Meezuls Mysterious Mansion Bestiary

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The document describes a mysterious mansion with various rooms containing paranormal elements and creatures. Each room and creature is given descriptive names and stats in the style of a bestiary or adventure module.

The rooms described include the Parlor of the Dead, Parlor of Nature, Painting of a Ghost Ship, Parlor of Lights, Parlor of Portraits, Parlor of Tricks, Parlor of Stone and Blood, and Meezul's Laboratory. Each room contains unique paranormal elements like skeletons, an awakened tree, ghost pirates, demonic statues, portraits of a gladiator and mage.

Creatures described include a skeleton, swarm of bones, jack-o-lanterns, ghost pirates, a ghost pirate captain, hell hound, demi-lich, a blood golem, a meezul, ghasts, ghouls, vampires, vampire spawn, and wights. Each is given stats and abilities fitting to their creature type.

Table of Contents

   
Room #1 Parlor of the Dead ..................................... Mage ................................................................................................5
Skeleton ..........................................................................................1 Room #6 Parlor of Tricks ............................................
Swarm of Bones ........................................................................... 1 Laughing Mimic ............................................................................5
Room #2 Parlor of Nature .......................................... Room #7 Parlor of Stone and Blood ................
Awakened Tree ..............................................................................2 Blood Golem ..................................................................................6
Jack-O'-Lanterns ........................................................................... 2
The Life of the Party .......................................................
Room #3 Painting of a Ghost Ship ....................... Meezul .............................................................................................7
Ghost Pirates .................................................................................3
Ghost Pirate Captain ................................................................... 3 Bonus Room - Meezul's Laboratory .................
Hell Hound .....................................................................................3 Ghast ...............................................................................................8
Ghoul ...............................................................................................8
Room #4 Parlor of Lights ............................................ Vampire Spawn .............................................................................9
Demonic Dog Statue ................................................................... 4 Wight ...............................................................................................9
Room #5 Parlor of Portraits ....................................
Gladiator .........................................................................................4

Skeleton Swarm of Bones


Medium undead, lawful evil Huge swarm of undead, neutral evil

Armor Class 13 (Armor Scraps) Armor Class 12


Hit Points 13 (2d8+4) Hit Points 97 (15d12)
Speed 30 ft. Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)

Vulnerabilities bludgeoning Damage Resistances bludgeoning, piercing, slashing


Damage Immunities poison Condition Immunities charmed, frightened, grappled,
Condition Immunities exhaustion, poisoned paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 9 Senses blindsight 60 ft., passive Perception 11
Languages Understands All Languages It Spoke In Languages —
Life But Can't Speak Challenge 5 (1,800 XP)
Challenge 1/4 (50 XP)
Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move
Actions through any opening large enough for a Tiny bat.
Shortsword. Melee Weapon Attack: +4 to hit, reach The swarm can't regain hit points or gain temporary
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. hit points.
Shortbow. Ranged Weapon Attack: +4 to hit, range Actions
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage. Battering Bones. Melee Weapon Attack: +5 to hit,
reach 0 ft., all creatures in the swarm's space. Hit:
10 (2d10) bludgeoning damage, or 5 (1d10)
piercing damage if the swarm has half of its hit
points or fewer.

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Awakened Tree Jack-O'-Lantern
Huge plant, unaligned Small plant, chaotic evil

Armor Class 13 (natural armor) Armor Class 12 (natural armor)


Hit Points 59 (7d12 + 14) Hit Points 22 (5d6 + 5)
Speed 20 ft. Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (-2) 14 (+2) 10 (+0) 12 (+1) 1 (-5) 6 (-2) 8 (-1)

Vulnerabilities fire Senses passive Perception 8


Damage Resistances bludgeoning, piercing Languages —
Senses passive Perception 10 Challenge 1/2 (100 XP)
Languages One language known by its creator
Challenge 2 (450 XP) Devour. As a bonus action, the jack-o'-lantern can
use the Bite action, against a creature restrained by
False Appearance. While the tree remains it.
motionless, it is indistinguishable from a normal
tree. False Appearance. While the jack-o'-lantern remains
motionless, it is indistinguishable from a regular
Actions jack-o'-lantern.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., Illumination. The jack-o'-lantern sheds bright light in
one target. Hit: 5 (3d6 + 4) piercing damage. a 15-foot cone in front of it and dim light for an
additional 15 feet.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 1 bludgeoning damage plus 3 (1d6)
fire damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
The target is grappled (escape DC 12) Until this
grapple ends, the creature is restrained, and the
jack-o'-lantern can't constrict another target.

