Compendium of Killers
Compendium of Killers
Compendium of Killers
DM's Note: The Wraith's kit is best suited for a hit and run
encounter than direct confrontation. Wraith is at his
strongest when he is dissapearing from sight and
reappearing when least expected to make surprise attacks,
The Hilbilly Tinkerer When The Hilbilly is below 1/4 HP, attack rolls
against him are made with disadvantage. The Hibilly's
Medium Human, chaotic evil
next attack roll is made with advantage
Armor Class 17
Hit Points 175 Actions
Speed 40ft. Multiatack The Hilbilly makes any combination of 2
actions and 1 bonus aciton he knows.
STR DEX CON INT WIS CHA Chainsaw Rev As a bonus action, The Hilbilly revs up his
22 (+6) 18 (+4) 20 (+5) 8 (-1) 10 (+0) 6 (-2) chainsaw, allowing him to use the Chainsaw Sprint
ability.
Resistances Bludgeoning, Piercing and Slashing from Chainsaw Sprint The Hilbilly runs up to 80ft. in a
nonmagical sources. straight line and makes a chainsaw attack. Melee
Condition Immunities Frightened, Charmed, Petrified, weapon attack, +6 to hit, reach 5ft., one target. Hit:
Unconscious, Blinded 20(4d8+4) slashing damage. After using this ability,
Senses passive Perception 10 The Hilbilly can only use actions or a bonus action on
Languages None his next turn.
Challenge - Hammer Melee weapon attack, +8 to hit, reach 5ft.,
one target. Hit: 14(2d8+6) bludgeoning damage.
Lightborn When a creature attempts to blind The
Hilbilly, he knows their exact location and has Lunge Attack The Hillbilly moves forward 5ft. and
advantage on attack rolls against them until the end of makes a lunge attack with his hammer. Melee weapon
his next turn. attack, +8 to hit, reach 5ft., one target. Hit: 14(2d8+6)
bludgeoning damage.
Enduring The Hilbilly has advantage on saving throws Grapple The Hilbilly attempts to grapple a creature
against being stunned. within 5ft of him.
The Nurse Stridor Stridor: The nurse is aware of all creatures
hidden and invisible within 10ft. of her.
Medium Human, Neutral evil
Levitation The Nurse is immune to the effects of
Armor Class 17 difficult terrain.
Hit Points 150
Speed 25ft. Quick Blink Creatures can trigger The Nurse's
opportunity attack from up to 10ft. away.
DM's note: While in the original game the Hag has to set all
her traps manually, you can have the area where you intend
to have your players encount the Hag already have traps set.
Additionally, in the original game, Devour Hope allows The
Hag to kill players outright. If you would rather have the
ability do this than just reduce a creature's HP to 0, you can
do that.
The Doctor Madness Tier 1 (One point of Madness) When a
creature makes a saving throw, skill check, or attack
Medium Human, chaotic evil
roll, roll a d4. On a 1, the creature has disadvantage on
Armor Class 17 the roll.
Hit Points 200 Madness Tier 2 (Three points of Madness). When a
Speed 40ft. creature makes a saving throw, skill check, or attack
roll, roll a d4. On a 1-2, the creature has disadvantage
on the roll. Creature's see an illusion that appear as The
STR DEX CON INT WIS CHA Doctor. Creatures must make a DC16 wisdom saving
16 (+3) 14 (+2) 18 (+4) 22 (+6) 18 (+4) 10 (+0) throw to determine if it is an illusion. On a failure, they
believe the illusion is real. The Illusion dissapears for
Resistances Bludgeoning, Piercing and Slashing from this creature after they succeed on the saving throw or
nonmagical sources. take a hostile action against the illusion.
Condition Immunities Frightened, Charmed, Petrified, Madness Tier 3 (Five poins of Madness) Creatures in
Unconscious Madness Tier 3 are unable to make any actions other
Senses passive Perception 14 than the Break Out of It action. When a creature makes
Languages None the Break Out of It action, they must make a Wisdom
Challenge - saving throw with disadvantage. Upon a success, the
creature loses 4 points of Madness.
Monitor & Abuse While not in combat, creatures
further than 25ft. from The Doctor have disadvantage Actions
on perception checks to detect The Doctor's presence Multiattack The Doctor makes any combination of 2
and Overwhelming Presence's effective range is 25 ft..
actions and 1 bonus action.
