Break the Focus. One creature within 30 feet must make a DC 15 Intelligence, Wisdom, or Charisma saving throw using its spellcasting ability. On a failure, it cannot cast leveled spells until the end of its next turn. On a success, it has disadvantage on its next spell attack roll before the end of its next turn.
Palm the Relic, Recharge 5-6. One creature within 5 feet must make a DC 15 Dexterity saving throw or one held Tiny object or worn trinket-sized item is removed and falls into the savant’s hand or an adjacent space.
Bonus Actions
Exit Route. The savant takes the Dash, Disengage, or Hide action.
Level 9 Variant
Black Vial Inkwright
Medium folk, Gold Elite skirmisher
Role: elite theft/control skirmisher
Armor Class 17
Hit Points 112
Speed 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +9, Wis +9
Skills Stealth +11, Deception +8, Perception +8
Senses passive Perception 17
Languages local trade speech, under-road cant
Traits
Perfect Appraisal. The cutpurse knows which visible item on a creature is the most valuable one that is reasonably accessible.
Ink Cloud Escape. When bloodied, the cutpurse creates a 15-foot-radius cloud of black ink-smoke centered on itself, then moves up to 30 feet without provoking opportunity attacks.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Needleknife attacks.
Needleknife. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 piercing damage.
Break the Focus, Recharge 5-6. One creature within 60 feet must make a DC 16 Intelligence, Wisdom, or Charisma saving throw using its spellcasting ability. On a failure, it takes 28 psychic damage and cannot cast leveled spells until the end of its next turn. On a success, it takes half damage and has disadvantage on its next spell attack before the end of its next turn.
Bonus Actions
Palm the Relic. One creature within 5 feet must succeed on a DC 16 Dexterity saving throw or one held Tiny object or trinket-sized worn item is removed and falls into the cutpurse’s hand or an adjacent space.
Reactions
Ink Flick. When a creature within 60 feet casts a spell, the cutpurse imposes disadvantage on the caster’s next concentration save before the start of the cutpurse’s next turn.
Level 11 Variant
Scrollknife Magpie
Medium folk, Gold Elite skirmisher
Role: elite theft/control skirmisher
Armor Class 18
Hit Points 162
Speed 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +9, Wis +9
Skills Stealth +11, Deception +8, Perception +8
Senses passive Perception 17
Languages local trade speech, under-road cant
Traits
Perfect Appraisal. The cutpurse knows which visible item on a creature is the most valuable one that is reasonably accessible.
Ink Cloud Escape. When bloodied, the cutpurse creates a 15-foot-radius cloud of black ink-smoke centered on itself, then moves up to 30 feet without provoking opportunity attacks.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Needleknife attacks.
Needleknife. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 piercing damage.
Break the Focus, Recharge 5-6. One creature within 60 feet must make a DC 17 Intelligence, Wisdom, or Charisma saving throw using its spellcasting ability. On a failure, it takes 36 psychic damage and cannot cast leveled spells until the end of its next turn. On a success, it takes half damage and has disadvantage on its next spell attack before the end of its next turn.
Bonus Actions
Palm the Relic. One creature within 5 feet must succeed on a DC 17 Dexterity saving throw or one held Tiny object or trinket-sized worn item is removed and falls into the cutpurse’s hand or an adjacent space.
Reactions
Ink Flick. When a creature within 60 feet casts a spell, the cutpurse imposes disadvantage on the caster’s next concentration save before the start of the cutpurse’s next turn.
Level 13 Variant
Spellman Counterfeit Master
Medium folk, High Elite skirmisher
Role: elite theft/control skirmisher
Armor Class 18
Hit Points 226
Speed 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +10, Wis +10
Skills Stealth +12, Deception +9, Perception +9
Senses passive Perception 18
Languages local trade speech, under-road cant
Traits
Perfect Appraisal. The cutpurse knows which visible item on a creature is the most valuable one that is reasonably accessible.
Ink Cloud Escape. When bloodied, the cutpurse creates a 15-foot-radius cloud of black ink-smoke centered on itself, then moves up to 30 feet without provoking opportunity attacks.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Needleknife attacks.
