Compendium of Killers

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Beings From The Fog

Compendium of Killers from Dead By Daylight


The Trapper Opportunistic The Trapper can grapple creatures caught
in his bear traps without needing to make a grapple
Medium Human, nuetral evil
check.
Armor Class 18
Hit Points 200 Actions
Speed 40ft. Set Trap The Trapper sets one bear trap he is holding
on the ground and arms it. Creatures caught in these
bear traps take 1d10 damage and are restrained. To
STR DEX CON INT WIS CHA attempt to escape from a bear trap, creatures must
22 (+6) 12 (+1) 20 (+5) 12 (+1) 8 (-1) 14 (+2) make a DC16 Strength saving roll or remain restrained.
If the creature breaks free, their movement speed is
Condition Immunities Frightened, Charmed, Petrified, halved.
Unconscious Multiattack The Trapper makes any combination of 2
Senses passive Perception 9
actions he knows.
Languages Common
Challenge Machete Melee weapon attack, +8 to hit, reach 5ft.,
one target. Hit: 12(2d6+6) slashing damage.
Brutal Strength The trapper scores critical hits on dice Lunge Attack The Trapper moves forward 5ft. and
rolls of 18 and above. makes a lunge attack with his machete. Melee weapon
attack, +8 to hit, reach 5ft., one target. Hit: 12(2d6+6)
Unnerving Presence When creatures make a saving
slashing damage.
throw, check, or attack roll while within 30ft. of The
Trapper, roll a d6 and reduce their roll by that much. Grapple The Trapper attempts to grapple a creature
within 5ft of him.
Agitation The Trapper can move up to 30ft. while
grappling a creature.

DM's note: When doing an encounter with the trapper, you


can choose to have a number of his traps already armed in
the area when the players arive. Up to 7 traps can be in play
at any given time. In the original game, the Trapper can hold
up to 2 bear traps by default, but you can have him hold as
many as 7 at a time if you wish.
The Wraith Actions
Medium Human, nuetral evil
Multiattack The Wraith can make any combination of 2
actions he knows.
Armor Class 17
Hit Points 175 CloakThe Wraith rings his wailing bell, rendering him
Speed 40ft. silent and nearly invisible. When this action is
performed, it creates a noise that can be heard from up
to 25 ft away, the direction of which can be
STR DEX CON INT WIS CHA determined. Additionally, this creates a wooshing
16 (+3) 16 (+3) 16 (+3) 16 (+3) 20 (+5) 10 (+0) sound that can be heard from up to 40ft. away, but the
direction cannot be determined. The Wraith cannot
Resistances Bludgeoning, Piercing and Slashing from attack while cloaked. Taking fire damage while cloaked
nonmagical sources. will remove cloak and stun the wraith until the end of
Weaknesses Fire his next turn. The Wraith cannot attack while cloaked.
Condition Immunities Frightened, Charmed, Petrified, Uncloak The Wraith rings the Wailing Bell, revealing his
Unconscious relative location within 25 ft. The Wraith can move up
Senses passive Perception 17 to 5ft. while uncloaking. After uncloaking fully, The
Languages None Wraith can move up to 20 additional feet. If you
Challenge - manage to get within 5ft. of a survivor after uncloaking,
you can make an attack with Azarov's Skull.
Predator The Wraith has advantage on survival
Azarov's Skull Melee weapon attack, +5 to hit, reach
(tracking) checks. 5ft., one target. Hit: 9(2d6+3) slashing damage.
Bloodhound The Wraith gets a +2 bonus to survival Lunge Attack The Wraith moves forward 5ft. and makes
(tracking) checks against creatures under half HP. a lunge attack with Azarov's Skull. Melee weapon
Shadowborn The Wraith has advantage on perception attack, +5 to hit, reach 5ft., one target. Hit: 9(2d6+3)
(sight) checks. slashing damage.
Silent Hunter While cloaked, The Wraith's movement Grapple The Wraith attempts to grapple a creature
speed is increased to 50ft. Additionally, while cloaked, within 5ft of him.
creatures have disadvantage on perception checks to
detect The Wraith. Additionally his exact location
cannot be determined by magical means while cloaked.

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.

STR DEX CON INT WIS CHA Actions


16 (+3) 8 (-2) 12 (+1) 16 (+3) 22 (+6) 10 (+0) Multiattack The Nurse makesany combination of 2
actions and one bonus action.
Resistances Bludgeoning, Piercing and Slashing from Blink The nurse can teleport as either an action or a
nonmagical sources. bonus action. If she teleports as a bonus action, she
Weaknesses Fire can teleport up to 35 ft. away. If she blinks as an action,
Condition Immunities Frightened, Charmed, Petrified, she can teleport up to 70ft. away. When The Nurse
Unconscious uses blink on her turn, she can only use an action or a
Senses passive Perception 18 bonus action on her next turn. Blinking does not
Languages None provoke opportunity attack.
Challenge -
Bonesaw Melee weapon attack, +5 to hit, reach 5ft.,
A Nurse's Calling When a creature heals another one target. Hit: 11(2d8+3) slashing damage.
creature, The Nurse knows the exact location of both Lunge Attack The Nurse moves forward 5ft. and makes
creatures, and has advantage on attack rolls against a lunge attack with her Bonesaw. Melee weapon attack,
them until the end of her next turn. +5 to hit, reach 5ft., one target. Hit: 11(2d8+3)
slashing damage. After performing a blink, The Nurse
Thanataphobia For every creature within 100ft. of the can move forward 10ft. when making a lunge attack.
nurse that is below half health, all creatures within
100ft. of The Nurse suffer from a -1 penalty to attack
rolls and saving throws.
The Shape Play With Your Food Play with your food gains a point
for every attack The Shape misses, up to a maximum of
Medium Human, neutral evil
three. Each token grants an additional 10ft. of
Armor Class 18 movement speed. Play With Your food loses a point
Hit Points 200 upon a succesful attck.
Speed 35ft. Dying Light Whenever The Shape reduces a creature's
HP to 0, his AC increases by 1.
STR DEX CON INT WIS CHA Save The Best For Last Save The Best For Last gains 1
point every time The Shape makes a succesful melee
20 (+5) 14 (+2) 24 (+7) 10 (+0) 16 (+3) 8 (-1) attack, up to a maximum of 8. For every 4 points Save
The Best For Last has, The Shape can make an
Resistances Bludgeoning, Piercing and Slashing from additional attack whenever he makes the multiattack
nonmagical sources. action.
Condition Immunities Frightened, Charmed, Petrified,
Unconscious Actions
Senses passive Perception 13
Languages None Multiattack The Shape makes any combination of 2
Challenge actionsd he knows.
Stalk The Shape observes creatures from a distance,
Evil Within: The nature of The Shape's powers change growing it's power. You can stalk as an action or a
as he stalks more creatures. Use the stalk as an action bonus action. Stalking as a bonus action Evil Within
or a bonus action to gain Evil Within points. gains 1 point for every creature The Shape can see
within 60ft. of him. If The Shape stalks as an action,
Evil Within Tier 1: (Base) The Shape cannot be detected Evil Within gains 2 points for every creature he can see
by any magical means. The shape's movement speed is
within 60ft. of him.
35ft.. The Shape cannot use Lunge attack
Knife Melee weapon attack, +7 to hit, reach 5ft., one
Evil Within Tier 2: (Total Points Needed: 10) The shape target. Hit: 9(2d6+3) slashing damage.
can now be detected by magical means. The shape's
movement speed is 40ft.. The shape can now use the Lunge Attack The Shape moves forward 5ft. and makes
Lunge attack. a lunge attack with Azarov's Skull. Melee weapon
attack, +7 to hit, reach 5ft., one target. Hit: 9(2d6+3)
Evil Within Tier 3 (Total Points Needed:25) The shape's
slashing damage.
attacks deal double damage. Lunge attack's range is
increased by 10ft. Stalk cannot be used while in this
tier. Evil Within loses 5 poinrs per round until it has 10
points.
The Hag Devour Hope This Ability gains 1 point every time a
creature is healed by any means within 120ft. of The
Medium Witch, chaotic evil
Hag. At 2 points, The Hag gains an additional 10ft. of
Armor Class 17 movement speed. At 3 points The Hag's attacks deal
Hit Points 150 damage. At 5 points, when a creature is hit by the
Speed 35ft. Hag's melee attack, they must make a DC16
constitution saving throw. On a failure, their health is
reduced to 0.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 8 (-1) 22 (+6) 6 (-2)
Actions
Claw Multiattack The Hag makes any combination of 2
Condition Immunities Frightened, Charmed, Petrified, actions and one bonus action.
Deafened Set Trap As a bonus action, The Hag sets one phantasm
Senses passive Perception 15
trap on the ground, up to a maximum of 10. These
Languages None traps create a projection of the hag when a creature
Challenge TBD moves within 5ft. of this trap. Once per round, as a
reaction, The Hag can instantly teleport to a trap that
The Third Seal Creatures below Maximum HP within was triggered within 40 ft. of her and make a claw
100ft. of The Hag have their ability to know the attack. She has advantage on this attack.
location of objects and creatures by magical means
restricted for 1 minute. Claw Melee weapon attack, +5 to hit, reach 5ft., one
target. Hit: 9(2d6+3) slashing damage.
Ruin The Hag heals 1d4 HP at the start of every turn.
Lunge Attack The Hag moves forward 5ft. and makes a
lunge attack with her claw. Melee weapon attack, +5 to
hit, reach 5ft., one target. Hit: 9(2d6+3) slashing
damage.

