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Brain Ooze

Two slimy tentacles protrude from the sides of this Brain Ooze
brain-shaped mass of quivering ooze. Tiny ooze, neutral evil
A brain ooze (sometimes known as a “killer brain”)
resembles almost precisely the raw brain of a human, Armor Class 14 (natural armor)
save for the eldritch energy surrounding it and the twin Hit Points 78 (12d4 + 48)
Speed 15 ft., fly 60 ft.
tentacles extending from its sides. The creature’s
thought patterns are unusually powerful, and cause
STR DEX CON INT WIS CHA
painful mental feedback in the minds of other conscious
8 (-1) 16 (+3) 18 (+4) 16 (+3) 14 (+2) 14 (+2)
beings. Other intelligent beings are nothing more than
cattle and playthings to brain oozes—victims to be Saving Throws Int +6, Cha +5
tormented, thought patterns to be consumed. Damage Resistances force; bludgeoning, piercing, and slashing
Secretive Manipulators. Brain oozes prefer to from nonmagical attacks
manipulate their prey from the shadows. Rather than Damage Immunities psychic
assaulting openly, they provoke fights and conflict Senses blindsight 60 ft., passive Perception 12
within groups, or lure one or two victims away for the Languages Deep Speech, telepathy 120 ft.
kill. Brain oozes derive particular satisfaction from Challenge 5 (1,800 XP)
forcing an individual to commit terrible acts, then
wiping away all knowledge of the crimes from the Prescience. The Brain Ooze has a +2 bonus to initiative rolls.
victim’s memory.
They torment such hapless puppets again and again, Psychic Noise. Each creature that starts its turn within 10ft of
the Brain Ooze must succeed on a DC14 Wisdom saving throw
forcing them to commit ever greater atrocities. Once
or be dazed until the start of their next turn.
weary of their sport they return the modified memories
with dispel magic, and feast upon the delicious misery Neural Pulse (1/Turn). When it hits a creature with a tentacle
of the victim’s final despair. attack, the Brain Ooze can force the target to make a DC14
Reproduction. Brain oozes feed through their Intelligence saving throw. On a failed save, the target takes 2
tentacles by extracting the thoughts of living creatures. (1d4) Intelligence damage which remain for the next hour.
Animals and less intelligent creatures provide little Actions
nourishment, but they prize fey, outsiders, and
Multiattack. The Brain Ooze makes two tentacle attacks.
spellcasters as delicacies. After several feedings, a brain
ooze divides into two nearly identical brains, each Tentacle. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
retaining only a portion of the knowledge and Hit: 5 (1d4 + 3) bludgeoning damage and 7 (2d6) psychic
experiences of the parent. damage.
Failed Immortality. The similarities between intellect
devourers and brain oozes have not gone unnoticed, but Innate Spellcasting. The Brain Ooze’s innate spellcasting ability
is Intelligence (spell save DC 14, +6 to hit with spell attacks). It
the two species appear to have little in common beyond
can innately cast the following spells, requiring no material
appearance. Some theorize that brain oozes are actually components:
the result of an ancient race’s failed attempt to achieve
immortality by preserving their minds via alien At will: mage armor
technology or magic. 3/day each: charm monster, hold person
1/day each: dominate monster
Grave Titan
Grave Titan
This giant is pale like a cadaver, and its bare chest is Huge undead (giant), chaotic evil
torn open. From inside, dozens of writhing claws and
zombified faces scream and howl. Armor Class 18 (natural armor)
A grave titan is a masterpiece in the mind of any Hit Points 324 (24d12 + 168)
necromancer. It is a perverted fusion of giantkind and Speed 40 ft.
humanoid races into one fell entity. A grave titan stands
around the same height as the giant used to make it. STR DEX CON INT WIS CHA
Macabre Creation. A true wonder of undeath, these 27 (+8) 10 (+0) 24 (+7) 7 (-2) 14 (+2) 16 (+3)
colossi are formed from the corpses of the tallest of
Skills Perception +8
giants, having their entrails and insides taken out, and Damage Immunities necrotic, poison; bludgeoning, piercing,
then filled with hordes of corpses. By ritualistically and slashing from nonmagical attacks
casting specific necrotic invocations on the whole mess Condition Immunities poisoned
over periods of several weeks, the cadavers are infused Senses darkvision 60 ft., passive Perception 18
with necrotic energy, and alas, a grave titan is birthed. Languages the languages spoken by its master
Undead Leaders. Grave titans are first and foremost Challenge 18 (20,000 XP)
the ultimate weapons of many a necromancer,
unleashing their creation to devastate any significant Magic Weapons. The grave titan’s weapon attacks are magical.
opposition. Grave titans wreck heroes and lay waste to
towns to show its master’s dominance and power, Marshal Undead. Unless the grave titan is incapacitated, it and
before treating as if nothing were. undead creatures of its choice within 60 feet of it have
For some necromancers, when it is finally time for advantage on saving throws against features that turn undead.
them to unleash their undead armies, grave titans lead Necrotic Aura. Each non-undead that starts its turn within 15ft
the charge, empowering its allies and seeding doom on of the grave titan must succeed on a DC18 Constitution saving
both enemy soil, or on the enemy themselves. throw or become weakened (-6) until the start of their next
turn. Undead within this range instead gain a +6 bonus to
attack and damage rolls while within it.

