Jafner.net/jafner-homebrew/Frog God Games; Fifth Edition Foes.json
2020-01-29 11:58:01 -08:00

21973 lines
608 KiB
JSON

{
"_meta": {
"sources": [
{
"json": "FEF 3pp",
"abbreviation": "FEF (3pp)",
"full": "Fifth Edition Foes (3pp)",
"authors": [
"Frog God Games"
],
"version": "1.0",
"url": "https://www.froggodgames.com/fifth-edition-foes",
"targetSchema": "1.3.4"
}
]
},
"monster": [
{
"name": "Blood Orchid",
"size": "L",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 85,
"formula": "10d10+30"
},
"speed": {
"walk": 5,
"fly": 30
},
"str": 15,
"dex": 12,
"con": 16,
"int": 11,
"wis": 12,
"cha": 13,
"save": {
"wis": "+4"
},
"skill": {
"perception": "+7"
},
"resist": [
"acid",
"cold",
"fire",
"lightning"
],
"immune": [
"thunder"
],
"senses": "darkvision 60 ft.",
"passive": 17,
"languages": "Common (via telepathy)",
"cr": "5",
"page": 28,
"trait": [
{
"name": "All-Around Vision",
"entries": [
"A blood orchid sees in all directions at once. Enemies never gain tactical advantage or bonus damage against a blood orchid because of the presence of allies."
]
},
{
"name": "Telepathic Bond",
"entries": [
"Blood orchids communicate through a nonmagical telepathic bond. They can sense emotions in other blood orchids at distances up to 100 feet, can communicate fully with each other through telepathy at a distance of 20 ft. or less, and can share vast amounts of information almost instantly when touching each other. They can sense emotions in other types of creatures when touching them or within 5 feet."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The blood orchid attacks six times, in any combination of tentacle slams and blood drain."
]
},
{
"name": "Tenticle Slam",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+2}) bludgeoning damage, and the target is grappled."
]
},
{
"name": "Blood Drain",
"entries": [
"Melee Weapon Attack: automatic hit, reach 5 ft., one creature already grappled by the blood orchid at the start of the blood orchid's turn. Hit: 5 ({@dice 1d8}) piercing damage, and the target must make a successful DC 13 Constitution saving throw against poison or become unconscious. Unconscious characters can repeat the saving throw at the end of each of their turns; they regain consciousness on a successful save. A creature that makes a successful save against this attack becomes immune to the blood drain's unconsciousness effect for 24 hours."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Blood%20Orchid.png"
},
{
"name": "Blood Orchid Grand Savant",
"size": "H",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor",
"ring of protection +2"
]
}
],
"hp": {
"average": 136,
"formula": "13d12+52"
},
"speed": {
"walk": 5,
"fly": 30
},
"str": 19,
"dex": 13,
"con": 18,
"int": 13,
"wis": 16,
"cha": 20,
"save": {
"wis": "+7"
},
"skill": {
"perception": "+11",
"intimidation": "+9"
},
"resist": [
"acid",
"cold",
"fire",
"lightning"
],
"immune": [
"thunder"
],
"senses": "darkvision 60 ft.",
"passive": 21,
"languages": "Common (via telepathy)",
"cr": "9",
"page": 29,
"trait": [
{
"name": "All-Around Vision",
"entries": [
"A blood orchid sees in all directions at once. Enemies never gain tactical advantage or bonus damage against a blood orchid because of the presence of allies."
]
},
{
"name": "Telepathic Bond",
"entries": [
"Blood orchids communicate through a nonmagical telepathic bond. They can sense emotions in other blood orchids at distances up to 100 feet, can communicate fully with each other through telepathy at a distance of 20 ft. or less, and can share vast amounts of information almost instantly when touching each other. They can sense emotions in other types of creatures when touching them or within 5 feet."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The blood orchid attacks six times, in any combination of tentacle slams and blood drain."
]
},
{
"name": "Tenticle Slam",
"entries": [
"Melee Weapon Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 10 ({@dice 1d10+4}) bludgeoning damage, and the target is grappled."
]
},
{
"name": "Blood Drain",
"entries": [
"Melee Weapon Attack: automatic hit, reach 5 ft., one creature already grappled by the blood orchid at the start of the blood orchid's turn. Hit: 10 ({@dice 2d8}) piercing damage, and the target must make a successful DC 16 Constitution saving throw against poison or become unconscious. Unconscious characters can repeat the saving throw at the end of each of their turns; they regain consciousness on a successful save. A creature that makes a successful save against this attack becomes immune to the blood drain's unconsciousness effect for 24 hours."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Blood orchid grand savants are spellcasters who can cast the spells listed below. Blood Orchid Grand Savant's spellcasting ability is Charisma (spell save DC 17, {@hit 9} to hit with spell attacks) and don't require material components."
],
"spells": {
"0": {
"spells": [
"{@spell chill touch}",
"{@spell light}",
"{@spell mage hand}",
"{@spell minor illusion}"
]
},
"1": {
"slots": 8,
"spells": [
"{@spell burning hands}",
"{@spell color spray}",
"{@spell cure wounds}",
"{@spell mage armor}",
"{@spell magic missile}",
"{@spell shield}"
]
},
"2": {
"slots": 7,
"spells": [
"{@spell crown of madness}",
"{@spell mirror image}",
"{@spell phantasmal force}",
"{@spell scorching ray}"
]
},
"3": {
"slots": 5,
"spells": [
"{@spell lightning bolt}",
"{@spell vampiric touch}"
]
}
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Blood%20Orchid%20Grand%20Savant.png"
},
{
"name": "Blood Orchid Savant",
"size": "L",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 82,
"formula": "11d10+22"
},
"speed": {
"walk": 5,
"fly": 30
},
"str": 16,
"dex": 14,
"con": 14,
"int": 13,
"wis": 16,
"cha": 18,
"save": {
"wis": "+6"
},
"skill": {
"perception": "+9"
},
"resist": [
"acid",
"cold",
"fire",
"lightning"
],
"immune": [
"thunder"
],
"senses": "darkvision 60 ft.",
"passive": 19,
"languages": "Common (via telepathy)",
"cr": "7",
"page": 28,
"trait": [
{
"name": "All-Around Vision",
"entries": [
"A blood orchid sees in all directions at once. Enemies never gain tactical advantage or bonus damage against a blood orchid because of the presence of allies."
]
},
{
"name": "Telepathic Bond",
"entries": [
"Blood orchids communicate through a nonmagical telepathic bond. They can sense emotions in other blood orchids at distances up to 100 feet, can communicate fully with each other through telepathy at a distance of 20 ft. or less, and can share vast amounts of information almost instantly when touching each other. They can sense emotions in other types of creatures when touching them or within 5 feet."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The blood orchid attacks six times, in any combination of tentacle slams and blood drain."
]
},
{
"name": "Tenticle Slam",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d6+3}) bludgeoning damage, and the target is grappled."
]
},
{
"name": "Blood Drain",
"entries": [
"Melee Weapon Attack: automatic hit, reach 5 ft., one creature already grappled by the blood orchid at the start of the blood orchid's turn. Hit: 5 ({@dice 1d8}) piercing damage, and the target must make a successful DC 12 Constitution saving throw against poison or become unconscious. Unconscious characters can repeat the saving throw at the end of each of their turns; they regain consciousness on a successful save. A creature that makes a successful save against this attack becomes immune to the blood drain's unconsciousness effect for 24 hours."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Blood orchid savants are spellcasters who can cast the spells listed below. Blood Orchid Savant's spellcasting ability is Charisma (spell save DC 15, {@hit 7} to hit with spell attacks) and don't require material components."
],
"spells": {
"0": {
"spells": [
"{@spell chill touch}",
"{@spell light}",
"{@spell mage hand}",
"{@spell minor illusion}"
]
},
"1": {
"slots": 2,
"spells": [
"{@spell burning hands}",
"{@spell cure wounds}",
"{@spell magic missile}"
]
},
"2": {
"slots": 1,
"spells": [
"{@spell phantasmal force}"
]
}
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Blood%20Orchid%20Savant.png"
},
{
"name": "Bone Cobbler",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 22,
"formula": "5d8"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 15,
"con": 11,
"int": 10,
"wis": 14,
"cha": 8,
"senses": "darkvision 60 ft.",
"passive": 2,
"languages": "Undercommon, Dark Speech",
"cr": "2",
"page": 33,
"trait": [
{
"name": "Animate Bones (1/Day)",
"entries": [
"Once per day as an action, a bone cobbler can animate up to five skeletal statues within 30 feet of itself. These creatures use the stat block of skeletons, though their forms and structures do not need to resemble humanoids or anything remotely humanoid. The skeletal statues remain animated until destroyed, until the bone cobbler wills them back into statues, or for 24 hours."
]
},
{
"name": "Bonestripping",
"entries": [
"A bone cobbler can strip all the flesh from the corpse of a Medium creature in three minutes using its claws and hammers. For each size category larger or smaller than Medium a corpse is, add or subtract 1 minute. Once stripped, the bone cobbler devours the flesh and collects the victim's bones to use in its sculptures. A creature slain in this manner can be brought back to life only by a wish or resurrection spell."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The bone cobbler attacks twice with light hammers or twice with claws."
]
},
{
"name": "Claws",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d4+2}) slashing damage."
]
},
{
"name": "Light Hammer",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d4+2}) bludgeoning damage."
]
},
{
"name": "Light Hammer (thrown)",
"entries": [
"Ranged Weapon Attack: {@hit +4} to hit, range 20 ft./60 ft., one creature. Hit: 5 ({@dice 1d4+2}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Bone%20Cobbler.png"
},
{
"name": "Cerebral Stalker",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 85,
"formula": "10d8+40"
},
"speed": {
"walk": 30,
"burrow": 20
},
"str": 16,
"dex": 15,
"con": 19,
"int": 11,
"wis": 15,
"cha": 16,
"skill": {
"perception": "+8"
},
"senses": "darkvision 60 ft., tremorsense 60 ft.",
"passive": 18,
"languages": "Believed to understand Common and possibly others, but never speaks",
"cr": "5",
"page": 53,
"trait": [
{
"name": "Cocoon (3/Day)",
"entries": [
"As an action, a cerebral stalker can cocoon a grappled foe with sticky webbing. The webs completely encase the victim, excluding the top of the victim's head, its eyes, and its nose. The cocooned victim is restrained and anchored by the webs to the cerebral stalker's body. The cocooned creature can, as an action, attempt to break free with a successful DC 20 Strength (Athletics) check or Dexterity (Acrobatics) saving throw. The webbing can be cut open enough for a trapped character to escape with 8 points of slashing damage against AC 10."
]
},
{
"name": "Consume Brain",
"entries": [
"Once it has its victim underground, the cerebral stalker begins gnawing on the victim's head, rapidly chewing through bone and tissue, dealing 13 ({@dice 2d8+4}) points of piercing damage each round. When the victim dies, the cerebral stalker reaches its goal: the victim's brain, which it promptly devours. A victim slain in this manner reanimates in {@dice 1d4} rounds as a zombie. Typically, the cerebral stalker \"tosses\" them back up to the surface of the ground so their traveling companions can witness the reanimation and deal with their newly undead friend. Zombies created in this manner are under no one's control."
]
},
{
"name": "Earth Glide",
"entries": [
"A cerebral stalker can glide through any sort of natural earth or stone as easily as a fish swims through water. Its gliding leaves no sign of its passage or hint of its presence to creatures that don't possess tremorsense. It can bring cocooned victims along with it, but they have no special capacity for breathing while underground. Getting into the ground, however, is not as easy for the cerebral stalker as moving underground. It must spend four moves on four rounds (no dashing) melding into the ground. On the first round, the creature sinks to its knees; on the second round, to its waist; on the third round, to its neck; and on the fourth round, the stalker and any creature it has cocooned disappear completely underground. Melding into the ground does not provoke an opportunity attack. If the cerebral stalker is grappled while sinking into the ground, it must win a Str contest against its grapplers to sink farther that round. Dispel magic or a similar spell cast on a sinking cerebral stalker paralyzes it the same as a hold monster spell. The spot where the cerebral stalker sank radiates magic for one hour."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The cerebral stalker bites once and attacks twice with claws, or it uses its fear gaze or cocoon ability."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d10+3}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) slashing damage and the target is grappled and restrained."
]
},
{
"name": "Fear Gaze",
"entries": [
"Ranged Attack: automatic hit, range 30 ft., one creature that can see the cerebral stalker. Hit: Target must make a successful DC 14 Wisdom saving throw or become frightened for {@dice 1d4} rounds."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Cerebral%20Stalker.png"
},
{
"name": "Crimson Mist",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 127,
"formula": "17d8+51"
},
"speed": {
"fly": 60
},
"str": 11,
"dex": 18,
"con": 16,
"int": 17,
"wis": 16,
"cha": 16,
"skill": {
"perception": "+6",
"stealth": "+7"
},
"resist": [
{
"special": "nonmagical damage except from silver weapons"
}
],
"vulnerable": [
{
"vulnerable": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from silver weapons"
}
],
"senses": "darkvision 60 ft.",
"passive": 16,
"languages": "Deep Speech (understands but doesn't speak)",
"cr": "7",
"page": 71,
"trait": [
{
"name": "Engulf",
"entries": [
"When a crimson mist strikes a target with one of its tentacles, it can immediately make an engulf attack by entering the opponent's space. The engulfed creature can attempt a DC 15 Dexterity saving throw to evade the attack. Success indicates the character avoids the attack entirely by retreating or stepping aside as the crimson mist moves forward. Failure indicates the crimson mist's body encloses the target, trapping the target inside. An engulfed character is restrained, takes 7 ({@dice 2d6}) necrotic and psychic damage at the start of each of its turns, and immediately begins suffocating. An engulfed character can escape by winning a Dexterity contest against the crimson mist. A crimson mist can engulf only one Medium or smaller creature at a time, and doing so prevents it from attacking with one of its tentacles."
]
},
{
"name": "Susceptibility",
"entries": [
"If a creature dies from the crimson mist's engulf attack, the crimson mist's speed drops to 30 ft., its Stealth bonus drops to +3 (it flushes crimson, hence the name), and attacks against it have tactical advantage. These effects last for 1 hour."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A crimson mist attacks twice with tentacles."
]
},
{
"name": "Tentacle",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) bludgeoning damage and the target is grappled and engulfed (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Crimson%20Mist.png"
},
{
"name": "Decapus",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 12,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 44,
"formula": "8d8+8"
},
"speed": {
"walk": 10,
"climb": 30
},
"str": 14,
"dex": 13,
"con": 15,
"int": 10,
"wis": 11,
"cha": 12,
"skill": {
"deception": "+5",
"stealth": "+3"
},
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Unique (Decapus)",
"cr": "2",
"page": 79,
"trait": [
{
"name": "Brachiation",
"entries": [
"A decapus can move through trees at its climb speed (30 feet per round) by using its tentacles to swing from tree to tree, provided the trees are no more than 10 feet apart."
]
},
{
"name": "Sound Imitation",
"entries": [
"A decapus can mimic the sounds of any creature it has previously encountered with uncanny accuracy, though it can't mimic humanoid speech patterns for more than two or three words at a stretch. The ruse can be detected with a contest between the decapus's Deception and a listener's Insight."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A decapus attacks four times, in any combination of tentacle slams and constriction."
]
},
{
"name": "Tentacle Slam",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 10 ft., one creature. Hit: 5 ({@dice 1d6+2}) bludgeoning damage and the target is grappled and restrained."
]
},
{
"name": "Constriction",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by a tentacle at the start of the decapus's turn. Hit: 5 ({@dice 1d6+2}) bludgeoning damage and the target is grappled and restrained."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A decapus's innate spellcasting ability is Charisma (spell save DC 11). The decapus doesn't need material components to use this ability."
],
"will": [
"{@spell major image}"
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Decapus.png"
},
{
"name": "Denizen of Leng",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 85,
"formula": "10d8+40"
},
"speed": {
"walk": 40
},
"str": 14,
"dex": 18,
"con": 19,
"int": 18,
"wis": 17,
"cha": 21,
"save": {
"dex": "+7"
},
"skill": {
"deception": "+9"
},
"resist": [
"cold",
"lightning"
],
"immune": [
"poison"
],
"conditionImmune": [
"poisoned"
],
"senses": "darkvision 60 ft.",
"passive": 3,
"languages": "Deep Speech, Unique",
"cr": "5",
"page": 83,
"trait": [
{
"name": "Regeneration",
"entries": [
"At the start of its turn, a denizen of Leng regains 5 lost hit points. This ability fails to function only if the creature is utterly cut off from Leng; e.g., if its ability to plane shift is negated. If a denizen of Leng is reduced to 0 hit points while it is still capable of regenerating, its body dissipates into vapor in {@dice 1d4} rounds, leaving only its clothing and equipment behind, and it returns to life on Leng."
]
},
{
"name": "Sneak Attack",
"entries": [
"Once per turn, a denizen of Leng can do an extra 14 ({@dice 4d6}) damage with a claw or bite attack if the denizen has advantage on the attack or if one of its allies is within 5 feet of the target."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A denizen of Leng bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) piercing damage and the target must make a successful DC 15 Constitution saving throw or immediately gain one level of exhaustion."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) slashing damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A denizen of Leng's innate spellcasting ability is Charisma (spell save DC 16, {@hit 8} to hit with spell attacks). A denizen of Leng doesn't need material components to use these abilities."
],
"constant": [
"{@spell tongues}"
],
"daily": {
"3e": [
"{@spell detect thoughts}",
"{@spell hypnotic pattern}",
"{@spell levitate}",
"{@spell mirror image}"
],
"1e": [
"{@spell locate object}",
"{@spell plane shift} (self only)"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Denizen%20of%20Leng.png"
},
{
"name": "Dust Digger",
"size": "L",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 38,
"formula": "7d8+7"
},
"speed": {
"walk": 10,
"burrow": 10
},
"str": 16,
"dex": 10,
"con": 13,
"int": 2,
"wis": 11,
"cha": 10,
"skill": {
"stealth": "+4"
},
"conditionImmune": [
"prone",
"unconscious"
],
"senses": "tremorsense 60 ft.",
"passive": 10,
"languages": "None",
"cr": "3",
"page": 88,
"trait": [
{
"name": "Earth Glide",
"entries": [
"A dust digger can glide through sand, loose soil, or other loosely packed earth as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole and creates no ripple on the surface or other sign of its presence. A move earth spell cast on an area containing a burrowing dust digger flings the creature back 30 feet and stuns it for one round unless it makes a successful Constitution saving throw."
]
},
{
"name": "Earthy Camouflage",
"entries": [
"A dust digger has tactical advantage on Stealth checks while it's buried in the ground."
]
},
{
"name": "Sinkhole",
"entries": [
"A buried dust digger can deflate its body as a free action, causing the sand above it to slide toward its maw. A creature standing on the surface above the dust digger when it deflates must be checked for surprise. If it is surprised, it is attacked by all five tentacles during the dust digger's surprise round. If the creature is not surprised, roll initiative normally."
]
},
{
"name": "Swallow",
"entries": [
"A swallowed creature is blinded and restrained but no longer grappled. It takes 5 ({@dice 1d8+1}) bludgeoning damage plus {@dice 1d8} acid damage automatically at the start of each of the dust digger's turns. One Medium creature or two Small creatures can be inside the dust digger at one time. A swallowed creature is unaffected by anything happening outside the dust digger or by attacks from outside it. A swallowed creature can get out of the dust digger by using 5 feet of movement, but only after the dust digger is dead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A dust digger attacks five times; no more than one of those attacks can be a bite."
]
},
{
"name": "Tentacle Slam",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 10 ft., one creature. Hit: 7 ({@dice 1d8+3}) bludgeoning damage and the target is grappled."
]
},
{
"name": "Tentacle Crush",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by a tentacle at the start of the dust digger's turn. Hit: 7 ({@dice 1d8+3}) bludgeoning damage and the target is grappled and restrained."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, one creature already grappled by a tentacle at the start of the dust digger's turn. Hit: 12 ({@dice 2d8+3}) piercing damage and the target must make a successful DC 13 Strength saving throw or be swallowed (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Dust%20Digger.png"
},
{
"name": "Encephalon Gorger",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
13
],
"hp": {
"average": 65,
"formula": "10d8+20"
},
"speed": {
"walk": 30
},
"str": 12,
"dex": 16,
"con": 14,
"int": 21,
"wis": 15,
"cha": 15,
"skill": {
"insight": "+5",
"perception": "+5"
},
"resist": [
"cold"
],
"senses": "darkvision 60 ft.",
"passive": 15,
"languages": "Common, Abyssal, Celestial, Infernal, Unique (Encephalon)",
"cr": "4",
"page": 94,
"trait": [
{
"name": "Adrenal Surge (2/Day)",
"entries": [
"Twice per day as a bonus action, an encephalon gorger can accelerate itself so that it gains speed 60 ft. and AC 15, it gets tactical advantage on Dexterity saving throws, and it can take one additional action on its turns. This effect lasts {@dice 1d4} rounds."
]
},
{
"name": "Combat Mobility",
"entries": [
"Opportunity attacks against a moving encephalon gorger always have tactical disadvantage."
]
},
{
"name": "Mind Screen",
"entries": [
"The mind of an encephalon gorger is an alien and dangerous place. Should a creature attempt to scan the mind or read the thoughts of an encephalon gorger with magic or psionics (not just gauging intent with Insight skill), the creature making the attempt must make a successful DC 16 Intelligence saving throw or be driven insane (Intelligence and Wisdom both reduced to 3). Even on a successful save, the creature suffers the effects of a confusion spell for {@dice 1d4} rounds."
]
},
{
"name": "Mindsense",
"entries": [
"An encephalon gorger instinctively senses the Intelligence of any creature within 60 feet."
]
},
{
"name": "Regeneration",
"entries": [
"At the start of its turn, an encephalon regains 5 lost hit points. This ability fails to function if the creature takes psychic damage since its previous turn."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"An encephalon gorger attacks twice with claws or once with mindfeed. A claw used to maintain a grapple can't attack."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 12 ({@dice 2d8+3}) slashing damage and the target is grappled."
]
},
{
"name": "Mindfeed",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the encephalon at the start of its turn. Hit: 12 ({@dice 2d6+5}) psychic damage and the encephalon gains 5 temporary hit points. The target must also make a successful DC 15 Intelligence saving throw or lose 1 point of Intelligence. All drained Intelligence is recovered if greater restoration or comparable magic is used on the victim within 24 hours of the loss. After 24 hours, each casting of greater restoration restores just one point of Intelligence."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Encephalon%20Gorger.png"
},
{
"name": "Froghemoth",
"size": "H",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 200,
"formula": "16d12+96"
},
"speed": {
"walk": 20,
"swim": 30
},
"str": 25,
"dex": 11,
"con": 22,
"int": 2,
"wis": 13,
"cha": 10,
"save": {
"dex": "+4"
},
"skill": {
"perception": "+5",
"stealth": "+4"
},
"resist": [
"fire"
],
"immune": [
"lightning"
],
"senses": "darkvision 60 ft.",
"passive": 15,
"languages": "None",
"cr": "11",
"page": 107,
"trait": [
{
"name": "All-Around Vision",
"entries": [
"A froghemoth's eyestalk allows it to scan quickly in all directions. Attackers never gain tactical advantage or bonus damage against it from the presence of nearby allies."
]
},
{
"name": "Slowed by Electricity",
"entries": [
"Although a froghemoth is immune to lightning damage, whenever it would otherwise take such damage, it is instead slowed for 1 round."
]
},
{
"name": "Swallow",
"entries": [
"A swallowed creature is blinded and restrained but no longer grappled. It takes 10 ({@dice 1d8+6}) bludgeoning damage plus 9 ({@dice 2d8}) acid damage automatically at the start of each of the froghemoth's turns. Any number of creatures can be inside the froghemoth at one time. A swallowed creature is unaffected by anything happening outside the froghemoth or by attacks from outside it. A swallowed creature can get out of the froghemoth by using 10 feet of movement, but only after the froghemoth is dead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A froghemoth attacks once with its tongue and four times with tentacles. Each tentacle can either grab or crush. In addition to these attacks, it can also bite one creature it grapples."
]
},
{
"name": "Tentacle Grab",
"entries": [
"Melee Attack: {@hit +11} to hit, reach 15 ft., one creature. Hit: 11 ({@dice 1d8+7}) bludgeoning damage and the target is grappled."
]
},
{
"name": "Tentacle Crush",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by a tentacle at the start of the froghemoth's turn. Hit: 12 ({@dice 1d10+7}) bludgeoning damage and the target is grappled."
]
},
{
"name": "Tongue",
"entries": [
"Melee Attack: {@hit +11} to hit, reach 30 ft., one creature. Hit: 10 ({@dice 1d6+7}) bludgeoning damage and the target is grappled and restrained."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +11} to hit, reach 15 ft., one creature grappled by the froghemoth's tentacles or tongue. Hit: 16 ({@dice 2d8+7}) piercing damage and the target must make a successful DC 18 Dexterity saving throw or be swallowed (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Froghemoth.png"
},
{
"name": "Hydra Cloud Gohl",
"size": "L",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
13
],
"hp": {
"average": 85,
"formula": "10d10+30"
},
"speed": {
"fly": 30
},
"str": 18,
"dex": 17,
"con": 17,
"int": 6,
"wis": 12,
"cha": 6,
"save": {
"dex": "+6",
"wis": "+4"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonsilver weapons"
}
],
"immune": [
"acid"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common (understands but can't speak)",
"cr": "8",
"page": 124,
"action": [
{
"name": "Multiattack",
"entries": [
"A gohl bites three times and attacks six times with tentacles. Each tentacle can either slam or constrict."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 10 ft., one creature. Hit: 7 ({@dice 1d6+4}) piercing damage plus 4 ({@dice 1d8}) acid damage."
]
},
{
"name": "Tentacle Slam",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d8+4}) bludgeoning damage and the target must make a successful DC 15 Dexterity saving throw or be grappled."
]
},
{
"name": "Tentacle Constriction",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the gohl at the start of the gohl's turn. Hit: 9 ({@dice 1d10+4}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Hydra%20Cloud%20Gohl.png"
},
{
"name": "Gorbel",
"size": "S",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
12
],
"hp": {
"average": 11,
"formula": "2d8+2"
},
"speed": {
"walk": 5,
"fly": 40
},
"str": 12,
"dex": 14,
"con": 12,
"int": 8,
"wis": 9,
"cha": 8,
"resist": [
"bludgeoning"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Deep Speech",
"cr": "1/4",
"page": 130,
"trait": [
{
"name": "Explosive",
"entries": [
"When a gorbel takes piercing or slashing damage, it must make a successful Constitution saving throw or it explodes. The DC for the saving throw equals 5 plus the damage taken from the attack. When it explodes, all creatures within 5 feet of it take 4 ({@dice 1d6+1}) force damage, or half damage with a successful DC 11 Dexterity saving throw. The gorbel dies instantly, of course."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A gorbel bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 15 ft., one creature. Hit: 2 ({@dice 1d4}) slashing damage. A target of Small size or smaller is pulled to within 5 feet of the gorbel; if the target is Medium size or larger, the gorbel pulls itself to within 5 feet of the target."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Gorbel.png"
},
{
"name": "Grue (Type 2)",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
13
],
"hp": {
"average": 36,
"formula": "8d8"
},
"speed": {
"fly": 30
},
"str": 3,
"dex": 16,
"con": 10,
"int": 8,
"wis": 10,
"cha": 10,
"immune": [
{
"immune": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"conditionImmune": [
"paralyzed",
"poisoned",
"prone",
"restrained"
],
"senses": "truesight 60 ft.",
"passive": 10,
"languages": "Deep Speech",
"cr": "2",
"page": 138,
"trait": [
{
"name": "Aura of Darkness",
"entries": [
"A type 2 grue is permanently enveloped by a sphere of darkness with a 15-foot diameter. Other than the aura's size and duration, it behaves exactly as the darkness spell."
]
},
{
"name": "Extinguish Light",
"entries": [
"As a bonus action, a grue can extinguish one normal (nonmagical) light within 100 feet."
]
},
{
"name": "Soul Devourer",
"entries": [
"The body of any creature killed by a grue, along with everything it wore or carried, fades from existence {@dice 1d6} x 10 minutes after its death unless it is protected by magic such as a gentle repose spell. Four days later, the vanished person's soul returns as a grue, and it becomes impossible for the slain creature to ever be raised."
]
},
{
"name": "Spell Immunity",
"entries": [
"The only spells that affect a type 2 grue are those that do radiant damage."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 12 ({@dice 2d8+3}) piercing damage and the grue heals half as many hit points."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Grue%20(Type%202).png"
},
{
"name": "Leng Spider",
"size": "H",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 97,
"formula": "15d12"
},
"speed": {
"walk": 40
},
"str": 14,
"dex": 16,
"con": 10,
"int": 18,
"wis": 15,
"cha": 16,
"skill": {
"arcana": "+7",
"stealth": "+6"
},
"resist": [
"cold"
],
"immune": [
"poison"
],
"conditionImmune": [
"poisoned"
],
"senses": "darkvision 60 ft.",
"passive": 2,
"languages": "Deep Speech, Unique",
"cr": "6",
"page": 162,
"trait": [
{
"name": "Leng Venom",
"entries": [
"A Leng spider's venom causes flesh to blister and rot, reducing the target's Charisma score by 1 point. It also triggers vivid and horrific hallucinations. A poisoned creature suffers the effect of the poisoned condition and must act as if affected by the confusion spell. The confusion effect ends the second time the creature rolls a 9 or 10 at the start of its turn (allowing it to act normally that turn). The poisoned condition persists until after the creature's next long rest, or until the poison is neutralized magically. Lost Charisma can be regained through magic."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A Leng-spider bites once and attacks once with web flails."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d10+3}) piercing damage and the target must make a successful DC 11 Con saving throw or be poisoned by Leng venom (see above)."
]
},
{
"name": "Web Flails",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d10+3}) bludgeoning damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A Leng-spider's innate spellcasting ability is Intelligence (spell save DC 16, {@hit 8} to hit with spell attacks). The Leng-spider doesn't need material components to use these abilities. It can cast dispel magic as a bonus action."
],
"will": [
"{@spell dispel magic}"
],
"daily": {
"1": [
"{@spell dominate monster}"
],
"3e": [
"{@spell invisibility}",
"{@spell phantasmal force}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Leng%20Spider.png"
},
{
"name": "Temporal Crawler",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"{@spell foresight} bonus"
]
}
],
"hp": {
"average": 45,
"formula": "7d8+14"
},
"speed": {
"walk": 35,
"climb": 25
},
"str": 14,
"dex": 17,
"con": 14,
"int": 5,
"wis": 13,
"cha": 10,
"skill": {
"stealth": "+5"
},
"senses": "darkvision 60 ft., tremorsense 30 ft. while in webs",
"passive": 1,
"languages": "Unique, telepathy",
"cr": "2",
"page": 223,
"trait": [
{
"name": "Foresight",
"entries": [
"A temporal crawler can see a few seconds into the future. This ability prevents a temporal crawler from ever being surprised and grants it an AC bonus equal to its Wisdom modifier (already factored into its AC). In addition, attackers never gain tactical advantage or bonus damage against it from the presence of nearby allies."
]
},
{
"name": "Immunity to Temporal Magic",
"entries": [
"Temporal crawlers are unaffected by magic that alters or manipulates time in any way."
]
},
{
"name": "Slowing Webs",
"entries": [
"Creatures other than temporal crawlers that are within 10 feet of the webbing in a temporal crawlers lair must make a successful DC 12 Constitution saving throw or uffer the effects of a slow spell. The slowing effect ends {@dice 1d4} rounds after the creature leaves the affected area."
]
},
{
"name": "Webbing Trap (1/Day)",
"entries": [
"The approach to a temporal crawler lair usually is trapped by a concealed net of webbing. The trap, which covers a 20-foot-by-20-foot area, can be spotted with a DC 15 Intelligence (Nature) or Wisdom (Survival) check. Each creature entering the trapped area has a 1-in-3 chance to set it off. When the trap is triggered, the webbing drops and each creature in the trapped area must make a successful DC 12 Dexterity saving throw or be restrained. A restrained creature can escape by using an action to make a successful DC 12 Strength (Athletics) check. Alternatively, the webs restraining one creature can be destroyed by 10 points of slashing or fire damage (AC 10)."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage and the target must make a successful DC 12 Constitution saving throw or take 3 ({@dice 1d6}) poison damage and be paralyzed for a number of rounds equal to the poison damage."
]
},
{
"name": "Webs (Recharge 5—6)",
"entries": [
"Ranged Attack: automatic hit, range 50 ft., one creature. Hit: the target must make a successful DC 12 Dexterity saving throw or be restrained. A restrained creature can escape by using an action to make a successful DC 12 Strength (Athletics) check. Alternatively, the restraining webs can be destroyed by 10 points of slashing or fire damage (AC 10)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Temporal%20Crawler.png"
},
{
"name": "Tentacled Horror",
"size": "H",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 171,
"formula": "18d12+54"
},
"speed": {
"walk": 15,
"swim": 30
},
"str": 22,
"dex": 8,
"con": 16,
"int": 7,
"wis": 10,
"cha": 16,
"save": {
"cha": "+7",
"con": "+7",
"str": "+10"
},
"resist": [
"acid"
],
"senses": "darkvision 120 ft.",
"passive": 10,
"languages": "Telepathy",
"cr": "11",
"page": 225,
"trait": [
{
"name": "Horn",
"entries": [
"The source of a tentacled horrors power is its horn. If a tentacled horrors horn is removed or destroyed, the creature loses its regeneration ability, cant take legendary actions, and has disadvantage on attack rolls. The horn can be attacked specifically with targeted attacks but not area affects; it has AC 20, 30 hit points, and is immune to all damage types except slashing, bludgeoning, and force damage from spells or magic weapons. The horn can be torn off with a successful DC 25 Strength (Athletics) check made by a creature that is grappling the tentacled horror. Damage done to the horn does not reduce the tentacled horrors hit points."
]
},
{
"name": "Regeneration",
"entries": [
"A tentacled horror regains 10 hit points at the start of each of its turns. This ability doesnt function if it took cold or fire damage since its previous turn or if its horn is destroyed or removed. If the horn is damaged, regeneration heals it first."
]
},
{
"name": "Insanity Toxin",
"entries": [
"Creatures poisoned by insanity toxin must roll {@dice 1d10}, add their Intelligence modifier, and find the result on the table below. Affected creatures can repeat the saving throw if the tentacled horrors horn is torn off. A successful save ends the insanity. Otherwise, these effects are permanent until removed by magic that can end a curse.",
{
"type": "table",
"colLabels": [
"Die",
"Result"
],
"colStyles": [
"col-xs-2 text-align-center",
"col-xs-10"
],
"rows": [
[
"3-",
"Frightened—The creature flees from the tentacled horror and from any creature not of its own species. Die Result"
],
[
"4",
"Incapacitated—The creature wanders aimlessly, dropping its items, staring at whatever catches its fancy, giggling and weeping, incapable of speech or intelligent action."
],
[
"5",
"Poisoned"
],
[
"6",
"Blinded"
],
[
"7",
"Stunned"
],
[
"8",
"Dominated—The creature falls completely under the tentacled horrors control and does its best to kill any creatures that arent worshiping the tentacled horror."
],
[
"9",
"Overcome by Self-Loathing—The creature draws a dagger or similar weapon and inflicts the weapons damage to itself automatically on each of its turns. If the creature has no suitable weapon or cant use weapons, it bashes its head against a wall or floor instead, doing 1d4 + Str mod damage. Aside from performing this attack against itself, the creature is effectively stunned."
],
[
"10+",
"Overcome by Worshipfulness—The creature wants nothing but to worship the tentacled horror. It prostrates itself and tosses one possession on each of its turns to the tentacled horror, beginning with the most valuable possession and working down. Aside from making these offerings, the creature is effectively stunned."
]
]
}
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A tentacled horror attacks three times with tentacles."
]
},
{
"name": "Tentacle",
"entries": [
"Melee Attack: {@hit +10} to hit, reach 10 ft., one creature. Hit: 13 ({@dice 2d6+6}) bludgeoning damage and the target must make a successful DC 18 Dexterity saving throw or be grappled."
]
},
{
"name": "Bite",
"entries": [
"{@hit +10} to hit, one creature grappled by the tentacled horror. Hit: 12 ({@dice 1d12+6}) piercing damage and the target must make a successful DC 15 Constitution saving throw or suffer the effect of insanity toxin (see above)."
]
},
{
"name": "Escape",
"entries": [
"The tentacled horror attempts to escape from a grapple."
]
},
{
"name": "Tail Slap",
"entries": [
"{@hit +10} to hit, reach 10 ft., one creature. Hit: 15 ({@dice 2d8+6}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Tentacled%20Horror.png"
},
{
"name": "Volt (Bolt Wurm)",
"size": "S",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
13
],
"hp": {
"average": 13,
"formula": "3d6+3 "
},
"speed": {
"fly": 30
},
"str": 10,
"dex": 16,
"con": 12,
"int": 2,
"wis": 10,
"cha": 6,
"skill": {
"acrobatics": "+5"
},
"immune": [
"lightning"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/4",
"page": 241,
"trait": [
{
"name": "Agile Grappler",
"entries": [
"A volt uses its Dexterity (Acrobatics) score to oppose attempts to escape from its grapple. The volt cant move a creature it grapples, but it moves with the grappled creature. If the grapple is broken, the volt immediately moves 5 feet into an adjacent, empty space."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage and the volt enters the targets space and grapples the target. The volt cant use its bite attack while it is grappling a creature."
]
},
{
"name": "Tail Slap",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the volt at the start of the volts turn. Hit: 5 ({@dice 1d6+2}) lightning damage. A creature reduced to 0 hp by this attack is unconscious and stable, not dying."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Volt%20(Bolt%20Wurm).png"
},
{
"name": "Were-Mist",
"size": "L",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
7
],
"hp": {
"average": 16,
"formula": "3d10"
},
"speed": {
"walk": 30
},
"str": 0,
"dex": 4,
"con": 10,
"int": 10,
"wis": 16,
"cha": 10,
"immune": [
"acid",
"necrotic",
"piercing",
"poison",
{
"immune": [
"bludgeoning",
"slashing"
],
"note": "damage from nonmagical or nonsilver weapons"
}
],
"conditionImmune": [
"blinded",
"charmed",
"deafened",
"exhaustion",
"frightened",
"paralyzed",
"poisoned",
"prone",
"restrained",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 3,
"languages": "Common",
"cr": "4",
"page": 245,
"trait": [
{
"name": "Transformation",
"entries": [
"A dominated creature is completely under the were-mists control. At the start of its next turn, as a bonus action, the dominated creature transforms into the hybrid form of a wereboar, wererat, or werewolf (the form is chosen by the were-mist). The transformed creature has the stats and abilities of its new form, but it cant cause lycanthropy. Transformation into a beast heals all lost hit points the same as a long rest, but doesnt affect damaging conditions such as poisoning or disease. The domination and transformation are permanent until the were-mist is killed, is driven off, or leaves voluntarily. The were-mist can be attacked with weapons and with targeted spells without endangering the enveloped creature, but the transformed victim is subject to area affects as normal. The were-mist leaves the transformed creature and seeks a new victim when the transformed creature drops to 10 or fewer hit points. When the were-mist leaves or is killed, the transformed creature immediately transforms back into its normal form, with the same number of hit points it had in were-form. The creature is also stunned until it makes a successful DC 13 Constitution saving throw at the start of its turn. Killing or knocking out the transformed creature has no effect on the weremist; it simply moves on to another victim."
]
},
{
"name": "Variable CR",
"entries": [
"The challenge rating of a were-mist is the same as the type of beast it transforms victims into; CR 2 for wererats, CR 3 for werewolves, or CR 4 for wereboars. If it transforms victims into more than one type in an encounter, use the highest value."
]
}
],
"action": [
{
"name": "Domination",
"entries": [
"Melee Attack: automatic hit, reach 5 ft., one creature. Hit: the target must make a successful DC 13 Charisma saving throw or the were-mist enters the target creatures space and the target is dominated and transformed by the were-mist; see Transformation, above."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Were-Mist.png"
},
{
"name": "Clamor",
"size": "M",
"type": {
"type": "aberration",
"tags": [
"extraplanar",
"incorporeal"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
17
],
"hp": {
"average": 45,
"formula": "6d8+18"
},
"speed": {
"fly": 50
},
"str": 1,
"dex": 25,
"con": 17,
"int": 5,
"wis": 12,
"cha": 17,
"immune": [
{
"special": "nonmagical"
},
"thunder"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Unknown, but seems to understand a bit of most languages",
"cr": "2",
"page": 62,
"trait": [
{
"name": "Incorporeal",
"entries": [
"A clamor can pass through solid objects such as a wall, or other creatures, as if they were difficult terrain. It takes 5 ({@dice 1d10}) force damage if it is still inside another object at the end of its turn. It can move in total silence when it chooses to."
]
},
{
"name": "Natural Invisibility",
"entries": [
"As creatures of living sound, a clamor is naturally invisible, even when it attacks. This ability can't be \"switched off\" or negated by any means. See invisibility adds a ghostly outline around a clamor, but true seeing reveals nothing, because the clamor has no visible form to reveal."
]
},
{
"name": "Sound Mimicry",
"entries": [
"A clamor can duplicate any sound it has ever encountered with perfect accuracy. It can duplicate speech, music, or any other auditory phenomenon, although sounds with magical properties (such as power word spells) lose their magical effects when duplicated."
]
},
{
"name": "Speed of Sound (1/Day)",
"entries": [
"Once per day, a clamor can fly at the speed of sound for four minutes, an effective speed of 6,730 feet per round. It can't attack or use any other abilities when moving this way. In four minutes, it can cover 51 miles (82 kilometers)."
]
},
{
"name": "Sound-Related Vulnerabilities",
"entries": [
"Any magical silence effect or effect that creates a vacuum deals 13 ({@dice 3d8}) force damage to a clamor and forces it to make a successful Constitution saving throw against the spellcaster's DC or become frightened for one minute. In addition, any spells or abilities that deal thunder damage require the clamor to make a successful Constitution saving throw or be affected as if hit by a confusion spell for one minute. Spells or abilities that manipulate sound in pleasing or at least nonlethal ways (such as a bard's countercharm ability) require the clamor to make a successful Charisma saving throw or be affected as if charmed for one hour. The DC of both saving throws equals 8 + the attacker's applicable ability score modifier+the attacker's proficiency bonus. The DM has final say whether a specific spell or ability affects a clamor, and how."
]
}
],
"action": [
{
"name": "Thunder",
"entries": [
"Melee Attack Touch: {@hit +9} to hit, reach 5 ft., one creature. Hit: 11 ({@dice 1d8+7}) thunder damage and the target is pushed 5 feet away from the clamor."
]
},
{
"name": "Sonic Ray",
"entries": [
"Ranged Attack: {@hit +9} to hit, range 120 ft., one creature. Hit: 10 ({@dice 1d6+7}) thunder damage and the target is deafened until the start of the clamor's next turn."
]
},
{
"name": "Sonic Burst (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 100 ft. sphere centered on clamor, all creatures in range. Hit: every target must make a successful DC 13 Constitution saving throw or be stunned for {@dice 1d3} rounds. Living creatures within 50 feet of the clamor are also permanently deafened if this saving throw fails. Greater restoration, wish, or comparable magic can restore a creature's hearing."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Clamor.png"
},
{
"name": "Giant Rhinoceros Beetle",
"size": "L",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 18,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 95,
"formula": "10d10+40"
},
"speed": {
"walk": 20
},
"str": 20,
"dex": 10,
"con": 18,
"int": 2,
"wis": 10,
"cha": 6,
"senses": "darkvision 60ft.",
"passive": 10,
"languages": "None",
"cr": "4",
"page": 24,
"trait": [
{
"name": "Symbiotic Vermin",
"entries": [
"Any living creature other than another giant beetle that ends its turn adjacent to a giant rhinoceros beetle must make a successful DC 15 Constitution saving throw or be poisoned until the end of their next turn."
]
}
],
"action": [
{
"name": "Gore",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one creature that was not adjacent to the beetle at the start of the beetle's turn. Hit: 20 ({@dice 3d8+5}) piercing damage."
]
},
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 13 ({@dice 2d6+5}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Giant%20Rhinoceros%20Beetle.png"
},
{
"name": "Giant Slicer Beetle",
"size": "L",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 59,
"formula": "7d10+21"
},
"speed": {
"walk": 20
},
"str": 20,
"dex": 10,
"con": 16,
"int": 2,
"wis": 10,
"cha": 9,
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "3",
"page": 24,
"trait": [
{
"name": "Vorpal Bite",
"entries": [
"The mandibles of a slicer beetle are extremely sharp. It scores a critical hit if the attack roll is a natural 19 or 20. If a slicer beetle scores a critical hit on its attack roll, the affected creature must make a DC 10 Dexterity saving throw. Failure indicates the slicer beetle severed one of the opponent's extremities (roll {@dice 1d8}: 1-4 = arm, 5-8 = leg; even = right, odd = left)."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 17 ({@dice 2d10+5}) piercing damage. If this attack scores a critical hit, see Vorpal Bite."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Giant%20Slicer%20Beetle.png"
},
{
"name": "Giant Water Beetle",
"size": "M",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 30,
"formula": "4d8+12"
},
"speed": {
"walk": 10,
"swim": 60
},
"str": 15,
"dex": 13,
"con": 16,
"int": 2,
"wis": 10,
"cha": 9,
"senses": "tremorsense 60 ft. when underwater",
"passive": 10,
"languages": "None",
"cr": "1/2",
"page": 25,
"trait": [
{
"name": "Water Dependent",
"entries": [
"Giant water beetles can survive out of water for eight hours. After that, they gain one level of exhaustion every 10 minutes until they die or return to fresh water."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d10+2}) piercing damage."
]
},
{
"name": "Ink Cloud (Recharge 6)",
"entries": [
"As a bonus action while it is underwater, a giant water beetle can emit a cloud of jet-black ink that fills a sphere centered on itself with a radius of 10 feet. The area inside the ink cloud is heavily obscured."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Giant%20Water%20Beetle.png"
},
{
"name": "Greater Boneneedle",
"size": "M",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
13
],
"hp": {
"average": 31,
"formula": "7d8"
},
"speed": {
"walk": 30,
"climb": 20
},
"str": 8,
"dex": 16,
"con": 11,
"int": 1,
"wis": 12,
"cha": 3,
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "1",
"page": 34,
"trait": [
{
"name": "Aversion to Daylight",
"entries": [
"Boneneedles shun light. While exposed to natural (not magical) sunlight, they have tactical disadvantage on all attack rolls, saving throws, and skill checks."
]
},
{
"name": "Boneneedle Poison",
"entries": [
"The bite of a boneneedle injects a syrupy neurotoxin that destroys flesh and weakens bone. A creature that fails its saving throw against boneneedle poison gains the poisoned condition. While the creature is poisoned by boneneedle poison, it also takes an extra 2 points of damage whenever it takes bludgeoning, piercing, or slashing damage. Cumulative bites do not increase the extra damage. The poisoned creature can repeat the saving throw after a long or short rest, ending the poisoned condition with a successful save. A lesser restoration spell or comparable magic also neutralizes the poison."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 13 ({@dice 2d8+3}) piercing damage and the target must make a successful DC 12 Constitution saving throw or become poisoned, suffering the effect of boneneedle poison (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Greater%20Boneneedle.png"
},
{
"name": "Lesser Boneneedle",
"size": "S",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 13,
"formula": "3d8"
},
"speed": {
"walk": 20,
"climb": 20
},
"str": 5,
"dex": 14,
"con": 10,
"int": 1,
"wis": 10,
"cha": 3,
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/4",
"page": 34,
"trait": [
{
"name": "Aversion to Daylight",
"entries": [
"Boneneedles shun light. While exposed to natural (not magical) sunlight, they have tactical disadvantage on all attack rolls, saving throws, and skill checks."
]
},
{
"name": "Boneneedle Poison",
"entries": [
"The bite of a boneneedle injects a syrupy neurotoxin that destroys flesh and weakens bone. A creature that fails its saving throw against boneneedle poison gains the poisoned condition. While the creature is poisoned by boneneedle poison, it also takes an extra 2 points of damage whenever it takes bludgeoning, piercing, or slashing damage. Cumulative bites do not increase the extra damage. The poisoned creature can repeat the saving throw after a long or short rest, ending the poisoned condition with a successful save. A lesser restoration spell or comparable magic also neutralizes the poison."
]
},
{
"name": "Crowd",
"entries": [
"Up to three boneneedles can occupy the same 5-foot space."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: ({@dice 1d6+2}) piercing damage and the target must make a successful DC 12 Constitution saving throw or become poisoned suffering the effect of boneneedle poison (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Lesser%20Boneneedle.png"
},
{
"name": "Cave Cricket",
"size": "S",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 5,
"formula": "2d6-2"
},
"speed": {
"walk": 30,
"climb": 30,
"fly": 30
},
"str": 10,
"dex": 14,
"con": 8,
"int": 1,
"wis": 10,
"cha": 7,
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/4",
"page": 48,
"trait": [
{
"name": "Chirp",
"entries": [
"Creatures within 20 feet of a chirping cave cricket can't be heard unless they scream. Spellcasters in the area must make a successful DC 9 Constitution saving throw to cast a spell correctly. Failure indicates the spell is not cast, but the slot is not expended. The chirping doubles the chance of attracting wandering monsters, if applicable."
]
}
],
"action": [
{
"name": "Kick",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Cave%20Cricket.png"
},
{
"name": "Cave Eel",
"size": "M",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 9,
"formula": "2d8"
},
"speed": {
"walk": 25
},
"str": 13,
"dex": 14,
"con": 11,
"int": 1,
"wis": 10,
"cha": 3,
"skill": {
"stealth": "+4"
},
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/4",
"page": 49,
"trait": [
{
"name": "Concealed Burrow",
"entries": [
"Cave eels conceal their burrows skillfully, so they have tactical advantage on Dexterity (Stealth) checks to be hidden at the beginning of an encounter. An attacking cave eel lunges from its cave, bites a victim within 5 feet, and then withdraws back into its burrow without triggering an opportunity attack. While in a burrow, a cave eel has threequarters cover (+5 bonus to AC and Dex saving throws). The only way to negate this benefit is for a character to ready an action and attack the cave eel with a reaction as it extends its body to strike."
]
},
{
"name": "Viselike Jaws",
"entries": [
"When a cave eel withdraws back into its burrow with a grappled character in its jaws, that character's body effectively becomes a shield protecting the eel, giving it total cover inside its burrow (it has only three-quarters cover against the character it grapples). While the eel has a character grappled this way, it doesn't need to extend from its burrow to attack the grappled character, who it bites automatically."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage and the target is grappled and restrained (see Viselike Jaws, above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Cave%20Eel.png"
},
{
"name": "Cave Leech",
"size": "L",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
10
],
"hp": {
"average": 102,
"formula": "12d10+36"
},
"speed": {
"walk": 20,
"swim": 30
},
"str": 18,
"dex": 11,
"con": 17,
"int": 3,
"wis": 12,
"cha": 6,
"resist": [
"bludgeoning"
],
"senses": "tremorsense 60 ft.",
"passive": 1,
"languages": "None",
"cr": "6",
"page": 51,
"trait": [
{
"name": "Blood Drain",
"entries": [
"Immediately after making a constriction attack against a grappled creature, the cave leech can try to drag that creature to its mouth, where it bites the creature automatically and drains its blood, inflicting 4 ({@dice 1d8}) piercing damage. The target can resist being dragged with a Strength contest against the cave leech; the cave leech must win the contest to drag the character to its mouth. A character who wins this contest does not break the cave leech's grapple. The cave leech can try a Strength contest against every creature it makes a constriction attack against until it wins a Strength contest and drains one creature's blood. It can drain blood from the same creature or a different creature each round, but it must win a Strength contest each time."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The cave leech attacks eight times, in any combination of tentacle attacks and constriction attacks."
]
},
{
"name": "Tentacle",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 10 ft., one creature. Hit: 7 ({@dice 1d6+4}) bludgeoning damage and the target is grappled and restrained."
]
},
{
"name": "Constriction",
"entries": [
"Melee Attack: automatic hit, one creature grappled by a tentacle. Hit: 7 ({@dice 1d6+4}) bludgeoning damage and the target can be dragged to the cave leech's mouth to be drained of blood (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Cave%20Leech.png"
},
{
"name": "Centipede Nest",
"size": "M",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
11
],
"hp": {
"average": 22,
"formula": "4d8+4"
},
"speed": {
"walk": 15,
"climb": 15
},
"str": 2,
"dex": 12,
"con": 12,
"int": 1,
"wis": 5,
"cha": 1,
"resist": [
"bludgeoning",
"slashing"
],
"immune": [
"piercing"
],
"conditionImmune": [
"frightened",
"paralyzed",
"prone",
"restrained",
"stunned"
],
"senses": "darkvision 10 ft.",
"passive": -2,
"languages": "None",
"cr": "1/2",
"page": 52,
"trait": [
{
"name": "Centipede Poison",
"entries": [
"The first time a character takes damage from a centipede nest, the character must make a successful DC 11 Constitution saving throw. On a successful save, the character is immune to the poison from that swarm. On a failed save, the character becomes paralyzed. A paralyzed character repeats the saving throw at the end of each of its turns; on a successful save, the paralysis ends and the character becomes poisoned instead. The character remains poisoned for 5 minutes."