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: creatures in the dream world can be woken up as


an action by creatures not in the dream world.
The Pig Hangman's Trick The Pig has advantage on attack rolls
while grapling a creature.
Medium Human, lawful evil

Armor Class 16 Actions


Hit Points 175 Multiattack The Pig makes any combination of 2
Speed 40ft. actions and 1 bonus action.
Hidden Blade Melee weapon attack, +6 to hit, reach
STR DEX CON INT WIS CHA 5ft., one target. Hit: 10(2d6+4) slashing damage.
18 (+4) 16 (+3) 16 (+3) 20 (+5) 18 (+4) 10 (+0) Lunge Attack The Pig moves forward 5ft. and makes a
lunge attack with her Hidden Blade. Melee weapon
Resistances Bludgeoning, Piercing and Slashing from attack, +6 to hit, reach 5ft., one target. Hit: 10(2d6+4)
nonmagical sources. slashing damage.
Condition Immunities Frightened, Charmed, Petrified, Crouch As a bonus action, you can crouch. While
Unconscious crouched, creatures cannot gain advantage on attack
Senses passive Perception 14 rolls against The Pig. While crouched, The Pig's
Languages None movement speed is reduced to 30ft and she cannot be
Challenge TBD detected by magical means.
Surveilance Upon performing a succesful melee attack, Dash Attack While crouched, The Pig can perform a
The Pig has advantage on her next melee attack against Dash Attack. The Pig moves up to 60ft. and performs a
the creature she hit. hidden blade attack. Creatures hit by the Dash Attack
must make a DC 15 Strength Saving throw or be
Make Your Choice When a creature within 100ft. of you knocked prone.
heals another creature, the healer becomes exposed. Reverse Bear Trap Reaction. After knocking a creature
Exposed creatures take double damage from the next prone, The Pig can place a reverse bear trap on the
attack that hits them. creature's head. If this is not removed in 1 minute, the
creature's HP drops to 0. The trap can be removed if
they find the key in a jigsaw box.

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.

DM's Note: In Dead By Daylight, Rancor allows The Spirit to


immediately kill a survivor bleeding out on the ground.
Whether or not you wish to use Rancor this way is up to you.
The Legion Discordance The Legion has advantage on attack rolls
against creatures within 10 feet of another creature.
Frank, Julie, Susie and Joey

Armor Class 16 Actions


Hit Points 150 Multiattack The Legion makes any 2 actions from Stab,
Speed 40ft Lunge Attack and Grapple.
Stab Melee weapon attack, +8 to hit, reach 5ft., one
STR DEX CON INT WIS CHA target. Hit: 12(2d6+6) slashing damage.
16 (+3) 22 (+6) 14 (+2) 12 (+1) 12 (+1) 18 (+4) Lunge Attack The Legion moves forward 5ft. and makes
a lunge attack with their hunting knife. Melee weapon
Condition Immunities Charmed, Frightened, Petrified, attack, +8 to hit, reach 5ft., one target. Hit: 12(2d6+6)
Paralyzed, Unconscious slashing damage.
Senses passive Perception 11 Grapple The Legion attempts to grapple a target within
Languages Common 5ft of them.
Challenge -
Frenzy (Recharge 5-6) The Legion frenzies, entering a
Killer Instinct Hitting a creature while using feral frenzy crazed bloodlust, increasing movement speed to 45ft.
will allow The Legion to know the location of all While using Feral Frenzy, succesful attacks replenish all
creatures within 30 ft of them. movement speed, actions, and causes hit creatures to
take 4 bleed damage per turn. If The Legion hits 4
Iron Maiden Creatures that exit from stealth take creatures in one use of Feral Frenzy, the next succesful
double damage for 2 rounds. attack used in Feral Frenzy deals an extra 2d6 damage.
Missing any attacks while using feral frenzy ends feral
Mad Grit While grappling, The Legion can attack up to
frenzy. Creatures have disadvantage on attack rolls
4 times per turn, and landing a hit on a a target that is against The Legion while they are in frenzy.
not being grappled gives the target currently grappled
disadvantage on breaking out until the end of their
next turn.

