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Flee Mortals Creature Packet 2 v1.0
Flee Mortals Creature Packet 2 v1.0
Flee Mortals Creature Packet 2 v1.0
INTRODUCTION SKIRMISHER
Skirmishers are mobile warriors that use hit-and-run
The creatures in this book generally follow the core rules, tactics in combat. Their traits allow them to make the most
but we’ve made a few tweaks. of their position.
SOLO
CREATURE ROLES
A solo creature is an action-oriented creature who can
Each creature has a role listed next to their challenge take on the player characters on their own. For more
rating. Roles are descriptive and typically don’t include information, see “Action-Oriented Creatures” on page 33.
rules. Most simply help you build encounters and utilize
the creature effectively in combat. SUPPORT
Support creatures aid their allies, providing buffs, healing,
AMBUSHER movement, or action options.
Ambushers are creatures who hide well—not just before
an encounter, but during it. They utilize surprise and
stealth to gain the upper hand.
OTHER NEW RULES
If you want to learn more about the new rules we’ve put
ARTILLERY into Flee, Mortals, flip to “New Rules” on page 32. Any
Artillery creatures fight best from afar. Whether they information updated in this section since the last packet is
wield arrows or magical rays, these creatures always try now in red.
to keep a distance from their foes.
BRUTE
Brutes are hardy creatures who have lots of hit points and
deal lots of damage. They might not be the most
disciplined warriors, but they make up for it in sheer
toughness and aggression.
COMPANION
Companion creatures are meant to accompany player
characters on adventures. For more information, see
“Companion Creatures” on page 33.
CONTROLLER
Controllers debuff, move, and obstruct their enemies. They
often have crowd control actions that target multiple
creatures at once or apply a debilitating effect to a target.
BARON UTHRAK
Even as a young adventurer, Wigar Uthrak was known for
his derring-do, formidable swordplay, and cutthroat
leadership. He soon gathered a team of likeminded
scoundrels, rising from bandit chief to mercenary captain.
After winning the favor of a monarch, he was titled baron.
REACTIONS
Life from Death. When a creature the cultist can see within 30
feet of them fails a death saving throw or dies, the cultist siphons
their faltering life energy. The cultist chooses a creature within
30 feet of the cultist who isn’t unconscious, and that creature
regains 14 (4d6) hit points.
Armor Class 14 (padded, shield; AC 12 without shield) Armor Class 15 (studded leather)
Hit Points 22 (4d8 + 4) Hit Points 55 (10d8 + 10)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 13 (+1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 14 (+2)
UTILITY SPELLS
In addition to any other spells in this stat block, the wizard can
cast the following spells, using Intelligence as the spellcasting
ability (spell save DC 15):
At will: mage hand A, prestidigitation A
1/day each: clairvoyance +, mage armor A, see invisibility A,
sending A
ACTIONS
Multiattack. Baron Uthrak makes two attacks, using Nine Lives,
Whip, or both.
Nine Lives. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage and 3 (1d6) necrotic
damage.
Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.
Hit: 6 (1d4 + 4) slashing damage, and the target must succeed on
a DC 15 Strength saving throw or be pulled up to 15 feet toward
Baron Uthrak.
BONUS ACTIONS
Kneel, Peasant! Baron Uthrak kicks a creature within 5 feet of
him. The target must succeed on a DC 15 Strength saving throw
or take 6 (1d4 + 4) bludgeoning damage and be knocked prone.
REACTIONS
Riposte. When a creature Baron Uthrak can see misses him with
a melee attack, Baron Uthrak makes a melee attack against that
creature.
VILLAIN ACTIONS
Baron Uthrak has three villain actions. He can take each action
once during an encounter after an enemy’s turn. He can take
these actions in any order but can only use one per round.
Action 1: Shoot! Each other creature of Baron Uthrak’s choice
within 60 feet of him who can hear him can make a ranged
weapon attack (no action required).
Action 2: Form Up! Baron Uthrak and each creature of his choice
within 60 feet of him who can hear him can move up to their
speed without provoking opportunity attacks. Baron Uthrak
and each chosen creature enters a defensive stance that lasts
until that creature moves or is restrained or incapacitated.
When two or more friendly creatures in a defensive stance are
within 5 feet of each other, attack rolls against them are made
with disadvantage.
FEATURES
3rd Level: Battlefield Medicine (3/Day). As an action, the
mercenary restores PBd8 hit points to a creature they can see
within 5 feet of them.
5th Level: Exploit Opening (3/Day). The mercenary takes the
Attack action, making each attack with advantage and dealing an
extra PBd6 slashing damage on a hit.
7th Level: Halberd Master (3/Day). When a creature enters a
space within the mercenary’s reach, the mercenary uses a
reaction to make a Signature Attack with advantage against that
creature. If this attack hits, it deals an extra PBd6 slashing
damage.
REACTIONS
Reptilian Escape (1/Day). If the scaletooth fails a Strength or
Dexterity saving throw, they lose their tail and succeed instead.
They regrow their tail when they finish a long rest.
