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BBB BigBadBundle4PNP

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100% found this document useful (1 vote)
2K views15 pages

BBB BigBadBundle4PNP

Uploaded by

David Krist
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

REFERENCE

CARDS

BIG BAD BUNDLE


PRINT ‘N PLAY PDF

ART: SOVEREIGN
Vellai-axal CR 21
GARGANTUAN ABERRATION, CHAOTIC EVIL Vellai-axal (continued)
ART: SOVEREIGN P THE DECK OF MANY © HIT POINT PRESS INC. 2021 ART: SOVEREIGN P THE DECK OF MANY © HIT POINT PRESS INC. 2021

Thulyrix the Liminal 13 CR

MEDIUM HUMANOID, NEUTRAL EVIL Thulyrix the liminal (continued)


ART: FELIX MIALL P THE DECK OF MANY © HIT POINT PRESS INC. 2021 ART: FELIX MIALL P THE DECK OF MANY © HIT POINT PRESS INC. 2021
ACTIONS STR DEX CON INT WIS CHA
Multiattack. Vellai-axal makes four attacks: two with its claws, one with 27 (+8) 15 (+2) 25 (+7) 23 (+6) 18 (+4) 25 (+7)
its bite, and one with its Reaching Grasp.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Vellai-axal 33,000XP
Hit: 21 (3d8 + 8) piercing damage. The target must succeed on a DC 22
Strength saving throw or become paralyzed. While paralyzed, the target CONDITION IMMUNITIES SENSES
has disadvantage on all saving throws against Vellai-axal’s charm abilities Exhaustion, Frightened, Blindsight 120 ft.,
and takes an extra 11 (2d10) points of necrotic damage against its Hunter’s Paralyzed, Poisoned Passive Perception 21
Delight legendary action. DAMAGE IMMUNITIES SKILLS
Cold, Poison Intimidation +14, Stealth +9
Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 17 (2d8 + 8) slashing damage. DAMAGE RESISTANCES LANGUAGES
Bludgeoning, Piercing, and All, Telepathy 120 ft.
Reaching Grasp. Melee Weapon Attack: +15 to hit, reach 60 ft., one target. Slashing from Nonmagical Attacks SAVING THROWS
Hit: 15 (2d6 + 8) bludgeoning damage. The target is grappled (escape
DAMAGE VULNERABILITIES Str +15, Con +14, Cha +14
DC 18). Until this grapple ends, the target is restrained. Vellai-axal can Radiant
grapple up to ten targets at a time. Vellai-axal can pull a grappled target
60 feet toward it and then use its bite, if it hasn’t already. SPECIAL TRAITS
Teleport. Vellai-axal shifts between the planes to magically teleport up to Amphibious. Vellai-axal can breathe air and water.
120 feet to an unoccupied space it can see.
Freedom of Movement. Vellai-axal ignores difficult terrain, and magical
LEGENDARY ACTIONS effects can’t reduce its speed or cause it to be restrained. It can spend
5 feet of movement to escape from nonmagical restraints or grapples.
Vellai-axal can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end Innate Spellcasting. Vellai-axal’s innate spellcasting ability is Charisma
of another creature’s turn. Vellai-axal regains all spent legendary actions at (spell save DC 22). It can innately cast the following spells, requiring no
the start of its turn. material components:
Hunter’s Delight. Vellai-axal drains the life essence of a target within 5 feet At will: Charm person, confusion, detect magic, major image, suggestion
of it. The target takes 15 (3d10) points of necrotic damage, and Vellai-axal 3/day: Counterspell, crown of madness, dominate person
regains an equal number of hit points. 1/day: Darkness, feeblemind
Teleport (Costs 2 Actions). Vellai-axal uses its Teleport action.
Legendary Resistance (3/Day). If Vellai-axal fails a saving throw, it can
Devourer (Costs 3 Actions). Vellai-axal can call a devout follower to it and choose to succeed instead.
consume them for strength, regaining 50 hit points.
Magic Resistance. Vellai-axal has advantage on saving throws against spells
and other magical effects.

ARMOR CLASS HIT POINTS SPEED


19 Natural Armor 350 (20d20 + 140) 0 ft., swim 40 ft.

ACTIONS STR DEX CON INT WIS CHA


Multiattack. Thulyrix makes two Claw attacks. 14 (+2) 20 (+5) 16 (+3) 20 (+5) 18 (+4) 20 (+5)
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage. Thulyrix 10,000XP
Predator’s Shroud (Recharge 5−6). Thulyrix sends out a psychic SAVING THROWS SKILLS
Int +10, Wis +9, Cha +10 Arcana +9, Insight +9,
attack that pierces the minds of their victims and fills them with Perception +9, Stealth +10
SENSES
a dreadful sense that they are prey. Thulyrix chooses up to four Blindsight 30 ft., Darkvision 120 ft., DAMAGE RESISTANCES
hostile creatures that they can see and each target must make a Passive Perception 19 Necrotic, Psychic
DC 18 Intelligence saving throw. If they fail the saving throw, LANGUAGES CONDITION IMMUNITIES
each target takes 36 (8d8) psychic damage and cannot take any Telepathy 120 ft. Prone
reactions until the end of Thulyrix’s next turn. If they succeed,
SPECIAL TRAITS
they take half damage and do not lose their reactions.
Innate Spellcasting. Thulyrix’s innate spellcasting ability is Intelligence
LEGENDARY ACTIONS (spell save DC 18, +10 to hit with spell attacks). They can innately cast the
following spells, requiring no material components:
Thulyrix can take 3 legendary actions. They can take only one
legendary action option at a time and only at the end of another At will: Fog cloud, hold person, misty step
creature’s turn. Thulyrix regains spent legendary actions at the 3/day: Black tentacles, blink, hypnotic pattern
start of their turn. 1/day: Dominate person, geas

