D&D Subreddit - Monster A Day Compendium
D&D Subreddit - Monster A Day Compendium
D&D Subreddit - Monster A Day Compendium
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Web Sense
ARACHNID QUEEN While in contact with a web, the queen knows the exact location
Huge beast, unaligned of any other creature in contact with the same web.
Illustration by Marksuthebarbarian
-
Thanks to StoneStrix /r/Monsteraday
ARCANAMITE
Beautiful to look at. horrific to come across,
ARCANAMITE
Small monstrosity, unaligned
T
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34 V.
ARMED SKELETON
Medium undead, lawful evil
Skills Athletics +3
& Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can't
if speak
Challenge 1 (200 XP)
ACTIONS
Multiattack. The skeleton makes four melee attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
(1 d4 + 1) slashing damage.
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Armor Class 12(15 with mage armor) Armor Class 12(15 with mage armor)
Hit Points 49 (9d8 + 9) Hit Points 84(1 3d8 + 26)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 17 (+3) 10 (+0) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 20 (+5)
Saving Throws Wis +4, Cha +6 Saving Throws Wis +6, Cha +9
Skills Perception +4, Persuasion +6 Skills Deception +9, Perception +6, Persuasion +9
Senses passive Perception 14 Senses passive Perception 16
Languages any two languages Languages any three languages
Challenge 7 (2,900 XP) Challenge 10 (5,900 XP)
Spellcasting. The enchanter is a 9th-level spellcaster. Its Enthralling Aura. Attack rolls against the mind sculptor have
spellcasting ability is Charisma (save DC 14, +6 to hit with spell disadvantage.
attacks). The enchanter knows the following sorcerer spells:
Spellcasting. The mind sculptor is a 13th-level spellcaster. Its
Cantrips (at will): blade ward, light, mage hand, message, spellcasting ability is Charisma (save DC 17, +9 to hit with spell
prestidigitation attacks). The mind sculptor knows the following sorcerer spells:
1st level (4 slots): charm person, mage armor, shield
2nd level (3 slots): hold person, suggestion Cantrips (at will): blade ward, light, mage hand, message,
3rd level (3 slots): counterspell, dispel magic prestidigitation
4th level (3 slots): confusion, dominate beast 1st level (4 slots): charm person, mage armor, shield
5th level (1 slots): dominate person 2nd level (3 slots): hold person, suggestion
3rd level (3 slots): counterspell, dispel magic
ACTIONS 4th level (3 slots): confusion, dominate beast
5th level (2 slots): dominate person, seeming
Mind Lash. Ranged Spell Attack: +6 to hit, range 30/60 ft., one 6th level (1 slots): mass suggestion
creature. Hit 11 (2d10) psychic damage and the creature has 7th level (1 slots): prismatic spray
disadvantage on Wisdom saving throws until the end of the
enchanters next turn. ACTIONS
REACTIONS Melt Mind. Ranged Spell Attack: +9 to hit, range 60/1 20 ft., one
creature. Hit 16 (3d10) psychic damage, and the creature must
Invoke Doubt. If the enchanter is the target of an attack and can succeed on a DC 17 Wisdom saving throw or become stunned
see the attacker, it imposes disadvantage on the attack roll. until the end of the mind sculptor's next turn.
Pacify. The mind sculptor targets one creature that it can see
within 60 feet of it. The target must succeed on a DC 17 Wisdom
saving throw or be magically charmed. The charmed creature
can't attack or otherwise harm another creature. The target can
repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. The mind sculptor can have only one
target charmed at a time in this way. If it charms another, the
effect on the previous target ends.
Armor Class 12
Hit Points 7 (2d6)
Speed 40 ft.
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BEHOLDER DRAGON jif
Large abberation (dragon), neutral evil
Eye Rays. The beholder shoots three of the following magical eye LEGENDARY ACTIONS
rays at random (reroll duplicates), choosing one to three targets
it can see within 1 20 feet of it: The beholder dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used at a
1. Charm Ray. The targeted creature must succeed on a DC 16 time and only at the end of another creature's turn. The beholder
Wisdom saving throw or be charmed by the beholder for 1 hour, dragon regains spent legendary actions at the start of its turn.
or until the beholder harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a DC Eye Ray. The beholder uses one random eye ray.
16 Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
ACTIONS
Multiattack. The black knight can make 3 longsword attacks, 2
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greatsword attacks, or 2 halberd attacks.
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Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., Hit: 12
(2d6+5) slashing damage.
S REACTIONS
Parry. When the black knight is hit by a melee attack, he can
make a Strength (Athletics) check against the attack roll. If the
Strength (Athletics) check is higher than the attack roll, he takes
no damage from the attack, and can immediately make an attack
against the original attacker.
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Bone Golem
A Bone Golem is the defiled abomination of animated
skeletons crafted into a singular entity that desires nothing
more than to add more material to its hideous form. Similar
to other golems, Bone Golems serve the commands of their
masters, following them with disturbing ferocity and preci At first we scoffed as the bones rattled, then
sion. Sharing traits with its lesser skeletal counterparts, when the entire pile rose, we fled - the screams
Bone Golems do not try to damage themselves to reach a of the overconfident filling the air behind us.
goal, instead resorting to try a door handle rather than
harm themselves by breaking through it. - Kendrick Hiln Thief of the Black Nine
Necromancers who have created these monstrosities
also have the presence of mind to make the Bone Golem
itself a master of bone. Capable of gathering bones together
into a prison for its victims, Bone Golems serve adeptly as
guards of ancient tombs or its masters personal studies.
An empty shell driven by negative energy, the many heads
of the Bone Golem still quietly whisper with the pain and
suffering of those used to create the construct. Faint
screams and cry echo from Bone Golems.
BONE GOLEM
Large construct, unaligned '
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Magic Weapons. The golem's weapon attacks are magical. %
ACTIONS r J- W ft , m
Multiattack. The golem makes two slam attacks.
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Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18
(3d8 + 5) bludgeoning damage. y.m ft
Bone Prison. The golem targets one creature it can see within 60
feet of it. A prison of magical bones surrounds the creature. The [ ;
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target must make a DC 15 Dexterity saving throw or become
restrained. The restrained creature can break free by succeeding
on a DC 20 escape check, or by destroying the bone prison (AC 20;
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50 hit points; immunity to poison and psychic damage). The
golem can only have one bone prison active at a time. It may
dismiss the bone prison as a bonus action.
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BROOD BUTCHER
Huge aberration, chaotic evil
ACTIONS
Multiattack. The butcher makes two claw attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
22 (3d10 + 6) slashing damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled
(escape DC 16). Until this grapple ends, the creature is restrained,
and the butcher can't constrict another target.
%
Created by StoneStrix -/r/monsteraday Art Credit: Daarken
BROOD MONITOR
Huge aberration, chaotic evil
Armor Class 12
Hit Points 126 (12d12 + 48)
Speed 40 ft., climb 40 ft.
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ACTIONS
Multiattack. The monitor makes two fist attacks.
Fist. Melee Weapon Attack: +8 to hit, reach 1 0 ft., one target. Hit: 21 I
(3d10 + 5) bludgeoning damage.
ACTIONS %
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) bludgeoning damage.
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Zjrff*', Armor Class 1 5 (chain shirt)
A, W, Hit Points 26 (4d8 + 8)
Speed 30 ft.
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1 STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 6 (-2) 8 (-1) 6 (-2)
T2 Wk _ Damage Vulnerabilities bludgeoning, cold
Damage Immunities fire, poison
a Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
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i i Heated Body. A creature that touches the skeleton or hits it with a
fr.J melee attack while within 5 feet of it takes 3 (1d6) fire damage.
ffpt, Heated Weapons. Any weapon the skeleton wields deals an extra
3 (1d6) fire damage on a hit (included in the attack).
, ACTIONS
Multiattack. The skeleton makes two melee attacks.
Caustic Fumes. Any creature that starts its turn within 10 feet of
the crawler must succeed on a DC 12 Constitution saving throw or
I be poisoned until the start of its next turn. On a successful saving
throw, the creature is immune to the crawler's fumes for 24
hours.
ACTIONS
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
i 12 (2d8 + 3) slashing damage plus 7 (2d6) acid damage.
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visa Acid Spray (Recharge 6). The crawler spits acid in a line that is 30
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feet long and 5 feet wide. Each creature in that line must make a
DC 14 Dexterity saving throw, taking 28 (8d6) acid damage on a
failed save, or half as much damage on a successful one.
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ACTIONS
Machete. Melee Weapon Attack: +8 to hit, reach 10 ft., one
creature. Hit: 18 (3d8+5) slashing damage.
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CEASELESS DISCHARGE
The only son if the Witch of Izaleth, the Ceaseless
Discharge was once a powerful pyromancer, until the c [
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terrible event that cursed his mother and sister corrupted
him as well. Now a huge, deformed demon, he constantly
spews lava from his body, resulting in incredible constant
agony and suffering. Left with only the corpse of his elder
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CEASELESS DISCHARGE
Gargantuan , chaotic neutral K I
Armor Class 14 (natural armor)
Hit Points 217 (14d20 + 70)
Speed 30 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
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Damage Immunities fire
Damage Resistances bludgeoning, piercing, slashing if f/
Senses passive Perception 14
Languages Abyssal
Challenge 14(11500 XP)
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Tentacle Slam. Melee Weapon Attack: +11 to hit reach 1 5 ft., Hit: 17
(2d10+6) bludgeoning damage, plus 14(4d8)fire damage.
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Armor Class 11
Hit Points 45 (10d8)
Speed Oft., fly 40 ft.
Ethereal Sight. The geist can see 60 feet into the Ethereal Plane
when it is on the Material plane, and vice versa.
Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
10 (2d6 + 3) bludgeoning damage. The target is grappled (escape
* DC 13) if the geist isn't already grappling a creature. Until this
grapple ends, the target is restrained and takes 3 (1d6) necrotic
damage at the start of each of its turns.
ACTIONS
W? Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
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TIMELESS CHRONOMANCER
Medium humanoid construct, neutral
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CLOCKWORK DRAGON Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
Huge construct, unaligned 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit:
Armor Class 18 (natural armor)
15 (2d8 + 6) bludgeoning damage.
Hit Points 184 (1 6d1 2 + 80)
Speed 40 ft., fly 80 ft. Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
STR DEX CON INT WIS CHA
Fire Tar Breath. The dragon sprays flaming tar in a 30-foot cone.
23 (+6) 10 (+0) 20 (+5) 9 (-1) 11 (+0) 5 (-3) Each creature in that area must make a DC 18 Dexterity saving
throw, taking 35 (10d6) fire damage on a failed save, or half as
Saving Throws Dex +5, Con +10 much damage on a successful one. On a failed save, a creature is
Skills Perception +10 restrained (escape DC 18). While restrained in this way, a creature
Damage Immunities poison, psychic; bludgeoning, piercing, and takes 1 0 (3d6) fire damage at the start of each of its turns.
slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, Knockout Gas Breath. The dragon exhales knockout gas in a 60-
paralyzed, petrified, poisoned foot cone. Each creature in that area must succeed on a DC 18
Senses truesight 60 ft., darkvision 120 ft., passive Perception 20 Constitution saving throw or fall unconscious for 10 minutes. This
Languages understands the languages of its creator but can't effect ends for a creature if the creature takes damage or
speak someone uses an action to wake it.
Challenge 14(11,500 XP)
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the
Immutable Form. The dragon is immune to any spell or effect
options below. Only one legendary action option can be used at a
that would alter its form.
time and only at the end of another creature's turn. The dragon
Legendary Resistance (3/day). If the dragon fails a saving throw, regains spent legendary actions at the start of its turn.
it can choose to succeed instead.
Detect. The dragon makes a Wisdom (Perception) check.
Self Destruct. When the dragon is reduced to 0 hit points, it Tail Attack. The dragon makes a tail attack.
explodes, and each creature within 30 feet of it must make a DC
18 Dexterity saving throw, taking 21 (6d6) fire damage and 21 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
(6d6) piercing damage on a failed save, or half as much damage creature within 10 feet of the dragon must succeed on a DC 19
on a successful one. Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage
and be knocked prone. The dragon can then fly up to half its
ACTIONS flying speed.
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit
17 (2d10 + 6) piercing damage.
ACTIONS
Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
1 piercing damage, and the target must make a DC 10
Constitution saving throw, taking 5 (2d4) poison damage on a
failed save, or half as much damage on a successful one.
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CORRUPTOR
Large monstrosity, unaligned
Skills Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Zerg
Challenge 5 (1,800 XP)
ACTIONS
Caustic Spray. Ranged Weapon Attack: +8 to hit, range 60 ft.,
one target. Hit: 16 (2d10 + 5) acid damage. If the corruptor hits
with this attack and maintains it with concentration, they
automatically deal damage on subsequent turns. The damage
of caustic spray increases by 5 (1d10) acid damage each round
it is maintained. The effect ends when the corruptor loses
concentration or when the target is no longer within 60 feet of
the corruptor.
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bovEN HORROR a
Hags represent all that is evil and cruel. A Coven Horror is
evil and cruelty magnified. A wandering, agonized wretch, 'J
the Coven Horror seeks to ruin everything around it, '
believing that it may free itself from the horrid body it has
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been bound in.
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COVEN HORROR
Large monstrosity, chaotic evil
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CROWLOCK
Tiny monstrosity, chaotic neutral
Armor Class 13
Hit Points 1 0 (4d4)
Speed 30 ft., fly 50 ft.
Perfect Mimicry. The crowlock can mimic any sounds it has heard,
including a person's voice. A creature that hears the sounds can
tell they are imitations with a successful DC 14 Wisdom (Insight) . j
check.
ACTIONS
Mind Pierce. Ranged Spell Attack: +4 to hit, range 60/1 20 ft., one
creature. Hit: 7 (1 dIO + 2) psychic damage.
Harden. At the start of its turn, the elemental can choose to have
disadvantage on all melee weapon attack rolls during that turn,
but attack rolls against it have disadvantage until the start of its
next turn.
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Regeneration. The elemental regains 10 hit points at the start of
its turn if it has at least 1 hit point. If the elemental takes thunder Gr,
damage, this trait doesn't function at the start of the elemental's
next turn.
ACTIONS
Multiattack. The elemental makes two attacks with its crystal
spear.
Crystal Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit 12 (2d8 + 3) piercing damage.
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Tail. Melee Weapon Attack: +1 5 to hit, reach 1 5 ft., one target. Hit Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
18 (2d8 + 9) bludgeoning damage. creature within 10 feet of the dragon must succeed on a DC 23
Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage
Frightful Presence. Each creature of the dragon's choice that is and be knocked prone. The dragon can then fly up to half its
within 120 feet of the dragon and aware of it must succeed on a flying speed.
DC 22 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its
Cthurkey A
The cthurkey has the body of a large bird
without feathers, the tentacles and
i CTHURKEY
Small aberration, chaotic evil
mouth of an octopus, and the legs of a M 7
Armor Class 13 (natural armor)
crab. Ancient legends teach that it once Hit Points 153 (34d6+34)
was offered as a burnt sacrifice to unkno Speed 30ft
gods of gluttony, then consumed by the
supplicants.
STR DEX CON INT WIS CHA
Ravenous Appetite. A chturkey will eat several times 10 (+0) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 4 (-3)
own weight in food a day. Its typical diet consists of wild
grains, tubers, wild berries, tree berries, small game, Saving Throws. CON +4
fish, shellfish, and mollusks. Becasue of their tremendous Damage Resistance, poison
appetite, they can often be lured with food. Condition Immunities blinded, charmed, deafened, frightened
Burow Dwellers Cthurkey live in dark, solitary Senses blindsight 60 ft. (blind beyond this radius), passive
burrows with plenty of ways it can ambush potential Perception 12
prey. As such you will usually find cthurkey living in Languages understands Common, Deep Speech, and
fallen trees, streamside caves, rocky overhangs and Undercommon but doesn't speak.
shallow caves. Challenge 3(700XP)
Dangerous but Tasty. Despite their fearsome apparance,
cthurky are nutritious, delicious and can be prepared by Amphibious. The cthurkey can breathe air and water.
roasting, frying, baking or smoking. Even their internal
organs dissolve into a consistent mush that is tasty and
Sure-footed. The chturkey has advantage on Strength and
Dexterity saving throws made against effects that would knock it
has a hint of spices. prone.
Sexless Reproduction. Cthurkey are assexual and
reproduce via parthenogenesis. They lay a clutch of Stench. Any creature that starts its turn within 5 feet of the
cthurkey must succeed on a DC 14 Constitution saving throw or
between 6 and 12 eggs which hatch in the mid-summer.
be poisoned until the start of its next turn. On a successful saving
Hatchlings are more crablike with a hard shell that is throw, the creature is immune to the cthurkey's Stench for 24
shed as they reach maturity. Cthurky hatchlings reach hours.
maturity in 4-5 months. Their eggs are also very edible
and so are carefully guarded by the mature cthurky. When ACTIONS
fried, they have a meaty outer shell with a inner white Multiattack. The cthurkey attacks with its tentacles. If that attack
and yolk. succeeds, it can make one attack with its bite on the same turn. It
can only bite Grappled targets.
Illustration by Cobaltplasma on Deviantart Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7
(http://cobaltplasma.deviantart.com) (2d6) piercing damage.
Stats by Skaldforge on Wordpress
Tentacles. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
(https://skaldforge.vyprforess.cpm)
Hit: 11 (2d8+2) bludgeoning damage, and the target is grappled
(escape DC 12). Until this grapple ends, the creature is restrained,
and the cthurkey cant constrict another target.
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DEATH WIDOW
Large monstrosity, unaligned
Skills Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11
Languages -
Challenge 3(700 XP)
DEEP ONE
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21 (3d10+5) slashing damage.
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DIRE ANGLERFISH
Huge beast, unaligned
ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21
(3d10 + 5) piercing damage. If the target is a Huge or smaller
creature, that creature is swallowed. While swallowed, the
creature is blinded and restrained, it has total cover against
attacks and other effects outside the anglerfish, and it takes 17
(5d6) acid damage at the start of each of the anglerfish's turns.
The anglerfish can hold only one Huge creature or up to four
Large or smaller creatures inside it at a time.
If the anglerfish takes 20 damage or more on a single turn from a
creature inside it, the anglerfish regurgitates all swallowed
creatures, which fall prone in a space within 5 feet of the
anglerfish. If the anglerfish dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 10
feet of movement, exiting prone.
DRAEGLOTH
Small fiend (demon), Neutral Evil
Armor Class 14
Hit Points 59 (9d6 + 27) 1
Speed 30 ft.
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STR DEX CON INT WIS CHA -w-
18 (+4) 19 (+4) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
s ACTIONS
I Multiattack. Dragonslayer Ornstein makes two spear attacks.
I Spear. Melee Weapon Attack: +11 to hit reach 10 ft., Hit. 9 (1d8+5)
I piercing damage, plus 27(6d8) lightning damage
'< Lightning Tackle (Recharge 5-6). Dragonslayer Ornstein streaks
I across the ground towards his enemy, clearing everything in his
I way. Ornstein moves 30 feet in a straight line. Any creature in that
I line must make a DC 19 Dexterity saving throw. On a failed save,
1 the creature takes 7 (1d8+5) piercing damage and 27 (6d8)
I lightning damage, or half as much on a successful save.
LEGENDARY ACTIONS
I The dragonslayer ornstein can take 3 legendary actions, choosing
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a time and only at the end of another creature's turn. The
, I dragonslayer ornstein regains spent legendary actions at the
IH start of its turn.
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Swift Dodge. When Dragonslayer Orstein is hit by an attack, he
can move up to 1 0 feet away from the attacker without incurring
an opportunity attack by the same enemy.
Lightning Bolt. Dragonslayer Ornstein shoots a bolt of lightning
from the tip of his spear. One target within 60 feet must succeed
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DREAM EATER
Large aberration, chaotic evil
ACTIONS J
LEGENDARY ACTIONS ,
The dream eater can take 2 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 creature's turn. The dream
eater regains spent legendary actions at the start of its turn.
Dream Walk. The dream eater magically teleports up to 40 feet to I
an unoccupied space it can see.
Deep Slumber (Costs 2 Actions). The dream eater targets one
creature that it can see within 60 feet of it. The target must
succeed on a DC 14 Wisdom saving throw or fall unconscious for
8 hours. The target wakes up if it takes damage or if another
creature takes an action to shake it awake.
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they are dropped into the battlefield it is made instantly apparent that
this is a fight their owners need to win.
-
Sprinter The Drow Mech can move suprisingly fast in short bursts
however it does require a lot of energy, so much so that it wont even
bother chasing down distant enemies. In combat though they will
move and attack descpetivly fast
pST\ Built Durable - Built almost entirely out of Mithral the Drow Mech is
9 extremly durable, brushing off most enemy attacks by creating mirror
P images, magically shielding itself or being able to absorb enemy
9P magical attacks.
\ ' -
Drow Pilot The Drow pilots are selected from a slelect group of
magical fighters and while casting spells from within the mech is diffi
cult, they are still able to cast lower level spells. Once the Drow
Mech is defeated, the pilot has a chance to escape the wreckage
and continue the fight with full access to their spell list.
Drow Mech
Large Fey, lawful evil
Magic Weapons. The drow mechs weapon attarcks are
magical
Armor Class 18 (plate) Sunlight Sensative. While in sunligh, the drow mech has
Hit Points 120 (14d10 + 50) disadvantage on attack rolls, as well as on wisdom (perception)
Speed 30ft. checks that rely on sight
Drow Pilot. Once the drow mech is defeated, on a constituiton Hand Mortar. Ranged Weapon Attack: +3 to hit, range
30/60ft., explosive, reload 2, misfire 3. Hit: 8 (2d8) fire
j DC 15 saving throw, the pilot will survive as a drow mage.
damage
Fey Ancestry. The drow pilot has advantage on saving throws
against being charmed and magic cant put the drow to sleep.
emerges to hunt.
Crushing Might. A Duskdale Wurms mouth is
tiny compared to its gigantic body, and as such, it is
incapable of swallowing prey whole as many other
wurms do. Instead, they roll over their prey, crushing
4
it to death before tearing it into chunks small enough
to swallow. This attack style unfortunately renders j
the wurm incapable of harming beings larger than
itself, and when faced with such creatures, they tend <
to burrow away.
Bioluminescence. Rather than adapting to see in
absolute darkness, as many of its kin, the mighty <
Duskdale Wurm glows with an internal fire. The
eyes of the wurm are located inside of its mouth, 1 v 1
and see in most conditions via the spotlight shining \
from the wurms eternally open mouth.
1
Chinks in the Armor. Duskdale Wurms thick, VB
plated hide protects them from crushing and slashing,
but the openings it breathes through also leave it open
to narrow pointed weaponry such as arrows or spears. \>|
Many adventurers who know they will be facing one v
equip themselves with such a weapon before battle.
Hunters from Birth. A Duskdale Wurm hatches at
a length of only ten feet, but within days lengthens to
over twenty. It will not leave its hatching cave before
this, but once it has entered this stage it needs to hunt.
In just two years, it will be full-grown.
DUSKDALE WURM
BABY DUSKDALE WURM Huge beost (wurm). unoligned
Large beost (wurm). unaligned
Armor Class 19 (natural armor)
Armor Class 1 5 (natural armor) Hit Points 243 (18d12 + 126)
Hit Points 152 (16d10 + 64) Speed 60 ft., burrow 60 ft.
Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 26 (+8) 6 (-2) 24 (+7) 3 (-4) 10 (+0) 4 (-3)
20 (+5) 12 (+1) 18 (+4) 3 (-4) 8 (-1) 8 (-1)
Saving Throws Str +13, Wis +5
Saving Throws Str +8 Skills Athletics +13. Perception +5
Skills Athletics +8 Damage Vulnerabilities piercing
Damage Vulnerabilities piercing Damage Resistances slashing and bludgeoning from
Damage Resistances slashing and bludgeoning from nonmagical weapons
nonmagical weapons Condition Immunities frightened
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 9
Languages
Challenge 6 (2,300 XP)
Languages
Senses darkvision 120 ft., passive Perception 15
Trample. The wurm can pass through the space of any creature
Trample. The wurm can pass through the space of any creature (or object) of a size class equal to or less than its own. If it does,
(or object) of a size class equal to or less than its own. If it does, that creature takes 21 (2d12 + 8) bludgeoning damage and is
that creature takes 18 (2d8 + 5) bludgeoning damage and is knocked prone.
knocked prone.
Seige Monster. The wurm deals double damage to objects and
Seige Monster. The wurm deals double damage to objects and structures.
structures.
LEGENDARY ACTIONS
LEGENDARY ACTIONS The wurm can take 3 legendary actions, using the Rampage
The wurm can take 1 legendary action, using the Rampage option option below. It can take only one legendary action at a time, and
below. The wurm regains spent legendary actions at the start of only at the end of another creature's turn. The wurm regains
its turn. spent legendary actions at the start of its turn.
Rampage. The wurm moves up to it's movement speed or Rampage. The wurm moves up to it's movement speed or
burrows up to it's burrow speed. burrows up to it's burrow speed.
1
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WATER ELEMENTAL,
LESSER
FIRE ELEMENTAL, Medium elemental, neutral
STR DEX CON INT WIS CHA Damage Resistances acid; bludgeoning.
8 (-1) 17 (+3) 14 (+2) 6 ( 2) io (+0) 7 (*2) piercing, and slashing from nonmagical
weapons
Damage Resistances bludgeoning, piercing, Damage Immunities poison
and slashing from nonmagical weapons Condition Immunities exhaustion, grappled,
Damage Immunities fire, poison paralyzed, petrified, poisoned, prone,
Condition Immunities exhaustion, grappled, restrained, unconscious
paralyzed, petrified, poisoned, prone, Senses darkvision 60 ft,, passive Perception 10
restrained, unconscious Languages Aquan
Senses darkvision 60 ft., passive Perception 10 Challenge 2 (450 XP)
Languages Ignan Water Form, The elemental can enter a hostile
Challenge 2 (450 XP) creature's space and stop there. It can move
through a space as narrow as 1 inch wide
Fire Form. The elemental can move through a without squeezing.
space as narrow as 1 inch wide without Freeze. If the elemental takes cold damage, it
squeezing. A creature that touches the partially freezes; its speed is reduced by 20
elemental or hits it with a melee attack while feet until the end of its next turn,
within 3 feet of it takes 3 (id6) fire damage. In
addition, the elemental can enter a hostile ACTIONS
creature's space and stop there. The first time Slam. Melee Weapon Attack: +5 to hit, reach 3
it enters a creature's space on a turn, that ft., one target. Hit: 7 (idS + 3) bludgeoning
creature takes 3 (id6) fire damage and catches damage.
fire; until someone takes an action to douse Whelm (Recharge $-6). Each creature in the
the fire, the creature takes 3 (id6) fire damage elemental's space must make a DC 13
at the start of each of its turns. Strength saving throw. On a failure, a target
Illumination. The elemental sheds bright light takes 7 (idS -1- 3) bludgeoning damage. If it is
in a 30-foot radius and dim light in an Medium or smaller, it is also grappled (escape
additional 30 feet. DC 14). Until this grapple ends, the target is
restrained and unable to breathe unless it can
Water Susceptibility, For every 5 feet the breathe water. If the saving throw is
elemental moves in water, or for every gallon successful, the target is pushed out of the
of water splashed on it. it takes 1 cold damage. elemental's space.
The elemental can grapple one Medium
ACTIONS creature or up to two Small or smaller
Touch, Melee Weapon Attack: +1 to hit, reach 5 creatures at one time. At the start of each of
ft., one target. Hit: 3 (id4 + 1) fire damage. If the elemental's turns, each target grappled by
the target is a creature or a flammable object, it takes 7 (id8 + 3) bludgeoning damage. A
creature within 5 feet of the elemental can pull
it ignites. Until a creature takes an action to
a creature or object out of it by taking an
douse the fire, the target takes 3 (id6) fire action to make a DC 13 Strength check and
damage at the start of each of its turns. succeeding.
2
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ICE ELEMENTAL, LESSER MAGMA ELEMENTAL,
Medium elemental, neutral
LESSER
Armor Class 15 (natural armor) Medium elemental, neutral
Hit Points 39 (6d8 +- 12)
Speed 30 ft., burrow 30 ft. Armor Class 14 (natural armor)
Hit Points 45 (6d8 + 18)
STR DEX CON INT WIS CHA Speed 30 ft., burrow 30 ft.
14 (+2) 16 (+3) 15 (+2) 6 (-2) 10 (+0) 7 (-2)
STR DEX CON INT WIS CHA
Damage Vulnerabilities fire 14 (+2) 14 (+2) 16 (+3) 5 (-3) 10 (+0) 6 (-2)
Damage Resistances bludgeoning, piercing,
and slashing from nonmagical weapons Damage Resistances bludgeoning, piercing,
Damage Immunities cold, poison and slashing from nonmagical weapons
Condition Immunities exhaustion, paralyzed. Damage Immunities fire, poison
petrified, poisoned, unconscious Condition Immunities exhaustion, paralyzed,
Senses darkvision 60 ft., passive Perception TO petrified, poisoned, unconscious
LANGUAGES Aquan, Auran Senses darkvision 60 ft., passive Perception 10
Challenge 2 (450 XP) Languages Ignan. Terran
Challenge 2 (450 XP)
Ice Clide. The elemental can burrow through
nonmagical ice and snow. While doing so, the Earth Clide. The elemental can burrow through
elemental doesnt disturb the material it nonmagical, unworked earth, stone, and lava.
moves through. The elemental can move over While doing so. the elemental doesn't disturb
icc and snow with no ill effects. the material it moves through,
Freezing Touch. A creature that touches the Seige Monster, The elemental deals double
elemental or hits it with a melee attack while damage to objects and structures,
within 5 feet of it takes 3 (id6) cold damage. Heated Body, A creature that touches the
elemental or hits it with a melee attack while
ACTIONS within 3 feet of it takes 2 (id4) fire damage.
Slam. Mc/cc Weapon Attack: +5 to hit, reach 3
The first time it attacks a creature on a turn,
ft., one target. Hit: 7 (id8 + 3) cold damage. that creature takes 2 (id4) fire damage and
catches fire; until someone takes an action to
douse the fire, the creature takes 2 (id4) fire
damage at the start of each of its turns.
ACTIONS
Slam. Mefee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (id8 + 2) fire damage. If
the target is a creature or a flammable object,
it ignites. Until a creature takes an action to
douse the fire, the target takes 2 (id4) fire
damage at the start of each of its turns.