]
},
{
"name": "Swarm",
"entries": [
"The swarming nest can occupy another creature's space and vice versa. The swarm can move through an opening large enough for an individual Tiny insect. The swarm can't regain hit points or gain temporary hit points. Once a character takes damage from a centipede nest, the centipedes are on him or her, and the character continues taking 1 piercing damage every round at the start of the centipede nest's turn, even if the character moves away from the swarm. This continues until three actions have been spent smashing, sweeping, and plucking off all the centipedes that crawled onto the character."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: automatic hit, reach 0 ft., one creature. Hit: 1 piercing damage, and the target might suffer the effect of Centipede Poison; see above."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Centipede%20Nest.png"
},
{
"name": "Chain Worm",
"size": "L",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 21,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 161,
"formula": "17d10+68"
},
"speed": {
"walk": 30,
"climb": 20
},
"str": 22,
"dex": 16,
"con": 19,
"int": 1,
"wis": 12,
"cha": 4,
"immune": [
"psychic"
],
"conditionImmune": [
"frightened"
],
"senses": "darkvision 60 ft., tremorsense 60 ft.",
"passive": 1,
"languages": "None",
"cr": "12",
"page": 54,
"trait": [
{
"name": "Poison",
"entries": [
"A creature poisoned by the chain worm must make a DC 16 Constitution saving throw at the end of each of its turns. On a failed save, the creature takes 9 ({@dice 2d8}) poison damage and remains poisoned. On a successful save, the poisoned condition ends."
]
},
{
"name": "Trilling",
"entries": [
"By rapidly vibrating its carapace as a bonus action, a chain worm emits a high-pitched trilling sound that stuns and deafens creatures within range. All living creatures within 30 feet that can hear the trilling must make a successful a DC 16 Constitution saving throw or be stunned and deafened. Stunned characters can repeat the saving throw at the end of each of their turns; a successful save ends the stunned condition, but the deafness lasts until the end of the creature's next long rest."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The chain worm bites once and stings once with its tail."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +10} to hit, reach 5 ft., one creature. Hit: 16 ({@dice 2d10+6}) piercing damage, and the target is grappled. While the chain worm maintains a grapple, it can only bite the grappled creature."
]
},
{
"name": "Tail Sting",
"entries": [
"Melee Attack: {@hit +10} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d8+6}) piercing damage plus 9 ({@dice 2d8}) poison damage, and the target is poisoned (see above). This attack has tactical advantage against targets that are grappled by the chain worm."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Chain%20Worm.png"
},
{
"name": "Giant Clam",
"size": "L",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 22,
"formula": "3d10+6"
},
"speed": {
"swim": 5
},
"str": 16,
"dex": 1,
"con": 15,
"int": 1,
"wis": 10,
"cha": 9,
"skill": {
"stealth": "+2"
},
"immune": [
"psychic"
],
"conditionImmune": [
"frightened",
"stunned"
],
"vulnerable": [
"fire"
],
"senses": "tremorsense 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/4",
"page": 61,
"trait": [
{
"name": "Camouflage",
"entries": [
"The rough shell of a giant clam is draped with barnacles, anemones, and bits of coral, which help it to blend into its environment. A giant clam has a +2 bonus on normal Stealth checks despite its low Dex score, and it gets tactical advantage on Dexterity (Stealth) checks to conceal itself before an encounter (since they have nothing but time, lying there on the sea bottom)."
]
},
{
"name": "Swallow",
"entries": [
"A swallowed creature is blinded and restrained. It takes 1 acid damage automatically at the start of each of the giant clam's turns. Only one Medium or smaller creature can be inside the giant clam at one time, and a giant clam can swallow only one creature per 24 hours. A swallowed creature is unaffected by anything happening outside the giant clam or by attacks from outside it. A swallowed creature can get out of the giant clam by winning a Str contest against it\" the swallowed character has tactical disadvantage in this contest\"or by using 5 feet of movement after the giant clam is dead."
]
}
],
"action": [
{
"name": "Swallow",
"entries": [
"Melee Attack: automatic hit, reach 5 ft., one Medium or smaller creature. Hit: Target creature must make a successful DC 13 Dexterity saving throw or be grappled and restrained inside the clam's shell (see Swallow, above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Giant%20Clam.png"
},
{
"name": "Giant Moray Eel",
"size": "M",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 52,
"formula": "7d8+21"
},
"speed": {
"walk": 5,
"swim": 30
},
"str": 17,
"dex": 14,
"con": 16,
"int": 1,
"wis": 12,
"cha": 4,
"save": {
"dex": "+4"
},
"skill": {
"stealth": "+4"
},
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "2",
"page": 91,
"trait": [
{
"name": "Water Dependency",
"entries": [
"Giant moray eels can survive out of water for 15 minutes. After that, they begin suffocating."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 10 ({@dice 2d6+3}) piercing damage and the target is grappled. The grapple is broken if the eel tries to bite a different target."
]
},
{
"name": "Gnaw",
"entries": [
"Melee Attack: automatic hit, one creature already grappled at the start of the eel's turn. Hit: 12 ({@dice 2d8+3}) piercing damage, and the target must make a successful DC 13 Constitution saving throw or take 7 ({@dice 2d6}) necrotic damage and lose 1 point of Charisma."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Giant%20Moray%20Eel.png"
},
{
"name": "Golden Cat",
"size": "T",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 3,
"formula": "2d4-2"
},
"speed": {
"walk": 20,
"climb": 10
},
"str": 6,
"dex": 15,
"con": 8,
"int": 2,
"wis": 12,
"cha": 10,
"senses": "drakvision 60 ft.",
"passive": 1,
"languages": "Common (Understands but can't speak)",
"cr": "0",
"page": 125,
"trait": [
{
"name": "Escape Artist (1/Day)",
"entries": [
"The golden cat teleports up to 30 feet as a move."
]
},
{
"name": "Luck/Unluck (3/Day)",
"entries": [
"The owner of a golden cat can reroll one die and take the most favorable result, provided the golden cat is within 40 feet of its owner. Only one reroll is allowed per round. This ability is a power of the cat, which responds to its owner's telepathic request for luck. There is a downside, however. Each time the golden cat grants luck (a reroll) to its owner, it saps a bit of luck from other, nearby creatures. All other creatures (including the owner's allies) within 40 feet of the golden cat have tactical disadvantage on their first attack roll or ability check for one round."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Golden%20Cat.png"
},
{
"name": "Helix Moth Adult",
"size": "H",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 114,
"formula": "12d12+36"
},
"speed": {
"walk": 20,
"fly": 60
},
"str": 13,
"dex": 15,
"con": 16,
"int": 1,
"wis": 11,
"cha": 2,
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "6",
"page": 142,
"trait": [
{
"name": "Drone",
"entries": [
"The rapid beating of the helix moth's wings creates an incessant droning sound that clouds the minds of creatures capable of hearing it. All such creatures within 30 feet of the moth must make a successful DC 14 Wisdom saving throw or suffer a penalty identical to being poisoned (this is not a poison effect, however, so poison resistance and immunity don't apply). The effect lasts for 1 minute (10 rounds); at the end of that time, if the droning can still be heard, the saving throw can be repeated. A successful save renders a creature immune to the droning of helix moths for 12 hours."
]
},
{
"name": "Helix Moth Poison",
"entries": [
"If a player character drops to 0 hit points from a helix moth sting that caused poison damage (the character failed the saving throw), the character stabilizes automatically but remains unconscious for {@dice 2d6} hours. The character must attempt the saving throw even if the sting's piercing damage alone was enough to drop the character to 0 hit points. Healing the character above 0 hit points won't awaken the character before the {@dice 2d6} hours have elapsed. The character can awaken early only if the poison is neutralized by lesser restoration or similar magic."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"An adult helix moth bites once and stings once."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 11 ({@dice 2d8+2}) piercing damage plus 4 ({@dice 1d8}) acid damage and the target is grappled. If the helix moth has a target grappled at the start of the moth's turn, it can do 11 ({@dice 2d8+2}) piercing damage plus 4 ({@dice 1d8}) acid damage to that target automatically if it does not try to bite another target."
]
},
{
"name": "Sting",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage and the target must make a successful DC 14 Constitution saving throw or take 9 ({@dice 2d8}) poison damage (see Helix Moth Poison above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Helix%20Moth%20Adult.png"
},
{
"name": "Helix Moth Larva",
"size": "L",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 65,
"formula": "10d10+10"
},
"speed": {
"walk": 10
},
"str": 10,
"dex": 10,
"con": 12,
"int": 1,
"wis": 11,
"cha": 2,
"senses": "tremorsense 60 ft.",
"passive": 10,
"languages": "None",
"cr": "2",
"page": 142,
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d10+2}) piercing damage plus 4 ({@dice 1d8}) acid damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Helix%20Moth%20Larva.png"
},
{
"name": "Giant Horsefly",
"size": "L",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 30,
"formula": "4d10+8"
},
"speed": {
"walk": 20,
"fly": 60
},
"str": 15,
"dex": 15,
"con": 14,
"int": 1,
"wis": 12,
"cha": 7,
"senses": "tremorsense 60 ft.",
"passive": 1,
"languages": "None",
"cr": "1/2",
"page": 146,
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage and the target is grappled."
]
},
{
"name": "Fluid Drain",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the giant horsefly at the start of the horsefly's turn. Hit: 5 ({@dice 1d6+2}) piercing damage and the target must make a successful DC 12 Constitution saving throw or become paralyzed until it is no longer grappled by the giant horsefly."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Giant%20Horsefly.png"
},
{
"name": "Land Lamprey",
"size": "S",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 2,
"formula": "1d6-1"
},
"speed": {
"walk": 40
},
"str": 6,
"dex": 14,
"con": 9,
"int": 1,
"wis": 10,
"cha": 2,
"vulnerable": [
"fire"
],
"senses": "tremorsense 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/4",
"page": 160,
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) piercing damage and the lamprey enters the target's space and attaches itself to the target. While attached, the lamprey doesn't attack but automatically inflicts 4 ({@dice 1d4+2}) piercing damage at the start of its turn. The lamprey can't move on its own while attached, but it moves with the other creature. To get free from the lamprey, the target creature uses its action to make a Strength (Athletics) check contested by the lamprey's Dexterity check. The lamprey has tactical advantage on this check. It can't use its bite attack again until it is pulled free or it releases the target, either of which automatically moves it out of that creature's space. A lamprey detaches immediately if it caused 5 or 6 damage that turn."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Land%20Lamprey.png"
},
{
"name": "Snow Leopard",
"size": "M",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 16,
"formula": "3d8+3"
},
"speed": {
"walk": 50
},
"str": 15,
"dex": 15,
"con": 12,
"int": 3,
"wis": 14,
"cha": 7,
"skill": {
"perception": "+4",
"stealth": "+4"
},
"senses": "dakvision 60 ft.",
"passive": 14,
"languages": "None",
"cr": "1/4",
"page": 163,
"trait": [
{
"name": "Snow Camouflage",
"entries": [
"A snow leopard has tactical advantage on Stealth checks in an arctic or snowy environment."
]
},
{
"name": "Snow Mobility",
"entries": [
"Because of its large, fur-covered paws, a snow leopard never treats snowy or icy ground as difficult terrain."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A snow leopard attacks once with its claws. If that attack hits, it bites the same target."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) slashing damage."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Snow%20Leopard.png"
},
{
"name": "Mandrill",
"size": "S",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 9,
"formula": "2d6+2"
},
"speed": {
"walk": 30,
"climb": 30
},
"str": 10,
"dex": 15,
"con": 12,
"int": 4,
"wis": 12,
"cha": 6,
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "1/8",
"page": 168,
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) piercing damage."
]
},
{
"name": "Thrown Object",
"entries": [
"Ranged Attack: {@hit +4} to hit, range 20 ft./50 ft., one creature. Hit: 4 ({@dice 1d4+2}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Mandrill.png"
},
{
"name": "Brontotherium (Pleistocene Animal)",
"size": "H",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 128,
"formula": "10d12+50"
},
"speed": {
"walk": 40
},
"str": 23,
"dex": 10,
"con": 20,
"int": 2,
"wis": 13,
"cha": 6,
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "6",
"page": 183,
"trait": [
{
"name": "Wounded Fury",
"entries": [
"While a brontotherium's hit points are below half of its starting number, the brontotherium has tactical advantage on attack rolls, the DC to avoid its trample increases to 19, and it rerolls all 1s, 2s, and 3s rolled on its damage dice."
]
},
{
"name": "Trample",
"entries": [
"As the brontotherium moves, it can enter spaces occupied by enemies up to Large size. Creatures in spaces the brontotherium enters can attempt DC 17 Dexterity saving throws. On a failed save, the creature takes 17 ({@dice 2d10+ 6}) bludgeoning damage and is knocked prone; on a successful save, the creature moves 5 feet out of the brontotherium's path and can make an opportunity attack if it's allowed to react. A brontotherium can attempt to trample any number of creatures during its move, but it can't trample the same creature more than once per round and it can't end its movement in another creature's space."
]
}
],
"action": [
{
"name": "Gore",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 5 ft., one creature. Hit: 17 ({@dice 2d10+6}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Brontotherium%20(Pleistocene%20Animal).png"
},
{
"name": "Hyaenodon (Pleistocene Animal)",
"size": "L",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 44,
"formula": "8d10"
},
"speed": {
"walk": 50
},
"str": 18,
"dex": 14,
"con": 11,
"int": 7,
"wis": 12,
"cha": 6,
"skill": {
"perception": "+3"
},
"senses": "darkvision 60 ft.",
"passive": 13,
"languages": "None",
"cr": "1",
"page": 184,
"trait": [
{
"name": "Keen Senses",
"entries": [
"Hyaenodons have tactical advantage on Perception checks based on smell."
]
},
{
"name": "Pack Tactics",
"entries": [
"A hyaenodon has tactical advantage on its attack roll if the target is already grappled by at least one other hyaenodon."
]
},
{
"name": "Scrapping for Food",
"entries": [
"A creature that is grappled by one or more hyaenodons takes damage automatically at the start of its turn. It takes 7 ({@dice 1d6+4}) piercing damage from the first grappling hyaenodon, 11 ({@dice 2d6+4}) from the second hyaenodon, 14 ({@dice 3d6+4}) from the third hyaenodon, and so on. Up to four hyaenodons can grapple the same Small or Medium creature. Up to six can grapple a Large creature."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 11 ({@dice 2d6+4}) piercing damage and the target must make a successful DC 14 Dexterity saving throw or be grappled; see Scrapping for Food, above. A hyaenodon can't bite while it has a target grappled."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Hyaenodon%20(Pleistocene%20Animal).png"
},
{
"name": "Mastodon (Pleistocene Animal)",
"size": "H",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 105,
"formula": "10d12+40"
},
"speed": {
"walk": 35
},
"str": 22,
"dex": 9,
"con": 19,
"int": 3,
"wis": 12,
"cha": 5,
"passive": 1,
"languages": "None",
"cr": "4",
"page": 185,
"trait": [
{
"name": "Trample",
"entries": [
"As the mastodon moves, it can enter spaces occupied by enemies up to Large size. Creatures in spaces the mastodon enters can attempt DC 16 Dexterity saving throws. On a failed save, the creature takes 22 ({@dice 3d10+6}) bludgeoning damage and is knocked prone; on a successful save, the creature moves 5 feet out of the mastodon's path and can make an opportunity attack if it's allowed to react. A mastodon can attempt to trample any number of creatures during its move, but it can't trample the same creature more than once per round and it can't end its movement in another creature's space."
]
}
],
"action": [
{
"name": "Gore",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 22 ({@dice 3d10+6}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Mastodon%20(Pleistocene%20Animal).png"
},
{
"name": "Woolly Rhinoceros (Pleistocene Animal)",
"size": "L",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 136,
"formula": "13d10+65"
},
"speed": {
"walk": 35
},
"str": 23,
"dex": 8,
"con": 20,
"int": 3,
"wis": 12,
"cha": 5,
"passive": 1,
"languages": "None",
"cr": "6",
"page": 186,
"trait": [
{
"name": "Nearsighted",
"entries": [
"A woolly rhinoceros has tactical disadvantage on Perception checks involving sight."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A woolly rhinoceros attacks once by goring. If the target is knocked prone, the rhino stomps the same creature as a bonus action."
]
},
{
"name": "Gore",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 5 ft., one creature. Hit: 17 ({@dice 2d10+6}) piercing damage and the target must make a successful DC 17 Dexterity saving throw or be knocked prone and stomped."
]
},
{
"name": "Stomp",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 5 ft., one creature. Hit: 22 ({@dice 3d10+6}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Woolly%20Rhinoceros%20(Pleistocene%20Animal).png"
},
{
"name": "Giant Seahorse",
"size": "L",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 26,
"formula": "4d10+4"
},
"speed": {
"swim": 30
},
"str": 14,
"dex": 15,
"con": 13,
"int": 2,
"wis": 13,
"cha": 10,
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "1/2",
"page": 205,
"action": [
{
"name": "Tail Slap",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Giant%20Seahorse.png"
},
{
"name": "Stegocentipede",
"size": "H",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 76,
"formula": "9d12+18"
},
"speed": {
"walk": 40
},
"str": 19,
"dex": 15,
"con": 14,
"int": 1,
"wis": 10,
"cha": 6,
"conditionImmune": [
"charmed",
"poisoned",
"restrained"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "4",
"page": 217,
"trait": [
{
"name": "Spines",
"entries": [
"Creatures adjacent to a stegocentipede must make a successful DC 12 Dexterity saving throw each time they make a melee attack against it or take 6 ({@dice 1d8+2}) slashing damage from spines on the stegocentipedes carapace."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A stegocentipede bites once and stings once."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) piercing damage."
]
},
{
"name": "Sting",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 10 ft., one creature,. Hit: 13 ({@dice 2d8+4}) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for {@dice 2d4} rounds. While poisoned, the creature takes 7 ({@dice 2d6}) poison damage at the start of each of its turns"
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Stegocentipede.png"
},
{
"name": "Tunnel Prawn",
"size": "S",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 7,
"formula": "2d6"
},
"speed": {
"climb": 25
},
"str": 12,
"dex": 14,
"con": 11,
"int": 1,
"wis": 9,
"cha": 3,
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/8",
"page": 236,
"trait": [
{
"name": "Crowding",
"entries": [
"Up to five tunnel prawns can occupy a single 5-foot-square space."
]
}
],
"action": [
{
"name": "Pincers",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Tunnel%20Prawn.png"
},
{
"name": "Monstrous Crayfish",
"size": "L",
"type": {
"type": "beast",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 45,
"formula": "6d10+12"
},
"speed": {
"walk": 20,
"swim": 40
},
"str": 16,
"dex": 10,
"con": 14,
"int": 1,
"wis": 10,
"cha": 2,
"conditionImmune": [
"frightened"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "2",
"page": 70,
"trait": [
{
"name": "Water Dependency",
"entries": [
"A monstrous crayfish can survive out of water for 7 hours. After this limit, a monstrous crayfish begins suffocating, with the same effect as if it were drowning."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A monstrous crayfish attacks twice, using any combination of pincer and crush attacks."
]
},
{
"name": "Pincer",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) slashing damage and the target is grappled."
]
},
{
"name": "Crush",
"entries": [
"Melee Attack: automatic hit, one creature grappled by the monstrous crayfish. Hit: 7 ({@dice 1d8+3}) piercing damage and the target is grappled."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Monstrous%20Crayfish.png"
},
{
"name": "Gulper Eel",
"size": "L",
"type": {
"type": "beast",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 60,
"formula": "8d10+16"
},
"speed": {
"swim": 50
},
"str": 17,
"dex": 15,
"con": 14,
"int": 1,
"wis": 12,
"cha": 2,
"conditionImmune": [
"prone"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "3",
"page": 92,
"trait": [
{
"name": "Swallow",
"entries": [
"A swallowed creature is blinded and restrained. It takes 7 ({@dice 1d8+3}) bludgeoning damage plus 4 ({@dice 1d8}) acid damage automatically at the start of each of the gulper's turns. Up to four Medium creatures can be inside the gulper at one time; two Small or smaller creatures count as one Medium creature. A swallowed creature is unaffected by anything happening outside the gulper or by attacks from outside it. A swallowed creature can get out of the gulper by using 5 feet of movement, but only after the gulper is dead."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 12 ({@dice 2d8+3}) piercing damage and the target must make a successful DC 13 Strength saving throw or be swallowed (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Gulper%20Eel.png"
},
{
"name": "Gillmonkey",
"size": "S",
"type": {
"type": "beast",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
12
],
"hp": {
"average": 7,
"formula": "2d6"
},
"speed": {
"walk": 25,
"swim": 30
},
"str": 8,
"dex": 15,
"con": 10,
"int": 10,
"wis": 12,
"cha": 9,
"save": {
"dex": "+4"
},
"skill": {
"stealth": "+4"
},
"senses": "darkvision 60 ft., tremorsense 60 ft. (when in water)",
"passive": 1,
"languages": "Unique (Gillmonkey)",
"cr": "1/4",
"page": 121,
"trait": [
{
"name": "Amphibious",
"entries": [
"A gillmonkey can breathe equally well in air or underwater."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A gillmonkey bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Gillmonkey.png"
},
{
"name": "Caryatid Column",
"size": "M",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 30,
"formula": "4d10+8"
},
"speed": {
"walk": 20
},
"str": 14,
"dex": 9,
"con": 14,
"int": 10,
"wis": 11,
"cha": 1,
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"necrotic",
"poison",
"psychic"
],
"conditionImmune": [
"exhaustion",
"frightened",
"paralyzed",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1",
"page": 43,
"trait": [
{
"name": "Immunity to Magic",
"entries": [
"A caryatid column automatically succeeds on all saving throws against spells and spell-like effects. If a successful saving throw reduces damage by half, the caryatid column takes no damage instead. In addition, certain spells and effects function differently against the creature, as noted below (these effects override its immunity). \" A stone shape spell cancels the caryatid column's immunity to magic for {@dice 1d4} rounds."
]
},
{
"name": "Shatter Weapons",
"entries": [
"Whenever a character strikes a caryatid column with a melee weapon and the attack roll is a natural 1, 2, or 3, the character must make a Str check. The character's Str bonus is added to the roll, but the character's proficiency bonus and the weapon's magical bonus (if any) are subtracted from the roll. If the result is 15 or less, there is no effect. If the result is 16 or higher, the weapon shatters and becomes useless."
]
}
],
"action": [
{
"name": "Longsword",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d10+2}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Caryatid%20Column.png"
},
{
"name": "Giant Ant Exoskeleton",
"size": "L",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 15,
"formula": "2d10+4"
},
"speed": {
"walk": 30,
"climb": 20
},
"str": 14,
"dex": 12,
"con": 14,
"int": 1,
"wis": 8,
"cha": 1,
"resist": [
"necrotic",
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
}
],
"immune": [
"fire",
"poison",
"psychic"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"poisoned",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": -1,
"languages": "None",
"cr": "1/2",
"page": 95,
"trait": [
{
"name": "Fiery Insides",
"entries": [
"Whenever a giant ant exoskeleton takes slashing or piercing damage, flames from its insides erupt through the wound. Everyone within 5 feet of where the attack struck must make a successful DC 12 Dexterity saving throw or take 3 ({@dice 1d6}) fire damage."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Giant%20Ant%20Exoskeleton.png"
},
{
"name": "Giant Beetle Exoskeleton",
"size": "L",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 42,
"formula": "5d10+15"
},
"speed": {
"walk": 20,
"climb": 30
},
"str": 16,
"dex": 11,
"con": 16,
"int": 1,
"wis": 10,
"cha": 1,
"resist": [
"piercing",
"slashing",
"necrotic"
],
"immune": [
"acid",
"poison",
"psychic"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"poisoned",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "2",
"page": 96,
"trait": [
{
"name": "Corrosive Insides",
"entries": [
"Whenever a giant beetle exoskeleton takes slashing or piercing damage, corrosive vapor from its insides erupts through the wound. Everyone within 5 feet of where the attack struck must make a successful DC 13 Dexterity saving throw or take 3 ({@dice 1d6}) acid damage."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) piercing damage plus 4 ({@dice 1d8}) acid damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Giant%20Beetle%20Exoskeleton.png"
},
{
"name": "Giant Crab Exoskeleton",
"size": "L",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 18,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 57,
"formula": "6d12+18"
},
"speed": {
"walk": 20,
"swim": 20
},
"str": 20,
"dex": 10,
"con": 16,
"int": 1,
"wis": 10,
"cha": 4,
"resist": [
"piercing",
"slashing",
"necrotic"
],
"immune": [
"lightning",
"poison",
"psychic"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"poisoned",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "3",
"page": 97,
"trait": [
{
"name": "Lightning Insides",
"entries": [
"Whenever a giant crab exoskeleton takes slashing or piercing damage, lightning from its insides erupts through the wound and ripples across its entire body. Every creature within 5 feet of the giant crab exoskeleton must make a successful DC 13 Dexterity saving throw or take 4 ({@dice 1d8}) lightning damage. Anyone riding inside the creature is immune to this damage."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A giant crab exoskeleton attacks twice with claws or once with lightning."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 10 ft., one creature. Hit: 9 ({@dice 1d8+5}) slashing damage plus 4 ({@dice 1d8}) lightning damage."
]
},
{
"name": "lightning (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 30 ft. line, all creatures in line. Hit: 16 ({@dice 3d8+3}) lightning damage, or half damage with a successful DC 13 Dexterity saving throw."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Giant%20Crab%20Exoskeleton.png"
},
{
"name": "Flagstone Golem",
"size": "L",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 114,
"formula": "12d10+48"
},
"speed": {
"walk": 30
},
"str": 19,
"dex": 9,
"con": 18,
"int": 3,
"wis": 11,
"cha": 1,
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons or adamantine"
}
],
"immune": [
"force",
"lightning",
"poison",
"psychic",
"radiant",
"thunder"
],
"conditionImmune": [
"charmed",
"frightened",
"paralyzed"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Understands the language of it's creator but can't speak",
"cr": "7",
"page": 126,
"trait": [
{
"name": "Camouflage",
"entries": [
"While lying flat on the ground, a flagstone golem can't be distinguished from normal floor."
]
},
{
"name": "Energy Absorption",
"entries": [
"If a flagstone golem is hit by an attack that causes damage of a type it is immune to, it takes no damage but instead heals 1 hit point per 3 points of damage the attack would have inflicted. Excess hit points are gained as temporary hit points."
]
},
{
"name": "Energy Burst",
"entries": [
"As an action, a flagstone golem can \"release\" temporary hit points as a blast of energy. All creatures within 20 feet of the flagstone golem take force damage equal to the number of temporary hit points being released, or half damage with a successful DC 14 Dexterity saving throw. This attack expels all of the flagstone golem's temporary hit points."
]
},
{
"name": "Flatten",
"entries": [
"As an action, a flagstone golem can flatten itself onto the ground and become indistinguishable from normal flagstone flooring or any other flat, stone surface. While flattened, the golem becomes immune to all the damage types it is normally resistant to. Resuming humanoid shape takes another action."
]
},
{
"name": "Magic Resistance",
"entries": [
"A flagstone golem has tactical advantage on saving throws versus spells and magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A flagstone golem attacks twice with fists."
]
},
{
"name": "Fist",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 15 ({@dice 2d10+4}) bludgeoning damage. If both attacks hit the same target, the target must make a successful DC 15 Constitution saving throw or be knocked prone and stunned until the start of the flagstone golem's next turn."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Flagstone%20Golem.png"
},
{
"name": "Furnace Golem",
"size": "L",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 152,
"formula": "16d10+64"
},
"speed": {
"walk": 20
},
"str": 22,
"dex": 9,
"con": 19,
"int": 3,
"wis": 11,
"cha": 1,
"resist": [
"cold"
],
"immune": [
"fire",
"poison",
"psychic",
{
"immune": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from weapons that are neither magical nor adamantine"
}
],
"conditionImmune": [
"charmed",
"frightened",
"paralyzed"
],
"senses": "darkvision",
"passive": 10,
"languages": "Understands the language of it's creator but can't speak",
"cr": "9",
"page": 127,
"trait": [
{
"name": "Cold and Fire Sensitivity",
"entries": [
"If a furnace golem takes cold damage, its speed is halved, it can't take bonus actions, and it can make only one attack until the end of its next turn. If it is attacked with fire, it takes no damage but instead heals 1 hit point per 3 points of fire damage the attack would have inflicted. Excess hit points are gained as temporary hit points."
]
},
{
"name": "Furnace",
"entries": [
"As a bonus action at the start of its turn, a furnace golem can try to shove a grappled opponent into its interior furnace. The furnace golem makes a Strength check that is opposed by the grappled creature's Strength (Athletics) or Dexterity (Acrobatics) check. If the grappled creature wins the contest, nothing happens. If the furnace golem wins the contest, the grappled creature is shoved into the furnace, where it is blinded and restrained. The trapped creature takes 13 ({@dice 2d8+4}) fire damage and gains one level of exhaustion at the start of each of its turns. The creature remains trapped until it uses an action to win an opposed Strength (Athletics) or Dexterity (Acrobatics) check against the furnace golem's Constitution check. Alternatively, a creature outside the furnace golem can attempt a Strength (Athletics) or Dexterity (Acrobatics) check against the golem's Constitution check to drag the trapped character free, but the rescuer automatically takes 13 ({@dice 2d8+4}) fire damage whether the attempt succeeds or fails. Only one creature of up to Medium size can be inside the golem's furnace."
]
},
{
"name": "Heat",
"entries": [
"A furnace golem's entire form is extremely hot. Creatures that attack a furnace golem with unarmed attacks or with natural weapons take 4 ({@dice 1d8}) fire damage each time one of their attacks hits."
]
},
{
"name": "Magic Resistance",
"entries": [
"A furnace golem has tactical advantage on saving throws versus spells and magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A furnace golem attacks twice with fists or once with flame breath. It can't attack with its fists while it has a creature grappled."
]
},
{
"name": "Fist",
"entries": [
"Melee Attack: {@hit +10} to hit, reach 5 ft., one creature. Hit: 15 ({@dice 2d8+6}) bludgeoning damage plus {@dice 1d8} fire damage. If both attacks hit the same target, the target is grappled (see Furnace, above)."
]
},
{
"name": "Flame Breath (Recharge 6)",
"entries": [
"Area Attack: automatic hit, 50 ft. line; creatures in line. Hit: 45 ({@dice 10d8}) fire damage, or half damage with a successful DC 16 Dexterity saving throw."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Furnace%20Golem.png"
},
{
"name": "Stone Guardian Golem",
"size": "M",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 42,
"formula": "5d10+15"
},
"speed": {
"walk": 20
},
"str": 17,
"dex": 9,
"con": 17,
"int": 6,
"wis": 8,
"cha": 2,
"resist": [
"cold",
"fire",
"lightning"
],
"immune": [
"poison",
"psychic",
{
"immune": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from weapons that are neither magical nor adamantine"
}
],
"conditionImmune": [
"charmed",
"frightened",
"paralyzed"
],
"senses": "darkvision 60 ft.",
"passive": -1,
"languages": "Understands the language of it's creator but can't speak",
"cr": "2",
"page": 128,
"trait": [
{
"name": "Fortified",
"entries": [
"A stone guardian never takes additional damage from critical hits."
]
},
{
"name": "Ring Link",
"entries": [
"A stone guardian is linked to a magic ring. The construct will never attack any creature that wears this ring, or any creatures within 10 feet of the ringwearer, unless one of those creatures attacks the guardian first."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A stone guardian golem attacks twice with fists."
]
},
{
"name": "Fist",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d10+3}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Stone%20Guardian%20Golem.png"
},
{
"name": "Wooden Golem",
"size": "M",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 60,
"formula": "8d8+24"
},
"speed": {
"walk": 30
},
"str": 18,
"dex": 9,
"con": 16,
"int": 3,
"wis": 9,
"cha": 1,
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons or adamantine"
}
],
"immune": [
"cold",
"poison",
"psychic",
"radiant"
],
"conditionImmune": [
"charmed",
"frightened",
"paralyzed"
],
"vulnerable": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Understands the language of it's creator but can't speak",
"cr": "3",
"page": 129,
"trait": [
{
"name": "Alarm (1/Day)",
"entries": [
"All creatures with hearing and within 30 feet of a wooden golem when it howls an alarm must make a successful DC 13 Constitution saving throw or be deafened for 10 minutes."
]
},
{
"name": "Camouflage",
"entries": [
"While standing still, a wooden golem can't be distinguished from a wooden statue."
]
},
{
"name": "Magic Resistance",
"entries": [
"A wooden golem has tactical advantage on saving throws versus spells and magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A wooden golem attacks twice with longswords."
]
},
{
"name": "Longsword",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Wooden%20Golem.png"
},
{
"name": "Origami Warrior",
"size": "M",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 9,
"formula": "2d8"
},
"speed": {
"walk": 40
},
"str": 8,
"dex": 16,
"con": 10,
"int": 8,
"wis": 10,
"cha": 10,
"skill": {
"acrobatics": "+5"
},
"resist": [
{
"resist": [
"bludgeoning"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"necrotic",
"piercing",
"poison",
"psychic"
],
"conditionImmune": [
"frightened",
"poisoned",
"stunned",
"unconscious"
],
"vulnerable": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Common (understands but can't speak)",
"cr": "1/8",
"page": 180,
"trait": [
{
"name": "Mobility",
"entries": [
"An opponent has tactical disadvantage on opportunity attacks against the origami warrior."
]
}
],
"action": [
{
"name": "Paper Longsword",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Origami%20Warrior.png"
},
{
"name": "Sepulchral Guardian",
"size": "M",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"{@item scale mail|phb}"
]
}
],
"hp": {
"average": 65,
"formula": "10d8+20"
},
"speed": {
"walk": 30
},
"str": 17,
"dex": 10,
"con": 14,
"int": 5,
"wis": 11,
"cha": 12,
"resist": [
"acid",
"lightning",
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
},
"bludgeoning"
],
"immune": [
"cold",
"fire",
"necrotic",
"poison",
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"paralyzed",
"poisoned",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "none",
"cr": "3",
"page": 206,
"trait": [
{
"name": "Crypt Fatigue",
"entries": [
"A creature infected with crypt fatigue gains one level of exhaustion immediately, and gains one more level every time it fails the DC 12 Constitution saving throw after taking damage from a sepulchral guardian. An infected creature must make a DC 12 Constitution saving throw at the end of every long rest; with a successful save, it recovers from one level of exhaustion, but with a failed save, it gains one level of exhaustion. The disease is cured when the victim no longer has any levels of exhaustion."
]
},
{
"name": "Dread",
"entries": [
"Living creatures with line of sight to one or more sepulchral guardians and within 50 feet of them must make a successful DC 11 Wisdom saving throw or be frightened for {@dice 2d4} rounds. A successful save renders the target immune to any guardians dread for 24 hours."
]
}
],
"action": [
{
"name": "Glaive",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 10 ft., one creature. Hit: 8 ({@dice 1d10+3}) slashing damage and the target must make a DC 12 Constitution saving throw or be infected with crypt fatigue (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Sepulchral%20Guardian.png"
},
{
"name": "Black Dracolisk",
"size": "L",
"type": "dragon",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 114,
"formula": "12d10+48"
},
"speed": {
"walk": 30,
"fly": 60
},
"str": 21,
"dex": 12,
"con": 19,
"int": 6,
"wis": 12,
"cha": 13,
"skill": {
"perception": "+4"
},
"immune": [
"acid"
],
"conditionImmune": [
"paralyzed"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Draconic",
"cr": "7",
"page": 85,
"trait": [
{
"name": "Breath Weapon",
"entries": [
"A dracolisk can use its breath weapon as an attack. Its breath characteristics are determined by its draconic background, as summarized on the table. Regardless of the type of breath weapon involved, targets in the area of effect take half damage with a successful DC 16 Dexterity saving throw. Lines are 5 feet wide."
]
},
{
"name": "Immunity to Energy",
"entries": [
"Each type of dracolisk is immune to the energy type inherent in its own breath weapon, as summarized on the table.",
{
"type": "table",
"colLabels": [
"Dracolisk Variety",
"Breath Weapon",
"Damage Immunity"
],
"colStyles": [
"col-xs-2",
"col-xs-5",
"col-xs-5"
],
"rows": [
[
"Black",
"60-foot line",
"4d8 acid acid"
],
[
"Blue",
"60-foot line",
"4d8 electricity electricity"
],
[
"Green",
"30-foot cone",
"4d8 acid acid"
],
[
"Red",
"30-foot cone",
"4d8 fire fire"
],
[
"White",
"30-foot cone",
"4d8 cold cold"
]
]
}
]
},
{
"name": "Petrifying Gaze",
"entries": [
"As an attack, a dracolisk can target one living creature within 30 feet and line of sight with its petrifying gaze. If the targeted creature can see the dracolisk, then the targeted creature must make a successful DC 15 Constitution saving throw or begin turning to stone; it immediately becomes restrained, and it must make another DC 15 Constitution saving throw at the end of its next turn. Success on the second saving throw ends this effect. Failure on the second saving throw means the creature is petrified permanently. A creature that is capable of taking actions can, at the start of its turn, look away to avoid the dracolisk's gaze for one complete round. If it targets the dracolisk while averting its gaze, it suffers all the usual penalties for attacking an unseen target. Creatures that are blind, unconscious, or unable to see the dracolisk for any other reason are immune to this attack."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A dracolisk bites once and attacks once with claws, or it uses its breath weapon or its petrifying gaze."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d8+5}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 18 ({@dice 3d8+5}) slashing damage."
]
},
{
"name": "Breath Weapon (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 60 ft. line, creatures in range. Hit: 18 ({@dice 4d8}) acid damage, or half damage with a successful DC 16 Dexterity saving throw. See Breath Weapon, above, for variables."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Black%20Dracolisk.png"
},
{
"name": "Blue Dracolisk",
"size": "L",
"type": "dragon",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 114,
"formula": "12d10+48"
},
"speed": {
"walk": 30,
"fly": 60
},
"str": 21,
"dex": 12,
"con": 19,
"int": 6,
"wis": 12,
"cha": 13,
"skill": {
"perception": "+4"
},
"immune": [
"lightning"
],
"conditionImmune": [
"paralyzed"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Draconic",
"cr": "7",
"page": 85,
"trait": [
{
"name": "Breath Weapon",
"entries": [
"A dracolisk can use its breath weapon as an attack. Its breath characteristics are determined by its draconic background, as summarized on the table. Regardless of the type of breath weapon involved, targets in the area of effect take half damage with a successful DC 16 Dexterity saving throw. Lines are 5 feet wide."
]
},
{
"name": "Immunity to Energy",
"entries": [
"Each type of dracolisk is immune to the energy type inherent in its own breath weapon, as summarized on the table.",
{
"type": "table",
"colLabels": [
"Dracolisk Variety",
"Breath Weapon",
"Damage Immunity"
],
"colStyles": [
"col-xs-2",
"col-xs-5",
"col-xs-5"
],
"rows": [
[
"Black",
"60-foot line",
"4d8 acid acid"
],
[
"Blue",
"60-foot line",
"4d8 electricity electricity"
],
[
"Green",
"30-foot cone",
"4d8 acid acid"
],
[
"Red",
"30-foot cone",
"4d8 fire fire"
],
[
"White",
"30-foot cone",
"4d8 cold cold"
]
]
}
]
},
{
"name": "Petrifying Gaze",
"entries": [
"As an attack, a dracolisk can target one living creature within 30 feet and line of sight with its petrifying gaze. If the targeted creature can see the dracolisk, then the targeted creature must make a successful DC 15 Constitution saving throw or begin turning to stone; it immediately becomes restrained, and it must make another DC 15 Constitution saving throw at the end of its next turn. Success on the second saving throw ends this effect. Failure on the second saving throw means the creature is petrified permanently. A creature that is capable of taking actions can, at the start of its turn, look away to avoid the dracolisk's gaze for one complete round. If it targets the dracolisk while averting its gaze, it suffers all the usual penalties for attacking an unseen target. Creatures that are blind, unconscious, or unable to see the dracolisk for any other reason are immune to this attack."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A dracolisk bites once and attacks once with claws, or it uses its breath weapon or its petrifying gaze."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d8+5}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 18 ({@dice 3d8+5}) slashing damage."
]
},
{
"name": "Breath Weapon (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 60 ft. line, creatures in range. Hit: 18 ({@dice 4d8}) electricity damage, or half damage with a successful DC 16 Dexterity saving throw. See Breath Weapon, above, for variables."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Blue%20Dracolisk.png"
},
{
"name": "Green Dracolisk",
"size": "L",
"type": "dragon",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 114,
"formula": "12d10+48"
},
"speed": {
"walk": 30,
"fly": 60
},
"str": 21,
"dex": 12,
"con": 19,
"int": 6,
"wis": 12,
"cha": 13,
"skill": {
"perception": "+4"
},
"immune": [
"acid"
],
"conditionImmune": [
"paralyzed"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Draconic",
"cr": "7",
"page": 85,
"trait": [
{
"name": "Breath Weapon",
"entries": [
"A dracolisk can use its breath weapon as an attack. Its breath characteristics are determined by its draconic background, as summarized on the table. Regardless of the type of breath weapon involved, targets in the area of effect take half damage with a successful DC 16 Dex saving throw. Lines are 5 feet wide."
]
},
{
"name": "Immunity to Energy",
"entries": [
"Each type of dracolisk is immune to the energy type inherent in its own breath weapon, as summarized on the table.",
{
"type": "table",
"colLabels": [
"Dracolisk Variety",
"Breath Weapon",
"Damage Immunity"
],
"colStyles": [
"col-xs-2",
"col-xs-5",
"col-xs-5"
],
"rows": [
[
"Black",
"60-foot line",
"4d8 acid acid"
],
[
"Blue",
"60-foot line",
"4d8 electricity electricity"
],
[
"Green",
"30-foot cone",
"4d8 acid acid"
],
[
"Red",
"30-foot cone",
"4d8 fire fire"
],
[
"White",
"30-foot cone",
"4d8 cold cold"
]
]
}
]
},
{
"name": "Petrifying Gaze",
"entries": [
"As an attack, a dracolisk can target one living creature within 30 feet and line of sight with its petrifying gaze. If the targeted creature can see the dracolisk, then the targeted creature must make a successful DC 15 Constitution saving throw or begin turning to stone; it immediately becomes restrained, and it must make another DC 15 Constitution saving throw at the end of its next turn. Success on the second saving throw ends this effect. Failure on the second saving throw means the creature is petrified permanently. A creature that is capable of taking actions can, at the start of its turn, look away to avoid the dracolisk's gaze for one complete round. If it targets the dracolisk while averting its gaze, it suffers all the usual penalties for attacking an unseen target. Creatures that are blind, unconscious, or unable to see the dracolisk for any other reason are immune to this attack."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A dracolisk bites once and attacks once with claws, or it uses its breath weapon or its petrifying gaze."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d8+5}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 18 ({@dice 3d8+5}) slashing damage."
]
},
{
"name": "Breath Weapon (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 30 ft. cone, creatures in range. Hit: 18 ({@dice 4d8}) acid damage, or half damage with a successful DC 16 Dexterity saving throw. See Breath Weapon, above, for variables."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Green%20Dracolisk.png"
},
{
"name": "Red Dracolisk",
"size": "L",
"type": "dragon",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 114,
"formula": "12d10+48"
},
"speed": {
"walk": 30,
"fly": 60
},
"str": 21,
"dex": 12,
"con": 19,
"int": 6,
"wis": 12,
"cha": 13,
"skill": {
"perception": "+4"
},
"immune": [
"fire"
],
"conditionImmune": [
"paralyzed"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Draconic",
"cr": "7",
"page": 85,
"trait": [
{
"name": "Breath Weapon",
"entries": [
"A dracolisk can use its breath weapon as an attack. Its breath characteristics are determined by its draconic background, as summarized on the table. Regardless of the type of breath weapon involved, targets in the area of effect take half damage with a successful DC 16 Dex saving throw. Lines are 5 feet wide."
]
},
{
"name": "Immunity to Energy",
"entries": [
"Each type of dracolisk is immune to the energy type inherent in its own breath weapon, as summarized on the table.",
{
"type": "table",
"colLabels": [
"Dracolisk Variety",
"Breath Weapon",
"Damage Immunity"
],
"colStyles": [
"col-xs-2",
"col-xs-5",
"col-xs-5"
],
"rows": [
[
"Black",
"60-foot line",
"4d8 acid acid"
],
[
"Blue",
"60-foot line",
"4d8 electricity electricity"
],
[
"Green",
"30-foot cone",
"4d8 acid acid"
],
[
"Red",
"30-foot cone",
"4d8 fire fire"
],
[
"White",
"30-foot cone",
"4d8 cold cold"
]
]
}
]
},
{
"name": "Petrifying Gaze",
"entries": [
"As an attack, a dracolisk can target one living creature within 30 feet and line of sight with its petrifying gaze. If the targeted creature can see the dracolisk, then the targeted creature must make a successful DC 15 Constitution saving throw or begin turning to stone; it immediately becomes restrained, and it must make another DC 15 Constitution saving throw at the end of its next turn. Success on the second saving throw ends this effect. Failure on the second saving throw means the creature is petrified permanently. A creature that is capable of taking actions can, at the start of its turn, look away to avoid the dracolisk's gaze for one complete round. If it targets the dracolisk while averting its gaze, it suffers all the usual penalties for attacking an unseen target. Creatures that are blind, unconscious, or unable to see the dracolisk for any other reason are immune to this attack."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A dracolisk bites once and attacks once with claws, or it uses its breath weapon or its petrifying gaze."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d8+5}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 18 ({@dice 3d8+5}) slashing damage."
]
},
{
"name": "Breath Weapon (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 30 ft. cone, creatures in range. Hit: 18 ({@dice 4d8}) fire damage, or half damage with a successful DC 16 Dexterity saving throw. See Breath Weapon, above, for variables."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Red%20Dracolisk.png"
},
{
"name": "White Dracolisk",
"size": "L",
"type": "dragon",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 114,
"formula": "12d10+48"
},
"speed": {
"walk": 30,
"fly": 60
},
"str": 21,
"dex": 12,
"con": 19,
"int": 6,
"wis": 12,
"cha": 13,
"skill": {
"perception": "+4"
},
"immune": [
"cold"
],
"conditionImmune": [
"paralyzed"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Draconic",
"cr": "7",
"page": 85,
"trait": [
{
"name": "Breath Weapon",
"entries": [
"A dracolisk can use its breath weapon as an attack. Its breath characteristics are determined by its draconic background, as summarized on the table. Regardless of the type of breath weapon involved, targets in the area of effect take half damage with a successful DC 16 Dex saving throw. Lines are 5 feet wide."
]
},
{
"name": "Immunity to Energy",
"entries": [
"Each type of dracolisk is immune to the energy type inherent in its own breath weapon, as summarized on the table.",
{
"type": "table",
"colLabels": [
"Dracolisk Variety",
"Breath Weapon",
"Damage Immunity"
],
"colStyles": [
"col-xs-2",
"col-xs-5",
"col-xs-5"
],
"rows": [
[
"Black",
"60-foot line",
"4d8 acid acid"
],
[
"Blue",
"60-foot line",
"4d8 electricity electricity"
],
[
"Green",
"30-foot cone",
"4d8 acid acid"
],
[
"Red",
"30-foot cone",
"4d8 fire fire"
],
[
"White",
"30-foot cone",
"4d8 cold cold"
]
]
}
]
},
{
"name": "Petrifying Gaze",
"entries": [
"As an attack, a dracolisk can target one living creature within 30 feet and line of sight with its petrifying gaze. If the targeted creature can see the dracolisk, then the targeted creature must make a successful DC 15 Constitution saving throw or begin turning to stone; it immediately becomes restrained, and it must make another DC 15 Constitution saving throw at the end of its next turn. Success on the second saving throw ends this effect. Failure on the second saving throw means the creature is petrified permanently. A creature that is capable of taking actions can, at the start of its turn, look away to avoid the dracolisk's gaze for one complete round. If it targets the dracolisk while averting its gaze, it suffers all the usual penalties for attacking an unseen target. Creatures that are blind, unconscious, or unable to see the dracolisk for any other reason are immune to this attack."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A dracolisk bites once and attacks once with claws, or it uses its breath weapon or its petrifying gaze."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d8+5}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 18 ({@dice 3d8+5}) slashing damage."
]
},
{
"name": "Breath Weapon (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 30 ft. cone, creatures in range. Hit: 18 ({@dice 4d8}) cold damage, or half damage with a successful DC 16 Dexterity saving throw. See Breath Weapon, above, for variables."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/White%20Dracolisk.png"
},
{
"name": "Fire Drake",
"size": "S",
"type": "dragon",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 27,
"formula": "6d6+6"
},
"speed": {
"walk": 20,
"fly": 60
},
"str": 13,
"dex": 13,
"con": 13,
"int": 4,
"wis": 11,
"cha": 10,
"skill": {
"stealth": "+3"
},
"immune": [
"fire"
],
"conditionImmune": [
"paralyzed"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Draconic",
"cr": "1",
"page": 86,
"trait": [
{
"name": "Pyrophoric Blood",
"entries": [
"A fire drake's blood is highly flammable; it ignites in a burst of flame on contact with air. A creature that makes a successful melee attack with a slashing or piercing weapon (including natural weapons) against a fire drake must make a successful DC 11 Dexterity saving throw or take 3 ({@dice 1d6}) fire damage from the splashing blood."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A fire drake bites once and attacks once with claws, or it uses its breath weapon."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature,. Hit: 5 ({@dice 1d8+1}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 2d6+1}) slashing damage."
]
},
{
"name": "Fiery Breath (Recharge 5—6)",
"entries": [
"The fire drake exhales fire in a 20-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 11 ({@dice 2d10}) fire damage on a failed save, or half as much damage on a successful one."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Fire%20Drake.png"
},
{
"name": "Ice Drake",
"size": "S",
"type": "dragon",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 22,
"formula": "5d6+5"
},
"speed": {
"walk": 20,
"fly": 50
},
"str": 13,
"dex": 13,
"con": 13,
"int": 7,
"wis": 7,
"cha": 10,
"immune": [
"cold"
],
"conditionImmune": [
"paralyzed",
"unconscious"
],
"vulnerable": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": -1,
"languages": "Draconic",
"cr": "1",
"page": 87,
"trait": [
{
"name": "Alternate Form (2/Day)",
"entries": [
"Twice per day as an action, an ice drake can assume the shape of a young white dragon for 2 hours. It gains no new abilities or statistics, only the appearance."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"An ice drake bites once and attacks once with claws, or uses its breath weapon."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d8+1}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 2d6+1}) slashing damage."
]
},
{
"name": "Ice Breathe (Recharge 6)",
"entries": [
"Area Attack: automatic hit, range 20 ft. cone, creatures in range. Hit: 11 ({@dice 2d10}) cold damage, or half damage with a successful DC 11 Dexterity saving throw."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"An ice drake's innate spellcasting ability is Charisma (spell save DC 10). The ice drake doesn't need material components to use these abilities."
],
"daily": {
"2e": [
"{@spell fear}",
"{@spell sleep}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Ice%20Drake.png"
},
{
"name": "Brine Sea Serpent",
"size": "H",
"type": {
"type": "dragon",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 168,
"formula": "16d12+64"
},
"speed": {
"swim": 60
},
"str": 21,
"dex": 15,
"con": 18,
"int": 7,
"wis": 13,
"cha": 14,
"save": {
"dex": "+6",
"con": "+8",
"str": "+9"
},
"skill": {
"athletics": "+9",
"perception": "+5"
},
"conditionImmune": [
"paralyzed",
"prone",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 15,
"languages": "Aquan, Draconic",
"cr": "10",
"page": 199,
"action": [
{
"name": "Multiattack",
"entries": [
"A brine sea serpent attacks once with its tail and either bites or uses its brine blast."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 5 ft., one creature. Hit: 16 ({@dice 2d10+5}) piercing damage plus 7 ({@dice 2d6}) poison damage, and the target must make a successful DC 17 Strength saving throw or be grappled and restrained. If the target of this attack is already grappled by the sea serpent, the attack hits automatically but the target repeats the saving throw, escaping from the grapple and restraint if the save succeeds. A brine serpent can have one creature grappled at a time."
]
},
{
"name": "Tail Slap",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 15 ft., one creature. Hit: 14 ({@dice 2d8+5}) bludgeoning damage and the target is pushed 10 feet away from the sea serpent."
]
},
{
"name": "Brine Blast (1/Day)",
"entries": [
"Area Attack: automatic hit, range 50 ft. cone, creatures in cone. Hit: 45 ({@dice 10d8}) acid damage, or half damage with a successful DC 16 Dexterity saving throw."
]
},
{
"name": "Coiling Maneuver",
"entries": [
"{@hit +9} to hit, reach 5 ft., one creature. Hit: the target must make a successful DC 16 Strength saving throw or be grappled and restrained by the sea serpent. A brine serpent can have one creature grappled at a time."
]
},
{
"name": "Concentrate Brine",
"entries": [
"The sea serpent can try to recharge its brine blast attack. Roll {@dice 1d6}; the attack recharges on a roll of 5 or 6."
]
},
{
"name": "Tail Attack",
"entries": [
"The sea serpent uses its tail attack against a target within reach."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Brine%20Sea%20Serpent.png"
},
{
"name": "Deep Hunter Sea Serpent",
"size": "G",
"type": {
"type": "dragon",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"L",
"N"
],
"ac": [
{
"ac": 18,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 232,
"formula": "16d20+64"
},
"speed": {
"swim": 60
},
"str": 21,
"dex": 15,
"con": 18,
"int": 7,
"wis": 13,
"cha": 14,
"save": {
"str": "+10",
"dex": "+7",
"con": "+9"
},
"skill": {
"athletics": "+10",
"perception": "+6"
},
"conditionImmune": [
"paralyzed",
"prone",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 16,
"languages": "Aquan, Draconic",
"cr": "14",
"page": 200,
"action": [
{
"name": "Multiattack",
"entries": [
"A deep hunter attacks once with its tail and either bites or uses its swallow attack."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +10} to hit, reach 5 ft., one creature. Hit: 18 ({@dice 2d12+5}) piercing damage plus 11 ({@dice 2d10}) poison damage, and the target must make a successful DC 18 Strength saving throw or be grappled and restrained. If the target of this attack is already grappled by the sea serpent, the attack hits automatically but the target repeats the saving throw; if the save succeeds, the target escapes from the grapple and restraint, but if the save fails, the target is swallowed (see above). A deep hunter can have up to two creatures grappled at a time."
