We’ve got our first corpse exploiting necromancer in here, so it’s important to note that a “fresh corpse” is specifically one made within the last six hours (before rigor mortis has set in) and which has not been decayed by other means. Generally speaking, a fresh corpse is going to be the result of some very recent murder. If a corpse is decayed as a result of some spell or other effect, it is no longer fresh.
Stone Summit Deacon of Sorrow
Medium humanoid, Lawful Evil
Armor Class: 18 (plate armor)
Hit Points: 44 (8d8+8)
Speed: 25 ft.
STR: 11(+0)
DEX: 8(-1)
CON: 12(+1)
INT: 13(+1)
WIS: 18(+4)
CHA: 15(+2)
Damage Resistances: Poison
Saving Throws: CON+4, WIS+7
Skills: Medicine +7, Perception +7, Persuasion +5, Religion +4
Senses: Darkvision 60 ft., passive Perception 17
Languages: Common, Dwarven
Challenge: 3 (700 XP)
Dwarven Resilience. The Stone Summit has advantage on saving throws against poison.
Actions:
Banish (recharges 4-6). Spell. The Stone Summit channels radiant power to sear the soul of the target creature. Particularly effective against those whose souls have somewhere else to go in a pinch. One creature within 30 ft. of the Stone Summit must make a Wisdom save against DC 15. The target takes 26 (4d10+4) radiant damage on a failed save, or half that on a success. Celestials, elementals, fey, and fiends have disadvantage on the save and take double damage from the attack.
Heal Other (recharges 4-6). Spell. The Stone Summit heals one creature other than himself within 30 ft. for 40 (8d8+4).
Remove Hex (recharges 4-6). Spell. The Stone Summit rolls his Wisdom save against any ongoing spell on any creature (including himself) that requires a Wisdom or Intelligence save to resist and/or end. If he succeeds, the spell ends.
Shielding Hands (recharges 5-6). Spell. The Stone Summit may shield one ally that he can touch from attacks, granting them 5 DR. While this spell is active, all recharge effects that require die rolls have their recharge range shrunk by one (for example, from 4-6 to 5-6), any recharge effects that recharge only on a roll of 6 instead recharge on a Short Rest, and any effects that recharge on a Short Rest instead recharge on a Long Rest.
Strength of Honor (recharges 5-6). Spell. The Stone Summit imbues one ally with righteous conviction, granting them +1d8 radiant damage to their attacks. While this spell is active, all recharge effects that require die rolls have their recharge range shrunk by one (for example, from 4-6 to 5-6), any recharge effects that recharge only on a roll of 6 instead recharge on a Short Rest, and any effects that recharge on a Short Rest instead recharge on a Long Rest.
Wand Shot. Ranged weapon attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) radiant damage.
Stone Summit Howler
Medium humanoid, Lawful Evil
Armor Class: 18 (plate armor)
Hit Points: 52 (8d8+14)
Speed: 25 ft.
STR: 14(+2)
DEX: 7(-2)
CON: 15(+2)
INT: 18(+4)
WIS: 12(+1)
CHA: 8(-1)
Damage Resistances: Poison
Saving Throws: CON +5, INT +7
Skills: Arcana +7, Investigation +7, Perception +4
Senses: Darkvision 60 ft., passive Perception 14
Languages: Common, Dwarven
Challenge: 3 (700 XP)
Dwarven Resilience. The Stone Summit has advantage on saving throws against poison.
Full Round Actions:
Soul Feast. Spell. The Stone Summit sucks the necrotic energy from a fresh corpse, restoring his health to maximum and decaying the corpse.
Actions:
Strip Enchantment (recharges 6). Spell. The Stone Summit targets up to two ongoing spells on one creature within 30 ft. of his location. The creature maintaining the spells must make a DC 15 Wisdom save. If they fail the save, both spells end immediately.
Vampiric Touch. Spell. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) necrotic damage and heals the Stone Summit by the amount of damage dealt.