4
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MUD ELEMENTAL, SMOKE ELEMENTAL,
LESSER LESSER
Medium elemental, neutral Medium elemental, neutral
Armor Class 13 (natural armor) Armor Class 14
Hit Points 45 (6dS + iS) Hit Points 39 (6d8 + 12)
Speed 30 ft. Speed o ft., fly 60 ft, (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) '3 (+1) 17 (+3) S (-3) 10 (+0) 6 (-2) 10 (+0) iS (+4) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
ACTIONS ACTIONS
Slam. Melee Weapon Attack: +5 to hit, reach 5 Touch. Melee Weapon Attack; +6 to hit, reach
ft., one target. Hit: 7 (id8 + 3) bludgeoning 5 ft., one target. Hit 8 (td8 + 4) fire damage.
damage. Whirlwind (Recharge 5-6). Each creature in the
Entrap (Recharge 5-6). Each creature in the elemental's space must make a DC 12
elemental's space must make a DC 13 Strength Constitution saving throw. On a failure, a
saving throw. On a failure, a target takes 7 target takes 4 (idS) poison damage and suffer
(id8 + 3) bludgeoning damage. If it is Medium the effects of a stinking cloud spell until the
or smaller, it is also grappled (escape DC n)* end of its next turn.
Until this grapple ends, the target is restrained If the saving throw is successful, the target
and unable to breathe. If the saving throw is takes half the poison damage and doesnt
successful, the target is pushed out of the suffer the stinking cloud effects.
elemental's space.
The elemental can grapple one Medium
creature or up to two Small or smaller
creatures at one time. At the start of each of
the elemental's turns, each target grappled by
it takes 7 (idS + 3) bludgeoning damage. A
creature within 5 feet of the elemental can pull
a creature or object out of it by taking an
action to make a DC 13 Strength check and
succeeding.
5
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LIGHTNING MINERAL ELEMENTAL,
ELEMENTAL, LESSER LESSER
Medium elemental, neutral Medium elemental, neutral
Armor Class 14 Armor Class 14 (natural armor)
Hit Points 39 (6d8 + 12) Hit Points 51 (6d8 + 24)
Speed o ft,, fly 60 ft, (hover) Speed 30 ft., burrow JO ft,
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 ( +1 ) i3 (+4) 14 (--2) 6 {-2) 10 (+o) 6 (-2) 16 (+?) 10 (+0) >8 (+4) 5 ( 3) ]Q (+0) 7 (-2)
Damage Resistances thunder; bludgeoning, Damage Vulnerabilities acid
piercing, and slashing from nonmagical Damage Resistances bludgeoning, piercing,
weapons and slashing from nonmagical weapons
Damage Immunities lightning, poison Damage Immunities poison
Condition Immunities exhaustion, grappled, Condition Immunities exhaustion, paralyzed,
paralyzed, petrified, poisoned, prone, petrified, poisoned, unconscious
restrained, unconscious Senses darkvision 60 ft., tremorsense 60 ft.,
Senses darkvision 60 ft., passive Perception 10 passive Perception 10
Languages Auran Languages Tcrran
Challenge 2 (450 XP) Challenge 2 (450 XP)
Lightning Form. The elemental can enter a Earth Clide. The elemental can burrow
hostile creature's space and stop there. It can through nonmagical, unworked earth and
move through a space as narrow as 1 inch wide stone. While doing so, the elemental doesnt
without squeezing. disturb the material it moves through.
Metal Mastery. The elemental gains advantage Seige Monster. The elemental deals double
on attacks against creatures who wear metal damage to objects and structures.
armor, or are made of metal. Creatures who
wear metal armor, or are made of metal suffer ACTIONS
disadvantage on saving throws against the 5/am. Melee Weapon Attack: +5 to hit, reach 5
elementals abilities. ft., one target. Hit: 7 (id8 + 3) bludgeoning
damage.
ACTIONS Merge (Recharge $-6). The elemental can
Strike. Melee Weapon Attack; +6 to hit, reach 3
ft., one target. Hit: 8 (ids + 4) lightning
merge together with another mineral
elemental. A merged elemental has the
damage, statistics of the larger elemental, with the
Storm (Recharge 5-6). Each creature in the following changes: increases one size category
elementals space must make a DC 14 larger than the bigger elemental; its hit points
Dexterity saving throw. On a failure, the target are the sum of both individuals; and it deals
takes 4 (id8) lightning damage and is stunned one damage die more per attack of the bigger
until the end of the target's next turn. elemental A spell of istlevel or higher that
If the saving throw is successful, the target deals lightning damage and has a saving
takes half the lightning damage and isn't throw causes the elemental to seperate into
stunned. the individual elementals of the merged
elemental when the it fails the saving throw.
Upon the seperation, the remaining hit
points are divided as evenly as possible
between the two elementals. Only two
elementals can merge at a time.
7
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RADIANCE ELEMENTAL, STEAM ELEMENTAL,
LESSER LESSER
Medium elemental, neutral Medium elemental, neutral
Armor Class 13 Armor Class 13
Hit Points 43 (6d8 + 18) Hit Points 39 (6d8 + 12)
Speed Q ft., fly 60 ft. (hover) Speed o ft.* fly 60 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
)Q (+0) 16 (-1-3) 16 (+3) 6 (-2) 10 (-t-o) 6 (-2)
12 (+i) 16 (+3) 14 (+2) 6 ( 2) 10 (+0) 7 ( 2)
Damage Resistances fire* radiant;
Damage Resistances fire; bludgeoning.
bludgeoning, piercing, and slashing from
piercing* and slashing from nonmagical
nonmagical weapons
weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, Damage Immunities cold, poison
paralyzed, petrified, poisoned, prone. Condition Immunities exhaustion, grappled.
restrained, unconscious paralyzed, petrified* poisoned, prone,
Senses darkvision 60 ft., passive Perception to restrained, unconscious
Languages Ignan Senses darkvision 60 ft.* passive Perception 10
Challenge 2 (450 XP) Languages Aquan, Ignan
Light Form. The elemental can enter a hostile
Challenge 2 (450 XP)
creature's space and stop there. It can move .
Mist Form The elemental can enter a hostile
through a space as narrow as 1 inch wide creature's space and stop there. It can move
without squeezing. through a space as narrow as 1 inch wide
.
Illumination The elemental sheds bright light without squeezing, If the elemental is
in a 6o-foot radius and dim light in an surrounded by mist, clouds, fog, steam, or
additional 60 feet. other water vapor, it counts as invisible. The
elemental possesses blindsight of 60 ft. if
ACTIONS within an area that is at least lightly obscured
Touch. Melee Weapon Attack: +5 to hit, reach 5 by mist, coulds* fog, steam* or other water
ft.* one target. Hit: 7 (id8 3) fire damage. vapor.
Radiant Burst (Recharge 5-6). The elemental A steam elemental starts out dealing cold
can let forth a beam of energy in one of 10 damage. If subjected to fire damage, the
colors. Roll ldio and consult the table to see elemental switches to dealing fire damage
what color, saving throw, and damage type it instead. Likewise, if subjected to cold damage,
deals. The target must make a DC 13 saving it returns to dealing cold damage, even though
throw. On a failure, the target takes 4 (id8) of the elemental itself is immune to cold damage.
the listed damage and is stunned until the end
of its next turn. If the saving throw is ACTIONS
successful, the target takes half the listed Touch. Melee Weapon Attack: +5 to hit, reach 5
damage and isnt stunned. ft., one target. Hit: 7 (id8 + 3) fire or cold
dio Color Saving Throw Damage damage*
1 Red Dexterity Fire Engulf (Recharge y6). Each creature in the
2 Orange Dexterity Acid elemental's space must make a DC 12
3 Yellow Dexterity Lightning Constitution saving throw. On a failure* a
4 Green Constitution Poison
Cold target gains one level of exhaustion as if
5 Blue Constitution
6 Indigo Intelligence Psychic subjected to Extreme Heat.
7 Violet Constitution Thunder Upon the seperation, the remaining hit
8 White Wisdom Radiant points are divided as evenly as possible
9 Black Constitution Necrotic between the two elemental. Only two
10 Gray Strength Force clomentals can merge at a time.
8
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ASH ELEMENTAL, DUST ELEMENTAL,
LESSER LESSER
Medium elemental, neutral Medium elemental, neutral
Armor Class 12
Hit Points 4S (6d8 + 18) Armor Class 13
Speed 30ft. Hit Points 45 (6d8 + 18)
Speed 25 ft., fly 60 ft. (hover)
STR DEX CON (NT WIS CHA
n (+0) 14 (+2) 16 (4-3) 6 (2) 10 (+0) 6 (-2) STR DEX CON INT WIS CHA
12 (+i) 16 {+3) 16 (+3) 6 (-2) 10 (+0) 6 {-2)
Damage Vulnerabilities Are
Damage Resistances cold; bludgeoning, Damage Resistances bludgeoning, piercing,
piercing, and slashing from nonmagical and slashing from nonmagical weapons
weapons Damage Immunities poison
Damage Immunities poison Condition Immunities exhaustion, grappled,
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone,
paralyzed, petrified, poisoned, prone, restrained, unconscious
restrained, unconscious Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 10 Languages Auran, Terran
Languages Ignan Challenge 2 (450 XP)
Challenge 2 (450 XP) Dust Form. The elemental can enter a hostile
Ash Form. The elemental can enter a hostile creature's space and stop there. It can move
creature's space and stop there. It can move through a space as narrow as \ inch wide
through a space as narrow as 1 inch wide without squeezing.
without squeezing.
ACTIONS
Leeching Body: A creature that touches the Slam. Melee Weapon Attack: +5 to hit, reach 3
elemental or hits it with a melee attack white ft., one target. Hit: 7 (id8 + 3) bludgeoning
within 5 feet of it takes 3 (id6) cold damage. damage.
ACTIONS Dust Storm (Recharge 5-6). Each creature in
Slam. Mcfcc Weapon Attack: -4-4 to hit, reach 5 the elemental's space must make a DC 13
ft., one target. Hit: 6 (id8 + 2) cold damage. Dexterity saving throw. On a failure, a target
takes 2 (id4) bludgeoning damage and 2 (id4)
Heat Leech (Recharge 5*6). Each creature in slashing damage, and is blinded until the end
the elementals space must make a DC 13 of its next turn.
Constitution saving throw. On a failure, a If the saving throw is successful, the target
target takes 4 (id8) cold damage and suffers takes half the bludgeoning and slashing
the effect of a slow spell until the end of its damage, and isn't blinded.
next turn.
If the saving throw is successful, the target
takes half the cold damage and isn't slowed.
9
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SALT ELEMENTAL, VOID ELEMENTAL,
LESSER LESSER
Medium elemental, neutral Medium elemental, neutral
Armor Class 12 Armor Class 13
Hit Points 45 (6dS + iS) Hit Points 39 (6d3 + 12)
Speed 30 ft. Speed o ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
IS (+2) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 6 {*2) 14 (+2) 16 (+3) 14 (+2)6 (*2) 10 (+0) 6 (-2)
Damage Resistances bludgeoning, piercing, Damage Resistances cold; bludgeoning,
and slashing from nonmagical weapons piercing, and slashing from nonmagical
Damage Immunities fire, poison weapons
Condition Immunities exhaustion, paralyzed, Damage Immunities poison
petrified, poisoned, unconscious Condition Immunities exhaustion, grappled,
Senses darkvision 60 ft,, passive Perception TO paralyzed* petrified, poisoned* prone,
Languages Aquan restrained, unconscious
Challenge 2 (450 XP) Senses darkvision 60 ft., passive Perception 10
Languages Auran
Seige Monster The elemental deals double
damage to objects and structures. Challenge 2 (450 XP)
Water Susceptibility. For every 5 feet the Shadow Form. The elemental is completely
elemental moves in water, or for every gallon invisible in areas of darkness and shadow. It
of water splashed on it, it takes 2 (id4) cold gains the effects of an invisibility spell when in
damage. such areas. Darkvision sees through this
invisibility.
ACTIONS ACTIONS
Slam. Melee Weapon Attack: +5 to hit* reach 5
ft., one target, Hit: 7 (id& + 3) bludgeoning Slam. Melee Weapon Attack: -1-5 to hit. reach 5
ft., one target. Hit: 7 (id8 + 3) bludgeoning
damage.
damage.
Dessicating Touch (Recharge 5-6). The
elemental touches a creature, draining some Vacuum (Recharge 5-6). The elemental creates
a vacuum, sucking in the air nearby. In a j-foot
of the water from its body. The target must
wide, 30*foot long line, any creature caught in
make a DC 13 Constitution saving throw. On a
failure, the target takes 4 (id8) necrotic it must make a DC 13 Strength saving throw.
damage and gains one level of exhaustion. On a failure, the target takes 4 (idS) force
If the saving throw is successful, the target damage and is pulled 15 feet closer to the
takes half the necrotic damage and isn't elemental.
If the saving throw is successful, the target
exhausted.
takes half the force damage and is only pulled
5 feet closer.
TO
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/
METAL ELEMENTAL, NEGATIVE ENERGY
LESSER ELEMENTAL, LESSER
Medium elemental, neutral
Medium elemental, neutral
Armor Class 11
Armor Class 14 (natural armor) Hit Points 51 (6d8 + 24)
Hit Points 51 (6d8 + 24) Speed 30 ft. _
Speed 30 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 14 (-t-2) 12 (4-1) 18 (+4) $ ( 3) IQ (+Q) 7 (-a)
1? (+3) 'o (+0) iS (+4) 5 (-3) 10 (+0) 5 (-3) Damage Vulnerabilities radiant
Damage Vulnerabilities lightning Damage Resistances bludgeoning, piercing,
and slashing from nonmagical weapons
Damage Resistances bludgeoning, piercing,
Damage Immunities necrotic, poison
and slashing from nonmagical weapons Condition Immunities exhaustion, grappled,
Damage Immunities poison paralyzed, petrified, poisoned, prone,
Condition Immunities exhaustion, paralyzed, restrained, unconscious
petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., tremorsense 60 ft., Languages Aquan, Auran, Ignan, Terran,
passive Perception 10 Undercommon
Languages Terran Challenge 2 (450 XP)
Challenge 2 (4S0 XP) Death Incarnate. The elemental can enter a
Scige Monster, The elemental deals double hostile creature's space and stop there. It can
move through a space as narrow as 1 inch wide
damage to objects and structures without squeezing. A creature that touches the
Electric Susceptibility. If the elemental takes elemental or hits it with a melee attack while
lightning damage, its speed is reduced by 20 within 5 feet of it takes 3 (id6) necrotic
feet until the end of its next turn. damage.
Heating Susceptibility. The elemental takes
ACTIONS damage from healing spells equal to half of the
Claws. Melee Weapon Attack: +6 to hit, reach 5 hit points that would be healed.
ft., one target. Hit: 7 (idS + 3) slashing
damage. ACTIONS
S/am, Melee Weapon Attack: 4-4 to hit. reach 5
Rusting Touch, The elemental corrodes a ft., one target. Hit: 6 (idS + 2) necrotic
ferrous metal object it can see within reach. If damage,
the object isn't being worn or carried, the Death's Embrace (Recharge 5-6). Each creature
touch destroys a 1-foot cube of it. If the object in the elemental's space must make a DC 12
is being worn or carried by a creature, the Strength saving throw. On a failure, a target
creature can make a DC 10 Dexterity saving takes 6 (idS + 2) necrotic damage. If it is
throuw to avoid the touch. Medium or smaller, it is also grappled (escape
If the object touched is either metal armor DC 11). Until this grapple ends, the target is
or a metal shield being worn or carried, it takes restrained. If the saving throw is successful.
the target is pushed out of the elemental's
a permanent and cumulative -i penalty to the space.
AC it offers. Armor reduced to an AC of 10 or a The elemental can grapple one Medium
shield that drops to a +0 bonus is destroyed. If creature or up to two Small or smaller
the object touched is a held metal weapon, it creatures at one time. At the start of each of
takes a permanent and cumulative 1 penalty to the elemental's turns, each target grappled by
damage rolls. If its penalty drops to -5. the it takes 6 (id8 + 2) necrotic damage. A
weapon is destroyed. If the item is magical, it creature within 5 feet of the elemental can pull
has advantage on this saving throw. a creature or object out of it by taking an action
to make a DC 12 Strength check and
succeeding,
12
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POSITIVE ENERGY WOOD ELEMENTAL,
ELEMENTAL, LESSER LESSER
Medium elemental, neutral Medium elemental, neutral
Armor Class 12 Armor Class 14 (natural armor)
Hit Points 51 (6d8 24) Hit Points 5* (6d8 + 24)
Speed 30 ft. Speed 30 ft.
STR DEX CON IIMT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) i3 (+4) s ( 3) 10 (+0) 8 <-i)
16 (3) 10 (+0) 18 (+4) 5 ( 3) TO (+0) 7 ( 2)
Damage Vulnerabilities necrotic
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing,
and slashing from nonmagical weapons Damage Resistances lightning; bludgeoning,
Damage Immunities radiant, poison piercing, and slashing from nonmagical
Condition Immunities exhaustion, grappled, weapons
paralyzed, petrified, poisoned, prone, Damage Immunities poison
restrained, unconscious Condition Immunities exhaustion, paralyzed,
Senses darkvision 60 ft., passive Perception 10 petrified, poisoned, unconscious
Languages Aquan, Auran, Celestial, Ignan, Senses darkvision 60 ft., passive Perception 10
Terran
Challenge a (450 XP) __ Languages Sylvan, Terran
Challenge 2 (430 XP)
Life Incarnate, The elemental can enter a Woodland Stride. The elemental can move
hostile creature's space and stop there. It can through nonmagical plants without being
move through a space as narrow as 1 inch slowed by them and without taking damage
wide without squeezing. A creature that from them if they have thorns, spines, or a
touches the elemental or hits it with a melee similar hazard.
attack while within 5 feet of it heals 3 (td6) hit
points. In addition, the elemental can enter a Seige Monster. The elemental deals double
hostile creature's space and stop there. The damage to objects and structures.
first time it enters a creatures space on a turn,
that creature heals 3 (id6) hit points and is ACTIONS
covered in an ectoplasm-like substance; until Slanir Melee Weapon Attack: +5 to hit, reach 5
someone takes an action to dear the ft., one target. Hit: 7 (idS + 3) bludgeoning
substance, the creature heals 3 (id6) hit damage.
points at the start of each of its turns.
Entangling Roots (Recharge 5-6 The elemental
Too Much of a Good Thing. The healing roots itself to the ground, reducing its
properties of the elemental is a double-edged movement speed to o, and also gaining
sword. If a creature receives healing from the immunity to forced movement such as a bull
elemental equal to the elemental's hit points, rush. The elemental creates an effect similar to
the target must make a DC 14 Constitution an entangle spell centered on the elemental.
saving throw. On a failure, the target falls to Creatures within 10 feet of the elemental must
the ground dying from the excess life energy make a DC 13 Strength saving throw. On a
coursing through its body, and must start failure, the target is restrained by the roots for
making death saving throws. If the initial
saving throw is successful, the target instead
two turns. A creature restrained by these roots
takes 3 (id6) points of radiant damage equal can use its action to make a DC 13 Strength
to the number of hit dice the target possesses. check. On a success, it frees itself.
These roots do not make the area rough
ACTIONS terrain.
Slam. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (id& + 2) hit points
13
Not for resale. Permission granted to print or photocopy this document for personal use.
ELDRAZI SCION \
Large aberration, chaotic evil
Armor Class 12
Hit Points 45 (6d10 + 12)
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Colossal obberation (titan), chaotic evil
Bare the Flesh. When Emrakul reduces a creature to 0 hit points,
that creature's skin becomes a pile of yellow dust.
6
Multiattack. Emrakul can use her Gravity Distortion. She then
STR DEX CON INT WIS CHA
makes eight tentacle attacks.
I 24 (+7) 30 (+10) 24 (+7) 28 (+9) 30 (+10) 16 (+3)
Gravity Distortion. Each creature of Emrakuls choice within 120
ft. of her must succeed on a DC 20 strength saving throw or be
Saving Throws Dex +19, Int +18, Wis +19
stricken by one of the following effects until the start of EmrakuPs
Damage Vulnerabilities bludgeoning, piercing, and slashing
next turn.
from hedron weapons
Crushing Burden. The creature's movement speed becomes 0, and
Damage Resistances acid, fire, cold, lightning
if flying they begin falling at 60 ft. per round until this effect ends
At will: Hypnotic Pattern. Major Image (6th level spell slot) LEGENDARY ACTIONS
3/Day: Crown of Madness. Dissonant Whispers Emrakul can take 3 legendary actions, choosing from the options
1/Day: Modify Memory (9th level spell slot). Feeblemind, Weird below. Only one legendary action option can be used at a time,
and only at the end of another creature's turn. Emrakul regains
Eldritch Mites. Any creature that occupies a space underneath spent legendary actions at the start of her turn.
Emrakul at the beginning of her turn must make a DC 17
Constitution saving throw or take 4d10 psychic damage and Spawn Brood. 1d4 Eldrazi Scions appear within 5 ft. of Emrakul
become poisoned. For the duration of the poison, the creature is
charmed by Emrakul and their strength and constitution become Delusion Spores (Costs 2 actions). Emrakul casts Project Image
24 if not already higher. Annihilator (Costs 3 actions). Target creature with less than 100
Legendary Resistance (5/Day). If Emrakul fails a saving throw, she hit points must immediately make a DC 1 5 Constitution saving
can choose to succeed instead. throw or be instantly reduced to 0 hit points
EVIL DOLL
Tiny construct fiend, lawful evil
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Challenge 2(450XP)
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:! At will: suggestion
1 /day each: dominate person, modify memory
A r Undying Evil. If the doll is destroyed, it regains all its hitpoints and
reappears at a nearby location in 24 hours unless a remove curse
spell is cast on its remains.
ACTIONS
r1 Giggle. One creature of the dolls choice within 30 feet of it must
succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic
damage and become frightened for 1 minute. The target can
repeat the saving throw at the end of each of its turns, with
disadvantage if the doll is within line of sight, ending the effect on
itself on a success.
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his power. Executioner Smough gains 30 temporary hit points
and his attacks deal an addiitional 6d8 lightning damage. In t.
addition, he gains damage resistance to lightning damage.
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FALLEN ANGEL
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Medium celestial, lawful evil
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equipment it is wearing or carrying isn't transformed. It reverts
to its true form if it dies.
ACTIONS
Multiattack. The angel makes two melee attacks.
Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1 d6 + 4) slashing damage plus 18 (4d8) necrotic damage.
Vampiric Touch (3/day). Melee Spell Attack: +8 to hit, reach 5 ft.,
one target. Hit: 18 (4d8) necrotic damage, and the angel regains
hit points equal to half the amount of necrotic damage dealt.
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FATHER DAGON successful DC 18 Constitution saving throw or be stunned until
the end of its next turn.
Huge monstrosity (deep one), chaotic evil
Claw. Melee Weapon Attack: +13 to hit. reach 10 ft., one target.
Armor Class 19 (natural armor) Hit: 34 (6d8+7) slashing damage.
Hit Points 483 (19d12 + 360)
Speed 40 ft., swim 90 ft. Deep Call. Dagon lets out a deep otherworldly roar, instantly
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summoning 1d3*1 Deep Ones to the closest empty spaces.
STR DEX CON INT WIS CHA
REACTIONS
26 (+8) 14 (+2) 25 (+7) 17 (+3) 20 (+5) 22 (+6)
Dagon has two reactions every round. He can use Primordial
Saving Throws Str +13, Dex +9, Int +8, Wis +11 Rage and Furious Roar once every round if he has them ready.
Damage Immunities bludgeoning, piercing and slashing from
non-magical weapons, poison, psychic. Primordial Rage (Recharge 4-6). When Dagon loses hit points
Condition Immunities blinded, charmed, frightened, poisoned. from an attack, he immediately lashes out at everyone hostile
Senses darkvision 600 ft., passive Perception 21 creature within 30 ft. of him with a claw attack.
Languages Deep Speech, Elder Speak, understands Common Furious Roar (Recharge 4-6). When Dagon witnesses his consort.
Challenge 24 (62000 XP) Hydra, take damage from anything other than her Matriarch's
Sacrifice ability, he can let out a loud, angry roar, gaining
Deep One. Dagon can breathe both air and water and he can advantage on his next attack.
take two reactions every turn.
LEGENDARY ACTIONS
Legendary Resistance (3/day). If Dagon fails a saving throw, he
Father Dagon can take 3 legendary actions, choosing from the
can choose to succeed instead.
options below. Only one legendary action can be used at a time
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Magic Resistance. Dagon has advantage on saving throws and only at the end of another creature's turn. Father Dagon
against spells and other magical effects regains spent legendary actions at the start of his turn.
Magic Weapons. Dagon's weapon attacks are magical. Attack. Dagon makes one bite attack.
Patriarch's Sacrifice. When Dagon takes damage, he can chose
Palingenesis. If Dagon is killed she can choose to manifest again
within 1d12 days.
a deep one within 60 feet of him take twice the damage instead.
Cultivate the Cult (Costs 2 Actions). Dagon lets out an
otherworldly roar, trying to force his will upon his enemies. All
ACTIONS hostile creatures within 60 feet of Dagon, must succeed a DC16
Multiattack. Dagon makes two attacks: one with his bite and Charisma saving throw or become charmed for 1 minute. A
one with his claw. He then uses his Deep Call ability. creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creatures
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
saving throw is successful or the effect expires, the creature
51 (8d1 0+7) piercing damage. The target must make a
becomes immune to this ability for the next 24 hours.
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Fern Lizard
Fern Lizards are quick land omnivores with Once trained, a Fern Lizard is a loyal and
the body of a lizard and the upper torso com useful companion. It bonds with one master
prised of two small talons, a small fanged for life and serves that master to the best of
mouth and beady eyes. The entirety of a Fern its abilities. A Fern Lizard requires satiation
Lizards body appears as though it is made of of its omnivorous appetite. Prone to capture
foliage. Capable of easily blending into its or kidnapping, masters must be careful when
surroundings, Fern Lizards wait patiently for bringing Fern Lizards in public as they
prey to come to them. immediately draw attention to both
themselves and their much desired pets.
Patient Hunter:
Capable of standing immobile for hours, Small Stewards:
Fern Lizards wait for meals to stumble before Fern Lizards make their nests in heavy
them rather than waste energy hunting them growths of foliage, well away from the eyes of
down. Insects and plant life inspire them to predators. Establishing their territory as a
voracious appetites. Fern Lizards are often colony, Fern Lizards work as guardians of
seen slowly burrowing into tree trunks, using their surrounding area. Removing the region
their acidic spittle to bore small holes to of pestilence and danger, these lizards
devour insects. become a druids ally.
Fern Lizards have been known to help
Prized Pet: those who support and care for their
Whether caught young or raised from an environment, acting as guides for lost
egg, a Fern Lizard can be trained to serve as a travelers and providing sources of food to
companion. Considered good luck and useful those in need. Alternatively, Fern Lizards are
spies for druids, Fern Lizards are often in their extremely aggressive and territorial to those
company. Nobility view these creatures as who bring trouble to their home. Fern Lizards
exotic additions to their home, investing large harry travelers, steal food and lead wanderers
sums of money to acquire them. astray until the traveler Rees or dies.
FERN LIZARD
Small beast, unaligned
Armor Class 12
Hit Points 14 (4d6)
Speed 30 ft., climb 30 ft.
ACTIONS
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d4 + 2) piercing damage.
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Venemous Spittle (Recharge 5-6). The lizard spits a glob of venom
at a creature it can see within 15 feet of it. The target must
succeed on a DC 12 Dexterity saving throw or be blinded until the
end of the lizard's next turn.
Armor Class 12
Hit Points 11 (2d8 + 2)
Speed 40 ft.
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ACTIONS
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FROST GIANT JARL Flash Freeze (Recharge 5-6). The jarl stomps the ground, creating
Huge giant, neutral evil a wave of intense cold in a line that is 60 feet long and 5 feet
wide. Each creature in that line must make a DC 15 Dexterity
Armor Class 16 (dragonscale armor) saving throw, taking 45 (10d8) cold damage on a failed save, or
Hit Points 187 (15d12 + 90) half as much damage on a successful one. If a target fails the
Speed 40 ft. saving throw, it becomes restrained by ice. As an action, the
restrained target can make a DC 15 Strength check, breaking free
of the ice on a success. The ice can also be attacked and
STR DEX CON INT WIS CHA
destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to
25 (+7) 10 (+0) 23 (+6) 11 (+0) 14 (+2) 16 (+3)
poison and psychic damage).
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 26 (3d12 + 7) slashing damage plus 4 (1d8) cold damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage.
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FUSION ELEMENTAL 2. Fire Breath. The elemental exhales fire in a 60-foot cone. Each
Huge elemental, neutral creature in that area must make a DC 18 Dexterity saving throw,
taking 54 (12d8) fire damage on a failed save, or half as much
Armor Class 17 (natural armor) damage on a successful one.
Hit Points 250 (20d12 + 120) 3. Tidal Wave. A massive wave emanates from the elemental.
Speed 50 ft. Each creature within 60 feet of the elemental must succeed on a
DC 18 Strength saving throw or be pushed up to 60 feet away
STR DEX CON INT WIS CHA from the elemental. On a success, the creature is pushed 10 feet
29 (+9) 11 (+0) 20 (+5) 7 (-2) 10 (+0) 9 (-1) away from the elemental.
4. Whirlwind. The elemental summons a 10-foot-radius, 60-foot
*; * Saving Throws Str +14, Wis +5 /
3* Damage Immunities acid, cold, fire, lightning, poison;
bludgeoning, piercing, and slashing from nonmagical weapons
high whirlwind centered on a point within 120 feet of it. Each
creature in that area must make a DC 18 Strength saving throw.
On a failure, a target takes 27 (6d8) bludgeoning damage and is
Condition Immunities exhaustion, grappled, paralyzed, flung up to 40 feet away in a random direction and knocked
petrified, poisoned, restrained, unconscious prone. If a thrown target strikes an object, such as a wall or floor,
Senses darkvision 120 ft., passive Perception 10 the target takes 3 (1d6) bludgeoning damage for every 10 feet it
Languages Auran, Terran, Ignan, Aquan, Primordial was thrown. If the target is thrown at another creature, that
Challenge 15 (13,000 XP) creature must succeed on a DC 18 Dexterity saving throw or take
the same damage and be knocked prone. If the saving throw is
Volatile Form. When the elemental dies, it explodes, and each successful, the target takes half the bludgeoning damage and
creature within 30 feet of it must make a DC 18 Dexterity saving isnt flung away or knocked prone.
throw, taking 10 (3d6) acid damage, 10 (3d6) lightning damage,
10 (3d6) fire damage, and 10 (3d6) cold damage on a failed save, LEGENDARY ACTIONS
or half as much damage on a successful one. The elemental can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
ACTIONS time and only at the end of another creature's turn. The
Multiattack. The elemental makes two slam attacks. elemental regains spent legendary actions at the start of its turn.
Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: Hurl Energy. The elemental uses its Hurl Energy.
20 (2d10 + 9) bludgeoning damage plus 9 (2d8) damage of a type
Harness Energy (Costs 2 actions). The elemental regains use of its
chosen randomly from the following: acid, lightning, fire, or cold.
Elemental Chaos.
Hurl Energy. Ranged Weapon Attack: +14 to hit, range 60/240 ft.,
Unstable Outburst (Costs 3 actions). The elemental loses control
one target. Hit: 18 (2d8 + 9) damage of a type chosen randomly
of its chaotic energies. Each creature within 30 feet of the
from the following: acid, lightning, fire, or cold.
elemental, including the elemental itself, must succeed on a DC
Elemental Chaos (Recharge 5-6). The elemental makes one 18 Constitution saving throw or take 21 (6d6) damage of a type
elemental chaos attack at random. chosen randomly from the following: acid, lightning, fire, or cold.
A creature takes half damage on a success. The elemental has no
1 . Earthquake. A seismic disturbance radiates from the elemental immunity to the damage caused by this outburst.
in a 100-foot radius circle. Each creature on the ground in that
area must succeed on a DC 18 Dexterity saving throw or be
knocked prone. Each creature on the ground that is
concentrating must also succeed on a DC 18 Constitution saving
throw or break concentration. The area becomes difficult terrain
after the earthquake.
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GAZELLEAN V
Medium humanoid (gazellean), neutral
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STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
ACTIONS
Multiattack. The gazellean makes two melee attacks or two
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Gelectrode GELECTRODE
The Gelectrode is a living and breathing heap Large ooze, unoligned
of electrically-charged plasma. Created in the
insanity-ridden laboratories of the Izzet guild, its Armor Class 15
sole purpose is to harvest any and all sources of Hit Points 122 (12d10 56)
magic it comes across. Speed 25ft
Electrifying. The plasma that makes up the
STR DEX CON INT WIS CHA
Gelectrode is held together by seemingly endless
18 (+4) 6 (-2) 16 (+3) K-5) 6 (-2) 1 (-5)
currents of electricity, generated by the energy it
harvests. Coming into contact with the Gelectrode
Damage Resistances bludgeoning, piercing, slashing
can result in dizziness, paralysis or worse. Condition Immunities blinded, charmed, deafened, exhaustion,
Strange Pet. The Izzet are known for their frightened, prone
weird experiments and hobbies. Keeping Senses darkvision 60 ft.. Passive Perception 7 (+8 when
diametrically opposing energies in self-sealed spellcaster or source of mana is nearby)
plasmodermic bubbles as a pet is no exception.
It doesnt listen very well, but its weird, and
Languages
Challenge 6(2300XP)
3
thats all that matters!
Mana Fueled. The Gelectrode absorbs arcane energy, growing in
Unyielding Balance. When the Gelectrode
takes damage, a visible section of its mass size and power when it come in contact with spells. When the 'I
Gelectrode is hit with a spell it regains 5 hit points and can use
disappears, as if into thin air. But such a any of its actions as a reaction as long as the spell's caster is
robust invention cannot be disposed of so easily. within range.
When the Gelectrode is close to perishing, it
Opposites Attract. When the Gelectrode reaches 0 hit points it
divides into its most basic components and spilts into two blobs of plasma with 30 hit points each, one with a
attempts to reassemble itself. positive charge and the other with a negative charge. Both blobs
must be destroyed before the Gelectrode's next turn or it
reforms with the combined remaining hit points of the blobs.
Amorphous. The Gelectrode can move through a space as narrow
as 1 inch wide without squeezing.
ACTIONS
Multiattack. The Gelectrode makes two electric jab attacks.
Electric Jab. Melee Weapon Attack: +7 to hit, reach 10 ft., one
A.'V v target. Hit: 15 (2d8 6) bludgeoning damage.
Electrostatic Shock. The Gelectrode launches a bolt of electricity
4f at a single target within 1 5 feet of it. The target must succeed on
'V a DC 13 Dexterity saving throw or become paralyzed until the
Gelectrode's next turn.
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GIANT EEL
* Huge Abberation. unaligned
f STR
18 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
4 (-3)
Languages
Perception 10
Challenge 5(1600XP)
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ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20
(3d 10 4) piercing damage plus 7 (2d6) lightning damage.
The giant eels found off the coast of Amn, are one of the
largest of the species known. Due to the depths in which
EXCERPT FROM THE they make their lairs they are very seldom seen, though on
JOURN Al OF
FALT/N CARRET occasion one that has died will float to the surface.
... SUDDENLY THE Measuring on average over 30 feet long and 3 feet wide,
EDGE OF THE WRECK ROSE UP these behemoths of the deep ocean are often mistaken by
CORALS, WE SWAM OVER THE divers as large sharks or even a kraken, usually only seeing
EAGERLY, LOOKING FORWARD the eels head poking out of its lair.
WE REACHED FORWARD TO OUR P*IZ
E. As
THE BOW A Little is known about the lifecycle or mating practices of
OUT FROM THE GREAT HEAD
SHIP, POKED these elusive beasts, though what is known by the few that
IT HAD BEFORE WE COULD
TAKEN ALFONS... REACT have ventured forth to hunt a giant eel, is that their bite can
also impart a large jolt of lightning. Scholars have theorized
that this jolt is used to incapacitate its prey before
consuming the unfortunate creature.
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GILL-MAN
Medium monstrosity, neutral
TA STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
7 (-2)
ACTIONS
Multiattack. The gill-man makes two attacks with its claws.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
(2d8 + 5) slashing damage.
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GINORMOUS SQUIRREL Tail. Melee Weapon Attack: +13 to hit, reach 1 5 ft., one target. Hit:
Gargantuan beast, unaligned 17 (2d8 + 8) bludgeoning damage.
Keen Smell. The squirrel has advantage on Wisdom (Perception) Trample (Costs 2 Actions). The squirrel moves up to its speed
checks that rely on smell. without provoking opportunity attacks. It can move through
another creature's space but must end its movement in an
Legendary Resistance (3/day). If the squirrel fails a saving throw, unoccupied space. Each creature in the squirrel's path must
it can choose to succeed instead. succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone.
ACTIONS
Multiattack. The squirrel makes three attacks: one with its bite Might of Oaks (Costs 3 Actions). The squirrel goes into a frenzy,
and two with its claws. uprooting nearby trees and disrupting the earth around it. Each
creature on the ground within 20 feet of the squirrel must make a
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: DC 21 Dexterity saving throw, taking 24 (7d6) bludgeoning
19 (2d10 + 8) piercing damage. damage on a failed save, or half as much damage on a successful
one. The ground in that area becomes difficult terrain.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
15 (2d6 + 8) slashing damage.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 1 6 (+3) 14 (+2) 11 (+0) 14 (+2) 11 (+0) 15 (+2) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 12 (+1)
Crossbow Expert. The trapper ignores the loading quality on Magic Weapons. The hunter's weapon attacks are magical.
crossbows. Additionally, being within 5 feet of a hostile creature
Skilled Tracker. The hunter magically knows the distance to and
doesn't impose disadvantage on its ranged attack rolls.
direction of its quarry, so long as the creature is within 50 miles of
ACTIONS the hunter.
Multiattack. The trapper makes two melee attacks or two ranged ACTIONS
attacks.
Multiattack. The hunter makes two melee attacks or three
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ranged attacks.
Hit: 6 (1 d6 + 3) piercing damage.
Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 Hit 5 (1 d6 + 2) slashing damage.
ft., one target. Hit 8 (1d10 + 3) piercing damage plus 3 (1d6)
Longbow. Ranged Weapon Attack: +7 to hit, range 1 50/600 ft., one
poison damage.
target. Hit 8 (1d8 + 4) piercing damage plus 3 (1d6) force
Conjure Bolas (Recharge 5-6). Ranged Weapon Attack: +5 to hit, damage.
range 30/60 ft., one target. Hit 5 (1 d4 + 3) bludgeoning damage
and the target is restrained for 1 minute (escape DC 13). Multishot (Recharge 5-6). The hunter unleashes a magical volley
of arrows in a 90-foot cone. The hunter can make a longbow
attack against each creature in that area, dealing an extra 14
(4d6) force damage on a hit. A creature hit by an attack in this
way must succeed on a DC 14 Constitution saving throw or be
stunned until the end of the hunters next turn.
Created by StoneStrix - /r/monsteraday Art Credit: Toni Jacobs and Miguel Harkness
GNOLL DEATHKNIGHT
Medium humanoid (gnoll), chaotic evil
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7
(1d6 + 4) piercing damage, and the target must succeed on a DC
14 Constitution saving throw or take 14 (4d6) necrotic damage. V'4 A
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GNOLL DEATHMAGE
Medium humanoid (gnoll), chaotic evil
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Armor Class 12 (15 with mage armor)
GOBLIN ALCHEMIST
Small humanoid (goblinoid), neutral evil GOBLIN RITUALIST
Small humanoid (goblinoid), neutral evil
Armor Class 14 (studded leather)
Hit Points 10 (3d6) Armor Class 14 (studded leather)
Speed 30 ft. Hit Points 10 (3d6)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10(+0) 11 (+0) 10 (+0) 8 (-1) STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 8(-1)
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10 Skills Religion +2, Stealth +6
Languages Common, Goblin Senses darkvision 60 ft., passive Perception 12
Challenge 1/2 (100 XP) Languages Common, Goblin
Challenge 1/2 (100 XP)
Nimble Escape. The goblin can take the Disengage or Hide action
as a bonus action on each of its turns. Nimble Escape. The goblin can take the Disengage or Hide action
as a bonus action on each of its turns.
ACTIONS
Spellcasting. The goblin is a 1st-level spellcaster. Its spellcasting
Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1
ability is Wisdom (save DC 12, +4 to hit with spell attacks). The
(1 d4 - 1) bludgeoning damage.
goblin has the following cleric spells prepared:
Alchemist's Fire (5/Day). Ranged Weapon Attack: +4 to hit, range
Cantrips (at will): resistance, sacred flame (deals necrotic damage),
20/60 ft., one target. Hit: The target is covered in flaming thaumaturgy
adhesive, and takes 2 (1d4) fire damage at the start of each of its
1st level (3 slots): bane, cure wounds, sanctuary
turns. A creature can end this damage by using its action to make
a DC 10 Dexterity check to extinguish the flames. ACTIONS
Acid Vial (3/Day). Ranged Weapon Attack: +4 to hit, range 20/60 ft., Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
one target. Hit: 7 (2d6) acid damage. 4 (1d4 + 2) piercing damage.
Created by StoneStrix - /r/monsteraday Art Credit: Dmitry Burmak & Marjorie Davis
Design: /u/R-Shig
Art: Feral Animist by Ron Spears (top)
Gruul Keyrune by Daniel Ljunggren (right)
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Gruul Goblin
Members of Gruul are not exactly considered to be
the most intelligent creatures. Historically, neither
are goblins. But where they lack in distinguishing
between a river and a bottomless pit, they compensate
with ruthless aggression and rarely matched
nimbleness. The goblins of Gruul are known as feral
animists, an embodiment of a primitive tribal mentality. /
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GRUUL GOBLIN
Small humonotd (gablinotdl chootK evil i\
Skills Acrobatics *5
Senses passive Perception 9 1
Languages Common. Goblin
Challenge 1/2 (100 XP)
ACTIONS
Multiattack. The goblin makes two claw attacks.
Claw. Melee Weapon Attock: *4 to hit reach 5 ft., one target. Hit 2
(1d4) piercing damage.
"HE CHANTED OVER A POT OF BOILING
BLOOD AN D HONEY. HlS BRAIN BUZZED
LIKE A NEST OF HORNETS, AND HIS
MUSCLES RIPPLED WITH THE MIGHT
OF THE BEAR."
GRAVE TITAN
A true success in the minds of necromancers across the Abominable Creation. Grave Titans form when powerful
world, Grave Titans are walking monoliths of the undead. necromancers collect the bodies of numerous humanoids
Lumbering forward on its masters command, the Grave and a freshly slain giant. Amassing the corpses into a great
Titan leaves a trail of death and lurching zombies. The Grave mound atop the giant, the necromancers bind their energies
Titan views the world as a wheat field, reaping and sowing to the mound, enriching it with a mass of negative energy.
death as it walks. Rising from the mound, a Grave Titan begins to devour the
Master's Servant. The necromancers who summon the corpses. Once the final body is consumed, the Grave Titan
Grave Titan hold complete control over the being. Grave completes its metamorphosis. The bodies that reside in the
Titans follow their master or masters without question, Titan reanimate, seeking to escape their prison. The torn
moving with menacing grace. If left with no command, Grave hole in the Titans stomach quietly resonates with screams
Titans will wander towards the next living thing they see, and cries as the restless zombies pull themselves free. Yet,
desiring to bring death to the world. Grave Titans are often any zombie that emerges from the Grave Titan is subject to
employed as walking siege engines or guards to dark secrets. the commands of the Titans master. Following their
The Grave Titans ability to continually spawn zombies, reanimation, Grave Titans have little memory of their former
make them highly desired to those not opposed to bolstering lives. They understand the language of their master, but
their armys ranks. beyond that they do not think or act directly for themselves.
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GRAVE TITAN
LA Huge undead, neutral evil
rst STR
27 (+8)
DEX
10 (+0)
CON
22 (+6)
INT
3 (-4)
WIS
8 (-1)
CHA
12 (+1)
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:1 Saving Throws Wisdom +3, Constitution +10
Damage Immunities poison
J
Condition Immunities poisoned
\A Senses darkvision 60 ft., passive Perception 9
Languages understands Common but can't speak
Challenge 10 (5,900 XP)
ACTIONS
Multiattack. The grave titan makes two greatsword attacks.
* Hurl Zombies. Ranged Weapon Attack: +12 to hit, range 60/240 ft.,
m
Vi one target. Hit 30 (4d10 + 8) bludgeoning damage. After the
attack hits or misses, 1 d4 + 1 zombies arise adjacent to the target.
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01
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Art Credit: Steven Belledin By: /u/MikennoVaries
Gravecrawlers
Many a soldier has met an early demise after
mistaking a Gravecrawler for just another zombie.
These overcharged undead leech life even after being
incapacitated, lurching back to fighting potential as GRAVECRAWLER
soon as another undead passes by. Medium undead, neutral evil
Many necromancers use them to absorb damage,
and in large groups, they are near unstoppable. Armor Class 10 (natural armor)
Hit Points 48 (4d8 + 20)
r Speed 10 ft.
(|.| Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5
(1d8 + 1) slashing damage.
Wm?
THE GREAT GREY WOLF, SIF
Lurking around a tombstone in the middle of a beautiful
grove, the great grey wolf, Sif protects the grave of her long-
dead master. Her masters blade clutch in her jaws, she
attacks with ferocious speed and power. Forever grieving
her masters demise, Sif has spent years guarding the grove *r
against would-be grave robbers and adventurers. *4
1*.
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ACTIONS
Multiattack. Sif makes two greatsword attacks.
V
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., Hit. 1 0
(2d6+3) slashing damage, plus 14 (4d6) radiant damage.
A
Spin Attack (Recharge 4-6). Sif spins around in a circle, attempting
to hit all the enemies around her. All creatures within 10 feet
must succeed on a DC 16 Dexterity saving throw or take 10
(2d6+3) slashing damage and 14 (4d6) radiant damage.
REACTIONS
Parry. When Sif is the target of a melee attack, it can make a
greatsword attack against the attacker and quickly leap away,
increasing its AC by 2 against the attack.
*
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GROVE GUARDIAN
A manifestation of natures own self-defense, the Grove Silent Sentinels. Prior to attacking, Grove Guardians
Guardian travels through the wilderness, protecting the will make their presence known to outsiders. Observing
land and its inhabitants. Taking the shape of a wolf, the from a distance and gradually drawing closer. If outsiders
Grove Guardian uses its fangs and powerful magic to do no demonstrate proper respect or fail to acknowledge
drive away anything that threatens its land. Grove Guardians in communication, the Guardians will
attack.
Neutral Guardians. Grove Guardians do not think of
things in terms of wrong or right, nor do they care for law. Force of Nature. The land calls Grove Guardians to its
Emerging to protect the land it has been bound to, a aid. Their numbers increase in accordance to the danger
Grove Guardian attacks all with zealous animosity. Only of the situation. Often only one Guardian will be called in
those who can convince it of their desire to protect the defense against wandering outsiders, but a whole pack
land are left alone. Druids are recognized by Grove may appear in the wake of cataclysmic events.
Guardians but not exempt from their judgment, having to
prove their loyalty to nature before a Guardian will ignore
them.
GROVE GUARDIAN
Large fey, neutral
ACTIONS
Multiattack. The guardian makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:
10 (2d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.
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b The King in Yellow
Hastur is the most mysterious of the Great Old Ones. The grown bored with life and have sought out increasingly
physical manifestation of this entity is known as the Yellow deviant, bizarre, and self-destructive methods of achieving
King, and though most consider this creature - a vaguely gratification in life. His temples are opulent and excessive
human-shaped figure draped in a yellow cloak - to be - opera houses, manors, and the like that contain hidden
synonymous with Hastur himself, many scholars believe chambers for pastimes best indulged in secret. His cultists
that the King in Yellow is nothing more than an avatar are particularly eager to bring innocents into their fold,
used by the true Hastur to move among the denizens of exposing them to the Yellow Sign so that their bodies and
the physical world. In either case, Hastur does not require minds can serve as portals through which the King in Yellow
air, food, drink or sleep. Hastur himself is said to dwell may walk the world. /
upon a distant world called Carcosa on the shores of the The Yellow Sign. Hastur's cult is associated with decadence,
monstrtous lake of Hali, and his power on a world is disorder, and nihilism, and its symbol is the Yellow Sign. The
strongest when when the baleful light of Carcosas star least varieties of these symbols are non-magical - and
is visible in the nights sky. somewhat inaccurate - representations of the Sigil, though the
Yellow Cults. Hastur's cult is primarily composed of more powerful cults possess methods by which they can craft
decadent nobles, playwrights, and aristocrats who have fully functional Yellow Signs.
HASTUR a success. If a creature's saving suffer disadvantage when using this can neither take an action nor move.
On a roll of 5 or 6, the creature must
Medium aberration (great old one), throw is successful or the effect attack while within 5 ft. of an enemy.
unaligned expires, the creature is immune to take the dash action and use all its
this ability for the next 24 hours. Song Of The Broken Children movement to wander off in a random
(Recharge 5-6). Hastur emits a soul- direction. On a roll of 7 or 8, the
Armor Class 22 (natural armor) Great Old One. If Hastur is killed he splintering howl-like song. Each creature makes a melee attack
Hit Points 762 (36d8 + 600) can choose to manifest again after creature in a 60-foot radius around against itself with advantage.
Speed 40 ft., fly 60 ft. Id3 days. Hastur must make a DC 25 Wisdom
saving throw, taking 33 (6d10) LEGENDARY ACTIONS
Keen Senses. Hastur has advantage psychic damage on a failed save and
STR DEX CON INT WIS CHA
on Wisdom (perception) checks. being deafened until the end of its Hastur can take 3 legendary actions,
24 17 30 28 26 29
(+7) (+3) (+10) (+9) (+8) (+9) next turn, or half as much damage choosing from the options below.
Limited Magic Immunity. Unless he Only one legendary action can be
wishes to be affected, Hastur is on a successful one. A creature
spawns within the closest free space used at a time and only at the end of
Saving Throws Str+16, Dex+12, Con immune to spells of 6th level or another creature's turn. Hastur
lower. He has advantage on saving of each creature that fails the save.
+19, Int +18, Wis +17, Cha+18 regains spent legendary actions at
throws against all other spells and The creature is either a Dao, Djinni,
Skills Insight +17, Perception +17 the start of its turn.
magical effects. Efreeti or Marid, and it will focus only
Damage Immunities bludgeoning,
on killing the creature that failed the
piercing and slashing from Attack. Hastur uses his royal gaze or I
Otherworldly Anatomy. Hastur can save. Once a spawned creature is
nonmagical weapons, necrotic, touch of the yellow king ability.
move across and climb any surface reduced to half its hit point
poison, psychic Eldritch Focus. Hastur focuses his
without making ability checks and maximum or below, it dissapears.
Condition Immunities blinded, mind, recharging his song of the
difficult terrain does not cost him Not being able to hear does not
charmed, frightened, petrified, broken children on a 4-6 the next
extra movement. protect against this attack.
poisoned, prone, restrained, time he tries to do so.
stunned Legendary Resistance (5/day). If Touch Of The Yellow King. Melee King's Call (Costs 2 Actions). Hastur
Senses truesight 600 ft., passive Hastur fails a saving throw, he can Weapon Attack: +16 to hit, reach 5 ft., chooses a confused creature he can
Perception 27 choose to succeed instead. one target. Hit: 44 (8d10+0) psychic see. The creature uses a spell or
Languages Elder Speak, Telepathy damage. The target has to succeed spell-like ability of the King's choice. F
120 ft. Magic Weapons. Hastur's weapon on a DC 25 Wisdom saving throw or Should the confusion status end
Challenge 30 (1 55000 XP) attacks are magical. become confused until the end of its while the creature is still casting the !
next turn. A confused creature can't spell, it can choose to interrupt the
ACTIONS take reactions and rolls a d8 at the casting.
Aura Of Insanity. A creature that Multiattack. Hastur uses his touch of beginning of its next turn. On a roll Death Gaze (Costs 2 Actions). All
starts its turn within 1 20 feet of
Hastur, must succeed a DC26 the yellow king once and his royal of 1 or 2, the creature cannot take an hostile creatures within 120 ft. of
Charisma saving throw or become gaze three times. action. On a roll of 3 or 4, it makes a Hastur must succeed a DC26
affected by a random short-term melee attack against a random Constitution saving throw or take 33
Royal Gaze. Ranged Spell Attack: + 18 creature creature within reach other (6dl0) necrotic damage. If this
madness for 1 minute. A creature can to hit, reach 5 ft., or range 120/360
repeat the saving throw at the end of than the King in Yellow or one of his damage reduces a creature to 0 hit
ft., two targets. Hit: 22 (4d10+0) allies. If no creature is within reach, it
each of its turns, ending the effect on points, the creature dies.
psychic damage. Hastur does not
Armor Class 13
Hit Points 38 (7d8 + 7)
Speed 30 ft., fly 60 ft.
X
12 (+1) 16 (+3) 12 (+1) 3 (-4) 14 (+2) 7 (-2)
Kk * Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8
(2d4 + 3) piercing damage.
4fjff \/
ACTIONS
Multiattack. The horseman makes two melee attacks.
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Herald of Rot P55
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HERALD OF ROT \
Large fiend (demon), chaotic evil
ACTIONS
Multiattack. The herald makes two attacks: one with its beak and
one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 3) piercing damage. If the target is a creature, it must The living embodiment of disease and decay, a Herald of
succeed on a DC 14 Constitution saving throw or become
diseased. While diseased in this way, the target takes 9 (2d8)
Rot looks like the abomination of humanoid, vulture and
necrotic damage at the start of each of its turns. The target can goat. Eyeless sockets stare at prey as a constant cloud of
repeat the saving throw at the end of each of its turns, ending the
disease on a success. putrid offal hangs about the demon.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
If summoned, a Herald of Rot will fixate on a given or
14 (2d10 + 3) slashing damage. freely chosen target. Once fixated, the Herald will speak to
Fetid Cloud (Recharge 5-6). A 20-foot-radius cloud of disease its prey telepathically, detailing how it will bring decay and
extends out from the herald. The cloud spreads around corners.
Each creature in that area must succeed on a DC 14 Constitution
desolation to everything around the victim.
saving throw or become diseased. While diseased in this way, a Vanguard of demon armies, a Herald of Rot is a living
target can't use reactions, its speed is halved, and it cant make
more than one attack on its turn. In addition, the target can take chemical arsenal. Serving more powerful demon lords, they
either an action or a bonus action on its turn, not both. A target are often seen guarding important structures or enhancing
can repeat the saving throw at the end of each of its turns,
ending the disease on a success. torture by their mere presence. Heralds of Rot are most
commonly found in the service of Demon Lord Juiblex, but
their services expand far from the noxious lord's control.
Art Credit: Yunus Kocatepe
Design Credit: u/Stonestrix
Lore Credit:JHuebsch
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Death from above HUNTING HORROR
And in the air about him were great viperine Large aberration, lawful evil
creatures, which had curously distorted heads, .t
and grotesquely great clawed appendages, Armor Class 15 (natural armor)
supported themselves with ease by the aid of
black rubbery wings of singularly monstrous jO Hit Points 1 15 (14d10+38)
Fly 60 ft.
V dimensions.
Shifting Physique. Hunting Horrors
resemble enormous ropy, black serpents
XSA STR
17 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
9 (1 )
WIS
13 (!)
CHA
6 (-2)
or worms with bat-like or umbrella-like wings. Damage Resistances bludgeoning, piercing and slashing from
Their forms are said to continually shift and nonmagical weapons, poison, necrotic.
Damage Vulnerabilities radiant.
change, twitching and writhing, so that it is
Condition Immunities blinded, charmed, frightened, grappled,
hard to view them. Some may have only a incapacitated, petrified, prone, unconcscious
single large wing, while others might have Senses darkvision 120 ft., truesight 30 ft., passive perception 11.
none. However it looks, a Haunting Horror Languages Understands Elder Speak and Common, Telepathy
glides through the air with ease. 120 ft.
Challenge 6 (2,300 XP)
Serving A Master. These beings are dispelled by
daylight, though a strong enough burst of light could -
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Flyby. The Hunting Horror doesn't provoke opportunity attacks
sear one to dust. They do, however, require neither when flying.
air, food, drink or sleep, yet they do enjoy feasting
Messenger of Chaos. Hunting Horrors are spawned from, and
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upon the souls of the dead and the dying.Hunting
C thus the messengers and enforcers of Nyarlathotep, the Creeping
Horrors move swiftly and serve as harriers for the Chaos, and they obey him slavishly. If the Master so wishes, he
Crawling Chaos, Nyarlathotep. One of can take direct control of any or all Hunting Horrors.
Nyarlathoteps avatars, is similar to a Hunting
Sunlight Hypersensitivity. The Hunting Horror takes 10 radiant
Horror. damage when it starts its turn in sunlight. While in sunlight, it has )
1
* disadvantage on attack rolls and ability checks.
d
ACTIONS
1 Multiattack. The Hunting Horror makes two attacks with its f
I tentacle claws and one attack with its bite or siphon soul ability.
Tentacle claws. Melee Weapon Attack: *6 to hit, reach 1 0 ft., one
target. Hit: 20 (3d 10 3) slashing damage.
S Bite. Melee Weapon Attack: -*-6 to hit, reach 5 ft., one target. Hit: 14
g (2d10+3) necrotic damage, and the target must make a DC 15
Constitution saving throw or be poisoned for 1 minute. The target
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
|B-I Siphon Soul. The Hunting Horror can siphon the soul of any dead
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or dying creature within 5 feet of it, granting it 25(4d10*3)
temporary hit points. If the siphoned creature is dying, but not
yet dead, it gains a failed death save.
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Haunting Scream (Recharge 5-6). The Hunting Horror emits a
terrifying scream. Each creature within 30 feet of the Hunting
Horror that can hear the howl must succeed on a DC 1 5 Wisdom
saving throw or be frightened untill the end of its next turn. In
addition, affected creatures take 5 (1d 10) psychic damage on a
failed save, or half as much on a successful one.
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HYDRAUSK
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Senses darkvision 60 ft.H passive Perception 10
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Languages Zerg
Challenge S (1800 XP}
ACTIONS
Multiattack. The Hydralisk can make two Claw or Spike attacks
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) stashing damage.
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20 (+5) 10 (+0) 18 (+4) 3 (-4) 8 (-1 ) 1 (-5)
ACTIONS
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18
(3d8 + 5) bludgeoning damage plus 4 (1d8) cold damage.
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Languages Understands Deep Speech and Common but can't
speak
Challenge 0(10XP)
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Psionics. When the claw hits with any weapon, the weapon deals
an extra 1d4 psychic damage (included in the attack).
Turn Immunity The claw is immune to effects that turn undead.
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IMP DRAGON Shiny Black, 1 /day each: Vicious Mockery, Mage Hand,
Thaumaturgy
Tiny Dragon, Lawful Evil
Dull Black, l/day: Dissonant Whispers
Armor Class 1 5
Hit Points 1 4(4d4 + 4) Dark Grey, l/day: Mirror Image
Speed 29ft. Pure Grey, l/day: Crown of Madness
Light Grey, l/day: Fear
STR DEX CON INT WIS CHA Dull White, l/day: Phantasmal Killer
3 (-4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3) Shiny White, l/day: Polymorph
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m Roar (3/day). Each creature that fails a DC 1 8 Wisdom
savingthrow is deafened and frightened for 1 minute. A
frightenedcreature is paralyzed and can repeat the saving throw
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success.
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\ fl LEGENDARY ACTIONS
The Indominus Rex can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be used
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INFESTATION SWARM
Medium swarm of Tiny monstrosities, unaligned
Armor Class 14
Hit Points 44 (8d8 + 8)
Speed 0 ft., fly 30 ft.
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STR DEX CON INT WIS CHA
9 (-1) 18 (+4) 12 (+1) 5 (-3) 12 (+1) 3 (-4)
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Challenge 4 (1,100 XP)
Swarm. The swarm can occupy another creature's space and vice
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enough for a tiny insect. The swarm cant regain hit points or
gain temporary hit points.
ACTIONS
Jr/
rf Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in
the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6)
& piercing damage if the swarm has half of its hit points or fewer.
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succeed on a DC 14 Constitution saving throw or become infested
by the swarm; the swarm then disappears inside the host, and
the target is incapacitated and loses control of its body. The
swarm now controls the body but doesn't deprive the target of
awareness. The swarm can't be targeted by any attack, spell, or
other effect, and it retains its Intelligence, Wisdom, and Charisma.
