Hearthmere DM Reference

Enemy Families Bestiary

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.

FamilyPrimary Combat PurposeVariant Ladder
Beetle-Ring Handlerselite bug commander/supportLv 3: Pit Bug Handler, Lv 5: Ring Beetle Master, Lv 7: Ironshell Ringmaster, Lv 9: Venom-Pit Beastwright, Lv 11: Brood Arena Grandmaster, Lv 13: Mica-Chitin Menagerie Lord, Lv 15: Queen-Cage Savant
Bramble Behind Pactfolkelite pact caster/controllerLv 3: Whisper-Dealer, Lv 5: Bramble-Oath Hexer, Lv 7: Betweenbound Advocate, Lv 9: Thorn-Clause Broker, Lv 11: Veilroot Pact-Speaker, Lv 13: Advocate of the Bramble Court, Lv 15: Voice Behind the Hedge
Culvert Verminelite swarm anchor/summonerLv 3: Bristle Rat Carpet, Lv 5: Fungus-Bloated Rat King, Lv 7: Pale Culvert Broodmass, Lv 9: Sewer-Crown Broodhost, Lv 11: Floodless Warren Horror, Lv 13: Carrion-Pipe Sovereign, Lv 15: Thousand-Teeth Matriarch
Dreambound Echoeselite psychic controllerLv 3: Gnawing Dream, Lv 5: Mandible Wraith, Lv 7: Blue-Fire Nightmare, Lv 9: Sleep-Gnaw Herald, Lv 11: Blue Mandible Oracle, Lv 13: Nightmare Apostate, Lv 15: The Hunger Dream
Gallows Waspselite flying poison swarmLv 3: Fence-Wasp Cluster, Lv 5: Orchard Gallows Wasp, Lv 7: Hive-Matron Wasp, Lv 9: Gallows Nest Royal, Lv 11: Orchard Tyrant Matron, Lv 13: Black-Hive Executioner, Lv 15: Sky-Hive Crown
Glassback Beetleselite armored brute/artilleryLv 3: Glassback Tunnel Beetle, Lv 5: Iridescent Stagbeetle, Lv 7: Enzyme Maw Beetle, Lv 9: Lantern-Maw Burrower, Lv 11: Prismplate Siege Beetle, Lv 13: Cathedral-Shell Devourer, Lv 15: Mica-Eater Behemoth
Gravepond Pilgrimselite ritual support/controllerLv 3: Ripple Listener, Lv 5: Stump Votary, Lv 7: Keeper of the Third Ripple, Lv 9: Drowned-Liturgy Cantor, Lv 11: Ripple-Seal Exorcist, Lv 13: Saintless Stump Hierophant, Lv 15: Keeper of the Last Offering
Hollowcross Smugglerselite criminal skirmisher/leaderLv 3: Culvert Tough, Lv 5: Knife-Path Smuggler, Lv 7: Debt-Cutter Enforcer, Lv 9: Black-Den Lieutenant, Lv 11: Writless Knife Captain, Lv 13: Culvert Baron, Lv 15: Hollowcross Master of Keys
Hookjaw River Poacherselite water controller/leaderLv 3: Netbank Raider, Lv 5: Eelhook Skiffman, Lv 7: Moonwater Trawler Captain, Lv 9: Deep-Net Harpooner, Lv 11: Hookjaw Boatlord, Lv 13: Moonwater Reefbreaker, Lv 15: Old Pond Leviathan Caller
Lantern Delverselite tunnel bruiser/controllerLv 3: Mica Pickhand, Lv 5: Lantern Sapper, Lv 7: Claim-Breaker Foreman, Lv 9: Old Seam Breaker, Lv 11: Mica-Rush Demolitionist, Lv 13: Lantern Mine Marshal, Lv 15: Deep Claim King