Variant: Jack-O'-Lantern's Traits


Some jack-o'-lanterns replace the devour trait with
one of the following traits:
Pumpkin Head. A creature restrained by the jack-
o'-lantern is also blind and can't breathe.
Death Burst. The jack-o'-lantern explodes when it
drops to 0 hit points. Each creature within 20 feet
of it must succeed on a DC 11 Dexterity saving
throw or take 5 (2d4) bludgeoning damage and be
covered in pumpkin guts.

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Ghost Pirate Actions
Medium humanoid (any race), any non-good Multiattack. The captain makes three melee attacks:
alignment two with its scimitar and one with its dagger. Or the
captain makes two ranged attacks with its daggers.
Armor Class 11 (Leather Armor) Scimitar. Melee Weapon Attack: +5 to hit, reach 5
Hit Points 32 (5d8 + 10) ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Speed 30 ft.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4
STR DEX CON INT WIS CHA + 3) piercing damage.
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Reactions
Parry. The captain adds 2 to its AC against one
Skills Intimidation +2 melee attack that would hit it. To do so, the captain
Senses passive Perception 10 must see the attacker and be wielding a melee
Languages Any one language (usually Common) weapon.
Challenge 1/2 (100 XP)

Pack Tactics. The ghost pirate has advantage on an


attack roll against a creature if at least one of the
ghost pirate's allies is within 5 feet of the creature
and the ally isn't incapacitated. Hell Hound
Medium fiend, lawful evil
Actions
Multiattack. The ghost pirate makes two melee Armor Class 15 (Natural Armor)
attacks. Hit Points 45 (7d8 + 14)
Speed 50 ft.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, STR DEX CON INT WIS CHA
range 100/400 ft., one target. Hit: 5 (1d10) 17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)
piercing damage.
Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Understands Infernal but can't speak it
Challenge 3 (700 XP)
Ghost Pirate Captain Keen Hearing and Smell. The hound has advantage on
Medium humanoid (any race), any non-lawful Wisdom (Perception) checks that rely on hearing or
alignment smell.

Armor Class 15 (studded leather armor) Pack Tactics. The hound has advantage on an attack
Hit Points 65 (10d8 + 20) roll against a creature if at least one of the hound's
Speed 30 ft. allies is within 5 feet of the creature and the ally
isn't incapacitated.

STR DEX CON INT WIS CHA Actions


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
one target. Hit: 7 (1d8 + 3) piercing damage plus 7
(2d6) fire damage.
Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4 Fire Breath (Recharge 5–6). The hound exhales fire in
Senses passive Perception 10 a 15-foot cone. Each creature in that area must
Languages any two languages make a DC 12 Dexterity saving throw, taking 21
Challenge 2 (450 XP) (6d6) fire damage on a failed save, or half as much
damage on a successful one.

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Demonic Dog Statue


Large construct, unaligned

Armor Class 17 (natural armor)


Hit Points 60 (8d10 + 16)
Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)

Damage Vulnerabilities acid


Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands the languages of its creator
but can't speak
Challenge 3 (700 XP)

False Appearance. While the demonic dog statue


remains motionless, it is indistinguishable from a
normal statue.
Immutable Form. The demonic dog statue is immune
to any spell or effect that would alter its form.
Actions
Multiattack. The demonic dog statue makes two
attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage.
Weakening Gaze. The demonic dog statue targets
one creature that it can see within 20 feet of it. The
target must make a DC 12 Constitution saving
throw. On a failed save, the target deals only half
damage with weapon attacks that use Strength for 1
minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on
itself on a success.