It otherwise uses the infested target's statistics, but doesn't gain
access to the target's knowledge, class features, or proficiencies.
r The infestation lasts until the body drops to 0 hit points, the
swarm ends it as a bonus action, or the swarm is forced out by an
effect that removes disease like the lesser restoration spell. When
the infestation ends, the swarm reappears in an unoccupied
space within 5 feet of the body. The target is immune to this
swarm's Infest for 24 hours after succeeding on the saving throw
or after the infestation ends.
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INFESTOR
Large monstrosity, unaligned
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
10(+0)
WIS
12(+1)
CHA
8 (-1)
1
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Skills Perception +4, Stealth -*-5
Senses Darkvision 60 ft., Passive Perception 14
Languages Zerg
Challenge 3 (700 XP)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
8 (1d10 + 3) piercing damage.
.1
concentration. While charmed, the infestor can issue
commands to the target via a telepathic link. The target makes
a new Charisma saving throw at the end of each of their turns,
ending the effect on a success.
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IRON GOLEM
Huge construct lawful neutral
Standing atop Sens Fortress, the Iron Golem is the last STR DEX CON INT WIS CHA
challenge standing between adventurers and Anor Londo. 20 (+5) 8 (-1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
SEN'S FORTRESS Brute. A melee weapon deals one extra die of its damage when
During the end of the Age of Fire, when Lord Gwyn left to the iron golem hits with it.
tend to the First Flame, he decreed that a fortress be built Sweeping Strikes. When the iron golem makes a greataxe attack
to protect Anor Londo. The fortress, created by the trap at a target, the attack also targets any creature within 5 feet of
the target.
master Sen, was made to test the mettle of every warrior
and adventurer, beginning with their first steps inside. The ACTIONS
fortress was rigged bottom to top with devious traps and Multiattack. The iron golem makes 2 greataxe attacks.
deadly monsters, meaning only the smartest, fastest, and Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft, Hit 15
toughest adventurers were able to make it through. The (3d6+5) slashing damage.
final test for these adventurers, standing atop the great Grab. One target of medium size or smaller within 5 feet of the
fortress, was the Iron Golem. iron golem must make a DC 17 Dexterity saving throw or be
grappled (escape DC 17). Until this grapple ends, the target is
restrained, and the iron golem can't grab another target.
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through a great many trails in order to study the Kalag
and their way of life. What he discovered is the Kalag
traced their origin to deep underground caverns,
possibly making them much older than previously
thought. He also discovered they had an intense
cultural hatred of all metal and often melted it down to KT'.'
pour upon intruders in their lands.
KALAG
While Knox was able to make peaceful contact with Medium humanoid(kalag), chaotic neutral
the Kalag they are almost always hostile to outsiders
and have for many decades lead raids on neighboring Armor Class 14 (hide armor)
Hit Points 30 (5d8)+8
farming communities of imperial citizens.
Speed 30ft
Metal Hatred. For reasons the Kalag will not explain STR DEX CON INT WIS CHA
they have a deep loathing for metal and make their 14 (+2) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 8 (-1)
tools from wood and bone instead. Often when fighting
foes armed with iron weapons or full plates the Kalag Senses Darkvision 60ft., passive Perception 1 1
prefer to knock them out before destroying their Languages Kalag
equipment in front of them. Challenge 1/2 (100 XP)
Territorial Aggressors. The Kalag are always looking Heavy Strike When the kalag hits with a melee attack using a two
handed weapon it can choose to reduce its damage by half and
to expand the lands under their control, preferring
force its target to make a DC 12 Athletics check or fall prone.
dark forested areas and cavern systems to open fields.
Whenever the Kalags population increase they move With My Dying Breath When the kalag is redcued to 0 hit points
to conquer more land, killing and driving out anyone in by a melee attack, it can as a reaction make a single melee attack
with advantage against its attacker.
their way.
ACTIONS
Savage Fighters. What the Kalag lack in discipline Heavy Club Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
they make up for in dedication to the kill. The Kalag Hit: 6 (1 d8 + 2) bludgeoning damage.
fight with almost no fear and if they can weaken a
Javalin Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one
powerful enemy enough for their kin to slay then they target. Hit: 5 (1d6 + 2) piercing damage.
regard it as a worthy sacrifice.
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incapacitated or willing creature with its essence, the creature
must make a DC 16 Constitution saving throw. On a failed save,
the creature is transformed into a kaorti.
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Ribbon Dagger. Melee Weapon Attack: +7 to hit, reach 15 ft., one
target. Hit: 5 (1d4 + 3) piercing damage plus 17 (5d6) psychic
damage.
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against spells and other magical effects.
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Multiattack. The kapre makes two greatclub attacks. <I
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) bludgeoning damage.
Standing Leap. The kapres long jump is up to 20 feet and its high
jump is up to 10 feet, with or without a running start.
Superior Invisibility. The kapre magically turns invisible until its
concentration ends (as if concentrating on a spell). Any
equipment the kapre wears or carries is invisible with it. 111
.
Charm. The kapre targets one humanoid it can see within 30 feet
of it. If the target can see the kapre, the target must succeed on a
DC 14 Wisdom saving throw against this magic or be charmed by
the kapre. The charmed target regards the kapre as a trusted
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friend to be heeded and protected. Although the target isnt
under the kapres control, it takes the kapres requests or actions
in the most favorable way it can.
Each time the kapre or the kapres companions do anything ,-i 1
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Medium humanoid (human), unaligned
ACTIONS
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
INFANTRYMAN
Medium humanoid (human), unoligned
range 20/60 ft., one target. Hit: 4 (1d6 + 1 ) piercing damage. Deals
5 (ids + 1) damage if two-handed.
Armor Class 14 (studded leather, shield)
Hit Points 17 (3d10 + 1)
Speed 30 ft.
INFANTRY STR DEX CON INT WIS CHA
An army is nothing without its foot soldiers. Either in small 14 (+2) 11 (+0) 12 (+1) 8 (-1) 10 (+0) 9 (-1)
groups or large armies, men and women travel the Kings
lands, enforcing laws and maintaining peace. Senses passive Perception 10
Modular Units. A unit of the Kings Army is composed Languages Common
of 4 to 5 infantryman, 2 to 3 spearmen, 3 to 4 archers, 1 to
Challenge 1/2 (100 XP)
2 cavalry scout, and 1 war mage under the leadership of a
sergeant. This is the smallest unit of troops that the King ACTIONS
deploys into his lands. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit 6 (1d8 + 2) slashing damage.
Pieces of Whole. The small units of the Kings army
occasionally come together under the leadership of a high Defensive Posture. The infantryman holds his shield up
ranking military official. However, due to the sheer number defensively, providing half cover to all units behind him and
imposing disadvantage on all the next attack made against the
of troops, each group is still under the authority of the
infantryman.
sergeant.
BoltNine Homebrew
Taken from Might and Magic
CAVALRY SCOUT
Medium humanoid (human), unaligned
ACTIONS
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
H/t:4(1d6 + 1) slashing damage.
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Medium humanoid (human), unaligned
Skills Arcana +6
Senses passive Perception 10
ACTIONS
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 2 (1 d6 - 1 ) bludgeoning damage. Deals 3 (1 d8 - 1 )
damage if two-handed.
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Medium humanoid (human), unaligned SERGEANT
Medium humanoid (human), unaligned
Armor Class 12 (leather)
Hit Points 9 (2d8) Armor Class 16 (half plate)
Speed 30 ft. Hit Points 60 (8d10 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 8 (-1) 8 (-1) 9 (-1) STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 10 (+0) 13 (+1) 12 (+1)
Senses passive Perception 9
Languages Common Skills Athletics +5, Persuasion +3
Challenge 1/4(50XP) Senses passive Perception 11
Languages Common
Challenge 3(700XP)
Coordination. If there are multiple archers, instead of attacking
they may take the Volley action.
ACTIONS
ACTIONS Multiattack. The sergeant makes two attacks with his
Longbow. Ranged Weapon Attack: +3 to hit, range 1 50/600 ft., one greatsword.
target. Hit: 5 (1d8 + 1 ) piercing damage.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Volley. Multiple archers launch a volley of arrows in a target area Hit: 10 (2d6 + 3) bludgeoning damage.
within 1 50 feet. All creatures in a 20 foot radius must make a DC
10 Dexterity saving throw. On a failed save, the creature takes 3 Rally Troops (Recharge 5-6). The sergeant rallies his troops with a
(1d4 + 1) damage per archer firing, taking half damage on a war cry, giving all friendly units with 30 feet advantage on their
successful save. next attack roll.
BoltNine Homebrew
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Medium humanoid (half-elf), unaligned
BoltNine Homebrew
BLUE ELF BLUE ELF
Medium humanoid (elf), unaligned
Blue elves are peculiar creatures. Many elves show a
natural disposition to magic at an early age; blue elves,
Armor Class 1 3 (16 with mage armor)
Hit Points 75 (I0d6 + 40) however, display this proficiency differently. As these elves
Speed 30 ft. reach their teenage years, their skin develops a light blue
sheen, a glow which distinguishes them from their peers
STR DEX CON INT WIS CHA and all others. Around the same age, they begin showing an
10 (+0) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 20 (+5) aptitude in magic, a few years after other elves.
Primitive Casting. Once a blue elf s magical aptitude
Saving Throws Con +7, Cha +8 is revealed, they immediately begin training at the Magic
Senses darkvision 60 ft., passive Perception 16
Academy. However, though they go through the same
Languages Common, Elvish
Challenge 5 (1,800 XP)
rigorous training all initiates go through, the blue elves
never show an aptitude with offensive spells, excelling
instead at domination and manipulative spells.
Fey Ancestry. A blue elf has advantage on saving throws against
being charmed, and magic can't put him to sleep. Magnetic Aura. Blue elves are trained separately from
other initiates. This is not meant to segregate them for their
Spellcasting. The blue elf is a 10th level spellcaster. His
skin color or primitive casting. Each blue elf is separated
spellcasting ability is Charisma (spell save DC 16, +8 to hit with
spell attacks). The blue elf has the following sorcerer spells because the magic of others seem to be attracted to him. A
prepared: spell cast in his vicinity will be redirected towards the elf
and spit back at the unintentional assailant. At first, a blue
Cantrips (at will): blade ward, firebolt, message, minor illusion elf has no control over this, but through years of study and
1st level (4 slots): charm person, fog cloud, magic missile, mage
training, learns to control this mysterious and powerful
armor
2nd level (3 slots): hold person, levitate, misty step ability.
3rd level (3 slots): blink, fireball, fly Magical Lightning Rod. The King and his military
4th level (3 slots): confusion, dimension door, ice storm advisors saw the power of the blue elves and knew that
5th level (2 slots): cone of cold, dominate person their power can be used to protect the large army under the
ACTIONS Kings control. Blue elves are used as a magical deterrent,
their control of domination and manipulation spells make
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage. Deals4(ld8) damage if them the most effective tools at killing enemy magic users.
two-handed.
REACTIONS
Reflect Spell (5/Day). Magic is attracted to the blue elf as if he V
were a magnet. If a spell is cast targeting the blue elf or another
creature within 1 5 feet, the blue elf can roll a Charisma saving
throw against the spellcasters spell save DC. If the blue elf's roll
succeeds, he absorbs the magic, taking no damage, and reflects it
US J
back at the caster, including all additional effects and modifiers /
tied to the spell, using the blue elf s spell save DC and spell attack
bonus. This works for spells of all levels and does not consume a
spell slot. On a failed save, the spell continues as intended, but
deals only half damage.
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Multiattack. The mithril guard can make up to three attacks with
3<> his great sword. He can use Sweeping Strike or Trip Attack in
place of two of the attacks.
Trip Attack The guard chooses one creature within 5 feet and
delivers a devastating blow aimed at knocking the target creature
prone. The guard makes a weapon attack roll, and on a successful
hit, the target creature must pass a DC 16 Dexterity saving throw
or be knocked prone.
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If BoltNine Homebrew
Art from: Vadim Marchenkov
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ALYNN scimtars.
Medium humanoid (half-elf), un aligned Scimitar (dual-wield). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 8 (1d6+5) slashing damage, or 52
Armor Class 18 (studded leather, dual weilding) (1d6+5+8d6) damage on sneak attacks.
Hit Points 112(l5d8 + 45)
Speed 40 ft. Garrote (Recharges After A Short Or Long Rest). Alynn
slips a garrote around the neck of a creature within 5 feet.
She makes an attack roll with +7 to hit. On a hit, she slices
STR DEX CON INT WIS CHA
through their windpipe, causing the creature to start
10 (+0) 20 (+5) 16 (+3) 12 (+1) 12 (+1) 13 (+1) bleeding for 39 (6d6) damage at the beginning of each of
their turns until healed. In addition, the creature loses the
Saving Throws Dex +9, Int +5 ability to speak or cast spells with verbal components.
Skills Acrobatics +13. Stealth +13
Senses darkvision 60 ft. passive Perception 11 Smoke Bomb (1/Day). Alynn throws a smoke bomb at her
Languages Common, Elvish feet. All creatures in a 30 foot radius are shrouded in
Challenge 10 (5900 XP) putrid black smoke which provides full cover and restricts
all sight to 5 feet All creatures who start their turn in the
smoke, except Alynn, must pass a DC 14 Constitution save
Fey Ancestry. Alynn has advantage on saving throws or spend the turn coughing.
against being charmed, and magic cant put her to sleep.
Ventriloquist. Alynn is a master of the voice. After listening LEGENDARY ACTIONS
to a creature speak a single sentence, she gains the ability Alynn can take 3 legendary actions, choosing from the
to imitate their voice perfectly and can even throw her options below. Only one legendary action can be used at a
voice up to 100 feet in any direction. time and only at the end of another creature's turn. Alynn
regains spent legendary actions at the start of its turn.
Master Of Shadows. If Alynn spends 1 minute preparing,
she can blend into any background. While hiding, she Return To Shadows. Alynn slithers back into the shadows,
cannot move without risking detection. A DC 25 Perception moving up to 1 0 feet and taking the Hide action.
check will alert creatures to Alynn's presence. Backstab (Costs 2 Actions). Alynn maneuvers around one
Sneak Attack. If Alynn attacks a surprised creature, or has creature within 5 feet until she is behind it. Once here, she
advantage on her attack, she deals an additional 44 (8d6) makes one attack with her scimtar with advantage. This
damage. She can only deal this damage once per round. movement does not provoke opportunity attacks.
Vanish (Costs 3 Actions). Alynn vanishes from sight,
ACTIONS reappearing within 30 feet of her original location at the
end of the next creature's turn.
Multiattack. Alynn can make three attacks with her
BoltNine Homebrew
SANE 3rd level (3 slots):///, hypnotic pattern, major image
4th level (2 slots): confusion, greater invisibility
Medium humanoid (half-elf), unaligned
5th level {1 slots): eyebite
Armor Class 13 (16 with mage armor)
ACTIONS
Hit Points 97(15d8 + 30)
Speed 30 ft. Multiattack. Sane can make two attacks with her force
dagger.
STR DEX CON INT WIS CHA Force Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft.,
11 (+0) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 20 (+5) one target. Hit 7 (1d8+3) force damage.
Swallow Soul. Sane stares directly at an incapitated or
Saving Throws Wis +5, Cha +9 restrained creature within 30 feet with her void eye,
Skills Insight +9, Stealth +14
sapping their life energy. The creature must make a DC 17
Senses darkvision 60 ft. passive Perception 11
Wisdom saving throw. On a failed save, the creature takes
Languages Common, Elvish
49 (14d6) force damage and suffers two levels of
Challenge 11 (7200 XP) exhaustion. On a successful save, the creature takes half
damage and does not gain exhaustion.
Fey Ancestry. Sane has advantage on saving throws
against being charmed, and magic cant put her to sleep. LEGENDARY ACTIONS
Sane can take 3 legendary actions, choosing from the
Void Eye. Sanes eye has been corrupted by the void.
options below. Only one legendary action can be used at a
Through it, she can see invisible creatures and cannot be
time and only at the end of another creature's turn. Sane
surprised.
regains spent legendary actions at the start of its turn.
Void Blood. If Sane deals force damage to a target, she
heals hit points equal to the damage dealt. Clitterdust. Sane dips into the ethereal realm for a
moment. The position of all creatures in a 30 foot radius
Spellcasting. Sane is a 12th-level spellcaster. Its are revealed to her.
spellcasting ability is Charisma (spell save DC 17, +9 to hit Eye Of The Void. Sane looks directly at one creature with
with spell attacks). Sane has the following warlock spells her Void Eye, freezing them in place. The creature must
prepared: make a DC 17 Wisdom saving throw or be stunned until
the end of its next turn.
Cantrips (at will): controlflame, eldritch blast message, Force Leech (Costs 2 Actions). Sane targets a wounded
friends creature and saps their lifeforce. The target creature must
1st level (4 slots): charm person, fog cloud, mage armor, make a DC 17 Wisdom saving throw. On a failed save, the
sleep creature takes (21) 6d6 force damage. On a successful
2nd level (3 slots): detect thoughts, invisibility, misty step save, the target creature takes half damage.
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TAI FENG Savage Attacks. When Tai Feng scores a critical hit, he can
roll 4 additional weapon damage die for a total of 6
Medium humanoid (half-ore), unaligned
damage die.
Armor Class 20 (plate, shield)
ACTIONS
Hit Points 218 ( 1 9d 1 2 + 95)
Speed 50 ft. Multiattack. Tai Feng can make three attacks with his
great axe.
STR DEX CON INT WIS CHA Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one
20 (+5) 16 (+3) 20 (+5) 12 (+1) 17 (+3) 12 (+1) target. Hit: 15 (1d12+9) slashing damage.
BoltNine Homebrew
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BoltNine Homebrew
THE KING AND QUEEN QUEEN ADRIA DURRON
King Paul Shapechanger and Queen Adria Durron lead the The Queen, a born royal, spent most of her youth living the
kingdom. Though Paul is King, he is actually not a royal, life of a princess. Though she excelled at nuances and
having married then Princess Adria Durron many years mannerisms expected of a royal princess, she thirsted for
ago. Since the death of Adrias father, King Paul took the adventure. When she met the adventurer Paul
throne besides his wife. Shapechanger, she was enchanted by his stories and his
adventuring nature.
KING PAUL SHAPECHANGER Ruler of the People. Though her husband is the ruler
of the kingdom, it would not run without Queen Adria. Her
King Paul fell into royalty. He began like many do, a young many classes as a child taught her how to be a good ruler,
adventurer eager to make his name in the world. During tough yet kind. However, her greatest strength lies in her
one of these adventures, he met the Princess Adria Durron ability to inspire people with her words and small smiles.
and fell instantly in love. Since becoming King, he has lead Queen Adrias natural leadership allows her to sit in the
the kingdom in what he hopes is a fair and just way. background, helping and guiding the King as he rules the
Shapechanger. Though his peculiar last name, King people of her familys kingdom.
Paul is not a shapechanger. His curious name comes from
a rumor, that Paul spent time as a half-ore. The tale says
that he died during a great battle, only to be resurrected by QUEEN ADRIA
Medium humanoid (half-elf), unaligned
a friendly druid as a half-ore. Angered with the new body,
he undertook a long journey to return to his natural elven Armor Class 1 5 (studded leather)
form. Hit Points 88(16d8 + 16)
Speed 30 ft
KOBOLD COMMANDER
KOBOLD COMMANDER
Having survived a few skirmishes the older and experienced
Small humanoid (kobold), lawful evil Kobold Soldiers make up the ranks of Kobold Commanders.
Tasked with the safety of the tribe these ruthless leaders
Armor Class 18 (chain mail, shield) frequently send patrols out to monitor the surroundings.
Hit Points 11 (2d8 + 2) Never alone. Due to the combat hardened and wary
Speed 30 ft. nature of Kobold Commanders, they are never far away
from soldiers they often carry horns made of bone to warn
STR DEX CON INT WIS CHA and call for the aid of nearby kobolds.
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)
ACTIONS
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. if
Hit: 5 (1d8+1) piercing damage.
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DAY
24 V
KOBOLD
KOBOLD HERO
Bearing a mark uncommon from the rest of its tribe a
"H
Kobold Hero acts with the knowledge of its eventual success. SorHe rachave
Trained beyond any other; equipped with the finest gear and
fervent in the belief of destiny, these creatures are the face
of kobold tribes. Worldly knowledge and years of adventure
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show upon their scaled face. A Kobold Hero can rally tribes
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together and bring upon the world a deadly and zealous foe.
When a Kobold Hero emerges, the world is destined to
change.
Marked for Destiny. When a Kobold Hero is born, they
are marked. This marking varies from hero to hero, often
appearing as a change in skin color or alteration of the eyes.
These markings are recognized in kobold tribes as blessings
from the Dragon Queen Tiamat. Immediately, kobolds
marked are treated as vessels of destiny; raised, trained and
pushed to fulfill the will of Tiamat.
Chosen of Tiamat. Unlike other kobolds, Kobold Heroes
are above any social hierarchy. Their right to rule and
command goes unquestioned by any tribe. At this command,
squabbling tribes of kobold rally under their banner and go KOBOLD HERO
forth to aid the Kobold a Hero in its task. When Small humanoid (kobold), lawful evil
Kobold Heroes appear, cities and towns neighboring kobold
tribes tremble in fear of the impending armies these heroes Armor Class 18 (breastplate, shield)
create. Hit Points 54(12d6 + 12)
Speed 30 ft.
ACTIONS
Multiattack. The kobold makes two melee attacks.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 2) piercing damage.
LEGENDARY ACTIONS
The kobold 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 creature's turn. The kobold
regains spent legendary actions at the start of her turn.
l Scurry. The kobold moves up to its speed without provoking
r opportunity attacks.
DAY KOBOLD
26 \
KOBOLD SHAMAN
Scents of heavy herbs, the clattering of trinkets and the subtle KOBOLD SHAMAN
Small humanoid (kobold), lawful evil
Whispering of a cunning mind mark the arrival of a Kobold
Shaman. Imbued with the magic of their god Tiamat, Kobold
Armor Class 13 (leather armor)
Shamans rule the tribe, using guile and deception to keep Hit Points 27 (6d6 + 6)
their place. Kobold Shamans are frail but agile, their physical Speed 30 ft.
stature pushing them more to avoiding combat than getting
into it themselves. STR DEX CON INT WIS CHA
Rite of the Elements. Kobold Shamans must display their 9 (-1) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
connection to the dragon god Tiamat. V V i
Those chosen to become a shaman Senses darkvision 60 ft., passive Perception 11
undergo a ritual of elements, being Languages Common, Draconic
subjected to searing heat, deathly . Challenge 2 (450 XP)
cold and noxious acid. Those A
who emerge from the ritual W Sunlight Sensitivity. While in sunlight, the kobold has
alive are awakened to the kLuU disadvantage on attack rolls, as well as on Wisdom (Perception)
arcane energies of Tiamat. 'BAk c Q checks that rely on sight.
Tribes Power. Wielding #' Pack Tactics. The kobold has advantage on an attack roll against
Tiamats magic, Kobold jg a creature if at least one of the kobold's allies is within 5 feet of
Shamans are the heart and / the creature and the ally isnt incapacitated.
mind of their tribe. Sitting on
Spellcasting. The kobold is a 4th-level spellcaster. Its spellcasting
the top of the social hierarchy,
ability is Wisdom (save DC 1 2, +4 to hit with spell attacks). The
Shamans delegate tasks in the kobold has the following spells prepared:
tribe. Yet, their power is always
tentative, as other kobolds are oflpv
/fnmkmk Cantrips (at will): druidcraft, produce flame, shillelagh
quick to grow agitated and 1 st level (4 slots): cure wounds, fog cloud, healing word
2nd level (3 slots): flaming sphere, heat metal
envious. Kobold Shamans are B
quick to notice unrest in the tribe ACTIONS
and are not above resorting to j
Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1
banishment to ensure their power (1d4 - 1) bludgeoning damage.
remains intact. When faced with the coming of a
Kobold Hero, Shamans are often slow or devious in
their actions. While attempting to fulfill the will of Tiamat,
Kobold Shamans stop at nothing to keep the power
that they have attained. KOBOLD SOLDIER
The Lowest of Kobolds ranks is the Kobold Soldier.
Physically weak they overcome most foes with numbers
KOBOLD SOLDIER Two Better Than One. Common practice among soldiers
Small humanoid (kobold), lawful evil is to travel and scout in pairs, when assigned to guard doors
kobolds post up on both the left and right sides making
Armor Class 15 (leather armor, shield) sneaking by difficult to all but the most
Hit Points 7 (2d6) seasoned thieves.
Speed 30 ft.
J
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
KOBOLD DAY
25
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'A> has advantage on saving throws against spells Searing Burst (Costs 2 Actions). Kokabiel,
v r-V and other magical effects. Angel of the Stars emits magical, radiant
energy. Each creature of its choice in a 10-foot
/ ACTIONS radius must make a DC 24 Dexterity saving
throw, taking 17 (5d6) fire damage plus 17
Multiattack. Kokabiel, Angel of the Stars
I makes two Angelic Flame attacks.
(5d6) radiant damage on a failed save, or half
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as much damage on a successful one.
*
/ Angelic Flame. Ranged Spell Attack: * 15 to hit Blinding Gaze (Costs 3 Actions). Kokabiel,
s' range 60/120 ft., one target. Hit 48 (9d8+8) Angel of the Stars targets one creature it can
radiant damage. see within 30 feet of it. If the target can see it,
the target must succeed on a DC 15
Fallen Touch (2/day). Melee Spell Attack: *15 to Constitution saving throw or be blinded until
hit reach 5 ft., one target. Hit: 40 (8d8*4) magic such as lesser restoration spell removes
' IAM necrotic damage.
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2 KOZILEK, THE BUTCHER OF TRUTH Mindbreaker Savant. Kozilek is not required to maintain
Colossal obberation (titan), chaotic evil concentration on Enchantment spells that grant him control over
another creature.
Armor Class 24 (natural armor)
Hit Points 717 (35d20 + 350) ACTIONS
Speed 70 ft. Multiattack. Kozilek can use his Supernatural Madness. He then
makes two blade attacks, two fist attacks, and two tentacle
STR DEX CON INT WIS CHA attacks.
30 (+10) 12 (+1) 28 (+9) 26 (+8) 26 (+8) 26 (+8)
Supernatural Madness. Each creature of Kozilek's choice within
1 20 ft. of him must succeed on a DC 1 5 wisdom saving throw or
Saving Throws Dex +10, Wis +17, Cha +17 spend it's next turn attempting to deal as much damage to a
Damage Vulnerabilities bludgeoning, piercing, and slashing creature of Kozilek's choice as possible.
from hedron weapons
Damage Resistances acid, fire, cold, lightning Blade. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit:
Condition Immunities paralysed, frightened, charmed, 52 (4d20 + 10) slashing damage.
exhaustion
Fist Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit:
Senses blindsight 500 ft., passive Perception 29
62 (8d12 + 10) bludgeoning damage.
Languages Eldrazi, telepathy 1000 ft.
Challenge 30 (155,000 XP) Tentacle. Melee Weapon Attack: +19 to hit, reach 50 ft., one target.
Hit: 36 (4d12 + 10) bludgeoning damage.
Innate Spellcasting. Kozilek's innate spellcasting ability is
Wisdom (spell save DC 25). He can innately cast the following LEGENDARY ACTIONS
spells, requiring no material components: Kozilek can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time,
At will: Command (5th level spell slot). Compulsion and only at the end of another creature's turn. Kozilek regains
3/Day: Confusion. Dominate Monster. Mass Suggestion spent legendary actions at the start of his turn.
1 /Day: Feeblemind
Insanity Gaze. Target creature takes 21 (2d10 + 10) psychic
Aura of Lies. All creatures within 1 50 feet of Kozilek must succeed
damage.
on a DC 1 5 wisdom saving throw each time they wilfully speak a
truth or take 2d10 psychic damage. Crushing Slither. Kozilek moves up to his movement speed in a
straight line, dealing 11 (2d10) bludgeoning damage and
Legendary Resistance (3/Day). If Kozilek fails a saving throw, he knocking aside any creature in his route.
can choose to succeed instead.
Take Control (Costs 2 actions). Kozilek casts a spell using his
Shatter the Mind. When Kozilek reduces a creature to 0 hit points. Innate Spellcasting ability.
that creature's mind melts into grey mush.
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Tentacle. Melee Weapon Attack: +1 0 to hit, reach 1 5 ft., one target. E
Huge monstrosity (titan), chaotic evil Hit: 13 (2d6 + 6) bludgeoning damage, and the target is grappled
(escape DC 17). Until this grapple ends, the target is restrained.
Armor Class 17 (natural armor) The kraken has ten tentacles, each of which can grapple one
Hit Points 230 (20d12 + 100) target.
Speed 30 ft., swim 50 ft.
Fling. One Medium or smaller object held or creature grappled by I
STR DEX CON INT WIS CHA
the kraken is thrown up to 30 feet in a random direction and
knocked prone. If a thrown target strikes a solid surface, the P _
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22 (+6) 11 (+0) 20 (+5) 18 (+4) 15 (+2) 17 (+3) target takes 3 (1d6) bludgeoning damage for every 10 feet it was
thrown. If the target is thrown at another creature, that creature .
Saving Throws Str +10, Con +9, Wis +6 must succeed on a DC 17 Dexterity saving throw or take the same d
Damage Immunities lightning damage and be knocked prone.
Condition Immunities frightened, paralyzed
Damage Resistances bludgeoning, piercing, and slashing from Lightning Field (Recharge 5-6). All creatures within 60 feet of the
nonmagical weapons kraken must succeed on a DC 17 Constitution saving throw,
Senses truesight 60 ft., passive Perception 12 taking 28 (8d6) lightning damage on a failed save, or half as much
Languages understands Abyssal, Celestial, Infernal, and damage on a successful one.
Primordial but cant speak
Challenge 12 (8,400 XP) LEGENDARY ACTIONS
The kraken can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
Amphibious. The kraken can breathe air and water.
time and only at the end of another creature's turn. The kraken
ACTIONS regains spent legendary actions at the start of its turn.
Multiattack. The kraken makes three tentacle attacks, each of Tentacle Attack or Fling. The kraken makes one tentacle attack or
which it can replace with one use of Fling. uses its Fling.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 Release the Kraken (Costs 2 actions). The kraken removes any
(2d8 + 6) piercing damage. If the target is a Medium or smaller magical effects on itself that reduce its speed or cause it to be
creature grappled by the kraken, that creature is swallowed, and restrained, and escapes from any nonmagical restraints or being
the grapple ends. While swallowed, the creature is blinded and grappled.
restrained, it has total cover against attacks and other effects
IVofer Surge (Costs 3 actions). A strong current surges from the
outside the kraken, and it takes 21 (6d6) acid damage at the start
kraken. Each creature within 30 feet of the kraken must succeed
of each of the kraken's turns.
