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Creepy, Crawly & Crazy, V1 Creepy, Crawly & Crazy, V1

Boneless Man Cacklers


Small Fey, Chaotic Neutral Huge Undead, Unaligned
Armor CCllass 16 ( Natural ) Armor CCllass 14 ( Broken Armor B
Biits )
Hit Points 14 ( 4d6 ) Hit Points 68 ( 8d12+16 )
Speed 40 ft Speed 40 Ft
STR DEX CON INT WIS CHA STR D EX CON INT WIS CHA
10 (0) 19 (+4) 11 (0) 14 (+2) 11 (0) 13 (+1) 19 (+4) 8 (-1) 15 (+2) 4 (-3) 7 (-2) 6 (-2)
Saving Throws Dex +6, Cha +3 Damage Resistances Non-Magical Slashing Weapons, All Piercing
Skills Stealth +6 Weapons
Damage Immunites Charm, Sleep Damage Immunites Poison
Sense Dark Vision 60ft. Condition Immunities Exhaustion, Poisoned
Language Common, Sylvan, Halflingish Sense tremorsense 60 ft., darkvision 60 ft.
Challenge 1 ( 200 ) Challenge 4 ( 1,100 )
Otherworldy Essence. If the Boneless Man is killed (or, Actions
destroyed while shapechanged) he will return to the Fey realm. Regeneration. Cacklers can use a bonus action to rearrange its
Unfortunately, all those within 30 ft. will have bad luck for 1 day. mound to regain 10 hit points at the start of its turn.
(Disadvantage on skill rolls and re-roll natural 20’s.)
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Actions Hit: 13 (2d8 + 4) bludgeoning damage.
Shapechange. A Boneless man can change shape to any non-
living object as small as a coin and as large as a wagon wheel at Grapple. If a slam attack hits a Large or smaller target, the
will. All objects worn and carried are also changed. The Boneless target is grappled (escape DC 14), and the Cacklers can use it’s
Man can also change weight from one coin weight to 500 pounds Engulf on it as a bonus action.

Teleport. The Boneless Man can magically teleport, along with Engulf. The Cacklers engulf a Large or smaller creature grappled
any items worn or carried, up to 120 feet to an unoccupied space by it. The engulfed target is blinded, restrained, and unable to
it can see. breathe, and it must succeed on a DC 14 Constitution saving
throw at the start of each of the mound's turns or take 13 (2d8 +
Fey Charm. Once per day The Boneless Man can target up to 4) bludgeoning damage. If the Cacklers move, the engulfed target
four humanoids or beasts that it can see within 30 feet of him. If moves with it. The Cacklers can have only one creature engulfed
the Target can hear the Boneless Man, it must succeed on a DC at a time.
12 Wisdom save or be magically charmed. The charmed creature
regards the Boneless Man as a trusted friend to be heeded and
protected. Although the target isn’t under the Boneless Man’s
control, it takes his requests in the most favorable way it can.

Whine. When caught or held the Boneless Man will begin


whining louder and louder until it is audible within 300 feet.

Not for resale. Permision granted to print or photocopy for personal use only. Creepy, Crawly & Crazy, V1
Ghost Herder Grey Man
Medium Fiend, Neutral Evil Medium Corrupted Fey, Chaotic Evil
Armor CCllass 14 ( Stylliized Armor and Dexterity ) Armor CCllass 16 ( Natural )
Hit Points 66 ( 12d8+12 ) Hit Points 90 ( 12d8+36 )
Speed 30 Ft. Speed 30 ft., Jump 60 ft.
STR DEX CON INT WIS CHA STR D EX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 18 (+4) 16 (+3) 16 (+3) 18 (+4) 16 (+3) 16 (+3) 14 (+2) 10 (0) 12 (+1)
Saving Throws Int +6, Wis +5 Cha +5 Saving Throws Int +3, Dex +5
Skills Arcana +6, Insight +5, Perception +5 Skills Arcana +4, Deception +3, Perception +2, Stealth +5
Damage Resistances Cold, Fire, Non-magical weapon attacks Condition Immunities Charm, Sleep
Condition Immunities Charmed Sense darkvision 60ft., passive Perception 12
Sense darkvision 60 ft., passive Perception 15 Language Common, Draconic, Sylvan
Language Common, Dwarvish, Elvish, Drow, Giant, Goblin, Infernal Challenge 3 ( 700 )
and Abyssal Innate Spellcasting. The Grey Man’s innate spellcasting
Challenge 3 ( 700 )
ability is Intelligence (spell save DC 14). He can innately cast the
Innate Spellcasting. The Ghost Herder’s innate spellcasting following spells, requiring no material components:
ability is Intelligence (Spell save 15, +7 to hit with spell attacks).
He can innately cast the following spells, requiring no material At Will: Dancing Lights, Fog, Vicious Mockery, Pass without Trace
components:
At will: Mage Hand, Hex, Blade Ward 2/day: Dissonant Whispers
2/day: Spirit Guardians
Actions
Ghost Herding. 9 (D6+6) ghosts are carried in pouches and
may each be used for a Ghost Cast action. Claw. Melee Weapon attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 +4) piercing damage.