Skills Athletics +6, Perception +3, Stealth +5 Saving Throws +PB to all
Senses passive Perception 13 Skills +PB to all
Languages Common, Draconic Senses passive Perception 12 plus PB
Languages Common, Draconic
Proficiency Bonus +2
Proficiency Bonus (PB) equals the mentor’s bonus
Aerial Agility. While the terrorsoar is flying, their AC is 16.
Signature Attack (Greatsword). Melee Attack: +3 plus PB to hit,
Amphibious. The terrorsoar can breathe air and water. reach 5 ft., one target. Hit: 2d6 plus PB slashing damage.
Beginning at 7th level, the hunter can make this attack twice,
Running Start. The terrorsoar can only use their flying speed if
instead of once, when they take the Attack action on their turn.
they first either fall 10 feet without hitting the ground or walk 10
feet in a straight line on that turn.
FEATURES
ACTIONS 3rd Level: Wrenching Bite (3/Day). As an action, the hunter
makes a Signature Attack against a Large or smaller creature. On
Multiattack. The terrorsoar makes one Bite attack and one
a hit, the target is grappled (escape DC 10 plus PB). Until the
Glaive attack.
grapple ends, the target takes PB piercing damage at the end of
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: each of their turns, and the hunter can’t bite another target.
7 (1d6 + 4) piercing damage.
5th Level: Thrashing Tail (3/Day). As an action, the hunter
Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. makes a Signature Attack against a Large or smaller creature. On
Hit: 9 (1d10 + 4) slashing damage. a hit, the target must succeed on a DC 10 plus PB Dexterity
saving throw or fall prone. While the hunter is within 5 feet of
Blowgun (Recharge 6). Ranged Weapon Attack: +5 to hit, range this prone target, the target can’t stand up unless they use an
30/120 ft., one creature. Hit: 1 piercing damage plus 17 (5d6) action to make a DC 10 plus PB Strength (Athletics) check. On a
poison damage, and the target must succeed on a DC 13 success, the target can stand up.
Constitution saving throw or be poisoned for 1 minute (save
ends at end of turn). 7th Level: Hypnotic Sleep (1/Day). As a bonus action, the hunter
drones lullingly. Each creature within 5 feet of the hunter who
can hear them must succeed on a DC 10 plus PB Constitution
REACTIONS saving throw or fall unconscious for 1 minute. An unconscious
Reptilian Escape (1/Day). If the terrorsoar fails a Strength or target wakes up if they take damage, the hunter becomes
Dexterity saving throw, they lose their tail and succeed instead. incapacitated, the hunter moves more than 5 feet away from the
They regrow their tail when they finish a long rest. target, or another creature uses an action to rouse the target.
Skulking Retreat. If the terrorsoar takes damage from a melee
attack, they can move up to half their speed.
They’re great guard dogs. You just gotta raise ‘em Armor Class 15 (natural armor)
from eggs. No, no. Don’t look her in the eye. She turned Hit Points 65 (10d8 + 20)
the tax collector to stone the other day when he tried Speed 30 ft.
to pet her—but she’s just a big softie, really. STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 2 (−4) 8 (−1) 7 (−2)
With eight legs, a scaled rough hide, and razor-sharp teeth
coated in poison, the basilisk is a deadly threat—even Damage Immunities poison
aside from their petrifying eye beams. This dreadful Condition Immunities petrified, poisoned
creature can fell the mightiest of foes with a look, turning Senses darkvision 60 ft., passive Perception 9
them into immobilized stone statues. Horrifyingly, the Languages –
basilisk’s petrified prey remain aware of their fate and Proficiency Bonus +2
surroundings, trapping them in an unending nightmare.
Alchemical Ingredients. After the basilisk dies, a creature can
Many Environments. One of the most adaptable
make a DC 12 Wisdom (Medicine) check using an herbalism kit
predators, basilisks can be found in nearly any
and the basilisk’s gullet, destroying the gullet in the process. On
environment, but they prefer damp caves. Over time, their
a success, the creature creates three doses of a salve. One dose
tough scales take on the color of their surroundings,
of this salve can be applied to a petrified creature as an action,
allowing the bulky creatures to blend in better.
and 1 minute after the salve is applied, the petrified condition
Raising Young. Basilisks typically live in mated pairs ends for that creature.
and raise several younglings. Adults prefer to subsist on
berries, fish, fowl, and carrion, resorting to eating their Toxic Ichor. A creature who deals piercing or slashing damage to
petrified victims only when starving. On the other hand, the basilisk while within 5 feet of them takes 2 (1d4) poison
basilisk younglings can only eat petrified victims, and damage.
families of basilisk have been known to travel far from
their nest to populated areas in search of prey for their ACTIONS
babies.
Dangerous Servitors. Crime lords and overminds seek Multiattack. The basilisk uses Petrifying Eye Beams and makes a
basilisk eggs to raise and train as bodyguards and pets. Bite attack or uses Poison Fumes, if available.
