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The Homebrewery - NaturalCrit
The Homebrewery - NaturalCrit
2
VARIANT CURSED THRALL
Cursed Thrall have no attacks. They hold a sphere
of pure lightning energy in their chest and make it
explode near their target. The explosion has a 15 ft
radius. Every creature within range must make a DC
15 dex save or receive 3d8 arc damage and be
knocked prone, or half damage and they're not
knocked prone. Explosions are also triggered upon
death of the Thrall.
3
Acolyte Pack tactics. The Acolyte has advantage on an attack roll
against a creature if at least one of the Acolyte's allies
Medium aberration, lawful evil
is within 5 ft of the creature and the ally isn't
Armor Class 16 (natural armor) incapacitated.
Hit Points 7(1d8+2) Hivemind. The Acolyte adds 1 to it's attack rolls when a
Speed 30ft. Wizard or Knight is within 50 ft of the Acolyte.
Nimble Escape. The Acolyte can take the Hide or
STR DEX CON INT WIS CHA Disengage action on each of it's turns.
14 (+3) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 8 (-1)
Actions
Saving Throws Charisma +6
Unarmed Strike Melee Weapon Attack: +5 to hit, reach
Condition Immunities Frightened
5 ft, one target. Hit 5 (1d4+2) bludgeoning damage
Senses passive Perception 15, Darkvision 50 ft
Skills Stealth +5 Shredder. Ranged Weapon Attack: +5 to hit, range
Languages Hive 40/80, one target. Hit 9 (3d4+2) Force (Void) damage.
Challenge 1/2 (100 XP)
Boomer. Ranged Weapon Attack: +5 to hit, range 80.
Targets within 10 ft of the targeted area must make a
DC 13 Dex saving throw or receive 9 (3d4+2)
Lightning (Arc) damage or half damage on a successful
save.
4
Knight Berserk. When a Knight reaches 1/4 Hit Points he goes
into a rage and attacks the creature he sees as the most
Medium aberration, lawful evil
dangerous. All Knights attacks are done with advantage.
Armor Class 18 (natural armor) Attacks against the Knight are done with advantage.
Hit Points 15 (2d8 + 6) The Knight can't take any other action but melee attack
Speed 30 ft. the creature.
5
Wizard Shield The Wizard has a shield of equal strenght as it's
total HP. The shield element is Fire (Solar) and is
Medium aberration, lawful evil
vulnerable to that type of damage. A damaged shield
Armor Class 14 (natural armor) recovers 1 Hit Die of HP after one round without
Hit Points 10(2d8+2) receiving damage. Recovery continues until it's at full
Speed Fly 50 ft (hover) Hit Points or until it receives damage again.
6
Ogre Siege Monster. The Ogre deals double damage to
objects and structures.
Large aberration, lawful evil
STR DEX CON INT WIS CHA Eye Blast Ranged Weapon Attack: +5 to Hit, range
50/120, one target. Hit 11 (2d8+3) Force (Void)
18 (+4) 12 (+1) 18 (+4) 13 (+1) 10 (0) 10 (0) damage.
Fists. Melee Weapon Attack: +4 to hit, reach 5 ft, one
Condition Immunities Frightened, Charmed, Prone
target. Hit 12 (1d8+3) bludgeoining damage.
Senses passive Perception 14, Darkvision 60 ft
Languages Hive Ground Slam. The Ogre hits the ground with both of his
Challenge 1/4 (50 XP) fists. Creatures within 15 ft of the Ogre take 2d10
bludgeoning damage. Creatures on the ground must
Berserk. When an Ogre reaches 1/4 Hit Points he goes make a DC 20 Strenght saving throw or be knocked
into a rage and attacks the creature he sees as the most prone.
dangerous. All Ogre attacks are done with advantage. Grapple. The Ogre grapples a creature within 10 ft of
Attacks against the Ogre are done with advantage. The it's position. Escape DC 20 Strenght or Dexterity. The
Knight can't take any other action but melee attack the Ogre can make an Eye Blast attack to a grappled
creature. creature as a bonus action with advantage or it can do a
Ground Slam. Creatures attacked with Ground Slam
this way take an extra 2d8 bludgeoning damage.
7
Shrieker Tombship
Medium aberration, lawful evil Huge Construct, Unaligned
Actions
Void Missile Ranged Weapon Attack: +5 to Hit,
range 40/90, one target. Hit 13 (3d6+2) Force
(Void) damage.