5
Noctara Color
Noctara color — not a Champion
Paint language for Noctara. Use the recovered identity from Houses of the Realm. Do not print a name from cards 001–020 onto these visors.

Bloodroot
Medium undead, chaotic evil. under the red witness. CR 18.
| Armor Class | 19 (clotted plate) |
| Hit Points | 270 (20d8 + 180) |
| Speed | 40 ft. |
| Scores | STR 22 DEX 16 CON 22 |
| INT 12 WIS 16 CHA 18 | |
| Saves | Str +12, Con +12, Wis +9, Cha +10 |
| Resistances | necrotic, psychic; nonmagical slashing |
| Immunities | poison, frightened |
| Senses | darkvision 120 ft., passive Perception 19 |
| Challenge | 18 (20,000 XP) |
Traits
Sunlight Hypersensitivity. The Bloodroot takes 20 radiant damage when it starts its turn in sunlight. Holy, fire, and Blood vulnerabilities from Noctara’s recovered notes apply if you seat this as a House epic.
Blood Memory. Once per cycle, when it hits a creature that has already taken damage this round, it learns one public fact on that House mat (Reign total, Need, or an open Accord). Hidden Path remains hidden.
Actions
Multiattack. Two Thorned Blade attacks.
Thorned Blade. Melee Weapon Attack: +12 to hit, reach 10 ft. Hit: 18 (2d10 + 7) slashing plus 10 (3d6) necrotic. The Bloodroot gains 10 temporary hit points.
Red Witness (Recharge 6). Each creature the Bloodroot can see within 30 feet, DC 18 Wisdom save or be frightened until the end of the Bloodroot’s next turn. A frightened creature’s first attack each turn has disadvantage.
Legendary actions
Bloodroot can take 3 legendary actions, choosing from the options below.
Lurch. Move 15 feet. This movement does not provoke.
Thorn. One Thorned Blade attack.
Drink (Costs 2). A frightened creature within 10 feet takes 14 (4d6) necrotic; the Bloodroot heals the same.
Tactics. Fight at night or under Blood Moon. Do not let Solaria or Valoris bring a lantern coordinate.
Noctara color. Not Carth. Not a Jo’R card. Feather belief Memory is identity, not a mechanic.

The Bone Tithe
Medium undead, lawful evil. king of the candle nave. CR 18.
| Armor Class | 19 (ossuary plate) |
| Hit Points | 270 (20d8 + 180) |
| Speed | 30 ft. |
| Scores | STR 22 DEX 12 CON 22 |
| INT 14 WIS 16 CHA 18 | |
| Saves | Con +12, Wis +9, Cha +10 |
| Resistances | necrotic, cold; nonmagical piercing and slashing |
| Immunities | poison, exhaustion, frightened |
| Senses | darkvision 120 ft., passive Perception 19 |
| Challenge | 18 (20,000 XP) |
Traits
Unquiet Court. While the Bone Tithe is on a coordinate, that coordinate counts as an uncontrolled site for The Unquiet Dead if that Chaos card is in play.
Sunlight, Fire, Holy. The Bone Tithe has disadvantage on attack rolls and saves while in sunlight. Fire and radiant damage against it ignore resistance.
Actions
Multiattack. Two Grave Swords.
Grave Sword. Melee Weapon Attack: +12 to hit, reach 10 ft. Hit: 20 (2d12 + 7) slashing plus 7 (2d6) necrotic.
Tithe (Recharge 5–6). Each creature within 20 feet, DC 18 Constitution save or lose 11 (2d10) hit points and the Bone Tithe gains the total as temporary hit points (max 40).
Legendary actions
The Bone Tithe can take 3 legendary actions, choosing from the options below.
Advance. Move 15 feet.
Sword. One Grave Sword attack.
Candle (Costs 2). Extinguish bright light within 20 feet. Lanterns and Mercy Lanterns go dark until a Command relights them.
Tactics. Kill the light. Tithe the clustered. If Chaos 062 is up, this plate is the hazard’s face.
Information, infiltration, regeneration — Noctara identity. Not Carth. Cards 001–020 remain reserved.