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Gladiator Mage
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 16 (studded leather armor, shield) Armor Class 12 (15 With Mage Armor)
Hit Points 112 (15d8 + 45) Hit Points 40 (9d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 5 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Str +7, Dex +5, Con +6 Saving Throws Int +6, Wis +4
Skills Athletics +10, Intimidation +5 Skills Arcana +6, History +6
Senses passive Perception 11 Senses passive Perception 11
Languages any one language (usually Common) Languages Any four languages
Challenge 5 (1,800 XP) Challenge 6 (2,300 XP)

Brave. The gladiator has advantage on saving throws Spellcasting. The mage is a 9th-level spellcaster. Its
against being frightened. spellcasting ability is Intelligence (spell save DC 14,
+6 to hit with spell attacks). The mage has the
Brute. A melee weapon deals one extra die of its following wizard spells prepared:
damage when the gladiator hits with it (included in
the attack). Cantrips (at will): fire bolt, light, mage hand,
prestidigitation
Actions 1st level (4 slots): detect magic, mage armor, magic
Multiattack. The gladiator makes three melee attacks missile, shield
or two ranged attacks. 2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
Spear. Melee or Ranged Weapon Attack: +7 to hit, 4th level (3 slots): greater invisibility, ice storm
reach 5 ft. and range 20/60 ft., one target. Hit: 11 5th level (1 slot): cone of cold
(2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing
damage if used with two hands to make a melee Actions
attack. Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Shield Bash. Melee Weapon Attack: +7 to hit, reach reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning + 2) piercing damage.
damage. If the target is a Medium or smaller
creature, it must succeed on a DC 15 Strength
saving throw or be knocked prone.
Reactions
Parry. The gladiator adds 3 to its AC against one
melee attack that would hit it. To do so, the
gladiator must see the attacker and be wielding a
melee weapon.

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Laughing Mimic Blood Golem
Medium monstrosity (shapechanger), neutral Large abberation, neutral

Armor Class 12 (natural armor) Armor Class 14 (natural armor)


Hit Points 58 (9d8 + 18) Hit Points 76 (8d10 + 32)
Speed 15 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1) 19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

Skills Stealth +5 Skills Perception +3


Damage Vulnerabilities psychic Damage Resistances fire; bludgeoning, piercing,
Damage Immunities acid slashing from nonmagical attacks
Condition Immunities prone Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 11 Condition Immunities charmed, exhaustion,
Languages understands the languages of its creator frightened, paralyzed, petrified, prone
but can't speak Senses tremorsense 60 ft., passive Perception 13
Challenge 2 (450 XP) Languages understands the languages of its creator
but can't speak
Shapechanger. The mimic can use its action to Challenge 5 (1,800 XP)
polymorph into an object or back into its true,
amorphous form. Its statistics are the same in each Cell Divide. When the golem's maximum hit points
form. Any equipment it is wearing or carrying isn't are doubled (152), it splits into two new golems.
transformed. It reverts to its true form if it dies. Each new golem has hit points equal to half the
original golem's remaining hit points, rounded
Adhesive (Object Form Only). The mimic adheres to down. New golems are one size smaller than the
anything that touches it. A Huge or smaller creature original golem.
adhered to the mimic is also grappled by it (escape
DC 13). Ability checks made to escape this grapple Cold Susceptibility. If the golem takes cold damage,
have disadvantage. it suffers several effects until the end of its next
turn: its speed is halved, it takes a -2 penalty to AC
False Appearance (Object Form Only). While the
and Dexterity saving throws, and it can't use
mimic remains motionless, it is indistinguishable
reactions or Multiattack.
from an ordinary object.
Magic Resistance. The golem has advantage on
Grappler. The mimic has advantage on attack rolls
saving throws against spells and other magical
against any creature grappled by it.
effects.
Morbid Sense of Humor. The mimic has disadvantage
Magic Weapons. The golem's weapon attacks are
on saving throws against the vicious mockery spell.
magical.
Actions Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach
Multiattack. The golem makes three slam attacks.
5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
damage. If the mimic is in object form, the target is Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
subjected to its Adhesive trait one target. Hit: 13 (2d8 + 4) bludgeoning damage
plus 5 (2d4) necrotic damage. The target's hit point
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
maximum is reduced by an amount equal to the
one target. Hit: 10 (1d8 + 3) piercing damage plus
necrotic damage taken, and the golem's hit point
(1d8) acid damage.
maximum increases equal to that amount, and it
gains the same number of hit points. The reduction
lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to
0.