Claw Attack. Thulyrix makes one Claw attack. Legendary Resistance (3/Day). If Thulyrix fails a saving throw, they can
choose to succeed instead.
Misty Step. Thulyrix uses their innate misty step spell.
Special Equipment. Thulyrix wears unusual bracers under the sleeves of
Chosen Prey (Costs 2 Actions). Thulyrix targets one creature their robe that look like silvery veins coursing over their leathery skin.
within 120 feet that they can see. The target must make a DC They function as bracers of defense. Additionally, when Thulyrix perishes,
these bracers shift to a mercurial liquid form and then puddle and solidify
18 Wisdom saving throw or be marked as Thulyrix’s prey for
into an unadorned, palm-sized, silvery coin. If someone else attunes to the
up to 8 hours. While a target is marked, Thulyrix can choose to coin, it liquifies again and crawls up their arms, shifting into similar silver
make a standard Claw attack against that target with advantage, veins. This is not a harmful effect.
but if they choose to do so, the ability ends. Additionally, while
a target is marked as Thulyrix’s chosen prey, Thulyrix can sense REACTIONS
what direction and approximately how far away they are, as long Discorporate. As a reaction to being hit by an attack, Thulyrix can
as Thulyrix and the target are on the same plane of existence. partially phase into the border ethereal, becoming resistant to the
damage for that attack.
If a target makes a successful saving throw, Thulyrix cannot use
this ability against that same target for 24 hours.

ARMOR CLASS HIT POINTS SPEED


17 bracers of defense 150 (20d8 + 60) 0 ft., fly 30 ft. (hover)
the Egg Shen the young aquatic dragon CR 8
WONDROUS ITEM, LEGENDARY (REQUIRES ATTUNEMENT) LARGE DRAGON, CHAOTIC NEUTRAL
ART: RILEY EASTER P THE DECK OF MANY © HIT POINT PRESS INC. 2021 ART: KATHLEEN O’HARA P THE DECK OF MANY © HIT POINT PRESS INC. 2021

Shen the clam-monster CR 3 Shen the Monstrous Carp CR 5


LARGE MONSTROSITY, CHAOTIC NEUTRAL LARGE MONSTROSITY, CHAOTIC NEUTRAL
ART: ALEX STONE P THE DECK OF MANY © HIT POINT PRESS INC. 2021 ART: ALEX STONE P THE DECK OF MANY © HIT POINT PRESS INC. 2021
STR DEX CON INT WIS CHA The Egg
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) WONDROUS ITEM, LEGENDARY (REQUIRES ATTUNEMENT)

Shen the young aquatic dragon 3,900XP The egg is the size of a human’s head, it’s cold to the touch,
SENSES SKILLS and its surface is silvery and swirls slowly with mesmerizing
Blindsight 30 ft., Darkvision 120 ft., Deception +6, Perception +7, patterns. While attuned to the egg, you gain the ability to
Passive Perception 17 Stealth +3 cast blink, gaseous form, or hypnotic pattern up to three times
CONDITION IMMUNITIES SAVING THROWS per day.
Cold Dex+3, Con +7, Wis +4, Cha +6
LANGUAGES You also gain the ability to cast dominate person once per day.
Common, Draconic However, each time you use the dominate person ability, you
SPECIAL TRAITS must make a DC 16 Wisdom saving throw. If you fail, you
Amphibious. Shen can breathe air and water. fall under the effect of a geas spell, compelled to protect the
egg, build a new nest tower for it, and sacrifice other lives to
ACTIONS the egg until it hatches. If this geas is broken by a remove curse,
Multiattack. Shen makes three attacks: one with her Bite greater restoration, or wish spell, the attunement and abilities
and two with her Claw.
from the egg are also lost. You do not need to possess the egg
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. on your person to use the abilities it grants as long as the egg
Hit: 16 (2d10 + 5) piercing damage.
is on the same plane of existence as you.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage. It is possible to destroy the egg. It has an AC of 21 and 30
Clam-nado Breath (Recharge 5–6). Shen exhales a tornado of clams in a hit points, but it is immune to nonmagical bludgeoning,
60-foot cone. Each creature in the area must make a DC 15 Dexterity saving
throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as
piercing, and slashing attacks. If destroyed, the egg liquifies
much damage on a successful one. into a mercurial liquid that constantly emits a misty vapor.
This liquid can be collected and used as six doses of oil of
LEGENDARY ACTIONS
etherealness or can be a valuable component in crafting
Shen can take 3 legendary actions, choosing from the options below. Only certain magical items such as plate armor of etherealness.
one legendary action option can be used at a time and only at the end of
another creature’s turn. Shen regains spent legendary actions at the start of It is unknown what happens if the egg is allowed to hatch
her turn.
or how long that process may take. GMs are encouraged to
Claw. Shen makes a claw attack. be creative. The result should be terrifying and more
Detect. Shen makes a Wisdom (Perception) check. dangerous even than Thulyrix.
Whirlwind Dive (Costs 2 Actions). Shen moves up to her swim or fly speed
without provoking opportunity attacks.