DM's Note: The Legion is a group of 4 people, but due to the


nature of the original game they're from, only one will ever be
faced at a time. If you wish, you can have multiple Legion
characters show up during an encounter, but do so with
caution, as this stat block was not designed around there
being multiple of theres per encounter.
The Plague Dark Devotion (Recharge 5-6) Performing a succesul
melee attack allows you to move without provoking
Medium Human, lawful neutral
opportunity attack until the end of your next turn.
Armor Class 17
Hit Points 175 Actions
Speed 40ft. Multiattack The Plague makes any combination of 2
actions she knows.
STR DEX CON INT WIS CHA Vile Purge The Plague spews a spray of projectile vomit
14 (+2) 12 (+1) 20 (+5) 20 (+5) 12 (+1) 22 (+6) in a 15ft. cone. Creatures in this cone must make a
DC17 dex save or take 1d6 poison damage and gain
1d10 sickness, or half of each on a success.
Resistances Bludgeoning, Piercing and Slashing from
nonmagical sources. Ingest The Plague drinks from a Corrupted fountain,
Condition Immunities Frightened, Charmed, Petrified, replacing her Vile Purge ability with the Corrupt Purge
Poisoned, Unconscious ability for 3 rounds.
Senses passive Perception 11 Corrupt Purge The Plauge spews a spray of corrosive
Languages Common vomit in a 15ft. conce. Creatures in this cone must
Challenge - make a DC17 dex save, taking 2d10 poison damage on
a failure, and half as much on a success.
Sickness Creatures who have 10 sickness are unable to
be healed by any means. Creatures can remove Censer Attack Melee weapon attack, +2 to hit, reach
sickness by cleansing at a fountain, turning it into a 5ft., one target. Hit: 10(2d8+2) bludgeoning damage.
corrupt fountain. Creatures that cleanse at a fountain Lunge Attack The Plague moves forward 5ft. and makes
regain 2d4+2 HP. a lunge attack with her Censer. Melee weapon attack,
+2 to hit, reach 5ft., one target. Hit: 10(2d8+2)
Corrupt Intervention For the first 2 rounds of combat, slashing damage.
The Plague's AC is 25.
Grapple The Plague attempts to grapple a creature
Infectious Fright When a creature's HP is reduced to 0, within 5ft. of her.
all creatures within 35 ft. of them scream, and lose
concentration.

DM's Note: Wherever you plan to have an encounter with The


Plague around, make sure to include 6 pools of cleansing, a
small 5x5 fountain. These allow creatures inefected with
Sickness to get rid of all their stacks of Sickness and heal a
small amount. When a creature uses a pool of cleansing, this
turns it into a corrupt pool, which The Plague can ingest from
to use her corrupt purge power. This turns the corrupt pool
back into a pool of cleansing. Make sure to have 1 of these
pools be a corrupt pool already. If creatures manage to turn
every pool of cleansing into a corrupt pool, The Plague
immediately gains access to her Corrupt Purge ability. If The
Plague is stunned while Corrupt Purge is active, it
immediately ends.
The Ghostface I'm All Ears When a creature takes the dash action
within 60FT of The Ghostface, heknows their exact
Medium Human, chaotic evil
location and has advantage on attack rolls against
Armor Class 17 them.
Hit Points 175 Furitive Chase Creatures further than 30ft. from The
Speed 40ft. Ghostface have disadvantage on attack rolls against
him. Every time a creature within 100ft of him is
healed by another creature, Furitive chase's range
STR DEX CON INT WIS CHA shrinks by 5ft.
16 (+3) 12 (+1) 14 (+2) 18 (+4) 20 (+5) 18 (+4)
Actions
Resistances Bludgeoning, Piercing and Slashing from Multiattack The Ghostface makes any combination of 2
nonmagical sources. actions and 1 bonus action.
Condition Immunities Frightened, Charmed, Petrified,
Unconscious Night Cloak (Recharge 4-6)As a bonus action, The
Senses passive Perception 17 Ghostface activates Night Shroud
Languages Common Stalk While Night Shroud is active The Ghostface
Challenge - carefuly observes a creature he can see within 60ft. of
him. Stalking a survivor exposes them, making them
Night Shroud While in Night Shroud, The Ghostface take double damage from the next attack that hits
cannot be detected by magical means and attacking them.
creatures cannot benefit from advantage for attack
rollss against The Ghostface. Creatures can make a Hunting Knife Melee weapon attack, +5 to hit, reach
DC16 perception check as an action to end Night 5ft., one target. Hit: 9(2d6+3) slashing damage.
Shroud. Night Shroud also ends if The Ghostface Lunge Attack The Ghostface moves forward 5ft. and
succesfully makes a melee attack, or is hit by a melee makes a lunge attack with his Hunting Knife. Melee
attack. weapon attack, +5 to hit, reach 5ft., one target. Hit:
9(2d6+3) slashing damage.
Thrilling Tremors While grappling a creature, The
Ghostface's AC is increased by 2.
The Demogorgon Killer Instinct The Demogorgon know the exact location
of all creatures within 10ft. of an active portal.
Medium Monstrosity, chaotic evil

Armor Class 17 Actions


Hit Points 200 Multiattack The Demogorgon makes any combination
Speed 40ft. of two actions he knows.
Shred You lunge up to 15ft. forward in a straight line to
STR DEX CON INT WIS CHA attack one creature. The targeted creature must make a
20 (+5) 18 (+4) 20 (+5) 4 (-3) 18 (+4) 4 (-3) DC 17 dex saving throw. They take 11 (2d6+5)
slashing damage on a failed save, and half as much on a
successul save.
Resistances Bludgeoning, Piercing and Slashing from
nonmagical sources. - Set Portal The Demogorgon creates one portal at his
Condition Immunities Frightened, Charmed, Petrified, current location, up to a maximum of 6. This portal
Unconscious does not become active until it has been traveled to or
Senses passive Perception 14 from.
Languages None Traverse Upside-Down The Demogorgon travels
Challenge through another plane from a portal it is currently
standing on to any other portal on the map. If either of
Surge After reducing a creature to 0 HP, all creatures these portals is not active, they become active.
within 30ft. of the demogorgon must make a
constitutionsaving throw or take 2d6 lightning Barbarous Claw Melee weapon attack, +7 to hit, reach
damage, or half as much on a success. 5ft., one target. Hit: 14(3d6+5) slashing damage.
Lunge Attack The Demogorgon moves forward 5ft. and
Mindbreaker Creatures that start their turn within 30ft. makes a lunge attack with its Barbarous Clawr. Melee
of The Demogorgon must make a constitution saving weapon attack, +7 to hit, reach 5ft., one target. Hit:
throw or gain a level of exhaustion. 14(3d6+5) slashing damage.
Cruel Limits Each time The Demogorgon loses 1/4 of Grapple The Demogorgon attempts to grapple a
its maximum HP, it's AC is raised to 25 until the end of creature within 5ft of it.
its next turn.