While in combat, the effective range of Overwhelming
presence is 35ft. Static Blast (Recharge 5-6) The Doctor blasts all
creatures within a range of him with electricity as an
Overwhelming Presence When a creature within a
action. Creatures in this range must make a wisdom
certain range (see Monitor & Abuse) of The Doctor
saving throw or gain 2 points of Madness, or 1 point
uses an ability that has a limited number of uses per on a success. While out of combat, this has a 25ft.
day or per long rest, an additional use of that ability is
radius. While in combat, this has a 35 ft. radius.
consumed.
Shock Therapy The Doctor blasts all creatures in a 10ft.
Overcharge When a creature within 120ft. of The cone with electricity as a bonus action. Creatures in
Doctor heals another creature, the healer must make a
this range must make a DC16 wisdom saving throw or
Constitution saving throw or take 2d6 lightning
gain 2 points of madness, or 1 on a success.
damage, or half as much on a succesful save.
Metal Stick Melee weapon attack, +5 to hit, reach 5ft.,
Madness The Doctor's abilities inflict creatures with
one target. Hit: 9(2d6+3) bludgeoning damage.
various negative side effects depending on their tier of
Madness. Whenever a creature enters the next tier of Lunge Attack The Doctor moves forward 5ft. and makes
Madness, The Doctor knows their exact location at that a lunge attack with his metal stick. Melee weapon
moment. Creatures can have a maximum of 5 point os attack, +5 to hit, reach 5ft., one target. Hit: 9(2d6+3)
Madness at a time. bludgeoning damage.
The Huntress Territorial Imperative The Huntress knows the exact
location of all creatures within a predetermined area
Armor Class 17 with a 20ft radius.
Hit Points 200
Speed 35ft. Actions
Multiattack The Huntress performs any combination of
2 actions or 1 Action and 1 Bonus action that she
STR DEX CON INT WIS CHA knows.
18 (+4) 18 (+4) 18 (+4) 8 (-1) 14 (+2) 8 (-1)
Broadaxe Melee weapon attack, +6 to hit, reach 5ft.,
one target. Hit: 10(2d6+4) slashing damage.
Condition Immunities Charmed, Frightened,
Unconscious, Petrified, Hatchet Charge As a bonus action, The Huntress
Senses Passive Perception 12 focuses her aim, increasing the range, damage and
Languages Common accuracy of her Hatchet Toss
Challenge - Uncharged Hatchet Toss Ranged Weapon attack, +6 to
hit, range 20ft/60ft., single target. Hit 10 (2d6+4)
Abilities slashing damage.
Huntress Lullaby (Recharge 5-6) When an attack roll Charged Hatchet Toss Must be preceeded by a Hatchet
agains The Huntress misses, she can turn it into a Charge. Ranged Weapon attack, +8 to hit, range
critical failure. 40ft/120ft, single target. Hit 12 (2d6+6) slashing
damage.
Beast of Prey Every time The Huntress's turn starts, she
gains an additional 5 feet of movement speed, up to a
maximum of 15 additional movement speed.
The Cannibal Franklin's Demise Creatures hit by The Cannibal's
hammer must suceed on a DC 17 strength saving
Medium Person, Chaotic Evil
throw or drop their equipped weapon as it is knocked
Armor Class 17 15 feet away. On a critical failure, the dropped weapon
Hit Points 200 gains a -1 damage penalty to damage dice rolled.
Speed 40ft
Actions
Multiattack The Cannibal makes any combination of 2
STR DEX CON INT WIS CHA actions he knows.
23 (+6) 22 (+6) 22 (+6) 6 (-2) 8 (-1) 5 (-3)
Hammer Melee weapon attack. +8 to hit, 5 ft. reach.,
one target. Hit: 14 (2d8+6) bludgeoning damage.
Condition Immunities Charmed, Frightened, Paralyzed,
Petrified, Unconscious Lunge Attack The Cannibal moves forward 5 ft. and
Languages None makes a lunge attack with his hammer. Melee weapon
Challenge - attack. +8 to hit, reach 5 ft., one target. Hit: 14
(2d8+6) bludgeoning damage.
BBQ & Chili After reducing a creature's HP to 0, The Bubba's Chainsaw (Recharge 4-6) The Cannibal swings
Cannibal has advantage on attack rolls against all his chainsaw back and forth while moving up to 20ft.
creatures until the end of his next turn. All creatures within a 10ft. cone of The Cannibal at any
point during his movement must make a DC 17 Dex
Knock Out Targets hit by The Cannibal's melee attack
saving throw. Creatures takes 26 (4d10+6) slashing
must make a constitution saving throw or be stunned
damage on a failed save, or half as much damage on a
until the end of their next turn.
succesful save.