]
},
{
"name": "Swallow (Recharge 5—6)",
"entries": [
"Melee Attack: automatic hit, reach 5 ft., one creature grappled by the deep hunter. Hit: the target must make a successful DC 18 Strength saving throw or be swallowed. A swallowed creature is blinded and restrained. It takes 18 ({@dice 2d12+5}) piercing damage immediately, and another 13 ({@dice 3d8}) bludgeoning damage plus {@dice 2d8} acid damage automatically at the start of each of the sea serpents turns. Up to two Large creatures and any number of smaller creatures can be inside the deep hunter at one time. A swallowed creature is unaffected by anything happening outside the deep hunter or by attacks from outside it. A swallowed creature can get out of the deep hunter by using 15 feet of movement, but only after the sea serpent is dead."
]
},
{
"name": "Tail Slap",
"entries": [
"Melee Attack: {@hit +10} to hit, reach 15 ft., one creature. Hit: 16 ({@dice 2d10+5}) bludgeoning damage and the target is pushed 10 feet away from the sea serpent."
]
},
{
"name": "Coiling Maneuver",
"entries": [
"{@hit +9} to hit, reach 5 ft., one creature. Hit: the target must make a successful DC 18 Strength saving throw or be grappled and restrained by the sea serpent. A deep hunter can have up to two creatures grappled at a time."
]
},
{
"name": "Unhinge Jaw",
"entries": [
"The sea serpent can try to recharge its swallow attack. Roll {@dice 1d6}; the attack recharges on a roll of 5 or 6."
]
},
{
"name": "Tail Attack",
"entries": [
"The sea serpent uses its tail attack against a target within reach."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Deep%20Hunter%20Sea%20Serpent.png"
},
{
"name": "Fanged Sea Serpent",
"size": "L",
"type": {
"type": "dragon",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
18
],
"hp": {
"average": 85,
"formula": "10d10+30"
},
"speed": {
"swim": 30
},
"str": 18,
"dex": 13,
"con": 16,
"int": 5,
"wis": 11,
"cha": 6,
"save": {
"dex": "+4"
},
"skill": {
"athletics": "+7",
"perception": "+3"
},
"conditionImmune": [
"paralyzed",
"prone",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 13,
"languages": "Aquan, Draconic",
"cr": "5",
"page": 201,
"trait": [
{
"name": "Impale",
"entries": [
"When a fanged sea serpent delivers a critical hit, it drives its fangs completely through the creatures body or limbs. An impaled creature is grappled and takes 10 ({@dice 1d12+4}) piercing damage at the start of each of the fanged sea serpents turns. It also takes 6 ({@dice 1d12}) piercing damage when it escapes from the grapple. A fanged sea serpent can have up to one Medium or two Small creatures impaled at one time."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 10 ({@dice 1d12+4}) piercing damage plus 7 ({@dice 2d6}) poison damage. The target must make a successful DC 14 Constitution saving throw or be poisoned for {@dice 1d4} rounds. The fanged sea serpent scores a critical hit if its attack roll is a natural 18, 19, or 20; see Impale, above."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Fanged%20Sea%20Serpent.png"
},
{
"name": "Shipbreaker Sea Serpent",
"size": "G",
"type": {
"type": "dragon",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 19,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 310,
"formula": "20d20+100"
},
"speed": {
"walk": 10,
"swim": 40
},
"str": 26,
"dex": 13,
"con": 21,
"int": 11,
"wis": 17,
"cha": 17,
"save": {
"dex": "+7",
"con": "+11",
"str": "+14"
},
"skill": {
"athletics": "+14",
"perception": "+9"
},
"conditionImmune": [
"paralyzed",
"prone",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 19,
"languages": "Understands Aquan and Draconic but seldom speaks",
"cr": "20",
"page": 202,
"action": [
{
"name": "Multiattack",
"entries": [
"A shipbreaker can bite once, attack with its tail, and ram a ship (if its ram attack is available)."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +14} to hit, reach 5 ft., one creature. Hit: 21 ({@dice 2d12+8}) piercing damage plus 11 ({@dice 2d10}) poison damage, and the target must make a successful DC 22 Strength saving throw or be grappled and restrained. A ship breakercan have up to two creatures grappled at a time. This attack scores a critical hit if the attack roll is a natural 19 or 20."
]
},
{
"name": "Tail Slap",
"entries": [
"Melee Attack: {@hit +14} to hit, reach 15 ft., one creature. Hit: 19 ({@dice 2d10+8}) bludgeoning damage and the target is pushed 20 feet away from the sea serpent."
]
},
{
"name": "Ram (Recharge 6)",
"entries": [
"Melee Attack: automatic hit, one ship. Hit: the vessel makes a Hull saving throw, using the most appropriate DC from the table below, based on the ships type. The vessel sinks when it has failed the listed number of saving throws. The proficiency bonus of the ships captain can be added to the saving throw.",
{
"type": "table",
"colLabels": [
"Ship Type",
"Hull DC",
"Sinks after"
],
"colStyles": [
"col-xs-5",
"col-xs-2",
"col-xs-5"
],
"rows": [
[
"Rowboat",
"20",
"1 failed save"
],
[
"Barge",
"19",
"1 failed save"
],
[
"Oared Galley, small",
"18",
"2 failed saves"
],
[
"Oared Galley, large",
"16",
"2 failed saves"
],
[
"Sailing Merchant, small",
"17",
"2 failed saves"
],
[
"Sailing Merchant, large",
"15",
"3 failed saves"
],
[
"Sailing Warship",
"13",
"3 failed saves"
]
]
}
]
},
{
"name": "Coiling Maneuver",
"entries": [
"{@hit +14} to hit, reach 5 ft., one creature. Hit: the target must make a successful DC 22 Strength saving throw or be grappled and restrained by the sea serpent. Its Coming Round!. The shipbreaker can try to recharge its ram attack. Roll {@dice 1d6}; the attack recharges on a roll of 5 or 6."
]
},
{
"name": "Tail Attack",
"entries": [
"The sea serpent uses its tail attack against a target within reach."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Shipbreaker%20Sea%20Serpent.png"
},
{
"name": "Spitting Sea Serpent",
"size": "L",
"type": {
"type": "dragon",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
14
],
"hp": {
"average": 97,
"formula": "13d10+26"
},
"speed": {
"walk": 10,
"swim": 40
},
"str": 13,
"dex": 18,
"con": 14,
"int": 8,
"wis": 13,
"cha": 6,
"save": {
"dex": "+7",
"con": "+5"
},
"skill": {
"athletics": "+4",
"perception": "+4"
},
"conditionImmune": [
"paralyzed",
"prone",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Understands Aquan but seldom speaks",
"cr": "5",
"page": 204,
"action": [
{
"name": "Multiattack",
"entries": [
"A spitting sea serpent spits once and bites once, or it can make a constrict attack."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 13 ({@dice 2d8+4}) piercing damage and the target must make a successful DC 13 Constitution saving throw or take 4 ({@dice 1d8}) poison damage."
]
},
{
"name": "Spit",
"entries": [
"Ranged Attack: {@hit +7} to hit, range 60 ft., one creature. Hit: 14 ({@dice 3d6+4}) acid damage. This attack functions underwater with no penalty."
]
},
{
"name": "Constrict",
"entries": [
"Melee Attack: {@hit +7} to hit, range 5 ft., one creature. Hit: the target must make a successful DC 15 Dexterity saving throw or be grappled and restrained and take 22 ({@dice 4d8+4}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Spitting%20Sea%20Serpent.png"
},
{
"name": "Igniguana",
"size": "M",
"type": "elemental",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 12,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 26,
"formula": "4d8+8"
},
"speed": {
"walk": 20,
"burrow": 30
},
"str": 14,
"dex": 11,
"con": 15,
"int": 3,
"wis": 11,
"cha": 7,
"immune": [
"fire"
],
"conditionImmune": [
"prone"
],
"vulnerable": [
"thunder"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1",
"page": 148,
"trait": [
{
"name": "Earth Glide",
"entries": [
"The igniguana can move through any sort of earth or mineral except metal as easily as a fish swims through water. This movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of the igniguana's presence. It provokes an opportunity attack if it leaves a creature's reach while on the surface, but not if it does so while gliding through solid earth. The igniguana can't breathe while surrounded by solid stone or earth, so it can remain underground only for as long as it can hold its breath (15 minutes)."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) piercing damage plus 4 ({@dice 1d8}) fire damage."
]
},
{
"name": "Fire Breath (Recharge 4—6)",
"entries": [
"Area Attack: automatic hit, range 20 ft. cone, creatures in cone. Hit: 9 ({@dice 2d8}) fire damage, or half damage with a successful DC 12 Dexterity saving throw."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Igniguana.png"
},
{
"name": "Magmoid",
"size": "L",
"type": "elemental",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 75,
"formula": "10d10+20"
},
"speed": {
"walk": 40
},
"str": 17,
"dex": 14,
"con": 15,
"int": 4,
"wis": 11,
"cha": 10,
"skill": {
"athletics": "+5"
},
"resist": [
{
"resist": [
"bludgeoning",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"fire"
],
"vulnerable": [
"cold"
],
"senses": "blindsight 60 ft.",
"passive": 10,
"languages": "Ignan (understands but can't speak)",
"cr": "4",
"page": 166,
"trait": [
{
"name": "All-Around Awareness",
"entries": [
"A magmoid \"sees\" perfectly in all directions. Attackers never gain tactical advantage or bonus damage against it from the presence of nearby allies."
]
},
{
"name": "Magma Body",
"entries": [
"Every time a magmoid is struck by a melee weapon, the weapon's wielder must make a successful DC 12 Dexterity saving throw or the weapon is destroyed by the heat of the magmoid's body. Magical weapons and bludgeoning weapons have tactical advantage on the saving throw, piercing weapons have tactical disadvantage, and magical piercing weapons have neither advantage nor disadvantage. Missiles are destroyed automatically. Creatures that attack a magmoid unarmed or with natural weapons take 4 ({@dice 1d8}) fire damage each time one of their attacks hits."
]
}
],
"action": [
{
"name": "Slam",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 12 ({@dice 2d8+3}) bludgeoning damage plus 4 ({@dice 1d8}) fire damage, and the creature takes 4 ({@dice 1d8}) fire damage at the start of its next turn."
]
},
{
"name": "Magma Blast (Recharge 5—6)",
"entries": [
"Area Attackast: automatic hit, range 40 ft. line, creatures in line. Hit: Each target must make a successful DC 12 Dexterity saving throw or take 11 ({@dice 2d8+2}) fire damage plus 4 ({@dice 1d8}) fire damage at the start of its turn for {@dice 1d3} turns."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Magmoid.png"
},
{
"name": "Sandling",
"size": "L",
"type": "elemental",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 26,
"formula": "4d10+4"
},
"speed": {
"walk": 30,
"burrow": 20
},
"str": 17,
"dex": 13,
"con": 13,
"int": 4,
"wis": 11,
"cha": 11,
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
}
],
"immune": [
"poison"
],
"conditionImmune": [
"paralyzed",
"poisoned",
"prone",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft., tremorsense 60 ft.",
"passive": 10,
"languages": "Understands Terran but can't speak",
"cr": "1",
"page": 196,
"trait": [
{
"name": "Vulnerability to Water",
"entries": [
"A sandling that is hit by at least two gallons of water has its speed halved, its AC reduced by 2, and it cant use reactions for one round."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 12 ({@dice 2d8+3}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Sandling.png"
},
{
"name": "Lava Weird",
"size": "L",
"type": "elemental",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 76,
"formula": "9d10+27"
},
"speed": {
"walk": 35
},
"str": 15,
"dex": 14,
"con": 16,
"int": 11,
"wis": 12,
"cha": 16,
"skill": {
"athletics": "+4"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
}
],
"immune": [
"fire",
"poison"
],
"conditionImmune": [
"paralyzed",
"poisoned",
"stunned",
"unconscious"
],
"vulnerable": [
"cold"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Ignan, Terran",
"cr": "4",
"page": 244,
"trait": [
{
"name": "Control Elemental",
"entries": [
"Lava weirds have the ability to dominate elementals of the earth or fire type. When the lava weird uses an action to issue a command to an elemental within 50 feet, the elemental must make a successful DC 13 Wisdom saving throw or be dominated. The effect is permanent, but the elemental is allowed to repeat the saving throw if it is commanded to do something that will clearly result in its own destruction. An elemental that makes a successful save is not dominated and is immune to this effect for 24 hours. Theres no limit to the number of elementals a lava weird can control. Once domination is established, it has no range limitation, provided the lava weird and the elemental remain on the same plane of existence. Lava weirds are immune to this effect."
]
},
{
"name": "Lava Pool",
"entries": [
"A creature thats dragged into a lava pool (or that falls in, or winds up in lava for any reason at all) is restrained and takes 9 ({@dice 2d8}) fire damage at the start of each of its turns. To escape from the lava, the creature or an adjacent ally must use an action and make a successful DC 15 Strength (Athletics) check. If the check succeeds, the creature moves 5 feet out of the lava pool, is prone, and is on fire. While on fire, the creature takes 4 ({@dice 1d8}) fire damage at the start of each of its turns. The fire is extinguished automatically when the creature or an adjacent ally spends an action to put it out."
]
},
{
"name": "Reform",
"entries": [
"When reduced to 0 hit points, a lava weird dissolves into its lava pool. One minute later, it reforms with full hit points minus any hit points it lost to cold damage in the preceding 24 hours."
]
},
{
"name": "Camouflage",
"entries": [
"Until it attacks, a lava weird in its lava pool is treated as invisible."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit (reach 5 ft.; one creature). Hit: 11 ({@dice 2d8+2}) fire damage and the target must make a successful DC 12 Dexterity saving throw or be grappled. A grappled creature takes 6 ({@dice 1d8+2}) fire damage at the start of its turn. If the save succeeds, the target is not grappled but it does catch fire if it is wearing or carrying combustible material or is itself flammable. While the fire burns, the creature takes 4 ({@dice 1d8}) fire damage at the start of each of its turns. The fire is extinguished automatically when the creature or an adjacent ally spends an action to put it out."
]
},
{
"name": "Drag Into Lava",
"entries": [
"Melee Attack: automatic hit, one creature grappled by the lava weird. Hit: the lava weird and the grappled creature engage in a Strength (Athletics) contest. If the lava weird wins, the grappled creature is dragged into the lava pool; see Lava Pool above."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Lava%20Weird.png"
},
{
"name": "Fyr",
"size": "S",
"type": "fey",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
11
],
"hp": {
"average": 9,
"formula": "2d6+2"
},
"speed": {
"walk": 30
},
"str": 12,
"dex": 13,
"con": 12,
"int": 12,
"wis": 13,
"cha": 13,
"skill": {
"animal handling": "+3",
"arcana": "+3",
"deception": "+5",
"insight": "+3",
"nature": "+3",
"stealth": "+5"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common, Sylvan",
"cr": "1/4",
"page": 110,
"trait": [
{
"name": "Resilient",
"entries": [
"A fyr has tactical advantage on all saving throws."
]
},
{
"name": "Weapon Attunement",
"entries": [
"Fyrs have an ability to attune themselves with any wood-handled weapon, so that they get a +1 attack bonus with such a weapon once they've handled for at least 10 minutes. This bonus is already included in the battleaxe attack line above."
]
}
],
"action": [
{
"name": "Battleaxe",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d8+1}) slashing damage."
]
},
{
"name": "Headbutt",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d6+1}) bludgeoning damage and the target must make a successful DC 11 Dexterity saving throw or be knocked prone. If the target is knocked prone, the fyr can make an immediate battleaxe attack against it as a bonus action."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A fyr's innate spellcasting ability is Charisma (spell save DC 11, {@hit 3} to hit with spell attacks). A fyr doesn't need material components to use these abilities."
],
"will": [
"{@spell animal friendship}",
"{@spell speak with animals}"
],
"daily": {
"3e": [
"{@spell faerie fire}",
"{@spell pass without trace}"
],
"2e": [
"{@spell beast sense}",
"{@spell conjure animals}"
],
"1e": [
"{@spell dominate beast}",
"{@spell invisibility}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Fyr.png"
},
{
"name": "Gray Nisp",
"size": "L",
"type": "fey",
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 95,
"formula": "10d10+40"
},
"speed": {
"walk": 10,
"swim": 40
},
"str": 17,
"dex": 17,
"con": 19,
"int": 5,
"wis": 12,
"cha": 7,
"senses": "darkvision 60 ft., tremorsense 180 ft.",
"passive": 1,
"languages": "Unique (Gray Nisp)",
"cr": "6",
"page": 133,
"trait": [
{
"name": "Keen Scent",
"entries": [
"A gray nisp can taste blood in the surrounding water from a distance of up to 1 mile."
]
},
{
"name": "Water Dependent",
"entries": [
"A gray nisp can survive out of water for only 10 minutes. After that, it begins suffocating."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A gray nisp bites once and attacks twice with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d12+3}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d10+3}) slashing damage. If both claws hit the same target, it takes an additional 8 ({@dice 1d10+3}) slashing damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A gray nisp's inante spellcasting ability is Wisdom (spell save DC 12, +4to hit with spell attacks). The gray nisp doesn't need material components to use these abilities."
],
"will": [
"{@spell confusion}",
"{@spell detect thoughts}",
"{@spell minor illusion} (auditory only)",
"{@spell hold monster}",
"{@spell slow}"
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Gray%20Nisp.png"
},
{
"name": "Grimm",
"size": "L",
"type": "fey",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 104,
"formula": "11d10+44"
},
"speed": {
"walk": 30
},
"str": 20,
"dex": 14,
"con": 19,
"int": 12,
"wis": 14,
"cha": 16,
"save": {
"con": "+7"
},
"skill": {
"stealth": "+5"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonsilver or nongood weapons"
}
],
"senses": "blindsight 10 ft., darkvision 60 ft.",
"passive": 2,
"languages": "Understands Common and Sylvan but can't speak",
"cr": "7",
"page": 135,
"trait": [
{
"name": "Aura of Evil",
"entries": [
"A grimm constantly exudes a miasma of evil around itself. Any creature that begins its turn within 5 feet of a grimm takes {@dice 2d6} radiant damage. Creatures of evil alignment are immune to this effect."
]
},
{
"name": "Diehard",
"entries": [
"A grimm does not die when it reaches 0 hit points. Instead, the creature continues fighting, but it must make a Constitution saving throw every time it takes damage while at 0 hit points. The DC of the saving throw equals the damage from the attack. The first time the grimm fails this saving throw, it gains tactical disadvantage on all its attack rolls and ability checks, but it keeps fighting. When it fails this saving throw for a second time, it dies instantly."
]
},
{
"name": "Devour",
"entries": [
"If both of a grimm's claw attacks and its bite attack hit the same target in a single turn, the grimm gains temporary hit points equal to the piercing damage done by its bite."
]
},
{
"name": "Ethereal Jaunt (Recharge 5—6)",
"entries": [
"A grimm can shift between the Ethereal Plane and the Material Plane as a bonus action when it moves. It can remain on the Ethereal Plane only until ethereal jaunt recharges; it must return to the Material Plane on the first turn it can (but not necessarily as the first thing it does that turn; the grimm could move in the Ethereal Plane before returning to the Material Plane). While in the Ethereal Plane, the grimm can't be seen or harmed by anyone on the Material Plane except by magical effects that cross the planar boundary. It can see and hear what is around it (within 60 feet) on the Material Plane, but it can't harm anything in the Material Plane. While Ethereal, the grimm can move in any direction, even up or down and through solid objects, but it treats all space as difficult terrain."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A grimm attacks twice with its claws, then bites once."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 10 ({@dice 1d10+5}) slashing damage. If both claw attacks hit the same target, the grimm gains tactical advantage on its bite attack if it makes that attack immediately against the same target."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 21 ({@dice 3d10+5}) piercing damage. Also see devour, above."
]
},
{
"name": "Ethereal Jaunt (Recharge 5—6)",
"entries": [
"See entry in traits."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A grimm's innate spellcasting ability is Charisma (spell save DC 14, {@hit 6} to hit with spell attacks). The grimm doesn't need material components to use these abilities."
],
"will": [
"{@spell blur}"
],
"daily": {
"3e": [
"{@spell call lightning}",
"{@spell darkness}",
"{@spell detect evil and good|phb|detect fey} (as detect evil and good but detects fey only)"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Grimm.png"
},
{
"name": "Korred",
"size": "S",
"type": "fey",
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 13,
"from": [
"{@item leather armor|phb}"
]
}
],
"hp": {
"average": 27,
"formula": "6d6+6"
},
"speed": {
"walk": 30
},
"str": 15,
"dex": 15,
"con": 12,
"int": 12,
"wis": 12,
"cha": 14,
"skill": {
"sleight of hand": "+4",
"stealth": "+4"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"conditionImmune": [
"charmed",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common, Sylvan",
"cr": "1",
"page": 158,
"trait": [
{
"name": "Animated Hair",
"entries": [
"A korred carries cuttings of its own hair, braided into ropes, in its leather pouch. It can quickly splice these short hair ropes into a longer rope and magically animate it to entangle foes. The time it takes to weave together enough rope for the job depends on the size of the creature to be entangled, as shown below. A korred's animated hair rope has AC 14, 8 hp, is immune to all but slashing damage, and flies with a speed of 30 feet. When it attacks its target, the target creature must make a successful DC 12 Dexterity or Strength saving throw or be restrained. A restrained creature can repeat the saving throw at the end of each of its turns. The hair rope is destroyed by a successful Str saving throw, but a successful Dex save leaves it unaffected and it continues attacking.",
{
"type": "table",
"colLabels": [
"Target Size",
"Time to Create",
"Duration"
],
"colStyles": [
"col-xs-4",
"col-xs-4",
"col-xs-4"
],
"rows": [
[
"Up to Tiny",
"1 round",
"9 rounds"
],
[
"Small or Medium",
"2 rounds",
"6 rounds"
],
[
"Large",
"3 rounds",
"3 rounds"
]
]
}
]
},
{
"name": "Mobility",
"entries": [
"An opponent has tactical disadvantage on opportunity attack rolls against a korred."
]
},
{
"name": "Stone Stride",
"entries": [
"A korred can step into a stone and emerge from any other stone within 30 feet as part of normal movement. The stones must be at least as large as the korred. It can't end its turn inside a stone."
]
}
],
"action": [
{
"name": "Club",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) bludgeoning damage."
]
},
{
"name": "Shears",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) slashing damage. A korred scores a critical hit with shears if its attack roll is a natural 18, 19, or 20."
]
},
{
"name": "Stone",
"entries": [
"Ranged Attack: {@hit +4} to hit, range 20 ft./60 ft., one creature. Hit: 4 ({@dice 1d4+2}) bludgeoning damage."
]
},
{
"name": "Laugh (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 60 ft., all creatures in range. Hit: creatures in range that can hear the laugh must make a successful DC 12 Wisdom saving throw or be stunned for {@dice 1d3} rounds."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"Korred's innate spellcasting ability is Charisma (spell save DC 12). A korred doesn't need material components to use these abilities."
],
"will": [
"{@spell animate objects} (stones only)",
"{@spell shatter}",
"{@spell speak with plants|phb|speak with stone} (functions identically to speak with plants, but with stones instead)",
"{@spell stone shape}"
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Korred.png"
},
{
"name": "Midnight Peddler",
"size": "M",
"type": "fey",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
11
],
"hp": {
"average": 45,
"formula": "7d8+14"
},
"speed": {
"walk": 20
},
"str": 11,
"dex": 13,
"con": 15,
"int": 15,
"wis": 16,
"cha": 13,
"save": {
"con": "+4"
},
"senses": "darkvision 60 ft.",
"passive": 3,
"languages": "Common",
"cr": "1/2",
"page": 170,
"trait": [
{
"name": "Divination",
"entries": [
"The peddler provides good advice or a correct answer to one question asked of him by a creature who buys something from his cart. This ability functions similarly to a divination spell."
]
},
{
"name": "Plane Shift",
"entries": [
"The midnight peddler can use the plane shift spell at will. He can shift only himself, his cart, and the nonliving contents of his cart; he can't bring along willing companions or banish other creatures."
]
}
],
"action": [
{
"name": "Deathly Touch",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d6+1}) necrotic damage. The target's maximum number of hit points is reduced by an amount equal to the necrotic damage, and the midnight peddler gains the same number of temporary hit points."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Midnight%20Peddler.png"
},
{
"name": "Mite",
"size": "S",
"type": "fey",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
11
],
"hp": {
"average": 3,
"formula": "1d6"
},
"speed": {
"walk": 20,
"climb": 20
},
"str": 8,
"dex": 13,
"con": 11,
"int": 8,
"wis": 13,
"cha": 10,
"skill": {
"stealth": "+3"
},
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Deep Speech",
"cr": "1/8",
"page": 171,
"trait": [
{
"name": "Hatred",
"entries": [
"Mites have tactical advantage on attack rolls against dwarves, gnomes, and svirfneblin."
]
},
{
"name": "Vermin Empathy (1/Day)",
"entries": [
"As an action, a mite can summon a swarm of bats, a swarm of rats, {@dice 1d4} giant centipedes, {@dice 1d4} giant wasps, or {@dice 1d2} giant wolf spiders. The summoned creatures arrive {@dice 1d4} rounds after being summoned and stays near the mite for one hour. The mite has telepathic communication with the creatures and can give them simple commands such as \"attack\" and \"enter that building.\""
]
}
],
"action": [
{
"name": "Dagger",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 3 ({@dice 1d4+1}) piercing damage."
]
},
{
"name": "Dart",
"entries": [
"Ranged Attack: {@hit +3} to hit, range 20 ft./60 ft., one creature. Hit: 3 ({@dice 1d4+1}) piercing damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A mite's spellcasting ability is Charisma (spell save DC 10). The mite doesn't need material components to use these abilities."
],
"will": [
"{@spell prestidigitation}"
],
"daily": {
"1": [
"{@spell fear}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Mite.png"
},
{
"name": "Pestie Mite",
"size": "S",
"type": "fey",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
12
],
"hp": {
"average": 7,
"formula": "2d6"
},
"speed": {
"walk": 40,
"climb": 20
},
"str": 8,
"dex": 15,
"con": 11,
"int": 6,
"wis": 13,
"cha": 10,
"skill": {
"acrobatics": "+4",
"sleight of hand": "+6",
"stealth": "+6"
},
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Deep Speech (understands but can't speak)",
"cr": "1/4",
"page": 172,
"trait": [
{
"name": "Combat Mobility",
"entries": [
"Opportunity attacks against a moving pestie always have tactical disadvantage."
]
},
{
"name": "Hatred",
"entries": [
"Pesties have tactical advantage on attack rolls against dwarves, gnomes, and svirfneblin."
]
},
{
"name": "Sneak Attack",
"entries": [
"A pestie's dagger attack does an extra 3 ({@dice 1d6}) piercing damage if the pestie has advantage on the attack or if one of its allies is within 5 feet of the target."
]
}
],
"action": [
{
"name": "Dagger",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) piercing damage."
]
},
{
"name": "Dart",
"entries": [
"Ranged Attack: {@hit +4} to hit, range 20 ft./60 ft., one creature. Hit: 4 ({@dice 1d4+2}) piercing damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A pestie's innate spellcasting ability is Charisma (spell save DC 10). The pestie doesn't need material components to use these abilities."
],
"will": [
"{@spell prestidigitation}"
],
"daily": {
"1": [
"{@spell fear}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Pestie%20Mite.png"
},
{
"name": "Pech",
"size": "S",
"type": "fey",
"source": "FEF 3pp",
"alignment": [
"N",
"G"
],
"ac": [
11
],
"hp": {
"average": 18,
"formula": "4d6+4"
},
"speed": {
"walk": 20
},
"str": 18,
"dex": 12,
"con": 12,
"int": 11,
"wis": 12,
"cha": 11,
"skill": {
"perception": "+3",
"survival": "+3"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
},
"bludgeoning"
],
"senses": "darkvision 60 ft.",
"passive": 13,
"languages": "Terran, Undercommon",
"cr": "1/4",
"page": 181,
"trait": [
{
"name": "Earthbound",
"entries": [
"A pech has tactical disadvantage on attack rolls against targets that are entirely surrounded by an element other than earth; i.e., foes that are flying or swimming."
]
},
{
"name": "Light Blindness",
"entries": [
"A pech has tactical disadvantage on attack rolls and Wisdom (Perception) checks in bright light."
]
},
{
"name": "Stone Knowledge",
"entries": [
"A pech's extensive knowledge of stone gives it tactical advantage on attack rolls against creatures made of stone, earth, or clay."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A pech attacks twice with its pick or twice with stones, or uses one spell-like ability."
]
},
{
"name": "Pick",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d4+4}) piercing damage."
]
},
{
"name": "Stone",
"entries": [
"Ranged Attack: {@hit +3} to hit, range 30 ft./90 ft., one creature. Hit: 3 ({@dice 1d4+1}) bludgeoning damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A pech's innate spellcasting ability is Wisdom (spell save DC 11, {@hit 3} to hit with spell attacks). The pech doesn't need material components to use these abilities."
],
"daily": {
"4": [
"{@spell stone shape}",
"{@spell speak with plants|phb|speak with stone} (functions identically to speak with plants, but with stones instead)"
]
},
"footerEntries": [
"A pech can also use the following spell-like abilities as part of a group. All members of the group must be within 20 feet of all other members of the group, and all must use an action simultaneously to trigger the spell-like effect. An individual pech can use each ability once per day. Only one pech needs to maintain concentration to keep an effect ongoing.",
"4 pechs: {@spell wall of stone}",
"8 pechs: {@spell greater restoration} (only to remove petrification)"
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Pech.png"
},
{
"name": "Chaos Knight",
"size": "M",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"{@item chain shirt|phb}"
]
}
],
"hp": {
"average": 78,
"formula": "12d8+24"
},
"speed": {
"walk": 30
},
"str": 18,
"dex": 14,
"con": 15,
"int": 10,
"wis": 12,
"cha": 16,
"skill": {
"perception": "+4"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical waepons"
}
],
"immune": [
"cold",
"psychic"
],
"conditionImmune": [
"frightened",
"stunned"
],
"vulnerable": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Common",
"cr": "3",
"page": 55,
"trait": [
{
"name": "Icy Incorporeality",
"entries": [
"By using an action, a chaos knight can make itself incorporeal until the start of its next turn. While incorporeal, it can pass through solid objects such as a wall, or other creatures, as if they were difficult terrain. It leaves behind an icy outline where it passes."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The chaos knight attacks twice with its greatsword."
]
},
{
"name": "Greatsword",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 11 ({@dice 2d6+4}) slashing damage plus {@dice 1d6} cold damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"The chaos knight's innate spellcasting ability is Charisma (spell save DC 13, {@hit 5} to hit with spell attacks). The chaos knight doesn't need material components to use these abilities."
],
"will": [
"{@spell chill touch}",
"{@spell ray of frost}"
],
"daily": {
"1": [
"{@spell telekinesis}",
"{@spell wall of ice}"
],
"2": [
"{@spell ice storm}"
],
"3": [
"{@spell dimension door}",
"{@spell protection from evil and good|phb|protection from good}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Chaos%20Knight.png"
},
{
"name": "Dagon",
"size": "L",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 19,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 287,
"formula": "25d10+150"
},
"speed": {
"walk": 20,
"swim": 60
},
"str": 25,
"dex": 18,
"con": 22,
"int": 18,
"wis": 20,
"cha": 19,
"save": {
"con": "+12"
},
"skill": {
"athletics": "+13",
"history": "+10",
"insight": "+11",
"intimidation": "+10",
"perception": "+11"
},
"resist": [
"acid",
"cold",
"fire",
{
"special": "all damage not inflicted by good-aligned attackers or good-aligned weapons"
}
],
"immune": [
"lightning",
"poison",
{
"special": "all damage from water-based or water-effecting spells"
}
],
"senses": "truesight 120 ft.",
"passive": 21,
"languages": "Abyssal, Celestial, Common, Draconic, Giant, Infernal, telepathy to 100 ft.",
"cr": "20",
"page": 73,
"trait": [
{
"name": "Deadly Critical",
"entries": [
"Dagon scores a critical hit whenever its attack roll is a natural 19 or 20. A creature struck by a critical hit from Dagon is also poisoned for one minute and must make a successful DC 20 Constitution saving throw or immediately begin drowning. This affects all creatures, even those that can ordinarily breathe underwater or are benefiting from a water breathing spell or similar magic. The target can repeat the saving throw at the end of each of its turns; drowning ceases with a successful save. Drowning continues until a successful save is made, the target dies, or the effect is dispelled as a 7th-level spell. A successful saving throw does not make the target immune to this effect from another critical hit."
]
},
{
"name": "Legendary Resistance (3/Day)",
"entries": [
"Dagon can opt to automatically succeed on a saving throw it just failed."
]
},
{
"name": "Unholy Aura",
"entries": [
"An unholy aura surrounds Dagon to a radius of 40 feet. All creatures must make a DC 17 Wisdom saving throw with the effects shown below. Evil creatures have tactical advantage on the saving throw. (Most evil creatures know better than to approach within 40 feet of Dagon.)",
{
"type": "table",
"colLabels": [
"Level or CR",
"Successful Save",
"Failed Save"
],
"colStyles": [
"col-xs-2 text-align-center",
"col-xs-5",
"col-xs-5"
],
"rows": [
[
"25",
"No ill effect",
"Stunned 1 round"
],
[
"21-24",
"Frightened 1d4 rounds",
"Stunned 1 round, then frightened 2d4 rounds"
],
[
"16-20",
"Paralyzed 1d6 rounds, then frightened 1d4 rounds",
"Paralyzed 1d10 minutes, then frightened 2d4 rounds"
],
[
"0-15",
"Paralyzed 1d10 minutes, then frightened 2d4 rounds",
"Instant death"
]
]
}
]
},
{
"name": "Water Mastery",
"entries": [
"Dagon always has tactical advantage on attack rolls, ability checks, and saving throws when he is even partly in sea water."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Dagon attacks once with its trident and twice with its claws."
]
},
{
"name": "Trident",
"entries": [
"Melee Attack: {@hit +12} to hit, reach 10 ft., one creature. Hit: 26 ({@dice 3d12+7}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +12} to hit, reach 5 ft., one creature. Hit: 23 ({@dice 3d10+7}) slashing damage and the target is poisoned."
]
}
],
"legendary": [
{
"name": "Claw Attack",
"entries": [
"Dagon attacks once with a claw."
]
},
{
"name": "Spell-like Ability",
"entries": [
"Dagon uses one of its at-will spell-like abilities."
]
},
{
"name": "Trident Attack",
"entries": [
"Dagon attacks once with its trident."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"Dagon's innate spellcasting ability is Charisma (spell save DC 18, {@hit 10} to hit with spell attacks). Dagon doesn't need material components to use these abilities."
],
"constant": [
"{@spell speak with animals} (aquatic animals only)"
],
"will": [
"{@spell cloudkill} (works underwater only)",
"{@spell dominate monster}",
"{@spell darkness}",
"{@spell detect evil and good}",
"{@spell detect magic}",
"{@spell detect thoughts}",
"{@spell dispel magic}",
"{@spell fear}",
"{@spell magic missile} (6 missiles)",
"{@spell teleport}",
"{@spell telekinesis}",
"{@spell tongues}",
"{@spell water breathing}"
],
"daily": {
"3e": [
"{@spell blur}",
"{@spell conjure elemental} (water only)",
"{@spell enhance ability}"
],
"1e": [
"{@spell confusion}",
"{@spell feeblemind}",
"{@spell finger of death}",
"{@spell hold person}",
"{@spell hold monster}",
"{@spell lightning bolt}",
"{@spell stoneskin}",
"{@spell time stop}",
"{@spell web}",
"{@spell wish}"
]
}
}
],
"isNamedCreature": true,
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Dagon.png"
},
{
"name": "Teratashia, Demon Princess of Dimensions",
"size": "L",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 18,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 161,
"formula": "19d10+76"
},
"speed": {
"walk": 35,
"fly": 50
},
"str": 17,
"dex": 19,
"con": 18,
"int": 19,
"wis": 15,
"cha": 18,
"save": {
"dex": "+9",
"con": "+9",
"int": "+9",
"cha": "+9"
},
"resist": [
"acid",
"cold",
"psychic"
],
"immune": [
"lightning",
"poison",
{
"immune": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical weapons"
}
],
"conditionImmune": [
"charmed",
"frightened",
"poisoned"
],
"senses": "truesight 120 ft.",
"passive": 2,
"languages": "Abyssal",
"cr": "15",
"page": 80,
"trait": [
{
"name": "Regeneration",
"entries": [
"Teratashia regains 10 hit points at the start of her turn if she is in darkness. She regains 5 hit points if she is in dim light, and no hit points if she is in bright light."
]
},
{
"name": "Light Avoidance",
"entries": [
"Teratashia's speed increases to 50 feet and her flying speed increases to 70 feet if she is in bright light at the start of her turn. Her speed returns to normal when she starts her turn in dim light or darkness."
]
},
{
"name": "Teratashia's Necklace of Skulls",
"entries": [
"Teratashia's necklace is a powerful magic item. It is made from 13 skulls, and each skull has gems set into the eye sockets. Each gem stores one magic spell; the wearer of the necklace can use an action (or reaction for counterspell) to cast one of the spells. Spells are cast at their lowest level, using the caster's attack bonus and saving throw DC. The necklace recovers one expended charge per hour when worn by Teratashia; it doesn't recover charges when worn by anyone else. arcane lock (x2) bestow curse (x2) cloudkill (x2) cone of cold (x4) counterspell (x2) cure wounds (x4) fireball (x2) hypnotic pattern (x2) knock (x2) mirror image (x2) witch bolt (x2)"
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Teratashia attacks four times with her claws, or she attacks twice with claws and either uses one spell-like ability or one charge from her necklace."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 5 ft., one creature. Hit: 17 ({@dice 3d8+4}) slashing damage plus 7 ({@dice 2d6}) lightning damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"Teratashia's innate spellcasting ability is Charisma (spell save DC 17, {@hit 9} to hit with spell attacks). She doesn't need material components to use these abilities."
],
"will": [
"{@spell clairvoyance}",
"{@spell darkness}",
"{@spell detect thoughts}",
"{@spell dimension door}",
"{@spell dispel magic}",
"{@spell fear}",
"{@spell suggestion}"
],
"daily": {
"3e": [
"{@spell charm person}",
"{@spell insect plague}",
"{@spell telekinesis}",
"{@spell wall of stone}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Teratashia%2C%20Demon%20Princess%20of%20Dimensions.png"
},
{
"name": "Demonic Knight",
"size": "M",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 17,
"from": [
"{@item half plate armor +1|dmg|+1 half-plate armor}"
]
}
],
"hp": {
"average": 81,
"formula": "10d8+36"
},
"speed": {
"walk": 20
},
"str": 20,
"dex": 13,
"con": 18,
"int": 17,
"wis": 18,
"cha": 18,
"skill": {
"athletics": "+8",
"acrobatics": "+4",
"sleight of hand": "+4",
"stealth": "+4",
"arcana": "+6",
"history": "+6",
"investigation": "+6",
"nature": "+6",
"religion": "+6",
"animal handling": "+7",
"insight": "+7",
"medicine": "+7",
"perception": "+7",
"survival": "+7",
"deception": "+7",
"intimidation": "+7",
"performance": "+7",
"persuasion": "+7"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"senses": "truesight 60 ft.",
"passive": 17,
"languages": "Abyssal, Common",
"cr": "5",
"page": 82,
"trait": [
{
"name": "Create Spawn",
"entries": [
"Any humanoid slain by a demonic knight's breath of unlife returns to life in {@dice 2d4} rounds as a shadow demon under the command of the demonic knight that created it. The new shadow demon remains enslaved to the demonic knight until the knight's death. They do not retain any of the abilities they had in life."
]
},
{
"name": "Summon Demonic Aid (1/Day)",
"entries": [
"Once per day as an action, a demonic knight can summon additional demons to his side. He can summon {@dice 1d4} shadow demons, 2 glabrezus or hezrous, or 1 vrock or marilith. To complete the summoning, the demonic knight must make a successful DC 18 Cha check (normally a 50% chance). The summoned demons teleport into empty spaces within 60 feet of the demon knight, of his choosing, and remain until they're slain or for one hour."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A demonic knight attacks once with its anarchic longsword and once with either its breath of unlife or its fist."
]
},
{
"name": "Anarchic Longsword",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 5 ft., one creature. Hit: 11 ({@dice 1d10+6}) slashing, magic damage (treat as magic damage)."
]
},
{
"name": "Mailed Fist",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d8+5}) bludgeoning damage."
]
},
{
"name": "Breath of Unlife (Recharge 5—6)",
"entries": [
"Ranged Attack: automatic hit, range 10 ft. cone, creatures in the cone. Hit: 33 ({@dice 6d10}) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. A creature reduced to 0 hit points by this attack dies instantly; see Create Spawn above."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"The demonic knight's innate spellcasting ability is Charisma (spell save DC 15, {@hit 7} to hit with spell attacks). The demonic knight doesn't need material components to use these abilities."
],
"will": [
"{@spell detect magic}",
"{@spell see invisibility}",
"{@spell wall of ice}"
],
"daily": {
"2e": [
"{@spell dispel magic}",
"{@spell symbol}"
],
"1e": [
"{@spell fireball}",
"{@spell power word stun}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Demonic%20Knight.png"
},
{
"name": "Poisonous Fire Snake",
"size": "S",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
13
],
"hp": {
"average": 13,
"formula": "3d6+3"
},
"speed": {
"walk": 20,
"climb": 20
},
"str": 10,
"dex": 17,
"con": 12,
"int": 1,
"wis": 12,
"cha": 7,
"skill": {
"acrobatics": "+5",
"stealth": "+5"
},
"immune": [
"fire"
],
"vulnerable": [
"cold"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "1/2",
"page": 102,
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage and the target must make a successful DC 11 Constitution saving throw against poison or be paralyzed for {@dice 1d6} rounds. A paralyzed creature takes 2 ({@dice 1d4}) fire damage at the start of each of its turns while it is paralyzed."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Poisonous%20Fire%20Snake.png"
},
{
"name": "Hawanar Genie",
"size": "L",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"L",
"N"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 97,
"formula": "13d10+26"
},
"speed": {
"walk": 20,
"fly": 50
},
"str": 20,
"dex": 14,
"con": 14,
"int": 14,
"wis": 10,
"cha": 15,
"save": {
"dex": "+5",
"con": "+5"
},
"skill": {
"deception": "+5",
"intimidation": "+5",
"perception": "+3"
},
"immune": [
"acid",
"fire"
],
"vulnerable": [
"cold"
],
"senses": "darkvision 60 ft.",
"passive": 13,
"languages": "Auran, Ignan",
"cr": "7",
"page": 117,
"trait": [
{
"name": "Air Mastery",
"entries": [
"Airborne creatures have tactical disadvantage on attacks against a hawanar."
]
},
{
"name": "Holocone",
"entries": [
"A hawanar can transform into a vortex of embers and white-hot fire as a bonus action and can remain in this form for up to six rounds. Once it changes back to its normal form, it can't resume its holocone form for another 10 minutes. In holocone form, the hawanar genie can move through the air or along any surface at its fly speed. It can move through spaces occupied by other creatures; creatures of Medium size or smaller must make a successful DC 13 Dexterity saving throw or be swept into the vortex, taking 14 ({@dice 2d8+5}) bludgeoning damage plus 4 ({@dice 1d8}) fire damage and being grappled by the genie, which can then move the grappled creature according to the normal grappling rules. The genie can't end its move in the same space as a character it isn't grappling."
]
},
{
"name": "Mobility",
"entries": [
"When a hawanar genie moves, opportunity attacks against it have tactical disadvantage"
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A hawanar genie attacks twice with fists or twice with its falchion, or uses a spelllike ability."
]
},
{
"name": "Fist",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d8+5}) bludgeoning damage plus 4 ({@dice 1d8}) fire damage."
]
},
{
"name": "Falchion",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d8+5}) slashing damage plus 3 ({@dice 1d6}) fire damage. This attack scores a critical hit if the hawanar's attack roll is a natural 18, 19, or 20."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A hawanar genie's innate spellcasting ability is Charisma (spell save DC 13, +5to hit with spell attacks). The genie doesn't need material components to use these abilities."
],
"will": [
"{@spell plane shift} (willing targets to elemental planes, Astral Plane, or Material Plane only)"
],
"daily": {
"1e": [
"{@spell burning hands}",
"{@spell create food and water|phb|create wine and water} (as create food and water, but creates wine instead of water)",
"{@spell fireball}",
"{@spell gaseous form}",
"{@spell invisibility} (self only)",
"{@spell major image}",
"{@spell scorching ray} (3 rays)",
"{@spell wall of fire}",
"{@spell wind walk}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Hawanar%20Genie.png"
},
{
"name": "Giant Slug of P'nakh",
"size": "L",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 11,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 76,
"formula": "9d10+27"
},
"speed": {
"walk": 20
},
"str": 18,
"dex": 8,
"con": 16,
"int": 19,
"wis": 10,
"cha": 4,
"save": {
"con": "+5",
"int": "+6"
},
"skill": {
"arcana": "+6",
"history": "+6",
"stealth": "+3"
},
"resist": [
"piercing",
"slashing",
"acid"
],
"immune": [
"bludgeoning"
],
"conditionImmune": [
"blinded",
"deafened",
"prone"
],
"senses": "tremorsense 60 ft.",
"passive": 10,
"languages": "Abyssal, Deep Speech, Primordial",
"cr": "4",
"page": 119,
"trait": [
{
"name": "Smothering",
"entries": [
"When a giant slug of P'nahk hits a creature with its crushing attack, it drops its body onto the creature, pinning it to the ground. Treat this as being grappled and restrained, but the creature must also make an immediate DC 14 Constitution saving throw. A successful saving throw indicates the creature inhaled a lungful of air before being trapped; a failed saving throw indicates the air was forced from the creature's lungs and it is suffocating. A suffocating creature can act normally for a number of rounds equal to its Con modifier (minimum of 1 round). Once those rounds expire, the creature drops to 0 hit points at the start of its next turn and it must make death saving throws."
]
},
{
"name": "Insanity of P'nahk",
"entries": [
"A giant P'Nahki slug can produce a momentary mental blast that transmits subliminal images of the nightmarish realm of P'nahk. All creatures in the affected area that fail a DC 16 Intelligence saving throw recall these images and must roll {@dice 1d4} to determine how they are affected (see below). In addition, affected characters repeat the saving throw at the end of each of their turns; the effect ends with a successful save (indicating the character managed to forget the images). Characters with Int scores of 16 or higher are peculiarly vulnerable to this attack; they make the saving throws with tactical disadvantage.",
{
"type": "table",
"colLabels": [
"1d4",
"Effect"
],
"colStyles": [
"col-xs-2 text-align-center",
"col-xs-10"
],
"rows": [
[
"1",
"Paralyzed; the character strikes back instinctively with a melee attack or a cantrip (as a reaction) against anything that attacks him or her, but can take no other action and can't move."
],
[
"2",
"Paranoid rage; the character attacks its nearest allies."
],
[
"3",
"Self loathing; the character drops any held items and claws at his or her body, inflicting 1d4 slashing damage per round."
],
[
"4",
"Awe of P'nahk; the character drops all held items, falls prone, and grovels in worship of the slug and all things P'nahki. The character is paralyzed."
]
]
}
]
},
{
"name": "Telepathy",
"entries": [
"Giant slugs of P'nahk are telepathic, so they can communicate with all creatures within 100 feet."
]
},
{
"name": "Transparency",
"entries": [
"Because of its transparent body, a giant slug of P'nahk always has tactical advantage on Stealth checks and it can attempt to hide anytime it is lightly obscured, such as when it is in dim light."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A giant slug of P'nahk bites once and crushes once, or uses its mind blast."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 15 ({@dice 2d10+4}) slashing damage."
]
},
{
"name": "Crush",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 15 ({@dice 2d10+4}) bludgeoning damage and the target is knocked prone, grappled, restrained, and smothered (see above)."
]
},
{
"name": "Mind Blast (Recharge 6)",
"entries": [
"Area Attack: automatic hit, range 60 ft. cone, creatures in cone. Hit: every creature in the affected area must make a successful DC 14 Intelligence saving throw or be affected by the insanity of P'nahk (see above). Characters with Int 16 or higher have tactical disadvantage on the saving throw."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Giant%20Slug%20of%20P'nakh.png"
},
{
"name": "Khargra",
"size": "S",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 33,
"formula": "6d6+12"
},
"speed": {
"walk": 10,
"burrow": 30
},
"str": 14,
"dex": 14,
"con": 15,
"int": 10,
"wis": 11,
"cha": 10,
"immune": [
"cold",
"fire",
"poison"
],
"conditionImmune": [
"paralyzed",
"poisoned",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Common, Ignan (understands but can't speak)",
"cr": "2",
"page": 157,
"trait": [
{
"name": "Earth Glide",
"entries": [
"A khargra can glide through stone, dirt, and almost any other sort of earth, including metal, as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole and does not create a ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing khargra flings the khargra back 30 feet and stuns the creature for 1 round unless it makes a successful Constitution saving throw."
]
},
{
"name": "Metal Attunement",
"entries": [
"A khargra has tactical advantage on attack rolls against targets wearing metal armor (chain shirt or better) or carrying a metal shield."
]
},
{
"name": "Vulnerable to Heat",
"entries": [
"A khargra takes maximum damage from a heat metal spell."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A khargra attacks once with claws and bites once."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) piercing damage and the target is grappled. If the target is using a shield, it is not grappled but it must make a successful DC 12 Strength saving throw or the khargra pulls the shield away and drops it."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d10+2}) piercing damage, plus 4 ({@dice 1d8}) fire damage if the target is grappled by the khargra."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Khargra.png"
},
{
"name": "Kurok-spirit",
"size": "L",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
13
],
"hp": {
"average": 19,
"formula": "3d10+3"
},
"speed": {
"fly": 30
},
"str": 1,
"dex": 16,
"con": 13,
"int": 7,
"wis": 10,
"cha": 12,
"immune": [
{
"immune": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical or nonsilver weapons"
}
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Abyssal",
"cr": "1",
"page": 159,
"trait": [
{
"name": "Ghost Flames",
"entries": [
"Every creature that ends its turn within 5 feet of a kurok-spirit must make a successful DC 11 Constitution saving throw or take 2 ({@dice 1d4}) necrotic damage. The creature's maximum number of hit points is reduced by an amount equal to the necrotic damage, and the kurok-spirit gains the same number of temporary hit points."
]
},
{
"name": "Incorporeal",
"entries": [
"A kurok-spirit can move through solid objects and other creatures as if they were difficult terrain. The kurok-spirit takes 5 ({@dice 1d10}) force damage if it is still inside something solid at the end of its turn."
]
},
{
"name": "Soul Eater",
"entries": [
"A creature slain by a kurok-spirit can't be raised from the dead; its soul was devoured by the kurok-spirit and no longer exists."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d8}) necrotic damage and the target must make a successful DC 11 Wisdom saving throw or take 6 ({@dice 1d6+3}) psychic damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Kurok-spirit.png"
},
{
"name": "Screaming Devilkin",
"size": "S",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
12
],
"hp": {
"average": 13,
"formula": "3d6+3"
},
"speed": {
"walk": 5,
"fly": 30
},
"str": 6,
"dex": 13,
"con": 12,
"int": 6,
"wis": 11,
"cha": 12,
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Infernal",
"cr": "1/4",
"page": 197,
"trait": [
{
"name": "Scream",
"entries": [
"A screaming devilkin continuously emits a painful howl. Creatures with hearing must make a successful DC 11 Constitution saving throw every time they start their turn within 60 feet of a screaming devilkin or be incapacitated and deafened until the start of their next turn. It doesnt matter how many screaming devilkin are within range; only one saving throw needs to be made each round. A silence spell can negate devilkin screaming for the duration of the spell."
]
}
],
"action": [
{
"name": "Tail Barb",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Screaming%20Devilkin.png"
},
{
"name": "Shadow Mastiff",
"size": "M",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
12
],
"hp": {
"average": 22,
"formula": "5d8"
},
"speed": {
"walk": 45
},
"str": 12,
"dex": 14,
"con": 10,
"int": 4,
"wis": 12,
"cha": 14,
"skill": {
"stealth": "+6"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"poisoned"
],
"vulnerable": [
"radiant"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "1/2",
"page": 207,
"trait": [
{
"name": "Frightful Howl",
"entries": [
"As an action, a shadow mastiff can emit a terrifying, otherworldly howl that conjures nightmare visions in those who hear it. All living creatures within 300 feet of the shadow mastiff that hear its howl must make a successful DC 12 Wisdom saving throw or be frightened for {@dice 3d6} rounds. While frightened, the creature must move away from the shadow mastiff as rapidly as possible, until its far enough away that it cant hear the howling at all (not just beyond the howls effective 300-foot range)."
]
},
{
"name": "Shadow Affinity",
"entries": [
"A shadow mastiff has tactical advantage on Dex (Stealth) checks in dim light or darkness, and it can make a Stealth check to become hidden as a bonus action anytime it is in darkness or dim light. A shadow mastiff suffers the effect of being poisoned while in bright light."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 2d6+2}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Shadow%20Mastiff.png"
},
{
"name": "Thalasskoptis, Demon Prince",
"size": "L",
"type": {
"type": "fiend",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 18,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 168,
"formula": "16d10+80"
},
"speed": {
"walk": 30,
"swim": 60
},
"str": 19,
"dex": 18,
"con": 20,
"int": 15,
"wis": 17,
"cha": 18,
"save": {
"dex": "+8",
"con": "+9",
"wis": "+7"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"cold",
"psychic",
"thunder"
],
"conditionImmune": [
"charmed",
"frightened",
"paralyzed",
"prone",
"restrained",
"unconscious"
],
"senses": "truesight 120 ft.",
"passive": 3,
"languages": "Abyssal, telepathy",
"cr": "10",
"page": 81,
"trait": [
{
"name": "Toxic Ink (3/Day)",
"entries": [
"Thalasskoptis can squirt a cloud of poisonous ink into air or water. The ink creates a sphere 60 feet in radius centered on Thalasskoptis, and it lasts for one minute. The cloud is stationary; it doesn't move with Thalasskoptis. The area inside the cloud is heavily obscured. Creatures other than Thalasskoptis in the ink cloud must make a successful DC 17 Constitution saving throw against poison or be stunned for as long as they remain inside the ink cloud."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Thalasskoptis attacks four times with tentacles, or it attacks twice with tentacles and either uses one spelllike ability or emits a toxic ink cloud."