DM's Note: Whil in Dead By Daylight, the Demogorgon has


to place all its portals manually, you can have portals already
set up in the area where you plan to have players encounter
The Demogorgon.
The Oni Zanshin Tactics The Oni has advantage on hitting
targets behind half cover.
Medium Warrior, lawful Evil

Armor Class 18 Actions


Hit Points 200 Multiattack The Oni makes any combination of 2
Speed 40t. standard actions and 1 standard bonus action he
knows
STR DEX CON INT WIS CHA Katana Melee Weapon Attack, +8 to hit, reach 5ft. one
22 (+6) 18 (+4) 18 (+4) 13 (+1) 14 (+2) 10 (+0) target. Hit: 12(2d6+6) slashing damage.
Lunge Attack The Oni moves forward 5 ft and makes a
Saving Throws STR: +10, Dex: +10, Con: +8 lunge attack with his katana. Melee Weapon Attack. +8
Condition Immunities Charmed, Frightened, Paralyzed, to hit, reach 5ft., one target. Hit: 12(2d6+6) slashing
Petrified, Unconcscious damage.
Senses passive Perception: 12 Grapple The Oni attempts to grapple a creature within
Languages Common 5 ft of him.
Challenge -
Blood Absorption As a bonus action, The Oni absorbs
Yamaoka's Wrath Succesfully damaging a target will all blood orbs within 15ft. of him.
grant The Oni 5 blood orbs. Creatures below half HP Blood Fury The Oni activates blood fury. Bloody fury
also drop 2 blood orbs at the start of their turn and lasts 4 rounds. The Oni gains access to and can only
every time they make an attack action. 20 Blood orbs use Blood Fury Actions for the duration.
are required to activate Blood Fury, which are
consumed upon activation. Blood Orbs cannot be Blood Fury Actions
gained while in Blood Fury. The Oni cannot have more
than 20 blood orbs collected at a time. Blood Fury Multiattack The Oni makes any combination
of 2 Blood Fury actions.
Nemesis After recovering from a stun, The Oni has
advantage on attack rolls against the opponent that Kanabo Melee Weapon Attack. +8 to hit, reach 5ft., one
stunned them until the end of The Oni's turn. The target. Hit: 18(2d12+6) bludgeoning damage.
creature that stunned The Oni has disadvantage on Demon Strike The Oni moves forward 5 ft and makes a
attack rolls against The Oni until the end of his next melee weapon attack. +8 to hit, reach 10 ft., one target.
turn. This debuff can only apply to one creature at a Hit: 18(2d12+6) bludegeoning damage. Can be used
time. as a bonus action after a demon dash.
Blood Echo After reducing a target's HP to 0, all other Demon Dash The Oni moves up to twice it's movement
creatures that are below maz HP gain a level of speed (80ft.).
exhaustion and begin to take 4 bleed damage per turn.
The Deathslinger Retribution Each time The Deathslinger loses 1/4 of his
max HP, he gains advantage on attack rolls and knows
Medium Human, lawful evil
the location of all creatures within 100ft. of him until
Armor Class 16 the end of his next turn. Creatures within 100ft. of The
Hit Points 200 Deathslinger have disadvantage on Dexterity saving
Speed 35ft. throws until the end of The Deathslinger's next turn.
Chains of Hate You have advantage on attack rolls
against speared survivors. Speared survivors that are hit
STR DEX CON INT WIS CHA by a Redeemer attack or Lunge Attack take 4 bleed
16 (+3) 18 (+4) 16 (+3) 20 (+5) 14 (+2) 14 (+2) damage per turn.

Resistances Bludgeoning, Piercing and Slashing from Actions


nonmagical sources. Multiattack The Deathslinger makes any combination of
Condition Immunities Frightened, Charmed, Petrified, 2 actions and 1 bonus action.
Unconscious
Senses passive Perception 12 Chain Shot Ranged Weapon attack, +7 to hit, reach
Languages Common 20ft., one target. Hit: 5 (1d4+3) piercing damage.
Challenge - Creatures hit with this attack are speared. Speared
survivors are unable to move away from you. After
Gearhead When a creature within 100ft. of The making a chain shot, you must reload as a bonus action
Deathslinger gets a success on a check or saving throw before you can use this ability again.
of any kind, The Deathslinger has advantage on attack Reel Bonus action. Forcefully pull Speared creatures up
rolls against them until the end of his next turn. to 15ft. closer to you. Speared creatures can contest
the spear with a DC17 strength saving throw. Creatures
Dead Man's Switch When The Deathslinger reduces a
that succeed break free from the spear, but take 2
creature's HP to 0, all creatures within 100ft. of The bleed damage per turn.
Deathslinger must succeed on a DC15 Constitution
saving throw at the start of their turn or become Redeemer Melee weapon attack, +6 to hit, reach 5ft.,
incapacitated for 30 seconds. This effect repeats every one target. Hit: 10(2d6+4) slashing damage.
round for 30 seconds. Creatures that fail this save can Lunge Attack The Deathslinger moves forward 5ft. and
attempt the save again at the end of their turns. When makes a lunge attack with The Redeemer. Melee
a creature succeeds on the saving thow, they become weapon attack, +6 to hit, reach 5ft., one target. Hit:
immune to Dead Man's Switch's effects for this 10(2d6+4) slashing damage.
instance.
Grapple The Deathslinger attempts to grapple a
creature within 5ft of him.
The Executioner Multiattack The Executioner makes any combination of
2 actions and 1 bonus action.
Medium Human, lawful evil
Great Knife Melee weapon attack, +8 to hit, reach 5ft.,
Armor Class 17
one target. Hit: 12(2d6+6) slashing damage.
Hit Points 200
Speed 40ft. Lunge Attack The Trapper moves forward 5ft. and
makes a lunge attack with his Great Knife. Melee
weapon attack, +8 to hit, reach 5ft., one target. Hit:
STR DEX CON INT WIS CHA 12(2d6+6) slashing damage.
22 (+6) 14 (+2) 24 (+7) 6 (-2) 8 (-1) 4 (-3) Trails of Torment As a bonus action, The Executioner
digs his great knife into the ground, leaving a torment
Resistances Bludgeoning, Piercing and Slashing from trail behind him as he moves. This leaves a trail where
nonmagical sources. me moves that inflicts creatures with Torment if they
Condition Immunities Frightened, Charmed, Petrified, walk on it. (Recharge 5-6)
Unconscious Punishment of The Damned While using the trail of
Senses passive Perception 9 torment, The Executioner can perform Punishment of
Languages None The Damned in a 15ft line. Creatures in this range must
Challenge - make a DC16 Dexterity saving throw or take 3d8
necrotic damage or half as much on a success.
Trail of Torment After making a succesful melee attack,
attack rolls against The Executioner are made with Downing Strike Melee weapon attack, +8 to hit, reach
disadvantage until his next succesful melee attack. 5ft., one target. Hit: 9(1d6+6) slashing damage.
Creatures hit must make a DC18 saving throw or be
Forced Penance When The Executioner makes a knocked prone.
succesful melee attack while grapling a creature, or Cage of Atonement As a bonus action, The Executioner
against a creature within 5ft of another creature, that digs his great knife into a creature that is both prone
creature cannot be healed by any means until the end and tormented. This puts them into a cage of
of The Executioner's next turn. atonement in a randome location between 60ft and
Deathbound When a creature heals another creature 120ft from The Executioner. Creatures in a Cage of
further than 30ft from The Executioner, the first Atonement are incapacitated and take 4 piercing
creature has disadvantage on attack rolls for 2 rounds. damage every turn until another creature uses their
action to pull them from the cage.
Actions
The Blight Undying When a creature subjects The Blight to a
saving throw of any kind, The Blight has advantage on
Medium Human, neutral evil
attack rolls agains them until the end of his next turn.
Armor Class 16 Once per day, when The Blight fails a saving throw, he
Hit Points 175 can choose to succeed instead.
Speed 40ft. Inhuman Speed When The Blight takes the Sprint
action, and after a Slam, creatures have disadvantage
on opportunity attack rolls against The Blight.
STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 20 (+5) 18 (+4) 10 (+0) 8 (-1) Actions
Cane Multiattack The Wraith makes two attacks with his
Resistances Bludgeoning, Piercing and Slashing from Cane.
nonmagical sources.
Condition Immunities Frightened, Charmed, Petrified, Slam (Recharge 4-6) When taking the sprint action, The
Unconscious Blight can slam into a wall or solid object, repleneshing
Senses passive Perception 10 all his movement speed. He can do this up to 5 times
Languages None per turn.
Challenge TBD Rush Attack After using the slam action, The Blight can
perform a Cane attack or Lunge Attack as a bonus
Dragon's Grip Each round, the first creature to damge action.
The Blight with a melee attack becomes Exposed. You
deal an extra 2d6 damage to exposed creatures. Hittng Cane Melee weapon attack, +8 to hit, reach 5ft., one
an Exposed creature removes Exposed. target. Hit: 12(2d6+6) slashing damage.
Lunge Attack The Blight moves forward 5ft. and makes
Blood Favor When The Blight hits another creature with a lunge attack with his Cane. Melee weapon attack, +8
a melee attack, the ground surrounding that creature in to hit, reach 5ft., one target. Hit: 12(2d6+6) slashing
a 30ft. radius becomes difficult terrain until The damage.
Begining of The Blight's next turn.
Grapple The Blight attempts to grapple a creature
within 5ft of him.