ARMOR CLASS HIT POINTS SPEED


40 ft., fly 80 ft.,
18 natural armor 114 (12d10 +48) swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 13 (+1) 10 (+0) 8 (-1) 17 (+3) 5 (-3) 20 (+5) 13 (+1) 10 (+0) 5 (-3)

shen the monstrous carp 1,800XP shen the clam-monster 700XP


SENSES LANGUAGES SENSES DAMAGE IMMUNITIES
Blindsight 60 ft., Telepathy Blindsight 60 ft., Acid
Passive Perception 10 Tremorsense 60 ft., LANGUAGES
Passive Perception 10 Telepathy
SPECIAL TRAITS
SPECIAL TRAITS
Water Breathing. Shen can breathe only underwater.
Magic-Repellent Shell. Shen has advantage on saving throws
ACTIONS
against spells, and any creature making a spell attack against her has
Multiattack. Shen makes one attack with her Bite and one attack disadvantage on the attack roll.
with her Tail Smash. Regenerative Shell. Shen regains 10 hit points at the start of
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. her turn. Shen dies only if she starts her turn with 0 hit points.
Hit: 15 (2d10 + 4) piercing damage. Water Breathing. Shen can breathe only underwater.
Tail Smash. Melee Weapon Attack: +8 to hit, reach 10 ft., ACTIONS
one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Multiattack. Shen makes three Bite attacks, all against the same target.
REACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Spell Reflection. If Shen makes a successful saving throw against Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) acid damage.
a spell, or a spell attack misses her, she can choose another Scintillating Shell (Recharges after a Short or Long Rest).
creature (including the spellcaster) she can see within 120 feet Shen’s shell emits a shifting pattern of dazzling hues until the end
of her. The spell targets the chosen creature instead of Shen. If of her next turn. During this time, her shell sheds bright light in a
the spell forces a saving throw, the chosen creature makes its own 30-foot radius and dim light for an additional 30 feet, and creatures
save. If the spell is an attack, the attack roll is rerolled against the that can see Shen have disadvantage on attack rolls against her. In
chosen creature. addition, any creature within the bright light and able to see Shen
when this power is activated must succeed on a DC 15 Wisdom
saving throw or be stunned until the light ends.
Shell Defense. Shen withdraws into her shell, gaining a +4 bonus to
AC until she it emerges. She can emerge from her shell as a bonus
action on her turn.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
5 ft., burrow 10 ft.,
14 114 (12d10 + 48) 0 ft., swim 90 ft. 16 natural armor 52 (5d10 + 25) swim 10 ft.
captain fulmini CR 14
MEDIUM UNDEAD (SHAPECHANGER), CHAOTIC EVIL captain fulmini (continued)
ART: SALLY THORDARSON P THE DECK OF MANY © HIT POINT PRESS INC. 2021 ART: SALLY THORDARSON P THE DECK OF MANY © HIT POINT PRESS INC. 2021

wereoctopus CR 6
captain fulmini (continued) MEDIUM HUMANOID (SHAPECHANGER), NEUTRAL EVIL
ART: THABISO MHLABA P THE DECK OF MANY © HIT POINT PRESS INC. 2021 ART: THABISO MHLABA P THE DECK OF MANY © HIT POINT PRESS INC. 2021
SPECIAL TRAITS STR DEX CON INT WIS CHA
Shapechanger. If Captain Fulmini isn’t in sunlight or away from saltwater, 18 (+4) 18 (+4) 19 (+4) 16 (+3) 17 (+3) 19 (+4)
she can use her action to polymorph into a Tiny petrel (use owl stats), Small
octopus, or Medium cloud of mist, or back into her true form. While in
petrel form, Captain Fulmini can’t speak, her walking speed is 5 feet, and she captain fulmini 11,500XP
has a flying speed of 60 feet. While in octopus form, Captain Fulmini can’t
SAVING THROWS DAMAGE IMMUNITIES
speak, her walking speed is 5 feet, and she has a swimming speed of Lightning
Dex +9, Wis +8, Cha +9
30 feet. She reverts to her true form if she dies. Her statistics, other than her
size and speed, are unchanged. Anything she is wearing transforms with her, SKILLS DAMAGE RESISTANCES
but nothing she is carrying does. Acrobatics +9, Athletics +9, Necrotic; Bludgeoning, Piercing,
Perception +8, Persuasion +9, and Slashing from
While in mist form, Captain Fulmini can’t take any actions, speak, or Stealth +9 Nonmagical Attacks
manipulate objects. She is weightless, has a flying speed of 20 feet, can hover,
and can enter a hostile creature’s space and stop there. In addition, if air can SENSES LANGUAGES
pass through a space, the mist can do so without squeezing, and she can’t pass Darkvision 120 ft., Aquan, Common,
through water. She has advantage on Strength, Dexterity, and Constitution Passive Perception 18 Deep Speech, Elvish
saving throws, and she is immune to all nonmagical damage, except the SPECIAL TRAITS
damage she takes from sunlight.
Electric Bloodline. Whenever Captain Fulmini is subjected to lightning
Spider Climb. Captain Fulmini can climb difficult surfaces, including upside
damage, she takes no damage and regains a number of hit points equal to
down on ceilings, without needing to make an ability check.
the lightning damage dealt.
Vampirate Weaknesses. Captain Fulmini has the following weaknesses:
Legendary Resistance (3/Day). If Captain Fulmini fails a saving throw,
• Sea Stuck. Captain Fulmini cannot be away from saltwater for more than she can choose to succeed instead.
8 hours. Each hour she spends away from saltwater following that causes
her maximum hit points to reduce by 10 and she becomes vulnerable to Lightfooted. Captain Fulmini can take the Dash or Disengage action as a
fire damage. This effect ends when she is immersed in saltwater. bonus action on each of her turns.