]
},
{
"name": "Tentacles",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 10 ft., one creature. Hit: 15 ({@dice 2d10+4}) bludgeoning damage. If the target of this attack is a stunned creature, the attack is automatically a critical hit."
]
}
],
"legendary": [
{
"name": "Bite",
"entries": [
"{@hit +8} to hit, one creature grappled by Thalasskoptis. Hit: 11 ({@dice 2d6+4}) piercing damage and the target must make a successful DC 17 Constitution saving throw or be poisoned for {@dice 1d6} rounds and take 9 ({@dice 2d8}) poison damage."
]
},
{
"name": "Spell-Like Ability",
"entries": [
"Thalasskoptis uses one at-will spell-like ability."
]
},
{
"name": "Tentacle Grab",
"entries": [
"Thalasskoptis makes one tentacle attack. If this attack hits, the target is also grappled."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"Thalasskoptis's innate spellcasting ability is Charisma (spell save DC 16, {@hit 8} to hit with spell attacks). Thalasskoptis doesn't need material components to use these abilities."
],
"will": [
"{@spell animate dead}",
"{@spell charm person}",
"{@spell clairvoyance}",
"{@spell darkness}",
"{@spell detect thoughts}",
"{@spell dispel magic}",
"{@spell fear}",
"{@spell suggestion}",
"{@spell teleport}"
],
"daily": {
"3": [
"{@spell dominate monster}"
]
}
}
],
"isNamedCreature": true,
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Thalasskoptis%2C%20Demon%20Prince.png"
},
{
"name": "Biclops",
"size": "H",
"type": "giant",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 13,
"from": [
"{@item hide armor|phb}"
]
}
],
"hp": {
"average": 115,
"formula": "11d12+44"
},
"speed": {
"walk": 30
},
"str": 22,
"dex": 12,
"con": 18,
"int": 9,
"wis": 9,
"cha": 10,
"skill": {
"intimidation": "+3"
},
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Giant",
"cr": "6",
"page": 26,
"trait": [
{
"name": "Rock Thrower",
"entries": [
"A biclops without spears can throw boulders, tables, or any other large objects instead, with the same attack and damage statistics as its spear attack."
]
},
{
"name": "Two Heads",
"entries": [
"A biclops has tactical advantage on Wis and Int saving throws and on saving throws against being charmed, deafened, stunned, and knocked unconscious."
]
},
{
"name": "Wakeful",
"entries": [
"A biclops never falls fully asleep; one head always remains awake while the other sleeps."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A biclops attacks twice with its longsword or twice with spears."
]
},
{
"name": "Longsword",
"entries": [
"Melee Weapon Attack: {@hit +9} to hit, reach 10 ft., one creature. Hit: 16 ({@dice 2d8+6}) slashing damage."
]
},
{
"name": "Spear",
"entries": [
"Ranged Weapon Attack: {@hit +9} to hit, range 20/60 ft., one creature. Hit: 14 ({@dice 2d6+6}) piercing damage."
]
},
{
"name": "Two-Headed Action (Recharge 4—6)",
"entries": [
"After taking its normal action, a biclops can use a bonus action to attack (attacking twice, as normal), move, or search."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Biclops.png"
},
{
"name": "Jack-in-Irons Giant",
"size": "H",
"type": "giant",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"chains"
]
}
],
"hp": {
"average": 126,
"formula": "11d12+55"
},
"speed": {
"walk": 40
},
"str": 22,
"dex": 12,
"con": 20,
"int": 9,
"wis": 12,
"cha": 11,
"save": {
"wis": "+4",
"con": "+8"
},
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Giant",
"cr": "7",
"page": 120,
"trait": [
{
"name": "Pound",
"entries": [
"A jack-in-irons that grapples an opponent of Medium size or smaller can smash the opponent into the ground or any other nearby solid object as an attack. This attack hits automatically and does 15 ({@dice 2d8+6}) bludgeoning damage and the creature must make a successful DC 17 Constitution saving throw or be incapacitated until the start of the giant's next turn."
]
},
{
"name": "Shake the Earth",
"entries": [
"As an action, a jack-inirons can stomp its foot on the ground, causing powerful vibrations to radiate out around the giant. Any creature within 10 feet of the jack-in-irons must make a successful DC 17 Dexterity saving throw or fall prone."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A jack-inirons giant makes two melee attacks in any combination of club, chain, fist, and pound, or it makes two ranged attacks, or it shakes the earth (see above)."
]
},
{
"name": "Club",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 10 ft., one creature. Hit: 22 ({@dice 3d10+6}) bludgeoning damage and the target must make a successful DC 17 Strength saving throw or be incapacitated until the start of the giant's next turn."
]
},
{
"name": "Chain",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 15 ft., one creature. Hit: 15 ({@dice 2d10+6}) bludgeoning damage and the target must make a successful DC 17 Dexterity saving throw or be grappled and restrained until the start of the giant's next turn."
]
},
{
"name": "Fist",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 10 ft., one creature. Hit: 15 ({@dice 2d8+6}) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or be knocked prone."
]
},
{
"name": "Rock",
"entries": [
"Ranged Attack: {@hit +9} to hit, range 60 ft./240 ft., one creature. Hit: 22 ({@dice 3d10+6}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Jack-in-Irons%20Giant.png"
},
{
"name": "Two-Headed Troll",
"size": "L",
"type": "giant",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 105,
"formula": "10d10+50"
},
"speed": {
"walk": 30
},
"str": 19,
"dex": 12,
"con": 20,
"int": 8,
"wis": 8,
"cha": 6,
"skill": {
"perception": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 15,
"languages": "Giant",
"cr": "6",
"page": 235,
"trait": [
{
"name": "Regeneration",
"entries": [
"A two-headed troll regains 5 hit points at the start of each of its turns. This ability doesnt function if the troll took fire damage since its previous turn. To be killed, the troll must be prevented from regenerating for at least one round while it has 0 hit points."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A two-headed troll attacks twice with claws or weapons and bites twice."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 11 ({@dice 2d6+4}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Two-Headed%20Troll.png"
},
{
"name": "Dark Creeper",
"size": "S",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 15,
"from": [
"rag armor",
"see below"
]
}
],
"hp": {
"average": 16,
"formula": "3d6+6"
},
"speed": {
"walk": 30
},
"str": 11,
"dex": 17,
"con": 14,
"int": 9,
"wis": 10,
"cha": 8,
"skill": {
"sleight of hand": "+5",
"stealth": "+7"
},
"passive": 10,
"languages": "Deep Speech, Undercommon",
"cr": "1/4",
"page": 74,
"trait": [
{
"name": "Death Throes",
"entries": [
"When a dark creeper is slain, its body combusts in a flash of bright light, leaving its gear in a heap on the ground. All creatures within 10 feet of the slain creeper must make a DC 12 Constitution saving throw or be blinded for {@dice 1d6} rounds. Other dark creepers within 10 feet fail the saving throw automatically."
]
},
{
"name": "Poison",
"entries": [
"Dark creepers are skilled in the use of poison. They favor a foul-smelling, dark paste called black smear that they distill from fungi that grows only in deep caverns. Creatures poisoned by black smear take 2 ({@dice 1d4}) poison damage immediately and suffer the usual effect of the poisoned condition. Poisoned creatures repeat the DC 12 Constitution saving throw at the end of each of their turns. On a successful save, they are no longer poisoned; on a failed save, they take 2 ({@dice 1d4}) poison damage and the poisoned condition continues. Each dark creeper carries three doses of this poison, and they train from childhood to reapply it to their daggers as a bonus action after a successful hit."
]
},
{
"name": "Rag Armor",
"entries": [
"A dark creeper's multiple layers of filthy rags function as hide armor when worn by one of their kind."
]
},
{
"name": "See in Darkness",
"entries": [
"Light conditions are reversed in effect for dark creepers. They treat complete darkness as bright light and bright light as complete darkness. A dark creeper sees perfectly in darkness of any kind, including magical darkness."
]
},
{
"name": "Sneak Attack",
"entries": [
"A dark creeper's dagger attack does an extra 3 ({@dice 1d6}) piercing damage if the dark creeper has advantage on the attack or if another dark creeper or dark stalker is within 5 feet of the target."
]
}
],
"action": [
{
"name": "Dagger",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d4+3}) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned (see below)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Dark%20Creeper.png"
},
{
"name": "Dark Stalker",
"size": "M",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 15,
"from": [
"{@item hide armor|phb}"
]
}
],
"hp": {
"average": 48,
"formula": "6d8+12"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 18,
"con": 14,
"int": 9,
"wis": 11,
"cha": 13,
"skill": {
"sleight of hand": "+5",
"stealth": "+7"
},
"passive": 10,
"languages": "Deep Speech, Undercommon",
"cr": "2",
"page": 74,
"trait": [
{
"name": "Death Throes",
"entries": [
"When a dark stalker is slain, its body combusts in a flash of flame. All creatures within 20 feet of the slain stalker must make a DC 12 Dexterity saving throw or take 10 ({@dice 3d6}) fire damage, or half damage with a successful save. The stalker's combustible gear is burned to ash, but other items (shortswords, poison vials, coins, gems) survive the burst of fire."
]
},
{
"name": "Poison",
"entries": [
"Dark stalkers are skilled in the use of poison. They favor a foul-smelling, dark paste called black smear that they distill from fungi that grows only in deep caverns. Creatures poisoned by black smear take 2 ({@dice 1d4}) poison damage immediately and suffer the usual effect of the poisoned condition. In addition, they must repeat the DC 12 Constitution saving throw at the end of each of their turns. On a successful save, they are no longer poisoned; on a failed save, they take {@dice 1d4} poison damage and the poisoned condition continues. Each dark stalker carries six doses of this poison, and they train from childhood to reapply it to their shortswords as a bonus action after a successful hit."
]
},
{
"name": "See in Darkness",
"entries": [
"Light conditions are reversed in effect for dark stalkers. They treat complete darkness as bright light and bright light as complete darkness. A dark stalker sees perfectly in darkness of any kind, including magical darkness."
]
},
{
"name": "Sneak Attack",
"entries": [
"A dark stalker's shortsword attack does an extra 7 ({@dice 2d6}) piercing damage if the dark stalker has advantage on the attack or if another dark stalker or dark creeper is within 5 feet of the target."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A dark stalker attacks twice with shortswords."
]
},
{
"name": "Shortsword",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d6+4}) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned (see below)."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"Dark stalkers' innate spellcasting ability is Charisma (spell save DC 11). Dark stalkers don't need material components to use these abilities."
],
"will": [
"{@spell darkness}",
"{@spell detect magic}",
"{@spell fog cloud}"
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Dark%20Stalker.png"
},
{
"name": "Grippli",
"size": "S",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
13
],
"hp": {
"average": 9,
"formula": "2d6+2"
},
"speed": {
"walk": 30,
"climb": 30,
"swim": 20
},
"str": 10,
"dex": 16,
"con": 12,
"int": 12,
"wis": 10,
"cha": 6,
"skill": {
"perception": "+2",
"stealth": "+4",
"survival": "+4"
},
"senses": "darkvision 60 ft.",
"passive": 12,
"languages": "Common, Unique (Grippli)",
"cr": "1/4",
"page": 136,
"trait": [
{
"name": "Grippli Shaman",
"entries": [
"Any large group of gripplis (12 or more) will be accompanied by one or more tribal shamans."
]
},
{
"name": "Grippli Poison",
"entries": [
"A target hit by a poisoned grippli dart must make a successful DC 11 Constitution saving throw or become poisoned for {@dice 1d4} rounds. At the end of the last turn of poisoning, the target repeats the saving throw. A successful save means the target recovers, but a failed save means the target becomes paralyzed for {@dice 1d6} rounds. A successful saving throw does not make the target immune to later poisonings."
]
},
{
"name": "Swamp Stride",
"entries": [
"Gripplis can move across mud, muck, shallow water, and any other difficult terrain that arises from the presence of water without penalty."
]
}
],
"action": [
{
"name": "Shortsword",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage."
]
},
{
"name": "Dart",
"entries": [
"Ranged Attack: {@hit +5} to hit, range 20 ft./60 ft., one creature. Hit: 5 ({@dice 1d4+3}) piercing damage. If poison is used, see grippli poison, above."
]
},
{
"name": "Net",
"entries": [
"Ranged Attack: {@hit +5} to hit, range 5 ft./15 ft., one creature. Hit: The target is restrained until it makes a successful DC 10 Strength check or until 5 slashing damage is done to the net (AC 10). Targets of Huge size or larger are not affected."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Grippli.png"
},
{
"name": "Grippli Shaman",
"size": "S",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
13
],
"hp": {
"average": 9,
"formula": "2d6+2"
},
"speed": {
"walk": 30,
"climb": 30,
"swim": 20
},
"str": 10,
"dex": 16,
"con": 12,
"int": 12,
"wis": 13,
"cha": 6,
"skill": {
"perception": "+2",
"stealth": "+4",
"survival": "+4"
},
"senses": "darkvision 60 ft.",
"passive": 12,
"languages": "Common, Unique (Grippli)",
"cr": "1/4",
"page": 136,
"trait": [
{
"name": "Grippli Shaman",
"entries": [
"Any large group of gripplis (12 or more) will be accompanied by one or more tribal shamans. A grippli shaman has heightened Wisdom (13)."
]
},
{
"name": "Grippli Poison",
"entries": [
"A target hit by a poisoned grippli dart must make a successful DC 11 Constitution saving throw or become poisoned for {@dice 1d4} rounds. At the end of the last turn of poisoning, the target repeats the saving throw. A successful save means the target recovers, but a failed save means the target becomes paralyzed for {@dice 1d6} rounds. A successful saving throw does not make the target immune to later poisonings."
]
},
{
"name": "Swamp Stride",
"entries": [
"Gripplis can move across mud, muck, shallow water, and any other difficult terrain that arises from the presence of water without penalty."
]
}
],
"action": [
{
"name": "Shortsword",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage."
]
},
{
"name": "Dart",
"entries": [
"Ranged Attack: {@hit +5} to hit, range 20 ft./60 ft., one creature. Hit: 5 ({@dice 1d4+3}) piercing damage. If poison is used, see grippli poison, above."
]
},
{
"name": "Net",
"entries": [
"Ranged Attack: {@hit +5} to hit, range 5 ft./15 ft., one creature. Hit: The target is restrained until it makes a successful DC 10 Strength check or until 5 slashing damage is done to the net (AC 10). Targets of Huge size or larger are not affected."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"A Grippli Shaman's spellcasting ability is Wisdom (spell save DC 11, {@hit 3} to hit with spell attacks). It doesn't need material components to cast these spells."
],
"spells": {
"0": {
"spells": [
"{@spell druidcraft}",
"{@spell guidance}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell animal friendship}",
"{@spell entangle}",
"{@spell fog cloud}",
"{@spell goodberry}"
]
},
"2": {
"slots": 2,
"spells": [
"{@spell lesser restoration}",
"{@spell pass without trace}"
]
}
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Grippli%20Shaman.png"
},
{
"name": "Huggermugger",
"size": "S",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
13
],
"hp": {
"average": 7,
"formula": "2d6"
},
"speed": {
"walk": 30
},
"str": 11,
"dex": 16,
"con": 10,
"int": 11,
"wis": 13,
"cha": 12,
"skill": {
"stealth": "+5",
"survival": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Unique",
"cr": "1/4",
"page": 147,
"trait": [
{
"name": "Confusion Aura (1/Day)",
"entries": [
"When three huggermuggers gather in a group, they automatically generate an aura of confusion. All creatures within 40 feet of any one of the huggermuggers must make a successful DC 11 Wisdom saving throw or be affected the same as if by a confusion spell for {@dice 1d6} rounds. Each of the huggermuggers generating the effect must be no more than 30 feet from both of the other two; if one of them moves outside that range or is killed, incapacitated, or knocked unconscious, the aura and the effect end immediately. If another huggermugger is within range of the other two, however, it can instantly assume the fallen huggermugger's role in maintaining the confusion aura, so there is no break in the aura's effect. An individual huggermugger can contribute to creating one confusion aura per day. A creature that successfully saves against the aura is immune to all huggermugger confusion auras until the end of their next long rest."
]
},
{
"name": "Cunning",
"entries": [
"Huggermuggers possess cunning and logical ability far beyond what their nominal Intelligence and Wisdom scores imply. They never lose their bearings in any setting, they are never surprised, and they can automatically follow any trail that's less than 24 hours old. They have tactical advantage on Wis (Survival) checks to follow a trail that's more than 24 hours old."
]
}
],
"action": [
{
"name": "Shortsword",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage."
]
},
{
"name": "Sling",
"entries": [
"Ranged Attack: {@hit +5} to hit, range 30 ft./120 ft., one creature. Hit: 5 ({@dice 1d4+3}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Huggermugger.png"
},
{
"name": "Lava Child",
"size": "M",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 11,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 22,
"formula": "4d8+4"
},
"speed": {
"walk": 25
},
"str": 13,
"dex": 11,
"con": 13,
"int": 10,
"wis": 11,
"cha": 11,
"immune": [
"fire",
{
"special": "damage from metal weapons"
}
],
"vulnerable": [
"cold"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Ignan",
"cr": "1",
"page": 161,
"trait": [
{
"name": "Elemental Vulnerability",
"entries": [
"Lava children take 1 extra damage per damage die from spells of the tempest domain. They are unaffected (either directly or indirectly) by spells of the transmutation school."
]
},
{
"name": "Metal Immunity",
"entries": [
"Lava children are completely unaffected by metal. They can walk through metal doors or bars as if the metal wasn't there, and metal objects and weapons, including magic weapons, pass right through a lava child's body without affecting it in any way. Because of this, a lava child also has tactical advantage on melee attack rolls against targets wearing armor that is predominantly metal."
]
},
{
"name": "Lava Child Shaman",
"entries": [
"Every band of lava children includes one arcane spellcaster."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A lava child bites once and attacks once with claws."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d8+1}) slashing damage."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d6+1}) bludgeoning damage. If the lava child bites the same creature that it hit with its claws this turn, its bite does an additional 4 ({@dice 1d8}) fire damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Lava%20Child.png"
},
{
"name": "Lava Child Shaman",
"size": "M",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 11,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 22,
"formula": "4d8+4"
},
"speed": {
"walk": 25
},
"str": 13,
"dex": 11,
"con": 13,
"int": 10,
"wis": 11,
"cha": 13,
"immune": [
"fire",
{
"special": "damage from metal weapons"
}
],
"vulnerable": [
"cold"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Ignan",
"cr": "1",
"page": 161,
"trait": [
{
"name": "Elemental Vulnerability",
"entries": [
"Lava children take 1 extra damage per damage die from spells of the tempest domain. They are unaffected (either directly or indirectly) by spells of the transmutation school."
]
},
{
"name": "Metal Immunity",
"entries": [
"Lava children are completely unaffected by metal. They can walk through metal doors or bars as if the metal wasn't there, and metal objects and weapons, including magic weapons, pass right through a lava child's body without affecting it in any way. Because of this, a lava child also has tactical advantage on melee attack rolls against targets wearing armor that is predominantly metal."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A lava child bites once and attacks once with claws."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d8+1}) slashing damage."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d6+1}) bludgeoning damage. If the lava child bites the same creature that it hit with its claws this turn, its bite does an additional 4 ({@dice 1d8}) fire damage."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"A lava child shaman's spellcasting ability is Charisma (spell save DC 11, {@hit 3} to hit with spell attacks). It doesn't need material components to cast these spells."
],
"spells": {
"0": {
"spells": [
"{@spell fire bolt}",
"{@spell dancing lights}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell burning hands}",
"{@spell comprehend languages}",
"{@spell magic missile}"
]
},
"2": {
"slots": 2,
"spells": [
"{@spell continual flame}",
"{@spell scorching ray}"
]
}
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Lava%20Child%20Shaman.png"
},
{
"name": "Ryven",
"size": "M",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 19,
"formula": "3d8+6"
},
"speed": {
"walk": 30,
"burrow": 5
},
"str": 12,
"dex": 14,
"con": 14,
"int": 8,
"wis": 12,
"cha": 10,
"skill": {
"perception": "+3",
"survival": "+3"
},
"senses": "darkvision 60 ft.",
"passive": 13,
"languages": "Common",
"cr": "1",
"page": 195,
"trait": [
{
"name": "Rage",
"entries": [
"When a ryven is reduced to 12 or fewer hit points in combat, it flies into a berserk rage lasting ten rounds (one minute). While berserk, the ryven has tactical advantage on bite attacks, it uses both its bite and claw attacks, all of its attacks do 2 extra points of damage, and it gains resistance to bludgeoning, piercing, and slashing damage. It drops whatever it held in its hands and fights solely with tooth and claw. Ryven shamans are immune to rage."
]
},
{
"name": "Ryven Shaman",
"entries": [
"Any large group of ryvens (seven or more) will be accompanied by one or more tribal shamans."
]
},
{
"name": "White and Black Death",
"entries": [
"Some ryven (approximately 1 in 5) coat their weapons and claws with a poison known as the white and black death. A living creature struck by a poisoned weapon or claw must make a successful DC 12 Constitution saving throw or take 3 ({@dice 1d6}) poison damage immediately and be poisoned for {@dice 1d6} rounds."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A ryven normally makes one melee attack or one ranged attack. When berserk, it bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 2d6+2}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) slashing damage; also see White and Black Death, above."
]
},
{
"name": "Shortsword",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) piercing damage; also see White and Black Death, above."
]
},
{
"name": "Light Crossbow",
"entries": [
"Ranged Attack: {@hit +4} to hit, range 80 ft./320 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage; also see White and Black Death, above."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Ryven.png"
},
{
"name": "Ryven Shaman",
"size": "M",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 19,
"formula": "3d8+6"
},
"speed": {
"walk": 30,
"burrow": 5
},
"str": 12,
"dex": 14,
"con": 14,
"int": 8,
"wis": 16,
"cha": 10,
"skill": {
"perception": "+3",
"survival": "+3"
},
"senses": "darkvision 60 ft.",
"passive": 13,
"languages": "Common",
"cr": "1",
"page": 195,
"trait": [
{
"name": "Rage",
"entries": [
"When a ryven is reduced to 12 or fewer hit points in combat, it flies into a berserk rage lasting ten rounds (one minute). While berserk, the ryven has tactical advantage on bite attacks, it uses both its bite and claw attacks, all of its attacks do 2 extra points of damage, and it gains resistance to bludgeoning, piercing, and slashing damage. It drops whatever it held in its hands and fights solely with tooth and claw. Ryven shamans are immune to rage."
]
},
{
"name": "White and Black Death",
"entries": [
"Some ryven (approximately 1 in 5) coat their weapons and claws with a poison known as the white and black death. A living creature struck by a poisoned weapon or claw must make a successful DC 12 Constitution saving throw or take 3 ({@dice 1d6}) poison damage immediately and be poisoned for {@dice 1d6} rounds."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A ryven normally makes one melee attack or one ranged attack. When berserk, it bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 2d6+2}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) slashing damage; also see White and Black Death, above."
]
},
{
"name": "Shortsword",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) piercing damage; also see White and Black Death, above."
]
},
{
"name": "Light Crossbow",
"entries": [
"Ranged Attack: {@hit +4} to hit, range 80 ft./320 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage; also see White and Black Death, above."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"A ryven shaman's spellcasting ability is Wisdom (spell save DC 13, {@hit 5} to hit with spell attacks). It doesnt need material components to cast these spells. The listed spells are suggestions only; others can be chosen instead. Ryven shamans are immune to rage."
],
"spells": {
"0": {
"spells": [
"{@spell druidcraft}",
"{@spell guidance}",
"{@spell resistance}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell cure wounds}",
"{@spell faerie fire}",
"{@spell goodberry}",
"{@spell speak with animals}"
]
},
"2": {
"slots": 2,
"spells": [
"{@spell beast sense}",
"{@spell moonbeam}"
]
}
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Ryven%20Shaman.png"
},
{
"name": "Skelzi",
"size": "M",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 44,
"formula": "8d8+8"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 15,
"con": 12,
"int": 10,
"wis": 10,
"cha": 10,
"skill": {
"stealth": "+4"
},
"passive": 10,
"languages": "Common, Unique",
"cr": "1",
"page": 213,
"trait": [
{
"name": "Blood Whip",
"entries": [
"A skelzis vicious blood whip causes wounds that bleed profusely. A creature must make a DC 12 Constitution saving throw every time it takes damage from a blood whip. If the saving throw fails, the wound is bleeding freely and the creature takes 4 ({@dice 1d4+2}) damage at the start of each of its turns. Bleeding continues for {@dice 1d6} rounds unless it is ended early with magical healing. Bleeding is also stopped if the affected creature or another creature adjacent to it binds the wound by spending an action and making a successful DC 12 Wisdom (Medicine) check. Every bleeding wound causes additional damage and must be treated separately; a character that was struck three times by blood whips, for example, takes 7 ({@dice 3d4+6}) damage at the start of its next turn if none of those wounds are treated before then. A blood whip behaves as a normal whip when wielded by anyone who is not a skelzi."
]
},
{
"name": "Chameleonic Hide",
"entries": [
"If they shed their garments, skelzis can hide when they are lightly obscured, their Stealth bonus increases to +6, and they have tactical advantage on Stealth checks and on initiative rolls."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A skelzi attacks once with claws and once with its blood whip."
]
},
{
"name": "Blood Whip",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 10 ft., one creature. Hit: 4 ({@dice 1d4+2}) slashing damage and the target must make a successful DC 12 Constitution saving throw or take continuing damage from bleeding (see Blood Whip, above)."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Skelzi.png"
},
{
"name": "Skulk",
"size": "M",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
13
],
"hp": {
"average": 18,
"formula": "4d8"
},
"speed": {
"walk": 30
},
"str": 10,
"dex": 16,
"con": 10,
"int": 12,
"wis": 12,
"cha": 6,
"skill": {
"acrobatics": "+5",
"stealth": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "1/2",
"page": 214,
"trait": [
{
"name": "Chameleonic Hide",
"entries": [
"If they shed their garments, skulks can hide when they are lightly obscured, their Stealth bonus increases to +7, and they have tactical advantage on Stealth checks and initiative rolls."
]
},
{
"name": "Sneak Attack",
"entries": [
"A skulks attack does an extra 3 ({@dice 1d6}) damage if the skulk has advantage on the attack or if one or more of its allies is within 5 feet of the target."
]
},
{
"name": "Untrackable",
"entries": [
"Anyone trying to follow skulks through forest or underground territory has tactical disadvantage on skill checks for trailing or tracking."
]
}
],
"action": [
{
"name": "Shortsword",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage."
]
},
{
"name": "Sling",
"entries": [
"Ranged Attack: {@hit +5} to hit, range 30 ft./120 ft., one creature. Hit: 5 ({@dice 1d4+3}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Skulk.png"
},
{
"name": "Tabaxi",
"size": "M",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
12
],
"hp": {
"average": 11,
"formula": "2d8+2"
},
"speed": {
"walk": 40,
"climb": 20
},
"str": 13,
"dex": 14,
"con": 12,
"int": 10,
"wis": 12,
"cha": 10,
"skill": {
"acrobatics": "+4",
"stealth": "+4"
},
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common, Unique",
"cr": "1/2",
"page": 219,
"trait": [
{
"name": "Weapon Aptitude",
"entries": [
"Tabaxis have an instinctive affinity for weapons. They add twice their proficiency bonus to attack rolls with one-handed weapons and thrown weapons. This bonus is included in the attack modifiers listed above."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A tabaxi attacks twice with claws or once with a weapon."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) slashing damage. If both attacks hit the same target, the second attack does an additional 3 ({@dice 1d6}) slashing damage."
]
},
{
"name": "Shortsword",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) piercing damage."
]
},
{
"name": "Javelin",
"entries": [
"Ranged Attack: {@hit +5} to hit, range 30 ft./120 ft., one creature. Hit: 4 ({@dice 1d6+1}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Tabaxi.png"
},
{
"name": "Taer",
"size": "M",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 26,
"formula": "4d8+8"
},
"speed": {
"walk": 35
},
"str": 16,
"dex": 15,
"con": 15,
"int": 6,
"wis": 12,
"cha": 6,
"skill": {
"athletics": "+5",
"survival": "+3"
},
"immune": [
"cold"
],
"vulnerable": [
"fire"
],
"passive": 1,
"languages": "Unique",
"cr": "1",
"page": 220,
"action": [
{
"name": "Multiattack",
"entries": [
"A taer bites once and attacks once with fists, or it throws two stones or two javelins."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage."
]
},
{
"name": "Fists",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) bludgeoning damage."
]
},
{
"name": "Javelin",
"entries": [
"Ranged Attack: {@hit +5} to hit, range 20 ft./60 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage."
]
},
{
"name": "Stone",
"entries": [
"Ranged Attack: {@hit +5} to hit, range 20 ft./60 ft., one creature. Hit: 6 ({@dice 1d6+3}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Taer.png"
},
{
"name": "Weredactyl",
"size": "M",
"type": {
"type": "humanoid",
"tags": [
"shapechanger"
]
},
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
12
],
"hp": {
"average": 44,
"formula": "8d8+8"
},
"speed": {
"walk": {
"number": 10,
"condition": " (30 ft. in human/hybrid form)"
},
"fly": {
"number": 50,
"condition": " (in pterodactyl form)"
}
},
"str": 16,
"dex": 15,
"con": 12,
"int": 7,
"wis": 10,
"cha": 8,
"immune": [
{
"immune": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical and nonsilver weapons"
}
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Common, Unique",
"cr": "2",
"page": 246,
"action": [
{
"name": "Multiattack",
"entries": [
"A weredactyl makes two melee attacks."
]
},
{
"name": "Peck (pterodactyl form)",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage."
]
},
{
"name": "Claws (hybrid form)",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) slashing damage. If both claw attacks hit the same target, the creature must make a successful DC 12 Dexterity saving throw or be grappled."
]
},
{
"name": "Handaxe (human or hybrid form)",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Weredactyl.png"
},
{
"name": "Arcanoplasm",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 12,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 103,
"formula": "9d10+54"
},
"speed": {
"walk": 40
},
"str": 15,
"dex": 6,
"con": 22,
"int": 10,
"wis": 14,
"cha": 14,
"save": {
"con": "+8"
},
"skill": {
"athletics": "+4",
"stealth": "+0"
},
"resist": [
"poison"
],
"conditionImmune": [
"paralyzed",
"poisoned",
"prone",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 2,
"languages": "Common, Draconic (understands but can't speak)",
"cr": "4",
"page": 14,
"trait": [
{
"name": "Absorb Arcane Energy",
"entries": [
"Any arcane spell targeted at an arcanoplasm is automatically absorbed into its body. This cures 1 point of damage per 3 points of damage the spell would otherwise deal; nondamaging spells cure 1 point of damage per spell level. Spells that affect an area are not absorbed, but neither do they affect the arcanoplasm. The arcanoplasm can't absorb magic from spells that it cast itself using arcane spell mimicry, and it can't absorb divine magic, which affects it normally."
]
},
{
"name": "Amorphous",
"entries": [
"An arcanoplasm can move through gaps as small as 1 square inch without penalty."
]
},
{
"name": "Arcanesense",
"entries": [
"An arcanoplasm can automatically detect the location of any arcane spellcaster within 100 feet. This ability is not blocked by any material."
]
},
{
"name": "Arcane Spell Mimicry",
"entries": [
"As an action, an arcanoplasm can mimic any arcane spell of 4th level or lower cast within 30 feet of it on its next turn. The spell takes effect as if cast by a 7th-level sorcerer (spell save DC 13, {@hit +6} to hit with spell attacks) and requires no components. Because of its innately magical nature, an arcanoplasm adds both its Con and Cha modifiers to concentration checks when it takes damage."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The arcanoplasm slams once and constricts once."
]
},
{
"name": "Slam",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+2}) bludgeoning damage plus 3 ({@dice 1d6}) acid damage, and the target is grappled."
]
},
{
"name": "Constricted",
"entries": [
"Melee Weapon Attack: automatic hit (one creature already grappled by the arcanoplasm at the start of the arcanoplasm's turn). Hit: 6 ({@dice 1d6+2}) bludgeoning damage plus 7 ({@dice 2d6}) acid damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Arcanoplasm.png"
},
{
"name": "Aurumvorax (Golden Gorger)",
"size": "S",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 78,
"formula": "12d6+36"
},
"speed": {
"walk": 30,
"burrow": 10
},
"str": 12,
"dex": 20,
"con": 16,
"int": 2,
"wis": 13,
"cha": 11,
"resist": [
"fire"
],
"immune": [
"poison"
],
"conditionImmune": [
"poisoned"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "5",
"page": 20,
"trait": [
{
"name": "Locking Jaws",
"entries": [
"When the aurumvorax bites a creature and locks its jaws, the aurumvorax enters that creature's space. The aurumvorax can't move on its own while its jaws are locked, but it moves with the other creature. To get free from the aurumvorax, the target creature or an adjacent ally must use its action to make a successful DC 16 Strength (Athletics) check. The aurumvorax can't use its bite attack again until it releases its jaws, which automatically moves it out of that creature's space."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The aurumvorax bites once and attacks twice with its claws. If the aurumvorax has its jaws locked onto a target, it rakes that target instead of biting."
]
},
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 10 ({@dice 1d8+5}) piercing damage, and the aurumvorax locks its jaws onto the target (see below)."
]
},
{
"name": "Claws",
"entries": [
"Melee Weapon Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 13 ({@dice 2d6+5}) slashing damage."
]
},
{
"name": "Rake",
"entries": [
"Melee Attack: automatic hit, reach 0 ft., one creature the aurumvorax's jaws were locked onto at the start of the aurumvorax's turn. Hit: 21 ({@dice 4d6+5}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Aurumvorax%20(Golden%20Gorger).png"
},
{
"name": "Greater Basilisk",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 95,
"formula": "10d10+40"
},
"speed": {
"walk": 20
},
"str": 19,
"dex": 8,
"con": 18,
"int": 6,
"wis": 10,
"cha": 7,
"save": {
"con": "+7"
},
"skill": {
"perception": "+6",
"stealth": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 16,
"languages": "None",
"cr": "5",
"page": 22,
"trait": [
{
"name": "Foul Breath",
"entries": [
"A greater basilisk's breath is extremely foul. Any creature adjacent to a greater basilisk's head (within 5 feet of its head, this applies automatically to anyone targeted by the basilisk's bite) must make a DC 15 Constitution saving throw. Failure indicates the creature is poisoned (per the condition) until it moves more than 5 feet away from the basilisk's head and then makes a successful save at the end of its turn. A successful save means the creature is immune to this basilisk's breath for 24 hours."
]
},
{
"name": "Gaze",
"entries": [
"A living creature that starts its turn within 30 feet of a greater basilisk must make a DC 15 Constitution saving throw. Failure indicates the creature begins turning to stone; it immediately becomes restrained, and it must make another DC 15 Constitution saving throw at the end of its next turn. Success on the second saving throw ends this effect. Failure on the second saving throw means the creature is petrified. A creature that is capable of taking actions can look away to avoid the greater basilisk's gaze, but if it targets the basilisk while averting its gaze, the creature suffers all the usual penalties for attacking an unseen target. Creatures that are blind, unconscious, or unable to see the greater basilisk for any other reason are immune to this attack."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The greater basilisk bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 16 ({@dice 3d6+4}) piercing damage plus {@dice 3d6} poison damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 12 ({@dice 2d6+4}) slashing damage plus {@dice 2d6} poison damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Greater%20Basilisk.png"
},
{
"name": "Doombat",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
15
],
"hp": {
"average": 59,
"formula": "7d10+21"
},
"speed": {
"walk": 10,
"fly": 50
},
"str": 17,
"dex": 21,
"con": 17,
"int": 2,
"wis": 12,
"cha": 6,
"skill": {
"perception": "+3"
},
"senses": "blindsight 60 ft.",
"passive": 13,
"languages": "None",
"cr": "3",
"page": 23,
"trait": [
{
"name": "Yip",
"entries": [
"Doombats yip constantly while in combat, and the noise interferes with spellcasters' concentration. Creatures within 100 ft. of any number of yipping doombats must make a DC 13 Intelligence saving throw every time they attempt to cast a spell. Success indicates the spell is cast. Failure with a result of 9 or higher indicates the spell is not cast, but the spell slot is not expended. Failure with a result of 8 or lower indicates the spell is not cast and the spell slot is expended."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The doombat bites once and attacks once with its tail."
]
},
{
"name": "Birte",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 15 ({@dice 2d8+5}) piercing damage."
]
},
{
"name": "Tail",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 10 ft., one creature. Hit: 10 ({@dice 1d8+5}) bludgeoning damage."
]
},
{
"name": "Shriek (Recharge 5—6)",
"entries": [
"A doombat can emit a piercing shriek as an action. All creatures that can hear the doombat's shriek (except other doombats) within a 100 ft. radius must make a DC 13 Wisdom saving throw. Failure indicates that the creature has tactical disadvantage on all attack rolls and ability checks. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect early with a successful save. A successful saving throw also gives the creature immunity to the shrieks of that doombat for 24 hours."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Doombat.png"
},
{
"name": "Blood Hawk",
"size": "S",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
13
],
"hp": {
"average": 5,
"formula": "2d6-2"
},
"speed": {
"walk": 10,
"fly": 60
},
"str": 8,
"dex": 16,
"con": 8,
"int": 2,
"wis": 14,
"cha": 6,
"skill": {
"perception": "+4"
},
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "None",
"cr": "1/4",
"page": 27,
"trait": [
{
"name": "Keen Sight",
"entries": [
"A blood hawk has tactical advantage on Perception checks based on vision."
]
}
],
"action": [
{
"name": "Talons",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d4+3}) slashing damage and the target must make a successful DC 13 Dexterity saving throw or be blinded until the end of its next turn."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Blood%20Hawk.png"
},
{
"name": "Boalisk",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 39,
"formula": "6d10+6"
},
"speed": {
"walk": 20
},
"str": 16,
"dex": 15,
"con": 14,
"int": 1,
"wis": 10,
"cha": 4,
"skill": {
"stealth": "+4"
},
"senses": "darkvision 60 ft.",
"passive": 10,
"cr": "1",
"page": 32,
"trait": [
{
"name": "Gaze",
"entries": [
"Creatures within 30 feet that meet the boalisk's gaze must succeed on a DC 12 Constitution saving throw or contract black rot disease. Creatures with black rot can't spend hit dice to recover lost hit points. A diseased character repeats the Con saving throw at the end of every long rest. On a failed saving throw, the disease continues. With a successful saving throw, the disease ends. The disease can also be cured with a lesser restoration spell."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) piercing damage and the target is grappled and restrained."
]
},
{
"name": "Constriction",
"entries": [
"Melee Waepon Attack: Automatic hit, reach 0 ft., one creature grappled by the boalisk. Hit: 9 ({@dice 1d10+3}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Boalisk.png"
},
{
"name": "Caterprism",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 87,
"formula": "8d10+32"
},
"speed": {
"walk": 30,
"burrow": 20
},
"str": 20,
"dex": 12,
"con": 18,
"int": 4,
"wis": 13,
"cha": 11,
"conditionImmune": [
"prone"
],
"vulnerable": [
"thunder"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "4",
"page": 45,
"action": [
{
"name": "Multiattack",
"entries": [
"A caterprism attacks four times with claws, or once with mandibles, or spews its crystal saliva."
]
},
{
"name": "Claw",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d8+5}) slashing damage."
]
},
{
"name": "Mandibles",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d8+5} piercing damage). This attack has tactical advantage against targets in armor. If the bite scores a critical hit, the target must make a successful DC 15 Constitution saving throw or be reduced to 0 hit points instantly. Crystal Saliva (Recharge 6): automatic hit, range 20 ft. cone, creatures in range. Hit: 10 ({@dice 3d6}) piercing damage, or half damage with a successful DC 14 Dexterity saving throw, and the affected area becomes difficult terrain for all creatures except caterprisms."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Caterprism.png"
},
{
"name": "Catoblepas",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 76,
"formula": " 8d10+24"
},
"speed": {
"walk": 30
},
"str": 17,
"dex": 10,
"con": 19,
"int": 4,
"wis": 8,
"cha": 4,
"immune": [
"poison"
],
"conditionImmune": [
"poisoned"
],
"senses": "darkvision 60 ft.",
"passive": -1,
"languages": "None",
"cr": "5",
"page": 47,
"trait": [
{
"name": "Stunning Ugliness",
"entries": [
"The catoblepas is so shockingly ugly that just glimpsing one can blind the viewer. Characters fighting a catoblepas must either either avert their eyes and take tactical disadvantage on attack rolls against the catoblepas, or make a DC 15 Constitution saving throw before making their attack roll. Failure on the saving throw means the character is blinded until the start of his or her next turn. Anyone who rolls a lower initiative result than the catoblepas must attempt this saving throw immediately at the beginning of combat."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The catoblepas attacks with its tail and uses its rancid breath (if available)."
]
},
{
"name": "Tail Sweep",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 15 ft., up to 3 creatures in a 10 ft. square. Hit: 8 ({@dice 1d10+3}) bludgeoning damage and the target is knocked prone. "
]
},
{
"name": "Rancid Breath (Recharge 5—6)",
"entries": [
"Automatic hit, 60 ft. cone, creatures in the cone. Hit: creatures in the cone must make a DC 15 Constitution saving throw against poison or be stunned. Stunned creatures can repeat the saving throw at the end of each of their turns, recovering with a successful save. If a creature that is currently stunned by the catoblepas's breath is stunned again by a second rancid breath attack, that creature immediately drops to 0 hit points."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Catoblepas.png"
},
{
"name": "Cave Fisher",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 12,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 51,
"formula": "6d10+18"
},
"speed": {
"walk": 20,
"climb": 20
},
"str": 17,
"dex": 12,
"con": 17,
"int": 1,
"wis": 10,
"cha": 4,
"skill": {
"perception": "+2"
},
"immune": [
"psychic"
],
"conditionImmune": [
"frightened"
],
"senses": "darkvision 60 ft.",
"passive": 12,
"languages": "None",
"cr": "2",
"page": 50,
"trait": [
{
"name": "Filament",
"entries": [
"A creature struck by a cave fisher's filament becomes grappled by the sticky thread and is pulled 20 feet closer to the cave fisher. A grappled creature can use its action to rip the filament free with a DC 13 Strength check, or can attack the filament directly (AC 12, 5 hp, resistant to all but slashing damage). Alcohol or universal solvent dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one creature grappled at a time."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The cave fisher attacks once with its filament or twice with claws."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) slashing damage."
]
},
{
"name": "Filament",
"entries": [
"Ranged Attack: {@hit +3} to hit, range 60 ft., one creature. Hit: the target is grappled and pulled 20 feet closer to the cave fisher (see below)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Cave%20Fisher.png"
},
{
"name": "Churr",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 57,
"formula": "6d10+24"
},
"speed": {
"walk": 30,
"climb": 20
},
"str": 19,
"dex": 15,
"con": 18,
"int": 6,
"wis": 12,
"cha": 10,
"save": {
"dex": "+4"
},
"skill": {
"stealth": "+4"
},
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Giant",
"cr": "4",
"page": 58,
"trait": [
{
"name": "Howl",
"entries": [
"A churr can unleash a frightening howl as an action. Creatures within 60 feet of the churr must make a successful DC 10 Wisdom saving throw or become frightened for {@dice 1d6} x 10 minutes. A successful saving throw renders a character immune to the howling of churrs until after the character's next long rest."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A churr bites once and attacks twice with claws, or it howls once."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 10 ft., one creature. Hit: 8 ({@dice 1d8+4}) slashing damage and the target is grappled and restrained."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Churr.png"
},
{
"name": "Cooshee",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"N",
"G"
],
"ac": [
13
],
"hp": {
"average": 13,
"formula": "3d8"
},
"speed": {
"walk": 40
},
"str": 14,
"dex": 16,
"con": 11,
"int": 4,
"wis": 12,
"cha": 8,
"skill": {
"perception": "+5",
"stealth": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 15,
"languages": "None",
"cr": "1",
"page": 65,
"trait": [
{
"name": "Dominate",
"entries": [
"A cooshee that has its opponent restrained and prone makes it very difficult for that foe to stand up again. To stand up, the creature must break the grapple, which also ends the restraint. If the creature fails in its attempt to break free, it takes 2 ({@dice 1d4}) piercing damage."
]
},
{
"name": "Sprint",
"entries": [
"Once per hour, a cooshee can move ten times its normal speed (400 ft.) for one round. When sprinting, it gains tactical advantage on Stealth checks."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A cooshee bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d10+3}) piercing damage and the target is knocked prone and grappled and restrained (see Dominate above)."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 13 ({@dice 3d6+3}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Cooshee.png"
},
{
"name": "Corpse Rook",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 45,
"formula": "6d10+12"
},
"speed": {
"walk": 10,
"fly": 60
},
"str": 17,
"dex": 15,
"con": 14,
"int": 5,
"wis": 10,
"cha": 11,
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "4",
"page": 66,
"trait": [
{
"name": "All-Around Vision",
"entries": [
"A corpse rook's three heads allow it to see in all directions at all times. It has tactical advantage on sight-based Perception checks, and opponents never gain tactical advantage or bonus damage against it from the presence of nearby allies."
]
},
{
"name": "Combat Mobility",
"entries": [
"Opportunity attacks against a moving corpse rook always have tactical disadvantage."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A corpse rook bites three times and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d10+3}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 12 ({@dice 2d8+3}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Corpse%20Rook.png"
},
{
"name": "Death Dog",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 26,
"formula": "4d8+8"
},
"speed": {
"walk": 40
},
"str": 13,
"dex": 15,
"con": 15,
"int": 4,
"wis": 12,
"cha": 6,
"skill": {
"perception": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 15,
"languages": "None",
"cr": "1/2",
"page": 77,
"trait": [
{
"name": "Flawless Tracker",
"entries": [
"A death dog has tactical advantage on Wis (Perception) checks to follow a trail by scent."
]
},
{
"name": "Rotting Death",
"entries": [
"A creature bitten by a death dog must make a successful DC 12 Constitution saving throw or be infected with rotting death, which is both a curse and disease. An infected character repeats the saving throw at the end of every long rest. On a failed save, the character's maximum number of hit points immediately drops by 4 ({@dice 1d8}); on a successful save, it drops by 2 ({@dice 1d4}). Rotting death can be cured only by first removing the curse, then curing the disease; attempts to cure the disease while the curse is still in effect fail automatically."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A death dog bites twice."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage plus rotting death (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Death%20Dog.png"
},
{
"name": "Death Worm",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 59,
"formula": "7d10+21"
},
"speed": {
"walk": 20,
"burrow": 10
},
"str": 18,
"dex": 13,
"con": 16,
"int": 3,
"wis": 11,
"cha": 5,
"save": {
"wis": "+2"
},
"conditionImmune": [
"blinded",
"prone"
],
"senses": "tremorsense 60 ft.",
"passive": 10,
"languages": "None",
"cr": "3",
"page": 78,
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d10+4}) piercing damage plus 4 ({@dice 1d8}) acid damage."
]
},
{
"name": "Acid Spit (Recharge 5—6)",
"entries": [
"Ranged Attack: automatic hit, range 30 ft. line, creatures in line. Hit: 14 ({@dice 4d6}) acid damage, or no damage with a successful DC 13 Dexterity saving throw."
]
},
{
"name": "Lightning (Recharge 6)",
"entries": [
"Ranged Attack: automatic hit, range 20 ft. line, creatures in line. Hit: 18 ({@dice 4d8}) lightning damage, or half damage with a successful DC 13 Dexterity saving throw."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Death%20Worm.png"
},
{
"name": "Dire Corby",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
11
],
"hp": {
"average": 11,
"formula": "2d8+2"
},
"speed": {
"walk": 30
},
"str": 16,
"dex": 12,
"con": 13,
"int": 6,
"wis": 10,
"cha": 8,
"skill": {
"perception": "+2"
},
"senses": "darkvision 60 ft.",
"passive": 12,
"languages": "Deep Speech, Undercommon",
"cr": "1/2",
"page": 84,
"action": [
{
"name": "Multiattack",
"entries": [
"A dire corby attacks twice with claws."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Dire%20Corby.png"
},
{
"name": "Eblis",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
12
],
"hp": {
"average": 22,
"formula": "4d8+4"
},
"speed": {
"walk": 30,
"fly": 30
},
"str": 12,
"dex": 16,
"con": 13,
"int": 12,
"wis": 12,
"cha": 12,
"save": {
"dex": "+5"
},
"skill": {
"acrobatics": "+5",
"stealth": "+5"
},
"resist": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common, Unique (Eblis)",
"cr": "1/2",
"page": 89,
"trait": [
{
"name": "Combat Mobility",
"entries": [
"Opportunity attacks against a moving eblis always have tactical disadvantage."
]
}
],
"action": [
{
"name": "Beak",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Each eblis flock has one individual capable of using arcane magic as a 6th-level spellcaster. An eblis's spellcasting ability is Intelligence (spell save DC 11, {@hit 3} to hit with spell attacks) and doesn't need material components to cast these spells. The spells it can cast are listed below."
],
"will": [
"{@spell minor illusion} (sound only)"
],
"spells": {
"1": {
"slots": 4,
"spells": [
"{@spell disguise self}",
"{@spell fog cloud}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell blur}",
"{@spell magic mouth}"
]
},
"3": {
"slots": 2,
"spells": [
"{@spell fear}",
"{@spell hypnotic pattern}"
]
}
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Eblis.png"
},
{
"name": "Elusa Hound",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 26,
"formula": "4d8+8"
},
"speed": {
"walk": 50
},
"str": 15,
"dex": 15,
"con": 15,
"int": 6,
"wis": 12,
"cha": 8,
"skill": {
"athletics": "+6",
"perception": "+5",
"survival": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 15,
"languages": "Common (understands but can't speak)",
"cr": "1",
"page": 93,
"trait": [
{
"name": "Arcane Sight",
"entries": [
"Elusa hounds detect magical auras as if they are under a permanent detect magic spell with a radius of 120 feet. This has the added benefit that an elusa hound can instantly identify any spellcaster within range."
]
},
{
"name": "Aura Tracking",
"entries": [
"Once an elusa hound has seen the magical aura of a living creature with its arcane sight ability, or has seen the magical residue of a spell or effect created by a particular spellcaster or other creature, it gets tactical advantage on Survival checks to follow that spellcaster's trail. The trail must be no more than three hours old for the elusa hound to get this bonus."
]
},
{
"name": "Stand Guard",
"entries": [
"When an elusa hound knocks a target prone, it can choose to grapple the target automatically. The target can't stand up unless it first escapes the grapple. While the hound has a target grappled, it can bite only that creature."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature,. Hit: 6 ({@dice 1d8+2}) piercing damage and the target must make a successful DC 12 Strength saving throw or be knocked prone."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Elusa%20Hound.png"
},
{
"name": "Fen Witch",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 12,
"from": [
"padded leather"
]
}
],
"hp": {
"average": 33,
"formula": "6d8+6"
},
"speed": {
"walk": 30
},
"str": 15,
"dex": 12,
"con": 13,
"int": 14,
"wis": 14,
"cha": 15,
"save": {
"con": "+3"
},
"skill": {
"deception": "+4",
"insight": "+4",
"perception": "+4",
"stealth": "+3"
},
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Common, Deep Speech, Sylvan, telepathy 100 ft.",
"cr": "2",
"page": 99,
"trait": [
{
"name": "Death Speak",
"entries": [
"A fen witch who knows the secret vibrations of an individual's name can speak that name as an attack. If the individual hears the fen witch speak its name, that creature must make a successful DC 12 Wisdom save or immediately drop to 0 hit points. If the save succeeds, that creature can't be affected again by the same fen witch's death speak for 24 hours. Note that the fen witch does not need to speak a language the creature understands in order to affect it; she only needs to speak its name with its secret vibrations. Other fen witches who hear the name spoken this way can't use it for their own death speak attacks (if the target's saving throw succeeds, other fen witches assume the name was vibrated incorrectly and won't copy it). Each fen witch must learn the vibrations independently by using her mind probe successfully on the target."
]
},
{
"name": "Horrific Appearance",
"entries": [
"The sight of a fen witch is so revolting that anyone who sets eyes on one within 60 feet must make a successful DC 11 Constitution save or be sickened, with effects identical to the poisoned condition, for 1 minute. Characters fighting a fen witch can instead avert their eyes at the start of their turn and take tactical disadvantage on attack rolls against the fen witch. Anyone who is surprised by a fen witch must attempt this saving throw immediately at the beginning of combat unless they can't see her for some other reason. This saving throw never needs to be attempted more than once per 24 hours. Fen witches and hags of all kinds are immune to this effect."
]
},
{
"name": "Mind Probe",
"entries": [
"As an attack, a fen witch can peer into the mind of a living creature within 60 feet in an attempt to extract the secret vibrations of the creature's name. The target resists the mental trespassing (and becomes immune to further mind probes by the same fen witch until after a long rest) with a successful DC 12 Wisdom saving throw. If the saving throw fails, the fen witch finds the information she sought and can use her death speak ability on a later turn. Creatures with an Intelligence score of 2 or less are immune to this ability, as are creatures that are immune to psychic damage."