DM's Note: The Blight's main combat ability requires plenty


of objects and/or walls to function to its full potential. Make
sure to include plenty of these when planning an encounter
with The Blight.
The Twins
Charlotte Hoarder Charlotte knows the exact location of
creatures that pick up any items within 50ft. of her.
Medium Human, Neutral Evil
Coup De Grace (Recharges 5-6) Extends the movement
Armor Class 17 of lunge attacks by 5ft.
Hit Points 175
Speed 40ft. Familial Bond Charlotte has advantage on attack rolls
against creatures with 25ft. of Victor.

STR DEX CON INT WIS CHA Actions


16 (+3) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 8 (-1) Blood Bond As a bonus action, Charlotte releases Victor
onto the battlefield. Victor has the same initiative as
Resistances Bludgeoning, Piercing and Slashing from Charlotte.
nonmagical sources. Multiattack Charlotte makes two actions and one bonus
Condition Immunities Frightened, Charmed, Petrified, action
Unconscious
Senses passive Perception 14 Sickle Melee weapon attack, +5 to hit, reach 5ft., one
Languages None target. Hit: 9(2d6+3) slashing damage.
Challenge TBD Lunge Attack Charlotte moves forward 5ft. and makes a
lunge attack with her Sickle. Melee weapon attack, +7
Oppression (Recharge 5-6) Upon hitting a creature to hit, reach 5ft., one target. Hit: 9(2d6+3) slashing
with a melee attack, Charlotte may choose up to 3 damage.
creatures she can see. These creatures must succeed
on a constitution saving throw or take 2d6 damage. Grapple Charlotte attempts to grapple a creature within
5ft of her.

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.

DM's Note: Whenever planning an encounter with The


Nemesis, make sure to include a few undead monsters as
well. Just 2 or 3 low CR monsters should do the trick.
The Cenobite Chain Hunt While Chain Hunt is active, all creatures
except The Cenobite must make a DC15 dexterity
Medium Human, nuetral evil
saving throw or take 4 piercing damage and become
Armor Class 16 incapacitated. At the end of their turn, creatures can
Hit Points 200 make a strength saving throw to end the incapacitation.
Speed 40ft. Chain hunt remains active until until someone picks up
The Lament Configuration.