Training is dangerous, and many handlers (and their Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
unscrupulous colleagues) find themselves turned to stone 6 (1d6 + 3) piercing damage and 5 (2d4) poison damage.
as the basilisk escapes and runs amok.
Some creatures keep basilisks not for their terrifying Petrifying Eye Beams. The basilisk targets two creatures they can
abilities, but for their immunity to petrification. Medusas, see within 30 feet of them. Each target must succeed on a DC 12
largely due to their own limited options for Constitution saving throw or be restrained as they magically
companionship, commonly keep basilisks as pets. Both begin to turn to stone. Until the end of the restrained creature’s
parties benefit from this symbiotic relationship, as the next turn, they or a friendly creature within 5 feet of them can
medusa feeds their own victims to the basilisk and its use an action to cut the encroaching stone from the restrained
younglings. creature’s body using a weapon that deals slashing damage.
Alchemical Properties. Alchemists have discovered When they do, the restrained creature takes 13 (2d12) slashing
that after a basilisk eats petrified flesh, the basilisk’s gullet damage, which can’t be reduced in any way, and they are no
produces an oil that can be used to restore a petrified longer restrained.
victim. Unsavory alchemists pay good money to those A creature restrained in this way must repeat the saving throw
at the end of their turn. On a successful save, the effect ends. On
willing to steal a basilisk youngling from their nest.
a failed save, this creature is petrified until freed by a cure
ailment power of 4th order or higher, a greater restoration spell,
STAT BLOCKS or similar effects.
This section contains the basilisk stat blocks. Poison Fumes (Recharge 4-6). The basilisk exhales poisonous
fumes in a 15-foot cone. Each creature in this area must make a
DC 12 Constitution saving throw, taking 10 (4d4) poison damage
on a failed save, or half as much damage on a successful one.
REACTIONS
Poison Splash. When the basilisk takes piercing or slashing
damage, their wound spews poison. Each creature within 10 feet
of the basilisk must succeed on a DC 12 Constitution saving
throw or be poisoned for 1 minute (save ends at end of turn).
ACTIONS
Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit,
reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
1st Level: Poison Spittle (2 Ferocity). The basilisk makes a
Signature Attack. On a hit, the attack deals an extra PB damage,
and a different creature the basilisk chooses within 5 feet of
them takes PB poison damage.
3rd Level: Poison Gaze (5 Ferocity). The basilisk chooses up to
three creatures they can see within 15 feet of them. Each
creature must succeed on a DC 10 plus PB Constitution saving
throw or be poisoned until the start of the basilisk’s next turn.
5th Level: Lesser Petrifying Gaze (8 Ferocity). The basilisk targets
one creature they can see within 30 feet of them. The target
must succeed on a DC 10 plus PB Constitution saving throw or be
restrained as they magically begin to turn to stone. A creature
restrained in this way must repeat the saving throw at the end of
their turn. On a successful save, the effect ends. On a failed save,
the creature is petrified for 1 hour or until freed by the cure
ailment power, lesser restoration spell, or similar effect.
REACTIONS
Heavy Glare. When a creature who can see the basilisk is hit by
an attack by the basilisk’s caregiver, the basilisk forces that
creature to make a DC 10 plus PB Constitution saving throw. On
a failed save, the target can’t make opportunity attacks and has
their speed reduced by 10 feet until the start of their next turn.
REVERSING PETRIFICATION
Petrification usually can’t be reversed without the greater
restoration spell or similarly powerful magic. However, the
basilisk companion’s Lesser Petrifying Gaze is weaker than that
of most basilisks, allowing it to be countered with a cure ailment
power or lesser restoration spell.
BONUS ACTION
Travel by Fire (3/Day). The lightbearer chooses two willing
creatures they can see within 30 feet of them. Each target takes
14 (4d6) fire damage and teleports, swapping places with the
other target.
ACTIONS
Unarmed Strike (Group Attack). Melee Weapon Attack: +10 to
hit, reach 10 ft., one target. Hit: 6 bludgeoning damage and 6 fire
damage, and the target must succeed on a Strength saving throw
or fall prone. The DC for this saving throw equals 12 + the
number of troopers who joined the group attack.
Rock (Group Attack). Ranged Weapon Attack: +10 to hit, range
60/240 ft., one target. Hit: 13 bludgeoning damage.
ACTIONS
Multiattack. Aastrika takes the Disengage action and makes up
to three attacks, using Unarmed Strike, Hurl Flame, or both.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 21 (4d6 + 7) bludgeoning damage and 7 (2d6) fire
damage. If the target is a creature, they are outlined in red light
until the start of Aastrika’s next turn, and for the duration, attack
rolls against them have advantage.
Hurl Flame. Ranged Spell Attack: +10 to hit, range 60/240 ft.,
one target. Hit: 20 (4d6 + 6) fire damage.
Lava Pillar (Recharge 5-6). Aastrika causes a 20-foot-radius, 60-
foot-high cylinder of lava to erupt from the ground at a point she
can see within 120 feet of her. Each creature in the area must
make a DC 18 Dexterity saving throw, taking 38 (11d6) fire
damage on a failed save, or half as much damage on a successful
one.