Needleknife. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 piercing damage.
Break the Focus, Recharge 5-6. One creature within 60 feet must make a DC 18 Intelligence, Wisdom, or Charisma saving throw using its spellcasting ability. On a failure, it takes 45 psychic damage and cannot cast leveled spells until the end of its next turn. On a success, it takes half damage and has disadvantage on its next spell attack before the end of its next turn.
Bonus Actions
Palm the Relic. One creature within 5 feet must succeed on a DC 18 Dexterity saving throw or one held Tiny object or trinket-sized worn item is removed and falls into the cutpurse’s hand or an adjacent space.
Reactions
Ink Flick. When a creature within 60 feet casts a spell, the cutpurse imposes disadvantage on the caster’s next concentration save before the start of the cutpurse’s next turn.
Level 15 Variant
Ink-Thief of Seven Names
Medium folk, Mythic Elite skirmisher
Role: elite theft/control skirmisher
Armor Class 19
Hit Points 308
Speed 35 ft.
STR14
DEX22
CON16
INT14
WIS15
CHA13
Saving Throws Dex +10, Wis +10
Skills Stealth +12, Deception +9, Perception +9
Senses passive Perception 18
Languages local trade speech, under-road cant
Traits
Perfect Appraisal. The cutpurse knows which visible item on a creature is the most valuable one that is reasonably accessible.
Ink Cloud Escape. When bloodied, the cutpurse creates a 15-foot-radius cloud of black ink-smoke centered on itself, then moves up to 30 feet without provoking opportunity attacks.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Needleknife attacks.
Needleknife. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 piercing damage.
Break the Focus, Recharge 5-6. One creature within 60 feet must make a DC 19 Intelligence, Wisdom, or Charisma saving throw using its spellcasting ability. On a failure, it takes 56 psychic damage and cannot cast leveled spells until the end of its next turn. On a success, it takes half damage and has disadvantage on its next spell attack before the end of its next turn.
Bonus Actions
Palm the Relic. One creature within 5 feet must succeed on a DC 19 Dexterity saving throw or one held Tiny object or trinket-sized worn item is removed and falls into the cutpurse’s hand or an adjacent space.
Reactions
Ink Flick. When a creature within 60 feet casts a spell, the cutpurse imposes disadvantage on the caster’s next concentration save before the start of the cutpurse’s next turn.
Enemy Family
Waking Briar
The forest remembering old rules. Not evil, necessarily. Just done being stepped on.
Use When
Use around Bramblecut, old boundary cords, neglected roads, and places where the wild is reacting to failed maintenance.
Combat Feel
Majestic, thorny, territorial, and a little tragic. Killing them may solve the encounter and still feel like bad news.
Rooted Ambusher. The snare has advantage on Dexterity checks to hide while in natural undergrowth.
Actions
Vine Lash. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or have its speed reduced by 10 feet until the end of its next turn.
Forest Camouflage. The stalker has advantage on Dexterity checks to hide in woods, hedges, fields, or overgrown ruins.
Root-Step. Natural difficult terrain does not cost the stalker extra movement.
Actions
Antler-Roots. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 piercing damage.
Root Pin, Recharge 5-6. One creature within 10 feet must make a DC 14 Strength saving throw. On a failure, it is restrained until the end of its next turn. A restrained creature may use an action to repeat the save early.
Level 7 Variant
Briar-Crowned Hart
Large plant-beast, silver elite mobile controller
Role: Fast elite controller
Armor Class 16
Hit Points 94
Speed 60 ft.
STR19
DEX16
CON17
INT5
WIS15
CHA10
Saving Throws Str +7, Dex +6
Skills Perception +5, Stealth +6 in natural terrain
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 15
Languages understands old boundary calls but cannot speak
Traits
Old Boundary Beast. The hart has advantage on saving throws against being charmed or frightened.
Bramble Wake. The ground within 5 feet of the hart is difficult terrain for hostile creatures.
Actions
Multiattack. The hart makes two Antler attacks.