Siege Monster. The grave titan deals double damage to objects


and structures.
Actions
Multiattack. The grave titan makes two greatscythe attacks.

Greatscythe. Melee Weapon Attack: +14 to hit, reach 15ft., one


target. Hit: 24 (3d10 + 8) slashing damage and 27 (6d8)
improved necrotic damage.

Throw Corpses. Ranged Weapon Attack: +14 to hit, range 30/120


ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus 21
(6d6) improved necrotic damage, and 1d4 zombies appear
within 15ft of the landing spot in unoccupied spaces.

Death Gaze. The titan fixates its necrotic gaze onto a creature it
can see and that can see it within 120ft of it. The target must
succeed on a DC18 Constitution saving throw or take 44
(8d10) necrotic damage on a failed save, or half as much on a
successful one. MF: The target becomes vulnerable to necrotic
damage for the next minute.
The target may use its reaction to avert its eyes from
meeting those of the grave titan, at the cost of having
disadvantage on attack rolls until the start of its next turn.
Bonus Actions
Doom Soil (Recharge 5-6). The grave titan corrupts the land 30ft
around itself. For the next minute, any non-undead creature
that starts its turn within this area takes 10 (3d6) necrotic
damage and is doomed for 1d4 turns.

Art Credit: Lucas Graciano


Inferno Spider
In the Elemental Plane of Fire, one might think that
they will finally be free from the vermins of the Material
Plane. The existence of the inferno spider thus comes
as a shock but also represents a living nightmare for
these people. These large elementals bear a
resemblance to spiders and appear to be composed
entirely of magma and flame. Transparent plates on
their bodies reveal a swirling mass of molten rock that
forms their internal structure, while flames dance
across the bulk of their abdomen and legs in random
patterns. They have eight blazing eyes that are generally
devoid of any expression.
Once in their lifetime, typically when one has become
advanced in both size and years, an inferno spider seeks
out a mate. Courting inferno spiders engage in a
strange, ritualistic dance, during which they circle each
other for hours or, in some cases, even days. At the end
of this ritual, the two charge one another, colliding and
exploding into hundreds of newborn inferno spiders.
Very few of the resulting young survive long. Partly
because the enemies and predators of these elementals
often hide near dancing mates, lying in wait to slay as
many of their resulting offspring as possible. And partly
because these young attack their own siblings.

Inferno Spider Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same
Large elemental, unaligned web.
Armor Class 16 (natural armor) Web Walker. The spider ignores movement restrictions caused
Hit Points 142 (15d10 + 60) by webbing.
Speed 30 ft., climb 40 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The spider makes two leg attacks, one leg and bite
20 (+5) 16 (+3) 18 (+4) 5 (-3) 12 (+1) 8 (-1) attack, or one web and one bite attack.