BONUS ACTIONS
Sweltering Heat. Aastrika’s inner flame pulses harshly. Each
creatures within 20 feet of her who doesn’t have resistance or
immunity to fire damage must succeed on a DC 18 Constitution
saving throw or gain a level of exhaustion.
REACTIONS
Power of Flame. When another fire giant Aastrika can see within
60 feet of her misses with a weapon attack, Aastrika causes
flame to trail from the attacker’s weapon. The attacker rolls
damage for the attack as if they had hit, and the target takes half
that amount as fire damage instead of taking the normal damage
for that attack.
VILLAIN ACTIONS
Aastrika has three villain actions. She can take each action once
during an encounter after an enemy’s turn. She can take these
actions in any order but can only use one per round.
Saving Throws Str +9, Con +7 Saving Throws Str +9, Con +7
Skills Athletics +9, Intimidation +3, Perception +3 Skills Athletics +9, Intimidation +3, Perception +3
Damage Immunities cold Damage Immunities cold
Senses passive Perception 13 Senses passive Perception 13
Languages Giant Languages Giant
Proficiency Bonus +3 Proficiency Bonus +3
Oncoming Storm. Wisps of stinging snow and icy winds surround Crush Underfoot. When the wind sprinter enters a Medium or
the storm hurler. When an enemy concentrating on a power, smaller enemy’s space, the enemy must choose to either fall
spell, or similar effect starts their turn within 15 feet of the storm prone or take 10 (3d6) bludgeoning damage. Each enemy can be
hurler, the enemy must succeed on a DC 15 Constitution saving affected by this trait only once per turn.
throw or lose concentration.
Oncoming Storm. Wisps of stinging snow and icy winds surround
the wind sprinter. When an enemy concentrating on a power,
ACTIONS spell, or similar effect starts their turn within 15 feet of the wind
Multiattack. The storm hurler makes two Ice Javelin attacks. sprinter, the enemy must succeed on a DC 15 Constitution saving
throw or lose concentration.
Ice Javelin. Ranged Weapon Attack: +9 to hit, range 120/360 ft.,
one target. Hit: 22 (3d10 + 6) piercing damage, and the target’s
speed is reduced by 10 feet until the end of their next turn.
ACTIONS
Multiattack. The wind sprinter makes two Ice Axe attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 28 (4d10 + 6) bludgeoning damage. Ice Axe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 6) slashing damage.
Flower of Frost (3/Day). The storm hurler throws up to three
Medium ice javelins, each at an unoccupied space they can see Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
within 300 feet of them. These spaces must be within 30 feet of target. Hit: 28 (4d10 + 6) bludgeoning damage.
each other. The javelins have AC 13, 10 hit points, and
Blizzard Surge (Recharge 5-6). The wind sprinter moves up to
vulnerability to fire damage. At the start of the storm hurler’s
their speed in a straight line. At any point during this move, they
next turn, any javelins with hit points remaining explode,
can make up to three Ice Axe attacks against different creatures.
showering icicles in a 20-foot-radius. Creatures within the area of
one or more explosions must make a DC 17 Dexterity saving
throw. On a failed save, a creature takes 28 (8d6) cold damage REACTIONS
and is restrained (save ends at end of turn). On a successful save, Begone, Smallfolk! After a Medium or smaller creature makes an
a creature takes half as much damage and isn’t restrained. opportunity attack against the wind sprinter, the wind sprinter
Objects within this area take 28 (8d6) cold damage. can make an Ice Axe attack against that creature.
REACTIONS
Frozen Retribution. When a creature within 120 feet of the
storm hurler misses them with a ranged weapon attack, the
storm hurler can manipulate the storm surrounding them to
freeze the projectile and hurl it back at the attacker as an Ice
Javelin attack.
ACTIONS The Hills Are Alive. A Large or smaller creature who ends their
turn within 10 feet of two or more flunkies must succeed on a
Multiattack. The clobberer makes two attacks, using Greatclub, DC 16 Strength saving throw or fall prone.
Rock, or both.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one ACTIONS
target. Hit: 18 (3d8 + 5) bludgeoning damage, and the target
Rock (Group Attack). Melee or Ranged Weapon Attack: +8 to hit,
must succeed on a DC 16 Strength saving throw or be knocked
reach 10 ft. or range 60/240 ft., one target. Hit: 5 bludgeoning
prone.
damage, or 8 if the target is prone.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one
target. Hit: 16 (2d10 + 5) bludgeoning damage.
MAKE PLAYERS AWARE: DISTRACTED
The hill giants’ Distracted trait gives player characters an
opportunity to have some fun and engage in “Hey, over here!”
BONUS ACTIONS tactics. But the players only get to have that fun if they know
Hill Quake. The clobberer falls prone, and each creature on the how the trait works, so be sure to share it with them.
ground within 20 feet of the clobberer must succeed on a DC 16
Dexterity saving throw or fall prone. Structures in that area take
33 (6d10) bludgeoning damage.
