Skinstealers-24 hp Defense:12 CR:1/2
Passive: Expert disguiseIf it initiates the fight it counts as a surprise attack and gets a free turn
before battle starts with advantage.
Bite 1d8 piercing dmg.
Skinsteal-puts on a dead human body and heals 2d6 dmg. Resets passive if it goes out of sight.
Hounds-12hp Defense: 10 CR1/4
Small: disadvantage against even in dull light or low hanging fog
Bite 2d6 piercing dmg.
Wretch: Reskinned zombie
Smiler: ???Hp Defense: ??? CR: 1
Passive:Indestructible??: It does not seem to be affected by any attacks.
Nocturnal- dies when it comes in contact with light
Bite-1d8 piercing dmg
Ram- 2d6 force dmg
Worm Blob: 70hp 14ac CR: 2
Every 10 hp lost a blob of worms breaks off. It has 5 hp. If it is not destroyed in one round it will
go back to the larger blob and it will regain 10hp.
All attacks apply “Worms” debuff this does 5 damage each turn until the character affected gets
hit by another attack or uses an action to get the worms off of them.
Worm throw-throws a blob of worms at an enemy dealing 1d8 force damage
Slam-Uses its “fists” to slam an enemy dealing 2d6 force damage.
Abomination: 40hp 10ac
Move speed 15ft
Slash +2 2d6 slashing dmg
Lob +2 2d6 poison dmg
Latch (always hits) (only works after inflicting a wound (hitting an attack)) latches onto target
and deals 4d8 poison dmg per turn (unlatches after taking 20dmg)
Guardian of level -69:
Phase 1: 50hp 14ac
Move speed 20ft
Shotgun (+4): 6d4 piercing- For 5ft away from the guardian the target is, remove one d4
Rifle (+2): 2d8 piercing- Disadvantage if target is within 10ft of guardian
Phase 2: 35hp 16ac
Fly speed 20ft can’t go more than 5ft off the ground
Has desperation phase that triggers when brought to 0 hp. Stays alive for 3 turns using final
three attacks in order
Summon attack plant: Summons attack plant
Attack plant: 10hp
Stab (+1) 1d8 piercing and marks target
On death: deals 10 dmg to marked target
Summon heal plant: Summons heal plant
Heal plant: 15 hp
Heal: Heal guardian for 2d8hp
On death: Heal all other plants back to full
Foggy night: Summons layer of fog that blocks vision giving all within it disadvantage. Lasts for
3 turns
Desperation phase:
Attack #1: Blinding lights
Sets of explosions deal 4d8 fire damage to all creatures within its vision and setting them on fire
dealing 2d6 dmg each turn until put out.
Attack #2: Galaxy wings
Shoots off the galaxy wings it was using to fly and attacks two targets dealing 2d6 bludgeoning
damage to each target. They get knocked prone and have disadvantage on all attacks for the
next 2 turns
Attack #3: Create forest
Summons 3 attack and 3 heal plants plus summons forest guardian. After this he explodes
dealing 6 damage to all targets
Forest guardian: 20hp 10ac
Vine attack: Rips up the earth with vines dealing 2d6 damage to one target.
Absorb plant:
Absorb one of the summoned plants and make an empowered vine attack dealing 3d6 and
knocking target prone
The Glitch:
60hp 16ac
Glitched: each attack roll a d20
1-5: Target takes 2d6 dmg
6-10: Nothing
11-15: Lose Glitched effect
16-20: Attacks deal 1d6 -1 dmg to secret phase 2 hp bar
Glitched swipe: swipes at the target dealing 2d6 slashing dmg and infect the target with Glitched
Glitch disc: bounces between targets dealing 2d6 piercing damage and exploding at the end
dealing an extra 2d6 dmg to all targets hit that have glitched
Phase 2:
Activates secret phase 2 hp bar (only takes damage from glitched attacks)
40hp
Gives all players Supreme Glitch
Supreme Glitch:
Same as glitched with different effect ratios
1-9: Take 2d6 dmg
10-20: Deal 1d6 dmg to phase 2 hp bar
Control:
Make a target do a wisdom save with dc 18
If they fail they get Controlled for 2 turns
If they succeed they get Controlled for 1 turn
Controlled:
Controlled target listens to the Glitch
Glitched swipe now deals 3d6 damage
Glitch disc now deals 3d6 damage