Vile Touch (recharges 4-6). Spell. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) necrotic damage.
Wand Shot. Ranged weapon attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) necrotic damage.
Stone Summit Ravager
Medium humanoid, Lawful Evil
Armor Class: 18 (plate armor)
Hit Points: 44 (8d8+8)
Speed: 25 ft.
STR: 11(+0)
DEX: 8(-1)
CON: 12(+1)
INT: 13(+1)
WIS: 15(+2)
CHA: 18(+4)
Damage Resistances: Poison
Saving Throws: WIS +5, CHA +7
Skills: Arcana +4, Deception +7, Perception +5, Persuasion +7
Senses: Darkvision 60 ft., passive Perception 15
Languages: Common, Dwarven
Challenge: 2 (450 XP)
Dwarven Resilience. The Stone Summit has advantage on saving throws against poison.
Actions:
Empathy (recharges 5-6). Spell. One creature within 30 ft. is overcome with empathy for others. The target creature must make an Intelligence saving throw against DC 15. The target makes attack rolls and Wisdom or Charisma saves against Persuasion and Deception checks made against them at disadvantage until the start of the Stone Summit’s next turn. There is no effect on a successful save.
Shatter Enchantment. Spell. The Stone Summit destroys one ongoing spell on a creature he can see within 60 ft. Whoever is maintaining the spell must make a DC 15 Intelligence save. On a failed save, the spell explodes violently, dealing 11 (2d10) force damage to the target creature.
Wand Shot. Ranged weapon attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) psychic damage.
Move Actions:
Illusion of Haste. Spell. When you end your movement, you may displace the image of yourself such that you appear to have moved to a square adjacent to your actual location. Any creature attempting to attack you until the start of your next turn must succeed on a DC 15 Intelligence saving throw or else attack the illusion instead.
Ice Golem
Large construct, unaligned
Armor Class: 14 (natural armor)
Hit Points: 85 (10d10+30)
Speed: 40 ft.
STR: 18(+4)
DEX: 10(+0)
CON: 16(+3)
INT: 5(-3)
WIS: 16(+3)
CHA: 3(-4)
Damage Vulnerabilities: FIre
Damage Immunities: Cold, poison
Condition Immunities: Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Passive Perception 13
Languages: Understands Common but can’t speak
Challenge: 3 (700 XP)
Full Round Actions:
Water Attunement (recharges on Short Rest). Spell. From now until your next Short Rest, all of the golem’s Water Magic spells have their recharge range expanded by 1 (so, a spell that recharges on 4-6 would instead recharge on 3-6). The golem may have only one attunement spell running at a time.
Actions:
Frozen Burst. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) cold damage, and the target must make a DC 14 Constitution saving throw or have their movement speed be reduced by 20 ft. for one round.
Ice Spikes (recharge 5-6). Spell. Ranged weapon attack: +6 to hit, range 30/120 ft., one target plus all creatures in adjacent squares. Hit: 8 (1d10+3) cold damage, and the target must make a DC 14 Constitution saving throw or have their movement speed be reduced by 20 ft. for one round.
Slam. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) cold damage.
Dolyak
Huge beast, unaligned
Armor Class: 12 (natural armor)
Hit Points: 57 (5d12+25)
Speed: 35 ft.
STR: 24(+7)
DEX: 9(-1)
CON: 21(+5)
INT: 3(-4)
WIS: 11(+0)
CHA: 6(-2)
Damage Resistances: Cold
Senses: Passive Perception 10
Languages: –
Challenge: 3 (700 XP)
Trampling Charge. If the dolyak moves at least 20 ft. straight toward a creature and then hits it with its horns attack on the same turn, that target must succeed on a DC 18 Strength save or be knocked prone. If the target is prone, the dolyak can make one stomp attack action against them as a bonus action.
Actions:
Horns. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) piercing damage.
Stomp. Melee weapon attack: +9 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) bludgeoning damage.