Epic PlatesWild

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.

Compound-eyed gold carapace, wasp-wing mantle. Unaligned epic. Optional plate.
Compound-eyed gold carapace, wasp-wing mantle. Unaligned epic. Optional plate.

The Gilded Swarmhost

Medium monstrosity, neutral. honeycomb saint. CR 16.

Armor Class19 (chitin)
Hit Points247 (26d8 + 130)
Speed30 ft., fly 50 ft.
ScoresSTR 18 DEX 20 CON 20
INT 12 WIS 16 CHA 10
SavesDex +10, Con +10, Wis +8
Resistancespoison, thunder
Immunitiespoisoned
Sensesblindsight 60 ft. (blind beyond), passive Perception 18
Challenge16 (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.
The Gilded Swarmhost
Horned lacquer, twin burning blades. Unaligned epic. A chimera the table may seat without a House.
Horned lacquer, twin burning blades. Unaligned epic. A chimera the table may seat without a House.

Oni of Two Blades

Medium fiend (humanoid), lawful evil. the red witness in lacquer. CR 15.

Armor Class18 (o-yoroi)
Hit Points204 (24d8 + 96)
Speed40 ft.
ScoresSTR 20 DEX 18 CON 18
INT 12 WIS 14 CHA 16
SavesStr +10, Dex +9, Cha +8
Resistancesfire, necrotic
Immunitiesfrightened
Sensesdarkvision 60 ft., passive Perception 17
Challenge15 (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.
Oni of Two Blades
Bone-ridged pit beast, hooked arms, a packed floor of old fights. Unaligned. Not a House.
Bone-ridged pit beast, hooked arms, a packed floor of old fights. Unaligned. Not a House.

Pit-Butcher

Large monstrosity, chaotic evil. the arena that walks. CR 15.

Armor Class16 (hide and scars)
Hit Points247 (15d10 + 165)
Speed40 ft.
ScoresSTR 24 DEX 14 CON 22
INT 6 WIS 12 CHA 8
SavesStr +12, Con +11
Resistancesbludgeoning, slashing from nonmagical
Immunitiesfrightened
Sensesdarkvision 60 ft., passive Perception 11
Challenge15 (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.
Pit-Butcher
A walking portcullis, chain-bound ashlar. Unaligned. Not a stone-hold from another realm.
A walking portcullis, chain-bound ashlar. Unaligned. Not a stone-hold from another realm.

Vault-Warden Motu

Huge construct (giant), lawful neutral. living fortress. CR 15.

Armor Class21 (ashlar and iron)
Hit Points250 (20d12 + 120)
Speed25 ft.
ScoresSTR 24 DEX 6 CON 22
INT 6 WIS 12 CHA 6
SavesStr +12, Con +11
Resistancesbludgeoning, piercing, slashing from nonmagical
Immunitiespoison, exhaustion, petrified
Sensesdarkvision 60 ft., tremorsense 20 ft., passive Perception 11
Challenge15 (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.
Vault-Warden Motu