Antlers. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 piercing damage.
Thornburst, Recharge 5-6. Creatures of the hart’s choice within 10 feet must make a DC 15 Dexterity saving throw. On a failure, a creature takes 18 piercing damage and its speed is halved until the end of its next turn. On a success, it takes half damage and suffers no speed penalty.
Bonus Actions
Bound. The hart moves up to half its speed without provoking opportunity attacks.
Level 9 Variant
Briar-Knight of the Old Hedge
Huge plant-beast, Gold Elite controller
Role: elite plant controller
Armor Class 17
Hit Points 132
Speed 40 ft.
STR22
DEX14
CON21
INT7
WIS16
CHA12
Saving Throws Str +9, Wis +9
Skills Perception +8, Stealth +8 in natural terrain
Damage Resistances poison; bludgeoning and piercing from non-masterwork weapons
Languages understands old boundary calls but cannot speak
Traits
Bramble Wake. Ground within 10 feet of the briar is difficult terrain for hostile creatures. The briar ignores nonmagical difficult terrain in natural environments.
Old Growth Fury. When bloodied, the briar sprouts a 20-foot-radius field of grasping roots centered on itself. Hostile creatures treat the area as difficult terrain until the end of the briar’s next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Thorn Antlers attacks.
Thorn Antlers. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 piercing damage.
Thornburst, Recharge 5-6. Creatures of the briar’s choice within 20 feet must make a DC 16 Dexterity saving throw, taking 28 piercing damage on a failure and having speed halved until the end of their next turn. On a success, they take half damage and suffer no speed penalty.
Bonus Actions
Bound Through the Green. The briar moves up to half its speed without provoking opportunity attacks if it begins or ends this movement in vegetation.
Reactions
Root Refusal. When a hostile creature within 15 feet moves, the briar forces it to succeed on a DC 16 Strength saving throw or reduce that movement by 20 feet.
Level 11 Variant
Rootbound Boundary Saint
Huge plant-beast, Gold Elite controller
Role: elite plant controller
Armor Class 18
Hit Points 182
Speed 40 ft.
STR22
DEX14
CON21
INT7
WIS16
CHA12
Saving Throws Str +9, Wis +9
Skills Perception +8, Stealth +8 in natural terrain
Damage Resistances poison; bludgeoning and piercing from non-masterwork weapons
Languages understands old boundary calls but cannot speak
Traits
Bramble Wake. Ground within 10 feet of the briar is difficult terrain for hostile creatures. The briar ignores nonmagical difficult terrain in natural environments.
Old Growth Fury. When bloodied, the briar sprouts a 20-foot-radius field of grasping roots centered on itself. Hostile creatures treat the area as difficult terrain until the end of the briar’s next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 2 Thorn Antlers attacks.
Thorn Antlers. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 17 piercing damage.
Thornburst, Recharge 5-6. Creatures of the briar’s choice within 20 feet must make a DC 17 Dexterity saving throw, taking 36 piercing damage on a failure and having speed halved until the end of their next turn. On a success, they take half damage and suffer no speed penalty.
Bonus Actions
Bound Through the Green. The briar moves up to half its speed without provoking opportunity attacks if it begins or ends this movement in vegetation.
Reactions
Root Refusal. When a hostile creature within 15 feet moves, the briar forces it to succeed on a DC 17 Strength saving throw or reduce that movement by 20 feet.
Level 13 Variant
Thornwood Sovereign
Huge plant-beast, High Elite controller
Role: elite plant controller
Armor Class 18
Hit Points 246
Speed 40 ft.
STR22
DEX14
CON21
INT7
WIS16
CHA12
Saving Throws Str +10, Wis +10
Skills Perception +9, Stealth +9 in natural terrain
Damage Resistances poison; bludgeoning and piercing from non-masterwork weapons
Languages understands old boundary calls but cannot speak
Traits
Bramble Wake. Ground within 10 feet of the briar is difficult terrain for hostile creatures. The briar ignores nonmagical difficult terrain in natural environments.