]
},
{
"name": "Swamp Stride",
"entries": [
"A fen witch can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a fen witch normally."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A fen witch attacks twice with claws, or uses her mind probe or death speak ability."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Fen%20Witch.png"
},
{
"name": "Greater Fire Crab",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 34,
"formula": "4d10+12"
},
"speed": {
"walk": 30,
"swim": 30
},
"str": 18,
"dex": 11,
"con": 16,
"int": 1,
"wis": 11,
"cha": 2,
"immune": [
"fire"
],
"vulnerable": [
"cold"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "2",
"page": 101,
"trait": [
{
"name": "Ring of Fire",
"entries": [
"The body of a greater fire crab generates intense heat. Any creature that starts its turn within 5 feet of a greater fire crab takes 4 ({@dice 1d8}) fire damage. This damage is cumulative if more than one fire crab is within 5 feet of the character."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A greater fire crab attacks twice, in any combination of pincer and crush attacks."
]
},
{
"name": "Pincer",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) slashing damage plus 2 ({@dice 1d4}) fire damage and the target is grappled."
]
},
{
"name": "Crush",
"entries": [
"Melee Attack: automatic hit, one creature already grappled at the start of the fire crab's turn. Hit: 8 ({@dice 1d8+4}) slashing damage plus 5 ({@dice 1d10}) fire damage and the target is grappled."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Greater%20Fire%20Crab.png"
},
{
"name": "Lesser Fire Crab",
"size": "S",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 4,
"formula": "1d6+1"
},
"speed": {
"walk": 20,
"swim": 20
},
"str": 10,
"dex": 14,
"con": 12,
"int": 1,
"wis": 10,
"cha": 2,
"immune": [
"fire"
],
"vulnerable": [
"cold"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/8",
"page": 101,
"trait": [
{
"name": "Burning Grip",
"entries": [
"The body of a lesser fire crab generates intense heat. Any creature that starts its turn with one or more lesser fire crabs latched onto it takes 2 fire damage for each of those lesser fire crabs. Once a lesser fire crab has latched onto a character, it moves with that character when the character moves, as if the character was moving a grappled character (half-speed). A lesser fire crab releases its grip when killed or when the character wins a Strength contest against it. Up to four lesser fire crabs can latch onto a Small character, and up to eight can latch onto a Medium character."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A lesser fire crab makes two pincer attacks. Both must be against the same target."
]
},
{
"name": "Pincer",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) slashing damage plus 2 ({@dice 1d4}) fire damage and the lesser fire crab latches onto the target with its burning grip (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Lesser%20Fire%20Crab.png"
},
{
"name": "Flail Snail",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 38,
"formula": "4d10+16"
},
"speed": {
"walk": 10,
"climb": 10
},
"str": 16,
"dex": 8,
"con": 18,
"int": 5,
"wis": 12,
"cha": 4,
"skill": {
"perception": "+3"
},
"resist": [
"fire"
],
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"poisoned",
"prone"
],
"senses": "blindsight 60 ft.",
"passive": 13,
"languages": "Unique (Flail Snail)",
"cr": "3",
"page": 103,
"trait": [
{
"name": "Mucus",
"entries": [
"As a flail snail moves, it can leave a trail of mucus along the ground that it travels across. It has two types of mucus: slimy and sticky. Slimy mucus has the effect of a grease spell (affected ground is difficult terrain; creatures that enter affected ground must make a successful DC 12 Dexterity [Acrobatics] check or fall prone). Sticky mucus has the effect of a web spell (creatures entering the affected ground must make a successful DC 12 Strength [Athletics] check or become restrained; the check can be repeated as an action, with success indicating the trapped creature broke free). Both types last for 10 minutes, then dry out and are no longer effective. Flail snails are immune to this mucus."
]
},
{
"name": "Retraction",
"entries": [
"Instead of moving, a flail snail can pull its fleshy parts back into its shell, increasing its armor class to 22, but it can't move or take actions while retracted. Extending itself again also takes the place of any other movement that turn."
]
},
{
"name": "Slime Rope",
"entries": [
"A flail snail can turn its mucus into a ropelike strand up to 60 ft. long. If this strand is anchored to a wall or ceiling, the flail snail and up to another 1,000 pounds can hang from it indefinitely. The flail snail can climb up this strand 10 feet per round, or lower itself down it 20 feet per round. Other creatures can climb the strand with a successful DC 20 Str (Athletics) check. Once the snail breaks contact with the strand, the slime dries out and decomposes in {@dice 1d4} rounds, after which it can't be used by anyone."
]
},
{
"name": "Suction",
"entries": [
"A snail's foot adheres to surfaces so well that its 10-foot climb speed applies even on perfectly sheer surfaces and ceilings, with no chance to fall off unless the foot is actively peeled loose by external force."
]
},
{
"name": "Warp Magic",
"entries": [
"Any spell that targets a flail snail directly has an 80% chance of producing a random effect instead of the desired affect. Only spells that directly target the flail snail are warped; area effect spells are not affected. When a spell is cast, roll percentile dice and consult the table.",
{
"type": "table",
"colLabels": [
"d100",
"Result"
],
"colStyles": [
"col-xs-2 text-align-center",
"col-xs-10"
],
"rows": [
[
"1-25",
"Spell misfires. For the next 1d4 rounds, the caster must make a successful DC 12 concentration check each time he or she tries to cast a spell or the spell can't be cast this turn and the] action is wasted."
],
[
"26-50",
"Spell misfires. The creature nearest the flail snail is affected instead, as if the spell had targeted it."
],
[
"51-70",
"Spell fails. The spell slot is used but nothing happens."
],
[
"71-80",
"Spell rebounds and targets the caster with its full effect."
],
[
"81-100",
"Spell behaves and takes effect as intended."
]
]
}
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A flail snail attacks four times with tentacle clubs."
]
},
{
"name": "Tentacle Club",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Flail%20Snail.png"
},
{
"name": "Foo Dog",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"G"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 52,
"formula": "7d10+21"
},
"speed": {
"walk": 40
},
"str": 17,
"dex": 15,
"con": 17,
"int": 10,
"wis": 14,
"cha": 10,
"skill": {
"perception": "+4",
"stealth": "+6"
},
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Celestial",
"cr": "3",
"page": 105,
"trait": [
{
"name": "Aura",
"entries": [
"A foo dog is protected by an aura of goodness. An evil-aligned creature that attacks a foo creature takes a -1 penalty on attack and damage rolls."
]
},
{
"name": "Invisibility",
"entries": [
"A foo dog can become invisible as a bonus action. It becomes visible again when it attacks."
]
},
{
"name": "Planar Travel",
"entries": [
"A foo dog can shift between the Astral, Ethereal, and Material Planes during its move. Crossing the boundary from one plane to another costs the foo dog 30 feet of movement. It can transport only itself into or out of the Ethereal Plane, but it can bring up to eight other willing creatures with it across the Astral boundary, with effects and restrictions identical to the astral projection spell."
]
},
{
"name": "Resilient",
"entries": [
"A foo dog has tactical advantage on all saving throws."
]
},
{
"name": "Strike Evil",
"entries": [
"Foo dogs have a +2 bonus on attack and damage rolls when fighting evil-aligned creatures."
]
},
{
"name": "Summon Foo Creatures (1/Day)",
"entries": [
"Once per day as an action, a foo dog can summon up to four additional foo dogs by barking for them. Roll {@dice 4d4}; one foo dog appears within 20 feet of the summoning foo dog for each die that rolls a 4. Foo dogs summoned this way can't summon more foo dogs."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d10+3}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Foo%20Dog.png"
},
{
"name": "Four-Armed Gargoyle",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 55,
"formula": "10d8+10"
},
"speed": {
"walk": 30,
"fly": 60
},
"str": 15,
"dex": 14,
"con": 12,
"int": 6,
"wis": 11,
"cha": 7,
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons or nt made of adamantine"
}
],
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"poisoned"
],
"senses": "darkvision 60 ft., tremorsense 60 ft (while motionless)",
"passive": 10,
"languages": "None",
"cr": "4",
"page": 113,
"trait": [
{
"name": "Stony Appearance",
"entries": [
"While a four-armed gargoyle sits motionless, it is indistinguishable from natural stone and can't be detected as alive by any means."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A four-armed gargoyle attacks twice with claws, bites once, and gores once with its horns."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 11 ({@dice 2d8+2}) slashing damage."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage."
]
},
{
"name": "Gore",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Four-Armed%20Gargoyle.png"
},
{
"name": "Green Guardian Gargoyle",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 34,
"formula": "4d8+16"
},
"speed": {
"walk": 30,
"fly": 60
},
"str": 15,
"dex": 14,
"con": 18,
"int": 6,
"wis": 11,
"cha": 7,
"skill": {
"stealth": "+4"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons or not made of adamantine"
}
],
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"paralyzed",
"poisoned"
],
"senses": "darkvision 60 ft., tremorsense 60 ft. (while motionless)",
"passive": 10,
"languages": "Common, Terran",
"cr": "1",
"page": 115,
"trait": [
{
"name": "Reanimation",
"entries": [
"A green guardian gargoyle that is destroyed will reanimate {@dice 1d8+2} days later unless its eyes are removed, crushed, and disenchanted by casting both dispel magic (automatic) and greater restoration on them. If the eyes are taken away but not destroyed, they simply disappear from wherever they are and reappear in the green guardian's eye sockets at the moment it reanimates. The same applies to any other body parts that were demolished or removed."
]
},
{
"name": "Stony Appearance",
"entries": [
"While a green guardian gargoyle sits motionless, it can't be detected as a living creature by any means."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A green guardian gargoyle attacks once with claws and gores once with its horns."
]
},
{
"name": "Claws",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one target. Hit: 10 ({@dice 2d8+2}) slashing damage. If both claw attacks hit the same target, the target is also grappled and restrained."
]
},
{
"name": "Gore",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one target. Hit: 6 ({@dice 1d8+2}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Green%20Guardian%20Gargoyle.png"
},
{
"name": "Margoyle",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 114,
"formula": "12d8+60"
},
"speed": {
"walk": 30,
"fly": 60
},
"str": 17,
"dex": 15,
"con": 20,
"int": 8,
"wis": 12,
"cha": 8,
"skill": {
"stealth": "+5"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons or not made of adamantine"
}
],
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"paralyzed",
"poisoned"
],
"senses": "darkvision 60 ft., tremorsense 60 ft. (while motionless)",
"passive": 1,
"languages": "Common, Terran",
"cr": "5",
"page": 116,
"trait": [
{
"name": "Stony Appearance",
"entries": [
"While a margoyle sits motionless, it is indistinguishable from natural stone and can't be detected as alive by any means."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A margoyle attacks once with claws, bites once, and gores once with its horns."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 12 ({@dice 2d8+3}) slashing damage."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) piercing damage."
]
},
{
"name": "Gore",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Margoyle.png"
},
{
"name": "Gloom Crawler",
"size": "H",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
12
],
"hp": {
"average": 159,
"formula": "13d12+75"
},
"speed": {
"walk": 20,
"climb": 20
},
"str": 20,
"dex": 14,
"con": 20,
"int": 4,
"wis": 12,
"cha": 2,
"skill": {
"perception": "+9",
"stealth": "+6"
},
"conditionImmune": [
"prone"
],
"vulnerable": [
"radiant"
],
"senses": "darkvision 60 ft.",
"passive": 19,
"languages": "None",
"cr": "10",
"page": 122,
"trait": [
{
"name": "All-Around Vision",
"entries": [
"A gloomcrawler's many eyes allow it to scan quickly in all directions. Attackers never gain tactical advantage or bonus damage against it from the presence of nearby allies."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A gloom crawler attacks ten times with tentacles and bites once. Each tentacle can either slam or constrict."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 5 ft., one creature grappled by the gloom crawler. Hit: 10 ({@dice 1d10+5}) piercing damage and the creature is dragged to the gloom crawler's mouth."
]
},
{
"name": "Tentacle Slam",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 15 ft., one creature. Hit: 9 ({@dice 1d8+5}) bludgeoning damage and the target is grappled."
]
},
{
"name": "Tentacle Constriction",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the gloom crawler at the start of the gloom crawler's turn. Hit: 9 ({@dice 1d8+5}) bludgeoning damage and the target is grappled and restrained."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Gloom%20Crawler.png"
},
{
"name": "Gorgimera",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 95,
"formula": "10d10+40"
},
"speed": {
"walk": 30,
"fly": 50
},
"str": 19,
"dex": 13,
"con": 19,
"int": 4,
"wis": 13,
"cha": 10,
"skill": {
"perception": "+4"
},
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Draconic",
"cr": "7",
"page": 131,
"trait": [
{
"name": "Dragon Breath",
"entries": [
"The breath weapon used by a gorgimera's dragon head depends on the color of its dragon head, as listed on the table below. Regardless of its type, a gorgimera's breath weapon deals 13 ({@dice 3d8}) points of damage, or half damage to targets that make a successful DC 15 Dexterity saving throw. To determine a gorgimera's head color and breath weapon randomly, roll {@dice 1d10} and consult the table.",
{
"type": "table",
"colLabels": [
"1d10",
"Head Color",
"Breath Weapon Damage"
],
"colStyles": [
"col-xs-2 text-align-center",
"col-xs-5",
"col-xs-5"
],
"rows": [
[
"1-2",
"Black 40-foot line",
"13 (3d8) acid"
],
[
"3-4",
"Blue 40-foot line",
"13 (3d8) lightning"
],
[
"5-6",
"Green 20-foot cone",
"13 (3d8) gas (acid)"
],
[
"7-8",
"Red 20-foot cone",
"13 (3d8) fire"
],
[
"9-10",
"White 20-foot cone",
"13 (3d8) cold"
]
]
}
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A gorgimera bites once, and attacks once with its horns and twice with claws. The horn attack can be replaced by gorgon breath, and the bite attack can be replaced by dragon breath."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 13 ({@dice 2d8+4}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) slashing damage."
]
},
{
"name": "Horns",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) bludgeoning damage."
]
},
{
"name": "Dragon Breath (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range varies, creatures in area. Hit: 13 ({@dice 3d8}) damage (type varies), or half damage with a successful DC 15 Dexterity saving throw."
]
},
{
"name": "Gorgon Breath (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 30 ft. cone, creatures in cone. Hit: targets must make a successful DC 15 Constitution saving throw or be restrained as they begin turning to stone. A restrained creature attempts the saving throw again at the end of its next turn. If the second saving throw succeeds, the effect ends. If the second saving throw fails, the target is permanently petrified; a greater restoration spell can reverse the petrification."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Gorgimera.png"
},
{
"name": "Gorilla Bear",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 26,
"formula": "4d8+8"
},
"speed": {
"walk": 40,
"climb": 30
},
"str": 18,
"dex": 14,
"con": 14,
"int": 4,
"wis": 12,
"cha": 7,
"skill": {
"athletics": "+6",
"perception": "+3"
},
"senses": "darkvision 60 ft.",
"passive": 13,
"languages": "None",
"cr": "1",
"page": 132,
"action": [
{
"name": "Multiattack",
"entries": [
"A gorilla bear attacks twice with claws."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d6+4}) slashing damage. If both claw attacks hit the same target, the target is grappled and restrained, and it takes an additional 7 ({@dice 2d6}) bludgeoning damage. The grapple ends automatically at the start of the gorilla bear's next turn, if the creature hasn't escaped before then."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Gorilla%20Bear.png"
},
{
"name": "Hawktoad",
"size": "S",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 5,
"formula": "2d4"
},
"speed": {
"fly": 30
},
"str": 8,
"dex": 14,
"con": 10,
"int": 2,
"wis": 10,
"cha": 3,
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/4",
"page": 141,
"trait": [
{
"name": "Strangling",
"entries": [
"When a hawktoad hits a target with its tongue, the monster wraps its tongue around the victim's neck. It then quickly maneuvers itself behind the target, landing on the target's back. The hawktoad digs in its claws and tries to strangle the victim with its tongue. If the targeted creature makes a successful DC 12 Dexterity saving throw, it gets an arm, a hand, or some other limb or object under the hawktoad's tongue and avoids any further danger from this specific tongue attack; the hawktoad can try again on coming turns. If the Dexterity saving throw fails, the creature is being strangled by the hawktoad; it runs out of breath and begins suffocating. As long as the hawktoad continues strangling it, the unconscious creature can't stabilize by making successful death saving throws. If the hawktoad is killed or its stranglehold is broken, the victim can recover normally. A creature has tactical disadvantage on attacks against a hawktoad that has grappled it and is clinging to its back. A hawktoad uses its Dex in contests to maintain its grapple, instead of Str."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A hawktoad attacks once with claws and once with its tongue."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) slashing damage."
]
},
{
"name": "Tongue",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: the target is grappled and strangled (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Hawktoad.png"
},
{
"name": "Hippocampus",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"G"
],
"ac": [
12
],
"hp": {
"average": 34,
"formula": "4d10+12"
},
"speed": {
"swim": 60
},
"str": 16,
"dex": 14,
"con": 16,
"int": 3,
"wis": 12,
"cha": 10,
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "1",
"page": 144,
"trait": [
{
"name": "Water Dependent",
"entries": [
"A hippocampus can breathe air for up to 15 minutes, but after that time, it begins suffocating."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) bludgeoning damage."
]
},
{
"name": "Tail Slap",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 12 ({@dice 2d8+3}) bludgeoning damage and the target is pushed 5 feet away from the hippocampus if it is Medium size or smaller."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Hippocampus.png"
},
{
"name": "Hoar Fox",
"size": "S",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 26,
"formula": "4d8+8"
},
"speed": {
"walk": 40
},
"str": 10,
"dex": 17,
"con": 14,
"int": 3,
"wis": 12,
"cha": 10,
"skill": {
"perception": "+3",
"stealth": "+5"
},
"immune": [
"cold"
],
"vulnerable": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": 13,
"languages": "None",
"cr": "1",
"page": 145,
"trait": [
{
"name": "Winter Hunter",
"entries": [
"In natural, wintry surroundings, a hoar fox has tactical advantage on both Perception and Stealth checks."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A hoar fox bites once or use its cold breath."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) piercing damage."
]
},
{
"name": "Cold Breath (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 30 ft. cone, creatures in cone. Hit: 11 ({@dice 2d8+2}) cold damage, or half damage with a successful DC 13 Dexterity saving throw."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Hoar%20Fox.png"
},
{
"name": "Jaculi",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 4,
"formula": "1d8"
},
"speed": {
"walk": 30
},
"str": 12,
"dex": 16,
"con": 11,
"int": 2,
"wis": 12,
"cha": 2,
"skill": {
"stealth": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "1/8",
"page": 150,
"trait": [
{
"name": "Ambush Leap",
"entries": [
"A jaculi can drop or fall as far as 30 feet without taking any damage. It takes normal damage for falling farther than 30 feet. A jaculi gets tactical advantage on an attack roll immediately after dropping 10 feet or more."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Jaculi.png"
},
{
"name": "Kamadan",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 30,
"formula": "4d10+8"
},
"speed": {
"walk": 40
},
"str": 18,
"dex": 15,
"con": 15,
"int": 5,
"wis": 12,
"cha": 9,
"skill": {
"stealth": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "3",
"page": 153,
"action": [
{
"name": "Multiattack",
"entries": [
"The kamadan attacks once with claws, twice with snake appendages, and either bites once or uses sleep breath."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d10+4}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d10+4}) slashing damage."
]
},
{
"name": "Snakes",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d10}) piercing damage."
]
},
{
"name": "Sleep Breath (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 30 ft. cone, creatures in the cone. Hit: every creature in the cone must make a successful DC 12 Constitution saving throw or become unconscious for {@dice 2d4} rounds."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Kamadan.png"
},
{
"name": "Poisonous Kamadan",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 30,
"formula": "4d10+8"
},
"speed": {
"walk": 40
},
"str": 18,
"dex": 15,
"con": 15,
"int": 5,
"wis": 12,
"cha": 9,
"skill": {
"stealth": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "3",
"page": 153,
"action": [
{
"name": "Multiattack",
"entries": [
"The kamadan attacks once with claws, twice with snake appendages, and either bites once or uses sleep breath."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d10+4}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d10+4}) slashing damage."
]
},
{
"name": "Snakes",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d10}) piercing damage and must make a successful DC 12 Constitution saving throw or take an additional 3 ({@dice 1d6}) poison damage."
]
},
{
"name": "Sleep Breath (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 30 ft. cone, creatures in the cone. Hit: every creature in the cone must make a successful DC 12 Constitution saving throw or become unconscious for {@dice 2d4} rounds."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Poisonous%20Kamadan.png"
},
{
"name": "Kech",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 27,
"formula": "5d8+5"
},
"speed": {
"walk": 40,
"climb": 20
},
"str": 13,
"dex": 15,
"con": 12,
"int": 10,
"wis": 13,
"cha": 11,
"skill": {
"perception": "+3",
"stealth": "+4",
"survival": "+3"
},
"senses": "darkvisioon 60 ft.",
"passive": 13,
"languages": "Unique",
"cr": "1/2",
"page": 155,
"trait": [
{
"name": "Leafy Camouflage",
"entries": [
"In leafy surroundings (trees, brush), a kech has tactical advantage on Stealth checks."
]
},
{
"name": "Mobility",
"entries": [
"Opponents have tactical disadvantage on opportunity attacks against a kech."
]
},
{
"name": "Pass Without Trace",
"entries": [
"A kech moving through natural terrain leaves no detectable trail."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A kech bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) slashing damage. If the claw and bite attacks hit the same target, the second attack does an additional 3 ({@dice 1d6}) damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Kech.png"
},
{
"name": "Adult Leucrotta",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 39,
"formula": "6d10+6"
},
"speed": {
"walk": 40
},
"str": 14,
"dex": 14,
"con": 12,
"int": 8,
"wis": 9,
"cha": 12,
"skill": {
"acrobatics": "+4",
"deception": "+5",
"stealth": "+4"
},
"senses": "drakvision 60 ft.",
"passive": 10,
"languages": "Unique (Leucrotta)",
"cr": "2",
"page": 164,
"trait": [
{
"name": "Armor-Piercing Bite",
"entries": [
"The bony ridges that a leucrotta has for teeth can chew through metal or wood. When a leucrotta scores a critical hit with its bite attack, the target's armor or shield (GM's choice), if any, loses one point of armor protection; e.g., a damaged shield provides just one point of AC instead of two, or a chain shirt provides AC 12 + Dex mod instead of AC 13 + Dex mod. This damage is cumulative, but it can be repaired by an armorer for 20% of the armor or shield's new cost per critical hit inflicted on it. Magical properties continue to function while the armor or shield is damaged."
]
},
{
"name": "Kicking Retreat",
"entries": [
"When a leucrotta turns to flee, it instinctively kicks with both rear legs as a bonus action before racing away. The leucrotta still provokes an opportunity attack when it leaves a character's reach."
]
},
{
"name": "Mimic Voice",
"entries": [
"A leucrotta can mimic the voice of a man, woman, child, or a domestic animal in pain. This is often used to lure a victim into attack range. To mimic a voice, the leucrotta must make a Charisma (Deception) check opposed by the passive Wisdom (Perception) of any listeners. Characters who expressly try to determine whether the sound is mimicry can make an active Wisdom (Perception) check instead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A leucrotta bites once and kicks once."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage."
]
},
{
"name": "Kick",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature behind the leucrotta. Hit: 5 ({@dice 1d6+2}) bludgeoning damage and the target is knocked prone."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Adult%20Leucrotta.png"
},
{
"name": "Young Leucrotta",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 10,
"formula": "3d8-3"
},
"speed": {
"walk": 30
},
"str": 10,
"dex": 15,
"con": 8,
"int": 8,
"wis": 9,
"cha": 10,
"skill": {
"acrobatics": "+4",
"deception": "+4",
"stealth": "+4"
},
"senses": "drakvision 60 ft.",
"passive": 10,
"languages": "Unique (Leucrotta)",
"cr": "1/4",
"page": 164,
"trait": [
{
"name": "Armor-Piercing Bite",
"entries": [
"The bony ridges that a leucrotta has for teeth can chew through metal or wood. When a leucrotta scores a critical hit with its bite attack, the target's armor or shield (GM's choice), if any, loses one point of armor protection; e.g., a damaged shield provides just one point of AC instead of two, or a chain shirt provides AC 12+Dex mod instead of AC 13+Dex mod. This damage is cumulative, but it can be repaired by an armorer for 20% of the armor or shield's new cost per critical hit inflicted on it. Magical properties continue to function while the armor or shield is damaged."
]
},
{
"name": "Kicking Retreat",
"entries": [
"When a leucrotta turns to flee, it instinctively kicks with both rear legs as a bonus action before racing away. The leucrotta still provokes an opportunity attack when it leaves a character's reach."
]
},
{
"name": "Mimic Voice",
"entries": [
"A leucrotta can mimic the voice of a man, woman, child, or a domestic animal in pain. This is often used to lure a victim into attack range. To mimic a voice, the leucrotta must make a Cha (Deception) check opposed by the passive Wis (Perception) of any listeners. Characters who expressly try to determine whether the sound is mimicry can make an active Wis (Perception) check instead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A leucrotta bites once and kicks once."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +2} to hit, reach 5 ft., one creature. Hit: 2 ({@dice 1d4}) piercing damage."
]
},
{
"name": "Kick",
"entries": [
"Melee Attack: {@hit +2} to hit, reach 5 ft., one creature behind the leucrotta. Hit: 3 ({@dice 1d6}) bludgeoning damage and the target must make a successful DC 10 Strength saving throw or be knocked prone."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Young%20Leucrotta.png"
},
{
"name": "Lithonnite",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 18,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 68,
"formula": "8d10+24"
},
"speed": {
"walk": 10,
"swim": 30
},
"str": 16,
"dex": 13,
"con": 17,
"int": 4,
"wis": 10,
"cha": 4,
"skill": {
"stealth": "+3"
},
"resist": [
"psychic"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "4",
"page": 165,
"trait": [
{
"name": "Soft Underbelly",
"entries": [
"A lithonnite's shell has AC 18. If it can be attacked from underneath, where its body is exposed, its AC is only 11. Its soft body has resistance to bludgeoning damage from nonmagical weapons."
]
},
{
"name": "Stony Camouflage",
"entries": [
"While sitting motionless in water, a lithonnite is impossible to distinguish visually from a mosscovered boulder."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A lithonnite attacks twice with tentacles."
]
},
{
"name": "Tentacles",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d10+3}) slashing damage. If both attacks hit the same target, it takes an additional 7 ({@dice 2d6}) bludgeoning damage and is grappled and restrained. While the lithonnite has a target grappled, it can attack only that target."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Lithonnite.png"
},
{
"name": "Mantari",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
12
],
"hp": {
"average": 4,
"formula": "1d8"
},
"speed": {
"walk": 5,
"fly": 50
},
"str": 12,
"dex": 14,
"con": 11,
"int": 2,
"wis": 11,
"cha": 6,
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/8",
"page": 169,
"action": [
{
"name": "Tail Sting",
"entries": [
"Melee Attack: {@hit +4} to hit, 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Mantari.png"
},
{
"name": "Hanu-Naga",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 39,
"formula": "6d10+6"
},
"speed": {
"walk": 40
},
"str": 14,
"dex": 16,
"con": 12,
"int": 11,
"wis": 14,
"cha": 15,
"save": {
"dex": "+5"
},
"immune": [
"poison"
],
"conditionImmune": [
"charmed",
"poisoned"
],
"senses": "darkvision 60 ft.",
"passive": 2,
"languages": "Common, telepathy (with charmed primates)",
"cr": "2",
"page": 175,
"trait": [
{
"name": "Dominate Apes",
"entries": [
"A hanu-naga can dance in a writhing, hypnotic way that charms apes, baboons, mandrills, and other primates with Intelligence scores of 5 or less (including humanoids). It can perform this dance even while fighting. When it dances, all primates within 60 feet are charmed by the hanu-naga, and all other primates within one mile are drawn to the hanu-naga's location at top speed. It can have up to 20 creatures charmed this way at one time. The hanu-naga has telepathic communication with the creatures it's charmed, and they do their utmost to carry out its simple commands as if they are affected by a dominate beast spell. Its control lasts for as long as the hanu-naga continues dancing. Humanoids of Intelligence 5 or less who are within 60 feet of a dancing hanu-naga must make a successful DC 12 Charisma saving throw to avoid the hanu-naga's charm. One successful save renders a humanoid immune to this charm effect for 24 hours."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) piercing damage plus 7 ({@dice 2d6}) poison damage, or half as much poison damage with a successful DC 11 Constitution saving throw. A creature has tactical disadvantage on this saving throw if it is grappled by the hanu-naga."
]
},
{
"name": "Constrict",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) bludgeoning damage and the target is grappled and restrained."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Hanu-Naga.png"
},
{
"name": "Pyrolisk",
"size": "S",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
12
],
"hp": {
"average": 21,
"formula": "6d6"
},
"speed": {
"walk": 20,
"fly": 40
},
"str": 6,
"dex": 15,
"con": 11,
"int": 3,
"wis": 13,
"cha": 9,
"immune": [
"fire"
],
"vulnerable": [
"cold"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Understands Common but can't speak",
"cr": "1/2",
"page": 188,
"trait": [
{
"name": "Pyrotechnics (1/Day)",
"entries": [
"As an action, a pyrolisk can cause an ordinary fire within 120 feet of it to flare into a burst of sparks and light. This burst is so bright that all creatures able to see the fire and within 60 feet of it must make a successful DC 10 Wisdom saving throw or be blinded for {@dice 1d4} rounds. Pyrolisks are immune to this effect."
]
}
],
"action": [
{
"name": "Beak",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) piercing damage and the target must make a successful DC 12 Constitution saving throw or burst into flames, taking 3 ({@dice 1d6}) fire damage immediately plus 3 ({@dice 1d6}) fire damage at the start of each of the pyrolisks turns for as long as the flames burn. A creature can extinguish flames on itself or on an adjacent creature by using an action to make a successful DC 10 Dexterity (Survival) check."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Pyrolisk.png"
},
{
"name": "Quadricorn",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 12,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 59,
"formula": "7d10+21"
},
"speed": {
"walk": 30
},
"str": 18,
"dex": 12,
"con": 17,
"int": 10,
"wis": 12,
"cha": 9,
"save": {
"con": "+5"
},
"conditionImmune": [
"charmed",
"stunned"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common",
"cr": "4",
"page": 189,
"trait": [
{
"name": "Charge",
"entries": [
"A quadricorn does extra damage with a horn attack if it moved at least 20 feet in a straight line toward the target of the attack. It can trample another target during this move. If the horn attack hits, the target creature takes an extra 13 ({@dice 3d8}) piercing damage and must make a successful DC 14 Strength check or be pushed 5 feet away from the quadricorn and knocked prone."
]
},
{
"name": "Magic Horns",
"entries": [
"A quadricorns horns are treated as magic weapons."
]
},
{
"name": "Trample",
"entries": [
"As it moves, a quadricorn can trample one Medium or smaller creature. The target creature must make a DC 14 Dexterity saving throw when the quadricorn moves adjacent. If the saving throw succeeds, the target can move 5 feet to either side, the quadricorn continues moving, and the trample attack has no effect. If the saving throw fails, the target is knocked prone, takes 8 ({@dice 1d8+4}) bludgeoning damage, and the quadricorn can move through the targets space but cant end its turn there."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A quadricorn attacks twice with its horns. The two attacks must be made against separate targets."
]
},
{
"name": "Horns",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) magic, piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Quadricorn.png"
},
{
"name": "Ronus",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 16,
"formula": "3d8+3"
},
"speed": {
"walk": 60
},
"str": 14,
"dex": 16,
"con": 12,
"int": 4,
"wis": 13,
"cha": 7,
"skill": {
"perception": "+3",
"stealth": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 13,
"languages": "None",
"cr": "1/4",
"page": 193,
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Ronus.png"
},
{
"name": "Tangtal",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
13
],
"hp": {
"average": 19,
"formula": "3d8+6"
},
"speed": {
"walk": 40
},
"str": 16,
"dex": 17,
"con": 15,
"int": 12,
"wis": 13,
"cha": 10,
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common, Sylvan",
"cr": "1",
"page": 221,
"trait": [
{
"name": "Duplicate (1/Day)",
"entries": [
"As an action, a tangtal creates {@dice 2d4} images of itself. The images can move up to 30 feet away from the tangtal, but each must stay within 10 feet of at least one other image. Images have the same AC and speed as the tangtal and 1 hit point apiece; an image disappears when it takes any damage. An image can be damaged only by an attack that targets and damages it specifically; images arent affected by area attacks or nondamaging effects. An attack that targets the tangtal has a chance to hit an image instead, in exact proportion to the number of images; e.g., if there are six images, an attack against the tangtal has a 1-in-7 chance to hit it and a 6-in-7 chance to hit an image."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A tangtal bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Tangtal.png"
},
{
"name": "Tazelwurm",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 45,
"formula": "7d10+7"
},
"speed": {
"walk": 40
},
"str": 16,
"dex": 14,
"con": 16,
"int": 2,
"wis": 15,
"cha": 15,
"skill": {
"stealth": "+6"
},
"immune": [
"fire"
],
"senses": "darkvision 60 ft., tremorsense 60 ft.",
"passive": 2,
"languages": "Common",
"cr": "2",
"page": 222,
"trait": [
{
"name": "Ambush",
"entries": [
"A tazelwurm has tactical advantage on initiative rolls. Against an opponent that hasnt yet taken a turn in the current combat, the tazelwurm has tactical advantage on attack rolls and each of its attacks causes an additional 3 ({@dice 1d6}) damage."
]
},
{
"name": "Frightening Exuviation",
"entries": [
"If an attack that hits a tazelwurm includes fire damage, the tazelwurm takes no damage. Instead, its skin, scales, and flesh burn away in just a few seconds, reducing the tazelwurm to a living skeleton. A creature viewing this (other than another tazelwurm) must make a successful DC 12 Wisdom saving throw or be frightened for {@dice 1d4} rounds. A creature that saves successfully cant be affected by this ability until after its next long rest. If the tazelwurm survives the encounter, it regenerates all of its flesh and organs in 24 hours."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A tazelwurm bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 11 ({@dice 2d8+2}) piercing damage."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Tazelwurm.png"
},
{
"name": "Tunnel Worm",
"size": "H",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 115,
"formula": "11d12+44"
},
"speed": {
"walk": 20,
"burrow": 20
},
"str": 20,
"dex": 13,
"con": 19,
"int": 1,
"wis": 8,
"cha": 4,
"save": {
"con": "+7"
},
"skill": {
"perception": "+5",
"stealth": "+4"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
},
"bludgeoning"
],
"senses": "tremorsense 60 ft.",
"passive": 15,
"languages": "Common",
"cr": "8",
"page": 237,
"trait": [
{
"name": "Armored Skull",
"entries": [
"Only the tunnel worms head has resistance to bludgeoning, piercing, and slashing damage. Attacks against any other portion of its body arent affected by that resistance."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 18 ({@dice 3d8+5}) piercing damage and the target must make a DC 16 Dexterity saving throw or be grappled."
]
},
{
"name": "Severing Bite",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the tunnel worm at the start of the tunnel worms turn. Hit: 27 ({@dice 4d10+5}) slashing damage and the targets armor class is reduced by 2. A successful DC 15 Dexterity or Strength saving throw reduces damage by half and reduces armor loss to 1. Armor reduced to AC 10 is destroyed. If the target isnt wearing armor, its armor class is not affected in any case."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Tunnel%20Worm.png"
},
{
"name": "Vorin",
"size": "H",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
14
],
"hp": {
"average": 149,
"formula": "13d12+65"
},
"speed": {
"walk": 20,
"swim": 40
},
"str": 20,
"dex": 18,
"con": 21,
"int": 2,
"wis": 10,
"cha": 6,
"save": {
"dex": "+8"
},
"resist": [
"bludgeoning",
"fire"
],
"immune": [
"acid"
],
"conditionImmune": [
"charmed",
"prone"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "9",
"page": 242,
"trait": [
{
"name": "Camouflage",
"entries": [
"A vorin thats submerged in water or mud can be spotted with a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check."
]
},
{
"name": "Seeping Poison",
"entries": [
"If the target of the vorins spit attack is wearing armor, then the poison needs one round to seep through gaps in the armor and contact the targets skin. The target or an adjacent ally can use an action to make a DC 15 Dexterity check; success indicates the poison was scraped off completely before it penetrated the armor. An edged weapon or tool must be used. Any slashing weapon and most piercing weapons will do the job. Note that only the vorins spit needs to seep through armor; poison from its sting does not."
]
},
{
"name": "Water Breathing",
"entries": [
"A vorin breathes equally well in air or water."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A vorin attacks three times. It spits, then bites, directing both attacks at the same target if it can. It also stings, and that attack can be aimed at any target within reach."
]
},
{
"name": "Spit",
"entries": [
"Ranged Attack: {@hit +8} to hit, range 25 ft., one creature. Hit: the target must make a successful DC 17 Constitution saving throw or be incapacitated. An incapacitated creature repeats the saving throw at the end of its next turn. A successful save ends the incapacitation, but if the saving throw fails, the creature is paralyzed for {@dice 1d4} hours. If the target creature is wearing armor, see Seeping Poison, above."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 10 ft., one creature. Hit: 16 ({@dice 2d10+5}) piercing damage."
]
},
{
"name": "Sting",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 10 ft., one creature. Hit: 21 ({@dice 3d10+5}) piercing damage and the target must make a successful DC 17 Constitution saving throw or be incapacitated. An incapacitated creature repeats the saving throw at the end of its next turn. A successful save ends the incapacitation, but if the saving throw fails, the creature is paralyzed for {@dice 1d4} hours"
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Vorin.png"
},
{
"name": "Vulchling",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
12
],
"hp": {
"average": 9,
"formula": "2d8"
},
"speed": {
"walk": 20,
"fly": 50
},
"str": 9,
"dex": 14,
"con": 11,
"int": 7,
"wis": 11,
"cha": 10,
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Unique, Undercommon",
"cr": "1/8",
"page": 243,
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) piercing damage. The vulchling uses this attack when it is grounded."
]
},
{
"name": "Talons",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) slashing damage. The vulchling uses this attack when it is flying."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Vulchling.png"
},
{
"name": "Witherstench",
"size": "S",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 1,
"formula": "1d6-2"
},
"speed": {
"walk": 20
},
"str": 6,
"dex": 14,
"con": 6,
"int": 2,
"wis": 10,
"cha": 3,
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "0",
"page": 249,
"trait": [
{
"name": "Stench",
"entries": [
"A witherstench has a putrid stench that nearly every form of animal life finds offensive. All living creatures (except witherstenches) that start their turn within 30 feet of a witherstench must make a successful DC 8 Constitution saving throw or be incapacitated for as long as they remain within 30 feet of the creature. Even after leaving the affected area, the creature has tactical disadvantage on attack rolls and ability checks until the end of its next turn. Creatures that save successfully are immune to this stench until after their next long rest. Spells and effects that neutralize poison are effective against stench. Creatures that are immune to poison are immune to this effect, and those that are resistant to poison have tactical advantage on their saving throw."
]
}
],
"action": [
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 2 slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Witherstench.png"
},
{
"name": "Dark Triton",
"size": "L",
"type": {
"type": "monstrosity",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 12,
"from": [
"{@item studded leather armor|phb}"
]
}
],
"hp": {
"average": 30,
"formula": "4d10+8"
},
"speed": {
"walk": 5,
"swim": 40
},
"str": 15,
"dex": 11,
"con": 14,
"int": 10,
"wis": 11,
"cha": 13,
"senses": "darkvision 60 ft., tremorsense 60 ft. in water",
"passive": 10,
"languages": "Aquan",
"cr": "1",
"page": 233,
"trait": [
{
"name": "Summon Sea Creatures (1/Day)",
"entries": [
"All triton leaders (those with 50 or more hit points) have the ability to summon sea creatures as an action. Roll {@dice 2d6}: one die indicates how many rounds later the creatures arrive, and the other determines what type of creatures respond.",
{
"type": "table",
"colLabels": [
"Die",
"Creatures"
],
"colStyles": [
"col-xs-2 text-align-center",
"col-xs-10"
],
"rows": [
[
"1",
"1-3 giant octopi"
],
[
"2",
"3-10 sharks"
],
[
"3",
"1 fanged sea serpent"
],
[
"4",
"3-6 aquatic ghouls"
],
[
"5",
"1-4 aquatic trolls"
],
[
"6",
"1 drowned wight (a standard wight with a swim speed of 30 ft.) leading 3-8 aquatic ghouls"
]
]
}
]
},
{
"name": "Triton Shaman",
"entries": [
"Any group of 10 or more dark tritons can be accompanied by one or more triton shamans."
]
}
],
"action": [
{
"name": "Trident",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 2d6+2}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Dark%20Triton.png"
},
{
"name": "Dark Triton Captain",
"size": "L",
"type": {
"type": "monstrosity",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 12,
"from": [
"{@item studded leather armor|phb}"
]
}
],
"hp": {
"average": 70,
"formula": "10d10+20"
},
"speed": {
"walk": 5,
"swim": 40
},
"str": 15,
"dex": 11,
"con": 14,
"int": 10,
"wis": 11,
"cha": 13,
"senses": "darkvision 60 ft., tremorsense 60 ft. in water",
"passive": 10,
"languages": "Aquan",
"cr": "5",
"page": 233,
"trait": [
{
"name": "Summon Sea Creatures (1/Day)",
"entries": [
"All triton leaders (those with 50 or more hit points) have the ability to summon sea creatures as an action. Roll {@dice 2d6}: one die indicates how many rounds later the creatures arrive, and the other determines what type of creatures respond."
]
},
{
"name": "Triton Shaman",
"entries": [
"Any group of 10 or more dark tritons can be accompanied by one or more triton shamans."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The Captain makes 3 melee attacks per round"
]
},
{
"name": "Trident",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 2d6+2}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Dark%20Triton%20Captain.png"
},
{
"name": "Dark Triton Lieutenant",
"size": "L",
"type": {
"type": "monstrosity",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 12,
"from": [
"{@item studded leather armor|phb}"
]
}
],
"hp": {
"average": 50,
"formula": "7d10+14"
},
"speed": {
"walk": 5,
"swim": 40
},
"str": 15,
"dex": 11,
"con": 14,
"int": 10,
"wis": 11,
"cha": 13,
"senses": "darkvision 60 ft., tremorsense 60 ft. in water",
"passive": 10,
"languages": "Aquan",
"cr": "3",
"page": 233,
"trait": [
{
"name": "Summon Sea Creatures (1/Day)",
"entries": [
"All triton leaders (those with 50 or more hit points) have the ability to summon sea creatures as an action. Roll {@dice 2d6}: one die indicates how many rounds later the creatures arrive, and the other determines what type of creatures respond.",
"Die Creatures",
"1 1-3 giant octopi",
"2 3-10 sharks",
"3 1 fanged sea serpent",
"4 3-6 aquatic ghouls",
"5 1-4 aquatic trolls",
"6 1 drowned wight (a standard wight with a swim speed of 30 ft.) leading 3-8 aquatic ghouls"
]
},
{
"name": "Triton Shaman",
"entries": [
"Any group of 10 or more dark tritons can be accompanied by one or more triton shamans."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The Lieutenant makes 2 melee attacks per round"
]
},
{
"name": "Trident",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 2d6+2}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Dark%20Triton%20Lieutenant.png"
},
{
"name": "Dark Triton Shaman",
"size": "L",
"type": {
"type": "monstrosity",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 12,
"from": [
"{@item studded leather armor|phb}"
]
}
],
"hp": {
"average": 30,
"formula": "4d10+8"
},
"speed": {
"walk": 5,
"swim": 40
},
"str": 15,
"dex": 11,
"con": 14,
"int": 10,
"wis": 15,
"cha": 13,
"senses": "darkvision 60 ft., tremorsense 60 ft. in water",
"passive": 2,
"languages": "Aquan",
"cr": "2",
"page": 233,
"trait": [
{
"name": "Summon Sea Creatures (1/Day)",
"entries": [
"All triton leaders (those with 50 or more hit points) have the ability to summon sea creatures as an action. Roll {@dice 2d6}: one die indicates how many rounds later the creatures arrive, and the other determines what type of creatures respond.",
"Die Creatures",
"1 1-3 giant octopi",
"2 3-10 sharks",
"3 1 fanged sea serpent",
"4 3-6 aquatic ghouls",
"5 1-4 aquatic trolls",
"6 1 drowned wight (a standard wight with a swim speed of 30 ft.) leading 3-8 aquatic ghouls"
]
}
],
"action": [
{
"name": "Trident",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 2d6+2}) piercing damage."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"A triton shaman's spellcasting ability is Wisdom (spell save DC 12, {@hit 4} to hit with spell attacks). It doesnt need material components to cast these spells. The spell selection listed below is only a suggestion; different shamans can have different spell lists. Shaman has Wisdom of 15."
],
"spells": {
"0": {
"spells": [
"{@spell guidance}",
"{@spell mending}",
"{@spell resistance}",
"{@spell thaumaturgy}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell bane}",
"{@spell inflict wounds}",
"{@spell protection from evil and good}",
"{@spell sanctuary}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell blindness/deafness}",
"{@spell hold person}",
"{@spell protection from poison}",
"{@spell spiritual weapon}"
]
},
"3": {
"slots": 2,
"spells": [
"{@spell bestow curse}",
"{@spell dispel magic}",
"{@spell mass healing word}"
]
}
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Dark%20Triton%20Shaman.png"
},
{
"name": "Corpsespinner",
"size": "H",
"type": {
"type": "monstrosity",
"tags": [
"extraplanar"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 114,
"formula": "12d12+36"
},
"speed": {
"walk": 40,
"climb": 20
},
"str": 20,
"dex": 17,
"con": 17,
"int": 7,
"wis": 15,
"cha": 10,
"skill": {
"perception": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 15,
"languages": "Deep Speech",
"cr": "5",
"page": 67,
"trait": [
{
"name": "Astral Jaunt",
"entries": [
"A corpsespinner can shift between the Astral and Material Planes in either direction as a move. This does not trigger a reaction."
]
},
{
"name": "Astralsense",
"entries": [
"A corpsespinner can automatically sense the presence and location of anything within 200 feet of it on the Astral Plane."
]
},
{
"name": "Create Corpsespun",
"entries": [
"Creatures that die while affected by a corpsespinner's poison (and not devoured by the corpsespinner) rise in 1 hour as a corpsespun."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 15 ft., one creature. Hit: 16 ({@dice 2d10+5}) piercing damage plus 5 ({@dice 1d10}) poison damage and the target is poisoned. A poisoned creature makes a DC 14 Constitution saving throw at the end of each of its turns; a successful save ends the condition."
]
},
{
"name": "Web (Recharge 5—6)",
"entries": [
"Ranged Attack: {@hit +6} to hit, range 80 ft., one creature. Hit: the target is restrained. A restrained creature can use its action to attempt a DC 14 Strength (Athletics) check, becoming free of the webs on a success. A character has tactical disadvantage on this check on the Astral Plane. These webs can be destroyed with slashing damage (AC 12, 10 hp), but they are immune to all other damage, including fire."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Corpsespinner.png"
},
{
"name": "Church Grim",
"size": "M",
"type": {
"type": "monstrosity",
"tags": [
"incorporeal"
]
},
"source": "FEF 3pp",
"alignment": [
"L",
"G"
],
"ac": [
12
],
"hp": {
"average": 32,
"formula": "5d8+10"
},
"speed": {
"walk": 40
},
"str": 13,
"dex": 14,
"con": 15,
"int": 12,
"wis": 15,
"cha": 14,
"skill": {
"perception": "+4"
},
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Common",
"cr": "1",
"page": 57,
"trait": [
{
"name": "Howl",
"entries": [
"The howl of a church grim forces any evil creature within its limited domain (see below) to make a successful DC 12 Wisdom saving throw or become frightened for {@dice 2d4} rounds. Good or Neutral creatures are unaffected by the howl as long as they are not intending to steal anything or attack the church while inside the church grim's domain. Once a character succeeds or fails at this saving throw, it need not make another against the same church grim's howl until after the character takes a long rest."
]
},
{
"name": "Incorporeal",
"entries": [
"A church grim can pass through solid objects such as a wall, or other creatures, as if they were difficult terrain. It takes {@dice 1d10} force damage if it is still inside an object at the end of its turn."
]
},
{
"name": "Know Alignment",
"entries": [
"A church grim automatically knows the alignment of any creature that enters its churchyard."
]
},
{
"name": "Limited Domain",
"entries": [
"The realm of a church grim encompasses the churchyard it defends and no more. It can wander freely in its cemetery and any adjoining church grounds, but it can't move beyond; it must stop at the boundary of consecrated land."
]
},
{
"name": "Rejuvenation",
"entries": [
"It is difficult to destroy a church grim. A slain church grim restores itself to full health after lying \"dead\" for 24 hours. The only sure way to get rid of a church grim permanently is to raze the church it protects and desecrate the churchyard so it is no longer consecrated land."
]
},
{
"name": "Soul Defender",
"entries": [
"It is the sacred duty of a church grim to defend the bodies and souls of those buried in its churchyard. Casting animate dead or a similar spell within the confines of a church grim's domain requires a successful DC 15 concentration check by the caster. If the check fails, the spell slot fizzles away just as if it had been cast. Whether the check succeeds or not, the caster immediately attracts the attention and the wrath of the church grim."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage plus 3 ({@dice 1d6}) radiant damage. The church grim gains temporary hit points equal to the radiant damage inflicted, and the target's maximum hit points are reduced by that amount."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Church%20Grim.png"
},
{
"name": "Foxwere",
"size": "S",
"type": {
"type": "monstrosity",
"tags": [
"shapechanger"
]
},
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
12
],
"hp": {
"average": 13,
"formula": "3d8"
},
"speed": {
"walk": {
"number": 30,
"condition": " in human or hybrid form"
}
},
"str": 10,
"dex": 14,
"con": 10,
"int": 11,
"wis": 12,
"cha": 14,
"skill": {
"deception": "+4"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical or nonadamantine weapons"
},
"bludgeoning"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common",
"cr": "1/2",
"page": 227,
"trait": [
{
"name": "Charming Gaze",
"entries": [
"As a bonus action, a foxwere in fox or human form can target one living creature within 30 feet and line of sight with its charming gaze. If the targeted creature can see the foxwere, then the targeted creature must make a successful DC 12 Charisma saving throw or be charmed for one hour. A creature that is capable of taking actions can, at the start of its turn, look away to avoid the foxweres gaze for one complete round. If it targets the foxwere while averting its gaze, it suffers all the usual penalties for attacking an unseen target. Creatures that are blind, unconscious, or unable to see the foxwere for any other reason are immune to this attack."
]
},
{
"name": "Shapechanger",
"entries": [
"The foxwere can change from its fox form or human form to its hybrid form as a bonus action. Changing from fox form directly to human form or vice versa takes an action. The foxwere is Small in fox form but Medium in human or hybrid form. In fox form, it is indistinguishable from a normal fox, but is noticeably larger than other foxes."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"In hybrid form, a foxwere bites once and attacks once with its shortsword. In human or fox form, it makes one melee attack and can also use its charming gaze."
]
},
{
"name": "Bite (fox/hybrid form)",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) piercing damage."
]
},
{
"name": "Shortsword (human/hybrid form)",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Foxwere.png"
},
{
"name": "Lionwere",
"size": "L",
"type": {
"type": "monstrosity",
"tags": [
"shapechanger"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
13
],
"hp": {
"average": 30,
"formula": "4d10+8"
},
"speed": {
"walk": {
"number": 30,
"condition": " in human or hybrid form"
}
},
"str": 18,
"dex": 17,
"con": 14,
"int": 10,
"wis": 12,
"cha": 15,
"skill": {
"deception": "+4",
"stealth": "+5"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical or nonadamantine weapons"
},
"bludgeoning"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common",
"cr": "2",
"page": 228,
"trait": [
{
"name": "Lethargy",
"entries": [
"By speaking, singing, or roaring, the lionwere causes all creatures that can hear it and that are within 60 feet of it to make a successful DC 12 Constitution saving throw or suffer the effect of a slow spell lasting {@dice 1d6} rounds. A creature that saves successfully is immune to lethargy until after its next long rest. Therianthropes are immune to lethargy."
]
},
{
"name": "Shapechanger",
"entries": [
"The lionwere can change from its lion form or human form to its hybrid form as a bonus action. Changing from lion form directly to human form or vice versa takes an action. The lionwere is Large in lion form but Medium in human or hybrid form. In lion form, it is indistinguishable from a normal lion."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"In hybrid form, a lionwere attacks twice with claws or once with its greatsword. In human form, it attacks once with its greatsword. In lion form, it makes two melee attacks and can also use its lethargy ability."
]
},
{
"name": "Bite (lion form)",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d6+4}) piercing damage."
]
},
{
"name": "Claws (lion/hybrid form)",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d6+4}) slashing damage."
]
},
{
"name": "Greatsword (human/hybrid form)",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 13 ({@dice 2d8+4}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Lionwere.png"
},
{
"name": "Owlwere",
"size": "S",
"type": {
"type": "monstrosity",
"tags": [
"shapechanger"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
13
],
"hp": {
"average": 13,
"formula": "3d8"
},
"speed": {
"walk": {
"number": 30,
"condition": " in human form"
},
"fly": {
"number": 30,
"condition": " in hybrid form"
}
},
"str": 10,
"dex": 17,
"con": 11,
"int": 12,
"wis": 14,
"cha": 12,
"skill": {
"deception": "+4",
"perception": "+4"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical or nonadamantine weapons"
},
"bludgeoning"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Common",
"cr": "1/2",
"page": 229,
"trait": [
{
"name": "Shapechanger",
"entries": [
"The owlwere can change from its owl form or human form to its hybrid form as a bonus action. Changing from owl form directly to human form or vice versa takes an action. The owlwere is Small in owl form but Medium in human or hybrid form. In owl form, it is indistinguishable from a normal owl, but is noticeably larger than other owls."