Grapple The Cannibal attempts to grapple a creature
within 5ft of him.
The Nightmare Fire Up Every time The Nightmare loses 1/4 of his
maximum HP, he may perform one additional attack
Medium Human, chaotic evil
when using the multiattack action.
Armor Class 16 Remember Me When combat begins, choose one
Hit Points 200 creature at random. Every succesful attack against this
Speed 40ft. creature increases the temporary HP gained from
Blood Warden by 10 points.
STR DEX CON INT WIS CHA Blood Warden When The Nightmare would be reduced
to 0 HP, he is instead reduced to 1 HP and gains 10
16 (+3) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 18 (+4) temporary HP.
Resistances Bludgeoning, Piercing and Slashing from Actions
nonmagical sources.
Weaknesses Fire Multiattack The Wraith makes any combination of 2
Condition Immunities Frightened, Charmed, Petrified, actions and 1 bonus action.
Unconscious Dream Snare As a bonus action, The Nightmare can
Senses passive Perception 12 place a dream snare that covers a 5ftx5ft area.
Languages None Creatures in the dream world that step on these have
Challenge their remaining movement speed reduced by 15ft.
Dream Demon The Nightmare is invisible to creatures Dream Pallet As a bonus action, The Nightmare can
further than 35ft. from him. Creatures have place a dream pallet, which creatures in the dream
disadvantage on perception checks to see him when world can attempt to use as cover. However, creatures
he is within 35ft. and 15ft. from them. The Nightmare attempting to use this as cover do not gain bonus AC,
can place dream objects around the world, that can and The Nightmare can move and attack through this
only be percieved by and interacted with by creatures cover as if it did not exist.
in the Dream world. The Nightmare can have up to 6 of Blade Glove Melee weapon attack, +5 to hit, reach 5ft.,
these active at once. Creatures hit by The Nightmare's one target. Hit: 9(2d6+3) slashing damage.
melee attacks must make a DC16 wisdom saving
throw or enter the dream world. Lunge Attack The Nightmare moves forward 5ft. and
makes a lunge attack with his Blade Glove. Melee
Micro-Sleep Every round, creatures within 120ft. of The weapon attack, +5 to hit, reach 5ft., one target. Hit:
Nightmare must make a DC14 Wisdom saving throw 9(2d6+3) slashing damage.
or enter the Dream World. Grapple The Nightmare attempts to grapple one
creature within 5ft of him.
DM's note: When doing an encounter with The Pig, the area
should include 4 jigsaw boxes, each assigned a number 1
through 4. When a reverse bear trap is placed on a creature's
head, roll a d4 to determine which Jigsaw Box will have the
key to that trap. Creatures can search these Jigsaw boxes as
an action. When a player searches a Jigsaw Box, roll a d4.
The player must make that many sleight of hand checks.
Each failure damages the player for 1d4 piercing damage.
Regardless of the results of these checks, the player will
finish searching the box in that turn.
The Clown Coulrophobia Creatures wthin 35ft. of The Clown
recieve half healing from all healing sources.
Armor Class 16 Bamboozle While moving, The Clown's AC is increased
Hit Points 200 to 24.
Speed 40ft.
Actions
STR DEX CON INT WIS CHA Multiattack The Clown makes any combination of 2
Actions he knows.
18 (+4) 18 (+4) 18 (+4) 16 (+3) 10 (+0) 16 (+3)
Madme Butterfly Melee weapon attack, +6 to hit, reach
Condition Immunities Charmed, Frightened, Fatigued, 5ft., one target. Hit: 10(2d6+4) slashing damage.
Petrified, Paralyzed, Unconscious Butterfly Lunge The Clown moves forward 5ft. and
Senses passive Perception 10 makes a lunge attack with his Butterfly Knife. Melee
Languages Common weapon attack, +6 to hit, reach 5ft., one target. Hit:
Challenge - 10(2d6+4) slashing damage.
