Saving Throws CHA +6, Skills Deception +7, Insight +6, Perception +6, Stealth +6. Damage Resistances Acid, Cold, Fire, Damage from Spells. Condition Immunities: Charmed
Senses Darkvision 120 ft., Passive Perception 16
Elemental Spell Casting. Has the ability to cast weak cantrips. Including Druidcraft, Mending, Poison Spray, Resistance and Thorn Whip. (all must be cast like 1st level)
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Spell Casting. See the Elemental Spell Casting for the listing. Attack ones:
Poison Spray: 1d12 of damage, CON save of 15 cuts it in half.
Thorn Whip: 1d6 damage using normal attack modifiers. If hits, opponent must make a DEX savings throw of 13 or be grappled for one round. Only ONE round.
Battle Staff. Typical attack, +4 to hit. 1d6+2 bludgeoning damage if successful.
Bonus Actions
Each Acolyte is a bit different but generally speaking:
Even though they can see just fine, most of their faces are completely covered. This is to mask their scaly red skin and semi-glowing red eyes. They have a makeshift leather armor that is combined with flowing robes. Dagger thimbles is on their hands at all time allowing them to slash themselves, and retrieve blood to perform healing or some sort of magic not listed here.
Skills Deception +7, Insight +6, Perception +6, Stealth +6. Damage Resistances Fire, Poison
Condition Immunities Charmed, Poisoned. Senses Darkvision 120 ft., Passive Perception 16.
Ability to Control Golems. They have a bonus action per turn to command a golem within 90 feet of them. Magic Resistance. The Acolyte has advantage on saving throws against spells and other magical effects.
Actions
Polished Metal/Stone Glaive. They can attack with a glaive made of an unusual bone and metal. +5 to hit, damage 1d8+2 slashing / piercing, 1d4+2 bludgeoning.
Limited Spells. They can cast 3 spells, once a day.
(1) Pass without a trace
(1) Barkskin
(1) Ground lightning. 3d10 points of damage. Dexterity save of DC15 halves the damage.
Each spell is their attack. The following day the ability to perform it again will return,
Dagger Thimbles. +7 to hit 5-10 feet. 1d4+1 damage.
Unlimited Heal. The Acolyte can heal themselves 1d6+4 of damage per round, but it requires blood. This is also their attack if they do it during battle. Only during battle, 1 in 20 the spell backfires and turns the Acolyte into a zombie (see Zombie for their stats). If that occurs, the Acolyte is prone for 2 rounds, passed out on the ground. Then will resume the battle as typical zombie.
Damage Immunities: Poison, Psychic. Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.
Senses Darkvision 120 ft., Passive Perception 12
The golem constructs are divine to a point, created by Imryllion herself or her clerics. They have an outer shell made of a stone metal common in the lands across the evershimmer.
The carry a very large great sword made of stonemetal, that can be sheathed / unsheathed in a second.
Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The golem makes two attacks. Choice between their stonemetal great sword, punch or slam.
Slam. Opponent savings throw against STR (DC17) to not be grappled next round. Slam is +4 to hit, 2d4+5 bludgeoning damage.
Punch. Melee Attack +6 to hit, 1d4+5 damage.
Stonemetal Great Sword. Melee Weapon Attack: +6 to hit. Dual damage, 1d6+5 bludgeoning & 1d6+5 slashing damage.
Control. Ability to Control Golems. They have a bonus action per turn to command a golem within 90 feet of them.
Magic Resistance. The Priest has advantage on saving throws against spells and other magical effects.
Divine Spell Casting. Mending (u), Sacred Flame (u), Inflict and Heal Wounds (2), Guiding Bolt (2), Hold Person(1), Flame Strike (1), Scrying (1), Restoration (1),
Actions
Multiattack. The priest makes two melee attacks.
Morning Star Attack. Melee Weapon Attack: +6 to hit. Dual damage, 1d10+6 bludgeoning
Spell Attack. Sacred Flame (u) 2d8 ,Inflict Wounds (2), Guiding Bolt (2), Hold Person(1), Flame Strike (1)
Reactions
Guided Strike (Recharges after a Short or Long Rest). The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
Saving Throws CON +7. Skills Perception +2. Damage Immunities Poison, Psychic. Condition Immunities Poisoned. Senses Blindsight 10 ft., Passive Perception 12
It looks like a giant beige snake. It is roughly 20 feet in length, its head is 2 feet wide by 1 1/2 feet high, and its eyes are black balls. The golems first task is to perform the command of it’s master. Once that is done, it will then revert to self preservation.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Multiattack. The giant snake makes two attacks. Choice between spitting poison, bite and constriction.
Poison spit. A stream of acidic poison. Must make a DEX throw of 15 or better. Damage is 6d8 fail, 1/2 of that if they make it.
Bite. Melee Attack +6 to hit, 1d10+4 damage. Victim must make a CON savings throw of 15 or better. Poison damage additional 2d8, half if they make the save.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.
Reactions
The golem snake will try the Poison spit first, then it will try and constrict the victim. With that, the bite attack will be rolled with advantage.
Description
Immunities Poison, Psychic, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Only understands the language from the evershimmer
Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem is immune to enchantment spells.
Multiattack. The golem makes two attacks. Choice between their arm wielding great sword, punch or slam.
Slam. +6 to hit. Opponent savings throw against STR (DC17) to not be prone next round. 2d6+9 bludgeoning damage.
Punch. Melee Attack +6 to hit, 1d6+8 damage.
Arm Weilding Great Sword. Melee Weapon Attack: +7 to hit. Dual damage, 1d10+8 bludgeoning & 1d8+6 slashing damage.
Poison immunities, Darkvision 60 ft, Passive Perception 10, Proficiency Bonus +5
Web Weaver. Able to “attack” with a spray or a sticky, web like substance to grapple an opponent. Dex save of 13 to avoid the substance. If they are grappled, it is a STR save of 17 each round to break free. If the golem is in close combat it will not attempt this, by doing so its opens itself up to a free attack. They will do this early and from a distance.
Grapple. If opponent is grappled and the spider is in 10ft of range, it automatically can stab, sting, or bite. No attack roll is necessary, it is an auto hit. The spray would loosen and start to disintegrate the web, so it does not do that.
Actions
Melee Attacks. Gets (2) attacks; bite, stab, or Spray. It can also sting, but there are issues.
Bite. +8 to hit, reach 10 ft. Hit: 2d6+8 piercing damage. 2d6 poison damage, (save con 15, half damage)
Stab. +8 to hit, reach 15 ft. Hit: 2d6+8 piercing damage. It uses one of its front legs to stab the opponent.
Spray. A cone of poison. 4d6 of poison damage. (save dex 15, half damage)
Sting. +8 to hit, reach 5 ft. Hit: 2d6+8 piercing damage. 6d6 poison damage, (save con 15, half damage). Not it’s favorite attack, but it’s most deadly. By performing this function, the closest enemy can have a reactionary attack because of the complications that arise trying to perform this attack.