Damage Immunities bludgeoning, piercing, and slashing from Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit:
nonmagical attacks that aren’t adamantine; fire, poison 12 (2d6 + 5) slashing damage and 14 (4d6) fire damage.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11 Leg. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit:
Languages understands Ignan but can’t speak 15 (3d6 + 5) piercing damage and 7 (2d6) fire damage.
Challenge 8 (3,900 XP)
Burning Web. Ranged Weapon Attack: +8 to hit, range 30/60 ft.,
one target. Hit: The target is restrained by webbing. As an
Elemental Demise. If the spider dies, its body disintegrates into action, the restrained target can make a DC15 Strength check,
ash, leaving behind only equipment the spider was wearing or bursting the webbing on a success. The webbing can also be
carrying. attacked and destroyed (AC 14; hp 15; immunity to
bludgeoning, poison, and psychic damage). At the start of each
Fire Absorption. Whenever the spider is subjected to fire ofthe spider’s turns, a creature restrained by the spider’s
damage, it takes no damage and instead regains a number of webbings takes 5 (1d10) fire damage
hit points equal to the fire damage dealt.
Flaming Cocoon Rampage (Recharge 5-6). The spider generates
Magic Resistance. The spider has advantage on saving throws as much silk as possible and makes 1d4+2 burning web attacks
against spells and other magical effects. against any number of creatures within range. It may target a
single creature more than once, rerolling the attack roll each
Spider Climb. The spider can climb difficult surfaces, including time. If the target was caught in a webbing, the next attack roll
upside down on ceilings, without needing to make an ability is done with advantage, and the one after as well as subsequent
check. ones automatically hit. A creature hit by two or more webbings
does the check to escape the webbing with disadvantage.
Kyrtef
Kyrtef
A kyrtef is the reanimated corpse of a mercenary that Medium undead, any alignment
died in a conlifct it was employed in. Mercenaries have
little morals, and the last moments during which they Armor Class 16 (chain mail)
realize their purposelessness in this grim world imbues Hit Points 110 (13d8 + 52)
their soul with a deep seethed hatred that can Speed 30 ft.
sometimes be strong enough to bring them back to life
as kyrtefs. STR DEX CON INT WIS CHA
Purpose Seeker. Kyrtef stalk the realms of the living 18 (+4) 14 (+2) 18 (+4) 10 (+0) 17 (+3) 14 (+2)
in search of a purpose, and will not perish for good as
Saving Throws Str +7, Dex +5, Con +7
long as this purpose is not adequately fulfilled. It can be Damage Immunities poison; bludgeoning, piercing, and
anything from wanting to fight in more wars to slashing from nonmagical attacks that aren’t silvered
becoming a political leader, a farmer, doctor, etc… Condition Immunities charmed, exhaustion, frightened,
though most often kyrtef restrict themselves once more poisoned
to roles related to warfare and battle. Senses passive Perception 13
Hatred of Wealth. In their last moments, a mercenary Languages the languages it knew in life
realises the futility of the wealth they literally fough for, Challenge 7 (2,900 XP)
and in unlife grew a rage for all things material such as
gold and jewels. Whenever auctions or deliveries take Corner Around. If the kyrtef is within 10ft of a creature and this
place, or where banks and royal or draconic hoards lie, creature has no way to move up to its walking speed without
kyrtef are animated with a desire to burn it all and melt coming into contact with an obstacle such as an object,
it down to reduce others to poverty. Kyrtef can naturally structure or another creature, the kyrtef has advantage on
pinpoint the location of such objects, and turn them to attack rolls against it.
ash in but a touch. Fulfill Purpose. The kyrtef cannot die until its chosen purpose is
Masterful Tacticians. In unlife, the skill of the fulfilled. If it is reduced to 0 hit points before then, its body
mercenary is exponentially heightened, and a kyrtef is a reforms within 1d10 days with all its hit points and no negative
master of its surrounding and hit-and-run tactics. effect afflicting it, within one mile of its corpse.

Art Credit: Paizo Gold Sense. The kyrtef can magically and innately sense gold
and other valuable materials such as art objects, jewels, or
magic items within 120ft of it.

Turn Resistance. The kyrtef has advantage on saving throws


against any effect that turns undead.