Lantern-Starved Thingselite light-denial horrorLv 3: Blue-Eye Flicker, Lv 5: Lantern-Starved Husk, Lv 7: Stumpbound Echo, Lv 9: Wardlight Devourer, Lv 11: Blue-Eye Reclaimer, Lv 13: Prison-Leak Avatar, Lv 15: The Unlit Sentence
Mica-Warped Beastselite charge bruteLv 3: Gutter-Bitten Rootsnout, Lv 5: Mica-Fed Rootsnout, Lv 7: Shardback Tusker, Lv 9: Glimmerhorn Rampager, Lv 11: Shardback Boar-King, Lv 13: Crystal-Blooded Ravager, Lv 15: Mica-Tyrant of the Fields
Miretoad Ambusherselite grappler/swallow bruteLv 3: Ditch Toad, Lv 5: Marsh Gulper, Lv 7: Mirebull Toad, Lv 9: Bog-Whole Swallower, Lv 11: Bellowsump Monarch, Lv 13: Alchemist’s Fen Horror, Lv 15: Miremouth World-Toad
Needlebeak Waderselite reach skirmisherLv 3: Reedstalker Heron, Lv 5: Grave-Mire Stork, Lv 7: Whitefire Marsh Crane, Lv 9: Long-Leg Grave Hunter, Lv 11: Saint-Reed Impaler, Lv 13: Whitefire Marsh Emperor, Lv 15: Omen Crane of the Ruins
Pipeweed Cutterselite field skirmisher/leaderLv 3: Pipeleaf Reaver, Lv 5: Fieldrunner Poacher, Lv 7: Briar-Row Bandit Chief, Lv 9: Goldleaf Knife Crew Boss, Lv 11: Brambleblack Smoke Captain, Lv 13: Harvest War-Caller, Lv 15: Pipeleaf Prince of the Rows
Prism Parasiteselite anti-magic parasiteLv 3: Prism Tick, Lv 5: Mica Leech, Lv 7: Spell-Gorged Prism Leech, Lv 9: Glyph-Sucking Brood, Lv 11: Spell-Eater Chrysalid, Lv 13: Crystal Leech Oracle, Lv 15: Prism Swarm Cathedral
Relic Wardenselite objective defenderLv 3: Brass-Lintel Warden, Lv 5: Saint-Gate Custodian, Lv 7: Lantern Bastion Sentinel, Lv 9: Reliquary Gate Guardian, Lv 11: Shrine-Bastion Judge, Lv 13: Old-Law Adamant Custodian, Lv 15: Lantern-Court Colossus
Scrapwake Runawayselite repair tank/supportLv 3: Patchling Frame, Lv 5: Runshop Labor Frame, Lv 7: Masterless Repair Engine, Lv 9: Foundry-Forgotten Frame, Lv 11: Patchwork Siege Nurse, Lv 13: Free-Willed Tool-Saint, Lv 15: Masterless Cathedral Engine
Spell-Ink Cutpurseselite theft/control skirmisherLv 3: Ink Nipper, Lv 5: Glyph-Slasher, Lv 7: Counterfeit Savant, Lv 9: Black Vial Inkwright, Lv 11: Scrollknife Magpie, Lv 13: Spellman Counterfeit Master, Lv 15: Ink-Thief of Seven Names
Waking Briarelite plant controllerLv 3: Briar Snare, Lv 5: Hollowroot Stalker, Lv 7: Briar-Crowned Hart, Lv 9: Briar-Knight of the Old Hedge, Lv 11: Rootbound Boundary Saint, Lv 13: Thornwood Sovereign, Lv 15: The Forest’s Verdict
Beetle-Ring Handlers illustration

