E

Everdawn DM

Werebear Hybrid
Lvl 9 huge arctic beast - Melee
68104
Trample.

(Reaction, 1/round) Move in-line through occupied spaces.

  • Dodge Reaction: DC-15 DEX save. Failure difference = bludgeoning damage.
Thick Fur.

Resistant to Ice, Fire, and Non-Magical Weapons.

  • Gore x2. Piercing.

    On damage: Knockback primary die spaces.

remixed from Triceratops by SSanityWithIn
Forest Spirit (Leafy)
Lvl 1 tiny potion ingredient
01
Deathly Wail.

(Immediate & Continuous, Reach 12) DC-10 WIL save or drop to 0 HP.

  • On save, lose half max HP.
  • 20+ WIL save is unharmed.
  • Adv (or immune) if hearing is protected.
Wight
Lvl 4 undead
630
Undead Spirit: Incorporeal.

Immune to nonmagical damage. Resistant to Necrotic. Vulnerable to Radiant, Sunlight, and Silver.

  • Deathly Touch.

    DC-13 WIL/DEX save or drop to 0 HP. On save, lose 1/2 max HP.

    • Against Dying enemies, inflict 2 Wounds. On save, 1 Wound.
remixed from Specter by NNimble Co.
Zombie 1
Lvl 1/2 undead
415
Living Dead: Undying.

(1/Encounter) On death: regain 1hp. Disregard if killed by Radiant damage.

  • Crunch x2..

    On crit: Grappled.

remixed from Zombie by NNimble Co.
Gnoll Warrior
Lvl 1/2 undead
415
Living Dead: Undying.

(1/Encounter) On death: regain 1hp. Disregard if killed by Radiant damage.

  • Ravage (x2).
remixed from Gnoll
Worg
Lvl 1/2 large undead
15
Living Dead: Undying.

(1/Encounter) On death: regain 1hp. Disregard if killed by Radiant damage.

  • Rip Apart (x2)..

    On hit: Grappled (DC 9 escape).

remixed from Worg
Specter
Level 3 Solo Undead
70
Undead Spirit: Incorporeal.

Immune to nonmagical damage. Resistant to Necrotic. Vulnerable to Radiant, Sunlight, and Silver.

After each hero’s turn, choose 1:
  • • Deathly Wail.

    (1/Encounter, Reach 12) DC 13 WIL save or drop to 0 HP. On save, lose half max HP.

    • Adv (or immune) if hearing is protected.
  • •Horrible Glare.

    (Reach 8) 1d10, Frightened 1 Round.

  • •Ghastly Touch.

    Fly 4 then 2d10.

BLOODIED:

(35hp) Any dying heroes gain 1 HP and 1 action.

LAST STAND:

(20hp) Possess: All heroes make a DC16 WIL Save. Lowest failure is Possessed.

Wolf
Lvl 1/2 beast - Melee
1018
Pack Tactics.

Advantage against creatures, if an ally is adjacent to it.

Pack Hunters.

Flee combat when outnumbered.

  • Bite. Piercing.

    On crit: Vicious.

remixed from Wolf by SSanityWithIn
Horse
Lvl 1 large steed
H1220
Charge.

1/Round, Free Adv attack by creature OR rider after 4+ line movement over enemy.

Heavy.

Immune to (most) Forced Movement, but D-Adv to Jumps (1d4 for distance).

Each Turn, Choose 2...
  • •Gallop.

    Move up to 12.

  • •Hooves. Bludgeoning.

    On crit, Prone.

  • •Shimmer.

    (While Sunlit, Reach 4, AoE) DC-8 INT/DEX Save or observers are Dazed for Round(s) = DC/Save difference. A Crit Fail forces Blinded for 1 Round instead.

Level 2 Solo Gargantuan
70STR++
Move 3, Choose one...
  • •Peck.

    2d10 Piercing.

  • •Gust.

    (Reach 6 AoE) DC12 STR Save. Forced Movement equals DC/Save difference.

BLOODIED:

At 35 HP, Action and Movement are doubled!

All Pecks are Rushed. Gust is now DC10 STR Save.

LAST STAND:

Three more hits! Gust is constant, granting disadvantage to Ranged Attacks, and forcing STR Saves at the end of each of its turns.

Flind
Lvl 4 hill and field
39
Bloodthirsty.

Advantage vs damaged creatures.

Bark Orders.

1/Round Reaction, 2 allies can move. OR...

Shardbone Shield.

1/Round Reaction, Reduce & Damage 1d6 while in melee.

  • Ravage (x2).
Gnoll Hunter
Lvl 2 hill and field
32
Bloodthirsty.

Advantage vs damaged creatures.

Choose 1...
  • •Shoot (x2). Piercing.

    Range 10.

  • •Ravage. Slashing.

    Use if melee attacked.

remixed from Gnoll