Undead Fortitude. If damage reduces the kyrtef to 0 hit points,


it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical
hit. On a success, the kyrtef drops to 1 hit point instead.

Wealth Killer. When the kyrtef touches a precious material that


has monetary value, such as coins, jewels or expensive works
of art, the item immediately decays and is reduced to dust.
Actions
Multiattack. The kyrtef makes three weapon attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,


one target. Hit: 6 (1d8 + 2) piercing damage.
Bonus Actions
Step Back. As a bonus action, the kyrtef can move up to half its
walking speed in a direction opposite to a hostile creature it is
currently facing.
Reactions
Parry. The kyrtef adds 3 to its AC against one melee attack that
would hit it. To do so, the kyrtef must see the attacker and be
wielding a melee weapon.
Platinum Gorgotaur
Platinum Gorgotaur
Large construct, same as its creator This massive and imposing construct has the head of a
bull, and seems to be made of an exceedingly rare and
Armor Class 21 (natural armor) pure metal.
Hit Points 310 (27d10 + 162) Ancient beyond measure, and with might to rival the
Speed 30 ft. greatest of golems, a platinum gorgotaur is a legendary
construct of pure and rare metal bound in the form of a
STR DEX CON INT WIS CHA large minotaur, wielding a massive archaic blade
24 (+7) 10 (+0) 23 (+6) 8 (-1) 18 (+4) 16 (+3) infused with mystical arcane energy. Platinum
gorgotaurs are tasked with keeping guard in some of the
Saving Throws Str +13, Con +12
Skills Intimidation +9, Perception +10 world’s most secret and important locations, serving as
Damage Resistances cold, fire protectors to the tombs of great kings of old, magical
Damage Immunities acid, necrotic, poison; bludgeoning, and holy temples and places of rest to artifacts.
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Art Credit: Prodigyduck
petrified, poisoned
Senses darkvision 60 ft., passive Perception 20
Languages The languages spoken by its creator
Challenge 17 (18,000 XP)

Immutable Form. The gorgotaur is immune to any spell or


effect that would alter its form.

Labyrinthine Recall. The gorgotaur can perfectly recall any path


it has traveled.

Magic Resistance. The gorgotaur has advantage on saving


throws against spells and other magical effects.

Magic Weapons. The gorgotaur’s weapon attacks are magical,


and deal an additional 22 (5d8) force damage on a hit
(included in the attacks).

Platinum Plating. If the gorgotaur takes 15 damage or less from


a single attack, it instead takes no damage. The platinum that
makes up its composition is also pure enough to make it
unaffected by effects that are triggered by metal such as Heat
Metal.
Actions
Multiattack. The gorgotaur makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one


target. Hit: 17 (3d6 + 7) slashing damage and 22 (5d8) force
damage. If the target is a Large or smaller creature, it must
succeed on a DC17 Strength saving throw or be knocked
prone.

Petrifying Poison (Recharge 5-6). The gorgotaur exhales petrifying


and noxious gazes in a 50-foot cone. Each creature in that area
must make a DC17 saving throw, taking 63 (18d6) improved
poison damage on a failed save, or half as much damage on a
successful one. Also, on a failed save, the target is restrained in
stone. At the start of its next turn, it can repeat the saving
throw, ending the effect on itself on a success. On a failure, it
becomes fully petrified in stone for the next 24 hours.
Bonus Actions
Smoke Strike. After hitting a creature on its turn, the gorgotaur
can force it to succeed on a DC17 Constitution saving throw or
be blinded by a cloud of toxic smoke until the start of their next
turn. On a failed save, they are also paralyzed until then.