Enemy Family

Beetle-Ring Handlers

Criminal bug trainers, fighting-ring attendants, illegal breeders, and folk who know exactly which cage not to kick.

Use When
Use in the speakeasy, insect fighting pits, illegal breeding dens, and any scene where monsters and folk are part of the same problem.
Combat Feel
Support commanders, cage hazards, bug whistles, hooked rods, and dirty arena tricks.
Level 3 Variant

Pit Bug Handler

Medium folk, scrub support

Role: Support and chaff commander

Armor Class 13

Hit Points 18

Speed 30 ft.

STR10
DEX14
CON12
INT13
WIS14
CHA10

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.

Bramble Behind Pactfolk illustration

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.
Level 3 Variant

Whisper-Dealer

Medium folk, scrub controller

Role: Social caster nuisance

Armor Class 12

Hit Points 20

Speed 30 ft.

STR8
DEX14
CON12
INT12
WIS13
CHA16

Skills Deception +5, Insight +3, Persuasion +5

Senses passive Perception 11

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.

Level 7 Variant

Betweenbound Advocate

Medium folk, silver elite caster/controller

Role: Elite pact caster

Armor Class 15

Hit Points 88

Speed 30 ft.

STR9
DEX15
CON16
INT15
WIS16
CHA20

Saving Throws Con +6, Wis +6, Cha +8

Skills Arcana +5, Deception +8, Insight +6, Persuasion +8

Damage Resistances psychic

Senses darkvision 60 ft., passive Perception 13

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.

Culvert Vermin illustration

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.
Level 3 Variant

Bristle Rat Carpet

Medium swarm of Tiny beasts, scrub mob

Role: Swarm nuisance

Armor Class 13

Hit Points 18

Speed 30 ft., climb 20 ft.

STR6
DEX15
CON12
INT2
WIS10
CHA4

Senses darkvision 30 ft., passive Perception 10

Languages none

Traits

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.

Level 7 Variant

Pale Culvert Broodmass

Large beast, silver elite summoner

Role: Elite swarm anchor

Armor Class 15

Hit Points 92

Speed 30 ft., climb 20 ft., swim 20 ft.

STR16
DEX13
CON18
INT3
WIS12
CHA5

Senses darkvision 60 ft., tremorsense 20 ft., passive Perception 11

Languages none

Traits

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.

Dreambound Echoes illustration

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.
Level 3 Variant

Gnawing Dream

Small echo, scrub controller

Role: Spooky reaction denial

Armor Class 13

Hit Points 16

Speed fly 30 ft., hover

STR4
DEX15
CON12
INT8
WIS13
CHA10

Damage Resistances necrotic

Damage Vulnerabilities radiant

Senses darkvision 60 ft., passive Perception 11

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.

Gallows Wasps illustration

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.
Level 3 Variant

Fence-Wasp Cluster

Small swarm of Tiny insects, scrub harrier

Role: Aerial nuisance

Armor Class 14

Hit Points 16

Speed fly 40 ft.

STR4
DEX16
CON12
INT1
WIS10
CHA2

Damage Resistances bludgeoning, piercing, slashing

Senses passive Perception 10

Languages none

Traits

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.

Glassback Beetles illustration

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.
Level 3 Variant

Glassback Tunnel Beetle

Medium insect, standard brute

Role: Durable standard

Armor Class 16

Hit Points 34

Speed 30 ft., burrow 10 ft.

STR16
DEX10
CON15
INT1
WIS11
CHA3

Senses darkvision 60 ft., tremorsense 20 ft., passive Perception 10

Languages none

Traits

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.

Level 5 Variant

Iridescent Stagbeetle

Large insect, silver elite brute/controller

Role: Elite grappler

Armor Class 17

Hit Points 72

Speed 30 ft., climb 20 ft., burrow 10 ft.

STR18
DEX11
CON17
INT1
WIS12
CHA4

Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11

Languages none

Traits

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.

Level 7 Variant

Enzyme Maw Beetle

Large insect, gold elite brute/artillery

Role: Finale monster

Armor Class 17, or 15 while bloodied

Hit Points 118

Speed 35 ft., burrow 20 ft.

STR20
DEX12
CON18
INT2
WIS13
CHA5

Senses darkvision 60 ft., tremorsense 40 ft., passive Perception 11

Languages none

Traits

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

Senses darkvision 90 ft., tremorsense 40 ft., passive Perception 17

Languages none

Traits

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

Senses darkvision 90 ft., tremorsense 40 ft., passive Perception 17

Languages none

Traits

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

Senses darkvision 90 ft., tremorsense 40 ft., passive Perception 18

Languages none

Traits

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

Senses darkvision 90 ft., tremorsense 40 ft., passive Perception 18

Languages none

Traits

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.

