Dangerous Dungeons
If light is shined on it, teleport to the nearest darkness in reach 12. If there is no darkness within 12 it dies.
- •Light snuff.
(Range 9) Snuff out light from a non-magical source. Then:
- •Shadow Touch.4d4.
On hit: DC10 WILL save or blinded until the gloomveil dies
Gloomveils are creatures made of shadow who live in the darkness inside dungeons. No one has ever seen one as they dissipate the moment light is shined unto them, but they are known for killing oblivious adventurers, whose last sight is the gloomveil's eyes shining in the darkness
- •Interfere.
(Reach 3). Take 1d8 dmg when you cast a spell.
- •Dispel.
(Reach 3). At the end of your turn, if you have any conditions caused by a spell make a DC11 STR save. On fail the conditions end and you take 1d8 dmg for every condition.
Bioluminescent fungi that interferes with magic. Spellcaster can feel their skin tingle uncomfortably and slightly itch when they're close to it.
Reduce all damage taken by 10 (except fire dmg)
- BOOM!
When damaged, the barrel explodes. (Reach 3) DC12 DEX save. On Fail: 2d6+5 dmg, half on success. Knockback to the edge of Reach.
While inside this room all creatures can only speak in 1 syllable words (heroes can still use longer words to explain to the GM what they are doing in combat)
- FAIL.
If you accidentally speak a word with multiple syllables, immediately take 20 dmg.
Me sound not smart in room, me not like. Want to speak BIG words.
Looks like a normal wall.
Can end movement on same space as another creature.
- •Slither.
Move 4. Deal 1d8 to each creature you pass through. Then:
- •Engulf.
(if on the same space as another creature) DC 12 STR/DEX save. On success push 1, on fail 1d8 dmg and restrained.
Evolved to look just like dungeon walls, they feed on unsuspecting adventurers, ambushing them and dissolving them in acid, before sliding back into the wall, to wait for their next meal.
The first time this dies, reset to 1 HP instead.
On death: all allies move 6, ignoring opportunity attacks.
- Irresistible Dance.
All enemies that can see it make a DC 16 WILL save. For every 5 you fail by spend 1 action dancing.
If you fail by less than five you don't spend any actions dancing, but you can feel the dance overtaking your body.

Can only be killed by a critical hit (remains at 1HP otherwise).
- Slam.
1d10+4 to all adjacent creatures
Brought to life by the ambient magic power inside of a dungeon, this construct can only be killed by precisely striking and destroying it's core. If you do not destroy the core, the stone magically float back into place and reform.
Heal to max HP at the end of your turn
- Absorb and Reflect.
Everyone in Reach 3 takes dmg equal to the HP you've lost this round.
Created by ancient alchemists that have since died out, these slimes wander the underground dungeons, preying on monsters too stupid to understand it's healing and reflective abilities.
- •Dragon's Breath.
(Cone 4) 1d10. On damage: smoldering.Then:
- •Ram's Charge.
Move 4 spaces in a straight line, 2d10 dmg. Then:
- •Lion's bite.
2d10. Advantage if smoldering.
The first time you miss in combat, add the damage the miss would have had to your next attack.