Salt Widow
Medium undead, neutral evil. moisture vampire. CR 11.
| Armor Class | 16 (salt lace) |
| Hit Points | 150 (20d8 + 60) |
| Speed | 30 ft. |
| Scores | STR 12 DEX 16 CON 16 |
| INT 14 WIS 16 CHA 18 | |
| Saves | Dex +7, Wis +7, Cha +8 |
| Resistances | necrotic, cold |
| Immunities | poison, exhaustion, petrified |
| Senses | darkvision 90 ft., passive Perception 17 |
| Challenge | 11 (7,200 XP) |
Traits
Dry Court. Water tiles within 10 feet of the Widow become packed earth at the start of her turn. This is terrain, not a Chaos tick.
Actions
Multiattack. Two Salt Claws. It may replace one with Desiccate Kiss if a target is grappled.
Salt Claw. Melee Weapon Attack: +7 to hit, reach 10 ft. Hit: 10 (2d6 + 3) slashing plus 7 (2d6) necrotic. If both claws hit the same Medium or smaller creature, it is grappled (escape DC 16).
Desiccate Kiss. One grappled creature, DC 16 Constitution save. Fail: 9 (2d8) necrotic and the target is restrained as a salt statue until the end of the Widow’s next turn. Success: half damage, not restrained. A statue has speed 0 and cannot speak.
Tactics. Grapple the Healer. Kiss. Blood Moon (058) is her weather. Water on the board is food.
The dry pan is a color, not a printed realm. Keep the name Salt Widow.

Crimson Moth
Medium fiend, chaotic evil. the nave of torn wings. CR 16.
| Armor Class | 17 (chitin lace) |
| Hit Points | 212 (25d8 + 100) |
| Speed | 30 ft., fly 50 ft. |
| Scores | STR 14 DEX 20 CON 16 |
| INT 14 WIS 16 CHA 20 | |
| Saves | Dex +10, Wis +8, Cha +10 |
| Resistances | necrotic, psychic |
| Immunities | frightened, poisoned |
| Senses | darkvision 120 ft., passive Perception 18 |
| Challenge | 16 (15,000 XP) |
Traits
Sunlight Hypersensitivity. The Moth takes 20 radiant when it starts its turn in sunlight. Fly out of the lantern.
Actions
Multiattack. Two Razor Fans.
Razor Fan. Melee Weapon Attack: +10 to hit, reach 10 ft. Hit: 14 (2d8 + 5) slashing plus 7 (2d6) necrotic. The Moth gains 5 temporary hit points.
Red Pollinate (Recharge 5–6). A 20-foot cone of blood-scale. DC 18 Constitution save, 27 (6d8) necrotic, and on a fail the target is frightened until the Moth’s next turn.
Tactics. Night, glass, height. Kiss the clustered. Mercy Lantern is the counter.
Blood court, not Carth. The moth is a silhouette, not a Jo’R card.

Crown of Flies
Medium undead (fiend), neutral evil. plague prince. CR 13.
| Armor Class | 15 (rotted velvet) |
| Hit Points | 186 (22d8 + 88) |
| Speed | 30 ft., fly 20 ft. (swarm-lift) |
| Scores | STR 14 DEX 14 CON 18 |
| INT 14 WIS 16 CHA 18 | |
| Saves | Con +8, Wis +7, Cha +8 |
| Resistances | necrotic, poison, piercing |
| Immunities | poisoned, diseased |
| Senses | darkvision 90 ft., passive Perception 17 |
| Challenge | 13 (10,000 XP) |
Traits
Coronation Swarm. A halo of biting flies occupies the Crown’s coordinate. A creature that starts adjacent, DC 16 Constitution save or be unable to speak (and unable to play a card with a spoken command line) until the end of its next turn. The stolen word is not a Command spent.
Actions
Multiattack. Two Beak-stabs.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 11 (2d6 + 4) piercing plus 7 (2d6) poison.
Bloom (Recharge 6). Each creature within 15 feet, DC 16 Constitution save, 22 (5d8) poison, half on success. Fail by 5 or more: the target is poisoned until it finishes a rest.
Tactics. Silence the caller. Steal the next word. Mercy Lantern is the counter.
Plague prince is a silhouette. Print Crown of Flies. Do not letter a foreign bloom on the mat.