If the kraken takes 25 damage or more on a single turn from a
on a DC 17 Strength saving throw or be pushed up to 30 feet
creature inside it, the kraken must succeed on a DC 25
away from the kraken. On a success, the creature is pushed 10
feet away from the kraken.
Constitution saving throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space within 10 feet
of the kraken. If the kraken dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 10
feet of movement, exiting prone.
two twisted horns. His eyes bum with untold cruelty, and his voice rattles like
the wind in the dead of a cold winter night.
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THE NORTH POLE
At the farthest northern extreme stands a twisting spiral of frost-white stone. >
Here resides Krampus when he is not out on the job, following the Spirit of
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Christmas in his eagerness to dole out savagery to ill-spirited children. Here,
the land itself seems to sap the life from those seeking to do Krampus harm.
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LAIR ACTIONS
On initiative count 20 (losing initiative ties), Krampus can take a lair action to
cause one of the following magical effects:
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A rush of cold air escapes Krampus in a 120-ft. cone. Living creatures in the \ >
area must succeed on a DC 19 Constitution saving throw or be restrained
until initiative count 20 on the following round.
Krampus commands one charmed creature he can see to take either the
Attack (one weapon attack only), Cast a Spell (one cantrip only), or Help ; M
action on initiative count 20. If there are no eligible creatures within sight,
Krampus takes no lair action.
One creature within sight of Krampus must succeed on a DC 19 Wisdom
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saving throw or be stunned until initiative count 20 on the following round as
a sparkling hail of gifts cascades upon them from the air above them.
Krampus cant repeat an effect until they have all been used, and he cant use
the same effect two rounds in a row.
REGIONAL EFFECTS
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The region containing Krampus lair is corrupted by his presence, creating one
or more of the following magical effects:
Elves within 1 mile of the North Pole lose their advantage on saving throws i
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against spells and other effects that attempt to charm them.
The area within 6 miles of the North Pole suffers constantly from extreme
cold (DMG, pg. 110). The DC to avoid gaining 1 level of exhaustion at the end
of each hour in this area is 15. :s .
The area within 1 mile of the North Pole is under a constant forbiddance X G
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effect. Krampus is immune to this effect.
If Krampus is slain, the cold effect ends after a week, but both the forbiddance
effect and the effect on elvess resistance to charms end immediately. V1
m STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
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Us their inborn magic to control the plants and animals within in their
territory and so, when stalking them, half the battle is merely getting
near enough to strike.
In some areas of the world these creatures form the center of local
cults. Peasants living near their woods make offerings to them,
* usually of hares and birds, though human blood is not unheard of.
9 bp hi
This fact has given rise to many legends about helpful leshens
chasing game towards hunters, helping lost travelers find their way
in the forest or saving them from bandits. Sadly, these tales do not
have an ounce of truth in them. Leshens see men only as sources
of energy on which to feed. They drain the life force of those who
live nearby until only limpid husks remain.
Pack Hunter. In combat leshens use not only their long claws but
i: also their many allies: wolves, who unfailingly answer their call, or
ravens, which harass and distract the leshens opponent. It is rare
/ A\ to find a Leshen alone, especially once it senses your presence.
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One With Nature. Leshens are able to bend plant life to their will
and make it aid them in battle. Its territory is usually covered with its
prey still entwined within thick roots that have pierced their body.
LESHEN
Large plant, lawful evil
Rebirth Mark. If the Leshen dies while it still has a person
marked, whenever that person returns to the Leshens
territory it will be reborn. The Leshen must wait atleast 2 days
after its death to be reborn.
Armor Class 16 (natural armor)
Hit Points 97(10d10 + 42)
Speed 30ft.
ACTIONS
Call of the Wild (1/Day). The Leshen calls for 2 (1d4) Wolves to
STR DEX CON INT WIS CHA join the fight. They will enter the fight at the start of the next
17 (+4) 12 (+1) 18 (+4) 15 (+3) 13 (+2) 8 (-1) round of initiative
Skills nature +4 Command Roots. Ranged Weapon Attack: +7, range 5/60 ft.,
Damage Resistances bludgeoning, piercing multiplae targets. The Leshen targets all enemies within a
Damage Vulnerabilities fire 60 foot cone dealing 8 (2d6 + 2) piercing damage..The targets
Senses Dark Vision must make a DC 15 Dexterity saving throw. On a failure, the
Languages understands common but cannot speak it target is considered grappled and must spend an action to
Challenge 10(5,900 XP) free itself.
Blink. As a reaction, the Leshen can blink to a visible area within Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target
* 15 ft., avoiding the attack and spawning crows that deal 9 (2d6 +3) The Leshen swipes with its claws dealing 24 (4d10 + 4)
) piercing damage to any creature within 5ft. at both the start and slashing damage. If the Leshen doesnt currently have a mark,
end point of the blink. the target is now marked.
STR
14 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
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Skills Acrobatics +4, Athletics +4
Senses passive Perception 11
Languages Common, Leonin
Challenge 1/4(50XP)
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ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1 d6 + 2) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1 d4 + 2) piercing damage.
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Created by StoneStrix - /r/monsteraday Art Credit: Kouta Nagamori
LIVING SPELLBOOK
Large construct, unaligned
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3rd level (3 slots): glyph of warding, dispel magic
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4th level (3 slots): Otiluke's resilient sphere, polymorph
5th level (2 slots): animate objects, Bigby's hand
6th level (1 slots): globe of invulnerability ar.
# 4
Transpose Arcana. As a bonus action, the spellbook can expend
one spell slot, causing an allied spellcaster to regain a spell slot of
that level or lower. V
ACTIONS
Paper Cut. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one
creature. Hit: 13 (3d8) slashing damage.
Mana Burn (Recharge S-6). The spellbook can expend one spell V
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slot to deal force damage to a target within 60 feet of it. The
damage is 18 (4d8) for a 1st-level spell slot, plus 9 (2d8) for each Bf
spell level higher than 1st. The target must make a DC 16
Dexterity saving throw, taking full damage on a failed save, or
half as much damage on a successful one.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Unarmored Defense. While the lizardfolk is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier.
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Stunning Strike (Recharge 5-6). When the lizardfolk hits another
creature with a melee weapon attack, the target must succeed on
a DC 11 Constitution saving throw or be stunned until the end of
the lizardfolk's next turn.
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ACTIONS
F,* Multiattack. The lizardfolk makes three attacks: two with its
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Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1 d6 + 3) bludgeoning damage.
4 Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1 d4 + 3) bludgeoning damage.
REACTIONS
Deflect Missiles. The lizardfolk deflects the missile when it is hit
by a ranged weapon attack, reducing the damage it takes to 0.
7 LUCK DRAGON
Tiny dragon, unaligned
Bk.
) Armor Class 12
Hit Points 7 (2d4 + 2)
Speed 15 ft., fly 60 ft.
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STR
6 (-2)
DEX
15 (+2)
CON
12 (+1)
nonmagical weapons
*V Senses darkvision 60 ft., passive Perception 13
Languages understands Common and Draconic but can't speak
Challenge 1/4 (50 XP)
Dragon Luck (1/Day). When the luck dragon makes an attack roll,
an ability check, or a saving throw, it can gain advantage on the
VARIANT: LUCK DRAGON FAMILIAR roll.
Some luck dragons are willing to serve spellcasters as a familiar.
Such luck dragons have the following trait. Limited Telepathy. The luck dragon can magically communicate
Familiar. The luck dragon can serve another creature as a simple ideas, emotions, and images telepathically with any
familiar, forming a magic, telepathic bond with that willing creature within 100 feet of it that can understand a language.
companion. While the two are bonded, the companion can sense
what the luck dragon senses as long as they are within l mile of ACTIONS
each other. Additionally, while the luck dragon is within 10 feet Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
of its companion, the companion shares the luck dragons (1 d4 + 2) piercing damage.
Dragon Luck feature. At any time and for any reason, the luck
dragon can end its service as a familiar, ending the telepathic
bond.
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LURKER
Medium monstrosity, unaligned
ACTIONS
Subterranean Spines. The lurker sends a wave of spines
through the ground in a line 10 feet wide and up to 100 feet
long. Any creatures in the area must make a DC 15 Dexterity
saving throw, taking 18(4d6 +4) piercing damage on a failed
save, or half as much damage on a successful one.
MAGMA BEAR
Large elemental, neutral
STR
20 (+5)
DEX
10 (+0)
CON
15 (+2)
INT WIS CHA fe:
4 (-3) 12 (+1) 8 (-1)
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Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Ignan
Challenge 3(700XP)
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Water Susceptibility. For every 5 feet the bear moves in water, or
for every gallon of water splashed on it, it takes 1 cold damage.
ACTIONS
Multiattack. The bear makes two attacks: one with its bite and
one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
(1d8 + 5) piercing damage plus 3 (1d6) fire damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
12 (2d6 + 5) slashing damage.
Fire Breath (Recharge 5-6). The bear exhales a blast of flames in a
15-foot cone. Each creature in that area must make a DC 12
Dexterity saving throw, taking 17 (5d6) fire damage on a failed
save, or half as much damage on a successful one.
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ACTIONS
Multiattack. The killer makes three melee attacks.
MASTER FERRIUS
Ferrius Ironback is a renouned fighter, known
throughout the world for his mastery of his own
unique martial art: the Flying Blades style.
Originally the head of his own martial arts school,
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he was quickly recognized as one of the strongest
warriors in the kingdom.
Soon after his ascendence to fame, Ferrius was
called to create a special forces unit in the Kings
Army, consisting of himself and his best students.
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MASTER FERRIUS IRONBACK
Medium humanoid (human). Lawful Neutral t
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Medium Human (Maraish, Shapechanger)
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Hit Points 130(20d8 + 40)
I Speed 30ft.
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J Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
9 (1 d1 0 + 3) slashing damage.
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(1 d6 + 3) piercing damage. A creature delt damage by this attack
must succeed on a DC 14 Constitution Saving Throw or be cursed
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by lycanthropy.
Fungi from Yuggoth
Mi-Go, or The Abominable Ones, originate on the world Mi-Go are larger and stronger than the rest; these lords
of Yuggoth, Their bat-like wings, through some unknown do not morph into lower tiers of Mi-Go, but insteadilcad
means, make the Mi-Go very adept at gliding from world their brethren onto new worlds.
to would, through the neverending darkness, They are, Technological Advancements. Mi-Go prioritize schience
however, slow flyers on most worlds, where their wings highly, and they constantly try to learn new things. They
meet air resistance. have been known to harvest the brains from creatures,
Infectious. Mi-Go are composed of utterly alien matter, across a myriad of worlds. They understand most, if not all,
allthough their biology closely resembles that of machinery, and are quick to learn and adapt. Surgery
various fungi,.Their appearance, however, looks more especially is a field in which they excel.
like that of a crustacean. They spread from world to Friend or Foe. It is uncertain if Mi-Go are working for,
world, also much like a fungus spreads, and their young, with or against the Great Old Ones. They have been known
often called spawnlings, hatch from fleshy things, which to worship Nyarlathotep, but Hastur, among others, seems
vaguely resemble earthly spores. to have a burning hatred for Mi-Go, trying to eradicate them.
Society. Teir society may resemble a caste system at It has been theorised, that their massive spread, across
first glance, but most Mi-Go have the ability to shape so many worlds, is just their attempt at fleeing Hasturs
their bodies at will, in order to better handle their wrath.
circumstances. A Mi-Go that feels threatened, will thus
try to morph into a soldier, a Mi-Go that wants to study
will transform into a scientist, while they mostly are
morphed into workers, busy building hives. Some few
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Mi-Go SPAWNLING Mi-Go WORKER
Small aberration (mi-go), lawful evil Medium aberration (mbgo). lawful evil
Saving Throws Str +10, Dex +12. Int +8. Wis +10 Saving Throws Str +6. Dex +6. Int +8, Wis +7
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Skills Athletics +9. Acrobatics +9. Arcana +12. History +12 Skills Athletics +9, Acrobatics +9. Arcana +12. History +12
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Damage Resistances cold, psychic Damage Resistances cold, psychic
Condition Immunities blinded Condition Immunities blinded, exhaustion
Senses blindsight 150 ft. passive Perception 10 Senses blindsight 300 ft. passive Perception 14
Languages Mi-Go A I Languages Mi-Go. Common
Challenge 2(450XP) Challenge 5(1800XP)
Appendages. Melee Weapon Attack: +3 to hit reach 5 ft., one Appendages. Melee Weapon Attack: +6 to hit reach 5 ft., one
target. Hie 10 (2d6+3) bludgeoning damage. target. Hit 17 (4d6+3) bludgeoning damage.
Stinger. Ranged Weapon Attack: +3 to hit range 30/60 ft., one
target. Hit: 17 (4d6+3) piercing damage.
Stinger. Ranged Weapon Attack: +6 to hit range 45/90 ft., one
target. Hit 24 (6d6+3) piercing damage.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (*2) 15 (+2) 13 (tl) 21 (+5) 19 (>4) 7 (-2) 20 (*5) 22 (*6) 17 (3) 21 (S) 19 (*4) 7 (-2)
Saving Throws Str +4, Dex *4, Int *9. Wis *8 Saving Throws Str *9. Dex 10, Int *9. Wis *8
Skills Athletics 8. Acrobatics *8. Arcana *12. History *12 Skills Athletics *13. Acrobatics 14. Arcana *12. History *12
Damage Immunities psychic Damage Resistances cold, psychic
Damage Resistances cold Condition Immunities blinded, frightened, stunned
Condition Immunities blinded Senses blindsight 300 ft. passive Perception 14
Senses blindsight 300 ft. passive Perception 14 Languages Mi-Go, Common
Languages Mi-Go. Common, Telepathy 60 ft. Challenge 9(5000XP)
Challenge 6(2300XP)
Otherworldly Carapace. The Mi-Go's carapace is hard as
Limited Stingers. The Mi-Go has eight stingers. Used stingers adamantine, making it immune to critical hits.
regrow by the time the Mi-Go finishes a long rest.
Keen Senses. The Mi-Go has advantage on Wisdom (perception)
Natural Grappler. The Mi-Go has advantage on grappling checks. checks.
Magic Resistance. The Mi-Go has advantage on saving throws Flyby. The Mi-Go doesn't provoke opportunity attacks when
against spells and other magical effects. flying.
Natural Grappler. The Mi-Go has advantage on grappling checks.
ACTIONS
Multiattack. The Mi-Go makes two attacks: two with its Limited Stingers. The Mi-Go has four stingers. Used stingers
appendages or two with its stingers. regrow by the time the Mi-Go finishes a long rest.
#
Appendages. Melee Weapon Attack: *6 to hit reach 5 ft., one Suspended Animation. The Mi-Go can curl up into a sphere-
target. Hit 17 (4d6*3) bludgeoning damage. shape. entering suspended animation, when in this state, the Mi-
Go cannot take any action, besides leaving suspended animation.
Stinger. Ronged Weapon Attack: 6 to hit range 60/120 ft. one While suspended the Mi-Go gains resistance to all damage and
target. Hit 24 (6d6*3) piercing damage. regenerates 47 (8dl0*3) hit points at the end of each of its turns.
If the Mi-Go takes fire damage while suspended, the suspended
Extract Brain. Melee Weapon Attack: *6 to hit. reach 5 ft., one
animation state immediately ends, and the Mi-Go has
humanoid grappled by the Mi-Go. Hit 45 (10d8*0) piercing
disadvantage on all attack rolls and ability checks untill the end of
damage. If this damage reduces the target to 0 hit points, the Mi-
its next turn.
Go kills the target by extracting its brain.
ACTIONS
Multiattack. The Mi-Go makes one attack with its claws and two
with either its appendages or with its stingers.
Claws. Melee Weapon Attock: *7 to hit, reach 5 ft., one target. Hit
61 (10d10*6) slashing damage.
Appendages. Melee Weapon Attack: 7 to hit. reach 10 ft., one
target. Hit 27 (6d6*6) bludgeoning damage.
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VARIANT: METAMORPHOSIS
Mi-Go have the ability to morph their bodies, which they do to
better fullfill the objectives in front of them. Mi-Go workers,
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Morphing can only be accomplished while a Mi-Go is at
maximum hit points. Morphing takes two full turns, and while
the Mi-Go morphs it is vulnerable to all damage except for w .
cold and psychic.
If there isn't a Mi-Go lord or scientist present, at least one Mi-Go
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will try to morph into a scientist, so that brains may be
harvested.
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Mi-Go LORD on grappling checks.
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CJ Large aberration (mi-go), lawful evil Magic Weapons. The Mi-Gos weapon attacks
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I Hit Points 1 52 ( 16d 1 0 64) Magic Resistance. The Mi-Go has advantage
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I Speed 50 ft., fly 40 ft., swim 30 ft. on saving throws against spells and other
magical effects. wmt
DEX
STR CON INT WIS CHA
ACTIONS
21 (5) 24 (+7) 19 (+4) 24 (+7) 21 (+5) 11 (+0)
i"'- Multiattack. The Mi-Go makes one attack with
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its claws and four with either its appendages
or with its stingers. It can then use its extract
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. Skills Athletics +13, Acrobatics +14. Arcana
i +12. History +12 Claws. Melee Weapon Attack: +8 to hit. reach 5
Damage Immunities cold, psychic ft., one target. Hit: 51 (8d10+7) slashing
Condition Immunities frightened, stunned, damage.
exhaustion, frightened
Senses blindsight 300 ft. passive Perception 15 Appendages. Melee Weapon Attack: +7 to hit,
\ Languages Mi-Go, Common, Telepathy 120 ft. reach 10 ft., one target. Hit 27 (6d6+6)
Challenge 14(11500 XP) bludgeoning damage.
Stinger (Recharge 5-6 For Four Stingers).
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Otherworldly Carapace. The Mi-Gos carapace Ranged Weapon Attack: *8 to hit. range 60/1 20
is hard as adamantine, making it immune to ft., one target. Hit: 42 (10d6+7) piercing
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MIRRORMAN
Medium abberation, chaotic neutral
ACTIONS
Multiattack. The mirrorman makes two melee attacks.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0) 14 (+2) 19 (+4) 15 (+2) 12 (+1) 17 (+3) 13 (+1)
Saving Throws Dex +5, Wis +4 Saving Throws Dex +7, Wis +6
Skills Insight +4, Perception +4 Skills Insight +6, Perception +6
Senses passive Perception 14 Senses passive Perception 16
Languages Common Languages Common
Challenge 3(700XP) Challenge 8 (3,900 XP)
Unarmored Defense. While the initiate is wearing no armor and Unarmored Defense. While the master is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier. wielding no shield, its AC includes its Wisdom modifier.
ACTIONS ACTIONS
Multiattack. The initiate makes two attacks: one with its unarmed Multiattack. The master makes three attacks: two with its
strike and one with its fire jab. unarmed strikes and one with its fire kick.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1 d8 + 3) bludgeoning damage. target. Hit 11 (2d6 + 4) bludgeoning damage.
Fire Jab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit Fire Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
7 (1d8 + 3) bludgeoning damage plus 10 (3d6) fire damage. Hit 11 (2d6 + 4) bludgeoning damage plus 14 (4d6) fire damage.
If the target is a creature, it must succeed on a DC 14 Strength
Three Point Strike (Recharge 5-6). The initiate makes three saving throw or be knocked prone.
unarmed strike attacks against one target. If two attacks hit, the
target is incapacitated. If three attacks hit, the target is stunned. Fury of the Five Spires (Recharge 5-6). The master makes five
These conditions last until the end of the initiates next turn. unarmed strike attacks against one target. The target must then
make a DC 10 Constitution saving throw with a +1 DC for every
REACTIONS attack that hit. On a failed save the target is knocked unconscious
Block. The initiate adds 3 to its AC against one melee attack that until the end of the master's next turn.
would hit it. To do so, the initiate must see the attacker.
REACTIONS
Fiery Block. The master adds 5 to its AC against one melee attack
that would hit it. To do so, the master must see the attacker. If
the attack misses, the attacker takes 7 (2d6) fire damage.
r
30 feet of movement exiting prone.
ML Tremor (1/day). Behemoth pounds on the ground, rupturing the
earth around it. This acts as the spell Earthquake with a saving
throw DC of 27.
LEGENDARY ACTIONS
The behemoth, terror of the earth can take 3 legendary actions,
choosing from the options below. Only one legendary action can
fi be used at a time and only at the end of another creatures turn.
i
I The behemoth, terror of the earth regains spent legendary
I actions at the start of its turn.
Armor Class 19
Hit Points 740 (40d20 + 320)
Speed 30 ft., swim 90 ft.
ACTIONS
Multiattack. Leviathan can make one Crashing Wave and then make four attacks:
one with its bite, two with its tentacles, and one with its tail attack.
Bite. Melee Weapon Attack: +14to hit, reach 10ft, Hit 31 (4d12+5) piercing
damage. If the target is a creature, it is grappled (escape DC 20). Until this
grapple ends, the target is restrained, and Leviathan can't bite another target.
Tail Attack. Melee Weapon Attack: +14 to hit, reach 20 ft, Hit: 18 (2d12+5)
bludgeoning damage. If the target is a creature, it must succeed on a DC 20
Strength saving throw or be shoved 10 feet.
Crashing Wave. Leviathan creates a torrent with a flick of its fin. All creatures
within 15 feet must succeed on a DC 20 Dexterity saving throw or take 4d12
bludgeoning damage and be shoved 10 feet. On a successful saving throw, the
target takes half as much damage.
Tentacles. Melee Weapon Attack: +14 to hit, reach 1 5 ft.. Hit 18 (2d12+5)
bludgeoning damage. If the target is a creature, it is grappled (escape DC 20).
Until this grapple ends, the target is restrained.
LEGENDARY ACTIONS
The leviathan, maw of the seas can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a time and only at the
end of another creature's turn. The leviathan, maw of the seas regains spent
legendary actions at the start of its turn.
st
ZYZ, SCOURGE OF THE SKIES
Colossal beast, true neutral
Armor Class 22
Hit Points 700 (40d20 + 280)
Speed 30 ft., fly 90 ft.
Legendary Resistance (3/day). If Zyz fails a saving throw, it can choose to succeed
instead.
Magic Resistance. Zyz has advantage on saving throws against spells and other
magical effects.
Eagle Eye. Zyz can see up to 1 mile away with no difficulty, able to discern even
fine details as though looking at something no more than 100 feet away.
Additionally, dim light doesn't impose disadvantage on its Wisdom (Perception)
checks.
ACTIONS
Multiattack. Zyz can make a Torrential Winds attack and then make five attacks:
one with its beak, two with its wings, and two with its claws.
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., Hit 36 (4d12+10) slashing
damage. If the target is a creature, it is grappled (escape DC 20). Until this
grapple ends, the target is restrained, and Zyz can't claw another target.
Beak. Melee Weapon Attack: +19 to hit, reach 10 ft., Hit: 36 (4d1 2+1 0) piercing
damage.
Wing. Melee Weapon Attack: +19 to hit. reach 20 ft.. Hit: 19 (2d1 2+6) bludgeoning
damage.
Torrential Winds. Zyz flaps vigorously, creating vigorous winds that buffet
enemies. Any creature within 50 feet of Zyz in the direction that it is targeting
must make a DC 20 Strength saving throw. On a failed save, the creature takes
2d12 bludgeoning damage and falls prone. On a successful save, the creature
takes half the damage.
Sonic Shout (1/day). Zyz emits a terrifying, high-pitched shriek that tears apart
Ax
the heavens. Structures within 1 00 feet takes 1 0dl 2 thunder damage. Any
I V
creature within 100 feet of Zyz must succeed on a DC 20 Dexterity saving throw or
take 1 0dl 2 thunder damage and fall prone. On a successful save, the creature
takes half that amount. I
LEGENDARY ACTIONS
The zyz, scourge of the skies can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a time and only at the li
end of another creature's turn. The zyz, scourge of the skies regains spent
legendary actions at the start of its turn. \ A
Wing. Zyz makes an attack with its wing. \
Typhoon (Costs 2 Actions). Zyz summons a tremendous thunderstorm and strikes
his enemies with lightning. One creature within 60 feet must succeed on a DC 20
Dexterity saving throw or take 6d1 2 lightning damage. On a failed save, it takes |\
half that amount.
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CONQUEST
Medium fiend, neutral evil
i
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7 m STR
16 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
22 (+6)
T3 i
Skills Deception +12, Persuasion +12
Damage Immunities radiant
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Damage Resistances bludgeoning, piercing, slashing
/ Condition Immunities charmed, frightened, paralyzed
>
' 'M Senses darkvision 60 ft. passive Perception 14
fl Languages Common, Infernal
W If,
Challenge 20 (25000 XP)
4 Charisma(Persuasion) checks.
Magic Resistance. Conquest has advantage on saving throws against spells and
other magical effects.
f Overlord. For every ally that is within 30 feet of Conquest, he gains a +1 bonus to
all damage rolls, with a maximum bonus of +10. This includes his horse, Glory.
Infernal Bow. Conquest's weapon attacks are magical. When Conquest hits with
any weapon, the weapon deals an extra 6d8 radiant damage.
ACTIONS
Multiattack. Conquest makes two longbow attacks.
Longbow. Ranged Weapon Attack: +14 to hit, range 120/600 ft., Hit: 19 (4d6+5)
piercing damage, plus 27 (6d8) radiant damage. In addition, the target must
succeed a DC 20 Wisdom saving throw or be charmed until next turn.
REACTIONS
4 GLORY Subjugation. When Conquest is the target of a melee attack, he can force the
Large fiend, neutral evil
attacker to make a DC 20 Wisdom saving throw. On a failed save, the attack
automatically fails and the attacker must end their turn.
Armor Class 18 (natural armor)
Hit Points 285 (30d10 + 120)
Speed 60 ft.
LEGENDARY ACTIONS
The conquest can take 3 legendary actions, choosing from the options below.
STR DEX CON INT WIS CHA Only one legendary action can be used at a time and only at the end of another
Magic Resistance. Glory has advantage on saving throws against spells and other
magical effects.
Infernal Hooves. All of Glory's attacks are magical. Any attack made by Glory
deals an additional 4d8 radiant damage.
ACTIONS
Multiattack. Glory can make two attacks with its hooves.
Hooves. Melee Weapon Attack: +9 to hit, reach 5ft Hit 26 (4d10+4) bludgeoning
damage, plus 18 (4d8) radiant damage.
Stampeding Charge. If Glory moves at least 1 5 feet straight toward a target and
then hits it with its hooves on the same turn, the target takes an extra 26
(4d10+4) bludgeoning damage plus 18 (4d8) radiant damage. If the target is a
creature, it must succeed a DC 17 Strength saving throw or be knocked prone.
FEAR FAMINE
Medium fiend, lawful evil
Large fiend, neutral evil
Armor Class 17 (natural armor)
Armor Class 18 (natural armor) Hit Points 315 (42d8 + 126)
Hit Points 285 (30d10 + 120) Speed 30 ft
Speed 60 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 18 (+4) 24 (+7) 16 (+3)
18 (+4) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 10 (+0)
Saving Throws Con +9, Int +13, Wis +13
Skills Arcana +10, Nature +10, Perception +13, Perception +13
Saving Throws Str +9, Dex +8, Con +9
Damage Immunities necrotic
Damage Resistances bludgeoning, piercing, slashing, necrotic Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened Condition Immunities charmed, frightened
Senses passive Perception 11 Senses darkvision 60 ft. passive Perception 1 7
Languages Infernal Languages Common, Infernal
Challenge 15 (13000 XP) Challenge 20 (25000 XP)
Magic Resistance. Fear has advantage on saving throws against Magic Resistance. Famine has advantage on saving throws against spells and
spells and other magical effects. other magical effects.
Infernal Hooves. All of Fear's attacks are magical. Any attack Infernal Scale. All of Famines attacks are magical. When Famine deals damage,
he deals an additional 6d8 necrotic damage.
made by Fear deals an additional 4d8 necrotic damage.
Spellcasting. The famine is a 16th-level spellcaster. Its spellcasting ability is
ACTIONS Wisdom (spell save DC 21, +13 to hit with spell attacks). The famine has the
Multiattack. Fear can make two attacks with its hooves. following wizard spells prepared:
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., Hit 26 (4d10+4) Cantrips (at will): blade ward, mage hand, ray offrost
bludgeoning damage, plus 18 (4d8) necrotic damage. 1st level (4 slots):false life, fog cloud, ray of sickness, shield
2nd level (3 slots): blindness/deafness, melfs acid arrow, ray of enfeeblement
Noxious Breath. Fear breathes out a foul gas in a 20-foot cone. scorching ray
Each creature in that area must make a DC 15 Constitution saving 3rd level (3 slots): animate dead, bestow curse, fireball, vampiric touch
throw. On a failed save, it takes 36 (8d8) poison damage and 4th level (3 slots): blight greater invisibility
cannot take a reaction until the beginning of the creature's turn. 5th level (3 slots): cloudkill, dominate person
6th level (1 slots): disintegrate, flesh to stone
On a successful save, it takes half as much damage.
7th level (1 slots): finger of death, teleport
8th level (1 slots): feeblemind, incendiary cloud
ACTIONS
s
% Multiattack. Famine makes two Scale attacks, or makes one Scale attack and
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casts one cantrip.
> Scale. Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit: 10 (2d6+3) bludgeoning
damage, plus 27 (6d8) necrotic damage
LEGENDARY ACTIONS
. The famine can take 3 legendary actions, choosing from the options below. Only
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( one legendary action can be used at a time and only at the end of another
creature's turn. The famine regains spent legendary actions at the start of its
* I turn.
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WAR
Medium fiend, chaotic evil
Magic Resistance. War has advantage on saving throws against spells and other
effects.
Infernal Blade. Wars weapon attacks are magical. When War hits with any
weapon, the weapon deals an extra 6d8 force damage.
Master Of Chaos. War feeds on chaos and conflict, and in turn feeds back into it,
making everyone in his vicinity violent and unwilling to compromise. All Charisma
(Persuasion) rolls made within 60 feet of War are made with disadvantage. In
addition. When War's total hit points are reduced to 60% of his total (240 hit
points or below), he can make an extra greatsword or greatspear attack per turn
as part of his action. When his total hit points are reduced to 30% of his total (120
hit points or lower), he can make another extra greatsword or greatspear attack
per turn as part of his action.
ACTIONS
Multiattack. War makes three greatsword or greatspear attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., Hit 13 (2d6+6) slashing
damage, plus 27 (6d8) force damage.