• Stake to the Heart. If a piercing weapon made of wood is driven into Misty Escape. When she drops to 0 hit points outside her cabin, Captain
her heart while she is incapacitated in her cabin, she is paralyzed until the Fulmini transforms into a cloud of mist (as in the Shapechanger trait) instead
stake is removed. of falling unconscious, provided that she isn’t in sunlight or away from
saltwater. If she can’t transform, she is destroyed.
• Sunlight Hypersensitivity. While in sunlight, Captain Fulmini takes
20 radiant damage at the start of her turn, and she has disadvantage on While she has 0 hit points in mist form, she can’t revert to her vampire form
attack rolls and ability checks. and must reach her cabin within 2 hours or be destroyed. Once in her cabin,
she reverts to her vampire form. She is then paralyzed until she regains at
ACTIONS least 1 hit point. After spending 1 hour in her resting place with 0 hit points,
Multiattack (Vampire Form Only). Captain Fulmini makes three attacks, she regains 1 hit point.
only one of which can be a Bite attack. Regeneration. Captain Fulmini regains 20 hit points at the start of her turn
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, if she has at least 1 hit point and isn’t in sunlight or away from saltwater.
or a creature that is grappled by Captain Fulmini or one of her allies, If she takes radiant damage or damage from holy water, this trait doesn’t
incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) function at the start of her next turn.
necrotic damage. The target’s hit point maximum is reduced by an amount
equal to the necrotic damage taken, and Captain Fulmini regains hit points
equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0. A humanoid ARMOR CLASS HIT POINTS SPEED
slain in this way and then buried at sea rises the following night
as a vampirate under Captain Fulmini’s control. 16 leather armor 144 (17d8 + 68) 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA ACTIONS