Saving Throws Con +8, Wis +5 Saving Throws Con +8, Wis +5
Skills Athletics +9, Perception +5 Skills Athletics +8, Perception +5
Damage Resistances bludgeoning, piercing, and slashing from Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t adamantine nonmagical attacks that aren’t adamantine
Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 15
Languages Giant Languages Giant
Proficiency Bonus +3 Proficiency Bonus +3
False Appearance. While motionless, the giant is Agility Rune. Being within 5 feet of an enemy doesn’t impose
indistinguishable from a statue. disadvantage on the giant’s ranged attacks.
Stone Flesh. When a creature attacks the giant with a melee False Appearance. While motionless, the giant is
weapon that isn’t adamantine and the d20 roll for the attack is a indistinguishable from a statue.
1, the creature’s weapon is destroyed if it is nonmagical. If it is
Stone Flesh. When a creature attacks the giant with a melee
magical, it loses all magical properties for 1 hour.
weapon that isn’t adamantine and the d20 roll for the attack is a
1, the creature’s weapon is destroyed if it is nonmagical. If it is
ACTIONS magical, it loses all magical properties for 1 hour.
Multiattack. The giant makes two Greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one
ACTIONS
target. Hit: 19 (3d8 + 6) bludgeoning damage. If the same Multiattack. The giant makes two Greatsling attacks.
creature is hit twice with this attack on a turn, they have
Greatsling. Ranged Weapon Attack: +8 to hit, range 60/240
disadvantage on attack rolls until the end of their next turn.
feet., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
target. Hit: 28 (4d10 + 6) bludgeoning damage, and the target
Hit: 27 (4d10 + 5) bludgeoning damage, and if this target is a
must succeed on a DC 17 Strength saving throw or be knocked
creature, they must succeed on a DC 16 Strength saving throw or
prone.
be pushed 10 feet away from the giant.
BONUS ACTIONS Boulder Roll (Recharge 5-6). The giant bowls a boulder in a 10-
foot-wide, 30-foot-long line along the ground. Each creature in
Grasp Rune. The giant chooses a creature they can see within 30 this line must make a DC 16 Dexterity saving throw. On a failed
feet of them. The target must succeed on a DC 16 Strength save, a creature takes 27 (5d10) bludgeoning damage and falls
saving throw or be pulled up to 10 feet closer to the giant. prone. On a successful save, the creature takes half as much
damage and doesn’t fall prone. Each object in this line that isn’t
supernatural or worn or carried by a creature takes 27 (5d10)
damage, but a Large or larger object that isn’t destroyed by this
damage stops the boulder, potentially shortening the area of
effect. At the end of its roll, the boulder crumbles, creating a 10-
foot square of difficult terrain.
BONUS ACTIONS
Siege Stance. The giant digs their heels into the ground, reducing
their speed to 0. While in this stance, the normal and long ranges
of the giant’s Greatsling attack are doubled, and when this attack
hits, every other creature within 5 feet of the target must
succeed on a DC 17 Dexterity saving throw or take 10 (3d6)
bludgeoning damage. The giant’s stance lasts until they are
grappled, incapacitated, knocked prone, or restrained, or until
the giant ends it as a bonus action.
ACTIONS
Multiattack. The giant makes two Rune-Signed Weapon attacks
using the weapon determined by their Personalized Weapon
trait. They can replace one attack with a Forked Knives attack.
Rune-Signed Weapon (Bladed Only). Melee Weapon Attack: +10
to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage.
If the target is a creature, each time they are hit by this attack,
their movement speed is reduced by a cumulative 10 feet (to a
minimum speed of 5 feet) until they regain at least 1 hit point.
Rune-Signed Weapon (Heavy Only). Melee Weapon Attack: +10
to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning
damage, and if the target is a creature, they have disadvantage
on their next attack roll made before the end of their next turn.
Rune-Signed Weapon (Hooked Only). Melee Weapon Attack:
+10 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) piercing
damage, and if the target is a Large or smaller creature, they are
grappled (escape DC 18). Until this grapple ends, the giant can’t
attack another creature with this weapon.
Forked Knives. Melee or Ranged Weapon Attack: +10 to hit,
reach 10 ft. or range 60/240 ft., one target. Hit: 17 (3d6 + 7)
piercing damage, and if the target is a Medium or smaller
creature on the ground, they are knocked prone and restrained
as they are pinned by the knife. The target or a creature who can
reach the knife can use an action to make a DC 18 Strength
(Athletics) check to try to dislodge the knife, freeing the pinned
target and ending the restrained condition on a success.
REACTIONS
Resonate Rune. When the giant is hit by a melee attack, each
creature within 10 feet of them must succeed on a DC 17
Strength saving throw or be pushed up to 10 feet away from the
giant.
LAIR ACTIONS
When fighting inside their lair, an olothec can take lair
actions. On initiative count 20 (losing initiative ties), the
olothec can take one lair action to cause one of the follow-
ing effects; the olothec can’t use the same lair action two
rounds in a row:
ACTIONS
Multiattack. The olothec makes six Devolving Tentacle attacks
and uses Piscine Transformation.