Gravepond Pilgrims illustration

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.
Level 3 Variant

Ripple Listener

Medium folk, scrub support/controller

Role: Eerie debuffer

Armor Class 12

Hit Points 17

Speed 30 ft.

STR8
DEX12
CON12
INT11
WIS14
CHA13

Skills Insight +4, Religion +2

Senses passive Perception 12

Languages local trade speech

Traits

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.

Hollowcross Smugglers illustration

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.
Level 3 Variant

Culvert Tough

Medium folk, scrub frontliner

Role: Pushy bruiser

Armor Class 13

Hit Points 16

Speed 30 ft.

STR15
DEX12
CON14
INT10
WIS10
CHA9

Skills Athletics +4, Intimidation +1

Senses passive Perception 10

Languages local trade speech

Traits

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.

Hookjaw River Poachers illustration

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.
Level 3 Variant

Netbank Raider

Medium folk, scrub controller

Role: Grapple support

Armor Class 13

Hit Points 19

Speed 30 ft., swim 20 ft.

STR12
DEX14
CON12
INT10
WIS12
CHA9

Skills Athletics +3, Survival +3

Senses passive Perception 11

Languages local trade speech

Traits

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.

Lantern Delvers illustration

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.
Level 3 Variant

Mica Pickhand

Medium folk, standard bruiser

Role: Durable frontline worker

Armor Class 14

Hit Points 28

Speed 30 ft.

STR15
DEX11
CON15
INT10
WIS11
CHA9

Skills Athletics +4, Investigation +2

Senses passive Perception 10

Languages local trade speech

Traits

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.

Level 5 Variant

Lantern Sapper

Medium folk, standard controller

Role: Flash, zone disruption, cave-fight pressure

Armor Class 15

Hit Points 48

Speed 30 ft.

STR13
DEX14
CON15
INT13
WIS12
CHA10

Skills Athletics +4, Investigation +4, Perception +4

Senses passive Perception 14

Languages local trade speech

Traits

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.

Level 7 Variant

Claim-Breaker Foreman

Medium folk, silver elite bruiser/controller

Role: Tunnel elite, shove-and-break leader

Armor Class 17

Hit Points 96

Speed 30 ft.

STR18
DEX12
CON17
INT13
WIS14
CHA12

Saving Throws Str +7, Con +6

Skills Athletics +7, Investigation +5, Intimidation +4

Senses passive Perception 12

Languages local trade speech

Traits

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.

Level 9 Variant

Old Seam Breaker

Medium folk, Gold Elite bruiser

Role: elite tunnel bruiser/controller

Armor Class 17

Hit Points 132

Speed 30 ft.

STR22
DEX14
CON20
INT13
WIS14
CHA12

Saving Throws Str +9, Con +9

Skills Athletics +11, Intimidation +8, Investigation +8

Senses passive Perception 17

Languages local trade speech, worksite cant

Traits

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.

Level 11 Variant

Mica-Rush Demolitionist

Medium folk, Gold Elite bruiser

Role: elite tunnel bruiser/controller

Armor Class 18

Hit Points 182

Speed 30 ft.

STR22
DEX14
CON20
INT13
WIS14
CHA12

Saving Throws Str +9, Con +9

Skills Athletics +11, Intimidation +8, Investigation +8

Senses passive Perception 17

Languages local trade speech, worksite cant

Traits

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.

Level 13 Variant

Lantern Mine Marshal

Medium folk, High Elite bruiser

Role: elite tunnel bruiser/controller

Armor Class 18

Hit Points 246

Speed 30 ft.

STR22
DEX14
CON20
INT13
WIS14
CHA12

Saving Throws Str +10, Con +10

Skills Athletics +12, Intimidation +9, Investigation +9

Senses passive Perception 18

Languages local trade speech, worksite cant

Traits

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.