17 (+3) 13 (+1) 14 (+2) 12 (+1) 11 (+0) 12 (+1) Rapier (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft.,
one creature. Hit: 8 (1d8 + 4) piercing damage. Instead of dealing damage,
wereoctopus 2,300XP Captain Fulmini can grapple the target on a successful hit (escape DC 18).
Charm. Captain Fulmini targets one humanoid she can see within 30 feet of
SKILLS DAMAGE IMMUNITIES her. If the target can see her, the target must succeed on a DC 17 Wisdom
Athletics +6, Perception +3, Bludgeoning, Piercing, and Slashing saving throw or be charmed. The charmed target regards Captain Fulmini as
Stealth +4 from Nonmagical Attacks not made a trusted friend to be heeded and protected. The target isn’t under Captain
SENSES with Silvered Weapons Fulmini’s control, but it takes her requests and actions in the most favorable
Darkvision 60 ft., LANGUAGES way and lets her bite it.
Passive Perception 13 Aquan, Common
Each time Captain Fulmini or her companions do anything harmful to the
SPECIAL TRAITS target, it can repeat the saving throw, ending the effect on itself on a success.
Otherwise, the effect lasts 24 hours or until Captain Fulmini is destroyed, is
Hold Breath. The wereoctopus can hold its breath for 1 hour.
on a different plane of existence than the target, or takes a bonus action to
Shapechanger. The wereoctopus can use its action to polymorph into a end the effect.
Large octopus-humanoid hybrid or into a Large giant octopus or back into
its true form, which is humanoid. Its statistics, other than its size, AC, and Children of the Night (1/Day). Captain Fulmini magically calls 2d4 swarms
speed, are the same in each form. Any equipment it is wearing or carrying isn’t of petrels (use swarm of ravens stats) or quippers, provided that the sun
transformed. It reverts to its true form if it dies. isn’t up. While at sea, she can call 1d4 giant octopuses and 2d6 reef sharks
Underwater Camouflage (Octopus Form Only). The wereoctopus has instead. The called creatures arrive in 1d4 rounds, acting as allies of Captain
advantage on Dexterity (Stealth) checks made while underwater. Fulmini and obeying her spoken commands. The beasts remain for 1 hour,
until Captain Fulmini dies, or until she dismisses them as a bonus action.
Water Breathing (Octopus Form Only). While in octopus form, the
wereoctopus can breathe only underwater. LEGENDARY ACTIONS
ACTIONS Captain Fulmini can take 3 legendary actions, choosing from the options
Multiattack. The wereoctopus makes six melee attacks. below. Only one legendary action option can be used at a time and only at
Beak (Octopus or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 0 the end of another creature’s turn. Captain Fulmini regains spent legendary
ft., one target grappled by the wereoctopus. Hit: 12 (2d8 + 3) piercing damage. actions at the start of her turn.
If the target is a humanoid, it must succeed on a DC 14 Constitution saving Hoist the Colors. Captain Fulmini rallies her crew, encouraging them to
throw or be cursed with wereoctopus lycanthropy. fight harder. 1d4 crew members that can see or hear Captain Fulmini roll an
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, additional d10 on one attack roll or saving throw of their choice (this effect
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ends after 1 minute). A crewmember can only have one die from Captain
Tentacles (Octopus or Hybrid Form Only). Melee Weapon Attack: +6 to hit, Fulmini at a time.
reach 15 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is Bite (Costs 2 Actions). Captain Fulmini makes one Bite attack.
a creature, it is grappled (escape DC 16). Until this grapple ends, the target is
restrained, and the wereoctopus can’t use its tentacles on another target. Hurricane A’Comin (Costs 3 Actions). Captain Fulmini calls down a
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of thunderstorm with herself at the center. Everyone within a 30-foot radius of
ink extends all around the wereoctopus if it is underwater. The area is heavily Captain Fulmini must succeed on a DC 17 Dexterity saving throw or take
obscured for 1 minute, although a significant current can disperse the ink. After 16 (3d10) lightning damage, while Captain Fulmini takes no damage and
releasing the ink, the wereoctopus can use the Dash action as a bonus action. regains a number of hit points equal to the damage rolled.

ARMOR CLASS HIT POINTS SPEED


13 hybrid and 30 ft., swim 40 ft. (Humanoid/hybrid)
12 octopus form 71 (11d8 + 22) 15 ft., swim 60 ft. (octopus form)
vampirate CR 6
MEDIUM UNDEAD, NEUTRAL EVIL vampirate (continued)
ART: THABISO MHLABA THE DECK OF MANY © HIT POINT PRESS INC. 2021 ART: THABISO MHLABA THE DECK OF MANY © HIT POINT PRESS INC. 2021

P P

Exaxia CR 8
LARGE PLANT, NEUTRAL EVIL exaxia (continued)
ART: KATHLEEN O’HARA P THE DECK OF MANY © HIT POINT PRESS INC. 2021 ART: KATHLEEN O’HARA P THE DECK OF MANY © HIT POINT PRESS INC. 2021
ACTIONS STR DEX CON INT WIS CHA
Multiattack. The vampirate makes two attacks, only one of which 16 (+3) 17 (+3) 16 (+3) 10 (+0) 10 (+0) 12 (+1)
can be a Bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
vampirate 2,300XP
creature, or a creature that is grappled by the vampirate or its SAVING THROWS SENSES
allies, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing Dex +6, Wis +3 Darkvision 60 ft.,
damage plus 7 (2d6) necrotic damage. The target’s hit point SKILLS Passive Perception 13
maximum is reduced by an amount equal to the necrotic damage Acrobatics +6, Perception +3, DAMAGE RESISTANCES
taken, and the vampirate regains hit points equal to that amount. Stealth +6 Necrotic; Bludgeoning,
The reduction lasts until the target finishes a long rest. The target LANGUAGES Piercing, and Slashing from
dies if this effect reduces its hit point maximum to 0. The languages it knew in life Nonmagical Attacks
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., SPECIAL TRAITS
one creature. Hit: 6 (1d6 + 3) slashing damage. Instead of dealing Lightfooted. The vampirate can take the Dash or Disengage action as a
damage, the vampirate can grapple the target on a successful hit bonus action on each of its turns.
(escape DC 13).
Regeneration. The vampirate regains 10 hit points at the start of its
Net. Ranged Weapon Attack: +6 to hit, range 5/15 ft., one Large or turn if it has at least 1 hit point and isn’t in sunlight or on land. If the
smaller creature. Hit: The target is restrained. A creature can use its vampirate takes radiant damage or damage from holy water, this trait
action to make a DC 10 Strength (Athletics) check to free itself or doesn’t function at the start of the vampirate’s next turn.
another creature in a net, ending the effect on a success. Dealing Spider Climb. The vampirate can climb difficult surfaces, including
5 slashing damage to the net (AC 10) frees the target without upside down on ceilings, without needing to make an ability check.
harming it and destroys the net. Vampirate Weaknesses. The vampirate has the following weaknesses:
REACTIONS • Stake to the Heart. The vampirate is destroyed if a piercing weapon
made of wood is driven into its heart while it is incapacitated in its
Parry. The vampirate adds 3 to its AC against one melee attack
resting place.
that would hit it. To do so, the vampirate must see the attacker
and be wielding a melee weapon. • Sunlight Hypersensitivity. The vampirate takes 20 radiant
damage when it starts its turn in sunlight. While in sunlight, it has
disadvantage on attack rolls and ability checks.