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Meezul target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Large aberration, chaotic evil
2. Blue Lollipop Ray. Meezul plays a trick. The
targeted creature must succeed on a DC 14 Wisdom
Armor Class 16 (natural armor) saving throw or believe themselves transported to a
Hit Points 161 (17d10 + 68) plane where everything is made of candy. This illusory
Speed 0 ft., fly 20 ft. (hover) manifestation is visible only to the target for 1 minute.
While in this illusory candy plane, the target cannot see
or hear anyone outside of the illusion, they can move in
STR DEX CON INT WIS CHA the candy world, but do not move outside the illusion.
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3) The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.
Saving Throws Int +6, Wis +5, Cha +6 3. Green Sucker Ray. The targeted creature must
Skills Perception +8 make a DC 14 Constitution saving throw, taking 27
Condition Immunities prone (6d8) acid damage on a failed save, or half as much
Senses darkvision 120 ft., passive Perception 18 damage on a successful one.
Languages Common, Deep speech, Undercommon 4. Purple Tootsie Pop Ray. The targeted creature
Challenge 8 (3,900 XP) must succeed on a DC 14 Strength saving throw or be
pushed up to 15 feet directly away from Meezul and
Candy Stalks. Meezul has nine candy stalks. Each candy have its speed halved until the start of the Meezul's
stalk can be attacked (AC 16; 10 hit points; immunity next turn.
to psychic damage). Destroying a candy stalk deals no 6. Mint Chocolate Ray. The targeted creature must
damage to Meezul, but Meezul can no longer use that succeed on a DC 14 Constitution saving throw or be
candy ray and writhes in pain if rolled as part of its paralyzed for 1 minute. The target can repeat the saving
Candy Rays action. A candy stalk can also be broken if a throw at the end of each of its turns, ending the effect
creature takes an action and succeeds on a DC 15 on itself on a success.
Strength check against it. 7. Blue Taffy Ray. The ground is covered in a sticky
If all candy stalks are destroyed, Meezul dies and blue goo in a 10-foot radius around the target creature.
explodes in a shower of candy goo. Each creature that starts its turn in the sticky blue goo
or that enters them during its turn must succeed on a
Blinding Illumination. Meezul sheds bright light in a 60- DC 14 Dexterity saving throw, or be restrained as long
foot cone in front of it and dim light for an additional as it remains in the blue goo or until it breaks free
30 feet. At the start of each of its turns, Meezul (escape DC 14).
decides which way the cone faces and whether the 8. Pink Taffy Ray. The targeted creature must
cone is active. Any creature in the bright light area is succeed on a DC 14 Dexterity saving throw. On a failed
blinded while it remains in that area. save, the target's speed is halved for 1 minute. In
addition, the creature can't take reactions, and it can
Actions take either an action or a bonus action on its turn, not
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one both. The creature can repeat the saving throw at the
target. Hit: 14 (4d6) bludgeoning damage. end of each of its turns, ending the effect on itself on a
success.
Candy Rays. Meezul shoots three of the following 5. Chocolate Bar Ray. Meezul fires melted chocolate
magical eye rays at random (reroll duplicates), choosing at the target creature. That creature must succeed on a
one to three targets it can see within 120 feet of it: DC 14 Dexterity saving throw or take 31 (6d8) fire
1. Red Licorice Ray. An assortment of candy lands at damage and be covered in chocolate.
the foot of the targeted creature. That creature must 9. Chocolate Pretzel Ray. The targeted creature must
succeed on a DC 14 Wisdom saving throw or drop succeed on a DC 14 Dexterity saving throw or take 38
whatever it is holding and begin eating as much candy (6d10) necrotic damage. If this damage reduces the
as possible for 1 minute. While the target is eating the creature to 0 hit points, its body explodes into a
candy, its movement speed is 0 and it must use its hundred pieces of candy.
action to eat more candy on each of its turns. The 10. Any. Choose one ray of your choice.

