Tomb of the Serpent Kings

Skeleton

2 HP, 8 STR, 10 DEX, 6 WIL, Claw (1d6)

  • If one is released, the others awaken
  • Half damage from piercing and slashing, twice as much from bludgeoning
  • Immune to morale-based WIL rolls

Mummy Claws

3 HP, 6 STR, 14 DEX, 10 WIL, Claw (1d4, attached for Strangle), Strangle (1d8)

  • First attack is Enhanced
  • Inflicts Mummy Rot if cloth used as bandages or murky water drank
  • Mummy Rot has an X-in-6 chance of transforming a hand into a Mummy Claw each rest, where X is the number of rests that occur. 1d6 STR damage if there are no applicable hands. Magical healing removes Mummy Rot at the cost of the healing.

Sparamuntar, Snake-Man Skeleton

4 HP, 14 STR, 8 DEX, 12 WIL, Greataxe (1d10)

  • Thumping at door and angry
  • If he witnesses a player pleading for mercy, he violently shakes and bursts from indecision

Black Pudding

5 HP, 1 Armor, 6 STR, 12 DEX, 8 WIL, Slam (1d6)

  • As soon as the coffin is opened, the Black Pudding launches itself onto the opener. They may save DEX if they were careful in opening it in order to avoid.
  • While attached to someone’s body, they can restrain the body and control any limbs the pudding can reach
  • If separated, will scurry off

Stone Cobra Guardian

10 HP, 3 Armor, 16 STR, 11 DEX, 15 WIL, Shield Draw (1d6, shield can be sundered for -1d12 damage once per shield), Leap and Slam (1d4, forces prone, next attack Enhanced unless players use action to get up and avoid damage), Twin Slash (d8+d8, two targets)

  • Turns slowly
  • Will switch targets if player is being evasive
  • Does actions in order, unless it still has a shield, in which case it skips Shield Draw

Skeleton Jellies

~ HP, 0 STR, 3 DEX, 2 WIL, Slam (1d4)

  • Extremely slow
  • Cannot die
  • Malleable

Baltoplat, Succubus

8 HP, 3 Armor, 9 STR, 16 DEX, 18 WIL, Kiss (Save WIL or die, must be a willing target)

  • Will flee combat
  • Can teleport short distances
  • Will attempt to isolate someone for kiss

Fungus Goblins

1 HP, 6 STR, 12 DEX, 9 WIL, Something random and preferably weird (1d6)

  • Always too many
  • If over 10 in a room, they act as a detachment with equivalent HP to their number.
  • Will crown a player Goblin King
  • Can speak few Common words: ‘me’, ‘want’, ‘ow’ (equivalent of ‘bad’), ‘oooh’ (equivalent of ‘valuable’), disgusting’ (they learned this from Xiximanter, and always all giggle profusely when hearing it)

Xiximanter

16 HP, 2 Armor, 8 STR, 15 DEX, 16 WIL, fangs (1d6)

  • ALL THE SPELLS
  • Sees illusions, thinks its amusing to pretend it’s there
  • Can optionally ignore spells, might be curious to its effects, however, in which case he doesn’t. He can reflect spells at will.
  • Cannot die

Basilisk

12 HP, 2 Armor, 15 STR, 8 WIL, charge snap (d10, blast), frenzy (d6+d6), tail strike (d10)

Basilisk Stare
  • Stage One: A PC meeting the Basilisk’s gaze is frozen in place, and their HP becomes 0. On the target’s next turn they must pass a WIL save to escape petrification.
  • Stage Two: If the Basilisk stares at a frozen target for a second time, they begin to turn to stone. They must save against WIL on their next turn or turn into a statue forever.