D&D 5e Monster Expansion
D&D 5e Monster Expansion
D&D 5e Monster Expansion
MONSTER EXPANSION
Armor Class 12
Hit Points 9 (2d8)
Speed 10 ft., fly 60 ft.
DEX
15 (+2)
CON
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
STR
8 (-1)
DEX
12 (+1)
Actions
INT
4 (-3)
WIS
14 (+2)
CHA
8 (-1)
Skills Perception +4
Senses passive Perception 14
Languages
Challenge 1/2 (100 XP)
Keen Sight. The raptor has advantage on Wisdom
(Perception) checks that rely on sight.
Actions
Multiattack. The raptor makes two attacks: one with its
beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) slashing damage.
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MONSTER EXPANSION
DEX
12 (+1)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-2)
Actions
Multiattack. The eagle makes two attacks: one with its
beak and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage. If the target is
a creature, it must succeed on a DC 12 Constitution
saving throw or contract a disease. Until the disease is
cured, the target has the poisoned condition and cant
regain hit points except by magical means. The targets
hit point maximum decreases by 7 (2d6) every 24
hours. If the targets hit point maximum drops to 0 as a
result of this disease, the target dies.
DEX
15 (+2)
CON
17 (+3)
INT
3 (-4)
WIS
12 (+1)
CHA
8 (-1)
Armor Class 13
Hit Points 52 (7d10 + 14)
Speed 10 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
17 (+3)
15 (+2)
10 (+0)
16 (+3)
12 (+1)
Skills Perception +5
Senses passive Perception 15
Languages Giant Eagle, Auran, Common
Challenge 4 (1,100 XP)
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage. If the target is
a creature, it must succeed on a DC 15 Strength saving
throw or be knocked prone.
Not for resale. Permission granted to print or photocopy this document for personal use only .
MONSTER EXPANSION
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
Armor Class 12
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
20 (+5)
15 (+2)
15 (+2)
3 (-4)
12 (+1)
10 (+0)
20 (+5)
15 (+2)
16 (+3)
3 (-4)
12 (+1)
10 (+0)
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) slashing damage.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
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MONSTER EXPANSION
STR
23 (+6)
DEX
8 (-1)
CON
19 (+4)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
STR
22 (+6)
DEX
10 (+0)
CON
18 (+4)
INT
2 (-4)
WIS
13 (+1)
CHA
8 (-1)
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 6 (2,300 XP)
Keen Smell. The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Actions
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MONSTER EXPANSION
DEX
15 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
11 (+0)
CHA
9 (-1)
STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
16 (+3)
10 (+0)
12 (+1)
13 (+1)
Actions
Actions
Reactions
Revenge. When hit by a melee attack, the gnoll can
mark the attacker for revenge. On its next turn, the gnoll
has advantage on its first attack against that opponent.
Reactions
Revenge. When hit by a melee attack, the gnoll can
mark the attacker for revenge. On its next turn, the gnoll
has advantage on its first attack against that opponent.
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MONSTER EXPANSION
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Actions
Multiattack. The goblin makes two attacks with its
scimitar. The second attack has disadvantage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Crossbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
14 (+2)
12 (+1)
10 (+0)
8 (-1)
12 (+1)
Actions
Multiattack. The goblin makes two attacks with its
scimitar.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Javelin. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Reactions
Redirect Attack. When a creature the goblin can see
targets it with an attack, the goblin chooses another
goblin within 5 feet of it. The two goblins swap places,
and the chosen goblin becomes the target instead.
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MONSTER EXPANSION
DEX
14 (+2)
CON
13 (+1)
INT
11 (+0)
WIS
10 (+0)
CON
15 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
12 (+1)
DEX
14 (+2)
CHA
10 (+0)
Actions
Multiattack. The hobgoblin makes two longsword
attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Actions
Multiattack. The hobgoblin makes three melee attacks.
Alternatively, it can make two ranged weapon attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If
the target is the hobgoblins size or smaller, it must
succeed on a DC 14 Strength saving throw or be
knocked prone.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Parry. The hobgoblin adds 3 to its AC against one
melee attack that would hit it. To do so, the hobgoblin
must see the attacker and be wielding a melee weapon.
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MONSTER EXPANSION
Legendary Actions
The hobgoblin general can take 3 legendary actions,
choosing from the options below. Only one legendary
action option can be used at a time and only at the end
of another creatures turn. The hobgoblin general
regains spent legendary actions at the start of its turn.
Attack. The hobgoblin general makes one melee
weapon attack.
Bolster. All goblinoids within 30 feet of, and including,
the hobgoblin general are bolstered until the end of
its next turn. Bolstered goblinoids cant be charmed
or frightened.
Maneuver (Costs 2 Actions). All goblinoids within 30
feet of, and including, the hobgoblin general can
immediately move up to half their speed. Opportunity
attacks against them are at disadvantage.
DEX
CON
INT
WIS
CHA
17 (+3)
14 (+2)
17 (+3)
15 (+2)
12 (+1)
16 (+3)
Actions
Multiattack. The hobgoblin makes three attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Javelin. Ranged Weapon Attack: +7 to hit, range
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Leadership (Recharges after a Short or Long Rest).