Old Growth Fury. When bloodied, the briar sprouts a 20-foot-radius field of grasping roots centered on itself. Hostile creatures treat the area as difficult terrain until the end of the briar’s next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Thorn Antlers attacks.
Thorn Antlers. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 20 piercing damage.
Thornburst, Recharge 5-6. Creatures of the briar’s choice within 20 feet must make a DC 18 Dexterity saving throw, taking 45 piercing damage on a failure and having speed halved until the end of their next turn. On a success, they take half damage and suffer no speed penalty.
Bonus Actions
Bound Through the Green. The briar moves up to half its speed without provoking opportunity attacks if it begins or ends this movement in vegetation.
Reactions
Root Refusal. When a hostile creature within 15 feet moves, the briar forces it to succeed on a DC 18 Strength saving throw or reduce that movement by 20 feet.
Level 15 Variant
The Forest’s Verdict
Huge plant-beast, Mythic Elite controller
Role: elite plant controller
Armor Class 19
Hit Points 328
Speed 40 ft.
STR22
DEX14
CON21
INT7
WIS16
CHA12
Saving Throws Str +10, Wis +10
Skills Perception +9, Stealth +9 in natural terrain
Damage Resistances poison; bludgeoning and piercing from non-masterwork weapons
Languages understands old boundary calls but cannot speak
Traits
Bramble Wake. Ground within 10 feet of the briar is difficult terrain for hostile creatures. The briar ignores nonmagical difficult terrain in natural environments.
Old Growth Fury. When bloodied, the briar sprouts a 20-foot-radius field of grasping roots centered on itself. Hostile creatures treat the area as difficult terrain until the end of the briar’s next turn.
High-Level Encounter Anchor. This variant is designed to carry a serious scene. If used with other standards or elites, reduce the number of supporting enemies or give the party objective tools, terrain advantages, or warning signs.
Actions
Multiattack. The creature makes 3 Thorn Antlers attacks.
Thorn Antlers. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 24 piercing damage.
Thornburst, Recharge 5-6. Creatures of the briar’s choice within 20 feet must make a DC 19 Dexterity saving throw, taking 56 piercing damage on a failure and having speed halved until the end of their next turn. On a success, they take half damage and suffer no speed penalty.
Bonus Actions
Bound Through the Green. The briar moves up to half its speed without provoking opportunity attacks if it begins or ends this movement in vegetation.
Reactions
Root Refusal. When a hostile creature within 15 feet moves, the briar forces it to succeed on a DC 19 Strength saving throw or reduce that movement by 20 feet.
Appendix
DM Balance Notes for Level 9-15 Variants
The high-level variants are not just inflated versions. They are designed to anchor scenes, protect objectives, pressure the mission, and create choices beyond “stand still and trade math.”
Use Fewer Bodies
At levels 9 and above, one elite plus two meaningful supports is often enough. A level 15 variant with several standards can become a blender with antlers. Add objectives before you add more attackers.
Telegraph the Big Button
Recharge powers should have visual warnings: swelling throats, rattling cages, flexing roots, flickering lanterns, or miners yelling “stand clear.” Players should feel clever for moving.
Control Is Spicier Than Damage
Too many restraints, fear effects, spell locks, and forced movement effects can make players feel like furniture. One controller is flavor. Three controllers is tax paperwork with teeth.
High-Level Does Not Mean Murder-Only
Many families have morale, motives, protocols, or taboos. Relic Wardens can be commanded. Cutpurses can flee. Pilgrims can be reasoned with. Scrapwake engines can be repaired. Let clever play count.
Protect the Family Purpose
Each family should solve a different DM problem. Wasps own the sky. Poachers own water. Delvers own caves. Cutpurses own valuables. If every family just deals damage, the bestiary turns beige.
Bosses Still Deserve Custom Work
The level 15 variants are powerful reference anchors, not substitutes for a bespoke finale villain. For a true boss, add phases, lair actions, social stakes, and a reason the party remembers the name.
Hearthmere Enemy Families Bestiary, v0.3. Single-file HTML reference with embedded images. Open locally in any modern browser.