]
}
],
"action": [
{
"name": "Beak (owl form)",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d4+3}) piercing damage."
]
},
{
"name": "Talons (owl/hybrid form)",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) slashing damage and the target must make a successful DC 10 Constitution saving throw or be poisoned for {@dice 1d4} rounds."
]
},
{
"name": "Shortsword (human/hybrid form)",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Owlwere.png"
},
{
"name": "Wolfwere",
"size": "M",
"type": {
"type": "monstrosity",
"tags": [
"shapechanger"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 19,
"formula": "3d8+6"
},
"speed": {
"walk": {
"number": 30,
"condition": " in human or hybrid form"
}
},
"str": 13,
"dex": 17,
"con": 11,
"int": 12,
"wis": 14,
"cha": 12,
"skill": {
"deception": "+4",
"perception": "+4"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical or nonadamantine weapons"
},
"bludgeoning"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Common",
"cr": "1",
"page": 230,
"trait": [
{
"name": "Mesmerizing Gaze",
"entries": [
"As a bonus action, a wolfwere in wolf or human form can target one living creature within 30 feet and line of sight with its mesmerizing gaze. If the targeted creature can see the wolfwere, then the targeted creature must make a successful DC 12 Charisma saving throw or be stunned for {@dice 1d4} rounds. A creature that is capable of taking actions can, at the start of its turn, look away to avoid the wolfweres gaze for one complete round. If it targets the wolfwere while averting its gaze, it suffers all the usual penalties for attacking an unseen target. Creatures that are blind, unconscious, or unable to see the wolfwere for any other reason are immune to this attack."
]
},
{
"name": "Shapechanger",
"entries": [
"The wolfwere can change from its wolf form or human form to its hybrid form as a bonus action. Changing from wolf form directly to human form or vice versa takes an action. In wolf form, it is indistinguishable from a normal wolf."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"In hybrid form, a wolfwere makes two melee attacks, one of which can be with its scimitar. In human or fox form, it makes one melee attack and can also use its mesmerizing gaze."
]
},
{
"name": "Bite (wolf form)",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 2d4+3}) piercing damage and the target must make a successful DC 11 Strength saving throw or be knocked prone."
]
},
{
"name": "Claws (hybrid form)",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) slashing damage."
]
},
{
"name": "Scimitar (human/hybrid form)",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Wolfwere.png"
},
{
"name": "Grue (Type 1)",
"size": "L",
"type": "ooze",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 75,
"formula": "10d10+20"
},
"speed": {
"walk": 20
},
"str": 13,
"dex": 10,
"con": 15,
"int": 1,
"wis": 8,
"cha": 1,
"skill": {
"stealth": "+2"
},
"immune": [
{
"immune": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical weapons"
}
],
"conditionImmune": [
"prone",
"paralyzed"
],
"vulnerable": [
"radiant"
],
"senses": "darkvision 60 ft.",
"passive": -1,
"languages": "None",
"cr": "4",
"page": 137,
"trait": [
{
"name": "Amorphous",
"entries": [
"A type 1 grue can move through gaps as small as 6 square inches without penalty."
]
},
{
"name": "Blends Into Darkness",
"entries": [
"A grue has tactical disadvantage on Stealth checks when not in darkness or dim light."
]
},
{
"name": "Extinguish Light",
"entries": [
"As a bonus action, a grue can extinguish one normal (nonmagical) light within 100 feet."
]
},
{
"name": "Swallow",
"entries": [
"A swallowed creature is blinded and restrained. It takes 5 ({@dice 1d8+1}) bludgeoning damage plus 4 ({@dice 1d8}) acid damage automatically at the start of each of the grue's turns. Up to two Medium creatures or four Small creatures can be inside the grue at one time. A swallowed creature is unaffected by anything happening outside the grue or by attacks from outside it. A swallowed creature can get out of the grue by using 5 feet of movement, but only after the grue is dead."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 10 ({@dice 2d8+1}) piercing damage and the target must make a successful DC 11 Strength saving throw or be swallowed (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Grue%20(Type%201).png"
},
{
"name": "Mustard Jelly",
"size": "L",
"type": "ooze",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
14
],
"hp": {
"average": 85,
"formula": "10d8+40"
},
"speed": {
"walk": 30
},
"str": 15,
"dex": 10,
"con": 18,
"int": 10,
"wis": 10,
"cha": 10,
"resist": [
"cold",
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
},
{
"special": "magic missile"
}
],
"immune": [
"acid",
"lightning",
"poison"
],
"conditionImmune": [
"paralyzed",
"poisoned",
"restrained",
"stunned",
"unconscious"
],
"senses": "tremorsense 60 ft.",
"passive": 10,
"languages": "None",
"cr": "5",
"page": 151,
"trait": [
{
"name": "Blind",
"entries": [
"A mustard jelly has no eyes, so it is immune to effects that depend on sight such as illusions or gaze attacks."
]
},
{
"name": "Divide",
"entries": [
"As an action, a mustard jelly with more than 10 hit points can split itself into two identical jellies, each with half of the original's current hit points (rounded down). For the first minute (10 rounds) after dividing, the newly divided jellies have speed 40 feet."
]
},
{
"name": "Energy Absorption",
"entries": [
"When a mustard jelly is targeted by a magic missile spell or when it would take lightning damage, it takes no damage but instead gains temporary hit points equal to the damage the attack should have caused."
]
},
{
"name": "Poison Aura",
"entries": [
"A mustard jelly exudes a poisonous vapor. Every creature that ends its turn within 10 feet of a mustard jelly must make a successful DC 15 Constitution saving throw or be restrained for as long as it remains within 10 feet of any mustard jelly and for {@dice 1d4} rounds afterward. This is a poison effect, not physical restraint."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A mustard jelly makes one slam attack, plus up to five constriction attacks against grappled creatures."
]
},
{
"name": "Slam",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 2d6+2}) bludgeoning damage plus 3 ({@dice 1d6}) acid damage and the target must make a successful DC 13 Strength saving throw or be grappled. A mustard jelly can have up to five creatures grappled at once and still make slam attacks; it can grapple a sixth creature, but it can't make slam attacks while it has six creatures grappled."
]
},
{
"name": "Constrict",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the mustard jelly at the start of the jelly's turn. Hit: 9 ({@dice 2d6+2}) bludgeoning damage plus 5 ({@dice 1d10}) acid damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Mustard%20Jelly.png"
},
{
"name": "Glacial Ooze",
"size": "L",
"type": "ooze",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
5
],
"hp": {
"average": 57,
"formula": "6d10+24"
},
"speed": {
"walk": 20,
"swim": 20
},
"str": 15,
"dex": 1,
"con": 19,
"int": 0,
"wis": 1,
"cha": 1,
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
},
"bludgeoning"
],
"immune": [
"cold",
"psychic"
],
"conditionImmune": [
"blinded",
"exhaustion",
"frightened",
"paralyzed",
"poisoned",
"prone",
"stunned"
],
"senses": "tremorsense 60 ft.",
"passive": -4,
"languages": "None",
"cr": "1",
"page": 178,
"trait": [
{
"name": "Amorphous",
"entries": [
"A glacial ooze can move through gaps as small as 1 square foot as if it's difficult terrain."
]
},
{
"name": "Freezing Embrace",
"entries": [
"As it moves, a glacial ooze can enter spaces occupied by Large or smaller creatures. If the creature whose space is being entered makes a successful DC 12 Dexterity saving throw, the creature can move safely out of the glacial ooze's path. If the saving throw fails, the creature is engulfed: it takes 7 ({@dice 2d6}) cold damage immediately, is restrained, can't breathe, and takes 14 ({@dice 4d6}) cold damage at the start of each of the glacial ooze's turns. An engulfed creature can use an action on its turn to try to escape from the glacial ooze; the creature escapes if it makes a successful DC 14 Strength check. A creature adjacent to the glacial ooze can use an action to try to pull one engulfed creature free. The rescue succeeds if the creature makes a successful DC 14 Strength check, and the creature making the check takes 7 ({@dice 2d6}) cold damage whether it succeeds or fails. A glacial ooze can contain up to four creatures that are Medium or smaller, or one Large creature."
]
},
{
"name": "Superchilled",
"entries": [
"A glacial ooze's form is extremely cold. Creatures that hit a glacial ooze with natural weapons or with an unarmed attack take 3 ({@dice 1d6}) cold damage per hit."
]
},
{
"name": "Transparent",
"entries": [
"A glacial ooze is hard to spot, even under ideal conditions. A DC 15 Wisdom (Perception) check is needed to notice one, and if the ooze is drifting in water or is surrounded by blowing snow (as it usually is), this check is made with tactical disadvantage. Creatures who blunder into the glacial ooze's space are treated exactly as if the ooze had attacked them with its freezing embrace, but they make the Dex saving throw with tactical disadvantage."
]
}
],
"action": [
{
"name": "Slam",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 2d6+2}) bludgeoning damage plus 3 ({@dice 1d6}) cold damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Glacial%20Ooze.png"
},
{
"name": "Magma Ooze",
"size": "L",
"type": "ooze",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 115,
"formula": "10d10+60"
},
"speed": {
"walk": 10,
"climb": 10
},
"str": 16,
"dex": 1,
"con": 23,
"int": 1,
"wis": 1,
"cha": 1,
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
},
"bludgeoning"
],
"immune": [
"fire",
"poison",
"psychic"
],
"conditionImmune": [
"blinded",
"exhaustion",
"frightened",
"paralyzed",
"poisoned",
"prone",
"stunned"
],
"vulnerable": [
"cold"
],
"senses": "tremorsense 60 ft.",
"passive": -4,
"languages": "None",
"cr": "5",
"page": 179,
"trait": [
{
"name": "Amorphous",
"entries": [
"A magma ooze can move through gaps as small as 6 square inches as if it's difficult terrain."
]
},
{
"name": "Split",
"entries": [
"If an attack does 10 or more slashing damage to a magma ooze, a chunk of the ooze is sliced off and becomes an independent magma ooze. The new ooze has hit points equal to the slashing damage caused by the attack, and the parent ooze's hit points are reduced by an equal amount (in addition to the damage caused by the attack). The new ooze makes one slam attack immediately as a reaction against one adjacent foe, then joins the initiative order at the same point as its parent."
]
},
{
"name": "Superheated",
"entries": [
"A magma ooze's form is extremely hot and composed entirely of magma. Creatures that hit a magma ooze with natural weapons or with an unarmed attack take 3 ({@dice 1d6}) fire damage per hit. If a hit from a metal weapon causes the minimum possible damage, the weapon melts and is destroyed. A creature grappled by a magma ooze takes 7 ({@dice 2d6}) fire damage at the start of its own turn."
]
}
],
"action": [
{
"name": "Slam",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 10 ({@dice 2d6+3}) bludgeoning damage plus 7 ({@dice 2d6}) fire damage, and the target must make a successful DC 14 Dexterity saving throw or be grappled (see Superheated, above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Magma%20Ooze.png"
},
{
"name": "Blood Pudding",
"size": "M",
"type": "ooze",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
10
],
"hp": {
"average": 42,
"formula": "5d8+20"
},
"speed": {
"walk": 30
},
"str": 12,
"dex": 11,
"con": 18,
"int": 0,
"wis": 10,
"cha": 7,
"resist": [
"fire"
],
"immune": [
"poison",
"psychic"
],
"conditionImmune": [
"blinded",
"exhaustion",
"frightened",
"paralyzed",
"poisoned",
"prone",
"stunned"
],
"senses": "blindsight 60 ft.",
"passive": 10,
"languages": "None",
"cr": "2",
"page": 187,
"trait": [
{
"name": "Amorphous",
"entries": [
"A blood pudding can move through gaps as small as 1 square inch without penalty."
]
},
{
"name": "Cold Vulnerability",
"entries": [
"A blood pudding that takes cold damage has its speed halved, it cant grapple (a grappled creature is immediately released), and damage from disgorgement is halved."
]
},
{
"name": "Disgorgement",
"entries": [
"When a blood pudding starts its turn infused in a host creature (see Infusion), it uses its action to force out the creatures blood and bodily fluids through the creatures eyes, ears, nose, mouth, open wounds, and pores. The host creature takes 11 ({@dice 2d6+4}) bludgeoning damage. If the creature dies, the blood pudding stays put, feeding on the corpse from the inside. When sated, the pudding oozes out; to onlookers, it appears as if the slain creature is bleeding profusely."
]
},
{
"name": "Infusion",
"entries": [
"A blood pudding that starts its turn grappling a creature forces itself into that creatures body through osmosis. The blood pudding quickly disappears as it oozes into wounds and through skin. This is an action on the part of the blood pudding. It causes no damage to the target but does turn the hosts eyes blood red and gives it an overall swollen, flushed appearance. A creature infused with a blood pudding can use an action on its turn trying to eject the creature by coughing it up, vomiting, and so on. The blood pudding is expelled with a successful DC 14 Constitution saving throw. Lesser restoration and comparable magic gives the host tactical advantage on its next Constitution saving throw to expel the pudding. Drinking alcohol has the same effect. If the host creature takes damage from an external cause (not from the blood pudding), the blood pudding takes half as much. It does not get saving throws against attacks that allow them, but simply takes half as much damage as the host creature. If a blood pudding is killed while inside a host creature, the creature is considered poisoned until greater restoration is cast on it. If the blood pudding is still infused in the creature at the start of the puddings turn, it disgorges (see Disgorge)."
]
},
{
"name": "Vinegar Vulnerability",
"entries": [
"Drinking vinegar forces an infused blood pudding to abandon a hosts body immediately. The host takes 11 ({@dice 2d6+4}) bludgeoning damage from the pudding rapidly forcing itself out and must make a successful DC 14 Constitution saving throw or be stunned for {@dice 1d4} rounds. The blood pudding is poisoned for {@dice 2d6} rounds."
]
}
],
"action": [
{
"name": "Slam",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d6+1}) bludgeoning damage plus 3 ({@dice 1d6}) acid damage and a Medium or Large target is grappled and restrained (see Infusion above). A blood pudding can grapple one creature at a time."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Blood%20Pudding.png"
},
{
"name": "Slithering Tracker",
"size": "S",
"type": "ooze",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
14
],
"hp": {
"average": 32,
"formula": "5d6+15"
},
"speed": {
"walk": 30,
"climb": 30
},
"str": 14,
"dex": 18,
"con": 16,
"int": 8,
"wis": 10,
"cha": 1,
"skill": {
"stealth": "+6"
},
"immune": [
"poison",
"psychic"
],
"conditionImmune": [
"blinded",
"charmed",
"exhaustion",
"paralyzed",
"poisoned",
"prone",
"stunned"
],
"senses": "blindsight 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1",
"page": 215,
"trait": [
{
"name": "Amorphous",
"entries": [
"A slithering tracker can move through gaps as small as 1 square inch without penalty."
]
},
{
"name": "Engulf",
"entries": [
"As an action, a slithering tracker can enter the space of a Medium or smaller paralyzed creature and completely cover it with a thin, transparent film. The engulfed creature loses 1 point of Constitution every 5 minutes. The creature dies if its Constitution drops to 0. If a slithering tracker is attacked while it is engulfing a victim, damage is split evenly between the slithering tracker and the engulfed victim. A slithering tracker cant make melee attacks while it is engulfing a creature."
]
},
{
"name": "Transparent",
"entries": [
"A slithering tracker is hard to spot even under ideal conditions. Spotting one that is sitting still takes a successful DC 15 Wisdom (Perception) check. The creature is spotted automatically if it moves, attacks, or is engulfing someone. Creatures that blunder into an unseen slithering tracker are automatically hit by its slam attack."
]
}
],
"action": [
{
"name": "Slam",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 2d6+2}) bludgeoning damage and the target must make a successful DC 13 Constitution saving throw or be paralyzed for {@dice 1d4} hours."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Slithering%20Tracker.png"
},
{
"name": "Ectoplasm",
"size": "L",
"type": {
"type": "ooze",
"tags": [
"incorporeal"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 39,
"formula": "6d10+6"
},
"speed": {
"fly": 30
},
"str": 5,
"dex": 12,
"con": 21,
"int": 1,
"wis": 1,
"cha": 1,
"skill": {
"stealth": "+5"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"psychic"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"paralyzed",
"poisoned",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": -4,
"languages": "None",
"cr": "2",
"page": 90,
"trait": [
{
"name": "Amorphous and Incorporeal",
"entries": [
"An ectoplasm can move through gaps as small as 1 square inch without penalty. It can also move through solid objects and other creatures as if they were difficult terrain. The ectoplasm takes {@dice 1d10} force damage if it is still inside something solid at the end of its turn."
]
},
{
"name": "Glow",
"entries": [
"An ectoplasm continually gives off light with the approximate brightness of a candle. It can't consciously extinguish this light. When an ectoplasm is killed, its light fades to darkness."
]
},
{
"name": "Silent",
"entries": [
"An ectoplasm has tactical advantage on Stealth checks when those detecting it are depending chiefly on sound."
]
},
{
"name": "Undead Bane",
"entries": [
"An ectoplasm deals double damage against corporeal undead."
]
}
],
"action": [
{
"name": "Touch",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 11 ({@dice 2d8+2}) psychic damage and the target gains one level of exhaustion. This attack has tactical advantage against targets wearing medium or heavy armor."
]
},
{
"name": "Ectoplasm (Recharge 4—6)",
"entries": [
"Area Attack: automatic hit, range 20 ft. cone, all creatures in cone. Hit: targeted creatures must make a successful DC 11 Constitution saving throw or fall unconscious for {@dice 1d6} rounds. A successful save renders a creature immune to that creature's ectoplasm's attack for 24 hours."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Ectoplasm.png"
},
{
"name": "Bloodsuckle",
"size": "L",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 57,
"formula": "6d10+24"
},
"speed": {
"walk": 0
},
"str": 16,
"dex": 10,
"con": 18,
"int": 6,
"wis": 11,
"cha": 11,
"save": {
"con": "+6"
},
"conditionImmune": [
"blinded",
"charmed",
"deafened",
"frightened",
"prone",
"stunned",
"unconscious"
],
"senses": "blindsight 60 ft.",
"passive": 10,
"languages": "None",
"cr": "3",
"page": 30,
"trait": [
{
"name": "Create Host",
"entries": [
"A bloodsuckle that grapples a living target injects its poison sap into the victim. The target creature must make a successful DC 14 Wisdom saving throw or become dominated by the bloodsuckle, as if the plant had cast dominate person on the victim. Immunity or resistance to poison applies normally to this sap. Domination is permanent until broken by a successful save or by the death of the bloodsuckle. The host does not get additional saving throws when it takes damage; instead, a host with an Intelligence of 3 or higher is allowed another DC 14 Wisdom saving throw with tactical advantage to break the bloodsuckle's control when it is commanded to act in a manner inconsistent with its alignment or to turn against its allies."
]
},
{
"name": "Host Sense",
"entries": [
"A bloodsuckle automatically senses the location of any hosts within 100 feet."
]
},
{
"name": "Seed",
"entries": [
"Once per month, a bloodsuckle generates a walnutsized seed that it implants in one host's body. The host's maximum number of hit points reduces by {@dice 1d10} per day. When its maximum hit points reach 0, the host dies and a new bloodsuckle plant erupts from the corpse. A greater restoration or blight spell destroys the seedling."
]
}
],
"action": [
{
"name": "Constriction",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 10 ft., one creature. Hit: 6 ({@dice 1d4+3}) bludgeoning damage plus 7 ({@dice 1d12}) piercing damage, and the target is grappled. If this attack deals 9 or more piercing damage, the bloodsuckle releases this victim and seeks another. Also see Create Host, above."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Bloodsuckle.png"
},
{
"name": "Cobra Flower",
"size": "L",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
11
],
"hp": {
"average": 51,
"formula": "6d10+18"
},
"speed": {
"walk": 5
},
"str": 17,
"dex": 13,
"con": 16,
"int": 1,
"wis": 13,
"cha": 9,
"save": {
"con": "+5"
},
"immune": [
"psychic"
],
"conditionImmune": [
"frightened",
"exhaustion",
"stunned",
"unconscious"
],
"vulnerable": [
"necrotic"
],
"senses": "tremorsense 30 ft.",
"passive": 1,
"languages": "None",
"cr": "2",
"page": 63,
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 10 ft., one creature. Hit: 8 ({@dice 1d10+3}) piercing damage plus 4 ({@dice 1d8}) acid damage, and the target is grappled. This attack hits automatically if the target is already grappled by the cobra flower."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Cobra%20Flower.png"
},
{
"name": "Flowershroud",
"size": "L",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
11
],
"hp": {
"average": 19,
"formula": "3d10+3"
},
"speed": {
"walk": 5,
"climb": 5
},
"str": 6,
"dex": 12,
"con": 12,
"int": 0,
"wis": 0,
"cha": 6,
"skill": {
"stealth": "+3"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"prone",
"stunned",
"unconscious"
],
"senses": "tremorsense 60 ft.",
"passive": -5,
"languages": "None",
"cr": "1",
"page": 104,
"trait": [
{
"name": "Innocent Appearance",
"entries": [
"A patch of flowershroud looks completely natural to the untrained eye. They always have tactical advantage on Stealth checks, and their Stealth is opposed by the observer's Nature skill, not Perception. Shroudblossom Poison: A character who fails a DC 11 Constitution saving throw when struck by a flowershroud's thorn strand attack falls prone and goes into convulsions lasting {@dice 1d6} rounds unless the poison effect is ended early with magic. During that time, the character can't stand up or move, is incapacitated, and takes 2 ({@dice 1d4}) poison damage at the start of each of its turns."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A flowershroud attacks three times with thorn strands."
]
},
{
"name": "Thorn Strand",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 15 ft., one creature. Hit: 4 ({@dice 1d6+1}) piercing damage and the target must make a successful DC 11 Constitution saving throw or be affected by shroudblossom poison (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Flowershroud.png"
},
{
"name": "Forester's Bane",
"size": "L",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
10
],
"hp": {
"average": 103,
"formula": "9d10+54"
},
"speed": {
"walk": 0
},
"str": 17,
"dex": 10,
"con": 22,
"int": 0,
"wis": 13,
"cha": 8,
"skill": {
"stealth": "+4"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"stunned",
"unconscious"
],
"senses": "tremorsense 60 ft.",
"passive": 1,
"languages": "None",
"cr": "5",
"page": 106,
"trait": [
{
"name": "Grasping Tendrils",
"entries": [
"A creature grappled by a forester's bane can break free by winning a Strength contest against the plant or by inflicting 10 slashing damage against the grappling leaf, thereby severing it from the plant. Grappling leaves have AC 10. Damage done to a leaf is not subtracted from the plant's overall hit points. If a creature is grappled by more than one leaf, each leaf must be severed or overpowered individually. Severed leaves grow back in one week, if the forester's bane survives the fight."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Forester's Bane attacks four times with leaves and six times with stalks."
]
},
{
"name": "Leaf",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 10 ft., one creature of size Medium or smaller. Hit: the target is grappled and restrained."
]
},
{
"name": "Stalk",
"entries": [
"Melee Attack: {@hit +5} to hit, one creature grappled by a leaf. Hit: 6 ({@dice 1d6+3}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Forester's%20Bane.png"
},
{
"name": "Gallows Tree",
"size": "H",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 225,
"formula": "18d12+108"
},
"speed": {
"walk": 20
},
"str": 21,
"dex": 10,
"con": 23,
"int": 10,
"wis": 10,
"cha": 8,
"skill": {
"perception": "+5"
},
"resist": [
"fire",
{
"resist": [
"bludgeoning",
"piercing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"psychic"
],
"conditionImmune": [
"frightened",
"prone",
"stunned",
"unconscious"
],
"senses": "tremorsense 60 ft.",
"passive": 15,
"languages": "Common (understands but can't speak)",
"cr": "13",
"page": 111,
"trait": [
{
"name": "Create Gallows Tree Zombie",
"entries": [
"When a creature dies within 15 feet of a gallows tree, the tree uses a sharpened tendril to slice open the creature's abdomen, spilling the corpse's innards on the ground. The organs and fluids are absorbed by the tree's roots. Corpses of a size other than Medium or Large are simply left to rot. Medium or Large corpses are filled with a greenish pollen from one of the tree's branches. The abdominal wound heals in {@dice 1d4} days, and the slain creature then rises as a gallows tree zombie connected by a tether-vine to the gallows tree that created it. Gallows tree zombies possess none of their former abilities."
]
},
{
"name": "Staggering Critical",
"entries": [
"A gallows tree scores a critical hit if its attack roll is a natural 19 or 20. In addition to the standard critical hit effect, a creature hit by a gallows tree's critical hit must make a successful DC 17 Constitution saving throw or be stunned for {@dice 1d4} rounds."
]
},
{
"name": "Gallows Tree Zombies",
"entries": [
"Each gallows tree has several gallows tree zombies connected to it. A Huge gallows tree can have no more than seven gallows tree zombies connected to it at one time. A Gargantuan gallows tree can have up to 11 zombies connected to it. See the gallows tree zombie entry in this book for details on that monster."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A gallows tree attacks six times with branches. Grappling does not reduce the number of attacks the gallows tree can make; it can have any number of creatures grappled and still make six branch attacks."
]
},
{
"name": "Branch",
"entries": [
"Melee Attack: {@hit +10} to hit, reach 15 ft., one creature. Hit: 14 ({@dice 2d8+5}) bludgeoning damage and the target must make a successful DC 18 Dexterity saving throw or be grappled and restrained."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Gallows%20Tree.png"
},
{
"name": "Gallows Tree Zombie",
"size": "M",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
11
],
"hp": {
"average": 33,
"formula": "6d8+6"
},
"speed": {
"walk": 30
},
"str": 19,
"dex": 13,
"con": 13,
"int": 4,
"wis": 10,
"cha": 1,
"immune": [
"psychic"
],
"conditionImmune": [
"frightened",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Common (Understands but can't speak)",
"cr": "2",
"page": 112,
"trait": [
{
"name": "Regeneration",
"entries": [
"At the start of its turn, a gallows tree zombie regains 5 lost hit points. This ability fails to function if the creature has been severed from its gallows tree (see Tether Vine, above)."
]
},
{
"name": "Tether Vine",
"entries": [
"A gallows tree zombie is connected to the gallows tree that created it by a sinewy vine. This vine can be lengthened to allow the zombie to move up to 100 feet from the tree. The vine has AC 14 and 10 hit points. Harming the vine deals no damage to the gallows tree zombie or the gallows tree, but if severed, does prevent the zombie from using its regeneration."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A gallows tree zombie attacks once with its fists and can create one spore cloud."
]
},
{
"name": "Fists",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 13 ({@dice 2d8+4}) bludgeoning damage."
]
},
{
"name": "Spore Cloud (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 5 ft. cube adjacent to zombie, creatures in cube. Hit: a creature in the cloud of spores must make a successful DC 11 Constitution saving throw or suffer the effect of a slow spell lasting 6 rounds (no concentration required). When the slow effect ends, the target takes 4 ({@dice 1d8}) poison damage, or half damage with a successful DC 11 Constitution saving throw."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Gallows%20Tree%20Zombie.png"
},
{
"name": "Gnarlwood",
"size": "H",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 132,
"formula": "11d12+55"
},
"speed": {
"walk": 30
},
"str": 22,
"dex": 9,
"con": 20,
"int": 13,
"wis": 13,
"cha": 8,
"skill": {
"perception": "+4",
"stealth": "+5"
},
"resist": [
"bludgeoning",
"piercing"
],
"vulnerable": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Common",
"cr": "8",
"page": 123,
"trait": [
{
"name": "Protected from Good",
"entries": [
"Good-aligned creatures have tactical disadvantage when attacking a gnarlwood, and it can't be charmed, frightened, or possessed by a good-aligned creature."
]
},
{
"name": "Rend",
"entries": [
"If a single target is hit by two of the gnarlwood's clawed branch attacks in a single turn, that target automatically takes an additional 15 ({@dice 2d8+6}) slashing damage and is grappled."
]
},
{
"name": "Unhallowed Aura",
"entries": [
"When an undead creature within 30 feet of a gnarlwood attacks or makes a saving throw, it can roll {@dice 1d4} along with its d20 and add the results together."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A gnarlwood attacks four times with clawed branches, or it uses a spell-like ability."
]
},
{
"name": "Clawed Branch",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 5 ft., one creature. Hit: 15 ({@dice 2d8+6}) slashing damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"The gnarlwood's innate spellcasting ability is Wisdom (spell save DC 12, {@hit 4} to hit with spell attacks). The gnarlwood doesn't need material components to use these abilities."
],
"will": [
"{@spell ray of sickness}"
],
"daily": {
"3e": [
"{@spell animate dead}",
"{@spell blight}",
"{@spell inflict wounds}"
],
"1e": [
"{@spell circle of power}",
"{@spell dispel evil and good}"
]
},
"weekly": {
"1": [
"{@spell circle of death}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Gnarlwood.png"
},
{
"name": "Green Brain",
"size": "S",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
12
],
"hp": {
"average": 17,
"formula": "5d6"
},
"speed": {
"walk": 10,
"fly": 30
},
"str": 6,
"dex": 14,
"con": 10,
"int": 7,
"wis": 12,
"cha": 16,
"immune": [
"psychic"
],
"conditionImmune": [
"frightened",
"stunned",
"unconscious"
],
"senses": "truesight 60 ft.",
"passive": 1,
"languages": "Telepathy",
"cr": "1",
"page": 134,
"trait": [
{
"name": "Psychic Waves (1/Day)",
"entries": [
"As an action, a green brain can emit a pulse of psychic energy to debilitate and disarm potential foes. The pulse affects all creatures with Int 3 or higher within 50 feet of the green brain.",
"\" Every creature in the affected area must make a successful DC 13 Intelligence saving throw or be affected as if poisoned until the start of the green brain's next turn. This is a psychic effect, not poison, so resistance to poison provides no defense against it.",
"\" Every creature in the affected area must make a successful DC 13 Dexterity saving throw or drop everything it is holding in its hands.",
"Every spellcaster in the affected area must make a successful DC 13 Constitution saving throw or be unable to cast spells for {@dice 1d4} rounds."
]
}
],
"action": [
{
"name": "Psychic Bolt",
"entries": [
"Ranged Attack: automatic hit, range 50 ft., one creature. Hit: 12 ({@dice 2d8+3}) psychic damage, or half damage if the target makes a successful DC 13 Intelligence saving throw."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Green%20Brain.png"
},
{
"name": "Hangman Tree",
"size": "H",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 92,
"formula": "8d12+40"
},
"speed": {
"walk": 10
},
"str": 20,
"dex": 7,
"con": 20,
"int": 6,
"wis": 12,
"cha": 10,
"resist": [
"bludgeoning",
"piercing"
],
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"prone",
"stunned",
"unconscious"
],
"vulnerable": [
"lightning"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common",
"cr": "7",
"page": 140,
"trait": [
{
"name": "Hang",
"entries": [
"When a creature fails the saving throw from a constriction attack, the hangman tree hoists it off the ground by the vine around the target's neck. The creature is still grappled, and it runs out of breath and begins suffocating."
]
},
{
"name": "Paralyzed by Cold",
"entries": [
"A hangman tree is paralyzed for 1 round if it fails a Constitution saving throw after taking cold damage. The DC of the saving throw equals the spellcaster's standard DC."
]
},
{
"name": "Slowed by Darkness",
"entries": [
"Spells that engulf the hangman tree in darkness affect it as the slow spell for {@dice 1d4} rounds."
]
},
{
"name": "Vines",
"entries": [
"The vines of a hangman tree have AC 15 and 10 hit points. Only slashing damage affects them. Damage done to a vine is not subtracted from the hangman tree's overall total and does not reduce its number of vine attacks (the tree has plenty of vines to replace any that are severed)."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A hangman tree attacks four times with vines and constriction in any mix, or it can release hallucinatory spores (see below)."
]
},
{
"name": "Vine",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 15 ft., one creature. Hit: 9 ({@dice 1d8+5}) bludgeoning damage and the target must make a successful DC 16 Dexterity saving throw or be grappled. Because the tree seizes targets by the neck, a creature grappled by the hangman tree can't speak or cast spells with verbal components."
]
},
{
"name": "Constriction",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the hangman tree at the start of the tree's turn. Hit: 9 ({@dice 1d8+5}) bludgeoning damage and the target must make a successful DC 16 Strength saving throw or be lifted off the ground and hanged (see above)."
]
},
{
"name": "Hallucinatory Spores",
"entries": [
"Area Attack: automatic hit, range 50 ft. cloud centered on tree, creatures in range. Hit: creatures must make successful DC 16 Wisdom saving throws or be charmed by the tree for {@dice 2d6} minutes. Affected creatures believe the tree to be of some ordinary sort (or to be a treant or other friendly tree creature). An affected creature won't attack the hangman tree for any reason while charmed. A successful saving throw renders a creature immune to this tree's hallucinatory spores for 24 hours."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Hangman%20Tree.png"
},
{
"name": "Jupiter Bloodsucker",
"size": "M",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 8,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 26,
"formula": "4d8+8"
},
"speed": {
"walk": 5
},
"str": 12,
"dex": 5,
"con": 14,
"int": 1,
"wis": 10,
"cha": 10,
"save": {
"con": "+4"
},
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"stunned",
"unconscious"
],
"vulnerable": [
"fire"
],
"senses": "tremorsense 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1",
"page": 152,
"action": [
{
"name": "Multiattack",
"entries": [
"A Jupiter bloodsucker makes five melee attacks."
]
},
{
"name": "Vine",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d8+1}) piercing damage and the target is grappled."
]
},
{
"name": "Smother",
"entries": [
"Melee Attack: {@hit +3} to hit, one creature grappled by the Jupiter bloodsucker. Hit: The target must make a successful DC 11 Constitution saving throw or it begins suffocating. Suffocation continues for as long as the creature is grappled by the Jupiter bloodsucker."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Jupiter%20Bloodsucker.png"
},
{
"name": "Kampfult",
"size": "M",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 32,
"formula": "5d8+10"
},
"speed": {
"walk": 10
},
"str": 16,
"dex": 12,
"con": 14,
"int": 6,
"wis": 12,
"cha": 6,
"resist": [
{
"resist": [
"bludgeoning"
],
"note": "damage from nonmagical weapons"
}
],
"vulnerable": [
"fire"
],
"senses": "tremorsense 60 ft.",
"passive": 1,
"languages": "Sylvan (understands but can't speak)",
"cr": "2",
"page": 154,
"action": [
{
"name": "Multiattack",
"entries": [
"A kampfult attacks six times with branches. Each branch can either slam or constrict."
]
},
{
"name": "Slam",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d4+3}) bludgeoning damage and the target must make a successful DC 13 Strength saving throw or be grappled."
]
},
{
"name": "Constriction",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the kampfult at the start of the kampfult's turn. Hit: 7 ({@dice 1d8+3}) bludgeoning damage and the target is grappled and restrained."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Kampfult.png"
},
{
"name": "Kelpie",
"size": "M",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
12
],
"hp": {
"average": 27,
"formula": "5d8+5"
},
"speed": {
"walk": 20,
"swim": 30
},
"str": 13,
"dex": 14,
"con": 12,
"int": 8,
"wis": 13,
"cha": 17,
"skill": {
"deception": "+5",
"persuasion": "+5"
},
"resist": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common, Sylvan, telepathy",
"cr": "1",
"page": 156,
"trait": [
{
"name": "Amphibious",
"entries": [
"A kelpie can breathe equally well in air or underwater."
]
},
{
"name": "Charm (1/Day)",
"entries": [
"As an action, a kelpie can force a humanoid who can see the kelpie or hear her voice to make a DC 13 Wisdom saving throw. If the save succeeds, the creature is immune to kelpie charm for 24 hours. If the save fails, the victim is charmed by the kelpie for 24 hours (the saving throw is not repeated each round, as it is with the kelpie's claw attack). A charmed creature perceives the kelpie as a beautiful and alluring creature and wants nothing more than to sit adoringly by its side, even if that means diving underwater and staying there forever. The charm is broken if the kelpie is killed or knocked unconscious, or if dispel magic, lesser restoration, or comparable magic is used on the charmed creature."
]
},
{
"name": "Reshape Form",
"entries": [
"A kelpie can assume four different physical forms. The first is simply a mass of tangled seaweed. The second is a female of any Small or Medium humanoid race, or a semihuman form in which she appears as a person from the waist up but from the hips down, she is still a tangle of seaweed. The third form is a hippocampus (see that entry). The fourth form is a Large horse. In each form, the kelpie retains all of her special abilities. Kelpies do not polymorph as true shapechangers do, they simply reshape the seaweed of their bodies. In all of her forms, a kelpie's flesh or fur has a greenish cast and her features are slightly distorted, but this distortion is usually perceived as a strikingly beautiful exoticness. A nearby observer can spot the true nature of the creature with a successful DC 13 Wis (Perception) check, provided they're suspicious in the first place and are not charmed."
]
},
{
"name": "Telepathy",
"entries": [
"A kelpie can communicate telepathically to a range of 1 mile with any creature she's touched who is not immune to her charm."
]
}
],
"action": [
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) slashing damage and a humanoid target must make a successful DC 13 Wisdom saving throw or be charmed by the kelpie. The effect is the same as the kelpie's charm ability (see above), but a humanoid charmed by this attack can repeat the saving throw at the end of each of its turns; the charm is broken by a successful save. Charming from the claw attack is unlimited."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Kelpie.png"
},
{
"name": "Olive Slime Zombie",
"size": "M",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
9
],
"hp": {
"average": 26,
"formula": "4d8+8"
},
"speed": {
"walk": 20
},
"str": 12,
"dex": 8,
"con": 14,
"int": 3,
"wis": 6,
"cha": 4,
"immune": [
"lightning",
"piercing",
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"stunned",
"unconscious"
],
"vulnerable": [
"acid",
"cold",
"fire"
],
"senses": "darkvision 60 ft.",
"passive": -2,
"languages": "None",
"cr": "1/2",
"page": 177,
"trait": [
{
"name": "Death Throes",
"entries": [
"When a slime zombie is reduced to 0 hit points, it collapses into a full-strength puddle of olive slime."
]
},
{
"name": "Telepathic Bond",
"entries": [
"A slime zombie is linked telepathically with the patch of olive slime that created it and with all other slime zombies linked to that patch of olive slime. This link has a maximum range of 20 miles. The slime zombie and olive slime must be on the same plane of existence."
]
},
{
"name": "Olive Slime Infestation",
"entries": [
"Any amount of olive slime that remains in contact with a potential victim for more than two minutes charms the victim and alters his or her thinking patterns so that the host's main concern becomes feeding and protecting the olive slime\"including keeping the slime hidden from companions. If anyone tries to remove the olive slime from the host, the host does whatever is required to protect the slime, whether it's running away or fighting back. As long as the host is alive and conscious, it will do everything in its power to protect the slime, including knocking out or even killing its friends. An infested creature suffers the following effects.",
"\" It loses 1 point of Constitution immediately when the infestation begins and another {@dice 1d6} points of Constitution at the end of each 24-hour period, as the growing olive slime replaces the creature's skin, muscle, and organs with olive slime. The olive slime gains hit points equal to the number of Constitution points lost by the victim.",
"\" The host must double its normal food intake or lose 1 extra point of Constitution after each 24 hours. Also, the host does not recover hit points or hit dice after a long rest if it didn't double its food intake.",
"\" If the host's Constitution drops to 0, the host dies. Five minutes later, its body reanimates as an olive slime zombie.",
"Olive slime can be burned, cut away, or frozen. Anything that damages the olive slime deals half damage to its host (before doubling for vulnerability in the case of acid, cold, or fire damage). Greater restoration ends the olive slime's charm effect for two minutes; during that time, the victim can cooperate with attempts to remove the slime."
]
}
],
"action": [
{
"name": "Fist",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d8+1}) bludgeoning damage and the target must make a successful DC 15 Wisdom saving throw to notice the olive slime smeared on it. If the olive slime is noticed and removed immediately, it has no effect. If the olive slime is not noticed and removed within two minutes, the creature loses 1 point of Constitution and is infested with olive slime; see above."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Olive%20Slime%20Zombie.png"
},
{
"name": "Quickwood",
"size": "H",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 149,
"formula": "13d12+65"
},
"speed": {
"walk": 10
},
"str": 20,
"dex": 7,
"con": 20,
"int": 10,
"wis": 13,
"cha": 11,
"save": {
"dex": "+4",
"con": "+5"
},
"resist": [
"bludgeoning",
"piercing"
],
"immune": [
"lightning",
"psychic"
],
"conditionImmune": [
"charmed",
"stunned",
"unconscious"
],
"vulnerable": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common, Sylvan",
"cr": "8",
"page": 190,
"trait": [
{
"name": "Fear Aura",
"entries": [
"If a quickwood makes a successful saving throw against a spell that would have damaged it, the quickwood takes no damage but instead absorbs some of the spells energy and immediately releases it as a fear spell in a 30-foot radius instead of a cone. Saving throws against this fear are made against DC 12."
]
},
{
"name": "Grasping Roots",
"entries": [
"A creature grappled by a quickwood can break free with a successful DC 16 Strength (Athletics) or Dexterity (Acrobatics) check or by inflicting 10 slashing damage against the grappling root, thereby severing it from the plant. Roots have AC 14. Damage done to a root is not subtracted from the plants overall hit points, and severing a root doesnt reduce the quickwoods number of root attacks. If a creature is grappled by more than one root, each root must be severed or overpowered individually."
]
},
{
"name": "Remote Sensing",
"entries": [
"A quickwood can see and hear through any normal oak tree within 360 feet of the quickwood. It can see and hear through up to ten oak trees at a time, and it can drop one tree and add another as a bonus action once per round. An oak tree utilized as a magical sensor develops a vaguely humanlike visage on its trunk that seems to peer around itself."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A quickwood bites once and attacks four times with its roots."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 18 ({@dice 3d8+5}) piercing damage. This attack roll has tactical advantage against a target thats grappled by the quickwood."
]
},
{
"name": "Root",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 30 ft., one creature. Hit: 10 ({@dice 1d10+5}) bludgeoning damage and the target must make a successful DC 16 Dexterity saving throw or be grappled and dragged 15 feet closer to the quickwood. This attack roll has tactical advantage against a target thats already grappled by the quickwood."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Quickwood.png"
},
{
"name": "Scythe Tree",
"size": "H",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 76,
"formula": "8d12+24"
},
"speed": {
"walk": 20
},
"str": 20,
"dex": 8,
"con": 17,
"int": 10,
"wis": 13,
"cha": 12,
"save": {
"con": "+6"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"prone",
"stunned",
"unconscious"
],
"vulnerable": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Sylvan, Treant",
"cr": "5",
"page": 198,
"action": [
{
"name": "Multiattack",
"entries": [
"A scythe tree attacks three times with branches."
]
},
{
"name": "Branch",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 10 ft., one creature. Hit: 12 ({@dice 2d6+5}) slashing damage. A scythe tree scores a critical hit if the attack roll is a natural 19 or 20."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Scythe%20Tree.png"
},
{
"name": "Tendriculos",
"size": "L",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
8
],
"hp": {
"average": 93,
"formula": "11d10+33"
},
"speed": {
"walk": 20
},
"str": 14,
"dex": 6,
"con": 16,
"int": 2,
"wis": 10,
"cha": 4,
"skill": {
"athletics": "+4"
},
"resist": [
"bludgeoning",
"slashing"
],
"immune": [
"poison",
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"poisoned",
"prone",
"restrained",
"stunned",
"unconscious"
],
"vulnerable": [
"fire"
],
"passive": 10,
"languages": "None",
"cr": "4",
"page": 224,
"trait": [
{
"name": "Camouflage",
"entries": [
"Until it attacks or is set afire, a tendriculos is indistinguishable from a normal haystack."
]
},
{
"name": "Swallow",
"entries": [
"A swallowed creature is blinded and restrained. It takes 7 ({@dice 1d8+3}) bludgeoning damage plus 4 ({@dice 1d8}) acid damage automatically at the start of each of the tendriculoss turns. One Medium creature or two Small creatures can be inside the tendriculos at one time. A swallowed creature is unaffected by anything happening outside the tendriculos or by attacks from outside it, with one exception; if the tendriculos takes fire damage, creatures inside it take half as much fire damage. A swallowed creature can get out of the tendriculos by using 5 feet of movement, but only after the tendriculos is dead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A tendriculos attacks twice with tendrils and makes one swallow attack, if it can. Having creatures grappled doesnt reduce the tendriculoss number of tendril attacks."
]
},
{
"name": "Tendril",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 10 ft., one creature. Hit: 6 ({@dice 1d8+2}) bludgeoning damage and the target must make a successful DC 12 Dexterity saving throw or be grappled. A creature grappled by more than one tendril is also restrained."
]
},
{
"name": "Swallow",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the tendriculos at the start of the tendriculoss turn. Hit: the grappled creature is dragged to the tendriculoss mouth and swallowed (see Swallow, above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Tendriculos.png"
},
{
"name": "Lightning Treant",
"size": "H",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 105,
"formula": "10d12+40"
},
"speed": {
"walk": 30
},
"str": 20,
"dex": 7,
"con": 19,
"int": 10,
"wis": 14,
"cha": 10,
"save": {
"dex": "+1",
"con": "+7"
},
"resist": [
"bludgeoning",
"fire",
"piercing"
],
"immune": [
"lightning",
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 2,
"languages": "Common, Deep Speech, Sylvan",
"cr": "6",
"page": 231,
"trait": [
{
"name": "Electric Healing",
"entries": [
"A lightning treant is immune to lightning damage, but for every 3 points of lightning damage an attack should cause, the lightning treant heals 1 hit point. Excess healing is gained as temporary hit points."
]
},
{
"name": "Regeneration",
"entries": [
"A lightning treant regains 5 hit points at the start of each of its turns."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A lightning treant attacks twice with limbs."
]
},
{
"name": "Limb",
"entries": [
"Melee Attack: {@hit +8} to hit, reach 5 ft., one creature,. Hit: 9 ({@dice 1d8+5}) bludgeoning damage plus 3 ({@dice 1d6}) lightning damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"The lightning treant's innate spellcasting ability is Wisdom (spell save DC 13, {@hit 5} to hit with spell attacks). The lightning treant doesnt need material components to use these abilities."
],
"will": [
"{@spell enlarge/reduce}",
"{@spell faerie fire}"
],
"daily": {
"1": [
"{@spell chain lightning}"
],
"3e": [
"{@spell call lightning}",
"{@spell lightning bolt}",
"{@spell protection from energy}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Lightning%20Treant.png"
},
{
"name": "Tri-FLower Frond",
"size": "M",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 19,
"formula": "3d8+6"
},
"speed": {
"walk": 0
},
"str": 14,
"dex": 10,
"con": 14,
"int": 0,
"wis": 10,
"cha": 2,
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"prone",
"stunned",
"unconscious"
],
"senses": "tremorsense 30 ft.",
"passive": 10,
"languages": "None",
"cr": "1/2",
"page": 232,
"trait": [
{
"name": "Camouflage",
"entries": [
"A tri-flower frond looks like a normal, if exotic, flowering plant. Until it attacks, its dangerous nature can be recognized only with close inspection and a successful DC 15 Intelligence (Nature) check. Once characters have fought these plants, they can be recognized again on sight."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A tri-flower frond makes two melee attacks."
]
},
{
"name": "Tranquilizing Tendrils",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) piercing damage and the target must make a successful DC 12 Constitution saving throw or become unconscious. This is a poison effect; resistance or immunity to sleep effects dont apply against it. The creature remains unconscious for one hour or until wakened with a successful DC 10 Wisdom (Medicine) check."
]
},
{
"name": "Digestive Juice",
"entries": [
"Melee Attack: automatic hit, reach 5 ft., one unconscious creature. Hit: 3 ({@dice 1d6}) acid damage."
]
},
{
"name": "Fluid Drain",
"entries": [
"Melee Attack: automatic hit, reach 5 ft., one unconscious creature. Hit: the target is grappled and its Constitution score is reduced by {@dice 1d3} points. A creature dies if its Constitution is reduced to 0."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Tri-FLower%20Frond.png"
},
{
"name": "Vampire Rose",
"size": "S",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
9
],
"hp": {
"average": 27,
"formula": "5d6+10"
},
"speed": {
"walk": 5
},
"str": 12,
"dex": 8,
"con": 14,
"int": 1,
"wis": 13,
"cha": 10,
"skill": {
"athletics": "+5"
},
"resist": [
{
"resist": [
"bludgeoning"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"piercing",
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"prone",
"stunned",
"unconscious"
],
"vulnerable": [
"slashing"
],
"senses": "tremorsense 60 ft.",
"passive": 1,
"languages": "None",
"cr": "1/4",
"page": 238,
"trait": [
{
"name": "Camouflage",
"entries": [
"A vampire rose is indistinguishable from a normal rose bush until it moves or attacks."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A vampire rose makes one thorn attack, and it drains blood from every creature it has grappled."
]
},
{
"name": "Thorns",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 3 ({@dice 1d4+1}) piercing damage and the target is grappled. The vampire rose can have any number of creatures grappled and still make one thorn attack per turn. The DC to escape this grapple is 11."
]
},
{
"name": "Blood Drain",
"entries": [
"Melee Attack: automatic hit, all creatures grappled by the vampire rose at the start of the vampire roses turn. Hit: 4 ({@dice 1d6+1}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Vampire%20Rose.png"
},
{
"name": "Widow Creeper",
"size": "L",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 133,
"formula": "14d10+56"
},
"speed": {
"walk": 30,
"climb": 20
},
"str": 21,
"dex": 12,
"con": 18,
"int": 5,
"wis": 10,
"cha": 13,
"save": {
"wis": "+4"
},
"skill": {
"perception": "+8",
"stealth": "+3"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft., plantsense 120 ft.",
"passive": 18,
"languages": "None",
"cr": "10",
"page": 247,
"trait": [
{
"name": "Charm Plants",
"entries": [
"All plant creatures with Intelligence 3 or higher that come within 50 feet of a widow creeper must make a successful DC 12 Wisdom saving throw or be charmed by it for 24 hours."
]
},
{
"name": "Entangle (recharge 6)",
"entries": [
"As a bonus action, a widow creeper can cast the spell entangle (DC 13 to escape)."
]
},
{
"name": "Plantsense",
"entries": [
"A widow creeper can pinpoint the location of anything within 120 feet that is in contact with vegetation. This ability functions identically to tremorsense, but uses plants as its medium instead of earth."
]
},
{
"name": "Woodland Stride",
"entries": [
"A widow creeper can move through thorns, briars, dense brush, and similar terrain at its normal speed without being hindered, slowed down, or injured. This includes terrain that is magically manipulated."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A widow creeper attacks twice."
]
},
{
"name": "Vines",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 15 ft., one creature,. Hit: 21 ({@dice 3d10+5}) piercing damage. If both vine attacks hit the same target, the creature must make a successful DC 17 Dexterity saving throw or be grappled."
]
},
{
"name": "Brain Fluid Drain",
"entries": [
"Melee Attack: {@hit +9} to hit, reach 5 ft., one restrained or grappled creature. Hit: 18 ({@dice 3d8+5}) piercing damage and the target loses 1 point of Intelligence."
]
},
{
"name": "Webs (Recharge 5—6)",
"entries": [
"Ranged Attack: {@hit +5} to hit, range 30 ft./60 ft., one creature. Hit: The target is restrained by plant-fiber webs. A webbed creature can use its action to attempt a DC 17 Strength (Athletics) check to escape. The web can also be destroyed by 15 points of slashing or fire damage against AC 10."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Widow%20Creeper.png"
},
{
"name": "Witch Grass",
"size": "S",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
5
],
"hp": {
"average": 3,
"formula": "1d6"
},
"speed": {
"walk": 0
},
"str": 0,
"dex": 0,
"con": 0,
"int": 0,
"wis": 0,
"cha": 0,
"conditionImmune": [
"blinded",
"charmed",
"deafened",
"exhaustion",
"frightened",
"paralyzed",
"poisoned",
"prone",
"restrained",
"stunned",
"unconscious"
],
"passive": -5,
"cr": "0",
"page": 248,
"trait": [
{
"name": "Defenseless",
"entries": [
"Witch grass plants automatically fail saving throws."
]
},
{
"name": "Magic Damping",
"entries": [
"When an arcane spellcaster tries to cast an arcane spell within 20 feet of a patch of witch grass, the caster must make an Int or Cha saving throw; use the ability most appropriate to the spellcasters class. The DC equals 10 + the size of the patch in 10 ft. squares (see Organization, above). For example, if a wizard tries to cast a spell near a 30-square-foot patch of witch grass, she must make a successful DC 13 Intelligence saving throw. If the save succeeds, the spell is cast normally. If the saving throw fails, the spell is not cast but the spell slot is not expended. Only arcane magic is affected."
]
},
{
"name": "Seeds",
"entries": [
"Witch grass seeds attach themselves to anything they come in contact with. Seeds have the same magic damping effect as the plants, but their range is only 10 feet and the DC to overcome their effect is always 11. The effect lasts for 12 hours, then the seeds lose their potency. A close inspection of clothing and gear, plus a successful DC 8 Intelligence (Nature) check, reveals the presence of the seeds. Once theyre identified, seeds can be eliminated by spending an hour washing and thoroughly cleaning clothes, animals, and equipment."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Witch%20Grass.png"
},
{
"name": "Yellow Musk Creeper",
"size": "L",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 25,
"formula": "3d10+9"
},
"speed": {
"walk": 5
},
"str": 18,
"dex": 14,
"con": 17,
"int": 0,
"wis": 10,
"cha": 8,
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"prone",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1",
"page": 250,
"trait": [
{
"name": "Create Yellow Musk Zombie",
"entries": [
"A creature that is charmed by a yellow musk creeper and reduced to Intelligence 0 becomes a yellow musk zombie under the control of the creeper that created it. The transformation takes 1 hour. If the yellow musk creeper is slain before the transformation is complete, the transformation can be prevented by lesser restoration, protection from poison, or comparable poison-negating magic."
