11
Unaligned
No House claims these
Unaligned epics. Seat them as Seed hazards, Breaking Point teeth, or a Twin Thrones duel. They are not a tenth House.

The Gilded Swarmhost
Medium monstrosity, neutral. honeycomb saint. CR 16.
| Armor Class | 19 (chitin) |
| Hit Points | 247 (26d8 + 130) |
| Speed | 30 ft., fly 50 ft. |
| Scores | STR 18 DEX 20 CON 20 |
| INT 12 WIS 16 CHA 10 | |
| Saves | Dex +10, Con +10, Wis +8 |
| Resistances | poison, thunder |
| Immunities | poisoned |
| Senses | blindsight 60 ft. (blind beyond), passive Perception 18 |
| Challenge | 16 (15,000 XP) |
Traits
Swarm Veil. Ranged attacks against the Swarmhost have disadvantage while it is flying.
Hive Blood. When the Swarmhost takes slashing or piercing damage, each creature within 5 feet takes 5 (2d4) poison.
Actions
Multiattack. Two Rending Limbs. It may replace one with Sting.
Rending Limb. Melee Weapon Attack: +10 to hit, reach 10 ft. Hit: 16 (2d10 + 5) slashing.
Sting. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: 12 (2d6 + 5) piercing plus 18 (4d8) poison. DC 18 Constitution save or be poisoned until the end of the Swarmhost’s next turn.
Tactics. Stay airborne. Sting Healers first. The honeycomb hall is difficult ground if you paint it that way.
No House claims the Swarmhost. Tempest might sit it on a coastal board as weather with teeth. It is not a Flex module.

Oni of Two Blades
Medium fiend (humanoid), lawful evil. the red witness in lacquer. CR 15.
| Armor Class | 18 (o-yoroi) |
| Hit Points | 204 (24d8 + 96) |
| Speed | 40 ft. |
| Scores | STR 20 DEX 18 CON 18 |
| INT 12 WIS 14 CHA 16 | |
| Saves | Str +10, Dex +9, Cha +8 |
| Resistances | fire, necrotic |
| Immunities | frightened |
| Senses | darkvision 60 ft., passive Perception 17 |
| Challenge | 15 (13,000 XP) |
Traits
Two Blades. The Oni fights with both hands. It cannot be disarmed unless both blades are taken (two successful Disarm attempts).
Actions
Multiattack. Two Burning Blades.
Burning Blade. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: 14 (2d8 + 5) slashing plus 7 (2d6) fire.
Onrush (Recharge 5–6). Move up to 20 feet in a straight line. Each creature whose coordinate it enters, DC 18 Dexterity save or take 18 (4d8) slashing and be pushed 5 feet aside.
Tactics. A duel plate. Twin Thrones loves this. Do not drop it as a fourth House.
No recovered House wears this lacquer. Print the original name. Do not letter a copyrighted demon on the mat.

Pit-Butcher
Large monstrosity, chaotic evil. the arena that walks. CR 15.
| Armor Class | 16 (hide and scars) |
| Hit Points | 247 (15d10 + 165) |
| Speed | 40 ft. |
| Scores | STR 24 DEX 14 CON 22 |
| INT 6 WIS 12 CHA 8 | |
| Saves | Str +12, Con +11 |
| Resistances | bludgeoning, slashing from nonmagical |
| Immunities | frightened |
| Senses | darkvision 60 ft., passive Perception 11 |
| Challenge | 15 (13,000 XP) |
Traits
Blood Floor. The Pit-Butcher has advantage on attack rolls against a creature that is below half its hit points.
Actions
Multiattack. Two Hooked Arms and one Bite if a target is grappled.
Hooked Arm. Melee Weapon Attack: +12 to hit, reach 10 ft. Hit: 16 (2d8 + 7) slashing. If the target is Large or smaller, it is grappled (escape DC 20). The Butcher can grapple two.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one grappled target. Hit: 20 (2d12 + 7) piercing.
Tactics. A Twin Thrones duel or a Breaking Point token with teeth. Do not drop it as a tenth House.
Unaligned epic. Print the original name. The arena is a seating, not a module.

Vault-Warden Motu
Huge construct (giant), lawful neutral. living fortress. CR 15.
| Armor Class | 21 (ashlar and iron) |
| Hit Points | 250 (20d12 + 120) |
| Speed | 25 ft. |
| Scores | STR 24 DEX 6 CON 22 |
| INT 6 WIS 12 CHA 6 | |
| Saves | Str +12, Con +11 |
| Resistances | bludgeoning, piercing, slashing from nonmagical |
| Immunities | poison, exhaustion, petrified |
| Senses | darkvision 60 ft., tremorsense 20 ft., passive Perception 11 |
| Challenge | 15 (13,000 XP) |
Traits
Portcullis Hide. Reaction, when hit by a melee attack: Motu becomes a wall (speed 0, advantage on the triggering save if any, attackers that hit are restrained, escape DC 19, as a bone-iron grate pins them). The wall ends at the start of Motu’s next turn.
Siege. Double damage to structures. Destruction still ticks Chaos.
Actions
Multiattack. Two Stone Fists.
Stone Fist. Melee Weapon Attack: +12 to hit, reach 10 ft. Hit: 20 (3d8 + 7) bludgeoning.
Tactics. Block the gate. Reaction the first big hit. A living wall is not a House.
Unaligned epic. Keep Vault-Warden Motu. Do not letter a foreign waste on the mat.