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Ghast Ghoul
Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 13 Armor Class 12


Hit Points 36 (8d8) Hit Points 22 (5d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

Damage Resistances necrotic Damage Immunities poison


Damage Immunities poison Condition Immunities charmed, exhaustion,
Condition Immunities charmed, exhaustion, poisoned
poisoned Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 10 Languages Common
Languages Common Challenge 1 (200 XP)
Challenge 2 (450 XP)

Stench. Any creature that starts its turn within 5 feet


Actions
of the ghast must succeed on a DC 10 Constitution Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
saving throw or be poisoned until the start of its one target. Hit: 9 (2d6 + 2) piercing damage.
next turn. On a successful saving throw, the
creature is immune to the ghast's Stench for 24 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
hours. one target. Hit: 7 (2d4 + 2) slashing damage. If the
target is a creature other than an elf or undead, it
Turning Defiance. The ghast and any ghouls within must succeed on a DC 10 Constitution saving throw
30 feet of it have advantage on saving throws or be paralyzed for 1 minute. The target can repeat
against effects that turn undead. the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage. If the
target is a creature other than an undead, it must
succeed on a DC 10 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.

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Vampire Spawn Forbiddance. The vampire can't enter a residence
without an invitation from one of the occupants.
Medium undead, neutral evil
Harmed by Running Water. The vampire takes 20 acid
Armor Class 15 (Natural Armor) damage when it ends its turn in running water.
Hit Points 82 (11d8 + 33) Stake to the Heart. The vampire is destroyed if a
Speed 30 ft. piercing weapon made of wood is driven into its heart
while it is incapacitated in its resting place.
STR DEX CON INT WIS CHA Sunlight Hypersensitivity. The vampire takes 20 radiant
damage when it starts its turn in sunlight. While in
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) sunlight, it has disadvantage on attack rolls and ability
checks.
Saving Throws Dex +6, Wis +3
Skills Perception +3, Stealth +6 Actions
Damage Resistances necrotic; bludgeoning, piercing, Multiattack. The vampire makes two attacks, only one of
and slashing from nonmagical attacks which can be a bite attack.
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Challenge 5 (1,800 XP) target. Hit: 8 (2d4 + 3) slashing damage. Instead of
dealing damage, the vampire can grapple the target
Regeneration. The vampire regains 10 hit points at the (escape DC 13).
start of its turn if it has at least 1 hit point and isn't in Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
sunlight or running water. If the vampire takes radiant willing creature, or a creature that is grappled by the
damage or damage from holy water, this trait doesn't vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3)
function at the start of the vampire's next turn. piercing damage plus 7 (2d6) necrotic damage. The
target's hit point maximum is reduced by an amount
Spider Climb. The vampire can climb difficult surfaces, equal to the necrotic damage taken, and the vampire
including upside down on ceilings, without needing to regains hit points equal to that amount. The reduction
make an ability check. lasts until the target finishes a long rest. The target dies
Vampire Weaknesses. The vampire has the following if this effect reduces its hit point maximum to 0.
flaws:

Wight Actions
Medium undead, neutral evil Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of
Armor Class 14 (Studded Leather) one longsword attack.
Hit Points 45 (6d8 + 18)
Speed 30 ft. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) necrotic damage. The
target must succeed on a DC 13 Constitution saving
STR DEX CON INT WIS CHA throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.
Skills Perception +3, Stealth +4 A humanoid slain by this attack rises 24 hours later as a
Damage Resistances necrotic; bludgeoning, piercing, zombie under the wight's control, unless the humanoid
and slashing from nonmagical attacks that aren't is restored to life or its body is destroyed. The wight
silvered can have no more than twelve zombies under its
Damage Immunities poison control at one time.
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13 Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Languages The languages it knew in life one target. Hit: 6 (1d8 + 2) slashing damage, or 7
Challenge 3 (700 XP) (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range
Sunlight Sensitivity. While in sunlight, the wight has 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
disadvantage on attack rolls, as well as on Wisdom damage.
(Perception) checks that rely on sight.

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