Scaled Job - Compendium
Ankheg
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 slashing damage plus 3 1d6 acid damage. If the target is a Large or smaller creature, it is Grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the Grappled creature and has advantage on attack rolls to do so. Acid Spray (Recharge 6 1d6 ). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature Grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 3d6 acid damage on a failed save, or half as much damage on a successful one.
Inferno Lizard CR: 2
STR
12 +1
DEX
16 +3
CON
12 +1
INT
6 -2
WIS
13 +1
CHA
6 -2
Intimidating Frills. The inferno lizard may expand its neck frills as a bonus action. When it does so, it gains a +2 bonus on any Charisma (Intimidate) check.
Actions
Multiattack. The inferno makes two biting attacks or one bite and one tail lash attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 2d6+2 slashing damage. Tail Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 5 (2d4+2) 2d4+2 slashing + 3 (1d6) 1d6 fire damage. Fire breath (Recharge 3-6). Each creature in a 15 foot cone must make a Dexterity Saving throw (DC 14). The creature takes 13 (3d6+3) 3d6+3 fire damage on a failed save, or half as much damage on a successful save. The fire ignites any ignitable objects that aren't being worn or carried.
Incarnate, Vile CR: 4
STR
16 +3
DEX
14 +2
CON
16 +3
INT
10 +0
WIS
12 +1
CHA
4 -3
Poisonous Fumes. As a bonus action, the vile incarnate emits a noxious cloud. Any targets not immune to poison and within 5' of the incarnate suffer 3 poison damage. Manifest. An incarnate most often is found in the Void near or in the weave in which they formed. However they are able to manifest in the Prime at will as an action. When they manifest, they lose the Void Spirit trait and instead gain the Twofold trait. An incarnate may also return to the Void as an action at will. Twofold. An incarnate gains the Twofold trait only after they manifest. While the incarnate has the twofold trait, it is physically present both on the Prime and in the Void. It can affect and be affected by attacks, Objects, and Effects on both planes. A twofold creature can also perceive Objects and Effects on both the Void and the Prime. Void Spirit. While in the Void, an incarnate may only affect and be affected by other creatures in the void. Creatures that are not in the Void cannot perceive the incarnate and cannot interact with it, unless they have a Special ability or magic that has given them the ability to do so. Incarnates ignore all Objects and Effects that are not on the Void, although they do perceive them. This allows them to move through Objects on the Prime without hindrance.
Actions
Vile Grasp. Melee Spell Attack: +6 to hit, reach 15 ft., one creature. Hit: 5 (2d4) necrotic and 5 (2d4) poison damage.
Suggested Environments
Sewers, cess pits, and other places where refuse and sewage collect.
Mephit, Mud CR: 1/4 (50XP)
STR
8 -1
DEX
12 +1
CON
12 +1
INT
9 -1
WIS
11 +0
CHA
7 -2
Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn. False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.
Actions
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) 1d6+1 bludgeoning damage. Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Suggested Environments
Sewers, bogs, swamps, and muddy caves
Mizer (Cog, Hound) CR: 3
STR
14 +2
DEX
12 +1
CON
14 +2
INT
10 +0
WIS
10 +0
CHA
6 -2
Step Back (Recharge 6). Mizer has the ability to emit a blast of air in a 10-foot radius centered on itself. Any creatures of medium size or smaller within the blast must make a Challenging (DC 12) Strength saving throw, or be pushed back 10-feet and be knocked prone. Flamethrower (Recharge 5-6). Mizer is powered by a philogiston elemental mote. As a result, it can emit flame in a 15-foot cone that deals 9 (3d6) fire damage. Creatures take half damage on a successful Challenging (DC 12) Dexterity saving throw. Vigilant. Mizer cannot be surprised Voidsight. While concentrating, Mizer gains the ability to see the Void around it. It appears as if laid over its view of the Prime. It can see any evidence of nearby weaves and the ways connecting them.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 piercing damage.
Suggested Environments
Any
Muckle CR: 1/4 (50 XP)
STR
8 -1
DEX
18 +4
CON
13 +1
INT
5 -3
WIS
14 +2
CHA
7 -2
Slippery. Foggles are very slippery to the touch. Any attempt to grab them or grapple them is at disadvantage Uncanny Smell. Foggles have advantage on Wisdom (Perception) checks that rely on smell.
Actions
Knife. Melee Weapon Attack: +1 to hit 1d20+1 , reach 5 ft., one target. Hit: 2 (1d6-1) 1d6-1 slashing damage. Shillelagh. Melee Weapon Attack: +4 to hit 1d20+1 , reach 5 ft., one target. Hit: 7 (1d8+2) 1d8+2 bludgeoning damage.
Troglodyte CR: 1/4 (50xp)
STR
14 +2
DEX
10 +0
CON
14 +2
INT
6 -2
WIS
10 +0
CHA
6 -2
Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide. Stench. Any creature other than another troglodyte that starts it turn within 5 feet of the troglodyte must succeed on a DC12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The troglodyte makes three attacks : one with its bite and two with its claws. Bite. Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 4 (1d4+2) 1d4+2 piercing damage. Claw. Melee Weapon Attack: +4 to hit 1d20+4 , reach5 ft., one target. Hit4 (1d4+2) 1d4+2 slashing damage.
Watercoil Serpent CR: 3 (700 XP)
STR
17 +3
DEX
16 +3
CON
13 +1
INT
11 +0
WIS
10 +0
CHA
10 +0
Invisible in Water. The watercoil serpent is invisible while fully immersed in water. Water Bound. The watercoil serpent is unable to leave the water. It may attack creatures within its reach that are out of the water. If for some the watercoil serpent finds itself without a water source, it dies.
Actions
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the watercoil serpent. Until this grapple ends, the target is restrained and the watercoil serpent can't constrict another target. Melee attacks against the watercoil serpent deal half damage to any target it has constricted.