ARMOR CLASS HIT POINTS SPEED


15 natural armor 82 (11d8 + 33) 30 ft.

ACTIONS STR DEX CON INT WIS CHA


Vine Lash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 16 (+3) 16 (+3) 18 (+4) 11 (+0) 12 (+1) 14 (+2)
Hit: 13 (3d6 + 3) piercing damage and the target must succeed on a
DC 15 Dexterity saving throw or take 10 (3d6) poison damage and become
grappled. On a successful saving throw, the target is not grappled and takes
exaxia 3,900XP
half as much poison damage. Exaxia cannot have more than two creatures SKILLS DAMAGE IMMUNITIES
grappled at one time. Athletics +6, Stealth +9, Poison
Perception +4, Persuasion +5 DAMAGE RESISTANCES
Splinter. Ranged Weapon Attack: +3 to hit, range 80 ft., one target.
Hit: 7 (2d6) piercing damage. On a successful hit, the target is restrained SENSES Necrotic, Piercing, Slashing
until they or another creature uses an action to make a DC 13 Strength Blindsight 40 ft. DAMAGE VULNERABILITIES
(Athletics) check to remove the pinning splinter. LANGUAGES Fire, Radiant
Common, Elven, Sylvan CONDITION IMMUNITIES
LEGENDARY ACTIONS
Blinded, Charmed, Frightened
Exaxia can take 3 legendary actions, choosing from the options below. Only
SPECIAL TRAITS
one legendary action option can be used at a time and only at the end of
another creature’s turn. Exaxia regains all spent legendary actions at the start Eight Legged Lady. Exaxia can climb trees and other difficult surfaces easily.
of her turn. She can hang upside down from trees and does not need to make difficulty
Sticky and Sweet (Costs 2 Actions). Exaxia opens her flower-like abdomen checks to do so. She can also swing from tree to tree using her normal
and stuffs one creature she has grappled into her sticky maw. She swallows movement, provided that these trees are no more than 40 feet from each other.
her prey entirely and does not release them until a successful DC 15 Intoxicating Scent. Each creature that starts its turn within 15 ft. of Exaxia
Strength check is made by another creature to free the captive. While inside must make a DC 13 Wisdom saving throw or become charmed by Exaxia’s
her abdomen, creatures are restrained. Only one creature at a time can be intoxicating perfume. Charmed targets must use all of their movement on
trapped in this way. their turn to get as close to Exaxia as possible. The victims of her perfume
A Tasty Morsel. Exaxia begins digesting a captive trapped within her may attempt to end this effect by using an action on their turn to repeat
abdomen. She regains 16 (3d10) hit points and deals half as much acid the saving throw. Once a creature has successfully saved against Exaxia’s
damage to the captive. intoxicating scent, they are immune to its effects for 24 hours.

Indigestion. Exaxia coughs up a 10-foot radius acidic pool up to 25 ft. away Natural Camouflage. While motionless and in her natural habitat, Exaxia
from her. Creatures in the area must make a DC 12 Dexterity saving throw has advantage on Dexterity (Stealth) checks to stay hidden.
or take 3 (1d6) acid damage. Creatures that start their turn in the pool take
ACTIONS
7 (2d6) acid damage. The pool lasts for 2 rounds of combat before the
natural acids oxidize and lose their potency. Multiattack. Exaxia can make 2 Blighted Touch attacks and 2 Vine Lash
attacks. She can replace any of these attacks with Splinter attacks.
Blighted Touch. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 12 (3d8) necrotic damage.

ARMOR CLASS HIT POINTS SPEED


15 natural armor 158 (15d12 + 60) 25 ft., climb 40 ft.
Devotee of Exaxia CR 4 Thorn Witch’s Stiletto
MEDIUM HUMANOID, CHAOTIC EVIL WEAPONG (DAGGER), RARE (REQUIRES ATTUNEMENT)
ART: ALEX STONE THE DECK OF MANY © HIT POINT PRESS INC. 2021 ART: ALEX STONE THE DECK OF MANY © HIT POINT PRESS INC. 2021

P P

Frond of The Fallen Carrion Heart Seed


WONDROUS ITEM, RARE WONDROUS ITEM, VERY RARE (REQUIRES ATTUNEMENT)
ART: ALEX STONE P THE DECK OF MANY © HIT POINT PRESS INC. 2021 ART: ALEX STONE P THE DECK OF MANY © HIT POINT PRESS INC. 2021
Thorn Witch’s Stiletto STR DEX CON INT WIS CHA
WEAPON (DAGGER), RARE (REQUIRES ATTUNEMENT) 12 (+1) 16 (+3) 16 (+3) 12 (+1) 12 (+1) 11 (+0)