STR DEX CON INT WIS CHA Actions


16 (+3) 18 (+4) 20 (+5) 18 (+4) 14 (+2) 20 (+5) Multiattack The Cenobite makes any combination of 2
actions he knows.
Resistances Bludgeoning, Piercing and Slashing from
Summons of Pain Ranged attack, range 40ft. Targeted
nonmagical sources. creatures must make a DC15 dexterity saving throw or
Condition Immunities Frightened, Charmed, Petrified,
take 1d8 piercing damage and become incapacitated.
Unconscious Incapacitated creatures can make a strength saving
Senses passive Perception 12 throw at the end of their turn to break out of their
Languages Common
incapacitation.
Challenge -
Lament Teleport Reaction. When a creature solves the
Deadlocked Every time The Cenobite loses 1/4 of its Lament Configuration, The Cenobite can teleport to a
maximum HP, it gains immunity to the last type of location 10ft. away from them. This makes The Lament
damage dealt to it Configuration Dissapear.
Solve Reaction. When The Cenobite's melee attack
Plaything Creatures below half HP have disadvantage makes a creature drop the lament configuration, he can
on attack rolls against The Cenobite
solve it himself, immediately starting Chain Hunt. The
Gift of Pain Creatures hit by The Cenobite's melee Lament Configuration respawns at the end of his next
attacks must make a DC15 constitution saving throw turn.
or take 4 bleed damage per turn. Creatures that remove
Chain Attack. Melee weapon attack, +4 to hit, reach 5ft.,
this bleed effect have their damage dealt reduced by
one target. Hit: 10(2d6+4) slashing damage.
1d6. This effect is removed if the creature begins to
take bleed damage again. Lunge Attack The Cenobite moves forward 5ft. and
makes a lunge attack with his chain. Melee weapon
Lament Configuration At the start of combat, a small
attack, +4 to hit, reach 5ft., one target. Hit: 10(2d6+4)
metal puzzle spawns in a random location. It has an slashing damage.
initiatize count of 20. If no creature picks up this box
for 3 rounds, chain hunt begins. Creatures that pick up Chain Grapple The Cenobite attempts to grapple a
this puzzle can solve it as an action, making it creature within 5ft of him. The Cenobite uses charisma
dissapear. When a creature takes a melee hit, they must instead of strength to grapple, as he summons chains
make a strength saving throw or drop The Lament to grab the creature.
Configuration. Once the Lament Configuration
dissapears, it respawns in 1d4 rounds, with the same
initiative count.
The Artist Actions
Medium Human, chaotic evil
Multiattack The Artist makes any combination of 2
actions.
Armor Class 17
Hit Points 175 Dire Crow Set The Artist sets down up to 3 dire crows
Speed 40ft. within 5ft of her, which stay in place until Dire Crow
Launch is used, or until the end of The Artist's next
turn. These crows can be destroyed, and have an AC of
STR DEX CON INT WIS CHA 12 and 25 HP. Dire crows are weak to fire.
14 (+2) 16 (+3) 16 (+3) 18 (+4) 20 (+5) 20 (+5) Dire Crow Launch The Artist commands all placed dire
crows down to fly forward. These dire crows launch
Resistances Bludgeoning, Piercing and Slashing from 120ft. in the direction they were facing. Creatures
nonmagical sources. within the first 15ft. of a dire crow's path must make a
Condition Immunities Frightened, Charmed, Petrified, DC16 dexterity saving throw or take 2d8 necrotic
Unconscious damage, or half as much on a success. Creatures
Senses passive Perception 18 further than 15ft. in a crows path becomed swarmed.
Languages None Swarmed creatures can dispel these crows as an action.
Challenge TBD Swarmed creatures hit by another dire crow take 4d8
necrotic damage and are no longer swarmed.
Grim Embrace Once The Artist has damaged every
Inky Claw Melee weapon attack, +3 to hit, reach 5ft.,
creature in combat at least once, The Artist's AC is
one target. Hit: 9(2d6+3) slashing damage and 3(1d6)
increased to 25 until the end of her next turn. Necrotic damage.
Pain Resonance When The Artist reduces a creature's Lunge Attack The Artist moves forward 5ft. and makes a
HP to 0, the creature with the highest current HP must lunge attack with her inky claw. Melee weapon attack,
make a constitution saving throw or take 4d6 lightning +3 to hit, reach 5ft., one target. Hit: 9(3d6+3) slashing
damage, or half as much on a success. damage and 3(1f6) necroti damage.
Pentimento When a creature is healed within 40ft. of Grapple The Artist attempts to grapple a creature
The Artist, as a reaction she can reduce the healing within 5ft of her.
recieved by 1d10. Every time The Artist does this,
Pentimento gains a point. For every point Pentimento
has, all creatures within 120ft. of The Artist get a -1
penalty to attack rolls, skill checks and saving throws.
The Onryo Call of Brine Creature's hit by The Onryo's melee attacks
must make a DC18 constitution saving throw or take 2
Medium Human, lawful evil
lightning damage per turn until the end of The Onryo's
Armor Class 17 next turn.
Hit Points 175
Speed 40ft. Actions
Multiattack The Onryo makes two Ring of Fury attacks
Manifest As a bonus action, The Onryo manifest a
STR DEX CON INT WIS CHA physical form, allowing her to attack creatures.
8 (-2) 12 (+1) 20 (+5) 18 (+4) 24 (+7) 10 (+0)
Demanifest As a bonus action, The Onryo loses her
physical form, and gains the benefits listed in Deluge
Resistances Bludgeoning, Piercing and Slashing from
of Fear.
nonmagical sources.
Condition Immunities Frightened, Charmed, Petrified, Teleport While Demanifested, The Onryo can teleport
Unconscious to an Arcane Display as a free action. Doing this
Senses passive Perception 19 Manifests The Onryo. This Arcanr display will become
Languages Common inactive for 2 rounds. Creatures within 20ft. of an
Challenge - Arcan Display she teleports to gain 1 point of
condemned.
Deluge of Fear While Demanifested, The Onryo gains is Inexorable Stare The Onryo delivers a soul rending snare
immune to all nonmagical damage, and creatures to a creature she can see within 40ft. of her that has 7
attacking her have disadvantage on attack rolls, but The points of condemned. The targeted creature's HP is
Onryo cannot attack. Additionally, while Demanifested, reduced to 0.
The Onryo is invisivle to creatures further than 25ft.
awar from her. Ring of Fury Melee weapon attack, +9 to hit, reach 5ft.,
one target. Hit: 13(2d6+7) force damage.
Merciless Storm When The Onryo is below half HP, all Lunge Attack The Onryo moves forward 5ft. and makes
creatures within 80ft. of her concentrating on spells a lunge attack with magics. Melee weapon attack, +9 to
must make a concentration check at the begining of hit, reach 5ft., one target. Hit: 13(2d6+7) slashing
every turn. damage.
Floods of Rage When a creature is healed within 120ft. Arcane Grapple The Onryo attempts to grapple a
of The Onryo, she gains advantage on attack rolls creature within 5ft. of her. For the contesting checks,
against all creatures except the one that was healed. The Onryo uses wisdom instead of Strength.

DM's Note: Wherevery you plan to have an encounter with


The Onryo, there are a few things to keep in mind. First:
Make sure you put 7 Arcane Displays in the area, as these
serve multiple important purposes. First, the Onryo can
teleport to these by using the Teleport action while she is
demanifested. When she teleports to one of these, any
creatures within 15ft. of it, they gain a point of condemned.
Condemned doesn't do anything until a creature has 7 points
of it, at which point they can be reduced to 0 HP by The
Onryo's Inexorable Stare. In this ability's original in game
form, this ability kills a person outright. If you wish to, you
can have this ability kill characters instead of reducing them
to 0 HP. Additionally, creatures can interact with Arcane
displays. They can remove the rune that powers it, preventing
The Onryo from teleporting to that display until it has been
delivered to it's destination: The furthest display from their
current location. While creatures hold this rune however,
they gain 1 point of condemned at the end of their turn. Once
they have delivered the rune to it's destination, they lose 4
points of Condemned.
The Dredge Actions
Medium Monstrosity, Unaligned
Multiattack The Dredge makes two Knotted Appendage
attacks
Armor Class 17
Hit Points 175 Darkness Revealed (Recharge 5-6) As a bonus action,
Speed 40ft. The Dredge opens up it's supernatural senses,
revealing to it the exact location of all creatures within
10ft. of any furniture or storage objects in the area
STR DEX CON INT WIS CHA where the encounter takes place. Until the end of it's
18 (+4) 18 (+4) 26 (+8) 4 (-3) 4 (-3) 4 (-3) next turn, it has advantage on attack rolls against
creatures revealed this way.
Resistances Bludgeoning, Piercing and Slashing from Gloaming As a bonus action, The Dredge creates a
nonmagical sources. remnant in a space 5ft. from itself. Creatures can
Condition Immunities Frightened, Charmed, Petrified, destroy this remnant as an action by interacting with it.
Unconscious This remnant is also destroyed if The Dredge attacks a
Senses passive Perception 5 creature or teleports.
Languages None
Challenge - Teleport As a bonus action, The Dredge can either
teleport to its remnant or to a piece of furniture within
200ft. of it. The Dredge can choose whether it wants
Dissolution After The Dredge damages a creature
to emerge from this furniture, stay hidden, or teleport
succesfully, Dissolution becomes active. While
to another piece of furniture. The Dredge can teleport
Dissolution is active, creatures that take succsefully up to 3 times this way before it must emerge from this
perform the dodge action against The Dredge's attacks
furniture. If the dredge teleports to a piece of furniture
take half damage instead of no damage. (Recharges on
with a creature withing 5ft of it, The Dredge can attack
a 5-6)
them with advantage as a reaction. (Recharge 4-6)
Septic Touch When a creature heals another creature Knotted Appendage Melee weapon attack, +7 to hit,
while within 35ft of you, that creature must make a reach 5ft., one target. Hit: 13(2d6+7) slashing damage.
DC18 Constitution Saving Throw or gain a level of
exhaustion. Lunge Attack The Dredge moves forward 5ft. and
makes a lunge attack with a horrifically disfugred claw.
Nightfall Whenever The Dredge Teleports or performs a Melee weapon attack, +7 to hit, reach 5ft., one target.
succesfull attack, Nightfall gains a point. When nightfall Hit: 13(2d6+7) slashing damage.
gains 8 points, the area becomes draped in a magical
darkness. Creatures can only see up to 10 ft in front of Dark Grapple The Dredge attempts to grapple a
them. Nightfall last for 1 minute. creature within 5ft. of it.

