Stat Blocks
Origami
Paper Cranes
AC: 11 HP: 1D6 + 4 (5-10; 8) Speed: 30ft (flying)
STR DEX CON INT WIS CHA -3 +2 +0 +1 +2 -2 Skills: Insight +3 Actions: Peck! +2 to attack 2D4 piercing damage via a melee pecking attack (slashing damage since paper). Weaknesses: Considering it is made of enchanted paper, it is weak to fire damage and water deals 2D6 damage to it each turn it is wet. Additional Features: Pack tactics! When an ally is within 5ft of the paper crane, it gains advantage on attacks.
Fortune Teller
Armor Class: 14
Hit Points: 4D6 + 4 (8-28; 18)
Speed: 15ft
STR DEX CON INT WIS CHA 6 12 14 12 18 4 (-2) (+1) (+2) (+1) (+4) (-3) Skills: Insight +5
Actions:
- Spawn Cranes! In D4 turns, the fortune teller opens and closes multiple times. By the end of the amount of turns, two new cranes fly out of the fortune teller.
- Presight. Once every two turns, if not actively spouting out cranes, the fortune teller can give one allied creature advantage on attack rolls.
Weaknesses: Considering it is made of enchanted paper, it is weak to fire damage and water deals 2D6 damage to it each turn it is wet.
Additional Features: Should a creature try to climb inside it, the creature will have to make a DC 14 Dexterity save to avoid 1D6 + 1 slashing damage from being cut by the paper within. When inside, they will see a microdimension filled with pieces of paper being folded into origami cranes, with a fortune teller in the center with glowing glyphs.
Stonerwall
Lily Lunalin
Armor Class: 12
Hit Points: 67
Speed: 30ft
STR DEX CON INT WIS CHA 12 12 17 10 10 18 (+1) (+1) (+3) (+0) (+0) (+4) Skills: Arcana +3, Deception +7, Intimidation +7, Perception +3, Stealth +4
Skye Ragathorn
Armor Class: 15
Hit Points: 75
Speed: 30ft
STR DEX CON INT WIS CHA 14 12 18 17 14 8 (+2) (+1) (+4) (+3) (+2) (-1) Skills: Arcana +6, Athletics +5, Investigation +6, Medicine +5
Theta Mines
Thanara "Ghostwalker" Ira
Armor Class: 16
Hit Points: 96
Speed: 30ft
STR DEX CON INT WIS CHA 14 18 16 8 17 8 (+2) (+4) (+3) (-1) (+3) (-1) Skills: Acrobatics +8, Arcana +3, Athletics +6, Insight +11, Investigation +3, Perception +11, Sleight of Hand +12, Stealth +12, Survival +7
Actions 2 Attacks per Action
Attack Range Hit/DC Damage Notes Shortbow 80 +8 1D6+4 pier. Two-handed, Vex Inflict Wounds (1st) Touch +7 3D10 nec. 1/LR, V/S Unarmed Strike 5ft +6 3 blud.
Unarmed Strike: Instead of dealing damage, you can grapple with a DC 14 STR/DEX save or shove 5ft away with prone condition with a DC 14 STR/DEX save.
Spells: Inflict Wounds, Disguise Self, Invisibility, Rope Trick
Bonus Actions
Spells: Ensnaring Strike, Hunter's Mark, Healing Spirit
Blessing of the Raven Queen: As a bonus action, you can teleport up to 30 ft. to an unoccupied space you can see 4 times per long rest. Afterward, you gain resistance to all damage until the start of your next turn.
Cunning Action: You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Reactions
Absorb Elements: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. Acid, cold, fire, lightning, or thunder damage.
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Other
Dread Ambusher: You add your WIS modifier (+3) to initiative rolls. At the start of your first turn of each combat, your walking speed increases by 10 ft., which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action, dealing an extra 1d8 damage of the weapon’s damage type on a hit.
Sneak Attack: Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Wails from the Grave: Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a 2nd creature that you can see within 30 ft. of the 1st creature and it takes 2d6 necrotic damage. 4 uses/LR.
Features & Traits
Dread Ambusher: You add your WIS modifier (+3) to initiative rolls. At the start of your first turn of each combat, your walking speed increases by 10 ft., which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action, dealing an extra 1d8 damage of the weapon’s damage type on a hit.
Umbral Sight: Darkvision 90ft. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Spell Info
+7 Spell Attack; 15 Spell Save DC
Specter
Armor Class: 12
Hit Points: 22 (5D8: 8-40)
Speed: 0ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA 1 14 11 10 10 11 (-5) (+2) (+0) (+0) (+0) (+0) Damage Resistances: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Atacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60ft., Passive Perception 10
Languages: Understands all languages it knew in life but can't speak,
Proficiency Bonus: +2
Traits
Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Siv's Swamp
Mud Hulk
Armor Class: 13
Hit Points: 68 (8D10+24: 32-104)
Speed: 40ft.
STR DEX CON INT WIS CHA 16 8 16 5 9 6 (+3) (-1) (+3) (-3) (-1) (-2) Damage Resistances: Acid
Condition Immunities: Exhaustion, Paralyzed
Senses: Passive Perception 9
Languages: Giant, Terran
Proficiency Bonus: +2
Traits
Amorphous The mud hulk can move through a space as narrow as 1 inch without squeezing.
Sticky Mud. The ground within 15 feet of the mud hulk is difficult terrain for other creatures.
Actions
Enveloping Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or be pulled into the mud hulk's space and be engulfed by the mud hulk. While engulfed, the target can't breathe, has the restrained condition, and takes 6 (1d12) acid damage at the start of each of its turns. When the mud hulk moves, the engulfed target moves with it. The mud hulk can have only one target engulfed at a time. While a creature is engulfed, the mud hulk can't use its Amorphous trait. An engulfed target can repeat the saving throw at the end of each of its turns. On a successful save, the target escapes and enters the nearest unoccupied space.
Mud Splash. The mud hulk lobs a mass of mud that splashes in a 10-foot-radius sphere centered on a point within 30 feet of the mud hulk. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (2d6 + 3) bludgeoning damage on a failed save, or half as much damage on a successful one. The affected area is difficult terrain until the start of the mud hulk's next turn.