Greatspear. With a gutteral cry, War summons a massive spear out of thin air to RUIN
strike an opponent at a distance. One target within 120 feet must make a DC 18 Large fiend, neutral evil
Dexterity saving throw. On a failure, the target takes 9 (2d8) piercing damage
and 27 (6d8) force damage. On a success, the target takes half of that damage. Armor Class 18 (natural armor)
Hit Points 285 (30d10 + 120)
Call To Arms. All hostile creatures within 30 feet of War must succeed on a DC 18
Speed 60 ft
Wisdom saving throw or spend its next action making a melee attack against it.
The war can take 3 legendary actions, choosing from the options below. Only one 18 (+4) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 10 (+0)
legendary action can be used at a time and only at the end of another creature's
turn. The war regains spent legendary actions at the start of its turn. Saving Throws Str +9, Dex +8. Con +9
Damage Resistances bludgeoning, piercing, slashing, force
Greatsword. War makes an attack with his greatsword. Condition Immunities charmed, frightened
Greatspear. War makes an attack with his greatspear. Senses passive Perception 11
Tide Of Chaos (Costs 2 Actions). War uses his power over chaos to turn allies Languages
against each other. One target within 30 feet must make a DC 18 Wisdom saving Challenge 15 (13000 XP)
throw. On a failed save, the target is charmed for 1 minute or until its hit points
are reduced to 0. While the target is charmed by War, it must attack its closest Magic Resistance. Ruin has advantage on saving throws against spells and other
ally.
magical effects.
Infernal Hooves. All of Ruin's attacks are magical. Any attack made by Ruin deals
an additional 4d8 force damage.
ACTIONS
Multiattack. Ruin can make two attacks with its hooves.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., Hit 26 (4d10+4) bludgeoning
damage, plus 18 (4d8) force damage.
Fire Breath. Ruin breathes out deadly flames in a 20-foot cone. Each creature in
that area must make a DC 15 Dexterity saving throw. On a failed save, it takes 45
(10d8) fire damage. On a successful save, it takes half as much damage.
DEATH DESPAIR
Medium fiend, neutral evil Large fiend, neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 18 (+4) 22 (+6) 16 (+3) 18 (+4) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 10 (+0)
Saving Throws Dex +9, Con +11, Wis +12 Saving Throws Str +9, Dex +8, Con +9
Skills Insight +12, Perception +12 Damage Resistances bludgeoning, piercing, slashing, necrotic
Damage Immunities necrotic
Condition Immunities charmed, frightened
Senses passive Perception 11
Damage Resistances bludgeoning, piercing, slashing
Languages Infernal
Condition Immunities charmed, frightened, paralyzed
Challenge 15(13000 XP)
Senses darkvision 60 ft. passive Perception 16
Languages Common, Infernal
Challenge 20(25000 XP) Magic Resistance. Despair has advantage on saving throws against spells and
other magical effects.
Last Breath. Enemies adjacent to Death have disadvantage on all saving throws. Deathly Aura. Any creature within 5 feet of Despair must make a DC 1 5 Wisdom
In addition, whenever a creature dies within 60 feet of Death, she gains 30 health save or be frightened for 1 minute. If a creature succeeds the saving throw, they
and has resistance to all damage until her next turn. become immune to this feature.
Magic Resistance. Death has advantage on saving throws against spells and Infernal Hooves. All of Despairs attacks are magical. Any attack made by Despair
other magical effects. deals an additional 4d8 necrotic damage.
Infernal Scythe. All of Death's attacks are magical and deal an additional 6d8 ACTIONS
necrotic damage. This is included in the damage done with her scythe.
Multiattack. Despair can make two attacks with its hooves.
ACTIONS Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., Hit 26 (4d10+4) bludgeoning
Multiattack. Death makes three scythe attacks. damage, plus 18 (4d8) necrotic damage.
Scythe. Melee Weapon Attack: +10 to hit, reach 5 ft., Hit: 13 (2d8+4) slashing
damage, plus 27(6d8) necrotic damage.
1
Marked For Death (1/day). Death points her finger at one creature and takes its
life. If the creature has 1 00 hit points or fewer, it must succeed a DC 20 Wisdom
saving throw or die. a
LEGENDARY ACTIONS
The death can take 3 legendary actions, choosing from the options below. Only
one legendary action can be used at a time and only at the end of another :;&4
creature's turn. The death regains spent legendary actions at the start of its turn.
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MORPHLIT
A Morphlit is small, weak and above all resilient. Cre
ations of forgotten experiments, Morphlits adapt perfectly
with their environment. They are wild, cunning creatures
notorious for never failing to reach their victim. They
embody a sense of brilliance long forgotten.
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MORPHLIT 4
ACTIONS /
fLV/ A
ir
Multiattack. The morphlit makes two bite attacks. ;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
s
(1d4+4) piercing damage plus 4 (1d8) damage of the type chosen
by its defensive adaptation ability.
mr >
1
>V Spawn of Ancients. Long before the rise and fall of
great empires, the upheaval of the earth and even before
the pantheon of gods, Morphlits emerged as creations of
great and mighty magic, formed to be durable test sub
jects to darker experiments. Seen as failures by their
great masters, Morphlits were cast away, marked as inad
equate. Throughout the dynamic changes of the world,
AyAl Morphlits thrived; the great magic that formed them
acting as a shield against change. Still products of a deep
A desire, Morphlits continue to act in accordance to long
... imbued commands from their former creators.
MORPHLIT DAY
03
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Hit Points 105 (I0d10 + 50)
Speed 45 ft.
Charge. The Morvudd grips its claws into the ground and lunges
forward, head down, in a reckless charge at a visible creature
more than 30ft away and up to 45ft away. The target and any
creatures in the path of the charge must make a DC 14 Dexterity
saving throw or take 2d6 bludgeoning damage and be thrown 10
feet and knocked prone. PI
I
ACTIONS
Multiattack. The Morvudd makes two Gore attacks. If flanked, the
Morvudd can make two attacks, one with its Gore and one with
Kick
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Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11
I
(2d6+4) piercing damage.
-BARROH
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rj MOTHER HYDRA Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
Huge monstrosity (deep one), chaotic evil 30 (4d10+8) piercing damage. The target must make a
, successful DC 17 Constitution saving throw or be stunned until
the end of its next turn.
Armor Class 20 (natural armor)
Hit Points 337 (25d12 + 175) Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Speed 40 ft., swim 90 ft. Hit: 35 (6d8+8) slashing damage.
Deep Call. Hydra lets out a deep otherworldly roar, instantly
STR DEX CON INT WIS CHA
summoning 1d3-1 Deep Ones to the closest empty spaces.
26 (+8) 14 (+2) 25 (+7) 17 (+3) 20 (+5) 22 (+6)
Matriarch's Touch. Hydra chooses a deep one within a range of
Saving Throws Str +14, Dex +8, Int +9, Wis +1 1 120 feet. This deep one regains 60 (8d1 0+16) hit points. Hydra
Damage Immunities bludgeoning, piercing and slashing from cannot target herself with this ability.
non-magical weapons, poison, psychic.
Condition Immunities blinded, charmed, frightened, poisoned. REACTIONS
Senses darkvision 600 ft., passive Perception 15
Languages Deep Speech, Elder Speak Hydra has two reactions every round, one of which can be
Challenge 24 (62000 XP) Primordial Scream if she has it ready.
Primordial Scream (Recharge 5-6). When Hydra loses hit points
Deep One. Hydra can breathe both air and water and she can from an attack, she immediately lets out a scream, which lets
take two reactions every turn. nearby Deep Ones come to her aid. Any Deep One within reach
of the creature that damaged Hydra, gets to use its claw ability
Legendary Resistance (3/day). If Hydra fails a saving throw, she as a reaction.
can choose to succeed instead.
Magic Resistance. Hydra has advantage on saving throws
LEGENDARY ACTIONS
against spells and other magical effects Mother Hydra can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a time
Magic Weapons. Hydra's weapon attacks are magical. and only at the end of another creature's turn. Mother Hydra
regains spent legendary actions at the start of her turn.
Palingenesis. If Hydra is killed she can choose to manifest again
I within 1 d1 2 days.
Attack. Hydra makes one bite attack or one claw attack.
I ACTIONS Heal. Hydra uses her Matriarch's Touch.
Matriarch's Sacrifice. When a deep one within 60 feet of Hydra
Multiattack. Hydra makes two attacks: one with her bite and takes damage, Hydra can choose to take half this damage in
one with her claw. She then uses her Deep Call ability. place of the deep one.
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MUMMY WARRIOR
Medium undead, lawful evil
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Art Credit: Greg Staples
MYR BATTLESPHERE
Huge construct (myr), neutral
ACTIONS
Crush. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
18 (2d12 + 5) bludgeoning damage.
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Overrun (Recharge 5-6). The battlesphere moves twice its speed C
and can move through the space of any creature that is Medium
or smaller. Additionally, the battlesphere's movement doesn't
provoke opportunity attacks for the rest of the turn. When first
entering a creature's space, the battlesphere can make a crush
1
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attack against that target. If the attack hits, that target must
m
succeed on a DC 16 Strength saving throw or be knocked prone.
1
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Sr
Faceless Tickler
Shocking and uncouth black things with smooth, i
oily, whale-like surfaces, unpleasant horns that *C
curved inward toward each other, bat wings whose / L
beating made no sound, ugly prehensile paws, and s
> barbed tails that lashed needlessly and
disquietingly. And worst of all, they never spoke or
laughed, and never smiled because they had no / f
faces at all to smile with, but only a suggestive
V
blankness where a face ought to be. All they ever
did was clutch and fly and tickle; that was the way *
of night-gaunts.
The Dreamlands. It is said that thinking about
night-gaunts, is the surest way to bring about
ones own doom. It isnt the act of thinking
about night-gaunts that poses a threat, however, Jh
but the fact that thinking about them during the
day, might make one dream about them at night.
Repeated dreams about night-gaunts, is a sure
way to have one cross the barrier of the
dreamlands, and into the physical world.
Once spawned, night-gaunts enjoy grabbing their
summoner, and flying them onto the highest peak VARIANT: ENTER THE DREAMLANDS
When the night-gaunt uses its dark dream ability, and the target
they can find. Here the dreamer stands, sure to
fails its save, the target is transported to the Dreamlands, where
dream of night-gaunts again and again, untill a gug immediately attacks.The target can still escape the
rescued or death sets in. paralyze effect by succeeding a DC1 6 Constitution saving throw
Remorseless Tormentor. Night-gaunts dont at the end of its turn as before, also escaping the Dreamlands.
require air, drink or sleep, but they feed off of the Any damage the target sustains while dreaming is inflicted upon L
despair in their victims. During the day, they hide j the target's physical body aswell.
in dark places, as the suns light destroys them | If the target dies while fighting a gug, the gug will crawl out of
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within seconds. They are not afraid of death, ] the target's physical body at the start of its next turn, joining the L
j fight there. If the target kills the gug, the target immediately
t -
however, since they simply return to the v I wakes from the dream.
dreamlands.
A- l w.
NIGHT-GAUNT Tickler. The night-gaunt tickles its victims with its cold and
] Medium aberration (dreamlander), chaotic evil
Armor Class 14
Hit Points 30 (4d8 + 12)
Speed 30 ft. r/\
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 7 (-2) 11 (+0) 10 (+0)
ACTIONS
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d12 + 3) slashing damage.
ORC BRUTE
Medium humanoid (orc), chaotic evil
Skills Athletics +6
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1 (200XP)
ACTIONS
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) bludgeoning damage.
Saving Throws Dex+6, Con +4 Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Skills Acrobatics +6, Perception +3, Stealth +6 Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on
Senses darkvision 60 ft., passive Perception 13
a DC 1 1 Constitution saving throw, taking 10 (3d6) poison
Languages Common, Ore
damage on a failed save, or half as much damage on a successful
Challenge 3(700XP) one.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
Aggressive. As a bonus action, the orc can move up to its speed target. Hit: 7 (1d6 + 4) piercing damage, and the target must
toward a hostile creature that it can see. succeed on a DC 11 Constitution saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much damage on a
Sneak Attack. The hunter deals an extra 10 (3d6) damage when it successful one..
hits a target with a weapon attack and has advantage on the
attack roll, or when the target is within five feet of an ally of the
Angry Roar (recharge 5-6). The big boss roars and affects all
enemies and allies within 60 feet who can hear it. Allies gain a d4
bonus on their next attack roll before the start of the big boss's
next turn. Enemies must succeed a DC 14 Wisdom saving throw
against fear or have disadvantage on their next attack roll
against the big boss until the start of its next turn.
PEON
ORC PEON
Peons are shorter, smaller, and weaker than the Medium humanoid (ore), chaotic evil
average orc. For a brief, unforgiving lifetime of being the
small ore, peons tend to be more perceptive and sensi Armor Class 13 (hide armor)
tive than their larger kin. Peons can be shrewd and even Hit Points 15 (2d8 + 6)
predatory, but only if driven to it. Speed 30 ft.
All Play, No Work. Peons are somehow lazier STR DEX CON INT WIS CHA
and more useless than most other goons. Peons will fight, 14 (+2) 12 (+1) 16 (+3) 7 (-2) 13 (+1) 10 (+0)
but not if they can serve. Peons will endure long hunting
trips, especially if it means drinking and sleeping all day. Skills Athletics +4
Senses darkvision 60 ft., passive Perception 11
Languages Common, Orc
Challenge 1/2 (100 XP)
ACTIONS
Spear. Melee or Ranged Weapon Attack: +4 to hit. reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6
(1d8 + 2) piercing damage if used with two hands to make a
melee attack.
THUG
ORC THUG
Lone, stupid, and grumpy, thugs eventually clump Medium humanoid (orc), chaotic evil
together in enough numbers to become a gang. Gangs
are conscripted into raids or tribal wars, and used as as Armor Class 12 (hide armor)
sassins or saboteurs. Thugs prove as successful at these Hit Points 22(4d8 + 4)
tasks as they do at another. The grumpiest ones, not the Speed 30 ft.
stupidest, are often the first to go. Even ores have their
limits. STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 14 (+2) 7 (-2) 10(+0) 12 (+1)
A Degree of Subtlety. How does an orc sneak up
on you? It charges, and then tells you to close your eyes. Skills Deception +3, Intimidation +3
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1 (200 XP)
ACTIONS
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage.
TROLL RUNT WAR PIG
Trolls will eat anything, including other trolls. Despite the name, the war pig is no instrument of
Runts realize this early or pay the price. Runts that es war. Ores capture giant a boar, lock it in a pit or cave, and
cape will wander, but many find refuge with ores. Runts fight it in blood sports. Survivors that arent eaten by the
blend in well enough with ores, and the frequent raids ores repeat their grisly fights until, eventually, they are.
provide the troll with food and victims. Beaten, but Relentless. All while the starved pig
Ore Leaders. A runts regeneration can allow it is forced to fight others to their deaths, ores torment it.
to recover from wounds that would have killed an ore. Ores brand it, scar it, taunt it, and generally treat it how
Combined with a trolls natural hardiness and feroc they treat each other. Most pigs die under these circum
ity, runts can attract enough ores to form raids and war stances. The beasts that become war pigs never stop
bands. fighting.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 10 (+0) 19 (+4) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)
Keen Smell. The troll has advantage on Wisdom (Perception) Charge. If the war pig moves at least 20 feet straight toward a
checks that rely on smell. target and hits it with a tusk attack on the same turn, the target
takes an extra 10 (3d6) slashing damage. If the target is a
Regeneration. The troll regains 10 hit points at the start of its creature, it must succeed on a DC 14 Strength saving throw or be
turn. If the troll takes acid or fire damage, this trait doesn't knocked prone..
function at the start of the trolls next turn. The troll dies only if it
starts its turn of 0 hit points and doesn't regenerate. Relentless (Recharges after a Short or Long Rest) If the war pig
takes 10 damage or less that would reduce it to 0 hit points, it is
ACTIONS reduced to 1 hit point instead.
Multiattack. The troll makes two attacks with its greataxe or its
ACTIONS
spear.
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 1
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. (2d6 + 4) slashing damage.
Hit: 10 (1d12 + 4) piercing damage.
ORC DEMONOLOGIST Aggressive. As a bonus action, the orc can move up to its speed
Medium humanoid (orc), chaotic evil toward a hostile creature that it can see.
ORC MYSTIC
ORC FIRE EATER Medium humanoid (ore), chaotic evil
Medium humanoid (ore), chaotic evil
Armor Class 12 (hide armor)
Armor Class 13 (chain shirt) Hit Points 17(3d8 + 3)
Hit Points 33 (5d8 + 10) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 12 (+1) 8 (-1 ) 11 (+0) 16 (+3)
13 (+1) 10 (+0) 14 (+2) 9 (-1) 10 (+0) 16 (+3)
Skills Deception +5
Skills Performance +5, Religion +2 Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 10 Languages Common, Orc
Damage Resistances fire Challenge 1/2 (100 XP)
Languages Common, Orc
Challenge 2 (450XP)
Aggressive. As a bonus action, the orc can move up to its speed
toward a hostile creature that it can see.
Aggressive. As a bonus action, the orc can move up to its speed
toward a hostile creature that it can see. Wild Magic Surge. Whenever the mystic casts a 1st level spell, roll
a d20. On the result of a 1, roll on the Wild Magic Surge table in
Spellcasting. The fire eater is a 4th-level spellcaster. Its the Players Handbook.
spellcasting ability is Charisma (spell save DC 13, +3 to hit with
spell attacks). The fire eater knows the following sorcerer spells: Innate Spellcasting. The mystic is a Ist-level spellcaster. Its
spellcasting ability is Charmisa (spell save DC 13, +5 to hit with
Cantrips (at-will): fire bolt, minor illusion, true strike spell attacks). It requires no material components to cast its
1st level (4 slots): burning hands, shield spells. The mystic knows the following spells:
2nd level (3 slots): scorching ray
Cantrips (at-will): dancing lights, true strike, vicious mockery
ACTIONS 1st level (3 slots): dissoant whispers, sleep
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (1d6 + 2) piercing damage, or 7 ACTIONS
(1d8 + 2) piercing damage if used with two hands to make a Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
melee attack. range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6
(1d8 + 4) piercing damage if used with two hands to make a
melee attack.
ORC HAND OF GRUUMSH
Medium humanoid (orc), chaotic evil
ACTIONS
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1 d8 + 3) piercing damage plus 4 (1d8) necrotic
damage.
LEGENDARY ACTIONS
The orc can take 2 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 creature's turn. The orc regains
spent legendary actions at the start of its turn.
NECROMANCER
ORC WARLOCK
Merciless and utterly evil, orc necromancers Medium humonoid (orc), chaotic evil
have pilfered the final bits of peace from their people
- they rob the dead. Necromancers will not only scour Armor Class 12 (hide armor)
battlefields for choice parts and bodies, they will raid Hit Points 16(3d8 + 6)
tribal burial grounds and shrines, and defile corpses to Speed 30 ft.
make them easier to raise.
STR DEX CON INT WIS CHA
Twisted Healers. Necromancers enjoy stealing 15 (+2) 10 (+0) 14 (+2) 7 (-2) 10 (+0) 16 (+3)
life as much as they enjoy creating mockeries of it. Many
ore necromancers begin by animating their own dead Skills Intimidation +5
appendages, and then giving this same healing touch Senses darkvision 60 ft., passive Perception 10
to other ores. Before long the necromancer has a large, Languages Common, Orc
loyal following of ores in various stages of decomposition Challenge 1/2 (100 XP)
and undeath.
Aggressive. As a bonus action, the orc can move up to its speed
toward a hostile creature that it can see.
"WARLOCK Spellcasting. The warlock is a 1st level spellcaster. Its spellcasting
ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
A legacy of demonic corruption within ores, war- It requires no material components to cast its spells. The warlock
locks have innate connections to the Abyss so powerful has the following spells prepared:
they can summon demons to the material plane.
Political Pawns. Warlocks live short, dramatic Cantrips (at-will): eldritch blast, resistance, true strike
lives as symbols and figureheads for warchiefs. The 1st level (3 slots): arms of Hadar. hellish rebuke, hex
ability to summon demons, even weak ones, can beguile
ACTIONS
scores of ores. Being weak and stupid, warlocks ravish
the extra attention while it lasts. Demonic Vessel (1/day). The warlock can summon 1d4 manes.
The demons appear as a group in an unoccupied space within 60
feet of the warlock. They act as allies of the warlock and follow its
commands. They each last for 1 minute, until they die or the
warlock dies, or they are dismissed.
ACTIONS
Multiattack. The sellsword makes two attacks with its spear
ACTIONS
Spear. Melee or Ranged Weapon Attack: +5 to hit. reach 5 ft. or
range 20/60 ft., one target. Hit: 8 (1d6 + 3 plus 1d4) piercing
damage, or 9 (1 d8 + 3 plus 1d4) piercing damage if used with two
hands to make a melee attack.
ACOLYTE
An acolyte refers to ores the Eyes of Gruuumsh
bully or coerce into sacred service. Acolytes labor and
suffer awaiting the day they can rip out an eye and find
their own orc to drive insane.
Which Eye? Some ore tribes cut out the left
eye, others the right. Other tribes leave it to the ore, or
to the Eyes performing the ritual. Likewise, tribes and
clans conflict over which eye is the correct one. Gruumsh
seems not to care, as Eyes of Gruumsh have been seen
with none, either, and both eyes.
OCCULTIST
ORC SHAMAN
In small, shadowy cabals hidden throughout the Medium humanoid (orc), chaotic evil
mountains, ores gather with gnolls, giants, kobolds, and
other monstrous humanoids to worship and honor minor Armor Class 13 (hide armor)
fiends, obscure evil gods, or simply powerful, narcissistic Hit Points 18(3d8 + 3)
mortals. Speed 30 ft.
Apostates. Ores that abandon Gruumsh do so STR DEX CON INT WIS CHA
because they dont want the life or war and raiding he has 14 (+2) 12 (+1) 12 (+1) 8 (-1) 16 (+3) 10 (+0)
for the ores. Ores, specifically the Eyes, accept this not
at all. Occultists, and priests of non-Orc gods, worship at Skills Perception +5
their own peril. Senses darkvision 60 ft., passive Perception 15
Languages Common, Orc
Challenge 1/2 (100 XP)
SHAMAN
Aggressive. As a bonus action, the orc can move up to its speed
At first thought, ores working with nature seems toward a hostile creature that it can see.
to be a paradox. Arent ores fire spreading engines of dev
Spellcasting. The shaman is a 1 st-level spellcaster. Its
astation? Yes, and as it turns out, so many of the natural spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
forces. Ores shaman act as conduits to the natural forces spell attacks). It requires no material components to cast its
of the world and bend them to the will of the ore. spells. The shaman has the following druid spells prepared:
Land of Blight. Shaman sometimes form part
nerships or convenient alliances with evil fey. The rela Cantrips (at-will): guidance, resistance, sacred flame
1st level (3 slots): entangle, jump, speak with animals
tionships are never for anything pleasant, and their effects
leech into the area. A conspicuous lair, but deadly to Wildshape. The shaman can use the ability wildshape as a 2nd-
traverse. level druid. The most common beasts assumed by ores are the
axe beak, boar, and wolf.
ACTIONS
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (Id6 + 2) piercing damage, or 6
(1d8 + 2) piercing damage if used with two hands to make a
melee attack.
STR DEX CON INT WIS CHA Cantrips (at-will): guidance, resistance, thaumaturgy
16 (+3) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 1st level (4 slots): bane, cure wounds, cure wounds, inflict wounds
2nd level (3 slots): blindness/deafness, hold person, spiritual
Saving Throws Str +5, Wisdom +5
weapon (spear)
Skills Intimidation +3, Religion +2 3rd level (2 slots): bestow curse, mass healing word
Senses darkvision 60 ft., passive Perception 13
Languages Common, Ore
ACTIONS
Challenge 3(700XP) Multiattack. The half-ore makes two attacks with its spear.
WARPRIEST
Where the Eyes spend their time coveting and
hoarding power in small squabbles, the warpriest in
spires ores to war. Warpriests, connected to Gruumsh
but often followers of a war god, understand the power of
successful wars but not the work involved. Their cam
paigns act more as forces of nature than forces for ores:
theyre destructive and deadly, but change nothing for ore
lives.
Survivors of the Damned. Warpriests have
grand visions of conquest and rule that their ore war
riors, no matter how fearsome, simply lack the numbers
for brute conquest. Warpriests amass large followings of
desperate ores and lead them on doomed campaigns, but
many manage to survive the failure, lick their wounds,
and start again.
'WARRIORS
If we kill enough of them, arent they supposed to stop fighting?
ORC BLACKGUARD
Medium humanoid (orc), chaotic evil
Cort Mealy
Luskan Cavalry Officer Armor Class 18 (plate)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
MIGHT MAKES RIGHT
If the notion that ore tribes produce warriors isnt STR DEX CON INT wis CHA
surprising, the notion that orc tribes produce good war 18 (+4) 12 (+1) 16 (+3) 10 (+0) 12 (+1) 14 (+2)
riors shouldnt be either. Orc life is structured around war,
raids, and armed conflict. Ores eat and breathe warfare Saving Throws Str +7, Con +6, Cha +5
Skills Athletics +8, Intimidation +5, Persuasion +5
in any form. The savage brutes, who live in barren, rocky
Senses darkvision 60 ft, passive Perception 1 1
crags and frozen caverns, have driven dwarves from their
Languages Common, Orc
strongholds, burned elves from their forests, and razed Challenge 5 (1,800 XP)
human cities to ruin.
Bred for Fighting. Generations of constant Aggressive. As a bonus action, the orc can move up to its speed
warfare have produced an amazing creature in the orc. toward a hostile creature that it can see.
Its aggressive, quick to mature, and strong. Ores seek out
Great Weapon Training. When the blackguard deals damage with
fights, organize for larger ones, and have organized their
a two handed weapon and rolls a 1 or 2 on a damage die, reroll
entire society around war, and producing soldiers. If ores that die and use the second result.
were clad in shining plate rather than mangy hide, the
North would look a great deal different. Unholy Smite. When the blackguard hits a creature with a melee
weapon attack, the blackguard can expend one spell slot to deal
Trained to Fight Better. Ores may have few necrotic damage to the target, in addition to the weapon's
magical traditions, but they do have scores of martial damage. The extra damage is 9 (2d8) for a 1st-level spell slot
traditions. Ores are given weapons at an early age and plus 4 (1d8) for each spell level higher than first to a maximum
taught how to use them. As or life is a constant fight to of 23 (5d8).
the death against other ores or the countless orc enemies,
Spellcasting. The blackguard is a 3rd-level spellcaster. Its
the practice never really ends.
spellcasting ability is Charisma (spell save DC 13, +5 to hit with
Never Fight Fair. Ores consider the idea of a fair spell attacks). The blackguard has prepared the following paladin
fight to be something elves made up to keep ores from spells:
winning every war. Ores have no compunction for honor
or integrity and will make use of any and every advantage 1st level (3 slots): command, thunderous smite, wrathful smite
2nd level (2 slots): aid, magic weapon
available to win. Its why, despite fierce and constant op
3rd level (2 slots): dispel magic, elemental weapon
position, ores often do.
ACTIONS
Multiattack. The orc makes two attacks with its greataxe.
BLACKGUARD
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Ores make excellent blackguards: they have Hit. 10 (1 d12 + 4) slashing damage.
natural inclinations for chaos and evil, they already abhor
paladins and the righteous gods, and possess intense
death wishes. Ores are also gullible and stupid, and even
the mightiest can be led astray by promises for easy
riches and power.
The Call. Ores dont become blackguards by
squatting in caves or raiding farms. Ores become black
guards by answering The Call, a powerful and profane
ritual used by ancient evils. Ores vanish for years and
return as blackguards, or worse.
1
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 9 (-1) 13 (+1) 10 (+0) 12 (+1) 16 (+3) 15 (+2) 9 (-1) 14 (+2) 10 (+0)
Aggressive. As a bonus action, the orc can move up to its speed Aggressive. As a bonus action, the orc can move up to its speed
toward a hostile creature that it can see. toward a hostile creature that it can see.
Great Weapon Training. When the orc deals damage with a two Sneak Attack. The hunter deals an extra 7 (2d6) damage when it
handed weapon and rolls a 1 or 2 on a damage die. reroll that die hits a target with a weapon attack and has advantage on the
and use the second result. attack roll, or when the target is within five feet of an ally of the
hunter that isnt incapacitated and the hunter doesnt have
ACTIONS disadvantage on the attack roll.
Multiattack. The orc makes two attacks with its greataxe or its
spear. ACTIONS
Multiattack. The orc makes two attacks with its shortsword or its
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. shortbow.
Hit: 10 (1d12 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or Hit 10 (1d6 + 3) piercing damage.
range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8
(1 d8 + 4) piercing damage if used with two hands to make a Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
melee attack. target. Hit: 7 (1 d6 + 3) piercing damage.
CHAMPION HUNTER
Ore champions are fierce warriors and terrible Orc hunters learn their trade by stalking game, but keep
leaders. Nonetheless, champions command war parties of themselves fed by ambushing humanoids. Hunters set
of great size on bloody, ruinous raids until every orc that up ambushes and traps near bridges, crossroads, forest
followed is dead or captured. roads, or anywhere they can create a significant advan
No Life but Death. Champions find satisfaction tage. Hunters, however, arent prepared for disadvantages
only in combat. They dont sit idle or wait, and find any and will flee when trouble starts.
form of subtlety offensive. Champions meet puzzles with Never Look in the Bags. Hunters carry backpacks, knap
their axes and, if that fails, their teeth. sacks, rucksacks, and all manner of mangy bags in which
they stuff trophies from their hunts. The bags are stained
shades of red and brown, sometimes smeared into greasy
blacks and grays. They always smell hideous, and ooze,
even when dry.
r
ORC MARAUDER ORC RAID CHIEF
Medium humanoid (orc), chaotic evil Medium humanoid (orc), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 7 (-2) 10 (+0) 10 (+0) 18 (+4) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 12 (+1)
Saving Throws Str +6, Dex +4 Aggressive. As a bonus action, the orc can move up to its speed
Skills Athletics +2, Perception +3 toward a hostile creature that it can see.
Senses darkvision 60 ft., passive Perception 13
Languages Keen Hearing and Sight. The ranger has advantage on Wisdom
Challenge 2(450XP) (Perception) checks that rely on hearing or sight.
ACTIONS
Keen Hearing and Smell. The worg has advantage on Wisdom
(Perception) checks that rely on hearing or smell. Multiattack. The half-ore makes three attacks, in any
combination, with its battleaxe or spear.
