Adventure 6: Monsters:

Giant Blue Rock Lobster (Old Blue)

AC 19, HP 120 Claw: +8, 4d6, x2 Tail Flip: 16 DC dex save, 5d6 and knockback 5 & prone, or save for half - weak to hammers, weak to butter and lemon Motivation

Large Blue Rock Lobster

AC 17, HP 30 Claw: +6, 2d6 Slippery rocks - have fishermen arrive midway through combat, armed with poke sticks (blunted, t-shaped spears). carry with them spiced fish

Prismatic Star Dog, blue aspect (from the star of Pavonis)

AC 18, HP 120 - has a furry body like a dog, where the "fur" is wisps of solar radiation. - symmetrical on the x axis - glows steadily brighter as it takes damage, attacks increase as it takes damage - defense: immune to fire, energy damage - defense: first shield, 5 fire damage when attacked in melee - defense on bloodied: plasma shield: dome of bluish energy, 6d6 to push through, 80 hp, pushback - attack: coiling strands: aoe 5, 6d6 fire damage, dex save 16 for half - attack: energy blast: cone 5, dex save 16 for half 6d6, - attack: energy lance: beam 10, +10, 5d6 fire - when killed, shrinks down into a hot but inert sphere of strange silvery metal, about the size of a whiffle ball. Occasionally patterns of blue glowing spots will form across the surface of the sphere - Motivation, wants to bone another star dog, but phrases it in the most ethereal of terms - Communicating it risks heat and brain exploding. Add a heat meter to keep track of, make Charisma save after each communication

Star Drunk Humans

humans, moving oddly and wildly. Drinking from the river with an insatiable thirst. Their skin has turned a light blue, and you can see tinted flashes of light occasionally from under their skin like there is a storm going on under there - AC 13, HP 20, +4 to hit with sticks, 1d6 - can be killed, or knocked out - if hit with energy, will explode for 5d6, also setting off any others in range if cut off from the water, will fall into a lethargy, waking up 2 days later groggy but ok

Darkened Lens Minions

AC 15, HP 30 - defense: empty chest: 50% chance to dodge, or +2 to AC after discovered - attack: hatchet, +6, 1d8 - ability: dark vision

Darkened Lens Defender

AC 20, HP 30 - defense: darkened lens shield, redirect energy attacks, protection from AOE - defense: empty chest: 50% chance to dodge, or +2 to AC after discovered - attack: flail, +8, 1d6 - ability: dark vision

Darkened Lens Endarkener

AC 16, HP 60 - defense: phased & translucent body: half damage from non-radiant attacks - attack: void touch, DC 16 Con save, phases them partially out of existence. First fail, half damage given and taken. second fail, reduce all damage to 1. Third fail, gone - ability: create void, 3x3 space, swallows anything that enters it - ability: dark vision

Darkened Lens leader

AC 18, HP 80 - - defense: fortelling: free dodge, once - defense: empty chest, 50% chance to dodge, or +2 to AC after discovered - defense: empty legs, 50% chance to dodge, or +2 to AC after discovered - ability: gather star heart from dead minion - attack: fire star hearts at Dex 16 to dodge, 4d6 each - ability: minor, dark band - dex save 18 or blinded - ability: minor, dark band - con save 18 of restrained - attack: extend blazing heart - dex save 18 or 6d6 fire damage

Greater Gazelles

AC 17, HP 120 - defense: raise leg slightly, +5 defense against most melee - attack: stomp: +8 vs ac, 4d6 - attack: sleep fog: +16 vs Con, 5x5 area, difficulty increases by 1 each round - defense: bird flock, 50% chance to intercept simple missile attacks. 5 uses - ability: leap to tree top, run from tree to tree

Prismatic Star Dog, Green aspect (from the star of Pavonis), vine shell

AC 18, HP 80 for shell - defense: vine shell, regen 20 per round until destroyed - ability: vine shell's vine thwack: +8, 2d6, attacks up to 3 targets per round, no more than 2 attacks per target

Prismatic Star Dog, Green aspect (from the star of Pavonis)

AC 18, HP 120 - has a furry body like a dog, where the "fur" is wisps of solar radiation. - symmetrical on the x axis - glows steadily brighter as it takes damage, attacks increase as it takes damage - defense: the star-dog itself is immune to radiant, energy damage - minor ability: create 2 constructs - attack: life burn - Con Save - depending on how good the save is, burn 1-4 healing surges, as skin bubbles and generates 1-4 homonculi - attack: strangling vines - DC18, vines rise up from the ground to immobilize, 1d6 per turn, DC18 Strength save to break out - ability - tree launch - grows a tree beneath it, raising 60 feet in the air - ability - tree launch - grows a tree beneath target, raising 60 feet in the air - when killed, shrinks down into a hot but inert sphere of strange silvery metal, about the size of a whiffle ball. Occasionally patterns of green glowing spots will form across the surface of the sphere