Devolving Tentacle. Melee Weapon Attack: +9 to hit, reach 20
ft., one target. Hit: 12 (2d6 + 5) piercing damage. The first time a
creature is hit with this attack on a turn, they must succeed on a
DC 17 Constitution saving throw or be injected with a
degenerative psionic slime (save ends at end of turn). While
slimed, each time the creature makes an attack roll or an ability
check, they must roll a d4 and subtract the number rolled from
the d20 roll. At the end of a slimed creature’s turn, the size of
the subtracted die increases by one: the d4 becomes a d6, the d6
becomes a d8, and so on, to a maximum of d12. The cure ailment
power or lesser restoration spell also ends this effect.
Piscine Transformation (3rd-Order Power). The olothec targets a
Humanoid they can see within 60 feet of them with a pulse of
transformational energy. The target must succeed on a DC 17
Wisdom saving throw or undergo one of the following
transformations of the olothec’s choice:
Head. The target’s head transforms into the head of a fish,
proportionately sized for their body. They can’t speak.
Legs. The target’s legs become fins. Their walking speed is
reduced to 10 feet (unless their walking speed is slower), and
they gain a swimming speed of 30 feet.
Torso. The target’s torso becomes the body of a fish with gills.
They can only breathe water and can hold their breath for 1
hour. If the target isn’t underwater when this transformation
takes effect, they begin suffocating.
This transformation lasts until the target is affected by a cure
ailment power of 4th order or higher or a greater restoration
spell. A target who suffers all three transformations at once is
permanently transformed into a hybrid fish person and can only
be returned to their original form by a wish spell or similar
magic.
BONUS ACTION
Jaunt (3rd-Order Power). The olothec teleports 30 feet to an
unoccupied space they can see.
The embodiment of carnivorous hunger, trolls rampage Armor Class 15 (natural armor)
through the wild, leaving destruction in their wake. Tall Hit Points 94 (9d10 + 45)
and gangly, their mottled green skin is covered by a mane Speed 40 ft.
of matted hair that runs around their neck and down their
back. In many ways, they resemble massive humanoids, STR DEX CON INT WIS CHA
but their exaggerated features belie this comparison; their 18 (+4) 13 (+1) 20 (+5) 7 (−2) 9 (−1) 7 (−2)
lower jaw hangs unhinged and distended, and their long
Saving Throws Con +8
arms end in claws which drag along the ground as they
Skills Athletics +7, Perception +5
walk.
Senses darkvision 60 ft., passive Perception 15
Hypermetabolism. A troll’s constant hunger and
Languages Giant
aggression begets a life of violence. Like a grotesque Proficiency Bonus +3
miracle, they quickly assimilate consumed flesh into
themselves to regenerate their body. Some scholars think Relentless Hunger. When the troll is reduced to 0 hit points by
this extreme metabolic process is the source of their any damage other than acid or fire damage, they don’t die or fall
hunger, but none know for certain which came first. unconscious, and can continue moving and taking actions as
Phases of Destruction. Fortunately for the ecosystems usual. The troll only dies if they end their turn with 0 hit points, if
they inhabit, trolls can’t be active all the time. Their acid or fire damage reduces them to 0 hit points, or if they take
natural behavior is to hunt relentlessly for a few days, then acid or fire damage while they have 0 hit points.
return to their dens to rest for as much as a week. Patient
Sluggish. For 1 hour after sleep or another period of
troll hunters can wait for this hibernation and catch the unconsciousness, the troll’s speed is halved and they can’t use
trolls by surprise—though the cost of waiting can be high, Multiattack.
thanks to the damage the trolls might do in the meantime.
Strange Mutations. Though a troll’s preferred prey are
humanoids and beasts, stories circulate of them feeding on ACTIONS
undead, aberrations, and even celestials, assimilating their Multiattack. The troll makes one Bite attack and two Claw
flesh to magnificent and horrifying effect. attacks.
MUTATED TROLLS Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
At the GM’s discretion, a troll can mutate after consuming the Hit: 14 (3d6 + 4) piercing damage. If the target is not a Construct,
flesh of an alien, powerful, or supernaturally created creature, Elemental, or Plant, the troll regains hit points equal to the
gaining some of their prey’s damage immunities and resistances, damage dealt. If this attack reduces the target to 0 hit points, the
traits, or actions. For instance, a troll who devours a blue dragon troll regains twice as many hit points as they otherwise would
might gain the creature’s immunity to lightning damage and with this attack.
Lightning Breath action. Be aware this can significantly increase Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
the difficulty trolls present in combat—especially if their Hit: 7 (1d6 + 4) slashing damage.
mutations deal more damage than normal or grant immunity to
acid or fire damage. Crash Through. The troll moves up to their speed in a straight
line, smashing through mundane obstacles in their path. The troll
STAT BLOCKS can enter the spaces of Large or smaller creatures during this
movement, forcing those creatures to make a DC 15 Strength
The following section contains the troll stat blocks. saving throw. On a failed save, a creature takes 14 (4d6)
bludgeoning damage and falls prone. On a successful save, a
creature takes half as much damage and doesn’t fall prone.