Pack Tactics The worg has advantage on an attack roll against a
creature if at least one of the raider's worgs allies is within 5 feet Battleaxe. Melee: +7 to hit, reach 5 ft. or range 20/60 ft., one
of the creature and the ally isn't incapacitated. target. Hit 8 (1 d8 + 4) piercing damage, or 9 (1d10 + 4) piercing
damage if used with two hands to make a melee attack.
ACTIONS Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8
(2d6 + 4) piercing damage. If the target is a creature, it must (1d8 + 4) piercing damage if used with two hands to make a
succeed on a DC 14 Strength saving throw or be knocked prone. melee attack.
Savage Ores
Savage Ores descend from the northern ranges and technology. Slaves rarely survive long in these harsh
bringing oblivion and death in their wake. They are conditions and their remains are discarded in mass
masterful raiders and pillagers and their brutality is graves that hold all the camps refuse.
rarely matched, even by the Dasharn. Striking with Relentless Savagery. In battle, the bloodlust and
uncharacteristic cunning, they move silently towards
their targets. They charge into battle before the
viciousness of the Ore goes beyond even that of the
most savage human warrior. Their endurance extends _
defenders are even aware of the attack, slaughtering their life when they fight, literally ignoring mortal
anyone in their path. In the aftermath of such an wounds to continue the carnage. An Ore that has been
attack, surviving enemies are ritualistically murdered, slashed with a sword across the chest, with intestines
beheaded or dragged away as slaves. The settlements revealed, will just as readily continue fighting as often
houses and other structures are burnt. Animals are as they die. Equally, Ore raiding parties have been
slaughtered there and then for food. Anything with known to tear apart their own fellow Ores in a battle.
worth to the Ore and their primitive lifestyle is stolen. Such trait makes them deadly and unpredictable ad
In all of the Thuranite Empire, nothing is as much a versaries, but is also the one thing Thuran command
threat as the constant skirmishes and raids of the ers can easily take advantage of when the Ore war
Ores.
Primitives. The Savage Ores shun any
horns blow.
Unknown Society. Whether or not the Ore has a
0
conventional weaponry or armour. When they raid true society is unknown. Many Thuranite Scholars
settlements, they only take what practical supplies suggest that there is large city or capital of the Ore;
they need. Its not unusual for entire armouries in a merely a loose, meagre collection of tribal grounds and
settlement to be left fully stocked after an attack. They encampments. Without further knowledge,of what lies
favour rope, wood planks, baskets and even doors to north of the worlds long mountain range however, this
the bulky armours or metal weapons. Each raiding theory cannot be confirmed.
party takes these objects and any slaves back to the
main Ore camp. Hidden in the mountains, these 0
camps exist on the essentials, devoid of luxury or w
.7,-
SAVAGE ORC O
Medium humonoid (orc). chootic evil
\
Armor Class 13
Hit Points 36 (5d12 + 4)
Speed 30ft.
L
ACTIONS
r
JUIultiattack The Savage Orc makes two attacks with its Maul.
: Maul Melee Weapon Attack *3 to hit, reach 5 ft., one target. Hit:
2d6 4 bludgeoning damage.
Handaxe Melee or Ranged Weapon Attack +3 to hit, reach 5 ft. or .
range,2660 ft., one target. Hit: 1d6 4 slashing damage.
1 i*
SCOUT
ORC SCOUT
Medium humanoid (orc), chaotic evil Scouts are the creeping, leering eyes of orc war
parties. They rarely stray more than a day from their
Armor Class 1 5 (hide armor) armies and are cowardly enough to successfully report
Hit Points 16(3d8 + 3) back anything they discover. Scouts would be as lazy and
Speed 30 ft. loathed as any goon if it werent for their eyes and aim.
STR DEX CON INT WIS CHA The True Rarity. Ores want to feel their fights in
12 (+1) 16 (+3) 13 (+1) 7 (-2) 14 (+2) 10 (+0) ragged breaths, bruises, and the hot spray of blood from
a killing strike. Archery takes too much of the intimacy
Skills Perception +4, Stealth +5 from the brutality and few ores consider it. Scouts are ca
Senses darkvision 60 ft., passive Perception 14 pable archers but they still prefer to finish kills up close.
Languages Common, Orc
Challenge 1/2 (100 XP)
ACTIONS
Cunning Action. The scout can take a bonus action of each of its
turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6(1d6 + 3) slashing damage.
ACTIONS
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 18 (2d12 + 5) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 9 (-1) 13 (+1) 10 (+0) 18 (+4) 10 (+0) 16 (+3) 9 (-1) 13 (+1) 10 (+0)
Saving Throws Str +6, Con +5 Saving Throws Str +6, Con +5
Skills Athletics +7, Perception +3 Skills Athletics +7, Acrobatics +3
Damage Resistances acid Senses darkvision 60 ft., passive Perception 11
Senses blindsight 10 ft, darkvision 60 ft., passive Perception 13 Languages Common, Orc
Languages Common, Orc, Draconic Challenge 2(450XP)
Challenge 5 (1,800 XP)
Aggressive. As a bonus action, the orc can move up to its speed
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
toward a hostile creature that it can see.
Great Weapon Training. When the orc deals damage with a two
ACTIONS handed weapon and rolls a 1 or 2 on a damage die, reroll that die
and use the second result.
Multiattack. The orc makes two attacks with its greataxe.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. ACTIONS
Hit: 10 (1d12 +4) piercing damage. Multiattack. The orc makes two attacks with its greataxe or its
spear.
Acid Breath (Recharge 5-6). The half-dragon exhales acid in a 15-
foot line that is 5 feet wide. Each creature in that area must Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
succeed a DC 1 1 Dexterity saving throw, taking 22 (5d8) fire Hit: 10 (ld12 + 4) piercing damage.
damage on a failed save, or half as much damage on a successful
one. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8
t (1d8 + 4) piercing damage if used with two hands to make a
melee attack.
WARLORD
A red dragon, dying, the last of its kind, would
never breed with an orc. Blue dragons live too far away, WARRIOR
white dragons live too close. Green dragons live too deep
in elven lands. That leaves ores with black dragons, many Ores who value their lives learn to value their
of whom live in swamps and lagoons in warmer climates. weapons and their health. Orc warriors clean their weap
However, a line of black dragons favors cold bogs and ons, store them in sacred scabbards or wrap them in spe
marshes, the kind found throughout the Spine of the cial skins, and pride themselves on being true soldiers.
World, and has bred with orc clans. They seek out special foods and tonics that may increase
their battle prowess. Whether or not these work, or if the
A Dragon's Legacy. Famous half-dragon ores practices maintain their weapons or rust them, is beside
include, Cruck Deadeye, Gul the Impaler, Magra Murga, the point.
Olpac the Rat, and Pushnak Elfeater.
Greataxe or Spear? Gruumshs favored weapon is
the spear, but orc raiders are known for their hefty axes.
Why the disconnect? Spears are easy weapons for ores to
craft but axes are more difficult. When iron weapons are
recovered from raids, they go to the best warriors.
OWLBEAR MATRON
Large monstrosity, unaligned
Skills Perception +7
Senses darkvision 60 ft., passive Perception 17 Fj
Languages -
Challenge 5 (1,800 XP)
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Keen Sight and Smell. The owlbear has advantage on Wisdom
(Perception) checks that rely on sight or smell. v]
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ACTIONS I
Multiattack. The owlbear makes three attacks: one with its beak
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Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1 0
(1 dl 0 + 5) piercing damage.
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Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
(2d8 + 5) slashing damage.
\
Piercing Screech (1/Day). Each creature within 60 feet of the \
owlbear that can hear it must succeed on a DC 12 Constitution
saving throw or become incapacitated for 1 minute. A creature
can repeat the saving throw at the end of each of its turns,
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ending the effect on itself on a success.
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PACT DEVIL
Large fiend (devil), lawful evil
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18 (+4) 16 (+3) 18 (+4)
Li ol
Devil's Sight. Magical darkness doesn't impede the devils
darkvision.
Magic Resistance. The devil has advantage on saving throws
o against spells and other magical effects.
Infernal Pact. The devil can make an infernal pact with a willing
creature, granting it special boons in exchange for its soul.
t
. Huge celestial, neutral good
M
H Languages Celestial, Common, Sylvan, telepathy 120 ft.
Challenge 5 (1,800 XP)
2W+ 1
n
Trampling Charge. If the phelddagrif moves at least 20 feet
straight toward a creature and then hits it with a bite attack on
the same turn, the traget must succeed on a DC 12 Strength
saving throw or be knocked prone. If the target is prone, the
phelddagrif can make one stomp attack against it as a bonus
1
WMA action.
hM P * ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18
(3d8 + 5) piercing damage.
i
with its snout. The target magically regains 11 (2d8 + 2) hit points.
In addition, the touch removes all diseases and neutralizes all
I
I poisons afflicting the target.
PHOENIX li
Phoenixs are wise and powerful avians bom from flame. They have
brilliantly colored wings that are wreathed in fire, showing their L\\
elemental origins.
The first phoenixs were created by powerful wizards greatly
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knowledgeable in the elemental magic of fire. Although their
methods have been long lost to history, the few phoenixs that they
created have survived for thousands of years into the present day,
where they forever continue their cycle of death and rebirth
Cycle of Rebirth. Phoenixs are reborn every thousand years, or
&
whenever they are slain. A phoenix is reborn in a burst of flame,
where it then rises from the ashes as a young phoenix, which is far
less powerful than its older counterpart. It takes about 5 years for a
young phoenix to mature into an adult.
Immortal Nature. A phoenix does not require air, food, drink, or
sleep.
ADULT PHOENIX
Large monstrosity, lawful good
Innate Spellcasting. The phoenixs spellcasting ability is Wisdom Rejuvenation. If it dies, the phoenix returns to life in 1d6 days as a
(spell save DC 16, +8 to hit with spell attacks). It can innately cast the young phoenix with full hitpoints. Only a wish spell can prevent this
following spells, requiring only verbal components: trait from functioning.
At will: detect eviland good, detect magic, guiding bolt Illumination. The phoenix sheds bright light in a 20-foot radius and
3/dayeach: blindness/deafness, daylight, dispel magic, lesser dim light in an additional 20 feet.
restoration, shield
1/day each: flame strike, raise dead, greater restoration Innate Spellcasting. The phoenixs spellcasting ability is Wisdom
(spell save DC 13, +5 to hit with spell attacks). It can innately cast the
ACTIONS following spells, requiring only verbal components:
Wings. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. At will: detect evil and good, detect magic
Hit: 8 (ld6 + 5) slashing damage plus 22 (5d8) radiant damage and 22 3/day each: blindness/deafness, daylight, dispel magic
(5d8) fire damage.
Flaming Burst (Recharge 6). The phoenix releases a burst of flames
in a 10-foot radius around itself. Each creature in the area must
ACTIONS
succeed on a DC 16 Dexterity saving throw or take 22 (5d8) radiant Wings. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
damage and 22 (5d8) Fire damage, half damage on a success. Hit: 6 (ld6 +3) slashing damage plus 10 (3d6) radiant damage and 10
(3d6) fire damage.
\
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13
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 11 (+0) 11 (+0) 10(+0) 16 (+3) 16 (+3) 12 (+1) 11 (+0) 11 (+0) 10(+0)
Nimble Action. On each of its turns, the pirate can use a bonus ACTIONS
action to take the Dash or Disengage action. Multiattack. The pirate makes three attacks: two with its chain
Weapon Juggler. The pirate can draw and wield up to three one- and one with its hook.
handed weapons. Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
7 (1 d8 + 3) piercing damage. Instead of dealing damage, the
ACTIONS pirate can attempt to trip the target. The target must succeed on
Multiattack. The pirate makes two melee attacks or three ranged a DC 13 Strength saving throw or be knocked prone.
attacks with thrown weapons.
Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or (1 d4 + 3) piercing damage. Instead of dealing damage, the pirate
range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. can attempt to disarm the target, forcing it to drop one item of
the pirates choice that it's holding. The target must make a DC
13 Strength saving throw. On a failed save, it drops the chosen
object. The object lands at its feet.
Created by StoneStrix - /r/monsteraday Art Credit: Eric Belisle and Yongbin Lee
PRIEST OF BLIGHT
Medium humanoid (any race), chaotic evil
Cantrips (at will): blade ward, chill touch, poison spray, thaumaturgy
1 st level (4 slots): bane, inflict wounds, ray of sickness I
2nd level (3 slots): ray of enfeeblement, misty step, spider climb
3rd level (3 slots): stinking cloud, vampiric touch
4th level (3 slots): blight, confusion
5th level (2 slots): contagion, insect plague
ACTIONS
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1 d6 + 2) slashing damage plus 17 (5d6) necrotic damage.
Armor Class 15
Hit Points 184 (16d12+80)
Speed 40ft.
ACTIONS
Multiattack. The primeval titan makes two greatciub attacks.
Maul. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 29 (6d6 + 8) bludgeoning damage.
Boulder. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one
target. Hit: 30 (4d10 + 8) bludgeoning damage.
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PUMPKIN KING Gourd. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage.
Huge plant, unaligned
Seed Spit (Recharge 5-6). The king spits pumpkin seeds in a 60-
Armor Class 1 7 (natural armor) foot cone. Each creature in that area must make a DC 19 Dexterity
Hit Points 225 (18d12 + 108) saving throw, taking 45 (10d8) piercing damage on a failed save,
| Speed 30 ft. or half as much damage on a successful one.
Armor Class 12
Hit Points 27 (5d6 + 10)
Speed 30 ft.
ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
V
(1 d4 + 2) slashing damage plus 5 (2d4) necrotic damage.
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and rear. All creatures in a 10-foot radius must
make a DC 10 Dexterity saving throw. A creature
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takes 11 (2dl0) acid damage on a failed saving
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throw, or half as much on a successful one.
J Tentacles. Melee Weapon Attack. +5 to hit, reach
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10 ft., one target. Hit. 3 (ld6) poison damage. The
target must succeed on a DC 12 Constitution
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saving throw or be paralyzed for 1 minute.
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The target can repeat the saving throw at the
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. end of each of it turns, ending the effect on
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RAT HERMIT
Rat Hermits find themselves as social outcasts. Exiled from
normal civilization, they instead create their own world
among the vermin they live close to. Rat Hermits dwell in
sewers and cramped alleys, where they slowly build their
small kingdom and seek revenge against those who shunned Information Broker. Though they are outcasted some
them. An individual who appeals to the Rat Hermits sense Rat Hermits are greatly valued by criminal groups and
of revenge is more likely to be treated nicely, provided they theves for the information can gain from their swarm.
can give the Rat Hermit What they want. Rat Hermits are Stealing keys , sniffing out traps, and vermin are easily
quick to distrust and add to their list. Those who fail to keep ignored making them perfect spies.
their word find a dangerous enemy. i'7 .
Unusual Kinship. Rat hermits have a special affinity for
Ratfolk. They view them as friends and love to share stories
and ale, often offering them secret ways into cities, forts and
trade camps as payment for goods.
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RAT HERMIT
Medium humanoid (any race), any non-good alignment
ACTIONS
Multiattack. The rat hermit makes two attacks: one with its bite
and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) slashing damage.
Call the Swarm (Recharge 5-6). The rat hermit magically calls a
swarm of rats. The called creatures arrive in 1 round, acting as
allies of the rat hermit and obeying its commands.
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Rathtar
Rathtars are large, octupus like creatures who slither Because a Rathtars only concern is food, their dens
on land. They have small brains and long tentacle can be covered in treasures of past victims. However, they
appendages with a spherical body covered in bulbous are very unkept, reek of decay and death, and usually
eyes. Located behind rows of teeth in a funnel-like mouth have no sources of light. Rathtar are very durable able to
lies a hollow tongue connected to the Rathtars throat, live in almost any conditions or terrain, provided the area
used to swallow struggling prey. includes ample sources of food.
Ravenous Hunters. Tending to hunt in packs, they are Rolling Monsters. Able to bring their tentacles close to
ravenous eaters capable of consuming virtually anything their bodies, Rathtars can move quickly and seamlessly
that will fit into their mouths. Rathtar will do almost by rolling. Being quite dexterous, they are able to carry
anything while they are hunting their prey, not stopping multiple creatures as they retreat away from anything
until they are successful or dead. Their chaotic hunting that could stop them from enjoying their meal.
methods are difficult for many creatures to react to.
Rathtar Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: i6 (2d8 + 7) piercing damage. If the target is a Medium or
Large Monstrosity, unaligned
smaller creature, it must succeed on a DC 1 6 Dexterity saving
Armor Class 16
throw or be swallowed. A swallowed creature is blinded and
restrained, it has total cover against attacks and other effects
Hit Points 185 outside the Rathtar, and it takes 18 (5d6) acid damage at the start
Speed 40 ft., climb 40 ft., burrow 1 0 ft. of each of the Rathtars turns.
If the Rathtar takes 20 damage or more on a single turn from
STR DEX CON INT WIS CHA a creature inside it, the Rathtar must succeed on a DC 18
24 (+7) 16 (+3) 20 (-1-5) 2 (-4) 8 (-1) 4 (-3) Constitution saving throw at the end of that turn or regugitate
all swallowed creatures, which fall prone in a space within TO
feet of the Rathtar. If the Rathtar dies, a swallowed creature is no
Saving Throws Wis +4 longer restrained by it and can escape from the corpse by using
Skills Perception + 5 10 feet of movement, exiting prone.
Damage Vulnerabilities Fire
Senses darkvision 60 ft., blindsight 30 ft., tremorsense 60 ft. Tentacle. Melee Weapon Attack: +7 to hit, reach 10ft., one
Languages - target. H/t: n (id8+7) bludgeoning damage plus 4 (id8)
Challenge 8 (3,900 XP) piercing damage. If the target is Medium or smaller, it is
grappled (escape DC 16) and restrained until the grapple ends.
The Rathtar has 10 tentacles, needing 6 free to continue moving.
All Seeing. Due to the number of eyes covering its body, the
Rathtar has advantage on all perception checks involving sight. Tentacle Slam. The Rathtar slams creatures grappled by it into
each other or a solid surface. Each craeture must succeed on a
Rolling Form. The Rathtar may use Dash as a bonus action if it DC 15 Strength saving throw or take 16 (2d8 +7) bludgeoning
is not grappling more than 2 creatures. damage and be stunned until the end of the Rathtars next turn.
On a successful save, the target takes half the bludgeoning
ACTIONS damage and isnt stunned. Using this slam replaces one of its
tentacle attacks.
Multi Attack. The Rathtar makes three attacks: one with its bite
and two with its tentacles.
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ROACH
Medium monstrosity, unaligned
ACTIONS
Multiattack. The Roach makes two attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
7 (1d6 + 4) slashing damage.
ACTIONS
Charm. One humanoid the rusalka can see within 100 feet of it
must succeed on a DC 15 Wisdom saving throw or be magically
charmed for 1 hour. The charmed target must spend its turns
trying to move as close to the rusalka as it can. The target can't
take reactions, and for its action, it can use only the Dash action.
If the target suffers any harm, it can repeat the saving throw,
ending the effect on a success. If the target successfully saves
against the effect, or if the effect ends, the target is immune to
the rusalka's Charm for the next 24 hours. The rusalka can have
only one target charmed at a time. If it charms another, the effect
on the previous target ends.
Tresses. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 14 (3d6 + 4) bludgeoning damage and the target is grappled
(escape DC 16) and pulled 5 feet toward the rusalka. Until this
grapple ends, the target is restrained, the rusalka tries to drown
it, and the rusalka can't use its tresses on another target.
ACTIONS
Multiattack. The scorpikis makes three attacks: two with its claws
to 7
and one with its sting. It can make a glaive attack in place of a
claw attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 n4
(1 d8 + 4) bludgeoning damage, and the target is grappled
(escape DC 14). The scorpikis has two claws, each of which can
grapple only one target.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: %
9 (1d10 + 4) slashing damage.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
(1d10 + 4) piercing damage, and the target must make a DC 14
Constitution saving throw, taking 22 (4d 1 0) poison damage on a
failed save, or half as much damage on a successful one.
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REACTIONS
Parry. The scorpikis adds 3 to its AC against one melee attack that
would hit it. To do so, the scorpikis must see the attacker.
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Created by StoneStrix - /r/monsteraday Art Credit: Caio Monteiro
SCREECHER
Large monstrosity, neutral
m Skills Perception +5
Senses blindsight 60 ft., passive Perception 15
Languages -
Challenge 2(450XP)
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Echolocation. The screecher can't use its blindsight while
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I deafened.
Keen Hearing. The screecher has advantage on Wisdom
(Perception) checks that rely on hearing.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 3
LX (2d8 + 4) piercing damage.
M Screech (Recharge 5-6). Each creature within 60 feet of the
screecher that can hear it must succeed on a DC 12 Constitution
. saving throw or become stunned until the end of the screecher's
next turn.
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Armor Class 13
Hit Points 7 (2d6) W-
Speed 10 ft., fly 60 ft. r .
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) piercing damage.
Explode. The scourge can trigger it's death burst trait, instantly
killing itself in the process.
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Selachian 0
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With the upper body of a shark and humanoid arms
and legs, Selachians mark their bodies with scars, \ VA
showing familial houses, honorable hunts or simply to
make themselves more menacing. Selachian
ruthlessness is well known among coastal and aquatic
communities. Raiding parties wash like waves over
sand castles, leaving destruction in their wake, before
disappearing back into the sea.
Selachian Settlements. Most commonly found in the
cold northern regions of the world, Selachian
settlements are built in coral reefs, rocky coasts or
underwater cliffs bordering a deep abyss. Unlike the Pirates who convince these beasts to ship with them
rival merfolk, Selachians care little for the passage of employ their strength as living grappling lines and
time, often living for years without interaction with the frontline warriors. Sent to board the enemy ship first,
outside world. Selachians tend to delve into the darkest Selachians fall into bloody frenzies, leaving behind a
parts of the ocean, hunting in packs to track down and wake of destruction until either alone or killed.
kill larger prey. They come to the surface to raid ships Biggest Prize. Selachian communities believe in
and nearby settlements to collect more materials for constantly outdoing one another. At birth, two Selachians
their homes. Selachians defend themselves with are paired. For the rest of their lives, these Selachians
weapons taken from pirating or crafted from whatever wage a constant battle, heavily prompted by the
materials were salvaged from shipwrecks, beaches, community, to bring back the greatest prize. Often this
and dead undersea creatures. prize is a kill or trophy but can also be feats of unlikely
Hired Muscle. Often, pirating crews or desperate success. If a Selachian dies from this competition, their
merchants will hire a pair of Selachians to work for partner attempts to fulfill the pact for the other, marking
them. Money does little to inspire a Selachian, but it as the greatest prize they could achieve.
promise of fresh blood or an epic prize will keep a Mortal Enemies. Selachians and merfolk are mortal
Selachian in check for a time. Bought more for their enemies. Years of raiding, destruction and war have
brawn than brain, Selachians find their place as carved a rift between the two species. Selachians also
bodyguards or thugs, their bulky forms not well suited cannot abide merrow, who remind them too much of
for nimble work. their less abyssal kin.
SELACHIAN
Large humanoid (selachian), any chaotic alignment
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(4d10 + 5) piercing damage.
4
r~4 Writing Credit:Jake Huebsch
Art Credit: Verehin
1
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Shippei - Taro M
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Variant: Corpse Treasurer
Shippei - Taro like the comon ogre is lazy,
strong, and brutish. However the main
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Some Shippei - Taro's have found the treasure they seek in
the form of a corpse. These 'Corpse Treasurers' have no need
1
differentiating attribute is their language.
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for regular treasure, they feed on the corpses they amass and
A common ogre could barely count to 10, also fight using the corpses, throwing them at anyone who
a Shippei - Taro however would have little ventures into its habitat. The Corpse Treasurer has a challenge
trouble, if any, counting to 50. rating of 4 (620 XP) and gains this attack in place of '.Throw
> Treasure.'
The Shippei - Taro also likes to trick & deceive Throw Corpse; Ranged weapon attack; +4 to hit 10/30ft;
weaker creatures into giving them treasure or Us
one target; Hit: (2d8 + 2 Damage) bludgeoning damage.
food. They relish the opportunity in gaining
valuables or luxuries without risking their lives.
As much as the Shippei - Taro would argue the fact, the common
ogre still lies within. Some Shippei - Taro cover it up with ill-fitting
SHIPPEI - TARO
Large giant, chaotic neutral
fine clothes garnered from threatening a rich noblemen. Some cover i,
it with crowns and jewels, their temper still is deadly. Armor Class 13 (studded leather armor)
Hit Points 61 (7d10 + 25)
A Shippei - Taro is oft found lying in his pile of loot and treasure Speed 45ft
which he guards night & day, traveling only a short distance to
earn more. A Shippei - Taro typically prides his gold & ill-gotten STR DEX CON INT WIS CHA
goods above anything else, sometimes more than his own life.
20 (+5) 13 (+1) 18 (+4) 10 (+0) 11 (+0) 9 (-1 )
It is however also typical of a Shippei - Iaro to become extremely
sentimental over at least one object within his pile of treasure. Skills Deception +1
Sometimes a Shippei - Taro wil adorn the object keeping it Senses darkvision 90 ft., passive perception 10
close to him at all times. Some bury it beneath a throne, some Languages Common, Giant
have a darker taste in treasure taking corpses of those he killed Challenge 2 (450 XP)
which they strap onto their armor to strike fear in targets of their
blackmail, and some have become attached to living beings, women,
ACTIO N S
children, and sometimes family pets, that he has stolen or kidnapped
which then in turn become his absolute favourite piece of Throw Treasure Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
treasure. one target Hit: (3d6 + 5) bludgeoning damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
It has also been reported that a Shippei - Taro will turn
(1 d8 + 5) bludgeoning damage.
from aggresive beasts to sobbing sorry looking states
when his favourite treasure is taken from him.
Sentimental Keepers. Shippei - Taro always have a
favourite item within their treasure hoard. Often
this is a weapon, or a piece of armor they can wear.
r Sometimes, however, the Shippei - Taro favors an
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object he cannot wear or use in combat. Taking this
\ item from the Shippei - Taro wil cause the creature
>; to breakdown in a fit of sorrow. He will willingy give
anything for that item, and sometimes even kill
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LT himself if the item is destroyed.
_-i _ \
SHOGGOTH Furthermore, when the Shoggoth is in water, it successful the target is pushed out of the
Huge aberration, unoligned acidifies water around itself. At the start of its Shoggoth's space. The Shoggoth can grapple
-4 turn, every creature within 5 feet of the
Shoggoth takes 11 (2d10) acid damage. Only
two Large creatures or up to four Medium or
smaller creatures at one time. At the start of
Armor Class 18 (natural armor)
cratures that are also in the water are affected. each of the Shoggoths turns, each grappled
Hit Points 310 (20d12 +180) *
creature takes 22 (4d10) acid damage. A
Speed 40 ft., climb 40 ft., swim 60 ft. Adaptive Mass. The Shoggoth can squeeze
creature within 5 feet of the Shoggoth can pull a
through a space as narrow as 1 foot wide. creature or object out of it by taking an action
STR DEX CON INT WIS CHA to make a DC18 Strength check successfully.
Regeneration. The Shoggoth regenerates 10 hit
25 (+7) 8 (-1) 25 (+7) 3 (-4) 17 (+3) 3 (-4) points at the start of its turn if it has at least 1 Frightful Presence. Each hostile creature within
- Saving Throws Str +15, Dex +3, Wis +8
hit point. 120 feet of the Shoggoth that is aware of it must
Inscrutable. The Shoggoth is immune to any succeed on a DC1 8 Wisdom saving throw or
Skills Perception +8
effect that would sense its emotions or read its become frightened for 1 minute. A creature can *
Damage Immunities acid, poison
thoughts, as well as any divination spell that it repeat the saving throw at the end of each of its
Condition Immunities blinded, deafened, turns, ending the effect on itself on a success. If
exhaustion, frightened, poisoned, prone, refuses.
a creature's saving throw throw is successful or
stunned, unconcious
ACTIONS the effect ends for it, the creature is immune to
Senses darkvision 300 ft., passive Perception
the Shoggoth's Frightful Presence for the next
18, truesight30 ft. Multiattack. The Shoggoth uses its frightful
24 hours.
Languages presence. It then makes two slam attacks or
Challenge 16 (15000 XP) one attack with its appendage. LEGENDARY ACTIONS
Slam. Melee Weapon Attack: +9 to hit reach 5 ft., The shoggoth can take 3 legendary actions,
Magic Weapons. The Shoggoth's weapon one target. Hit 18 (2d10+7) bludgeoning choosing from the options below. Only one
attacks are magical. damage and 23 (3d10+7) acid damage. The legendary action can be used at a time and only
% Magic Resistance. The Shoggoth has advantage target must make a DC18 Constitution saving at the end of another creature's turn. The
A throw or be poisoned for 1 minute. The target shoggoth regains spent legendary actions at
on saving throws against spells and other
magical effects. can repeat the saving throw at the end of each the start of its turn.
of its turns, ending the effect on itself on a
success. Slam. The Shoggoth makes a slam attack.
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Demanifestation. When the Shoggoth dies, it
explodes in a violent torrent of acid and slime. Exhale (Costs 2 Actions). The Shoggoth exhales
Appendage. Melee Weapon Attack: +9 to hit,
At the time of its death, every creature within 30 foul and sticky breath in a 90-foot line that is 10
feet of it must make a Dexterity saving throw, reach 10 ft., one target. Hit 23 (3d10+7) feet wide. Each creature in that line must make
'
V taking 22 (4d10) acid damage on a failed save or bludgeoning damage and 23 (3d10+7) acid a DC18 Dexterity saving throw, becoming
/ half as much on a successful one. damage. If the target is Large or smaller, it is poisoned and having their speed halved on a
also grappled (escape DC18), as the Shoggoth failed save. A creature can repeat the saving
j
Otherworldly Mass. A creature that touches the pulls it into its own swirling, corrosive mass.
throw at the end of each of its turns, ending the
I Shoggoth or hits it with a melee attack, suffers Untill this grapple ends, the target is restrained effect on a success.
; 11 (2d10) acid damage from the corrosive mass. and unable to breathe. If the saving throw is
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It was a terrible, indescribable thing vaster than any Unintended Evolution. Shoggoths are intended to
carriage - a shapeless congeries of protoplasmic have no real consciousness and were thus controlled
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bubbles, faintly self-luminous, and with myriads of through hypnotic suggestion by their masters. Over
temporary eyes forming and unforming at pustules millions of years of existence, however, some have
of greenish light all over the tunnel-filling front that mutated and gained independent minds, growing to
bears down upon you, crushing the frantic life hate their creators. Such Shoggoths have an
nearby and slithering over the surface beneath it. intelligence of 10, rather than 3.
