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Monster

Vrael-Serpent CR: 2

Medium to Large ,
Armor Class: 13
Hit Points: 55
Speed: 30 ft , fly: 0 ft , burrow: -1 ft , swim: 30 ft , climb: 15 ft

STR

16 +3

DEX

16 +3

CON

13 +1

INT

8 -1

WIS

12 +1

CHA

15 +2

Senses: Darkvision 60 ft. Perception 11
Languages: Common, Draconic
Challenge Rating: 2

Vrael cultists that are born from Mazerisha’s hair have magical venom that can affect the minds of those who are harmed by it. When a creature takes damage from a vrael creature’s Venomous Bite, they must make a DC 13 saving throw. If they fail this saving throw, they are charmed by Mazerisha and the vrael. Taking additional damage from a vrael creature’s Venomous Bite counts as an additional failure. Those who are charmed using this poison can repeat the saving throw at the end of their turn, ending the effect on a success. If they fail this saving throw 3 times before succeeding, the effect becomes permanent unless ended by a lesser restorations spell or similar magic. Reducing the creature to 0 hp also removes this effect.

Actions

Poison Spit. The vrael sprays a jet of poisonous fluid from its fangs up to 30 ft in the direction of one target. The creature must succeed on a DC 15 Constitution saving throw or take 1d12 poison damage. If this attack hits, it activates the Ophodoria effect, as noted in the box text on page 11.   Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Shortbow. Ranged Weapon Attack: +5 to hit, 80/320 ft., one target. Hit: 7 (1d6 + 3) piercing damage.   Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target is affected by Ophodoria

Zealot CR: 1/2

Medium to Medium humaniod,
Armor Class: 11
Hit Points: 19
Speed: 30 ft , fly: 0 ft , burrow: -1 ft , swim: 10 ft , climb: 15 ft

STR

14 +2

DEX

13 +1

CON

14 +2

INT

10 +0

WIS

12 +1

CHA

10 +0

Skills: Athlectics +4 Medicine +4
Senses: Perception 11
Languages: Common
Challenge Rating: 1/2

Actions

Shovel. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.   Bonus Action: Zealous Fervor. (Recharge 5-6). The Zealot drives themselves into a devoted frenzy, screaming blessings to the Snake-mother. On their turn, they can take one additional action. The Zealot does not start an encounter with this power recharged.

Zealot Archer CR: 1/2

Medium ,
Armor Class: 16
Hit Points: 16
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 10 ft , climb: 15 ft

STR

11 +0

DEX

14 +2

CON

12 +1

INT

11 +0

WIS

12 +1

CHA

11 +0

Skills: Athlectics +4 Medicione +4
Senses: Perception 11
Languages: Common
Challenge Rating: 1/2

BONUS ACTIONS Zealous Fervor. (Recharge 5-6). The Zealot drives themselves into a devoted frenzy, screaming blessings to the Snake-mother. On their turn, they can take one additional action. The Zealot does not start an encounter with this power recharged.

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4) bludgeoning damage. Shortbow.  Ranged Weapon Attack: +5 to hit, 80/320 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

Sanguine Abomination CR: 4

Large ,
Armor Class: 10
Hit Points: 85
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 30 ft , climb: 15 ft

STR

16 +3

DEX

5 -3

CON

16 +3

INT

1 -5

WIS

6 -2

CHA

1 -5

Skills: Amorphous.  The abomination can move through a space as narrow as 1 inch wide without squeezing. Amorphous. The abomination can move through a space as narrow as 1 inch wide without squeezing.   Ambusher. In the first round of a combat, the abomination has advantage on attack rolls against any creature it surprised.   Sanguine Appearance.  While the sanguine abomination remains motionless, it is indistinguishable from a puddle or pool of blood, unless an observer succeeds on a DC 18 Intelligence (Investigation) check. This check is made at disadvantage if the abomination is hiding in a pool of blood. A creature that tries to enter CON 16(+3) CHA 1(-5) the abomination’s space or touch it while unaware of the abomination is surprised by the abomination.. In the first round of a combat, the abomination has advantage on attack rolls against any creature it surprised. Sanguine Appearance. While the sanguine abomination remains motionless, it is indistinguishable from a puddle or pool of blood, unless an observer succeeds on a DC 18 Intelligence (Investigation) check. This check is made at disadvantage if the abomination is hiding in a pool of blood. A creature that tries to enter CON 16(+3) CHA 1(-5) the abomination’s space or touch it while unaware of the abomination is surprised by the abomination.
Damage Immunities: Acid, Cold, Necrotic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses: Tremorsense 60 ft. (blind beyond this radius) Passive Perception 8
Challenge Rating: 4

