Well, that was quick. On to the Shiverpeaks, then.
Medium Aberration, Neutral Evil
Armor Class: 13 (natural armor)
Hit Points: 31 (7d8)
Speed: 5 ft., 30 ft. fly
Saving Throws: DEX +4, INT +4, WIS +3, CHA +6
Skills: Intimidiation +6, Perception +3
Senses: Blindsight 60 ft., passive Perception 13
Challenge: 1 (200 XP)
Backfire (recharges 5-6). Spell. The storm rider casts this hex on one creature within 60 ft. that he can see. Until the beginning of the storm rider’s next turn, if the targeted creature casts any spell, they must make a DC 14 Charisma saving throw, taking 14 (4d6) psychic damage on a failed save or half that on a success. The targeted creature’s spell is not affected by Backfire.
Shatter Hex. Spell. The storm rider destroys one ongoing spell on a creature it can see within 60 ft. Whoever is maintaining the spell must make a DC 14 Intelligence save. On a failed save, the hex explodes violently, dealing 11 (2d10) force damage to all adjacent creatures, but not to the (formerly) hexed target creature. There is no effect on a success.
Large Construct, unaligned
Armor Class: 17 (natural armor)
Hit Points: 38 (4d10+16)
Speed: 40 ft.
Damage Resistances: Cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magic weapons
Damage Immunities: Poison
Condition Immunities: Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Passive Perception 10
Languages: Understands Common but can’t speak
Challenge: 2 (450 XP)
Slam. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.
Ward Against Melee (Recharges 6). Spell. Create a ward against melee in your square and adjacent squares. For one minute, any allies in this area have a +2 bonus to AC.
Eruption (Recharges 6). Spell. The stone fury causes the ground to erupt in a shower of rock shards, dust, and dirt. Causes an eruption in a square within 30 ft. of the stone fury. Each creature in or adjacent to that square must make a DC 10 Dexterity save. They take 4 (1d8) bludgeoning damage and are blinded for one round on a failed save, or half that without being blinded on success.
Huge monstrosity, unaligned
Armor Class: 14 (natural armor)
Hit Points: 59 (7d12+14)
Speed: 50 ft.
Senses: Passive Perception 9
Challenge: 2 (450 XP)
Multiattack. The hyrda makes three attacks with its bite.
Bite. Melee weapon attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) piercing
Inferno (recharges 4-6). Spell. The hydra breathes fire all around itself. All adjacent
creatures must make a DC 12 Dexterity save, taking 30 (8d6+2) fire damage on a failure, or half that on a success.
Meteor (recharges 6). Spell. The hyrda breathes out a single ball of deadly flame from one of its heads up to 30 ft. away. Every creature in the target square or its adjacent
squares must make a DC 12 Dexterity save, taking 30 (8d6+2) fire damage and be knocked prone on a failure, or half that without being knocked prone on a success.
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