DM's Note: Make sure encounters with The Dredge take


place within furnished areas, as this will allow The Dredge to
use the full extent of his powers.
The Mastermind Multiattack The Mastermind makes any combination of
2 actions he knows.
Medium Human, Neutral Evil
Virulent Bound The Mastermind readies Ouroburos and
Armor Class 15
dashes forward 15ft. The first creature in The
Hit Points 150
Mastermind's path must make a DC17 dexterity saving
Speed 35ft. throw.On a success you dash past them. On a failure,
the hit creature takes 1d6 necrotic damage and
STR DEX CON INT WIS CHA becomes grappled and The Mastermind travels an
additional 15 ft forward. If during this additional 15ft
16 (+3) 24 (+6) 16 (+3) 16 (+3) 14 (+2) 16 (+3) of movement the grappled creature hits an obstacle it
takes 2d8 bludegeoning damage and is no longer
Resistances Bludgeoning, Piercing and Slashing from grappled. If during this 15ft of additional movement
nonmagical sources. the grappled creature hits another creature, both
Condition Immunities Frightened, Charmed, Petrified, creatures take 2d8 bludgeoning damage and are no
Unconscious longer grappled. If during this additional 15 ft of
Senses passive Perception 10 movement speed no creatures or obstacles are hit, The
Languages Common Mastermind may throw the grappled creature 15ft in
Challenge any direction. The previous checks are applied to a
thrown creature. If the thrown creature does not hit an
Superior Anatomy The Mastermind has advantage on obstacle or other creature, it is knocked prone.
acrobatics and athletics checks. He has a climb speed Virulent Dash If your Virulent Bound does not grapple
of 25ft. anyone, The Mastermind can perform a Virulent Dash.
This functions identically to Virulent Bound, except
Awakened Awareness While grappling a creature, The
your dash travels 25ft. The Mastermind may choose a
Mastermind has advantage on attack rolls.
new direction for this dash to go in.
Terminus When The Mastermind drops below 1/4 HP,
Combat Knife Melee weapon attack, +9 to hit, reach
creatures within 120ft. of him cannot be healed by any
5ft., one target. Hit: 10(2d6+6) slashing damage.
means for 4 rounds.
Lunge Attack The Masteminf moves forward 5ft. and
Actions makes a lunge attack with his combat knife. Melee
weapon attack, +9 to hit, reach 5ft., one target. Hit:
10(2d6+4) slashing damage.
The Knight Face The Darkness When The Knight succesfully
damages a creature, Face The Darkness activates. At
Medium Human, lawful evil
the end of The Knight's turn, all creatures further than
Armor Class 18 35 ft. from The Knight must make a DC 14 wisdom
Hit Points 175 saving throw. On a success, nothing happens. On a
Speed 40ft. failure, the creature screams, revealing their location,
and loses concentration.
Hubris When a creature damages The Knight, they take
STR DEX CON INT WIS CHA double damage from all sources until the end of The
20 (+5) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 14 (+2) Knight's next turn. (Recharge 5-6).

Condition Immunities Frightened, Charmed, Petrified, Actions


Unconscious Multiattack The Knight makes any combination of 2
Resistances Bludegoning, Piercing and Slashing damage actions he knows.
from nonmagical sources
Senses passive Perception 8 Claymore Melee weapon attack, +8 to hit, reach 5ft.,
Languages Common one target. Hit: 11(2d6+5) slashing damage.
Challenge Lunge Attack The Knight moves forward 5ft. and makes
a lunge attack with his claymore. Melee weapon attack,
Nowhere To Hide Upon succesfully damaging a +8 to hit, reach 5ft., one target. Hit: 11(2d6+6)
creature, The Knight knows the exact location of all slashing damage.
creatures within 35ft. of him.
Guard Summon The Knight summons a ghostly
Carnifex, Assassin or Jailer into the battlefield in any
unocupied space within 20ft of himself. Only one of
each summon can exist at a time.
Grapple The Knight attempts to grapple a creature
within 5ft of him.
The Carnifex The Jailer
Medium Undead, unaligned Medium undead, unaligned

Armor Class 16 Armor Class 18


Hit Points 40 Hit Points 35
Speed 30ft. Speed 30ft.

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)

Condition Immunities Frightened, Charmed, Condition Immunities Frightened, Charmed,


Petrified, Unconscious, Poisoned Petrified, Unconscious, Poisoned
Resistances Bludegoning, Piercing and Slashing Resistances Bludegoning, Piercing and Slashing
damage from nonmagical sources damage from nonmagical sources
Senses passive Perception 8 Senses passive Perception 14
Languages None Languages None
Challenge - Challenge -

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.

STR DEX CON INT WIS CHA


14 (+2) 20 (+5) 14 (+2) 12 (+1) 12 (+1) 10 (+0)

Condition Immunities Frightened, Charmed,


Petrified, Unconscious, Poisoned
Senses passive Perception 14
Languages None
Challenge -

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.

STR DEX CON INT WIS CHA Actions


20 (+5) 16 (+3) 22 (+6) 24 (+7) 18 (+4) 6 (-2) Multiattack The Skull Singularity makes any
combination of 2 actions it knows.
Resistances Bludgeoning, Piercing and Slashing from
Quantum Installation Ranged Attack +6 to hit (60ft
nonmagical sources. maximum range) when aimed at creatures. Attack roll
Condition Immunities Frightened, Charmed, Petrified,
not required when firing at walls. When Quantum
Unconscious, Poisoined Installation is fired at a wall, it creates a biopod at the
Senses passive Perception 12 targeted location. A biopod has an AC of 10 and an HP
Languages All Languages
of 5. If Quantum Installation hits a creature with
Challenge - slipstream, The Singularity immediately teleports to
10ft behind the targeted creature. Quantum
Genetic Limits When a creature within 100ft of The Installation has no effect on creatures not affected with
Singularity heals another creature as an action or bonus Slipstream.
action, they must make a DC14 constitution saving
throw. On a success, nothing happens. On a failure, Biopod Tag The Singularity projects his consciousness
they gain 1 level of exhaustion. into a biopod, firing an infectious shot from it. Ranged
attack (30/90) +6 to hiy. On a hit, the target takes 1d4
Forced Hesitation Whenever The Singularity succesfully necrotic damage and is infected with Slipstream.
damages a creature, it can activate Forced Hesitation
Modular Claw Melee weapon attack, +6 to hit, reach
as a reaction, halving the movement speed of all
5ft., one target. Hit: 9(2d6+3) slashing damage.
creatures within 30ft of it until the start of its next
turn. (Recharge 5-6) Lunge Attack The Singularity moves forward 5ft. and
makes a lunge attack with its modular claw. Melee
Machine Learning Whenever the creature most recently
weapon attack, +6 to hit, reach 5ft., one target. Hit:
damaged by The Singularity gains health by any means, 19(2d6+3) slashing damage.
The Singularity gains 10ft of movement speed and
moves without provoking opportunity attack until the Grapple The Singularity attempts to grapple a creature
end of his next turn. within 5ft. of it.