Stomp. Melee Weapon Attack: +13 to hit, reach 5ft., one prone
target. Hit: 29 (4d10 + 7) bludgeonning damage. MS: The
target becomes incapacitated until the end of its next turn.
Culculli Dark Preachers. Culculli hold in great reverence dark
powers such as demon lords, evil deities and eldritch
Culculli are carnivorous, amphibious and malicious horrors, fabricating cults to them and fighting with
monstrosities that dwell beneath the surface, Physically, impressive zealotry against their nemesis such as
a culculli resembles a bipedal crocodilian with bat celestials, paladins, clerics and priests, until death does
wings and fur on its back, having sharp claws and part to their offensive. The exact reason as to why they
glowing eyes. They stand around 7ft tall on average, and hold these entities in such high regards is unknown, but
weigh about 220lbs per individual. some scholars speculate them to be the original
Cave Colonies. Culculli live in the dozens in creators of the culculli, and thus the beasts worship
underground cavern systems, sleeping together upside them as gods.
down on the ceiling like bats and aware of the smallest
noise in their den. Because they can also breathe
underwater, culculli are known to target passing boats Culculli
in underground rivers from above and below at once, Medium monstrosity, chaotic evil
snatching victims into the air to let their aquatic
brethren tear their lower bodies in half, or drown the Armor Class 15 (natural armor)
fools in sinister waters. Hit Points 90 (12d8 + 36)
Speed 30 ft., fly 50 ft., swim 30 ft.
Immune to Blades. Culculli are close to impossible to
hit with melee weapons, their incredible senses, STR DEX CON INT WIS CHA
reflexes, instinct and speed guaranteeing them sure 16 (+3) 15 (+2) 17 (+3) 7 (-2) 15 (+2) 10 (+0)
escape each time they would be targeted by one such
attack. This makes culculli particularly dreaded and Saving Throws Dex +5
notorious among fighters, barbarians and other enjoyers Skills Stealth +5
of glorious melee combat, who mostly see culculli as Senses darkvision 60 ft., passive Perception 12
treacherous and cowardly foes. Languages Abyssal, Culculli
Challenge 5 (1,800 XP)

Amphibious. The culculli can breathe air and water.

Genial Reflexes. The culculli can take a reaction on each turn of


combat.

Keen Senses. The culculli has advantage on Wisdom


(Perception) checks that rely on hearing, sight, or smell.

Spider Climb. The culculli can climb difficult surfaces, including


upside down on ceilings, without needing to make an ability
check.
Actions
Multiattack. The culculli makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit:
10 (2d6 + 3) slashing damage.