During this move, objects that aren’t supernatural or worn or
carried by a creature take 14 (4d6) damage when the troll enters
their space. If the troll moves into the space of a Large or larger
object and this damage doesn’t destroy it, the troll’s movement
stops and they are stunned until the end of their next turn.
REACTIONS
Spiteful Retort. When the troll is reduced to 0 hit points and
doesn’t die, they can make a Bite attack against a creature within
5 feet of them.
ACTIONS
Bite (Group Attack). Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 5 piercing damage, and if the target is not a
Construct, Elemental, or Plant, each whelp who joined this attack
regains all lost hit points.
STAT BLOCKS
Arm. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 15 (3d6 + 5) bludgeoning, piercing, or slashing damage
(hoarder’s choice).
This section contains the graveyard and tomb stat blocks.
Impale. The hoarder attempts to impale one creature they can
see within 10 feet of them on their spikes. The target must
succeed on a DC 17 Strength saving throw or take 16 (3d10)
piercing damage and be restrained. A creature restrained in this
way takes 16 (3d10) necrotic damage at the start of each of their
turn, and if this damage reduces them to 0 hit points, they die
and become an additional corpse for the hoarder’s Corpse
Carrier. A creature can use their action to make a DC 16 Strength
(Athletics) check, and on a success, they free themself or a
creature within reach who is restrained by the hoarder. If the
hoarder is destroyed, each creature restrained by them is freed.
Corpse Bomb. The hoarder hurls a corpse up to 60 feet,
destroying it and releasing necrotic energy in a 20-foot-radius
sphere centered on the corpse. Each creature in this area must
make a DC 17 Constitution saving throw. On a failed save, a
creature takes 33 (6d10) necrotic damage and can’t regain hit
points until the start of the hoarder’s next turn. On a successful
save, a creature takes half as much damage and isn’t prevented
from regaining hit points.
BONUS ACTIONS
Create Zombies. The hoarder drops any number of corpses from
their Corpse Carrier. Each dropped corpse rises as a zombie in an
unoccupied space within 10 feet of the hoarder and takes their
turn immediately after the hoarder’s.
ACTIONS
Necrotic Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) necrotic damage, or 13 (3d6 + 3) necrotic
damage if the target can’t see the lightthief.
Into the Light (Recharge 6). The lightthief teleports inside a light
source they can see within 15 feet of them that is emitting bright
or dim light. While inside the light source, the lightthief has total
cover against attacks and other effects outside the light source. If
the light source is extinguished by any means other than the
lightthief’s Steal Light action, the lightthief is forced out, appears
in an unoccupied space of their choice within 5 feet of the light
source, and is paralyzed until the end of their next turn.
Steal Light (Inside Light Only). The lightthief can cause the light
they are inside to erupt in a burst of brilliant radiance. Each
creature within 15 feet of them must make a DC 13 Constitution
saving throw. On a failed save, a creature takes 14 (4d6) radiant
damage and loses any darkvision they have for 1 minute. On a
successful save, a creature takes half as much damage and
doesn’t lose their darkvision. After this, the light source
extinguishes and the lightthief appears in an unoccupied space of
their choice within 5 feet of the light source.
CONDITIONS Toxic Touch. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft.
or range 30 ft., one target. Hit: 7 (2d6) poison damage, and the
Some of the creatures in this book inflict—or are immune target must succeed on a DC 12 Constitution saving throw or be
to—the following new conditions. poisoned for 1 minute (save ends at end of turn).
CREATURES Queen Bargnot’s stat block could be used for any action-
oriented goblin in your game.
The solo and leader creatures presented in this book are
designed to be bosses: enemies who can take on an entire
party by themselves or with a handful of underlings. COMPANION CREATURES
Rather than simply increasing CR (an approach that often Companions are wild allies who adventure with
leads to underwhelming encounters), this book introduces characters. Each companion has unique traits and actions
action-oriented creatures. that make them a great ally. But beware! These creatures
A powerful villain needs plenty of opportunities to act can be difficult to control in the heat of battle and just
and move when it’s not their turn. Thus, each action- might bite the hand that feeds. Don’t fret too much,
oriented creature has at least one special bonus action and though! A companion gelatinous cube or owlbear is worth
reaction, as well as a special section with villain actions the risk of an occasional wild rampage.
that let them dominate the battlefield.
These actions make the boss creatures dynamic and
formidable. Whether fought as an exciting solo challenge CAREGIVER
or alongside a few easy-to-run underlings, action-oriented
creatures challenge the characters with dramatic and Every companion has a player character caregiver who
powerful actions in combat. commands the creature. The caregiver’s player controls
the companion most of the time during the game, though
the GM can step in to take control if the companion and
VILLAIN ACTIONS caregiver are separated, or if the caregiver mistreats the
companion in some way.
