BBB BigBadBundle4PNP
BBB BigBadBundle4PNP
CARDS
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
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.
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.
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)
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.
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.
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.
P P
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.
END OF LICENSE