Meezuls Mysterious Mansion Bestiary
Meezuls Mysterious Mansion Bestiary
Meezuls Mysterious Mansion Bestiary
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
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)
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)
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.
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.
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)
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)
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.