More commonly known as headless men, blemmyes resemble humans with a large face in chest.
Ravenous Appetites. As their chests house both their normal organs as well as their brains, there is less room for a normal digestive system. Food passes quickly through a blemmye and few nutrients are absorbed, so the creatures are constantly hungry and always seeking more food.
Savage Brutes. Blemmyes are feral creatures, with limited intelligence and poor memories. They dress in simple rages and seldom use weapons, even those recovered from other creatures. Cannibalistic by nature, blemmyes do not hesitate to eat other humanoid creatures as well as each other.
Medium humanoid, chaotic evil
Armour Class 11 (natural armour)
Hit Points 26 (4d8 +8)
Speed 30 ft.
Str 13 (+1) Dex 11 (+0) Con 15 (+2) Int 6 (-2) Wis 9 (-1) Cha 6 (-2)
Senses passive Perception 9
Challenge 1/2 (100 xp)
Unusual Anatomy. The organs of the blemmye are not where they’re expected. When the blemmye is subject to a critical hit, it can make a DC 10 Constitution check to reduce the attack to a regular hit.
Slam. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. If the target is Medium or smaller, the target is grappled (escape DC 11). Until this wgrapple ends, the target is restrained, and the blemmye can’t grapple another target.
Bite. Melee weapon attack: +3 to hit, reach 5 ft., one grappled creature. Hit: 10 (3d6+1) bludgeoning damage.
This viscous slime is an ugly shade of brown-green, moving with a wet squelching sound. With every motion, it releasing a sickly, putrid odour.
Urban Blight. Spawned from cramped city alleyways and packed hospices, diseased sludge is a bacterial colony grown so large that it has become ambulatory. Typically arising after a series of epidemics, especially those where the bodies of the dead have been dumped into bodies of water and left to rot. The pools of infectious liquid mingle with ambient magic to become something unnatural.
Infected Hosts. Diseased sludge best incubates in a living creature. The bacterial colonies instinctively seeks warm moving targets it can infect, wandering aimlessly until they find victims. While not harmed by bright light, diseased sludge prefers the dark and is often found in alleys, sewers, and abandoned buildings. The majority of diseased sludge are small, being discharged from humans and elves. However, both larger or smaller diseased sludge have been reported. Most variant diseased sludge were spawned in cities where they inhabitants were of different sizes, such as giant tribes or halfling communities.
Unnatural Union. When two diseased sludges meet, they merge into a single colony. If enough mingle, the slimes increase in size. There are rumours of rare diseased sludge that have become massive in size: living pandemics that roam the countryside infecting entire villages in moments.
Small ooze, unaligned
Armour Class 12
Hit Points 52 (8d6 +15)
Speed 20 ft.
Str 13 (+1) Dex 14 (+2) Con 17 (+3) Int 1 (-5) Wis 6 (-2) Cha 1 (-5)
Damage Immunities acid, cold, lightning, slashing
Conditional Immunities linded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60ft. (blind beyond this radius), passive Perception 8
Challenge 1 (200 xp)
Amorphous. The diseased sludge can move through a space as narrow as 1 inch wide without squeezing.
Magical Vulnerability. If a lesser restoration or greater restoration spell is cast on the diseased sludge it takes 4 (1d8) damage for each level of the spell slot used.
Spider Climb. The diseased sludge can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Pseudopod. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. The skin of the infected creature grows waxy and soft. After each short or long rest, the target must repeat the saving throw, reducing its hit point maximum by 4 (1d8) on a failure. The reduction to the target’s hit point maximum lasts until the disease is cured. The disease is cured after two consecutive successful saving throws.The target dies if the disease reduces its hit point maximum to 0, and its body dissolves into a puddle of slime and bones. After 1 hour, this slime coalesces into a new diseased sludge one size smaller than the infected creature.