Afterpiece tonic The Clown tosses a bottle of noxious
Abilities gas up to 50 feet. This bottle creates a cloud with a 15
Afterpiece Bottles The Clown can throw up to 4 ft radius that persists until the start of The Clown's
afterpiece bottles of any kind before he needs to reload next turn. The area inside this cloud is considered
his bottles. Additionally, if The Afterpiece Tonic and difficult terrain. Creatures inside this cloud have their
Antidote occupy the same space, neither effect is vision limited to 10ft. in any direction.
triggered. Afterpiece Antidote The clow tosses a bottle of
Built Immunity The Clown is immune to the effects of invigorating gas up to 50 feet. This bottle creates a
his Afterpiece Tonic. white cloud with a 15ft radius that turns yellow at the
start of The Clown's next turn. While this cloud is
Pop Goes The Weasel When the clown reduces a yellow, creatures can move through it without using
creature's HP to 0, his next succesful hit deals double any movement speed. Once it has turned yellow it
damage. dissapears at the start of The Clown's next turn.
Reload The Clown reloads his afterpiece bottles.
The Spirit Passive Phasing The Spirit slips between planes at
random. Roll a d20 at the end of each turn where The
Medium Spectre, Neutral Evil
Spirit is not using Yamaoka's Haunting. On a 15 or
Armor Class 17 above, all creatures have dissadvantage on attack rolls
Hit Points 175 against the spirit.
Speed 35ft.
Actions
Multiattack The spirit makes any combination of 2
STR DEX CON INT WIS CHA actions and 1 bonus action.
16 (+3) 22 (+6) 16 (+3) 16 (+3) 20 (+5) 12 (+1)
Katana Melee attack, +8 to hit, reach 5 ft. one target.
Hit: 12(2d6+6) slashing damage.
Condition Immunities Charmed, Frightened, Paralyzed,
Petrified, Unconscious Lunge Attack The Spirit moves forward 5 ft and makes a
Senses passive Perception 17 lunge attack with her katana. Melee Weapon Attack. +8
Languages Common to hit, reach 5ft., one target. Hit: 12(2d6+6) slashing
Challenge - damage.
Grapple The Spirit attempts to grapple a creature within
Rancor Rancor has 5 charges. As a bonus action, The 5ft of her.
Spirit can use one of these charges. Until the start of
The Spirit's next turn, The Spirit has advantage on Yamaoka's Haunting (Recharge 5-6) As a bonus action,
attack rolls against all creatures in the battle, and the The Spirit enters another plane of existance. While in
Obsession has advantage on attack rolls against The this plane of existance, The Spirit leaves behind a husk
Spirit. Once all charges have been used up one of her body while her true self moves freely. This husk
randomly chosen creature takes double damage from can be attacked, but takes no damage. While Yamaoka's
The Spirit's attacks for the remainder of combat. Haunting is active, The Spirit cannot be targeted by
attacks. The spirit cannot attack or see other creatures
Spirit Fury Every 4th attack that lands on The Spirit and her movement speed is increased to 60
triggers a Katana attack from the Spirit as a reaction. ft.Yamaoka's Haunting ends at the start of The Spirit's
next turn. When Yamaoka's haunting ends, the husk
Hex: Haunted Grounds Once the Spirit's HP falls below
vanishes and The Spirit becomes visible again.
half, her attacks deal double damage for 1 minute.
Victor Challenge
Small human, neutral evil
Familial Bond Upon dying, Victor will revive inside
Armor Class 12 Charlotte's chest at the end of her next turn.Victor
Hit Points 25 cannot be permanently killed until Charlotte is killed.
Speed 60ft.
Actions
STR DEX CON INT WIS CHA Leap Attack Melee Attack +10 to hit, one target. Hit 14
(2d6 + 8) slashing damage. Victor can leap up to 10ft.
14 (+2) 26 (+8) 6 (-2) 6 (-2) 4 (-3) 4 (-3) upwards and 20ft. forwards, attacking at the end of his
leap. Upon a succesful attack, the target is grappled.
Condition Immunities petrified, charmed, frightened, While grappled by Victor, creatures take an additional
unconscious 2d6 of damage from all attacks and cannot be heald by
Senses passive Perception 7 any means. Creatures grappled by Victor do not lose
Languages None movement speed.
The Trickster Crowd Control When a creature within 100ft. of you
uses the dash action, their movement speed is halved
Medium Human, Neutral Evil
on their next turn.
Armor Class 16
Hit Points 175 Actions
Speed 35ft. Multiattack The Trickster makes 10 Knife Toss attacks
or a bat/lunge attack/grapple and 5 knife toss attacks.
STR DEX CON INT WIS CHA Knife Toss Ranged weapon attack +6 to hit, range.
