Creepy Crawly Crazy V1 Cards (5E)
Creepy Crawly Crazy V1 Cards (5E)
Creepy Crawly Crazy V1 Cards (5E)
Teleport. The Boneless Man can magically teleport, along with Engulf. The Cacklers engulf a Large or smaller creature grappled
any items worn or carried, up to 120 feet to an unoccupied space by it. The engulfed target is blinded, restrained, and unable to
it can see. breathe, and it must succeed on a DC 14 Constitution saving
throw at the start of each of the mound's turns or take 13 (2d8 +
Fey Charm. Once per day The Boneless Man can target up to 4) bludgeoning damage. If the Cacklers move, the engulfed target
four humanoids or beasts that it can see within 30 feet of him. If moves with it. The Cacklers can have only one creature engulfed
the Target can hear the Boneless Man, it must succeed on a DC at a time.
12 Wisdom save or be magically charmed. The charmed creature
regards the Boneless Man as a trusted friend to be heeded and
protected. Although the target isn’t under the Boneless Man’s
control, it takes his requests in the most favorable way it can.
Not for resale. Permision granted to print or photocopy for personal use only. Creepy, Crawly & Crazy, V1
Ghost Herder Grey Man
Medium Fiend, Neutral Evil Medium Corrupted Fey, Chaotic Evil
Armor CCllass 14 ( Stylliized Armor and Dexterity ) Armor CCllass 16 ( Natural )
Hit Points 66 ( 12d8+12 ) Hit Points 90 ( 12d8+36 )
Speed 30 Ft. Speed 30 ft., Jump 60 ft.
STR DEX CON INT WIS CHA STR D EX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 18 (+4) 16 (+3) 16 (+3) 18 (+4) 16 (+3) 16 (+3) 14 (+2) 10 (0) 12 (+1)
Saving Throws Int +6, Wis +5 Cha +5 Saving Throws Int +3, Dex +5
Skills Arcana +6, Insight +5, Perception +5 Skills Arcana +4, Deception +3, Perception +2, Stealth +5
Damage Resistances Cold, Fire, Non-magical weapon attacks Condition Immunities Charm, Sleep
Condition Immunities Charmed Sense darkvision 60ft., passive Perception 12
Sense darkvision 60 ft., passive Perception 15 Language Common, Draconic, Sylvan
Language Common, Dwarvish, Elvish, Drow, Giant, Goblin, Infernal Challenge 3 ( 700 )
and Abyssal Innate Spellcasting. The Grey Man’s innate spellcasting
Challenge 3 ( 700 )
ability is Intelligence (spell save DC 14). He can innately cast the
Innate Spellcasting. The Ghost Herder’s innate spellcasting following spells, requiring no material components:
ability is Intelligence (Spell save 15, +7 to hit with spell attacks).
He can innately cast the following spells, requiring no material At Will: Dancing Lights, Fog, Vicious Mockery, Pass without Trace
components:
At will: Mage Hand, Hex, Blade Ward 2/day: Dissonant Whispers
2/day: Spirit Guardians
Actions
Ghost Herding. 9 (D6+6) ghosts are carried in pouches and
may each be used for a Ghost Cast action. Claw. Melee Weapon attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 +4) piercing damage.
Claw. Melee Weapon attack: +5 to hit, reach 5 ft., one target. Multiattack. A Grey Man makes two Claw attacks.
Hit: 9 (2d6+2) piercing damage.
Not for resale. Permision granted to print or photocopy for personal use only. Creepy, Crawly & Crazy, V1
Mahaha Wormy Dan
Medium Fiend, Chaotic Evil Small Undead, Neutral Evil
Armor CCllass 18 ( Natural ) Armor CCllass 15 ( Leather Armor Scraps )
Hit Points 44 ( 8d8+8 ) Hit Points 14 ( 4d6 )
Speed 40 Ft., Only 10ft. Swimming Speed 25 ft.
STR DEX CON INT WIS CHA STR D EX CON INT WIS CHA
18 (+4) 19 (+4) 13 (+1) 6 (-2) 11 (0) 11 (0) 10 (0) 17 (+3) 11 (0) 14 (+2) 9 (-1) 15 (+2)
Saving Throws Str +6, Dex +6 Saving Throws Dex +5, Int +4, Cha +4
Damage Immunites All Cold-based attacks Skills Acrobat +5, Performance +4, Persuasion+4, Stealth +5, Sleight of
Condition Immunities Charm Hand +5
Sense darkvision 60 ft. Damage Resistances Piercing, Slashing
Language None (They only say “Mahaha!” but can understand each Damage Immunites Poison
other) Condition Immunities Charm, Fear, Exhaustion
Challenge 3 ( 700 ) Sense Dark Vision 60ft.
Cold-Walk. Mahaha can move full speed through ice, snow, Language Common, Halfling, Elvish, Dwarf, Thieves Cant
Challenge 1/2 ( 100 )
sleet or any cold-generated effect with stealth and Move without
Trace. Suffocate. If a surprised target is hit in the face with a fist
attack, they are blinded and unable to breathe, and must succeed
Ice Poison. Each time a non-cold creature is damaged by on a DC 14 Constitution saving throw at the start of each of
Mahaha they must make a DC 12 Constitution save or suffer an Wormy Dan's turns or take 6 (d6+3) damage and is suffocating.
additional level of exhaustion from the cold and be Poisoned (This
effect can only be removed with magic Restoration or Cure Illusory Appearance. Wormy Dan covers himself in an
Poison). illusion to appear completely normal until attacked. Once
attacked, his true form is revealed.
Cold Sense. Mahaha suffers no penalty on perception due to
cold conditions such as snow storms, sleet, etc... Amorphous. Wormy Dan can move through a space as narrow
as 1 inch wide without squeezing.
Actions Regeneration. Wormy Dan regains 5 hit points at the start of
Claw. Melee Weapon attack: +6 to hit, reach 5 ft., one target. his turn if he has at least 1 hit point.
Hit: 11 (2d6+4) slashing damage plus 7 (2d6) poison damage (see
above). Cunning Action. On each of his turns, Wormy Dan can use a
bonus action to take the Dash, Disengage, or Hide action.
Actions
Multiattack. Wormy Dan makes two Fist attacks or one Dagger
attack.
Not for resale. Permision granted to print or photocopy for personal use only. Creepy, Crawly & Crazy, V1