Every action-oriented creature has three villain actions In combat, a companion shares a turn with their
they can use after an enemy creature’s turn. Villain actions caregiver and acts during the caregiver’s turn. A
are similar to legendary actions with the following companion can move and use their own reaction and
exceptions: bonus action independently. But they can take only the
Dash, Disengage, or Dodge actions unless their caregiver
• A creature can only use one villain action per round (as uses a bonus action to command the companion to take a
such, villain actions tend to be more powerful than different action, including any of the actions noted in the
legendary actions). companion’s stat block. A companion must be able to see
• Each villain action can only be used once during a or hear their caregiver to receive a command. A
combat encounter. companion can also take other actions if their caregiver is
• Each set of villain actions has a recommended round incapacitated or if the companion enters a rampage (as
order. These abilities give the battle a logical flow and a discussed below).
cinematic arc.
ONE COMPANION PER GROUP
The first villain action is an opener, which shows the Companions are a lot of fun, but having more than one
characters they’re not battling a typical creature. Openers companion to manage can slow things down at the table. A
generally deal some damage, summon a lackey or three, companion is another member of the party, with statistics and
buff the boss, debuff the characters, or move the creature actions to track, and additional companions can easily make
into an advantageous position. They’re just a taste of combat slow to a crawl. If every player wants to get in on the
what’s to come. companion action, it’s simpler for the characters to take turns as
The second villain action provides crowd control. It a creature’s caregiver, rather than running around adventuring
typically fires after the heroes have had a chance to with a menagerie.
respond once or twice, get into position, and surround the For characters wishing to share a companion, the companion
villain. This second action helps the villain regain the accepts a new caregiver at the end of a short or long rest.
upper hand. Like an opener, this action comes in many Because a companion’s proficiency bonus and hit points depend
flavors, but it’s even more powerful than an opener. on their caregiver’s level, those statistics might fluctuate if the
The third and final villain action is an ultimate move or characters in a party are different levels, reflecting that a more
“ult”—a showstopper the villain can use to deal a experienced caregiver is more adept at directing a companion.
devastating blow to the characters before the end of the
battle. CHARMED CAREGIVER
While every creature has a recommended order of A caregiver who is charmed can still command their
actions, you can take villain actions in any order if it makes companion, but they can’t command the companion to
your fight more dramatic. You could push back a villain attack a creature who charmed them.
action if a creature is stunned or might stay alive for more
than three rounds, or you could perform the
recommended third action in round two after several
surprise critical hits!
SIGNATURE ATTACK
Each companion has an action designated as their
NPCS WITH COMPANIONS
signature attack. A signature attack is always a melee Companion creatures are designed to accompany player
attack, and typically the creature’s best natural attack. A characters on adventures. If an NPC has a pet or creature
companion uses their signature attack when they enter a servant, it’s recommended you use the creature’s normal
rampage. stat block. For instance, if an NPC ranger has an owlbear
Each companion also has special actions that they can they work with, that creature would use the normal
use only by spending ferocity during their turn, with some owlbear stat block and be played by the GM as normal.
of those actions making use of the companion’s signature But if the characters are charged with rescuing a fallen
attack. See “Reducing Ferocity” above for more druid NPC’s owlbear pet from the clutches of a villain, the
information on ferocity actions. GM can choose to instead make that an owlbear
companion, allowing the creature to join their rescuers
COMPANION BARDING on their adventures.
At the GM’s discretion, characters can purchase barding for a
RETAINERS
companion, as discussed in the core rules, with the following
adjustments:
• Barding for Small companions weighs half as much as the A retainer is a Humanoid who adventures alongside the
equivalent armor for Humanoids. Barding for Medium player characters. Each retainer is a less experienced
companions weighs the same as Humanoid armor, while adventurer who a player character can take under their
barding for Large companions weighs four times as much. wing. Retainers are never meant to achieve the same
• Companions are proficient in any barding they wear. power level as the player characters.
• When a companion wears barding, they don’t add their Rules for retainers first appeared in Strongholds &
caregiver’s proficiency bonus to their AC. Followers. This book contains updated rules for these
• Companions who are shapechangers (such as the mimic followers.
companion) can’t use that ability while wearing barding.
• Companions who have corrosive bodies or are amorphous
(such as the gelatinous cube companion) can’t wear MENTOR
nonmagical barding.
Every retainer has a player character mentor. A retainer’s
mentor gives them orders, and the mentor’s player also
COMPANION MOUNTS controls the retainer. A retainer acts on the same initiative
count as their mentor in combat, acting immediately
Many companions are large enough to ride, especially by
before or after the mentor (player’s choice). As a mentor
caregivers who are Small, when outfitted with an exotic
gains experience and levels up, so does their retainer (see
saddle similar to those worn by aquatic or flying mounts.
“Statistics” below).
When a caregiver rides a companion into combat, not
SUPERNATURAL
The term supernatural describes an effect or item that is
either magical or psionic. For instance, a creature’s stat
block might say they’re resistant to “bludgeoning, piercing,
and slashing damage from attacks that aren’t
supernatural.” This means that when you deal them
bludgeoning, piercing, or slashing damage using a spell,