16 (+3) 18 (+4) 14 (+2) 16 (+3) 14 (+2) 24 (+7) 20ft./60ft. Hit: 3 (1d4+1) Piercing damage
Main Event After making 20 succesful knife toss
Resistances Bludgeoning, Piercing and Slashing from attacks, The Trickster can use Main Event as an action
nonmagical sources. and makes 5 knife toss attacks. Once activated, Main
Condition Immunities Frightened, Charmed, Petrified, Event stays active until the start of his next turn. While
Unconscious Main Event is active, The Trickster can make 4 knife
Senses passive Perception 12 toss attacks as a free action at the start of every
Languages Common creature's turn. When main event ends, the Trickster's
Challenge movement speed is reduced to 15 and he cannot
attack until the start of his next turn.
Starstruck When The Trickster grapples a creature, all Bladed Bat Melee weapon attack, +6 to hit, reach 5ft.,
creatures within 30ft. of him are exposed. Exposed one target. Hit: 10(2d6+4) slashing damage.
creatures take double damage from the next attack that
hits them. After an exposed creature is hit, they Lunge Attack The Trickster moves forward 5ft. and
recover from exposed. makes a lunge attack with his bat. Melee weapon
attack, +6 to hit, reach 5ft., one target. Hit: 10(2d6+4)
No Way Out When The Trickster drops below half HP, slashing damage.
he gains 1 AC for every creature he has succesfully
attacked this combat. This effect lasts for as many
turns as the number of times The Trickster succsefully
attacked a creature this combat.
The Nemesis Undead Master Any defeated undead creatures within
100ft. of The Nemesis are revived at half health at the
Medium Humanoid, nuetral evil
end of his turn.
Armor Class 17 T-Virus The Nemesis's tentacle strike becomes more
Hit Points 200 powerful as it gains points, which are earned by
Speed 40ft. succesfully hitting creatures.
T-Virus Tier-1 (Base) Standard Tentacle Strike
STR DEX CON INT WIS CHA T-Virus Tier-2 (3 Points) Tentacle Strike deals an
22 (+6) 16 (+3) 24 (+7) 6 (-3) 10 (+0) 4 (-3) additional 2d6 damage.
T-Virus Tier-3 (6 Points) Tentacles Strike's range is
Resistances Bludgeoning, Piercing and Slashing from increased by 10ft.
nonmagical sources.
Condition Immunities Frightened, Charmed, Petrified, Actions
Unconscious
Multiattack The Nemesis makes any combination of 2
Senses passive Perception 10
Languages None actions.
Challenge - Punch Melee weapon attack, +8 to hit, reach 5ft., one
target. Hit: 15(3d6+6) slashing damage.
Hysteria When The Nemesis hits a creature for the first
time in combat, all creatures below maximum HP have Lunge Attack The Nemesis moves forward 5ft. and
disadvantage on attack rolls until the end of their next makes an lunge attack with his fist. Melee weapon
turn. attack, +8 to hit, reach 5ft., one target. Hit: 15(4d6+5)
slashing damage.
Eruption When The Nemesis reduces a creature's HP to Grapple The Nemesis attempts to grapple a creature
0, all creatures below maximum HP take 2d8 lightning within 5ft of him.
damage.
Tentacle Strike Ranged Attack, 5 by 15ft line. Creatures
Lethal Persuer At the start of combat, The Nemesis has in this range must make a DC16 dex save or take 2d6
advantage on all attack rolls. bludgeoning damage, or half as much on a succesful
save. Creatures must also make a DC16 constitution
saving throw or become poisoned.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+4) 14 (+2) 9 (+0) 8 (-1) 1 (-4) 14 (+2) 16 (+3) 16 (+3) 20 (+5) 12 (+1) 14 (+2) 12 (+1)
Actions Actions
Carnifex's Axe Melee Weapon Attack: +6 to hit, Jailer's Brand Melee Weapon Attack: +5 to hit, reach
reach 5ft., one target. Hit 13 (3d6 + 4) 5ft., one target. Hit 8 (1d8 + 4) bludegeoning
damage and 3 (1d6) fire damage.
The Assassin
Medium Undead, Unaligned
Armor Class 15
Hit Points 30
Speed 35ft.
Actions
Assassin's Dagger Melee Weapon Attack: +7 to hit,
reach 5ft., one target. Hit 8 (2d4 + 4) On a
succesful attack, inflicts 2 bleed damage per turn.