Actions

Blood Drain.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. If the creature is Large or smaller it must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until this grapple ends, the target is restrained. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the sanguine abomination regains hit points equal to that amount. The abomination can grapple only one target at a time.

MAZERISHA THE SACRED SCALED MOTHER CR: 6

Large ,
Armor Class: 15
Hit Points: 130
Speed: 30 ft , fly: 0 ft , burrow: -1 ft , swim: 30 ft , climb: 15 ft

STR

10 +0

DEX

12 +1

CON

16 +3

INT

12 +1

WIS

13 +1

CHA

15 +2

Skills: Actobatics +5, Insight +7, Perception +7, Persuasion +5, Stealth +5
Senses: Darkvision 60 ft. Passive Perception 14
Languages: Abyssal, Common, Draconic, Dwarvish
Challenge Rating: 6

Magic Resistance. Mazerisha has advantage on saving throws against spells and other magical effects.   Uncontrolled Petrifying Gaze. If Mazerisha isn’t incapacitated at the start of her turn, roll a d6. On a roll of 4 to 6 Mazerisha is unable to control her powers and Uncontrolled Petrifying Gaze activates. She randomly targets one non-vrael creature within 60 feet that she can see. That target makes a DC 16 Constitution saving throw. On a failed save the target begins to turn to stone and is considered restrained. The affected creature must repeat the saving throw at the end of its turns, ending the effect on the success. If a creature restrained by this ability fails this saving throw, they are paralyzed instead. If a creature CON 16(+3) CHA 15 (+2) paralyzed by this ability fails this saving throw, they become petrified instead and stop making saving throws. This petrification lasts until the creature is freed by the greater restoration spell or other magic.   Maddening Pain. When Mazerisha has 60 hit points or fewer she becomes more aggressive. Her Uncontrolled Petrifying Gaze now activates at the start of every turn and does not require a d6 roll.

Actions

Fearful Isolation. If Mazerisha is over 60 hitpoints and is within 15 ft. of a hostile creature, she uses Sorrowful Scream then uses her movement to move as far as possible away from the nearest hostile creature. If there are no hostile creatures within 15 ft., she instead uses Whispering Serpents.   Desperate Attack. If Mazerisha is at 60 hit points or fewer, she uses her movement to slither towards the closest hostile creature. If she cannot get within 15 ft. of the hostile creature, she uses Whispering Serpents. If she gets within 15 ft. of the hostile creature, she instead uses Sorrowful Scream. If she gets within 5 ft. of the hostile creature, she instead uses Snake Hair and then Sorrowful Scream.   Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.   Sorrowful Scream. Mazerisha screams at a hostile creature to get away from her. She casts the Thunderwave spell. The spell is cast at level 1 and the saving throw DC is 14. Afterwards, every time Mazerisha uses this action the level of the spell and the saving throw DC increase by 1, up to a maximum of level 6 and DC 19. These increases last until Mazerisha hasn’t taken or dealt damage for 1 minute.   Whispering Serpents. Mazerisha is driven towards madness by the snakes on her head. She pulls out 1d4-1(minimum of 1) snakes and throws them on the ground within 10 feet of her, then loses an equal amount of hit points. The snakes use the poisonous snake stat block and act immediately after Mazerisha’s turn. Unless killed before the start of Mazerisha’s next turn, these poisonous snakes grow into Vrael Serpents with 30 hit points.   Longbow Ranged Weapon Attack: +7 to hit range 150/600 ft. one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.


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