]
},
{
"name": "Rejuvenation",
"entries": [
"A yellow musk creeper can be killed only if its root is dug up and burned, hacked apart, or otherwise destroyed. Reducing the creeper to 0 hit points puts it out of commission so that its root can be dug up safely. The root is a Small bulb with AC 5 and 10 hit points. If the root is not destroyed, the plant regrows in two weeks."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A yellow musk creeper attacks twice with tendrils and sprays pollen once."
]
},
{
"name": "Tendril",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) piercing damage. If the target is charmed by the yellow musk creeper, it also loses {@dice 1d4} Intelligence points; see Create Yellow Musk Zombie, above."
]
},
{
"name": "Pollen",
"entries": [
"Ranged Attack: automatic hit, range 30 ft., one creature. Hit: the target must make a successful DC 13 Constitution saving throw or be incapacitated and charmed by the yellow musk creeper for {@dice 1d4} minutes. Charmed creatures must approach the yellow musk creeper and dont resist its attacks; the creepers tendril attacks have tactical advantage against them."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Yellow%20Musk%20Creeper.png"
},
{
"name": "Yellow Musk Zombie",
"size": "M",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
9
],
"hp": {
"average": 19,
"formula": "3d8+6"
},
"speed": {
"walk": 20
},
"str": 15,
"dex": 8,
"con": 14,
"int": 2,
"wis": 10,
"cha": 1,
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/4",
"page": 251,
"trait": [
{
"name": "Link to Creator",
"entries": [
"A yellow musk zombie can never move more than 200 feet away from the yellow musk creeper that created it. If it is forced to do so, it dies. The exception to this restriction is when the yellow musk creeper separates from the zombie so the zombie can seek out a location for a new creeper to take root."
]
}
],
"action": [
{
"name": "Fist or Weapon",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) bludgeoning damage (type can vary by weapon)"
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Yellow%20Musk%20Zombie.png"
},
{
"name": "Strangle Weed",
"size": "L",
"type": {
"type": "plant",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
10
],
"hp": {
"average": 34,
"formula": "4d10+12"
},
"speed": {
"swim": 5
},
"str": 14,
"dex": 10,
"con": 16,
"int": 2,
"wis": 12,
"cha": 6,
"resist": [
"fire"
],
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"prone",
"stunned",
"unconscious"
],
"senses": "tremorsense 30 ft.",
"passive": 1,
"languages": "None",
"cr": "2",
"page": 218,
"trait": [
{
"name": "Camouflage",
"entries": [
"Because strangle weed looks like normal seaweed, it can be recognized as hazardous before it attacks only with a successful DC 20 Intelligence (Nature) or Wisdom (Survival) check."
]
},
{
"name": "Strangling",
"entries": [
"As a bonus action, a strangle weed can strangle one creature that was already grappled at the start of the strangle weeds turn. The strangle weed drags the grappled creature underwater and wraps {@dice 1d6} additional fronds around the target, which becomes grappled and restrained. The DC to escape from this grapple equals 10 plus 2 per frond restraining the creature. A restrained creature takes 6 ({@dice 1d8+2}) bludgeoning damage at the start of each of its turns, and it can also be targeted by frond attacks. Strangling fronds have AC 10 and can be severed individually by 4 slashing damage each."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A strangle weed makes {@dice 1d4} melee attacks. The number of attacks is determined each round."
]
},
{
"name": "Frond",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 20 ft., one creature. Hit: 5 ({@dice 1d6+2}) bludgeoning damage and the target must make a successful DC 12 Dexterity saving throw or be grappled. Also see Strangling, above."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Strangle%20Weed.png"
},
{
"name": "Fungoid",
"size": "M",
"type": {
"type": "plant",
"tags": [
"fungus"
]
},
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 45,
"formula": "6d8+18"
},
"speed": {
"walk": 30
},
"str": 19,
"dex": 12,
"con": 17,
"int": 4,
"wis": 11,
"cha": 6,
"resist": [
"lightning",
{
"resist": [
"piercing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft., tremorsense 60 ft.",
"passive": 10,
"languages": "Common (Understands but can't speak)",
"cr": "2",
"page": 108,
"action": [
{
"name": "Multiattack",
"entries": [
"A fungoid attacks twice with fists."
]
},
{
"name": "Fist",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d10+4}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Fungoid.png"
},
{
"name": "Fungus Bat",
"size": "M",
"type": {
"type": "plant",
"tags": [
"fungus"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
11
],
"hp": {
"average": 16,
"formula": "3d8+3"
},
"speed": {
"walk": 30,
"fly": 60
},
"str": 11,
"dex": 12,
"con": 13,
"int": 1,
"wis": 10,
"cha": 1,
"immune": [
"psychic"
],
"conditionImmune": [
"frightened",
"stunned",
"unconscious"
],
"senses": "blindsight 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/4",
"page": 109,
"trait": [
{
"name": "Fungus Bat Poison",
"entries": [
"A creature that fails a DC 11 Consti saving throw against fungus bat poison suffers the usual effects of being poisoned. In addition, if the creature typically moves around on legs, it loses the use of its legs for {@dice 1d4} rounds. It falls prone immediately, and it can't stand up again until after the {@dice 1d4} rounds have elapsed. A successful saving throw against fungus bat poison does not impart any immunity against future poisonings."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d8+1}) piercing damage and the target must make a successful DC 11 Constitution saving throw or suffer the effect of fungus bat poison (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Fungus%20Bat.png"
},
{
"name": "Fungus Gargoyle",
"size": "M",
"type": {
"type": "plant",
"tags": [
"fungus"
]
},
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 52,
"formula": "7d8+21"
},
"speed": {
"walk": 30,
"fly": 60
},
"str": 14,
"dex": 14,
"con": 17,
"int": 6,
"wis": 11,
"cha": 7,
"save": {
"wis": "+2"
},
"skill": {
"stealth": "+4"
},
"resist": [
"bludgeoning",
"fire"
],
"immune": [
"psychic"
],
"conditionImmune": [
"frightened",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft., tremorsense 60 ft (while motionless)",
"passive": 10,
"languages": "Common (understands but can't speak)",
"cr": "3",
"page": 114,
"trait": [
{
"name": "Sickening Aura",
"entries": [
"A fungus gargoyle stinks like rotting vegetable matter. Creatures that begin their turn within 10 feet of a fungus gargoyle must make a successful DC 13 Constitution saving throw or become poisoned for as long as they remain within 10 feet of any fungus gargoyle and for {@dice 1d4} rounds afterward."
]
},
{
"name": "Spore Poisoning",
"entries": [
"A creature affected by spore poisoning must make a DC 13 Constitution saving throw at the end of every hour. On a successful saving throw, there is no effect; on a failed saving throw, the creature adds one level of exhaustion to its current exhaustion level. A creature can't recover from exhaustion while suffering from spore poisoning. The character recovers from exhaustion by normal means once the poison is neutralized with magic."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A fungus gargoyle attacks twice with claws or once with spore breath."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d10+2}) slashing damage."
]
},
{
"name": "Spore Breath (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, range 10 ft. line, creatures in line. Hit: affected creatures must make a successful DC 13 Constitution saving throw or gain one level of exhaustion and suffer spore poisoning (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Fungus%20Gargoyle.png"
},
{
"name": "Mandragora",
"size": "S",
"type": {
"type": "plant",
"tags": [
"fungus"
]
},
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
11
],
"hp": {
"average": 4,
"formula": "1d6+1"
},
"speed": {
"walk": 30,
"burrow": 15
},
"str": 11,
"dex": 13,
"con": 13,
"int": 8,
"wis": 10,
"cha": 9,
"resist": [
"fire"
],
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft., tremorsense 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/8",
"page": 167,
"action": [
{
"name": "Tentacles",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 3 ({@dice 1d4+1}) bludgeoning damage and the target must make a successful DC 11 Dexterity saving throw or be grappled.,Sragulation. Melee Attack: automatic hit (one creature already grappled by the mandragora at the start of the mandragora's turn). Hit: {@dice 1d6+1} bludgeoning damage."
]
},
{
"name": "Stragulation",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the mandragoraat the start of the mandragora's turn. Hit: 4 ({@dice 1d6+1}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Mandragora.png"
},
{
"name": "Olive Slime",
"size": "L",
"type": {
"type": "plant",
"tags": [
"fungus"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
11
],
"hp": {
"average": 14,
"formula": "4d10-8"
},
"speed": {
"walk": 0
},
"str": 1,
"dex": 12,
"con": 6,
"int": 1,
"wis": 10,
"cha": 4,
"skill": {
"stealth": "+5"
},
"immune": [
"lightning",
"piercing",
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"prone",
"stunned",
"unconscious"
],
"vulnerable": [
"acid",
"cold",
"fire"
],
"senses": "tremorsense 30 ft.",
"passive": 10,
"languages": "None",
"cr": "0",
"page": 176,
"trait": [
{
"name": "Olive Slime Defenses",
"entries": [
"The armor class and hit points listed above are for a Large patch of olive slime in its native environment. Olive slime on a victim has the victim's AC and hit points equal to the number of Constitution points the victim has lost."
]
},
{
"name": "Olive Slime Infestation",
"entries": [
"Any amount of olive slime that remains in contact with a potential victim for more than two minutes charms the victim and alters his or her thinking patterns so that the host's main concern becomes feeding and protecting the olive slime\"including keeping the slime hidden from companions. If anyone tries to remove the olive slime from the host, the host does whatever is required to protect the slime, whether it's running away or fighting back. As long as the host is alive and conscious, it will do everything in its power to protect the slime, including knocking out or even killing its friends. An infested creature suffers the following effects.",
"\" It loses 1 point of Constitution immediately when the infestation begins and another {@dice 1d6} points of Constitution at the end of each 24-hour period, as the growing olive slime replaces the creature's skin, muscle, and organs with olive slime. The olive slime gains hit points equal to the number of Constitution points lost by the victim.",
"\" The host must double its normal food intake or lose 1 extra point of Constitution after each 24 hours. Also, the host does not recover hit points or hit dice after a long rest if it didn't double its food intake.",
"\" If the host's Constitution drops to 0, the host dies. Five minutes later, its body reanimates as an olive slime zombie.",
"Olive slime can be burned, cut away, or frozen. Anything that damages the olive slime deals half damage to its host (before doubling for vulnerability in the case of acid, cold, or fire damage). Greater restoration ends the olive slime's charm effect for two minutes; during that time, the victim can cooperate with attempts to remove the slime."
]
}
],
"action": [
{
"name": "Drop",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 30 ft., one creature beneath the olive slime. Hit: target creature must make a successful DC 15 Wisdom saving throw to notice the olive slime that dripped onto it. If the olive slime is noticed and removed immediately, it has no effect. If the olive slime is not noticed and removed within two minutes, the creature loses 1 point of Constitution and is infested with olive slime; see above."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Olive%20Slime.png"
},
{
"name": "Phycomid",
"size": "S",
"type": {
"type": "plant",
"tags": [
"fungus"
]
},
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
10
],
"hp": {
"average": 22,
"formula": "5d6+5"
},
"speed": {
"walk": 10
},
"str": 8,
"dex": 10,
"con": 13,
"int": 0,
"wis": 11,
"cha": 1,
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"prone",
"stunned",
"unconscious"
],
"senses": "tremorsense 30 ft.",
"passive": 10,
"languages": "None",
"cr": "1/2",
"page": 182,
"trait": [
{
"name": "Spore Infection",
"entries": [
"A creature that fails the DC 11 Constitution saving throw against a phycomid's fluid glob attack is infected with the plant's spores. Tiny mushroomlike growths sprout from the creature's body. These look like fine, white hairs at first, but after 10 minutes they become recognizable as distinct mushroom shapes. An infected creature takes 1 acid damage and its maximum number of hit points declines by 1 at the start of each of its turns, until the infestation is ended with a lesser restoration spell or comparable magic, or by spending {@dice 2d4} rounds burning away the phycomid spores or scraping them off with a dagger or other edged weapon. Scraping or burning causes 2 ({@dice 1d4}) slashing or fire damage per round. A creature can't take any other actions during a round when it is destroying a spore infection. If a creature dies while infected, its body immediately sprouts a new, full-strength phycomid."
]
}
],
"action": [
{
"name": "Fluid Glob",
"entries": [
"Ranged Attack: {@hit +2} to hit, range 20 ft., one creature. Hit: 4 ({@dice 1d8}) acid damage and the target must make a successful DC 11 Constitution saving throw or be infected by phycomid spores (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Phycomid.png"
},
{
"name": "Russet Mold",
"size": "M",
"type": {
"type": "plant",
"tags": [
"fungus"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
8
],
"hp": {
"average": 9,
"formula": "2d8"
},
"speed": {
"walk": 0
},
"str": 0,
"dex": 0,
"con": 0,
"int": 0,
"wis": 0,
"cha": 0,
"immune": [
"bludgeoning",
"piercing",
"slashing",
"cold",
"fire",
"necrotic",
"poison",
"psychic"
],
"conditionImmune": [
"blinded",
"charmed",
"deafened",
"frightened",
"paralyzed",
"poisoned",
"prone",
"restrained",
"stunned",
"unconscious"
],
"vulnerable": [
"acid"
],
"passive": -5,
"languages": "None",
"cr": "1/2",
"page": 194,
"trait": [
{
"name": "Camouflage",
"entries": [
"From a distance of 10 feet or more, russet mold is indistinguishable from the normal rust stains that are often seen in damp dungeons and caves. On closer inspection (within 10 feet), it can be identified with a successful DC 15 Intelligence (Nature) check. Once characters are familiar with it (theyve had a prior encounter with russet mold), it can be identified automatically, but this identification still requires close inspection."
]
}
],
"action": [
{
"name": "Spores",
"entries": [
"Area Attack: automatic hit, range 5 ft. radius, all creatures in radius. Hit: each target must make a successful DC 12 Constitution saving throw or take {@dice 2d6} poison damage and become poisoned. While poisoned, a creature repeats the saving throw at the end of each of its turns. On a successful save, the poisoned condition ends; on a failed save, the creature takes another 7 ({@dice 2d6}) poison damage. A creature that dies from this poison damage reanimates 24 hours later, transformed into a vegepygmy commoner. The spores remain active in a dead creatures body, so if a creature is restored to life before it reanimates, it is still poisoned and it continues taking poison damage until the poison is neutralized magically or by a successful save."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Russet%20Mold.png"
},
{
"name": "Shroom",
"size": "S",
"type": {
"type": "plant",
"tags": [
"fungus"
]
},
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 12,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 49,
"formula": "11d6+11"
},
"speed": {
"walk": 25
},
"str": 9,
"dex": 10,
"con": 12,
"int": 19,
"wis": 16,
"cha": 15,
"save": {
"int": "+7",
"cha": "+5"
},
"skill": {
"arcana": "+6",
"nature": "+6",
"medicine": "+5",
"perception": "+5",
"persuasion": "+4"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
},
"bludgeoning"
],
"immune": [
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 15,
"languages": "Common, Deep Speech, Sylvan, Undercommon",
"cr": "4",
"page": 209,
"trait": [
{
"name": "Animate Plants (1/Day)",
"entries": [
"As an action, a shroom can magically animate plants within 50 feet of itself. The effect is identical to the animate objects spell, but only live plants can be animated and the duration is 24 hours."
]
},
{
"name": "Awaken Plants (1/Month)",
"entries": [
"A shroom can magically awaken one plant it touches. The effect is identical to the awaken spell, but only live plants can be awakened."
]
},
{
"name": "Toxic Flesh",
"entries": [
"Any creature that tastes the flesh of a shroom must make a DC 13 Constitution saving throw. If the save succeeds, the creature detects the poison and spits out the morsel before any damage is done. If the save fails, the character is overwhelmed by the deliciousness of the shroom and immediately downs a mouthful, then continues eating in a normal manner until full or until someone stops him or her. An hour after consuming even one bite of shroom flesh, the eater is affected as if by a feeblemind spell. The effect of the toxin can actually turn out to be beneficial in the long run; there is a 5 percent chance that a character who recovers or is restored to sanity after being feebleminded by shroom flesh permanently gains 1 point of Intelligence from the experience. A character can gain this benefit only once."
]
}
],
"action": [
{
"name": "Slam",
"entries": [
"Melee Attack: {@hit +2} to hit, reach 5 ft., one creature. Hit: 3 ({@dice 1d6}) bludgeoning damage."
]
},
{
"name": "Psychic Thrashing",
"entries": [
"Ranged Attack: {@hit +6} to hit, range 100 ft., one creature. Hit: 15 ({@dice 2d10+4}) psychic damage and the target must make a successful DC 14 Intelligence saving throw or be stunned until the end of its next turn."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"The shroom's spellcasting ability is Intelligence (spell save DC 14, {@hit 6} to hit with spell attacks). It doesn't need material components to cast spells. The spells listed below are suggestions; individual shrooms can have different spell selections."
],
"spells": {
"0": {
"spells": [
"{@spell druidcraft}",
"{@spell poison spray}",
"{@spell thorn whip}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell charm person}",
"{@spell detect magic}",
"{@spell entangle}",
"{@spell sleep}",
"{@spell thunderwave}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell barkskin}",
"{@spell enlarge/reduce}",
"{@spell pass without trace}",
"{@spell spike growth}"
]
},
"3": {
"slots": 2,
"spells": [
"{@spell plant growth}",
"{@spell speak with plants}",
"{@spell stinking cloud}"
]
}
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Shroom.png"
},
{
"name": "Vegepygmy Chief",
"size": "M",
"type": {
"type": "plant",
"tags": [
"fungus"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"wicker armor"
]
}
],
"hp": {
"average": 60,
"formula": "8d8+24"
},
"speed": {
"walk": 25
},
"str": 16,
"dex": 14,
"con": 16,
"int": 11,
"wis": 14,
"cha": 14,
"skill": {
"stealth": "+4"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"lightning",
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 2,
"languages": "Unique, understands Undercommon but doesn't speak",
"cr": "3",
"page": 239,
"trait": [
{
"name": "Camouflage",
"entries": [
"A vegepygmy has tactical advantage on Stealth checks in areas with dense vegetation."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A vegepygmy chief makes two melee attacks or two ranged attacks, or one spores attack."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 2d4+3}) slashing damage."
]
},
{
"name": "Spear",
"entries": [
"Ranged Attack: {@hit +5} to hit, range 20 ft./80 ft., one creature. Hit: 7 ({@dice 1d8+3}) piercing damage."
]
},
{
"name": "Spores (Recharge 5—6)",
"entries": [
"Area Attack: automatic hit, 40 ft. cone, creatures in cone,. Hit: targets must make successful DC 13 Constitution saving throws against poison or be paralyzed for {@dice 2d6} rounds. When paralysis ends, affected creatures take 10 ({@dice 3d6}) poison damage, or half damage with a successful DC 13 Constitution saving throw. Creatures that die from the poison damage reanimate 24 hours later as vegepygmy guards. The paralysis can be ended early by magic that neutralizes poison; ending the effect early also eliminates the second saving throw. Plant creatures are immune to this effect."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Vegepygmy%20Chief.png"
},
{
"name": "Vegepygmy Commoner and Worker",
"size": "S",
"type": {
"type": "plant",
"tags": [
"fungus"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 10,
"formula": "3d6"
},
"speed": {
"walk": 25
},
"str": 10,
"dex": 14,
"con": 11,
"int": 7,
"wis": 11,
"cha": 10,
"skill": {
"stealth": "+4"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"lightning",
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Unique, understands Undercommon but doesn't speak",
"cr": "1/8",
"page": 239,
"trait": [
{
"name": "Camouflage",
"entries": [
"A vegepygmy has tactical advantage on Stealth checks in areas with dense vegetation."
]
}
],
"action": [
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) slashing damage."
]
},
{
"name": "Javelin",
"entries": [
"Melee Attack: {@hit +2} to hit, reach 5 ft., one creature. Hit: 2 ({@dice 1d4}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Vegepygmy%20Commoner%20and%20Worker.png"
},
{
"name": "Vegepygmy Guard",
"size": "S",
"type": {
"type": "plant",
"tags": [
"fungus"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"plant fiber armor"
]
}
],
"hp": {
"average": 28,
"formula": "6d6+6"
},
"speed": {
"walk": 25
},
"str": 12,
"dex": 14,
"con": 13,
"int": 10,
"wis": 12,
"cha": 10,
"skill": {
"stealth": "+4"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"lightning",
"psychic"
],
"conditionImmune": [
"charmed",
"frightened",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Unique, understands Undercommon but doesn't speak",
"cr": "1/2",
"page": 239,
"trait": [
{
"name": "Camouflage",
"entries": [
"A vegepygmy has tactical advantage on Stealth checks in areas with dense vegetation."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A vegepygmy guard makes two melee attacks or two ranged attacks."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d6+1}) slashing damage."
]
},
{
"name": "Javelin",
"entries": [
"Ranged Attack: {@hit +4} to hit, range 30 ft./120 ft., one creature. Hit: 4 ({@dice 1d6+1}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Vegepygmy%20Guard.png"
},
{
"name": "Bloody Bones",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 27,
"formula": "6d8"
},
"speed": {
"walk": 30
},
"str": 17,
"dex": 12,
"con": 10,
"int": 11,
"wis": 13,
"cha": 14,
"resist": [
"fire",
"necrotic"
],
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "2",
"page": 31,
"trait": [
{
"name": "Slippery",
"entries": [
"Bloody bones are difficult to grapple or snare because of the constant flow of blood and mucus across their bodies. Webs, magic or otherwise, do not affect bloody bones. A bloody bones has tactical advantage to escape from a grapple, and enemies trying to escape from its grapple have tactical disadvantage."
]
},
{
"name": "Drag with Tendril",
"entries": [
"As a bonus action, a bloody bones can drag each creature grappled by its tendrils 10 feet directly toward the bloody bones. When a creature grappled by the bloody bones's tendrils is within 5 feet of the bloody bones, it can be clawed automatically (no attack roll is necessary). The bloody bones's tendrils can be attacked separately (AC 13); 6 points of slashing damage severs the tendril. This damage affects only the tendril, however, and doesn't reduce the bloody bones's hit points. The monster generates a new tendril to replace the severed one at the start of its next turn."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A bloody bones attacks twice with claws or four times with tendrils."
]
},
{
"name": "Claw",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) slashing damage. This attack hits automatically if the target is grappled by the bloody bones."
]
},
{
"name": "Tendril",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 30 ft., one creature. Hit: 3 ({@dice 1d4}) bludgeoning damage and the target is grappled and can be dragged (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Bloody%20Bones.png"
},
{
"name": "Cimota",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 44,
"formula": "8d8+8"
},
"speed": {
"fly": 60
},
"str": 16,
"dex": 16,
"con": 12,
"int": 13,
"wis": 14,
"cha": 19,
"skill": {
"intimidation": "+6",
"perception": "+4",
"persuasion": "+6"
},
"immune": [
"cold",
"lightning",
"necrotic",
"poison"
],
"conditionImmune": [
"frightened",
"poisoned",
"exhaustion",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Common, Infernal",
"cr": "2",
"page": 59,
"trait": [
{
"name": "Lifesense",
"entries": [
"A cimota notices and locates all living creatures within 60 ft., without effort or error."
]
},
{
"name": "Magic Proof",
"entries": [
"A cimota automatically succeeds on saving throws against spells and magic effects unless it chooses not to."
]
},
{
"name": "Manifestation",
"entries": [
"As an action, a cimota can transport itself from any point on the Material Plane to another point within its defined area or within 300 feet of the artifact to which it is bound. A cimota can also lurk on the Negative Plane, prepared to manifest on the Material Plane if certain conditions are met, such as trespassers entering the area the cimota is doomed to guard. A cimota can't attack or move in the round in which it manifests\"it is effectively stunned until the start of its next turn. When it manifests, it appears as a shifting cloud of shadows that coalesces into its cloaked and hooded form. Until the start of its next turn (the round after it manifests), its shifting form has the effect of a blur spell."
]
},
{
"name": "Unholy Existence",
"entries": [
"Although it is possible to temporarily destroy a cimota's physical form, it will return in {@dice 1d6} days, manifesting again to continue its unholy existence. The only way to permanently destroy a cimota is to disrupt its existence by consecrating the ground to which it is tied or by destroying the artifact to which it is bound. Sometimes, significant alteration of an unholy place, such as demolition of an evil temple or burning a haunted forest, could cause cimota to fade away permanently."
]
},
{
"name": "Unnatural Aura",
"entries": [
"All animals, wild or trained, become frightened when a cimota is within 30 feet. Trained animals will approach closer if their master makes a successful DC 20 Wisdom (Animal Handling) check. The check allows trained animals to approach the cimota but does not eliminate the tactical disadvantage on ability checks and attack rolls because of fright."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A Cimota attacks twice with claws."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Cimota.png"
},
{
"name": "Cimota Guardian",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 71,
"formula": "11d8+22"
},
"speed": {
"fly": 60
},
"str": 18,
"dex": 16,
"con": 14,
"int": 13,
"wis": 14,
"cha": 20,
"skill": {
"intimidation": "+7",
"perception": "+4",
"persuasion": "+7"
},
"immune": [
"cold",
"lightning",
"necrotic",
"poison"
],
"conditionImmune": [
"frightened",
"poisoned",
"exhaustion",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Common, Infernal",
"cr": "4",
"page": 59,
"trait": [
{
"name": "Lifesense",
"entries": [
"A cimota notices and locates all living creatures within 60 ft., without effort or error."
]
},
{
"name": "Magic Proof",
"entries": [
"A cimota automatically succeeds on saving throws against spells and magic effects unless it chooses not to."
]
},
{
"name": "Manifestation",
"entries": [
"As an action, a cimota can transport itself from any point on the Material Plane to another point within its defined area or within 300 feet of the artifact to which it is bound. A cimota can also lurk on the Negative Plane, prepared to manifest on the Material Plane if certain conditions are met, such as trespassers entering the area the cimota is doomed to guard. A cimota can't attack or move in the round in which it manifests\"it is effectively stunned until the start of its next turn. When it manifests, it appears as a shifting cloud of shadows that coalesces into its cloaked and hooded form. Until the start of its next turn (the round after it manifests), its shifting form has the effect of a blur spell."
]
},
{
"name": "Unholy Existence",
"entries": [
"Although it is possible to temporarily destroy a cimota's physical form, it will return in {@dice 1d6} days, manifesting again to continue its unholy existence. The only way to permanently destroy a cimota is to disrupt its existence by consecrating the ground to which it is tied or by destroying the artifact to which it is bound. Sometimes, significant alteration of an unholy place, such as demolition of an evil temple or burning a haunted forest, could cause cimota to fade away permanently."
]
},
{
"name": "Unnatural Aura",
"entries": [
"All animals, wild or trained, become frightened when a cimota is within 30 feet. Trained animals will approach closer if their master makes a successful DC 15 Wisdom (Animal Handling) check. The check allows trained animals to approach the cimota but does not eliminate the tactical disadvantage on ability checks and attack rolls because of fright."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A Cimota attacks twice with scimitars"
]
},
{
"name": "Scimitar",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) slashing damage plus 4 ({@dice 1d8}) necrotic damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Cimota%20Guardian.png"
},
{
"name": "High Cimota",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 99,
"formula": "18d8+18"
},
"speed": {
"fly": 60
},
"str": 16,
"dex": 18,
"con": 13,
"int": 14,
"wis": 16,
"cha": 20,
"skill": {
"insight": "+6",
"intimidation": "+8",
"perception": "+6",
"persuasion": "+8"
},
"immune": [
"cold",
"lightning",
"necrotic",
"poison"
],
"conditionImmune": [
"frightened",
"poisoned",
"exhaustion",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 16,
"languages": "Common, Infernal",
"cr": "6",
"page": 60,
"trait": [
{
"name": "Lifesense",
"entries": [
"A cimota notices and locates all living creatures within 60 ft., without effort or error."
]
},
{
"name": "Magic Proof",
"entries": [
"A cimota automatically succeeds on saving throws against spells and magic effects unless it chooses not to."
]
},
{
"name": "Manifestation",
"entries": [
"As an action, a cimota can transport itself from any point on the Material Plane to another point within its defined area or within 300 feet of the artifact to which it is bound. A cimota can also lurk on the Negative Plane, prepared to manifest on the Material Plane if certain conditions are met, such as trespassers entering the area the cimota is doomed to guard. A cimota can't attack or move in the round in which it manifests\"it is effectively stunned until the start of its next turn. When it manifests, it appears as a shifting cloud of shadows that coalesces into its cloaked and hooded form. Until the start of its next turn (the round after it manifests), its shifting form has the effect of a blur spell."
]
},
{
"name": "Unholy Existence",
"entries": [
"Although it is possible to temporarily destroy a cimota's physical form, it will return in {@dice 1d6} days, manifesting again to continue its unholy existence. The only way to permanently destroy a cimota is to disrupt its existence by consecrating the ground to which it is tied or by destroying the artifact to which it is bound. Sometimes, significant alteration of an unholy place, such as demolition of an evil temple or burning a haunted forest, could cause cimota to fade away permanently."
]
},
{
"name": "Unnatural Aura",
"entries": [
"All animals, wild or trained, become frightened when a cimota is within 30 feet. Trained animals will approach closer if their master makes a successful DC 16 Wisdom (Animal Handling) check. The check allows trained animals to approach the cimota but does not eliminate the tactical disadvantage on ability checks and attack rolls because of fright."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A Cimota attacks twice with Scimitars"
]
},
{
"name": "Scimitar",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) slashing damage plus 4 ({@dice 1d8}) lightning damage."
]
},
{
"name": "Dark Fury (Recharge 5—6)",
"entries": [
"As a bonus action, a high cimota can generate a field of necrotic energy in the form of black lightning. This energy can be shaped into either a 20-foot radius sphere with the high cimota at its center, or as a 100-foot line extending from the high cimota's fingertips. Dark fury inflicts 28 ({@dice 6d8}) necrotic damage on every living creature in its area of effect; a successful DC 15 Dexterity saving throw negates the damage. Undead, constructs and other nonliving targets are unaffected by dark fury."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/High%20Cimota.png"
},
{
"name": "Coffer Corpse",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 12,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 45,
"formula": "6d8+18"
},
"speed": {
"walk": 25
},
"str": 16,
"dex": 12,
"con": 16,
"int": 6,
"wis": 13,
"cha": 14,
"save": {
"wis": "+3"
},
"resist": [
"necrotic",
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "2",
"page": 64,
"trait": [
{
"name": "Death Grip",
"entries": [
"A creature that is grappled by a coffer corpse can't speak or cast spells that have verbal components."
]
},
{
"name": "Deceiving Death",
"entries": [
"The first time a coffer corpse's hit points are reduced below 20, the creature collapses to the ground as if slain. A grappled creature is released. To all inspection, the coffer corpse appears destroyed. At the start of its next turn, the coffer corpse regains {@dice 3d6} hit points and rises again as if reanimated. Every creature that sees the coffer corpse rise must make a successful DC 12 Wisdom saving throw or be frightened for {@dice 2d4} rounds or until they see the coffer corpse destroyed."
]
},
{
"name": "Magic Weapon",
"entries": [
"A coffer corpse's claws are treated as an attack from a magic weapon."
]
}
],
"action": [
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) magic, slashing damage and the target is grappled."
]
},
{
"name": "Stragulation",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the coffer corpse at the start of the coffer corpse's turn. Hit: the target must make a successful DC 13 Constitution saving throw or it runs out of breath and begins suffocating. If the strangled creature escapes from the coffer corpse's grapple, suffocation ends immediately but the creature is incapacitated until the end of its next turn."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Coffer%20Corpse.png"
},
{
"name": "Corpsespun",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 11,
"from": [
"plus armor worn"
]
}
],
"hp": {
"average": 44,
"formula": "8d8+8"
},
"speed": {
"walk": 30,
"climb": 20
},
"str": 15,
"dex": 13,
"con": 13,
"int": 3,
"wis": 10,
"cha": 6,
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1",
"page": 68,
"trait": [
{
"name": "Spider-Infested",
"entries": [
"Spiders continually crawl out of corpsespun, swarm over them, and fall to the ground around the undead's feet. All creatures other than a corpsepinner or other corpsespun that are adjacent to a corpsespun at the end of the corpsespun's turn take 2 ({@dice 1d4}) poison damage from spider bites. This damage is cumulative from multiple adjacent corpsespun."
]
}
],
"action": [
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) slashing damage plus 2 ({@dice 1d4}) poison damage and the target is poisoned. A poisoned creature can make a DC 11 Constitution saving throw at the end of each of its turns; a successful save ends the condition."
]
},
{
"name": "Spider Spray (Recharge 5—6)",
"entries": [
"Ranged Attack: automatic hit, range 20 ft. cone, all creatures in cone. Hit: target must make a successful DC 11 Dexterity saving throw or take 3 ({@dice 1d6}) piercing damage plus 7 ({@dice 2d6}) poison damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Corpsespun.png"
},
{
"name": "Crypt Thing",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 15,
"from": [
"{@item chain shirt|phb}"
]
}
],
"hp": {
"average": 52,
"formula": "8d8+16"
},
"speed": {
"walk": 30
},
"str": 12,
"dex": 14,
"con": 14,
"int": 12,
"wis": 14,
"cha": 16,
"skill": {
"insight": "+4",
"perception": "+6"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 16,
"languages": "Common",
"cr": "3",
"page": 72,
"trait": [
{
"name": "Teleport Other (1/Day)",
"entries": [
"Once per day as an attack, a crypt thing can teleport all creatures within 50 feet of it to another location. A targeted creature resists teleporting with a successful DC 13 Wisdom saving throw. Affected creatures are teleported a random distance ({@dice 1d10} x 100 feet) in a random direction. Roll separately for each creature that fails its saving throw. A teleported creature arrives in an open space as close as possible to the determined destination spot. A creature can teleport into midair rather than onto a solid surface, if the crypt thing wishes. A creature that teleports into midair takes falling damage normally unless it has some means to prevent falling."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A crypt thing attacks twice with claws."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) slashing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Crypt%20Thing.png"
},
{
"name": "Darnoc",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
12
],
"hp": {
"average": 52,
"formula": "8d8+16"
},
"speed": {
"walk": 30
},
"str": 12,
"dex": 14,
"con": 15,
"int": 12,
"wis": 12,
"cha": 14,
"resist": [
"necrotic"
],
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common",
"cr": "2",
"page": 76,
"trait": [
{
"name": "Create Spawn",
"entries": [
"Any humanoid slain by a darnoc reanimates as a darnoc in {@dice 1d4} rounds. Spawned darnoc are under the command of the darnoc that created them and remain enslaved until its death, when they become independent. They do not retain any of the abilities they had in life."
]
},
{
"name": "Ghost Form",
"entries": [
"As an action, a darnoc can become incorporeal for up to 10 minutes each day. While incorporeal, the darnoc has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, it gains tactical advantage on attack rolls, its slam attack does an extra {@dice 1d6} necrotic damage, and it can move through creatures and solid objects as though they were difficult terrain. The darnoc takes 5 ({@dice 1d10}) force damage if it is still inside another solid object or creature at the end of its turn."
]
},
{
"name": "Symbol of Discord (1/Day)",
"entries": [
"Once per day as an action, a darnoc can scribe a symbol of discord in the air. All creatures with an Intelligence score of 3 or higher within 60 feet who see the symbol must make a successful DC 12 Wisdom saving throw or immediately fall into loud bickering and arguing with those around him or her. Meaningful communication is impossible while bickering. If creatures of different alignments are affected and bickering, each has a 30% chance that they feel compelled to attack the person they are bickering with who is the most different in alignment. Bickering lasts {@dice 5d4} rounds. Fighting (if it occurs) begins {@dice 1d4} rounds into the bickering and lasts {@dice 2d4} rounds. Once drawn, the darnoc's symbol lasts two hours, making it useful as a temporary trap or delaying tactic."
]
}
],
"action": [
{
"name": "Slam",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) bludgeoning damage, and the creature's maximum number of hit points is reduced by the same amount. Hit points lost to this attack can't be healed by any means until the darnoc's curse is broken with a greater restoration spell or comparable magic."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Darnoc.png"
},
{
"name": "Fear Guard",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 51,
"formula": "6d8+24"
},
"speed": {
"fly": 30
},
"str": 17,
"dex": 15,
"con": 18,
"int": 10,
"wis": 12,
"cha": 18,
"skill": {
"stealth": "+4"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons, necrotic"
}
],
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "Common",
"cr": "3",
"page": 98,
"trait": [
{
"name": "Create Spawn",
"entries": [
"Any living creature slain by a fear guard has tactical disadvantage on its death saving throws. If it dies, it will rise again as a fear guard under the control of its killer {@dice 1d6} rounds later."
]
},
{
"name": "Daylight Vulnerability",
"entries": [
"A fear guard suffers 7 ({@dice 2d6}) points of radiant damage if it is exposed to true sunlight (not magical sunlight or artificial, bright light) at the start of its turn, and it is slowed (as the spell) until the start of its next turn."
]
},
{
"name": "Incorporeal",
"entries": [
"A fear guard can move through solid objects and other creatures as if they were difficult terrain. It takes 5 ({@dice 1d1})0 force damage if it is still inside something solid at the end of its turn."
]
},
{
"name": "Shadow Stealth",
"entries": [
"If the fear guard ends its turn in dim light or darkness, it can use a bonus action to make a Dexterity (Stealth) check to become hidden, with tactical advantage on the check. Because it is incorporeal and all of its movement is flight, it makes very little sound when moving and never leaves footprints or disturbs dust on the floor."
]
}
],
"action": [
{
"name": "Greatsword",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 10 ({@dice 2d6+3}) necrotic damage and the target must make a successful DC 14 Constitution saving throw or its maximum hit points are reduced by an amount equal to the necrotic damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A fear guard's innate spellcasting ability is Charisma (spell save DC 14, {@hit 6} to hit with spell attacks). The fear lord doesn't need material components to use these abilities."
],
"will": [
"{@spell darkness}",
"{@spell ray of enfeeblement}"
],
"daily": {
"2e": [
"{@spell inflict wounds} (as 2nd-level slot)"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Fear%20Guard.png"
},
{
"name": "Fetch",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 16,
"formula": "3d8+3"
},
"speed": {
"walk": 30
},
"str": 17,
"dex": 15,
"con": 13,
"int": 10,
"wis": 12,
"cha": 15,
"save": {
"wis": "+3"
},
"skill": {
"intimidation": "+4"
},
"resist": [
"necrotic"
],
"immune": [
"cold",
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"vulnerable": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"cr": "1",
"page": 100,
"trait": [
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) slashing damage plus 3 ({@dice 1d6}) cold damage."
]
},
{
"name": "Multiattack",
"entries": [
"A fetch attacks twice with claws."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Fetch.png"
},
{
"name": "Ghost Ammonite",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
10
],
"hp": {
"average": 33,
"formula": "6d8+6"
},
"speed": {
"fly": 30,
"burrow": 20
},
"str": 4,
"dex": 14,
"con": 12,
"int": 3,
"wis": 11,
"cha": 10,
"skill": {
"stealth": "+4"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons or not made of adamantine"
}
],
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "2",
"page": 118,
"trait": [
{
"name": "Lunge",
"entries": [
"A ghost ammonite can extend its reach to 15 feet at will, but if it does, attacks against it have tactical advantage until the start of the ghost ammonite's next turn."
]
},
{
"name": "Shell Retreat",
"entries": [
"If a ghost ammonite suffers radiant damage, it retreats into its shell for {@dice 1d6} rounds. While withdrawn inside its shell, its AC increases to 16 and it heals 1 hit point at the start of each of its turns, but it can't attack."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A ghost ammonite attacks three times with tentacles."
]
},
{
"name": "Tentacle",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 2d4+2}) necrotic damage and the target's maximum number of hit points is reduced by an amount equal to the necrotic damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Ghost%20Ammonite.png"
},
{
"name": "Hanged Man",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
11
],
"hp": {
"average": 22,
"formula": "4d8+4"
},
"speed": {
"walk": 30
},
"str": 15,
"dex": 13,
"con": 12,
"int": 9,
"wis": 11,
"cha": 13,
"save": {
"wis": "+2"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "damage from nonmagical weapons, necrotic"
}
],
"conditionImmune": [
"charmed",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Common (understands but can't speak)",
"cr": "1/2",
"page": 139,
"trait": [
{
"name": "Entangle",
"entries": [
"The hanged man's noose is a 20-foot length of rope that moves on its own like an animated object to entangle opponents of any size. An entangled creature is grappled and restrained. If it is not already adjacent to the hanged man, the rope initiates a Strength contest against the entangled creature on each of the hanged man's turns. If the rope wins the contest, it pulls the entangled creature 10 feet closer to the hanged man. If the entangled creature wins the Str contest, it stays at its current range from the hanged man. Only one creature can be entangled at a time. The rope can be attacked directly (AC 13); it is destroyed by 15 points of slashing or fire damage but is immune to all other damage. If the rope is severed, both it and the hanged man are destroyed. The rope becomes nothing more than 20 feet of rotted rope if removed from the hanged man."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A hanged man attacks once with claws and once with its rope."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) slashing damage."
]
},
{
"name": "Rope",
"entries": [
"Ranged Attack: {@hit +3} to hit, range 20 ft., one creature. Hit: 3 ({@dice 1d4+1}) necrotic damage and the target is entangled (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Hanged%20Man.png"
},
{
"name": "Hieroglyphicroc",
"size": "L",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 52,
"formula": "7d10+14"
},
"speed": {
"walk": 20,
"swim": 30
},
"str": 16,
"dex": 11,
"con": 15,
"int": 5,
"wis": 10,
"cha": 6,
"skill": {
"stealth": "+2"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical weapons"
}
],
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"poisoned"
],
"vulnerable": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "3",
"page": 143,
"trait": [
{
"name": "Swallow",
"entries": [
"A swallowed creature is blinded and restrained. It takes 7 ({@dice 1d8+3}) bludgeoning damage automatically at the start of each of the hieroglyphicroc's turns. Only one Medium creature or two Small creatures can be inside the hieroglyphicroc at one time. A swallowed creature is unaffected by anything happening outside the hieroglyphicroc or by attacks from outside it. A swallowed creature can get out of the hieroglyphicroc by using 5 feet of movement, but only after the hieroglyphicroc is destroyed. A humanoid that dies inside a hieroglyphicroc reanimates as a zombie {@dice 1d4} rounds later, and is regurgitated by the hieroglyphicroc."
]
},
{
"name": "Unholy Fortitude",
"entries": [
"Hieroglyphicrocs are highly resistant to turning. They have tactical advantage on saving throws against being turned."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d10+3}) piercing damage. If the attack causes 16 or more damage to a Medium or smaller creature, the target must make a successful DC 13 Strength saving throw or be swallowed by the hieroglyphicroc (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Hieroglyphicroc.png"
},
{
"name": "Jackal of Darkness",
"size": "S",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 21,
"formula": "6d4+6"
},
"speed": {
"walk": 40
},
"str": 13,
"dex": 14,
"con": 12,
"int": 4,
"wis": 14,
"cha": 8,
"save": {
"wis": "+4"
},
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 2,
"languages": "None",
"cr": "1",
"page": 149,
"trait": [
{
"name": "Black Fire",
"entries": [
"Bright light fades to dim light, and dim light fades to darkness, within 5 feet of a jackal of darkness."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A jackal of darkness bites once and attacks once with black fire."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) piercing damage."
]
},
{
"name": "Black Fire",
"entries": [
"Melee Attack: automatic hit, reach 50 ft., one creature. Hit: the target must make a successful DC 12 Dexterity saving throw or take 5 ({@dice 1d6+2}) necrotic damage immediately and again at the start of each of the jackal of darkness's turns until the jackal is destroyed, the jackal attacks a different target with black fire, the jackal is turned, or the jackal and the target are more than 50 ft. apart."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Jackal%20of%20Darkness.png"
},
{
"name": "Murder Crow",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 52,
"formula": "8d8+16"
},
"speed": {
"walk": 10,
"fly": 50
},
"str": 10,
"dex": 17,
"con": 14,
"int": 2,
"wis": 14,
"cha": 12,
"resist": [
{
"resist": [
"piercing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 2,
"languages": "None",
"cr": "3",
"page": 174,
"trait": [
{
"name": "Combat Mobility",
"entries": [
"Opportunity attacks against a moving murder crow always have tactical disadvantage."
]
},
{
"name": "Death Throes",
"entries": [
"If a murder crow is reduced to 0 hit points, it explodes into a swarm of ravens that continues to relentlessly attack all living creatures within sight. These ravens are undead, and they have tactical advantage on saving throws against being turned."
]
},
{
"name": "Eye Rake",
"entries": [
"If a murder crow hits the same target with its claws and beak in the same round, the target must make a successful DC 13 Dexterity saving throw or be blinded for {@dice 1d4} rounds. If a creature is blinded more than once during an encounter, the condition lasts until the creature is healed of all damage or the blindness is removed magically."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A murder crow attacks once with claws and once with its beak. If both attacks hit the same target, see Eye Rake above."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) slashing damage."
]
},
{
"name": "Beak",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+3}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Murder%20Crow.png"
},
{
"name": "Shadow Rat",
"size": "T",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 1,
"formula": "1d4-1"
},
"speed": {
"walk": 40,
"climb": 15
},
"str": 6,
"dex": 15,
"con": 9,
"int": 2,
"wis": 12,
"cha": 12,
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "0",
"page": 191,
"trait": [
{
"name": "Cadaver Fever",
"entries": [
"At the end of a battle against shadow rats, anyone who was bitten by a shadow rat must make a DC 9 Constitution saving throw against disease. Failure indicates the character is infected with cadaver fever. An infected character gains one level of exhaustion immediately and must repeat the saving throw at the end of every long rest. Each failed saving throw adds one more level of exhaustion; a successful saving throw at the end of a long rest means only that the characters condition doesnt worsen. The character recovers fully when he or she makes successful saving throws at the ends of two consecutive long rests or when lesser restoration or comparable magic is used on the character."
]
},
{
"name": "Shadow Form (1/Day)",
"entries": [
"As an action, a shadow rat can assume shadow form for up to 1 hour. While in shadow form, its AC increases to 14, it gains immunity to damage from nonmagical weapons, and it can move through solid objects and other creatures as if they were difficult terrain. The shadow rat is destroyed if it is still inside something solid at the end of its turn."
]
},
{
"name": "Shadow Blend",
"entries": [
"A shadow rat becomes invisible when it moves into darkness, dim light, or any other space where it is heavily obscured."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 1 piercing damage and the target may be infected with cadaver fever (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Shadow%20Rat.png"
},
{
"name": "Red Jester",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 67,
"formula": "15d8"
},
"speed": {
"walk": 30
},
"str": 15,
"dex": 17,
"con": 10,
"int": 15,
"wis": 14,
"cha": 16,
"save": {
"dex": "+6"
},
"skill": {
"acrobatics": "+6",
"deception": "+6",
"sleight of hand": "+6"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
},
"bludgeoning"
],
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 2,
"languages": "Common and two others",
"cr": "5",
"page": 192,
"trait": [
{
"name": "Fear Cackle (1/Day)",
"entries": [
"As an action, a red jester can unleash a fear-inducing cackle. All creatures within 60 feet that hear the cackle must make a successful DC 14 Wisdom saving throw or be frightened for {@dice 2d4} rounds. A frightened creature has a 50% chance of immediately dropping everything it holds in its hands."
]
},
{
"name": "Unassailable Mind",
"entries": [
"The mind of a red jester is a twisted and dangerous place to peer into. If a living creature targets a red jester with an attack that normally causes psychic damage, or tries to use telepathy on a red jester, that creature must make a successful DC 13 Intelligence saving throw or be cursed, with an effect identical to a permanent confusion spell. The confusion effect can be ended only by magic that lifts the curse."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A red jester attacks twice with fists, or once with its jesters deck, or twice with its mace."
]
},
{
"name": "Fist",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d12+3}) bludgeoning damage."
]
},
{
"name": "Jester's Deck",
"entries": [
"Ranged Attack: {@hit +6} to hit, range 20 ft., one creature. Hit: the target creature is affected as if he or she drew a random card from the Deck of Many Things. In the hands of anyone but a red jester, the jesters deck acts as a normal, nonmagical deck of playing cards."
]
},
{
"name": "+2 Mace of Merriment",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 13 ({@dice 2d8+4}) bludgeoning damage and the target must make a successful DC 14 Wisdom saving throw or be paralyzed with Merriment for {@dice 1d3} rounds. In the hands of anyone but a red jester, the weapon acts as a +1 mace."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Red%20Jester.png"
},
{
"name": "Lesser Shadow",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
12
],
"hp": {
"average": 7,
"formula": "2d8-2"
},
"speed": {
"fly": 40
},
"str": 5,
"dex": 15,
"con": 9,
"int": 5,
"wis": 10,
"cha": 14,
"skill": {
"stealth": "+4"
},
"resist": [
"acid",
"cold",
"fire",
"lightning",
"thunder",
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
},
"bludgeoning"
],
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"poisoned",
"prone",
"stunned",
"unconscious"
],
"vulnerable": [
"radiant"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/8",
"page": 208,
"trait": [
{
"name": "Shadow Affinity",
"entries": [
"A lesser shadow has tactical advantage on Dexterity (Stealth) checks in dim light or darkness, and it can make a Stealth check to become hidden as a bonus action anytime it is in darkness or dim light."
]
}
],
"action": [
{
"name": "Strength Damage",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) necrotic damage and the targets Strength is reduced by 1. If its Strength is reduced to 0, the target dies. Lost Strength is recovered fully after a long or short rest."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Lesser%20Shadow.png"
},
{
"name": "Skeleton Warrior",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 19,
"from": [
"{@item splint armor +2|dmg|+2 splint armor}"
]
}
],
"hp": {
"average": 150,
"formula": "20d8+60"
},
"speed": {
"walk": 30
},
"str": 20,
"dex": 13,
"con": 16,
"int": 10,
"wis": 13,
"cha": 14,
"save": {
"con": "+8",
"wis": "+6",
"cha": "+7"
},
"skill": {
"insight": "+6",
"intimidation": "+7",
"perception": "+6"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
}
],
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "truesight 60 ft.",
"passive": 16,
"languages": "Common, any other language the warrior knew in life",
"cr": "14",
"page": 210,
"trait": [
{
"name": "Crypt Fatigue",
"entries": [
"A creature infected with crypt fatigue gains one level of exhaustion immediately, and gains one more level every time it fails the DC 16 Constitution saving throw after taking damage from a skeleton warriors longbow. An infected creature must make another DC 16 Constitution saving throw at the end of every long rest; with a successful save, it recovers from one level of exhaustion, but with a failed save, it gains one level of exhaustion. The disease is cured when the victim no longer has any levels of exhaustion."
]
},
{
"name": "Legendary Resistance (3/Day)",
"entries": [
"The skeleton warrior can choose to change a failed saving throw to an automatic success."
]
},
{
"name": "Track Circlet",
"entries": [
"A skeleton warrior can track and find its circlet unerringly. It can also find the last person who possessed the circlet."
]
},
{
"name": "Unholy Fortitude",
"entries": [
"Skeleton Warriors are highly resistant to turning. They have tactical advantage on saving throws against being turned."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A skeleton warrior attacks three times with its greatsword or twice with its longbow."
]
},
{
"name": "Greatsword +2",
"entries": [
"Melee Attack: {@hit +12} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d6+7}) slashing damage plus 7 ({@dice 2d6}) necrotic damage."
]
},
{
"name": "Longbow",
"entries": [
"Ranged Attack: {@hit +6} to hit, range 150 ft./600 ft., one creature. Hit: 7 ({@dice 1d12+1}) piercing damage plus 7 ({@dice 2d6}) necrotic damage, and the target must make a successful DC 16 Constitution saving throw or be infected with crypt fatigue (see above)."
]
},
{
"name": "Attack",
"entries": [
"The skeleton warrior attacks once with its greatsword or longbow."
]
},
{
"name": "Drain Life",
"entries": [
"{@hit +10} to hit, reach 5 ft., one creature. Hit: the target must make a successful DC 16 Constitution saving throw or be infected with crypt fatague. If already infected, a failed saving throw causes the creature to gain another level of fatigue."
]
},
{
"name": "Instill Dread",
"entries": [
"One living creature within 50 feet of the skeleton warrior, which the skeleton warrior can see, must make a successful DC 15 Wisdom saving throw or be frightened for {@dice 2d4} rounds. A successful save renders the target immune to this skeleton warriors dread for 24 hours."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Skeleton%20Warrior.png"
},
{
"name": "Soul Reaper",
"size": "L",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 19,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 152,
"formula": "16d10+64"
},
"speed": {
"fly": 40
},
"str": 19,
"dex": 17,
"con": 18,
"int": 16,
"wis": 19,
"cha": 20,
"save": {
"con": "+9",
"wis": "+9",
"cha": "+10"
},
"skill": {
"insight": "+9",
"intimidation": "+10",
"perception": "+9"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
},
"bludgeoning"
],
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"restrained",
"stunned",
"unconscious"
],
"senses": "truesight 60 ft.",
"passive": 19,
"languages": "None",
"cr": "16",
"page": 216,
"trait": [
{
"name": "Aura of Evil",
"entries": [
"A soul reaper constantly exudes a miasma of evil around itself. Any creature that begins its turn within 15 feet of a soul reaper takes 7 ({@dice 2d6}) necrotic damage. Creatures of evil alignment are immune to this effect."
]
},
{
"name": "Inseparable Weapon",
"entries": [
"If separated from its scythe, the soul reaper can summon the weapon back into its hands as a bonus action. If someone else is holding the weapon when the reaper summons it, that opponent and the soul reaper engage in a contest pitting the opponents Strength (Athletics) against the soul reapers Charisma (Intimidation). If the soul reaper wins the contest, the scythe returns to its hands and the opponent takes damage as if struck by the scythe. If the opponent wins the contest, it takes 14 ({@dice 2d8+5}) slashing damage."