Level 15 Variant

Deep Claim King

Medium folk, Mythic Elite bruiser

Role: elite tunnel bruiser/controller

Armor Class 19

Hit Points 328

Speed 30 ft.

STR22
DEX14
CON20
INT13
WIS14
CHA12

Saving Throws Str +10, Con +10

Skills Athletics +12, Intimidation +9, Investigation +9

Senses passive Perception 18

Languages local trade speech, worksite cant

Traits

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.

Lantern-Starved Things illustration

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.
Level 3 Variant

Blue-Eye Flicker

Tiny echo, chaff harrier

Role: Spooky chaff

Armor Class 13

Hit Points 1

Speed fly 30 ft., hover

STR2
DEX16
CON10
INT6
WIS12
CHA8

Damage Vulnerabilities radiant

Senses darkvision 60 ft., passive Perception 11

Languages none, but repeats heard words

Traits

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.

Mica-Warped Beasts illustration

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.
Level 3 Variant

Gutter-Bitten Rootsnout

Medium beast, standard brute

Role: Charging brute

Armor Class 13

Hit Points 34

Speed 35 ft.

STR17
DEX10
CON16
INT2
WIS11
CHA5

Senses passive Perception 10

Languages none

Traits

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.

Miretoad Ambushers illustration

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.
Level 3 Variant

Ditch Toad

Medium beast, standard ambusher

Role: Grab-and-bite brute

Armor Class 12

Hit Points 30

Speed 20 ft., swim 30 ft.

STR15
DEX11
CON15
INT2
WIS11
CHA4

Skills Stealth +3 in wet terrain

Senses passive Perception 10

Languages none

Traits

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.

Needlebeak Waders illustration

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.
Level 3 Variant

Reedstalker Heron

Medium beast, standard skirmisher

Role: Reach striker

Armor Class 13

Hit Points 24

Speed 30 ft., fly 20 ft.

STR13
DEX15
CON12
INT2
WIS13
CHA5

Skills Perception +3, Stealth +4

Senses passive Perception 13

Languages none

Traits

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.

Pipeweed Cutters illustration

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.
Level 3 Variant

Pipeleaf Reaver

Medium folk, scrub skirmisher

Role: Mobile melee scrub

Armor Class 13

Hit Points 18

Speed 30 ft.

STR12
DEX15
CON12
INT10
WIS11
CHA9

Skills Stealth +4, Survival +2

Senses passive Perception 10

Languages local trade speech

Traits

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.

Prism Parasites illustration

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.
Level 3 Variant

Prism Tick

Tiny insect, scrub disrupter

Role: Caster pressure

Armor Class 14

Hit Points 9

Speed 30 ft., climb 30 ft.

STR4
DEX16
CON10
INT1
WIS10
CHA2

Senses darkvision 30 ft., passive Perception 10

Languages none

Traits

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.

Level 9 Variant

Glyph-Sucking Brood

Huge insect, Gold Elite monster

Role: elite anti-magic parasite

Armor Class 17

Hit Points 124

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 force damage from spells

Senses darkvision 90 ft., tremorsense 40 ft., passive Perception 17

Languages none

Traits

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.

Level 11 Variant

Spell-Eater Chrysalid

Huge insect, Gold Elite monster

Role: elite anti-magic parasite

Armor Class 18

Hit Points 174

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 force damage from spells

Senses darkvision 90 ft., tremorsense 40 ft., passive Perception 17

Languages none

Traits

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.

Level 13 Variant

Crystal Leech Oracle

Huge insect, High Elite monster

Role: elite anti-magic parasite

Armor Class 18

Hit Points 238

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 force damage from spells

Senses darkvision 90 ft., tremorsense 40 ft., passive Perception 18

Languages none

Traits

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.

Level 15 Variant

Prism Swarm Cathedral

Huge insect, Mythic Elite monster

Role: elite anti-magic parasite

Armor Class 19

Hit Points 320

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 force damage from spells

Senses darkvision 90 ft., tremorsense 40 ft., passive Perception 18

Languages none

Traits

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.