Homonculi

AC 15, HP 1 - attacks based off their owner, generally do 1d8 damage, DC 15 saves, +6 to hit

Vine Constructs (Dog, Panther, Hopping Eagle, Bull, Great Worm, Python, Mannikin

AC 17, HP 15-40 - bite, +6, 1d6 - whip, +7, 1d6 - Gore, +5, 2d6 - Swallow, DC 15 dex, crushing 1d6 - Constrict, DC 15 dex, crushing 1d6 - fist, +6, 1d6 Order of the Sanctified Sky Devotee: AC 15, HP20 Defense: Reinforced Non La (hat): +3 vs ranged Attack: Long Spear: +6, 1d6 Attack: Flash Bang: 5x5 area, DC16 Con, blinded Order of the Sanctified Sky Initiate: AC 15, HP40 Defense: Reinforced Non La (hat): +3 vs ranged Attack: Whirling Chain interrupt: DC 15 dex, stops movement and prone Attack: Whirling Chain: +7, 1d8 Order of the Sanctified Sky Blind Guru, Satay: AC 16, HP60 Defense: Uncanny Parry, chance to parry a ranged attack each round Defense: masterful skill, advantage on all melee defense rolls Attack: Unerring Sword, +12, 3d6 Weakness: anything Sonic based attack Order of the Sanctified Sky Chapter Master: AC 19, HP80 Attack: Mace, +10, 2d6 Ability: Forsake the Sky: Con save 15, 8x8 area, prone, brings down any flying creatures Ability: Trample the Devil: Cha save 18, 8x8 area, cancels magical effects Thaddeus, the Space Witch, 8 feet tall more or less. A Dark shadow full of blazing red points of light, with a streamer of energy running from the sphere to its outline: AC 17, HP120 Attack: Pinpoint Entropy Beam: 80/40 damage, 18DC reflex for half. destroyed targets instantly disentegrate into black dust, leaving behind a red star which floats into Thadeus's body Attack: Entropic Burst: hits 6x6 area around him. 30 damage, 18DC con save for half. Destroys non-magical armor and weapons Attack: Void Gate: opens a sustained portal into deep space. 5d6 ice damage in 3x3 area. DC 18 con save or be dragged partially in, need to fail twice to be launched into deep space. lasts for 4 rounds Attack: Entropic Darts: 2 targets, +10 to hit, 3d6 Defense: immune to fire, necrotic. Vulnerable to radiant Defense: entropic shield - decays away non-magical weapons used against him Ability: Reaction - Void Shunt - opens a brief portal into deep space, shunting ranged attack away. needs to be within range 10, succeeds on 8 or better Form 2: Whirling cloud of Blazing stars: AC 20, HP 80 Attack: fire stars: +8 to hit, 4d6 damage, use 4 times on 4 targets Ability: re-animate 3 deads Form 3: concentrated lines of crackling star energy AC 16, HP 80 Attack beam hand: DC 18, 8d6 fire damage, destroys any armor of +1 or less (unless save at 10 or better) Defense: any non magical weapon is destroyed when touching it. weapons with +1 have to make a save (10 or better) Defense: when bloodied, Con save 16 or be blinded in 3x3 area Reanimated Titus: AC 20, 80 HP sword: +8, 3d6 trample: +6, 2d6 - "The heart wants what the heart wants" Reanimated Adelaide: AC 16, 60 HP Forcebolt: +7 to hit, 3d6, slide 10 Fireball: 16dc save, 8d6 - "I choose to cast ... Fireball" Reanimated Slippers and Hardy: AC 16, HP 50 short sword & bow, +6 to hit, 2d6, +2d6 rogue damage - "its funny, I don't feel afraid of the forest any more" Entropy Dog: AC 15, HP 20 Attack: +6, 6d6 necrotic damage, destroys the dog AetherScope: large, magi-mechanical telescope with incense burners set around it Attack: Negative Aether beam - DC 17 Will save, frightened Attack: Positive Aether beam - 3D10 psychic damage, DC 17 Will save for half Attack: Inverse Aether beam - Cancel a magical effect on the target Ghost pit of mad phase ghosts: 10 feet deep, 5 ghosts