Sonic Blast. Ranged Weapon Attack: +5 to hit, range 30/120 ft.,


one target. Hit: 18 (4d8) thunder damage. If the target is a
creature, it must succeed on a DC13 Constitution saving throw
or be deafened until the start of its next turn.
Bonus Actions
Blazing Gaze. The culculli targets one creature it cans ee within
60ft of it and that can see it. The target must succeed on a
DC13 Constitution saving throw or take 14 (4d6) fire damage.
Reactions
Aerial Evasion. When it would be hit by a melee weapon attack,
the culculli may take this reaction to move up to half its speed
in any direction, taking no damage if it moves out of reach.
Crater Claw Directed Wrath. Some creatures have managed to
muster and utilize crater claws, often against their wills,
The lava in front of you begins to come to life as a giant, directing their fury towards their opponents. Efreetis of
clawed hand composed of visqueous lava takes form. renown use them to dissuade attackers, tyrants,
A crater claw is an unnatural elemental entity birthed especially fire giant conquerors, have been known to
on the Plane of Fire when a spellcaster dies while send them as punishment against traitors or to battle
attempting to cast a powerful spell. The essence of the rebellions, and red dragons make use of crater claws as
spell fuses with the surrounding elemental energy and guardians and wardens, most notable of their hoard and
the heat, and most often, pure lava. What emerges after eggs, as the elementals care little about material
years of molting is an elemental that takes the form of a possessions and do not need to feed to survive.
giant fiery claw of lava, that is viciously agressive Elemental Nature. A crater claw does not need food,
against all and territorial, patrolling its lair - a river of drink, air, or sleep to survive, though it enjoys resting in
lava or a volcanic wasteland - at all time. the heart of volcanoes when not actively slaying
Belligerent Destroyers. Crater claws take up trespassers.
residence in fissures in the earth or in the core of Crater Claw Tactics. A creater claw begins combat
volcanoes. There, they can sense anything that happens with a bang, flinging itself towards the most densely
in their region, awakening at the first vibration and populated enemy group. It then unleashes slams to
seeking those that disturbed its slumber. A crater claw grapple the most physically imposing foes, and swipes
attacks with unaparalled ferocity, clawing, slamming, at less vigorous opponents to deal ongoing damage to
and crushing its foes while throwing fiery projectiles at them. With its four bonus actions, it can be hoped for
ranged enemies. A crater claw can condense itself into a that a crater claw survives at least four rounds to hit the
spherical or ooze-like ball of magma, and fling itself over enemies with each of them. A crater claw does not know
great distances in order to reach further away creatures fear and fights until death.
that might think about retreating, determined to
spitefully hunt down every intruder. Art Credit: Noah Bradley
Crater Claw Actions
Huge elemental, neutral Multiattack. The crater claw makes two lava swipe or lava slam
attacks in any combination. It may instead make one lava ball
Armor Class 17 (natural armor) and one lava swipe or lava slam attack.
Hit Points 195 (17d12 + 85)
Speed 40 ft., burrow 40 ft., swim 40 ft. Lava Slam. Melee Weapon Attack: +9 to hit, reach 10ft., one
target. Hit: 15 (3d6 + 5) bludgeoning damage and 10 (3d6)
STR DEX CON INT WIS CHA improved fire damage. The crater claw may grapple the target
21 (+5) 10 (+0) 20 (+5) 9 (-1) 10 (+0) 10 (+0) as well if it was a Medium or smaller creature.
While it has a creature grappled, the crater claw can only
Saving Throws Str +9, Con +9 make lava slam attacks as part of its Multiattack. While
Damage Resistances psychic grappled, a creature is also restrained (Escape DC15). At the
Damage Immunities cold, fire, poison; bludgeoning, piercing, start of each of the crater claw’s turns, a grappled target takes
and slashing from nonmagical attacks that aren’t 21 (6d6) fire damage.
adamantine
Lava Swipe. Melee Weapon Attack: +9 to hit, reach 10ft., one
Condition Immunities charmed, exhaustion, frightened,
target. Hit: 15 (3d6 + 5) slashing damage and 10 (3d6) fire
grappled, poisoned, restrained
damage. Also, if the target is a creature, it takes 7 (2d6)
Senses darkvision 120 ft., passive Perception 10
ongoing fire damage (DC15 Con; until doused by water or as an
Languages understands Ignan but can’t speak
action).
Challenge 12 (8,400 XP)
Lava Ball. Ranged Weapon Attack: +4 to hit, range 60/320 ft.,
Elemental Strikes. The crater claw’s weapon attacks count as one target. Hit: 33 (8d6 + 5) fire damage.
magical.
Volcanic Squash (Cooldown 1). Melee Weapon Attack: +9 to hit,
Fire Absorption. Whenever the crater claw is subjected to fire reach 10ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage
damage, it takes no damage and instead regains a number of and 14 (4d6) fire damage. If the target is a Large or smaller
hit points equal to the fire damage dealt. creature, it is also squashed.