DM's Note: Slipstream counts as a disease, and as such it


can be removed by spells and other abilities that remove
diseases from creatures. If The Singularity is defeated, any
infected creatures are instantly cured. Splistream is also an
infectious disease. After a creature has been inflicted with
slipstream for 2 round, have creatures within 15ft of them
make a DC14 Constitution saving throw. On a failure, they
also become infected with Slipstream.
The Xenomorph Rapid Brutality When the Xenomorph succesfully
damages a creature, it gains an additional 10ft of
Medium Alien, Unaligned
movement speed.
Armor Class 18 Crawler Mode While in Crawler mode, The
Hit Points 175 Xenomorph's AC is increased by 2 and it gains access
Speed 35ft. walking, 100ft burrowing to the Tail Attack. When the Xenomorph takes fire
damage, it must make a Constitution saving throw,
being removed from Crawler Mode on a failure. The DC
STR DEX CON INT WIS CHA is equal to 10+Half the fire damage dealt (rounded
20 (+5) 22 (+6) 22 (+6) 10 (+0) 18 (+4) 4 (-3) down). Every time The Xenomorph is damaged by fire
in the same round, the DC goes up by one for that
Resistances Bludgeoning, Piercing and Slashing from round.
nonmagical sources.
Condition Immunities Frightened, Charmed, Petrified, Actions
Unconscious, Poisoined Multiattack The Skull Xenomorph makes any
Weaknesses Fire combination of 2 actions it knows.
Senses passive Perception 14
Languages None Crawl As a bonus action, The Xenomorph enters
Challenge - Crawler Mode. (Recharge 4-6)
Tunnel Using 5ft of movement speed, The Xenomoprh
Ultimate Weapon The Xenomorph creates an aura of may enter or emerge from piles of rubble that lead to
menace around it as a bonus action. Until the end of its an underground cave system accesible only to The
next turn if a creature ends up within 35 ft of it by any Xenomorph. While in this cave system The Xenomorph
means, that creature must make a DC14 Wisdom uses its burrowing speed.
saving throw. On a success nothing hapens, on a failure
it screams out in fear, revealing it's location. Creatures Tail Attack Melee weapon attack, +6 to hit, reach 10ft.,
concentrating on a spell must also make a one target. Hit: 15(3d6+6) slashing damage. (While in
concentration saving throw. (Recharge 5-6) Crawler Mode only)
Alien's Claw Melee weapon attack, +5 to hit, reach 5ft.,
Alien Instinct After reducing a creature to 0HP, The one target. Hit: 9(2d6+3) slashing damage.
Xenomoprh learns which creature hostile towards it
has the least current HP and then its exact location. Lunge Attack The Alien moves forward 5ft. and makes a
The Xenomorph has advantage on its next attack lunge attack with its modular claw. Melee weapon
against that creature. attack, +5 to hit, reach 5ft., one target. Hit: 9(2d6+3)
slashing damage.
Grapple The Alien attempts to grapple a creature within
5ft. of it.

DM's Note: Where you have an encounter with The


Xenomorph planned, make sure to include multiple piles of
rubble. Through these the Xenomorph can begin to use its
burrown speed and emergre from to attack again. These piles
of rubble should also contain wands of firebolt, to allow more
party members to deal fire damage to The Xenomorph.
The Good Guy Tiny Tyke The Good Guy gains a +2 bonus to AC when
being targeted by a weapon attack from a medium or
Tiny Construct, Chaotic Evil
larger creature.
Armor Class 15
Hit Points 150 Actions
Speed 35ft. walking Multiattack The Good Guy makes any combination of 2
actions he knows.
STR DEX CON INT WIS CHA Hidey-Ho While ouy of sight, as a bonus action, the
14 (+2) 18 (+4) 16 (+3) 16 (+3) 16 (+3) 20 (+5) good guy cloaks himself in shadows, making him
unable to be detected by magical means. Additionally,
all creatures within 240ft of him hear auditory illusions
Resistances Bludgeoning, Piercing and Slashing from
of footsteps near them. Creatures must make a DC15
nonmagical sources. wisdom saving throw to determine if the footsteps are
Condition Immunities Frightened, Charmed,
fake. If chucky is within 50ft of a creature that failed
Unconscious, Poisoined this check, he can make a Slice and Dice attacks as a
Senses passive Perception 14 reaction. Upon activation, The above effects are active
Languages Common
until the end of The Good Guy's next turn. (Recharge
Challenge - 5-6)
Friends 'Till The End At the start of an encounter, one Slice and Dice As a bonus action, the Good Guy dashes
creature is marked as the obsession. Upon damaging a and makes a knife attack. (Recharge 5-6)
non-obsession creature, the Good Guy gains advantage Ghostly Grapple As an action, summon a ghostly
on attack rolls against the obsession, which deals apparition appears within 5ft of you, which attempts to
double damage, until the end of his next turn. When grapple a chosen creature, with a +3 modifier. The
The Good Guy damanges the obsession, a new creature ghost immediately disapates if the grapple fails or is
chosen at random becomes the obsession. broken out of, or if it's HP is reduced to 0. It has an HP
of 15 and is immune to nonmagical damage. (Recharge
Two Can Play When a creature inflicts you with a
5-6)
negative condition, they must succeed on a DC14
constitution saving throw or be inflicted with the same Knife Attack Melee weapon attack, +4 to hit, reach 5ft.,
status effect until the end of their next turn. one target. Hit: 10(2d6+4) slashing damage.
Batteries Included The cost of movement for The Good Lunge Attack The Good Guy moves forward 5ft. and
Guy is halved while within 10ft of a creature at full HP. makes a lunge attack with its modular claw. Melee
weapon attack, +4 to hit, reach 5ft., one target. Hit:
10(2d6+4) slashing damage.
General Perks Shattered Hope
Want to add a little more challenge to your combat Creatures that lose concentration on a spell as a result of
encounter? Put any one of the following abilities onto The this creatures attacks become unable to cast that spell
Killer of your choice. again for 1 minute.

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.

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