A wicked, needle-thin, black blade that must be Devotee of Exaxia 1,950XP


implanted in the bearer’s arm to be wielded properly. SENSES SKILLS
When retracted, the blade becomes undetectable to the Darkvision 60 ft. Insight +3, Stealth +5,
DAMAGE RESISTANCES Perception +3, Acrobatics +5
naked eye as it burrows into the user’s flesh. The user
Poison CONDITION IMMUNITIES
must succeed on a DC 12 Constitution saving throw to Charmed
LANGUAGES
tolerate the initial pain of embedding the stiletto into Common, Undercommon
their forearm, or else the attunement fails.
SPECIAL TRAITS
Once attuned, the blade becomes inseparable from the The Thorn Witch’s Chosen. The devotee has advantage on saving throws against
user. If the bearer is subjected to an effect that would being frightened or charmed and cannot be put to sleep by magical means.
disarm them, this blade is unaffected. The blade can Nutritious Treat. If trapped inside Exaxia’s abdomen, the devotee will happily
be extended or retracted using a bonus action. When sacrifice themselves to her, making themselves easier to digest. When Exaxia
extended, it can be wielded as a weapon while leaving uses her A Tasty Morsel ability, she regains 33 (6d10) hit points and deals twice
as much acid damage to the captive.
the hand free to hold other objects.
Sneak Attack (1/Turn). The devotee deals an extra 14 (4d6) damage when it
This weapon counts as a dagger and deals an additional hits a target with a weapon attack and has advantage on the attack roll due to
2d6 necrotic damage against living creatures. Proficiency being hidden from their target. They cannot use this ability again until they
successfully take the Hide action.
with daggers allows you to add your proficiency bonus
to the attack roll for any attack you make with it. ACTIONS

Multiattack. The devotee makes two Thorn Witch’s Stiletto attacks.


Thorn Witch’s Stiletto. Melee Weapon Attack: +6 to hit, one target.
Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) necrotic damage.
Corrosive Vial. The devotee hurls a vial of swirling pink fermented liquid.
This acidic concoction is distilled and concentrated with great care from
Exaxia’s sap into a more potent form. The devotee can aim at one or two
creatures within 60 ft. If two targets are chosen, they must be within 5 feet
of each other. The targets must make a DC 13 Dexterity saving throw, taking
14 (4d6) acid damage on a failure or half as much damage on a success.

ARMOR CLASS HIT POINTS SPEED


16 scale mail 41 (4d12 + 15) 40 ft., climb 20 ft.

Carrion Heart Seed Frond of The Fallen


WONDROUS ITEM, VERY RARE (REQUIRES ATTUNEMENT) WONDROUS ITEM, RARE

This wretched seed resembles a large, rotten heart and is found A large fern-like, silvery leaf divided into countless
growing amongst rot and decay in overgrown graveyards. Though smaller leaves. When held aloft, it reflects light
prized as a component in necromantic rituals, the carrion heart and appears metallic. The frond’s base is a deep
seed is most powerful when bonded with a living creature.
burgundy and can be sharpened to form a writing
While attuning to a carrion heart seed, the bearer must make a
DC 15 Constitution saving throw, suffering 4d6 necrotic damage
implement. If used for writing, the frond requires
on a failed save and half as much on a success. Success or fail, the no ink, as the frond will naturally generate its own
seed attaches itself to the bearer and becomes attuned. Removing dark red writing fluid.
the attached seed requires repeating this saving throw.
The frond has three small edible stalks. Consuming
Once attuned, the bearer gains access to the acid splash cantrip.
Wisdom is your spellcasting ability for this spell. one stalk cures any disease afflicting the target
immediately and removes the blinded, deafened,
The carrion heart seed has 5 charges for the following properties.
The heart regains 1d4 + 1 expended charges daily at dawn. paralyzed, poisoned, and charmed conditions.
Death Touch. When you hit with a melee attack, you can expend
After all three stalks have been consumed, only
1 charge to deal an extra 2d6 necrotic damage to the target. the inedible part of the frond remains, which can
Alluring Scent. You can use an action to expend 2 charges to continue to be used for writing.
create an intoxicating aura of aromatic perfume around you.
For the next minute, each creature that starts its turn within 10
ft. of you must make a DC 15 Wisdom saving throw or become
charmed by your perfume. Charmed targets must use all of their
movement on their turn to get as close to you as possible. The
charmed targets may attempt to end this effect by using an
action on their turn to repeat the saving throw. On a successful
save, creatures are immune to the alluring scent for 24 hours.
wranrebur CR 12
LARGE FIEND (DEMON), CHAOTIC EVIL wranrebur (continued)
ART: SALLY THORDARSON THE DECK OF MANY © HIT POINT PRESS INC. 2021 ART: SALLY THORDARSON THE DECK OF MANY © HIT POINT PRESS INC. 2021