Illumination. The crater claw sheds bright light in a 60-foot Shower of Lava (Recharge 5-6). The crater claw unleashes a rain
radius and dim light in an additional 60 feet. of lava droplets. Each creature within 60ft of it must succeed on
a DC15 Dexterity saving throw or take 49 (14d6) fire damage on
Immutable Form. The crater claw is immune to any spell or a failed save.
effect that would alter its form.
Bonus Actions
Lava Form. The crater claw is made out of pure lava. A creature Aggressive. As a bonus action, the crater claw can move up to its
that touches or hits it with a melee attack while within 10ft of it speed toward a hostile creature that it can see.
takes 10 (3d6) fire damage. It can move through a space as
narrow as 1 foot wide without squeezing. Burning Anguish. The crater claw causes the burns it causes to
intensify. Each creature that is taking ongoing fire damage from
Lava Walker. The crater claw is immune to negative effects one of the crater claw’s attacks, or that was dealt fire damage
caused by lava and magma such as difficult terrain, fire by it within the last minute takes 10 (3d6) fire damage.
damage, and can use its swimming speed to move through
lava. Fling (1/Encounter). The crater claw condenses itself and
transforms into a flying ball of magma and lava. It jumps up to
Magic Resistance. The crater claw has advantage on saving a space it can see within 120ft of it. Any object or creature
throws against spells and other magical effects. within that area must succeed on a DC16 Dexterity saving
throw or take 28 (8d6) fire damage and 22 (5d8) bludgeoning
Tunneler. The crater claw can burrow through solid rock at half damage, and be pushed to the nearest unoccupied space.
its burrow speed and leaves a 15-foot-diameter tunnel in its
wake. Volcanic Regeneration. The crater claw feeds on nearby rocks to
heal itself, regaining 15 hit points.
Water Susceptibility. For every 5 feet the crater claw moves in
water, or for every gallon of water splashed on it, it takes 1 cold Reactions
damage. Magma Cooling. When it would be hit by an attack, the crater
claw can harden into tough magma, causing the attack to deal
no damage if it dealt 20 damage or less.
Devil, Corpse Grinder
(Carnicorpa) Devil, Corpse Grinder
Medium fiend (devil, false), lawful evil
Carnicorpa act as the butchers and relentless hunters of
Armor Class 17 (natural armor)
more powerful fiends of the Nine Hells, chopping down
Hit Points 178 (17d8 + 102)
enemies and hacking them into pieces with glee. Speed 30 ft.
Otherwise, they also serve the role of meat collectors,
amassing flesh from dead creatures that weren’t STR DEX CON INT WIS CHA
devoured for one reason or the other, and using it to 20 (+5) 10 (+0) 22 (+6) 11 (+0) 14 (+2) 16 (+3)
summon a giant puppet of flesh to do their bidding, in
and outside of combat. Damage Immunities fire, poison; bludgeoning, piercing, and
Carnicorpa resemble 8ft tall humanoids with a large slashing from nonmagical attacks
frame, a meaty yet skeletal face, huge horns and Condition Immunities poisoned
wielding twin razor-sharp cleavers in each hand. Senses darkvision 120 ft., passive Perception 16
Languages Dark Tongue, Infernal
Art Credit: Warhammer Challenge 12 (8,400 XP)

Butcher Flesh. When the devil hits a lightly armored or


unarmored creature with hide with a melee weapon attack, the
creature’s AC is lessened by 4 until the start of its next turn.
This ability is not cumulative.

Cleaving Strikes. When the devil hits a creature with a melee


weapon attack, it can extend its attack to another creature if it
is within reach, targeting it with the same attack roll. This
ability is not cumulative.

Devil’s Sight. Magical darkness doesn’t impede the devil’s


darkvision.

Folly of the Massacre. If it hits at least two different creatures in


the same turn, the devil gains advantage on saving throws until
the start of its next turn.

Magic Resistance. The devil has advantage on saving throws


against spells and other magical effects.
Actions
Multiattack. The devil makes three weapon attacks.

Razorcleaver. Melee Weapon Attack: +9 to hit, reach 10ft., one


target. Hit: 19 (4d6 + 5) slashing damage and 10 (3d6) necrotic
damage. MS: If the target is a creature, it must succeed on a
DC15 Constitution saving throw or start bleeding
(DC15;1d10hp). CS: Same as MS, but the target’s Constitution
score also decreases by 1d4 for one minute. If a creature’s
Constitution score drops to 0, it dies.

Phasing Assault (Recharge 5-6). Until the end of its next turn, the
devil’s attacks phase through armor and protection, making all
creatures with hide susceptible to its Butcher Flesh trait, and
making any who were already affected by it vulnerable to its
attacks.

Summon Meat Puppet (1/Day). The devil summons a construct


of raw flesh up to a point it can see within 60ft of itself. The
puppet acts as a flesh golem under the devil’s command,
taking its turn right after the devil’s. If the devil dies before the
golem is vanquished, it automatically activates its Berserk trait.
Otherwise, the construct remains for up to one hour or until
the devil dismisses it as a bonus action on its turn.
Bonus Actions
Aggressive. The devil moves up to its speed toward a hostile
creature that it can see.

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