Actions Illusory Appearance. The Grey Man covers himself and


Ghost Manipulation. A ghost-herder can create the following anything he is wearing or carrying with a magical illusion that
effects: makes him look like another creature of his general size and
Mimic the cries of children, Prestidigitation, Thaumaturgy, Chill humanoid shape. The illusion ends if the Grey Man takes a bonus
Touch action to end it or if he dies.

Claw. Melee Weapon attack: +5 to hit, reach 5 ft., one target. Multiattack. A Grey Man makes two Claw attacks.
Hit: 9 (2d6+2) piercing damage.

Change Shape. The Ghost Herder can change into a Medium


male humanoid, or back into his true form, a thin, hideous skull-
faced humanoid. His statistics are the same in each form. Any
equipment he is wearing or carrying isn't transformed. He reverts
to true form if he dies.

Ghost Cast - Horrifying Visage. Each non-undead


creature within 60 ft. of the ghostly creature that can see itmust
succeed on a Wisdom saving throw (DC 14) or be
frightened for 1 minute. If the save fails by 5 or more, the target
also ages 1d4 x 10 years. A frightened target can repeat the
saving throw at the end of each of its turns ending the frightened
condition on a success. If a target’s saving throw is successful,
the target is immune to this effect for 24 hours. The aging effect
can be reversed with a greater restoration spell.

Ghost Cast - Breathing Room. The cast ghost lets out a


scream that violently knocks any creature in that range back 15
feet (DC 15 versus Strength). Any creature that makes the save
and is not knocked back takes 2d6 necrotic damage.

Ghost Cast - Freezing Touch. Thrown Spell Attack: +7 to hit,


reach 15 ft., one target.
Hit: (7) 1d6+4 necrotic damage +1d6 cold damage, target loses
bonus actions and reactions for 1 round.

Ghost Cast - Etherealness. The ghost is consumed and the


ghost-herder enters or leaves the Ethereal Plane. The Ghost
Herder is visible yet it can’t affect or be affected by anything on
the other plane.

Not for resale. Permision granted to print or photocopy for personal use only. Creepy, Crawly & Crazy, V1
Mahaha Wormy Dan
Medium Fiend, Chaotic Evil Small Undead, Neutral Evil
Armor CCllass 18 ( Natural ) Armor CCllass 15 ( Leather Armor Scraps )
Hit Points 44 ( 8d8+8 ) Hit Points 14 ( 4d6 )
Speed 40 Ft., Only 10ft. Swimming Speed 25 ft.
STR DEX CON INT WIS CHA STR D EX CON INT WIS CHA
18 (+4) 19 (+4) 13 (+1) 6 (-2) 11 (0) 11 (0) 10 (0) 17 (+3) 11 (0) 14 (+2) 9 (-1) 15 (+2)
Saving Throws Str +6, Dex +6 Saving Throws Dex +5, Int +4, Cha +4
Damage Immunites All Cold-based attacks Skills Acrobat +5, Performance +4, Persuasion+4, Stealth +5, Sleight of
Condition Immunities Charm Hand +5
Sense darkvision 60 ft. Damage Resistances Piercing, Slashing
Language None (They only say “Mahaha!” but can understand each Damage Immunites Poison
other) Condition Immunities Charm, Fear, Exhaustion
Challenge 3 ( 700 ) Sense Dark Vision 60ft.
Cold-Walk. Mahaha can move full speed through ice, snow, Language Common, Halfling, Elvish, Dwarf, Thieves Cant
Challenge 1/2 ( 100 )
sleet or any cold-generated effect with stealth and Move without
Trace. Suffocate. If a surprised target is hit in the face with a fist
attack, they are blinded and unable to breathe, and must succeed
Ice Poison. Each time a non-cold creature is damaged by on a DC 14 Constitution saving throw at the start of each of
Mahaha they must make a DC 12 Constitution save or suffer an Wormy Dan's turns or take 6 (d6+3) damage and is suffocating.
additional level of exhaustion from the cold and be Poisoned (This
effect can only be removed with magic Restoration or Cure Illusory Appearance. Wormy Dan covers himself in an
Poison). illusion to appear completely normal until attacked. Once
attacked, his true form is revealed.
Cold Sense. Mahaha suffers no penalty on perception due to
cold conditions such as snow storms, sleet, etc... Amorphous. Wormy Dan can move through a space as narrow
as 1 inch wide without squeezing.
Actions Regeneration. Wormy Dan regains 5 hit points at the start of
Claw. Melee Weapon attack: +6 to hit, reach 5 ft., one target. his turn if he has at least 1 hit point.
Hit: 11 (2d6+4) slashing damage plus 7 (2d6) poison damage (see
above). Cunning Action. On each of his turns, Wormy Dan can use a
bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack. Wormy Dan deals an extra 7 (2d6) damage


when he hits a target with a weapon attack and has advantage on
the attack roll.

Actions
Multiattack. Wormy Dan makes two Fist attacks or one Dagger
attack.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 2 (1d4) bludgeoning damage.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 5 (1d4+3) piercing damage.

Not for resale. Permision granted to print or photocopy for personal use only. Creepy, Crawly & Crazy, V1

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