P P

the pitied CR 2
MEDIUM UNDEAD, CHAOTIC NEUTRAL
ART: NATALY ZHUK P THE DECK OF MANY © HIT POINT PRESS INC. 2021 P
ACTIONS STR DEX CON INT WIS CHA
Multiattack. Wranrebur makes two attacks while in his humanoid form or 16 (+3) 20 (+5) 16 (+3) 15 (+2) 16 (+3) 17 (+3)
three attacks while in his fiend form, one with his Bite and two with his Claws.
Bite (Fiend Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one wranrebur 8,400XP
target. Hit: 13 (3d6 +3) piercing damage, plus 7 (3d4) necrotic damage.
Wranrebur regains hit points equal to the necrotic damage dealt. SAVING THROWS DAMAGE IMMUNITIES
Dex +9, Wis +7 Necrotic, Poison, Psychic
Claw (Fiend Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one SKILLS DAMAGE RESISTANCES
target. Hit: 22 (3d12 + 3) slashing damage. Deception +7, Insight +7, Bludgeoning, Piercing, and Slashing
Dagger (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., Perception +7, Persuasion +7, from Nonmagical Attacks
one target. Hit: 7 (1d4 + 5) piercing damage, plus 10 (4d4) poison damage. Stealth +9 DAMAGE VULNERABILITIES
SENSES Radiant
Hand Crossbow (Humanoid Form Only). Ranged Weapon Attack: +9 to hit, Darkvision 120ft.,
range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, plus 10 (4d4) CONDITION IMMUNITIES
Passive Perception 17 Charmed, Frightened, Grappled
poison damage.
LANGUAGES
Pity Them (2/day). Wranrebur touches one deceased humanoid that has died Abyssal, Common,
within the last 24 hours. Its body turns in on itself, and it becomes a pitied Thieves’ Cant, Undercommon
under Wranrebur’s control.
SPECIAL TRAITS
LEGENDARY ACTIONS
Innate Spellcasting. Wranrebur’s innate spellcasting ability is Charisma (spell
Wranrebur can take 3 legendary actions, choosing from the options below. save DC 15, +7 to hit with spell attacks). He can innately cast the following
Only one legendary action option can be used at a time and only at the end spells, requiring only verbal components:
of another creature’s turn. Wranrebur regains all spent legendary actions at At will: confusion, invisibility (self ), suggestion, vicious mockery
the start of his turn.
1/day each: dissonant whispers, inflict wounds
Commander’s Call (Costs 2 Actions). Wranrebur lets out a battle cry. Each
pitied makes a melee attack against a creature in range. Every other creature Magic Resistance. Wranrebur has advantage on saving throws against spells
that can hear Wranrebur must make a DC 15 Wisdom saving throw. On a and other magical effects.
failure, they must use their reaction to make a melee attack against a creature
Shapeshifting. Wranrebur can shift between his humanoid disguise and his
other than Wranrebur.
true form as a bonus action. While in his humanoid form, his size is Medium,
Flayed Affliction. Wranrebur touches a creature within 5 feet of him and he cannot use his Bite or Claw attacks, and he does not have immunity from
inverts one of their limbs to expose the muscle and bone. The creature’s the grappled condition. Otherwise, his statistics remain the same. Wranrebur
movement speed is halved until the end of its next turn. reverts to his true demonic form if he dies.
The Truth of War (Costs 2 Actions). Without provoking opportunity attacks, Special Equipment. Wranrebur wears a ring of deathly delights and a bangle
Wranrebur moves up to his speed to within 5 feet of a creature and whispers of bone bargains.
a secret, terrible truth. The target must succeed on a DC 15 Wisdom saving
Violent Feast. When a creature other than Wranrebur damages another
throw or become paralyzed until the end of its next turn.
creature other than himself within 15 feet of Wranrebur, Wranrebur gains
7 (2d6) hit points.

ARMOR CLASS HIT POINTS SPEED


40 ft.,
18 natural armor 202 (27d10 + 54) fly 40 ft. (hover)

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 14 (+2) 10 (+0) 8 (-1) 6 (-2)

the pitied 450XP


SAVING THROWS DAMAGE IMMUNITIES
Str +4, Con +4 Necrotic
SKILLS CONDITION IMMUNITIES
Intimidation +4 Blinded, Charmed, Frightened
SENSES LANGUAGES
Blindsight 15 ft. (blind beyond Understands the languages it
this radius), Passive Perception 9 knew in life but can’t speak
SPECIAL TRAITS
Punished Existence. Pitied cannot regain hit points or gain
temporary hit points.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 2) bludgeoning damage.
Woeful Wail. The pitied makes a harrowing wail of despair. All
creatures within 30 feet of it must succeed on a DC 12 Wisdom
saving throw or be paralyzed with sadness until the end of their
next turn.

ARMOR CLASS HIT POINTS SPEED


14 natural armor 41 (8d8 + 5) 20 ft.
LICENCE “Using” means to use, Distribute, copy, edit, format,
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13. Termination: This License will terminate
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15. COPYRIGHT NOTICE Open Game License v 1.0a


Copyright 2000, Wizards of the Coast, LLC.
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All content from the System Reference Document 5.1


System Reference Document 5.1 Copyright 2016,
is Open Game Content as described in Section 1(d) of
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