]
},
{
"name": "Soul Slash",
"entries": [
"If a soul reaper scores a critical hit with its scythe, the target must make a successful DC 18 Constitution saving throw or its soul is torn from its body and into the soul reapers scythe, and the creature dies immediately. A victims soulless body collapses into a desiccated husk and crumbles to dust after 24 hours. To release a captured soul, the reaper must be destroyed and its scythe shattered on consecrated ground. When the scythe is shattered, all trapped souls are released. If a souls body hasnt crumbled into dust, the soul returns to the body and the body returns to life. Souls without a body are left to wander formlessly, but they can be returned to life through powerful magic (wish, true resurrection)."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A soul reaper attacks three times with its scythe."
]
},
{
"name": "Scythe +1",
"entries": [
"Melee Attack: {@hit +10} to hit, reach 5 ft., one creature. Hit: 15 ({@dice 2d8+5}) slashing damage plus 5 ({@dice 1d10}) necrotic damage. If this attack hits a creature with 0 hit points, the target dies instantly. The scythe scores a critical hit if the attack roll is a natural 19 or 20. A critical hit causes an additional 4 ({@dice 1d8}) slashing damage and 5 ({@dice 1d10}) necrotic damage, and see Soul Slash above."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"The soul reaper's innate spellcasting ability is Charisma (spell save DC 18, {@hit 10} to hit with spell attacks). The soul reaper doesnt need material components to use these abilities."
],
"will": [
"{@spell darkness}",
"{@spell bane}",
"{@spell inflict wounds}"
],
"daily": {
"1e": [
"{@spell contagion}",
"{@spell hold person}",
"{@spell insect plague}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Soul%20Reaper.png"
},
{
"name": "Stygian Skeleton",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"{@item chain mail|phb}"
]
}
],
"hp": {
"average": 97,
"formula": "15d8+14"
},
"speed": {
"walk": 35
},
"str": 11,
"dex": 17,
"con": 14,
"int": 12,
"wis": 10,
"cha": 10,
"save": {
"wis": "+3"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons, necrotic"
}
],
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Abyssal, Common",
"cr": "7",
"page": 212,
"trait": [
{
"name": "Stygian Poison",
"entries": [
"A Stygian skeletons weapons are caked with Stygian poison. A creature affected by Stygian poison has the poisoned condition and takes 9 ({@dice 1d12+3}) necrotic damage at the start of the Stygian skeletons turn. At the end of each of its turns while poisoned, the creature makes a DC 13 Constitution saving throw; a successful save ends the poisoning."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A stygian skeleton makes two melee attacks or two ranged attacks."
]
},
{
"name": "Shortsword",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 13 ({@dice 3d6+3}) piercing damage plus 4 ({@dice 1d8}) necrotic damage and the target must make a successful DC 13 Constitution saving throw or be poisoned by Stygian poison (see above)."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 10 ({@dice 2d6+3}) slashing damage plus 6 ({@dice 1d12}) necrotic damage and the target must make a successful DC 13 Constitution saving throw or be poisoned by Stygian poison (see above)."
]
},
{
"name": "Shortbow",
"entries": [
"Ranged Attack: {@hit +6} to hit, range 80 ft./320 ft., one creature. Hit: 10 ({@dice 2d6+3}) piercing damage plus 4 ({@dice 1d8}) necrotic damage and the target must make a successful DC 13 Constitution saving throw or be poisoned by Stygian poison (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Stygian%20Skeleton.png"
},
{
"name": "Spectral Troll",
"size": "L",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 52,
"formula": "8d10+8"
},
"speed": {
"walk": 30,
"fly": 30
},
"str": 18,
"dex": 13,
"con": 20,
"int": 7,
"wis": 10,
"cha": 13,
"immune": [
"necrotic",
"poison",
{
"special": "nonmagical"
}
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "truesight 60 ft.",
"passive": 10,
"languages": "Understands Giant but doesn't speak",
"cr": "4",
"page": 234,
"trait": [
{
"name": "Create Spawn",
"entries": [
"A humanoid killed by a spectral troll rises one to three days later as a free-willed specter unless a cleric of the victims religion casts gentle repose or comparable magic on the corpse before it rises."
]
},
{
"name": "Incorporeal",
"entries": [
"A spectral troll can move through gaps as small as 1 square inch without penalty. It can also move through solid objects and other creatures as if they were difficult terrain. The spectral troll takes {@dice 1d10} force damage if it is still inside something solid at the end of its turn."
]
},
{
"name": "Rejuvenation",
"entries": [
"Unless it is permanently destroyed by having its spirit laid to rest, a destroyed spectral trolls spirit restores itself to unlife in {@dice 2d4} days."
]
},
{
"name": "Silent",
"entries": [
"A spectral troll makes no sound whatsoever; it is undetectable by purely audial means."
]
},
{
"name": "Unholy Fortitude",
"entries": [
"Spectral trolls are highly resistant to turning. They have tactical advantage on saving throws against being turned."
]
},
{
"name": "Vanish in Sunlight",
"entries": [
"A spectral troll that begins its turn in bright sunlight is banished to a remote, unknown dimension. It returns, near the same spot, when that location is no longer in direct sunlight. Only true sunlight has this effect; magical light does nothing."
]
}
],
"action": [
{
"name": "Corrupting Touch",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 22 ({@dice 4d8+4}) necrotic damage. Creatures immune to aging are immune to this attack."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Spectral%20Troll.png"
},
{
"name": "Zombie Raven",
"size": "T",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
11
],
"hp": {
"average": 3,
"formula": "1d4+1"
},
"speed": {
"walk": 10,
"fly": 50
},
"str": 4,
"dex": 12,
"con": 10,
"int": 3,
"wis": 6,
"cha": 5,
"save": {
"wis": "+0"
},
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"poisoned",
"frightened",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": -2,
"languages": "None",
"cr": "0",
"page": 252,
"trait": [
{
"name": "Disintegration",
"entries": [
"Zombie ravens disintegrate into dust and feathers when destroyed. Whenever five zombie ravens have been destroyed in a confined space (or 10 in the open), all living creatures involved in the fight must make successful DC 10 Constitution saving throws. The saving throw must be repeated every time another five (or 10 in the open) zombie ravens are destroyed. The first failed saving throw causes a creature to have tactical disadvantage on attack rolls against targets that are more than 5 feet away (if the attack is a spell that relies on a saving throw, the target has tactical advantage on the saving throw). The second failed saving throw applies tactical disadvantage to all attacks, regardless of range. The third failed saving throw blinds the creature. These penalties last until the affected creature leaves the confined space (or the area) where the fight occurred, or until five minutes have passed."
]
},
{
"name": "Mobility",
"entries": [
"An opponent has tactical disadvantage on opportunity attacks against a flying zombie raven."
]
},
{
"name": "Unholy Fortitude",
"entries": [
"Zombie ravens care nothing about the deities of humanoids, so they have tactical advantage on saving throws against being turned."
]
}
],
"action": [
{
"name": "Beak",
"entries": [
"Melee Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 1 piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Zombie%20Raven.png"
},
{
"name": "Mummy of the Deep",
"size": "M",
"type": {
"type": "undead",
"tags": [
"aquatic"
]
},
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 11,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 33,
"formula": "6d8+6"
},
"speed": {
"walk": 20,
"swim": 20
},
"str": 16,
"dex": 10,
"con": 12,
"int": 6,
"wis": 10,
"cha": 12,
"save": {
"wis": "+2"
},
"resist": [
{
"resist": [
"piercing"
],
"note": "and slashing damage from nonmagical weapons"
},
"bludgeoning"
],
"immune": [
"necrotic",
"poison"
],
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"poisoned"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Common",
"cr": "2",
"page": 173,
"trait": [
{
"name": "Control Water (1/Day)",
"entries": [
"A mummy of the deep can control water as the spell by using an action."
]
},
{
"name": "Curse of the Deep",
"entries": [
"When a mummy of the deep grapples a creature, it immediately uses a bonus action to press its mouth against the opponent's and spew sea water into the opponent's lungs. It then releases its grapple. The affected creature must make a successful DC 11 Constitution saving throw at the start of each of its turns. An affected creature can act normally on a round when it makes a successful saving throw; if the saving throw fails, the creature takes 3 ({@dice 1d6}) necrotic damage and is stunned until the start of its next turn. The effect ends when the affected creature makes a third successful save. It can also be ended by a spell or other magical effect that neutralizes a curse."
]
},
{
"name": "Despair",
"entries": [
"At the sight of a mummy of the deep within 60 feet, the viewer must make a successful DC 11 Wisdom saving throw or be frightened for {@dice 1d4} rounds. If the saving throw result is 5 or less, the creature is paralyzed instead. A successful saving throw renders the creature immune to any mummy of the deep's despair for 24 hours."
]
}
],
"action": [
{
"name": "Fist",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d10+3}) bludgeoning damage and a target of Medium size or smaller must make a successful DC 13 Dexterity saving throw or be grappled; see Curse of the Deep above."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Mummy%20of%20the%20Deep.png"
},
{
"name": "Adherer",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 45,
"formula": "7d8+14"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 12,
"con": 14,
"int": 4,
"wis": 11,
"cha": 8,
"skill": {
"stealth": "+3"
},
"vulnerable": [
"fire"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Common (understands but can't speak)",
"cr": "2",
"page": 6,
"trait": [
{
"name": "Adhesive",
"entries": [
"An adherer exudes a sour smelling, gluelike substance that is a powerful adhesive. Any creatures or items that touch it, except for items made of stone, become stuck to the adherer. The adherer automatically grapples and restrains any creature it hits with its slam attack. It can grapple up to two opponents at one time. Gtrappling does not reduce the adherer's number of attacks. Creatures grappled this way can break free with a successful DC 15 Strength saving throw. A weapon that strikes an adherer is stuck to the creature unless the wielder succeeds on a DC 12 Dexterity saving throw. Pulling a stuck weapon free requires a successful DC 12 Strength saving throw. Boiling water thrown on the adherer deals 3 ({@dice 1d6}) points of damage to it and to any creature grappled by the adherer. It also grants tactical advantage on Dexterity saving throw and Strength saving throw to free a weapon or to escape from the adherer's grapple; this bonus lasts for one round. Inflicting fire damage on the adherer also weakens the adhesive, granting tactical advantage on Dexterity saving throw and Strength check for {@dice 1d3} rounds. Universal solvent dissolves the adhesive instantly. An adherer can dissolve its adhesive at will, and the substance breaks down naturally one hour after the creature dies."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The adherer slams twice."
]
},
{
"name": "Slam",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+2}) bludgeoning damage. And the target creature is grappled and restrained (see Adhesive)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Adherer.png"
},
{
"name": "Artificer of Yothri",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 66,
"formula": "12d8+12"
},
"speed": {
"walk": 20
},
"str": 8,
"dex": 14,
"con": 12,
"int": 20,
"wis": 11,
"cha": 15,
"skill": {
"intimidation": "+5",
"stealth": "+5"
},
"resist": [
{
"special": "magic spells and spell-like effects"
}
],
"conditionImmune": [
{
"special": "nondamaging effects from magic spells and spell-like effects"
}
],
"senses": "blindsight 60 ft.",
"passive": 10,
"languages": "Any",
"cr": "5",
"page": 15,
"action": [
{
"name": "Multiattack",
"entries": [
"An artificer of Yothri attacks twice with claws."
]
},
{
"name": "Claw",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d12+2}) slashing damage."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"The Artificers of Yothri replicate the effects of magic with their alien science (that only they are capable of understanding). They have the spellcasting capability of 9th level wizards, but their spellcasting requires no components. The Artificers of Yothri's spellcasting ability is Intelligence (spell save DC 16, {@hit 8} to hit with spell attacks). Typical spells are listed below, but individual artificers can know different spells."
],
"spells": {
"0": {
"spells": [
"{@spell mage hand}",
"{@spell shocking grasp}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell charm person}",
"{@spell mage armor}",
"{@spell ray of sickness}",
"{@spell sleep}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell mirror image}",
"{@spell see invisibility}"
]
},
"3": {
"slots": 3,
"spells": [
"{@spell counterspell}",
"{@spell protection from energy}"
]
},
"4": {
"slots": 3,
"spells": [
"{@spell dimension door}",
"{@spell wall of fire}"
]
},
"5": {
"slots": 1,
"spells": [
"{@spell telekinesis}"
]
}
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Artificer%20of%20Yothri.png"
},
{
"name": "Bonesucker",
"size": "L",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 68,
"formula": "8d10+24"
},
"speed": {
"walk": 20
},
"str": 18,
"dex": 13,
"con": 17,
"int": 10,
"wis": 12,
"cha": 13,
"resist": [
{
"special": "all nonmagical damage"
}
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "4",
"page": 35,
"trait": [
{
"name": "All-Around Vision",
"entries": [
"Thanks to its 360-degree vision, the bonesucker has tactical advantage on all Perception checks and attackers never gain tactical advantage or bonus damage against it from the presence of nearby allies."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The bonesucker attacks four times, using any combination of tentacle attacks and bonesucker poison attacks."
]
},
{
"name": "Tentavle",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 10 ft., one creature. Hit: 8 ({@dice 1d6+4}) bludgeoning damage and the target is grappled and restrained."
]
},
{
"name": "Bonesucker Poison",
"entries": [
"Melee Weapon Attack: automatic hit, reach 10 ft., one creature already grappled by the bonesucker at the start of the bonesucker's turn. Hit: 7 ({@dice 1d6+3}) poison damage and the target becomes poisoned until it escapes from the bonesucker's grapple."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Bonesucker.png"
},
{
"name": "Brume",
"size": "L",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 90,
"formula": "12d8+36"
},
"speed": {
"walk": 20,
"fly": 40
},
"str": 13,
"dex": 16,
"con": 17,
"int": 14,
"wis": 14,
"cha": 17,
"save": {
"wis": "+5"
},
"skill": {
"perception": "+8",
"stealth": "+3"
},
"resist": [
{
"special": "all nonmagical damage"
}
],
"immune": [
"poison"
],
"conditionImmune": [
"poisoned"
],
"senses": "darkvision 60 ft.",
"passive": 18,
"languages": "Understands Common and most other languages but does not speak",
"cr": "6",
"page": 38,
"trait": [
{
"name": "Incorporeal",
"entries": [
"A brume can move through solid objects and living creatures at half-speed. If it ends its turn inside another object or creature, it takes 5 ({@dice 1d10}) force damage. This damage is not reduced by the brume's resistance to nonmagical damage."
]
},
{
"name": "Lifesense",
"entries": [
"A brume can automatically pinpoint the location of any living creature within 120 feet, and it knows how close to death the creature is."
]
},
{
"name": "Memory Loss",
"entries": [
"A living creature struck by a brume's claw attack must make a DC 14 Intelligence saving throw. Failure indicates the creature is affected as if by a confusion spell for {@dice 1d4} hours and it forgets everything that happened in the preceding {@dice 1d6} hours. If the target is a spellcaster, he or she also loses spell slots equal in value to the sum of those two die rolls (d4+d6). The spell slots are treated exactly as if they'd been used to cast spells already. The largest spell slots possible must be lost; e.g., a 6th-level wizard who forgets five spell slots must lose a 3rd-level slot (the largest possible) and a 2nd-level slot (to reach five slots lost). The confusion effect can be removed with a dispel magic spell, but the memories of the last few hours are gone forever. Lost spell slots are recovered normally through rest."
]
},
{
"name": "Natural Invisibility",
"entries": [
"A brume is always invisible in fog, smoke, or mist. It can't become visible in such an environment."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The brume attacks twice with claws."
]
},
{
"name": "Claws",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) slashing damage and the target must make a successful DC 14 Constitution saving throw or lose one point of Charisma. The target is also subject to memory loss (see above)."
]
},
{
"name": "Misty Surroundings (Recharge 6)",
"entries": [
"The brume can create an area of fog around itself as if it cast the fog cloud spell. It does not need to concentrate to maintain the fog. The fog cloud has a radius of 40 feet."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Brume.png"
},
{
"name": "Carbuncle",
"size": "S",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 11,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 4,
"formula": "1d6+1"
},
"speed": {
"walk": 10
},
"str": 7,
"dex": 10,
"con": 12,
"int": 10,
"wis": 18,
"cha": 8,
"save": {
"dex": "+2"
},
"senses": "drakvision 60 ft.",
"passive": 4,
"languages": "Telepathy within 100 feet",
"cr": "1/8",
"page": 42,
"trait": [
{
"name": "Discord",
"entries": [
"As an attack, a carbuncle can telepathically sow discord in one creature within 30 feet. An affected creature must make a successful DC 14 Wisdom saving throw or fall into loud bickering and arguing with those around him or her. Meaningful communication is impossible. If creatures of different alignments are affected and bickering, each has a 30% chance that they feel compelled to attack the person they are bickering with who is the most different in alignment. Bickering lasts {@dice 5d4} rounds. Fighting (if it occurs) begins {@dice 1d4} rounds into the bickering and lasts {@dice 2d4} rounds."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +2} to hit, reach 5 ft., one creature. Hit: 2 ({@dice 1d4}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Carbuncle.png"
},
{
"name": "Ant Lion",
"size": "L",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 93,
"formula": "11d10+33"
},
"speed": {
"walk": 30,
"burrow": 10
},
"str": 14,
"dex": 11,
"con": 17,
"int": 2,
"wis": 10,
"cha": 4,
"save": {
"con": "+5"
},
"skill": {
"stealth": "+2"
},
"conditionImmune": [
"charmed"
],
"senses": "darkvision 60 ft., tremorsense 60 ft.",
"passive": 10,
"languages": "none",
"cr": "4",
"page": 11,
"action": [
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 20 ({@dice 3d10+2}) piercing damage and the target is grappled."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Ant%20Lion.png"
},
{
"name": "Assassin Bug",
"size": "M",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 120,
"formula": "16d8+48"
},
"speed": {
"walk": 30,
"climb": 20,
"fly": 50
},
"str": 14,
"dex": 17,
"con": 16,
"int": 0,
"wis": 12,
"cha": 9,
"conditionImmune": [
"charmed"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "5",
"page": 17,
"action": [
{
"name": "Multiattack",
"entries": [
"The assassin bug attacks once with claws and bites once."
]
},
{
"name": "Claws",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 11 ({@dice 2d6+3}) slashing damage, and the target must make a successful DC 13 Dexterity saving throw or be grappled by the assassin bug."
]
},
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: automatic hit reach 5 ft., one creature grappled by the assassin bug. Hit: 13 ({@dice 2d8+3}) piercing damage plus 4 ({@dice 1d8}) poison damage, and the creature's maximum number of hit points is reduced by the amount of the poison damage. The creature's maximum number of hit points returns to normal after a long rest or when the poison is neutralized."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Assassin%20Bug.png"
},
{
"name": "Giant Electric Catfish",
"size": "L",
"type": "beast",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
12
],
"hp": {
"average": 68,
"formula": "8d10+24"
},
"speed": {
"swim": 40
},
"str": 19,
"dex": 15,
"con": 17,
"int": 2,
"wis": 12,
"cha": 2,
"immune": [
"lightning"
],
"senses": "tremorsense 60 ft. (in water)",
"passive": 1,
"languages": "None",
"cr": "3",
"page": 46,
"trait": [
{
"name": "Swallow",
"entries": [
"A swallowed creature is blinded and restrained but no longer grappled. It takes 8 ({@dice 1d8+4}) acid damage automatically at the start of each of the giant catfish's turn. Only one Medium creature or two Small creatures can be inside the giant catfish at one time. A swallowed creature is unaffected by anything happening outside the giant catfish or by attacks from outside it. A swallowed creature can get out of the giant catfish by using 5 feet of movement, but only after the giant catfish is dead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The giant electric catfish bites once and uses its electricity discharge (if available), or it swallows a grappled creature. It can't bite another target while it has a creature grappled."
]
},
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d10+4}) piercing damage and the target is grappled and restrained."
]
},
{
"name": "Swallow",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 0 ft., one Medium or smaller creature grappled by the giant electric catfish. Hit: 8 ({@dice 1d8+4}) acid damage and the target is swallowed (see above)."
]
},
{
"name": "Electricity Discharge (Recharge 6)",
"entries": [
"A giant electric catfish can generate a pulse of electricity. Every creature within 10 feet of the giant catfish takes {@dice 2d6} points of lightning damage and is stunned until the start of the giant catfish's next turn. A successful DC 13 Constitution saving throw reduces damage to half and negates the stun."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Giant%20Electric%20Catfish.png"
},
{
"name": "Brass Man",
"size": "L",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 18,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 95,
"formula": "10d10+40"
},
"speed": {
"walk": 30
},
"str": 20,
"dex": 10,
"con": 18,
"int": 3,
"wis": 11,
"cha": 1,
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage except from adamantine weapons"
}
],
"immune": [
"fire",
"poison"
],
"conditionImmune": [
"paralyzed",
"poisoned",
"stunned",
"unconscious"
],
"vulnerable": [
"cold"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"cr": "6",
"page": 37,
"trait": [
{
"name": "Immunity to Magic",
"entries": [
"A brass man automatically succeeds on all saving throws against spells and spell-like effects. If a successful saving throw reduces damage by half, the brass man takes no damage instead. In addition, certain spells and effects function differently against the creature, as noted below (these effects override its immunity).",
"\" A magical attack that deals lightning damage automatically slows a brass man (as the slow spell) for 3 rounds.",
"\" A magical attack that deals fire damage automatically ends any slow effect on the brass man and repairs 1 point of damage for each 3 points of damage the attack would normally inflict deal. If the amount of healing would cause the brass man to exceed its hit point maximum, it gains the excess as temporary hit points."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A brass man attacks twice with its fists, or twice with its greatsword, or once by spitting molten brass."
]
},
{
"name": "Fist",
"entries": [
"Melee Weapon Attack: {@hit +8} to hit, reach 10 ft., one creature. Hit: 11 ({@dice 1d10+5}) bludgeoning damage plus 5 ({@dice 1d10}) fire damage."
]
},
{
"name": "Greatsword",
"entries": [
"Melee Weapon Attack: {@hit +8} to hit, reach 10 ft., one creature. Hit: 19 ({@dice 2d12+5}) slashing damage."
]
},
{
"name": "Molten Brass (Recharge 5—6)",
"entries": [
"Ranged Weapon Attack: automatic hit, range 30 ft. line, all creatures in line. Hit: 30 ({@dice 6d8}) fire damage. Targets that make a successful DC 15 Dexterity saving throw take half damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Brass%20Man.png"
},
{
"name": "Amphoron of Yothri (Juggernaut)",
"size": "L",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 102,
"formula": "12d10+36"
},
"speed": {
"walk": 40
},
"str": 18,
"dex": 10,
"con": 16,
"int": 6,
"wis": 10,
"cha": 6,
"resist": [
{
"special": "Magic spells and spell-like effects"
}
],
"immune": [
{
"immune": [
"piercing"
],
"note": "damage from nonmagical weapons"
},
"poison"
],
"conditionImmune": [
"charmed",
"frightened",
"paralyzed",
"poisoned",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Common",
"cr": "6",
"page": 10,
"trait": [
{
"name": "Processing",
"entries": [
"The juggernaut amphoron is equipped with a large, moving crane mounted on its back. In addition to attacking with its whirling saw blades, the juggernaut can pick up one creature per round with its crane and hoist it aloft. On that creature's turn, it can make a Strength (Athletics) saving throw or Dexterity (Acrobatics) saving throw (with tactical disadvantage if the creature is wearing metal armor, because of the magnets in the crane), opposed by the juggernaut's Strength check. If the creature wins the contest, it struggles free from the crane and drops harmlessly to the ground. If the juggernaut wins the contest, then on its next turn, it drops the creature into the processing chamber. Any creature dropped through the hatch is immediately reduced to 0 hit points and must make a death saving throw each turn until either it dies or the juggernaut amphoron is destroyed; a dying creature can't stabilize inside a juggernaut's processing chamber. If the creature dies, it emerges from the juggernaut's ejection hatch on the juggernaut's next turn as a brick of processed concentrate. A death saving throw is not required on a turn when the juggernaut flickers."
]
},
{
"name": "Flicker",
"entries": [
"Roll {@dice 1d6} for every amphoron in play at the start of its turn. On a roll of 1, the amphoron \"flickers\" due to a momentary interruption of the connection across time and space. Flickering lasts until the start of the amphoron's next turn. While flickering, the amphoron can't be attacked and can't inflict damage. It regains 2 hit points when it rematerializes. A controller flickers only on a roll of 1 on {@dice 1d20}, but if it does, all amphorons under its control also flicker."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The amphoron attacks twice with whirling saw blades and once with its crane."
]
},
{
"name": "Whirling Saw Blades",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d8+4}) slashing damage."
]
},
{
"name": "Crane",
"entries": [
"Melee Weapon Attack: {@hit +3} to hit, reach 15 ft., one creature. Hit: target is grappled and lifted by the crane to be dropped into the juggernaut's processing chamber on the juggernaut's next turn (see Processing, above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Amphoron%20of%20Yothri%20(Juggernaut).png"
},
{
"name": "Amphoron of Yothri (Warrior)",
"size": "M",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 33,
"formula": "6d8+6"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 11,
"con": 12,
"int": 10,
"wis": 10,
"cha": 6,
"resist": [
{
"special": "magic"
}
],
"immune": [
{
"immune": [
"piercing"
],
"note": "damage from nonmagical weapons"
},
"poison"
],
"conditionImmune": [
"charmed",
"frightened",
"paralyzed",
"poisoned",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Common",
"cr": "2",
"page": 10,
"trait": [
{
"name": "Flicker",
"entries": [
"Roll {@dice 1d6} for every amphoron in play at the start of its turn. On a roll of 1, the amphoron \"flickers\" due to a momentary interruption of the connection across time and space. Flickering lasts until the start of the amphoron's next turn. While flickering, the amphoron can't be attacked and can't inflict damage. It regains 2 hit points when it rematerializes. A controller flickers only on a roll of 1 on {@dice 1d20}, but if it does, all amphorons under its control also flicker."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The amphoron attacks once with pincers and once with its flamethrower."
]
},
{
"name": "Pincers",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d10+2}) piercing damage."
]
},
{
"name": "Flamethrower",
"entries": [
"Area Weapon Attack: automatic hit range 100 ft. line, all creatures in line. Hit: creatures in the line must make a successful DC 11 Dexterity saving throw or take 7 ({@dice 2d6}) fire damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Amphoron%20of%20Yothri%20(Warrior).png"
},
{
"name": "Amphoron of Yothri (Worker)",
"size": "S",
"type": "construct",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 13,
"formula": "3d6+3"
},
"speed": {
"walk": 30
},
"str": 9,
"dex": 11,
"con": 12,
"int": 8,
"wis": 9,
"cha": 6,
"resist": [
{
"special": "magic"
}
],
"immune": [
{
"immune": [
"piercing"
],
"note": "damage from nonmagical weapons"
},
"poison"
],
"conditionImmune": [
"charmed",
"frightened",
"paralyzed",
"poisoned",
"stunned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Common",
"cr": "1/2",
"page": 9,
"trait": [
{
"name": "Flicker",
"entries": [
"Roll {@dice 1d6} for every amphoron in play at the start of its turn. On a roll of 1, the amphoron \"flickers\" due to a momentary interruption of the connection across time and space. Flickering lasts until the start of the amphoron's next turn. While flickering, the amphoron can't be attacked and can't inflict damage. It regains 2 hit points when it rematerializes. A controller flickers only on a roll of 1 on {@dice 1d20}, but if it does, all amphorons under its control also flicker."
]
},
{
"name": "Highly Charged",
"entries": [
"Worker amphorons carry a high static electrical charge. Any living creature that begins its turn within 10 feet of a worker amphoron takes 2 electrical damage from static discharge."
]
},
{
"name": "Levitate (1/Day)",
"entries": [
"Once per day, a worker amphoron can cast levitate on itself as an action. No components are required."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The amphoron attacks twice with pincers."
]
},
{
"name": "Pincers",
"entries": [
"Melee Weapon Attack: {@hit +2} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d8}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Amphoron%20of%20Yothri%20(Worker).png"
},
{
"name": "Aerial Servant",
"size": "M",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 18,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 152,
"formula": "16d8+80"
},
"speed": {
"walk": 60,
"fly": 60
},
"str": 20,
"dex": 18,
"con": 20,
"int": 4,
"wis": 10,
"cha": 11,
"save": {
"dex": "+8",
"wis": "+4"
},
"skill": {
"perception": "+4",
"stealth": "+8"
},
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"poison"
],
"conditionImmune": [
"paralyzed",
"poisoned",
"prone",
"restrained",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 14,
"languages": "Common, Primordial",
"cr": "9",
"page": 7,
"trait": [
{
"name": "Flawless Tracking",
"entries": [
"An aerial servant can track any creature on the same plane of existence as itself across any terrain automatically."
]
},
{
"name": "Link with Caster",
"entries": [
"When summoned, an aerial servant creates a mental link between itself and the caster who summoned it. Should the aerial servant fail the mission it was assigned, it returns to the caster and attacks him. The aerial servant can find the caster as long as they are on the same plane of existence. If the caster leaves the plane, the link is temporarily broken. If the two are again on the same plane of existence, the link is immediately re-established and the aerial servant moves at full speed toward the caster's location. The link is broken permanently only when the aerial servant or the caster is destroyed."
]
},
{
"name": "Natural Invisibility",
"entries": [
"An aerial servant is permanently invisible, and it remains invisible even when attacking. This ability is inherent and can't be magically cancelled or dispelled. Invisibility is not factored into the aerial servant's +8 Stealth modifier; it gains the benefits of invisibility in addition. An aerial servant is visible on the Astral and Ethereal Planes, but it is always lightly obscured in those locales."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The aerial servant slams once and constricts once, or uses its wind blast."
]
},
{
"name": "Slam",
"entries": [
"Melee Weapon Attack: {@hit +9} to hit, reach 5 ft., one creature. Hit: 17 ({@dice 2d10+5}) bludgeoning damage, and the target creature is grappled."
]
},
{
"name": "Constrict",
"entries": [
"Melee Weapon Attack: automatic hit (one creature grappled by the aerial servant). Hit: 17 ({@dice 2d10+5}) bludgeoning damage."
]
},
{
"name": "Wind Blast (Recharge 5—6)",
"entries": [
"Automatic hit (80 ft. line; creatures in the line). Hit: 24 ({@dice 4d10}) bludgeoning damage, and creatures of Medium size or smaller are knocked prone and pushed {@dice 2d10} feet away from the aerial servant. Affected creatures that make a successful DC 17 Dexterity saving throw take half damage and are not knocked prone, but they are pushed away."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Aerial%20Servant.png"
},
{
"name": "Astral Shark",
"size": "L",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 102,
"formula": "12d10+36"
},
"speed": {
"walk": 60
},
"str": 16,
"dex": 15,
"con": 17,
"int": 6,
"wis": 12,
"cha": 6,
"skill": {
"stealth": "+5"
},
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "5",
"page": 19,
"trait": [
{
"name": "Astral Scent",
"entries": [
"An astral shark is highly attuned to the energy of a traveler in the Astral Plane. It automatically detects all living creatures within 180 ft. of itself."
]
},
{
"name": "Sever Silver Cord",
"entries": [
"When an astral shark scores a critical hit with its bite, in addition to the normal effects of a critical hit, the target creature must attempt a DC 10 Dexterity saving throw. Failure indicates that the astral shark severed the silver cord connecting the target's astral form to its material body, and the target creature dies instantly."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 17 ({@dice 2d12+3}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Astral%20Shark.png"
},
{
"name": "Burning Dervish",
"size": "M",
"type": "fiend",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 65,
"formula": "10d8+20"
},
"speed": {
"walk": 30,
"fly": 20
},
"str": 18,
"dex": 16,
"con": 14,
"int": 13,
"wis": 15,
"cha": 15,
"skill": {
"perception": "+6",
"stealth": "+7"
},
"immune": [
"fire"
],
"vulnerable": [
"cold"
],
"senses": "darkvision 60 ft.",
"passive": 16,
"languages": "Common, Infernal",
"cr": "3",
"page": 39,
"trait": [
{
"name": "Elemental Endurance",
"entries": [
"Burning dervishes can survive on the Elemental Planes of Air or Earth for up to 48 hours and on the Elemental Plane of Water for up to 12 hours. Failure to return to the Elemental Plane of Fire after that time deals 1 point of damage per hour to a burning dervish until it dies or returns to the Elemental Plane of Fire."
]
},
{
"name": "Flame Form (3/Day)",
"entries": [
"Three times per day, a burning dervish can use its action to change its form to that of a column of fire. In this form it can attack with its fists. The transformation lasts indefinitely; changing back requires another action."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The burning dervish attacks once with its falchion or twice with fists (fist attacks are possible only in flame form)."
]
},
{
"name": "Falchion",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 14 ({@dice 2d8+4}) slashing damage."
]
},
{
"name": "Fist",
"entries": [
"Melee Weapon Attack (Flame Form Only): {@hit +6} to hit, reach 5 ft., one creature. Hit: 10 ({@dice 1d10+4}) bludgeoning damage plus 3 ({@dice 1d6}) fire damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A burning dervish's spellcasting ability is Charisma (spell save DC 12, {@hit 4} to hit with spell attacks). It doesn't need material components to use these abilities."
],
"will": [
"{@spell fire bolt}",
"{@spell produce flame}"
],
"daily": {
"1": [
"{@spell enlarge/reduce}",
"{@spell flaming sphere}",
"{@spell plane shift} (Elemental, Astral, or Material Planes)"
],
"3": [
"{@spell invisibility} (self only)"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Burning%20Dervish.png"
},
{
"name": "Aaztar-Ghola",
"size": "M",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"{@spell mage armor}"
]
}
],
"hp": {
"average": 38,
"formula": "7d8+7"
},
"speed": {
"walk": 40
},
"str": 14,
"dex": 11,
"con": 12,
"int": 16,
"wis": 11,
"cha": 12,
"skill": {
"history": "+5"
},
"passive": 10,
"languages": "Common, Abyssal",
"cr": "4",
"page": 5,
"trait": [
{
"name": "Arcane Fatigue",
"entries": [
"An Aaztar-Ghola gains {@dice 1d3} levels of exhaustion when it uses its finger of death spell-like ability. It recovers fully after taking a short rest and consuming a fresh human body part."
]
},
{
"name": "Dominate Ghouls (3/Day)",
"entries": [
"As a bonus action, an Aaztar-Ghola can try to dominate all ghouls within 60 feet. The Aaztar-Ghola makes a DC 8 Cha check; if it succeeds, it charms every ghoul in the area. The Aaztar-Ghola establishes a telepathic link to affected creatures, and they do their best to carry out its simple commands. This charm lasts for one hour. Ghouls under this affect have tactical advantage on Wis saving throws against being turned. If any ghouls the Aaztar-Ghola is trying to charm are currently turned by a cleric, the Aaztar-Ghola has tactical disadvantage on its Cha check."
]
},
{
"name": "Mage Armor",
"entries": [
"An Aaztar-Ghola always has mage armor cast on itself."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The Aaztar-Ghola attacks twice with its scimitar."
]
},
{
"name": "Scimitar",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d6+2}) slashing damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"The Aaztar-Ghola's spellcasting ability is Intelligence (spell save DC 13, {@hit 5} to hit with spell attacks). The Aaztar-Ghola doesn't need material components to cast these spells."
],
"daily": {
"2e": [
"{@spell inflict wounds} (range 50 ft.)",
"{@spell fear}"
],
"1e": [
"{@spell dispel magic}",
"{@spell finger of death}",
"{@spell fly}",
"{@spell see invisibility}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Aaztar-Ghola.png"
},
{
"name": "Chupacabra",
"size": "S",
"type": "humanoid",
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
12
],
"hp": {
"average": 27,
"formula": "6d6+6"
},
"speed": {
"walk": 20,
"fly": {
"number": 40,
"condition": " (if winged)"
}
},
"str": 10,
"dex": 15,
"con": 12,
"int": 3,
"wis": 11,
"cha": 10,
"skill": {
"stealth": "+4"
},
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1",
"page": 56,
"trait": [
{
"name": "Wings",
"entries": [
"One in ten chupacabras have leathery wings that give them a flying speed of 40 feet."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A chupacabra attacks once with claws and bites once."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 4 ({@dice 1d4+2}) slashing damage and the target is grappled. The chupacabra can't attack with its claws while it has a creature grappled."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 2 ({@dice 1d4}) piercing damage. If the target is grappled by the chupacabra, it takes an extra 5 ({@dice 1d6+2}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Chupacabra.png"
},
{
"name": "Flying Ape",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 45,
"formula": "6d10+12"
},
"speed": {
"walk": 30,
"fly": 60
},
"str": 18,
"dex": 14,
"con": 15,
"int": 6,
"wis": 11,
"cha": 7,
"skill": {
"perception": "+2"
},
"passive": 12,
"languages": "none (some flying apes can understand Common, but can't speak)",
"cr": "2",
"page": 12,
"action": [
{
"name": "Multiattack",
"entries": [
"The flying ape attacks twice with its fists."
]
},
{
"name": "Fists",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d6+4}) bludgeoning damage. If both fists hit the same target, the ape also rends, doing another 8 ({@dice 2d6}) slashing damage and the target is restrained and grappled."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Flying%20Ape.png"
},
{
"name": "Aranea",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 39,
"formula": "6d10+6"
},
"speed": {
"walk": 30,
"climb": 30
},
"str": 14,
"dex": 16,
"con": 12,
"int": 16,
"wis": 12,
"cha": 6,
"save": {
"int": "+5"
},
"skill": {
"stealth": "+5"
},
"senses": "blindsight 10 ft., darkvision 60 ft.",
"passive": 1,
"languages": "Common, Deep Speech",
"cr": "3",
"page": 13,
"trait": [
{
"name": "Paralytic Poison",
"entries": [
"The poisoned creature has tactical disadvantage on attack rolls and ability checks. At the end of each of its turns, the poisoned creature must attempt a Constitution saving throw, On a result of 16 or higher, the poisoned condition ends and the character becomes immune to this aranea's poison. On a result of 11-15, the poisoned condition continues. On a result of 10 or lower, the creature becomes paralyzed and no more saving throws are needed. Paralysis lasts for 1 hour or until the poison is neutralized."
]
},
{
"name": "Shapechange",
"entries": [
"An aranea can use its action to polymorph into a Medium beast or humanoid creature of CR 2 or lower, or from another form back into its own form. The aranea retains its Int, Wis, and Cha scores and its current hit points while polymorphed; otherwise, it takes on all the attributes of the adopted form. It can cast spells if the adopted form can provide the spell's verbal and somatic components, and it retains its paralytic poison trait if the adopted form has a bite attack. A shapechanged aranea reverts to its natural form when slain."
]
},
{
"name": "Spider Climb",
"entries": [
"Aranea can climb any surface without making ability checks."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+3}) piercing damage, and the target must make a successful DC 11 Constitution saving throw or become poisoned (see Paralytic Poison, above)."
]
},
{
"name": "Webs (Recharge 5—6)",
"entries": [
"Ranged Weapon Attack: {@hit +5} to hit, range 30 ft./60 ft., one creature. Hit: The target is restrained by webs. A webbed creature can use its action to attempt a DC 12 Strength (Athletics) check to escape. The web can also be destroyed by 5 points of slashing or fire damage against AC 10."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"All aranea are 3rd-level wizards. The Aranea's spellcasting ability is Intelligence (spell save DC 13, {@hit 5} to hit with spell attacks) and require no material components for their spells. Typical known spells are listed below, but individual aranea can know different spells."
],
"spells": {
"0": {
"spells": [
"{@spell dancing lights}",
"{@spell poison spray|phb|poison cloud}",
"{@spell shocking grasp}"
]
},
"1": {
"slots": 4,
"spells": [
"{@spell charm person}",
"{@spell sleep}"
]
},
"2": {
"slots": 2,
"spells": [
"{@spell invisibility}",
"{@spell mirror image}"
]
}
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Aranea.png"
},
{
"name": "Astral Moth",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"A"
],
"ac": [
12
],
"hp": {
"average": 32,
"formula": "5d10+5"
},
"speed": {
"walk": 10,
"fly": 30
},
"str": 16,
"dex": 14,
"con": 12,
"int": 4,
"wis": 10,
"cha": 10,
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Any (understands via telepathy but can't speak)",
"cr": "1/8",
"page": 18,
"trait": [
{
"name": "Interplanar Flight",
"entries": [
"Astral moths can fly into the spaces between realities and travel effortlessly between planes of existence and dimensions. The time required for such travel varies in accordance with the intended destination, but it would be rare for a trip of any distance to take more than 24 hours."
]
},
{
"name": "Mount",
"entries": [
"An astral moth can carry a single Medium rider, two Small riders, or up to ten Tiny riders."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d6+3}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Astral%20Moth.png"
},
{
"name": "Crimson Basilisk",
"size": "M",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 60,
"formula": "8d8+24"
},
"speed": {
"walk": 20
},
"str": 16,
"dex": 10,
"con": 16,
"int": 2,
"wis": 12,
"cha": 10,
"skill": {
"perception": "+3",
"stealth": "+2"
},
"senses": "darkvision 60 ft.",
"passive": 13,
"languages": "None",
"cr": "3",
"page": 21,
"trait": [
{
"name": "Blood Frenzy",
"entries": [
"A crimson basilisk that detects fresh blood within 30 feet enters a frenzied state at the start of its next turn, as do any other crimson basilisks within 30 feet of the frenzied basilisk. Frenzied crimson basilisks fight until they are slain or until 1 minute has passed without the basilisk being attacked. While frenzied, they gain tactical advantage on attack rolls and saving throws, their acid damage increases to 7 ({@dice 2d8}), and their armor class decreases to 11."
]
},
{
"name": "Stone Camouflage",
"entries": [
"A crimson basilisk has tactical advantage on Stealth checks in a stony environment or when it has a stony background."
]
},
{
"name": "Wounding Gaze",
"entries": [
"A creature within 30 feet of a crimson basilisk that meets the monster's gaze must make a DC 13 Constitution saving throw. Failure means the creature takes 3 ({@dice 1d6}) points of damage as blood weeps from the victim's eyes, ears, nose, and mouth. Creatures without blood and other crimson basilisks are immune to this effect. A creature that is capable of taking actions can look away at the start of its turn to avoid the basilisk's gaze, but if it targets the basilisk while averting its gaze, it suffers all the usual penalties for attacking an unseen target."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 13 ({@dice 2d8+3}) piercing damage plus 4 ({@dice 1d8}) acid damage (also see Blood Frenzy above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Crimson%20Basilisk.png"
},
{
"name": "Borsin (Ape Centaur)",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
12
],
"hp": {
"average": 60,
"formula": "8d10+16"
},
"speed": {
"walk": 40
},
"str": 20,
"dex": 14,
"con": 15,
"int": 4,
"wis": 11,
"cha": 8,
"skill": {
"athletics": "+7"
},
"passive": 10,
"languages": "None",
"cr": "3",
"page": 36,
"action": [
{
"name": "Multiattack",
"entries": [
"A borsin attacks twice with claws and bites once."
]
},
{
"name": "Claws",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d6+5}) slashing damage. If both claw attacks hit the same target, the second attack inflicts an additional 7 ({@dice 2d6}) slashing damage and the borsin gains tactical advantage on its bite attack, if that attack is made immediately against the same target."
]
},
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 10 ({@dice 1d8+5}) piercing damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Borsin%20(Ape%20Centaur).png"
},
{
"name": "Crabman",
"size": "L",
"type": "monstrosity",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 22,
"formula": "3d10+6"
},
"speed": {
"walk": 30,
"swim": 20
},
"str": 16,
"dex": 11,
"con": 15,
"int": 10,
"wis": 10,
"cha": 8,
"resist": [
{
"resist": [
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Unique (crabman)",
"cr": "1",
"page": 69,
"trait": [
{
"name": "Amphibious",
"entries": [
"A crabman spends most of its life in water, but they are equally at home on land or in water. Crabmen do not treat water as difficult terrain, and they breathe comfortably in air or water."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A crabman attacks twice with pincers."
]
},
{
"name": "Pincer",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) slashing damage and the target is grappled."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Crabman.png"
},
{
"name": "Algoid",
"size": "M",
"type": "plant",
"source": "FEF 3pp",
"alignment": [
"N"
],
"ac": [
14
],
"hp": {
"average": 52,
"formula": "7d8+21"
},
"speed": {
"walk": 20
},
"str": 19,
"dex": 10,
"con": 16,
"int": 4,
"wis": 10,
"cha": 10,
"save": {
"con": "+5"
},
"skill": {
"stealth": "+4"
},
"resist": [
{
"resist": [
"slashing",
"piercing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"lightning",
"fire"
],
"conditionImmune": [
"prone"
],
"senses": "darkvision 60 ft., tremorsense 120 ft.",
"passive": 10,
"languages": "Common (understands but can't speak)",
"cr": "3",
"page": 8,
"trait": [
{
"name": "Animate Trees",
"entries": [
"An algoid can innately cast the animate objects spell at will, requiring no components. Each casting animates two trees, which are all the algoid can control at a time. A newly animated tree takes one full round to uproot itself. Once free, trees act on the algoid's turn."
]
},
{
"name": "Vulnerability to Water Magic",
"entries": [
"Control water and destroy water spells deal {@dice 3d6} piercing damage to an algoid (no save)."
]
},
{
"name": "Water Camouflage",
"entries": [
"An algoid has tactical advantage on Stealth checks when it has any type of standing water to blend into."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The algoid slams twice or attacks once with its mind blast."
]
},
{
"name": "Slam",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 1d8+4}) bludgeoning damage. If an algoid scores a critical hit with this attack, the target must make a successful DC 14 Constitution saving throw or be stunned. The stunned creature can repeat the saving throw at the end of each of its turns; the condition ends on a successful save."
]
},
{
"name": "Mind Blast",
"entries": [
"Ranged Weapon Attack: automatic hit (range 60 ft. cone; creatures in the cone). Hit: creatures in the cone must make a successful DC 13 Intelligence saving throw or be stunned for {@dice 3d4} rounds."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Algoid.png"
},
{
"name": "Ascomoid",
"size": "L",
"type": {
"type": "plant",
"tags": [
"fungus"
]
},
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 12,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 76,
"formula": "9d10+27"
},
"speed": {
"walk": 40
},
"str": 19,
"dex": 13,
"con": 17,
"int": 0,
"wis": 11,
"cha": 1,
"resist": [
"fire",
"lightning",
{
"resist": [
"bludgeoning",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"conditionImmune": [
"charmed",
"prone",
"stunned",
"unconscious"
],
"senses": "Tremorsense 60 ft.",
"passive": 10,
"languages": "None",
"cr": "3",
"page": 16,
"trait": [
{
"name": "Trample",
"entries": [
"As the ascomoid moves, it can enter spaces occupied by enemies but can't stop there. Creatures in spaces the ascomoid enters can attempt DC 15 Dexterity saving throw, on a failed save, the creature takes 15 ({@dice 2d10+4}) bludgeoning damage and is knocked prone; on a successful save, the creature moves 5 feet to get out of the ascomoid's path and can make an opportunity attack if it's allowed to react. An ascomoid can attempt to trample any number of creatures during its move, but it can't trample the same creature more than once per round."
]
}
],
"action": [
{
"name": "Slam",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 18 ({@dice 3d8+3}) bludgeoning damage."
]
},
{
"name": "Spores (Recharge 5—6)",
"entries": [
"Ranged Weapon Attack: automatic hit (20 ft. radius sphere within 30 ft. range; creatures in sphere). Hit: creatures in the sphere must make a successful DC 16 Constitution saving throw against poison or take 7 ({@dice 2d6}) poison damage and become nauseated (incapacitated) for {@dice 1d4} rounds. A successful save negates the poison damage but not the incapacitated condition, and also makes the creature immune to further spore attacks from the same ascomoid for 24 hours."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Ascomoid.png"
},
{
"name": "Cadaver",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
11
],
"hp": {
"average": 15,
"formula": "2d8+6"
},
"speed": {
"walk": 30
},
"str": 13,
"dex": 13,
"con": 16,
"int": 3,
"wis": 10,
"cha": 10,
"resist": [
"necrotic",
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "from nonmagical weapons"
}
],
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "None",
"cr": "1/2",
"page": 40,
"trait": [
{
"name": "Cadaver Fever",
"entries": [
"At the end of a battle against cadavers, anyone who was clawed or bitten by a cadaver must make a DC 13 Constitution saving throw against disease. Failure indicates the character is infected with cadaver fever. An infected character gains one level of exhaustion immediately and must repeat the saving throw at the end of every long rest. Each failed saving throw adds one more level of exhaustion; a successful saving throw at the end of a long rest means only that the character's condition doesn't worsen. The character recovers fully when he or she makes successful saving throws at the ends of two consecutive long rests or when lesser restoration or comparable magic is used on the character."
]
},
{
"name": "Reanimation",
"entries": [
"When reduced to 0 hit points, a cadaver is not destroyed; rather it falls inert and begins regaining 1 hit point per round. Hit points lost to magical weapons or spells are not regained. When the creature reaches its full hit point total (minus damage dealt by magical attacks and weapons), it reassembles itself and stands up, ready to fight again. Scattering or even destroying the pieces of its body don't prevent it from magically reassembling and reanimating. If gentle repose is cast on the cadaver when it is at 0 hit points, it can't reanimate. A bless spell delays the reanimation, causing the creature to regain 1 hit point per minute instead of per round."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The cadaver bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d8+1}) piercing damage and the target may be infected with cadaver fever (see above)."
]
},
{
"name": "Claw",
"entries": [
"Melee Weapon Attack: {@hit +3} to hit, reach 5 ft., one creature. Hit: 9 ({@dice 2d6+1}) slashing damage and the target may be infected with cadaver fever (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Cadaver.png"
},
{
"name": "Cadaver Lord",
"size": "M",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"{@item chain shirt|phb}"
]
}
],
"hp": {
"average": 45,
"formula": "6d8+18"
},
"speed": {
"walk": 30
},
"str": 17,
"dex": 15,
"con": 16,
"int": 10,
"wis": 12,
"cha": 14,
"resist": [
{
"resist": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from nonmagical weapons"
}
],
"immune": [
"cold",
"necrotic",
"poison"
],
"conditionImmune": [
"exhaustion",
"frightened",
"poisoned",
"unconscious"
],
"passive": 1,
"languages": "Any language it spoke when alive; communicates telepathically with all undead within 100 feet",
"cr": "3",
"page": 41,
"trait": [
{
"name": "Aura of Desecration",
"entries": [
"All undead within 20 feet of a cadaver lord gain tactical advantage against attempts to turn undead."
]
},
{
"name": "Cadaver Fever",
"entries": [
"At the end of a battle against cadavers, anyone who was clawed or bitten by a cadaver must make a DC 13 Constitution saving throw against disease. Failure indicates the character is infected with cadaver fever. An infected character gains one level of exhaustion immediately and must repeat the saving throw at the end of every long rest. Each failed saving throw adds one more level of exhaustion; a successful saving throw at the end of a long rest means only that the character's condition doesn't worsen. The character recovers fully when he or she makes successful saving throws at the ends of two consecutive long rests or when lesser restoration or comparable magic is used on the character."
]
},
{
"name": "Create Spawn",
"entries": [
"A creature slain by a cadaver lord rises in {@dice 1d4} minutes as a cadaver under the control of the cadaver lord."
]
},
{
"name": "Reanimation",
"entries": [
"When reduced to 0 hit points, a cadaver is not destroyed; rather it falls inert and begins regaining 1 hit point per round. Hit points lost to magical weapons or spells are not regained. When the creature reaches its full hit point total (minus damage dealt by magical attacks and weapons), it reassembles itself and stands up, ready to fight again. Scattering or even destroying the pieces of its body don't prevent it from magically reassembling and reanimating. If gentle repose is cast on the cadaver when it is at 0 hit points, it can't reanimate. A bless spell delays the reanimation, causing the creature to regain 1 hit point per minute instead of per round."
]
},
{
"name": "Summon Undead (1/Day)",
"entries": [
"Once per day as an action, a cadaver lord can summon five cadavers. They arrive in {@dice 1d6} rounds (shambling from nearby chambers, digging up from their shallow graves, etc.), and are under the cadaver lord's control."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The cadaver lord bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+3}) piercing damage and the target may be infected with cadaver fever (see above)."
]
},
{
"name": "Claw",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 15 ({@dice 3d6+3}) slashing damage and the target may be infected with cadaver fever (see above)."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"The cadaver lord's innate spellcasting ability is Charisma (spell save DC 12, {@hit 4} to hit with spell attacks). The cadaver lord requires no material components to use these abilities."
],
"daily": {
"1": [
"{@spell darkness}",
"{@spell fear}"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Cadaver%20Lord.png"
},
{
"name": "Feral Undead Cat",
"size": "S",
"type": "undead",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
12
],
"hp": {
"average": 3,
"formula": "1d6"
},
"speed": {
"walk": 30
},
"str": 4,
"dex": 15,
"con": 11,
"int": 3,
"wis": 12,
"cha": 6,
"resist": [
"necrotic"
],
"immune": [
"poison"
],
"conditionImmune": [
"exhaustion",
"poisoned",
"unconscious"
],
"senses": "darkvision 60 ft.",
"passive": 1,
"languages": "None",
"cr": "1/8",
"page": 44,
"trait": [
{
"name": "Paralyzing Poison",
"entries": [
"Every time a character is clawed by a feral undead cat, he or she must make a DC 8 Constitution saving throw. On the first failed save, the character becomes poisoned; on the second failed save, the character becomes restrained; and on the third failed save, the character becomes paralyzed. Each effect lasts for {@dice 1d6} x 10 minutes, and the lengths add together as the character's condition worsens."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The feral cat attacks twice with claws."
]
},
{
"name": "Claw",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 1 slashing damage and the target creature must make a successful DC 8 Constitution saving throw or suffer the effect of paralyzing poison (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Feral%20Undead%20Cat.png"
}
]
}