For 1 minute, the hobgoblin can utter a special
command or warning whenever a nonhostile creature
that it can see within 30 feet of it makes an attack roll or
saving throw. The creature can add a d4 to its roll
provided it can hear and understand the hobgoblin. A
creature can benefit from only one Leadership die at a
time. This effect ends if the hobgoblin is incapacitated.
Reactions
Parry. The hobgoblin adds 3 to its AC against one
melee attack that would hit it. To do so, the hobgoblin
must see the attacker and be wielding a melee weapon.
Not for resale. Permission granted to print or photocopy this document for personal use only .
MONSTER EXPANSION
DEX
16 (+3)
CON
10 (+0)
INT
8 (-1)
WIS
7 (-2)
CHA
8 (-1)
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Sling. Ranged Weapon Attack: +5 to hit, range 30/120
ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
DEX
16 (+3)
CON
11 (+0)
INT
9 (-1)
WIS
8 (-1)
CHA
12 (+1)
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
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MONSTER EXPANSION
10
DEX
12 (+1)
CON
18 (+4)
INT
7 (-2)
STR
19 (+4)
WIS
11 (+0)
CHA
10 (+1)
Actions
Multiattack. The orc makes two weapon attacks.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 +
4 plus 1d8) piercing damage.
Reactions
Furious Advance. The orc imposes disadvantage on
one opportunity attack when it moves toward a hostile
creature it can see. To do so, the orc must see the
attacker and be carrying a shield.
DEX
12 (+1)
CON
19 (+4)
INT
12 (+1)
WIS
12 (+1)
CHA
16 (+3)
Actions
Multiattack. The orc makes three weapon attacks.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 15 (1d12 + 4 plus 1d8) slashing
damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 +
4 plus 1d8) piercing damage.
Reactions
Furious Defense. The orc imposes disadvantage on
one melee weapon attack by an opponent it can see. If
the attack hits anyway, the orc can make one melee
weapon attack against that opponent.
Not for resale. Permission granted to print or photocopy this document for personal use only .
MONSTER EXPANSION
11
DEX
CON
INT
WIS
CHA
20 (+5)
10 (+0)
20 (+5)
7 (-2)
7 (-2)
8 (-1)
STR
20 (+5)
Actions
Multiattack. The troll makes three attacks: one stomp
and two with its greatclub.
Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the
target is a creature of a size smaller than the troll, it
must succeed on a DC 16 Strength saving throw or be
knocked prone.
CON
21 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
Actions
Multiattack. The troll makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 15 (3d6 + 5) slashing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only .
MONSTER EXPANSION
12
STR
22 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
4 (-3)
WIS
7 (-2)
CHA
7 (-2)
STR
24 (+7)
DEX
12 (+1)
CON
24 (+7)
INT
10 (+0)
WIS
13 (+1)
CHA
11 (+0)
Actions
Multiattack. The troll makes three attacks: one stomp
and two with its claws.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 15 (2d8 + 6) slashing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 16 (3d6 + 6) bludgeoning damage. If the
target is a creature of a size smaller than the troll, it
must succeed on a DC 18 Strength saving throw or be
knocked prone.
Actions
Multiattack. The troll makes three attacks: one stomp
and two with its claws.
Claws. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 20 (3d8 + 7) slashing damage.
Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 21 (4d6 + 7) bludgeoning damage. If the
target is a creature of a size smaller than the troll, it
must succeed on a DC 20 Strength saving throw or be
knocked prone.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240
ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage.
Not for resale. Permission granted to print or photocopy this document for personal use only .
MONSTER EXPANSION
13
DEX
14 (+2)
CON
17 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Actions
Multiattack. The wight makes two longsword attacks
and uses Life Drain, or it makes two longbow attacks.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) necrotic damage. The
target must succeed on a DC 14 Constitution saving
throw or its hit point maximum is reduced by an amount
equal to the damage taken. This reduction lasts until the
target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0. A humanoid slain by
this attack rises 24 hours later as a wight under the
wight kings control, unless the humanoid is restored to
life or its body is destroyed.
Longsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Parry. The wight adds 3 to its AC against one melee
attack that would hit it. To do so, the wight must see the
attacker and be wielding a melee weapon.
Not for resale. Permission granted to print or photocopy this document for personal use only .
MONSTER EXPANSION
14
DEX
17 (+3)
CON
17 (+3)
INT
14 (+2)
WIS
15 (+2)
CHA
16 (+3)
Actions
Multiattack. The wraith uses Life Drain and makes one
rapier attack if it is carrying the weapon.
Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 21 (4d8 + 3) necrotic damage. The
target must succeed on a DC 15 Constitution saving
throw or its hit point maximum is reduced by an amount
equal to the damage taken. This reduction lasts until
the target finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage plus 7
(2d6) poison damage. The target must succeed on a
DC 15 Constitution saving throw or be poisoned for 1
hour.
Legendary Actions
The dread wraith can take 3 legendary actions,
choosing from the options below. Only one legendary
action option can be used at a time and only at the end
of another creatures turn. The dread wraith regains
spent legendary actions at the start of its turn.
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MONSTER EXPANSION
15