Relic Wardens illustration

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.
Level 3 Variant

Brass-Lintel Warden

Medium construct, standard defender

Role: Simple tank

Armor Class 16

Hit Points 30

Speed 25 ft.

STR15
DEX10
CON15
INT6
WIS10
CHA5

Damage Resistances poison, psychic

Condition Immunities poisoned

Senses passive Perception 10

Languages understands old command phrases

Traits

Constructed Nature. The warden does not need to eat, drink, or sleep.

Actions

Halberd Arm. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 slashing damage.

Brace. Until the start of its next turn, creatures provoke opportunity attacks from the warden even if they Disengage.

Level 5 Variant

Saint-Gate Custodian

Medium construct, standard defender/controller

Role: Guardian with lockout mechanics

Armor Class 17

Hit Points 58

Speed 25 ft.

STR16
DEX10
CON17
INT7
WIS12
CHA5

Damage Resistances poison, psychic

Condition Immunities charmed, frightened, poisoned

Senses passive Perception 11

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

Condition Immunities charmed, frightened, poisoned

Senses passive Perception 11

Languages old speech fragments, command glyphs

Traits

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

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 17

Languages old command phrases, maker-marks

Traits

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

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 17

Languages old command phrases, maker-marks

Traits

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

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 18

Languages old command phrases, maker-marks

Traits

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

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 18

Languages old command phrases, maker-marks

Traits

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.

Scrapwake Runaways illustration

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.
Level 3 Variant

Patchling Frame

Small construct, standard defender

Role: Compact construct nuisance

Armor Class 15

Hit Points 26

Speed 25 ft.

STR14
DEX10
CON14
INT5
WIS10
CHA4

Damage Resistances poison, psychic

Condition Immunities poisoned

Senses passive Perception 10

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

Condition Immunities charmed, frightened, poisoned

Senses passive Perception 11

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

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 17

Languages old command phrases, maker-marks

Traits

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

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 17

Languages old command phrases, maker-marks

Traits

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

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 18

Languages old command phrases, maker-marks

Traits

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

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 18

Languages old command phrases, maker-marks

Traits

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.

Spell-Ink Cutpurses illustration

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.
Level 3 Variant

Ink Nipper

Medium folk, scrub skirmisher

Role: Utility thief

Armor Class 14

Hit Points 17

Speed 30 ft.

STR9
DEX16
CON11
INT13
WIS12
CHA11

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.

Waking Briar illustration

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.
Level 3 Variant

Briar Snare

Small plant, scrub controller

Role: Movement control

Armor Class 12

Hit Points 18

Speed 10 ft.

STR12
DEX8
CON14
INT1
WIS10
CHA2

Damage Vulnerabilities fire

Senses tremorsense 20 ft., passive Perception 10

Languages none

Traits

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.

Level 5 Variant

Hollowroot Stalker

Medium plant-beast, standard ambusher

Role: Ambush brute/controller

Armor Class 15

Hit Points 58

Speed 35 ft.

STR17
DEX13
CON16
INT3
WIS14
CHA5

Skills Stealth +5 in natural terrain

Damage Vulnerabilities fire

Senses darkvision 60 ft., tremorsense 20 ft., passive Perception 12

Languages none

Traits

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

Damage Vulnerabilities fire

Condition Immunities charmed, frightened

Senses darkvision 90 ft., tremorsense 40 ft., passive Perception 17

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

Damage Vulnerabilities fire

Condition Immunities charmed, frightened

Senses darkvision 90 ft., tremorsense 40 ft., passive Perception 17

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

Damage Vulnerabilities fire

Condition Immunities charmed, frightened

Senses darkvision 90 ft., tremorsense 40 ft., passive Perception 18

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

Damage Vulnerabilities fire

Condition Immunities charmed, frightened

Senses darkvision 90 ft., tremorsense 40 ft., passive Perception 18

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.