The Skull Merchant Claw Trap Creatures that disable a Skull Drone have a
claw trap stuck to them for 4 rounds. When a creature
Medium Human, lawful evil
has a claw trap on them, The Skull Merchant knows
Armor Class 16 their approximate location when 30ft or more away,
Hit Points 175 and their exact location when within 30ft of her. The
Speed 35ft. Skull Merchant gains an additional 5ft of movement
speed for every claw trap attached to a creature.
Damaging a creature with a claw trap on them destroys
STR DEX CON INT WIS CHA the claw trap.
16 (+3) 16 (+3) 16 (+3) 24 (+7) 20 (+5) 16 (+3)
Actions
Resistances Bludgeoning, Piercing and Slashing from Multiattack The Skull Merchant makes any combination
nonmagical sources. of 2 actions she knows.
Condition Immunities Frightened, Charmed, Petrified,
Eyes in the Sky The Skull merchant places a skull drone
Unconscious into a space 5 ft from her, which hovers 10 ft above
Senses passive Perception 13 the ground. Hostile creatures that end their turn within
Languages Common
20ft of a skull drone take double damage and have
Challenge - their exact location revealed to the skull merchant until
the end of their next turn. The Skull Drone is
THWACK! Upon a succseful attack, The Skull Merchant impervious to all forms of physical and magical
may choose to activate THWACK!Upon activation, all damaged, but can be disabled with a DC14
creatures within 35 ft of The Skull Merchant must investigation check while next to the skull drone.
make a DC16 concentration saving throw or lose Creatures that disable a skull drone get a claw trap
concentration. (Recharge: 5-6) stuck to them. The number of skull drones the Skull
Merchant can have active at a time is equal to 4 - # of
Leverage Whenever The Skull Merchant succesfully
creatures with claw traps on them.
damages a creature, all creatures within 100ft of her
recieve 1 less hit point from all sources of healing until Wrist Mounted Dual-Blade Melee weapon attack, +6 to
the start of her next turn. This number increases every hit, reach 5ft., one target. Hit: 9(2d6+3) slashing
time the skull merchant succsefully damages a damage.
creature, up to a maximum of 10 less points of healing. Lunge Attack The Skull Merchant moves forward 5ft.
Game Afoot At the start of an encounter, one creature and makes a lunge attack with her dual blades. Melee
is chosen to be the obsession. Whenever The Skull weapon attack, +6 to hit, reach 5ft., one target. Hit:
Merchant damages the obsession, she gains 10 extra 19(2d6+3) slashing damage.
feet of movement speed, and opportunity attacks are
Grapple The Skull Merchant attempts to grapple a
made against her with disadvantage until the end of her
creature within 5ft. of her.
turn. Whenever The Skull Merchant deals damage to
the creature who has damaged her the most, that
creature becomes the obsession.
The Singularity Overclock When The Singularity teleports, it gains the
following benefits until the end of his next turn: Effects
Medium Construct, Neutral evil
that would stun The Singularity instead halve its
Armor Class 18 movement speed for the duration of the stun. The
Hit Points 175 singularity's climb speed is equal to it's movement
Speed 35ft. speed. The Singularity's Multiattack can include 1
additional action.
Bitter Murmur
Every time this creature loses 1/4 of their max HP, they gain Sloppy Butcher
advantage on all attack rolls until the end of their next turn. Creatures hit by this creature's melee attacks must make a
constitution saving throw (DC 8+Strength+Prof) or take 4
bleed damage per turn and recieve half healing from all
Deerstalker healing sources until the end of their next turn.
This creature has advantage on attack rolls against creatures
that recovered from the prone state up to one round ago.
Spies From The Shadows
In the are where your encounter is planned, if a creature is
Distressing spotted by an animal, they must make a DC15 animal
Creatures within 35ft of this creature have advantage on handling check or the animal will alert the killer to their
attack rolls against it, but its attacks all deal an extra 2d6 location.
damage.
Unrelenting
No One Escapes Death This creature may make one additional action per turn.
While this creature is below 1/4 max HP, all it's attacks deal
double damage.
Whispers
This creature knows when other creatures are within 35ft.
Thrill of the hunt of it, but not where those creature are exactly.
For every hostile creature in combat above 0 HP, all hostile
creature's attacks deal -1 damage.
Insidious
If this creature moved 0ft. on it's turn, all creatures have
disadvantage on attack rolls against it until the start of its next
turn.
Iron Grasp
Creatures have disadvantage on grapple checks against this
creature and checks to break out of grapple.
Monstrous Shrine
Creatures further than 30ft from this creature have
disadvantage on death rolls.