Versatile Labor. Shoggoths are the laborors of the Takeli-li!. A phrase that Shoggoths repeat over and
Great Old Ones, doing their bidding. Being able to over. Takeli-li! Takeli-li! Nobody knows what it means,
V.* change their shape at will, makes them very versatile, it might simply be the only sound they can utter, or
especially within an aquatic environment. it might be a phrase they have heard repeatedly
Furthermore they neither require air, food, drink or throughout an eternity as slaves to the Great Old
sleep. Ones. Besides Takeli-li, Shoggoths are never heard
speaking.
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Created by altfuldisch at /r/dndnext
SIRE OF STAGNATION
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Gargantuan aberration, chaotic evil
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regains 16 (3d10) hit points.
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Scour from Existence. When the sire reduces a creature to 0 hit
points, that creature's body becomes a pile of white dust.
ACTIONS
Multiattack. The sire makes four fist attacks.
1
Fist. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit:
20 (2d12 + 7) bludgeoning damage.
SILVER KNIGHT
Medium humanoid, lawful neutral
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STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0)
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Saving Throws Dex +5, Int +5
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Senses passive Perception 11
Languages Common
Challenge 6(2300XP)
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Versatile. The silver knight has plenty of weapons to choose from.
It is equipped with a longsword, a spear, and a greatbow, of
which it can switch between by using a bonus action. While the
silver knight is wielding a longsword or spear, it also has a shield,
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Multiattack. The silver knight can make three longsword attacks,
two spear attacks, or two greatbow attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., Hit 1
(ld8+3) slashing damage.
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Spear. Melee Weapon Attack: +6 to hit reach 10 ft.. Hit: 10 (2d6+3)
piercing damage.
Greatbow. Ranged Weapon Attack: +5 to hit, range 120/300 ft.. Hit
1(1d10+2) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength check or be knocked prone.
DARKWRAITH
Medium aberration, lawful evil
*
Damage Vulnerabilities radiant
Senses darkvision 60 ft. passive Perception 13
Languages Abyssal
Challenge 8(3900XP)
ACTIONS
Multiattack. The darkwraith makes two dark sword attacks.
ACTIONS
Multiattack. Sir Redar makes two Greatsword attacks or attacks
once with Soul Wrench.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: (2d6 + 4) slashing damage.
REACTIONS
Vengeful Rebuke. If Sir Redar is damaged by a ranged attack by
an enemy within 30 ft of him, Sir Redar may expend an available
2nd-level spell slot to cast Misty Step to move within melee range
of the enemy. Sir Redar may immediately make a Greatsword
attack after this movement.
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Gargantuan undead, lawful evil
ACTIONS
Multiattack. The skeleton makes two claw attacks, one grab
action, and two crush actions.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
17 (2d10 + 6) bludgeoning damage and 17 (2d10 +6) slashing
damage.
Grab. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
Target creature is grappled by the skeleton.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 10 (+0) 11 (+0) 1 6 (+3) 17 (+3) 11 (+0) 12 (+1) 18 (+4)
Saving Throws Dex +5 Saving Throws Dex +5, Con +5, Cha +6
Skills Acrobatics +5, Athletics +5, Perception +3 Skills Acrobatics +5, Animal Handling +3, Perception +3
Senses passive Perception 13 Senses passive Perception 13
Languages understands Sylvan but can't speak Languages Common, Halfling, Sylvan
Challenge 1 (200 XP) Challenge 4 (1,100 XP)
Keen Hearing and Smell. The dog has advantage on Wisdom Brave. The paladin has advantage on saving throws against being
(Perception) checks that rely on hearing or smell. frightened.
Evasion. When the dog is subjected to an effect that allows it to Mounted Combatant. The paladin can force an attack targeted at
make a Dexterity saving throw to take only half damage, it its mount to target itself instead.
instead takes no damage if it succeeds on the saving throw, and
only half damage if it fails. Spellcasting. The paladin is a 5th-level spellcaster. Its spellcasting
ability is Charisma (save DC 14). The paladin has the following
ACTIONS spells prepared:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 1st level (4 slots): ensnaring strike, speak with animals, thunderous
(2d4 + 3) piercing damage. If the target is a creature, it must smite
succeed on a DC 13 Strength saving throw or be knocked prone. 2nd level (2 slots): moonbeam, misty step
ACTIONS
Multiattack. The paladin makes two melee attacks or two ranged
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Shortsword. Melee Weapon Attack: +5 to hit. reach 5 ft., one target.
Hit: 6 (1 d6 + 3) piercing damage.
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target. Hit 5 (1 d4 + 3) bludgeoning damage.
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25 hit points to that creature. Additionally, the touch cures the
target of one disease or neutralizes one poison affecting it.
REACTIONS
Parry. The paladin adds 3 to its AC against one melee attack that
would hit it. To do so, the paladin must see the attacker and be
wielding a melee weapon.
Created by StoneStrix - /r/monsteraday Art Credit: Felipe Escobar and Jon Neimeister
SLIVER
Medium monstrosity (sliver), neutral evil
Armor Class 12
Hit Points 22(4d8 + 4)
Speed 30 ft.
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Sliver (see Hive Mind)
Challenge 1/2 (100 XP)
Hive Mind. All slivers within 100 miles of their queen are in
constant communication via a telepathic bond. If one sliver is
aware of a threat, they all are.
ACTIONS
Multiattack. The sliver makes two claw attacks.
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Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 i j
(1 d6 + 2) slashing damage.
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Large monstrosity (sliver), neutral evil
Large monstrosity (sliver), neutral evil
Armor Class 12
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POULTICE SLIVER
BROOD SLIVER Large monstrosity (sliver), neutral evil
Large monstrosity (sliver), neutral evil
Armor Class 12 (natural armor)
Armor Class 12 (natural armor) Hit Points 68 (8d10 + 24)
Hit Points 45 (6d10 + 12) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 16 (+3) 11 (+0) 12 (+1) 10 (+0)
16 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)
Skills Perception +3
Skills Perception +3 Senses Darkvision 60 ft., passive Perception 11
Senses Darkvision 60 ft., passive Perception 11 Languages Sliver (see Hive Mind)
Languages Sliver (see Hive Mind) Challenge 3(200XP)
Challenge 3(200XP)
Hive Mind. All slivers within 100 miles of their queen are in
Hive Mind. All slivers within 100 miles of their queen are in constant communication via a telepathic bond. If one sliver is
constant communication via a telepathic bond. If one sliver is aware of a threat, they all are.
aware of a threat, they all are.
Salve of the Hive. All slivers within 120 ft. of the poultice sliver can
Spawn of the Hive. All slivers within 120 ft. of the poultice sliver use the Healing Salve action.
I ACTIONS _
can use the Spawn Brood action.
Art Credit: Ron Spears and Randy Gallegos By: /u/Mikenno Varies
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Legendary Resistance (3/Day). If the queen fails a saving throw, Nurture the Hive (Costs 3 actions). All slivers within 30 feet of the
she can choose to succeed instead. queen regain 12 (2d8 + 3) hit points.
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, Large monstrosity (sliver), neutral evil
Armor Class 12
WINGED SLIVER Hit Points 52 (7d10 + 14)
0 Large monstrosity (sliver), neutral evil Speed 30 ft.
Skills Perception +3
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 13
18 (+4) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0) Languages Sliver (see Hive Mind)
Challenge 3 (700 XP)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Hive Mind. All slivers within 100 miles of their queen are in
Languages Sliver (see Hive Mind)
constant communication via a telepathic bond. If one sliver is
Challenge 3 (700 XP)
aware of a threat, they all are.
Hive Mind. All slivers within 1 00 miles of their queen are in Virulence of the Hive. All slivers within 1 20 feet of the virulent
constant communication via a telepathic bond. If one sliver is sliver have the Poison Claw feature.
aware of a threat, they all are. Poison Claw. When the sliver hits a creature with a claw attack,
Flight of the Hive. All slivers within 120 feet of the winged sliver the target must succeed on a DC 12 Constitution saving throw or
have a fly speed of 60 ft. and the Flyby feature. become poisoned. While poisoned in this way, a target takes 5
(1 dl 0) poison damage at the start of each of its turns. A target
Flyby. The sliver doesnt provoke opportunity attacks when it flies can repeat the saving throw at the end of each of its turns,
out of an enemy's reach. ending the effect on itself on a success.
ACTIONS ACTIONS
Multiattack. The sliver makes two claw attacks. Multiattack. The sliver makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 8 Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7
(1 d8 + 4) slashing damage. (1d8 + 3) slashing damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10
(1 d6+3) bludgeoning damage plus 3 (1d6) fire damage If the
j target is a medium or smaller creature, it is grappled (escape DC
I 1 5). Until this grapple ends, the demon cant use that hand to
I slam again.
REACTIONS
Burning consumption. If at the end of a targets turn they are still
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grappled, the target must succeed on a DC 15 Constitution saving
throw. On a failed save, the target takes (53) 8d6+25 necrotic
damage. If this damage reduces the target to 0 hit points, it is
disintegrated. <z<zz::z
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Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
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ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8
(1 d1 0 + 3) piercing damage, and the target must make a DC 11
Constitution saving throw, taking 18 (4d8) cold damage on a
failed save, or half as much damage on a successful one. If the
cold damage reduces the target to 0 hit points, the target
becomes frozen. A frozen creature is paralyzed, and can thaw by
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I spellskite that targets only one creature and doesn't have a range
of self or touch, the spellskite magically redirects the spell and
becomes the target. If the spell could not normally affect the
/ I spellskite, the spell fails. The creator of the spellskite can
I designate creatures that won't be affected by this trait.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 0
(2d8 + 1) piercing damage.
Armor Class 13
Hit Points 13 (3d4 + 6)
Speed 30 ft., climb 30 ft.
SPIRIT
Medium undead, any alignment
Armor Class 11
L Hit Points 16 (3d8 + 3)
Speed 0 ft., fly 30 ft.
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! ACTIONS
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Withering Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) necrotic damage.
rifES
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- Material Plane, or vice versa. It is visible on the Material Plane
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or be affected by anything on the other plane.
/ Scare (1/Day). One creature of the spirit's choice within 20 feet of
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r* frightened for 1 minute. The target can repeat the saving throw
at the end of each of its turns, with disadvantage if the spirit is
Mm within line of sight, ending the effect on itself on a success.
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Stahnk (Undead Beast)
The undead beast is a mindless killer STAHNK (UNDEAD BEAST)
Huge Undead, Neutral Evil
of unknown origin, compelled to destroy VJ
the living. The most common variety of
undead beast is called the stahnk. Armor Class 15 (natural armor)
Hit Points 81 (7d12 + 35)
Speed 45 ft.
Powerful Physique. The size of a small
dragon, the stahnks bones protrude from rotting flesh. STR DEX CON INT WIS CHA
It has a great horned head, and its ribs are bare 22 (+6) 8 (-1) 20 (+5) 3 (-4) 4 (-3) 4 (-3)
and barbed, forming a nasty cage. It walks on all
fours, but it can rear on its hind legs, balancing with Saving Throws Str +9 Dex +2 Con +8 Int +-1
its stubby tail, to bring its powerful forearms to bear. Damage Immunities Fire, Poison
Desolation Dweller. The stahnk dwells in the most Damage Resistances Piercing, and slashing damage from non
desolate regions of the world. It is almost always found magical weapons that aren't silvered
alone, having long ago destroyed all other creatures in its Condition Immunities exhaustion, poisoned
immediate environment. Each stahnk claims an area of no Senses passive Perception 7
more than a few acres as its domain. A stahnk never leaves Languages
Challenge 7 (2900 XP)
its domain, and it kills all living creatures that trespass.
Since stahnks destroy the bodies of their victims but leave
the possessions untouched, they tend to accumulate sizeable Magic Resistance. The undead beast has advantage on saving
treasure caches. throws against spells and other magical effects.
Lack of Appetite. Stahnks do not eat their victims,
but instead crush and rend them into pulp. ACTIONS
Powerful evil necromancers occasionally use stahnks as Multiattack. The armor makes one bite and two claw attacks.
guards.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19
(2d12+6) bludgeoning damage.
VARIANT: ANHKOLOX
About io% of all undead beasts, have enchanted bones that Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 5
glow green. Such undead beasts are called anhkolox. These (2d8+6) bludgeoning damage. A creature struck by both claws
beasts are very hot. A anhkolox has a challenge rating can be ensnared as a bonus action
of 8 (3900 XP) and has the following traits.
CONDITION IMMUNITIES, fire Trampling Charge. Melee Weapon Attack: If the undead beast
HEATED BODY. A creature that touches the anhkolox or moves at least 20 feet straight toward a creature and then hits it
hits it with a melee attack while within 5 feet of it takes 10 (3d6) with a claw attack on the same turn, that target must succeed on
fire damage.
ICE FIRE BREATH (RECHARGE 5-6). The anhkolox exhales ice
a DC 16 Strength saving throw or be flung 60 feet and be knocked
cold green fire in a 30-foot cone. Each creature in that area must prone. If a thrown target strikes a solid surface, the target takes 3
make a DC 15 Constitution saving throw, taking 28 (8d6) cold (1 d6) bludgeoning damage for every 1 0 feet it was thrown. If the
damage on a failed save, or half as much damage on a target is thrown at another creature, that creature must succeed
successful one. Additionally the bones of the victim begin to on a DC 16 Dexterity saving throw or take the same damage and
ache, giving enemies advantage on attack rolls against them. be knocked prone.
A DC 15 Constitution saving throw can be made at the end of
each of the targets turns to end the effect. BONUS ACTIONS
Ensnare. A creature struck by both claws in an attack becomes
restrained within the rib cage of the undead beast. A creature
ending its turn within the ribs takes 1d8+6 damage from the
barbed bones. Attacks made from within the ribcage suffer
Itk disadvantage. A stahnk's ribcage can hold one Large, two
Medium-size, or four Small or smaller creatures.
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STAR VAMPIRE reach 5 ft., one living target that has blood in
its veins. Hit: 5 (1d6+2) necrotic damage. The
Large aberration, chaotic evil
target's hit point maximum is reduced by an
amount equal to the damage taken, and the
Armor Class 16
star vampire regains hit points equal to that
Hit Points 45 (6d10 + 12)
amount. The reduction lasts until the target
Speed fly 30 ft.
finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.
STR DEX CON INT WIS CHA After having drained hit points in this manner,
15 (+2) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 5 (-3) the star vampire is no longer invisible.
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Unless surprised, a creature can avert its eyes to avoid the saving
STONE STRIX throw at the start of its turn. If the creature does so, it cant see
Huge monstrosity, unaligned
the strix until the start of its next turn, when it can avert its eyes
again. If the creature looks at the strix in the meantime, it must
I Armor Class 16 (natural armor)
immediately make the save.
I Hit Points 147 (14d12 + 56)
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I Speed 20 ft., fly 60 ft.
STR DEX CON INT WIS CHA
If the strix sees itself reflected on a polished surface within 30
feet of it and in an area of bright light, the strix is affected by its
own gaze.
ACTIONS
*3 18 (+4) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 7 (-2)
Multiattack. The strix makes two attacks: one with its beak and
Saving Throws Dex +6, Con +7 one with its talons.
Skills Perception +8
Senses darkvision 120 ft., passive Perception 18
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22
(4d8 + 4) piercing damage.
Languages -
Challenge 8 (3,900 XP) Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
18 (4d6 + 4) slashing damage.
Flyby. The strix doesn't provoke opportunity attacks when it flies
out of an enemy's reach.
Keen Hearing and Sight. The strix has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
Petrifying Gaze. When a creature that can see the strix's eyes
starts its turn within 30 feet of the strix, the strix can force it to
make a DC 15 Constitution saving throw if the strix isn't
incapacitated and can see the creature. A creature that fails the
save begins to turn to stone and is restrained. The restrained
creature must repeat the saving throw at the end of its next turn.
becoming petrified on a failure or ending the effect on a success.
The petrification lasts until the creature is freed by the greater
restoration spell or other magic.
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> Speed 30 ft., climb 30 ft.
STR
9 (-1)
DEX
18 (+4)
CON
11 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
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j Keen Smell. The swarm has advantage on Wisdom (Perception)
I checks that rely on smell.
is, a Swarm. The swarm can occupy another creature's space and vice
versa, and the swarm can move through any opening large
enough for a Tiny squirrel. The swarm can't regain hit points or
ym krjp gain temporary hit points.
ACTIONS
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Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in
the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6)
piercing damage if the swarm has half of its hit points or fewer.
The target must succeed on a DC 10 Constitution saving throw or
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fall prone, becoming incapacitated with laughter and unable to
stand up until the end of the swarm's next turn.
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Cunning Action. On each of its turns, the stalker can use a bonus
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action to take the Dash, Disengage, or Hide action. 7(1
Deadly Aim. The stalker deals an extra 9 (2d8) damage when it
hits with a ranged weapon attack (included in the attack).
Additionally, its ranged attacks ignore half cover and three-
quarters cover.
Silent Sniper. When the stalker is hidden from a creature, making >0 h
a ranged weapon attack doesn't reveal its position.
ACTIONS r
Multiattack. The stalker makes three ranged attacks.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 3 (-4) 8(-1) 8(-l) 27 (+8) 4 (-3) 24 (+7) 4 (-3) 11 (+0) 12 (+1)
Languages
Senses darkvision 120 ft., passive Perception 9
Seige Monster. The wurm deals double damage to objects and Seige Monster. The wurm deals double damage to objects and
structures. structures.
ACTIONS ACTIONS
Multiattack. The wurm makes two bite attacks, one bellow action, Multiattack. The wurm makes two bite attacks, one bellow action,
and one thrash attack. and one thrash attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit
(2d12 + 5) slashing damage. 27 (3d12 + 8) slashing damage.
Thrash. Melee Weapon Attack: +8 to hit, reach 5 ft.. 2 targets. Hit: 16 Thrash. Melee Weapon Attack: +13 to hit, reach 5 ft., 3 targets. Hit:
(2d10 + 5) bludgeoning damage. 24 (3d10 + 8) bludgeoning damage.
Bellow. Each creature within 60 ft. of the wurm must make a DC Bellow. Each creature within 120 ft. of the wurm must make a DC
13 wisdom saving throw or become frightened of the wurm until 1 5 wisdom saving throw or become frightened of the wurm until
the start of the wurms next turn. the start of the wurms next turn.
TECHNOTHUG
Medium humanoid (any race), chaotic neutral
s 1
STR
19 (+4)
DEX
9 (-1)
CON
16 (+3)
INT
7 (-2)
ACTIONS
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit. 13 (2d8 + 4) bludgeoning damage. If the target is a creature
* ,
other than an undead, it must succeed on a DC 12 Constitution
saving throw or be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns, ending the effect
on itself on a success.
ACTIONS
Multiattack. The troll makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit. 6 (ld6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one f
target. Hit 10 (2a6 + 3) slashing damage.
4
DEEP TROLL DEEP TROLL
Large giant, chaotic evil
Few environments have such a profound effect on its
Armor Class 15 (natural armor)
inhabitants as the Underdark. In that lightless realm, all Hit Points 84 (8dl0 + 40)
manner of hideous creatures lurk, and powers that are Speed 30 ft.
strange to the surface world hold sway. Trolls, as
STR DEX CON INT WIS CHA
naturally subterranean creatures, are no strangers to the
18 (+4) 13 (+1) 20 (+5) 9 (-1) 13 (+1) 9 (-1)
Underdark, but some are affected far more deeply than
others, exposed to and changed by the aberrant magic Skills Perception +4, Stealth +4
of the alien world below. Damage Resistances psychic
Escaped Slaves. Deep trolls, as these mutants are Senses darkvision 120 ft., passive Perception 14
Languages Giant, Undercommon
known, are often descendants of trolls who were Challenge 5 (1 ,800 XP)
enslaved by dangerous races like mind flayers,
beholders or aboleths. The unnatural influence of these Keen Smell. The troll has advantage on Wisdom
creatures changes their captives, and none more so (Perception) checks that rely on smell.
than trolls. Those that escape the servitude of their
Regeneration. The troll regains 10 hit points at the start of
otherworldly masters become of a different kind, their its turn. If the troll takes acid or fire damage, this trait
minds and bodies having absorbed the psionic energy doesnt function at the start of the trolls next turn. The troll
dies only if it starts its turn with 0 hit points and doesnt
used to control them and metabolized it like any other regenerate.
aspect of their environment.
Psionic Predators. A deep troll is deadly in a way Innate Spellcasting (Psionics). The trolls innate
spellcasting ability is Wisdom (spell save DC 12) . The troll
that few of its surface-dwelling cousins approach. can innately cast the following spells, requiring rho material
Trolls generally lack the intellect or ambition to learn components:
magic, but a deep troll is capable of tapping into a well At will: detect thoughts, dissonant whispers
of psychic might and using it as a weapon as deadly as 1 /day each: darkness, dominate monster, invisibility
its claws or fangs. This can often catch foes unaware,
as they prepare to take on a brute beast and instead ACTIONS
find themselves falling prey to a mental assault that Multiattack. The troll makes three attacks: one with its bite
bypasses armor and disregards weapons. and two with its claws.
Bestial Ambition. The low cunning and psychic Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
abilities of a deep troll often make it a natural leader of Hit 7 (1 d6 + 4) piercing damage.
other monsters, which it overwhelms through sheer Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
force of will. Deep trolls are sufficiently rare that they target. Hit. 11 (2d6 + 4) slashing damage.
almost never form their own tribes, instead seeking out
Mental Assault (Recharge 5-6). The troll magically assails a
sources of psionic power to consume and absorb in creature it can see within 60 feet with an overwhelming
_
order to increase their power and prolong their lives.
An ancient deep troll is a truly terrifying foe, steeped
in aberrant energies and gnarled by age.
blast of psychic energy. The creature must succeed on a DC
12 Intelligence saving throw or take 29 (8d6 + 1) psychic
damage and be stunned for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the
effect on itself on a success.
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ICE TROLL
Large giant, chaotic evil
Armor Class 15 (natural armor)
Hit Points 84 (8dl0 + 40)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 10 (+0) 7 (-2)
0
MUTANT TROLL
For trolls, mutation is simply a way of life. When a
troll regenerates, its flesh can react in unexpected
ways, producing new features, so that a transformation
that would take another race generations can occur in a
troll within moments. It is exactly this that makes them
so adaptable, but it also has a more sinister aspect. A
mutant troll can arise in any population, but they are
most commonly found as part of tribes of ordinary
*
trolls, as the extreme adaptations required in other
breeds means that an unexpected mutation can be a
detriment to their survival. Where they do prosper, it
is because of some highly obvious advantage, such as
one or more additional limbs or, in rare cases, two .
heads.
Blessed by Deformity. In many races, such gross
deviancy of form would lead to an individual being f' 5 4,
shunned, but the opposite is true amongst trolls, who }
s
embrace their degenerate kin as leaders or even revere SP1 L
*
them as touched by the gods. A mutant troll receives 4" i S
the biggest share of the kill when the tribe hunts, &
growing large and strong. Such specimens are JB |S
sometimes called fell trolls by those who have
encountered them.
Twisted Legacies. The dominance of a troll mutant I
over a tribe has another effect: they become favored I
mates, and so pass on their predilection for physical
deviancy to their offspring. Unchecked, a troll mutant
can, in only a few generations, lead to an entire tribe of
multi-limbed, multi-headed monstrosities
* \
i
rampaging down from the mountains. A
w
-0
hierarchy of fiends, growing more and more powerful
NIGHTMARE TROLL with each they consume. Soon, they will have become
A creature lost or imprisoned on one of the Lower a nightmare troll, also called a blood troll, a black troll,
Planes is generally doomed to an eternity of pain and or a mur-zhaguk, depending on which fiendish
torment, becoming a plaything for the fiends that rule essences they have absorbed in their lives.
those fell dominions. Trolls, being inherently savage Apotheosis Through Gluttony. Nightmare trolls are
and evil, are sometimes used by fiendish powers as no longer mortal creatures. They have consumed so
troops on the Material Plane, and are then drawn back much fiend-flesh that they have become a kind of fiend
with their new masters to seek out slaughter in a realm themselves and join the ranks of those who fight for
of eternal carnage. A troll inhabiting the Abyss, the the dark lords of the Lower Planes. Nightmare trolls
Nine Hells, Hades, or any of the other Lower Planes are larger and stronger than their ordinary kin, and they
adapts just like any other, though its evolution is taken are an order of magnitude more ferocious and deadly.
in an unusually malevolent direction. Their greatest advantage though is that their time spent
Feast of Fiends. Since trolls will prey on anything, in their new homes has given them the ability to resist
they have no compunctions about consuming fiendish fire, normally the troll hunters most valuable weapon.
flesh, and they generally start with petitioners or lesser If they ever return to the material plane, nightmare
fiends, such as larvae, lemures, or manes. The tainted trolls use their newfound intellect to rise to lordship of
meat of these evil creatures strengthens and alters the any other trolls they encounter, leading them on wars
troll, and if they successfully digest these first meals of conquest that can cause entire kingdoms to fall.
they will gradually begin to work their way up the
NIGHTMARE TROLL
Large fiend, neutral evil
Armor Class 17 (natural armor)
Hit Points 115 (10dl0 + 60)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 22 (+6) 12 (+1) 14 (+2) 14 (+2)
Skills Perception +5
Damage Resistances cold, fire
Senses darkvision 120 ft., passive Perception 1 5 E
% i
Languages Abyssal, Common, Giant, Infernal
Challenge 7 (2,900 XP)
ACTIONS 5/
Multiattack. The troll makes three attacks: one with its bite
i
and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit. 9 (ld8 + 5) piercing damage.
Claw. Me/ee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit 14 (2a8 + 5) slashing damage.
<D-
ROCK TROLL ROCK TROLL
Large giant, chaotic evil
Rock trolls are almost as common as the ordinary
breed of troll, for their favored environment is hardly Armor Class 17 (natural armor)
Hit Points 84 (8dl0 + 40)
different at all. Also known as stone trolls, mountain Speed 20 ft.
trolls, or cave trolls, a rock troll is simply a variety of
STR DEX CON INT WIS CHA
troll that is well-suited to harsh, rocky terrain, to the
extent that their flesh has become almost as hard as 18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
stone, and their bodies have absorbed some of the inert Skills Perception +2, Stealth +4
properties of the mountains themselves. Condition Immunities petrified
Stone Kin. Some believe that rock trolls began Senses darkvision 120ft., passive Perception 12
Languages Giant
eating rocks as a way to digest particularly tough prey, Challenges (1.800XP)
but however the habit began it has now become almost
a religious ritual for the primitive monsters. Rock trolls Keen Smell. The troll has advantage on Wisdom
laboriously claw stone from the walls of their lairs and (Perception) checks that rely on smell.
eat it with as much apparent enjoyment as fresh meat.
Tribes hold contests amongst themselves to see which Magic Resistance. The troll has advantage on saving throws
against spells and other magical effects.
member can eat the most, and trolls whose hides
become most stone-like are revered as elders and Regeneration. The troll regains 10 hit points at the start of
its turn. If the troll takes acid or fire damage, this trait
shamans. The aim in life of all rock trolls is to become doesnt function at the start of the trolls next turn. The troll
one with the mountains and turn into an inert lump of dies only if it starts its turn with 0 hit points and doesnt
regenerate.
rock. Indeed, many tribes speak about the mountains
near their homelands as if they were their ancestors, Stone Camouflage. The troll has advantage on Dexterity
giving them trollish names that harken back to alleged (Stealth) checks made to hide in rocky terrain.
heroes from the dim past. Sunlight Sensitivity. While in sunlight, the troll has
Bane of Dwarves. Because rock trolls arent disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
particularly discerning about which rocks they eat,
they frequently come into conflict with dwarves, who ACTIONS
watch in horror as the monsters devour valuable seams
of ore, or even exquisite gemstones. When such Multiattack. The troll makes two attacks: one with its bite
and one with its greatclub.
minerals are absorbed by the troll, they are sometimes
expressed on their flesh, with trolls who eat a lot of Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
iron developing a hard, ferrous carapace, and trolls Hit 7 (1 d6 + 4) piercing damage.
who eat precious gems seeming to sprout crystalline Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one
formations from their backs. Adventurers sometimes target. Hit. 13 (2d8 + 4) bludgeoning damage.
kill rock trolls with the intent of harvesting these Rock. Ranged Weapon Attack: +7 to hit, range 30/1 20 ft.,
apparent valuables, but in fact it is just an illusion, and one target. Hit: 1 3 (2d8 + 4) bludgeoning damage.
their mutated hides contain no real mineral wealth.
This has given rise to the common dwarf idiom trolls
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SHADOW TROLL
Large giant, chaotic evil
Armor Class 15 (natural armor)
Hit Points 78 (8dl0 + 32)
Speed 30 ft.
SHADOW TROLL STR DEX CON I NT WIS CHA
Shadow trolls, also called gray trolls, are trolls that are
18 (+4) 15 (+2) 18 (+4) 9 (-1) 12 (+1) 7 (-2)
native to the Shadowfell. Generations spent in the
energy-sapping bleakness of that dark plane have Skills Perception +4, Stealth +8
transformed them into beings that straddle the line Damage Resistances necrotic
between life and death. A shadow troll is barely a Damage Vulnerabilities radiant
Senses darkvision 120 ft., passive Perception 14
living creature at all, but instead a kind of malevolent Languages Giant
force of hatred that consumes all life and warmth Challenge 7 (2,900 XP)
ravenously.
.
Hunger for Life Some scholars theorize that Keen Smell. The troll has advantage on Wisdom
(Perception) checks that rely on smell.
shadow trolls are a particularly benighted breed of
their kind, because trolls are by their nature vital Living Shadow. While in dim light or darkness, the troll has
creatures. The negative energy of the Shadowfell is resistance to damage that isnt force, psychic, or radiant.
anathema to them, and they drain life from others in Regeneration. The troll regains 10 hit points at the start of
some vain attempt to recover that which they have lost. its turn. If the troll takes acid or fire damage, this trait
This may be too romantic a notion though - shadow doesnt function at the start of the trolls next turn. The troll
dies only if it starts its turn with 0 hit points and doesnt
trolls are, after all, still trolls, and they may simply be regenerate.
hungry.
ShadowStealth. While in dim light or darkness, the troll can
Hunters in the Shadows. On the rare occasions that take the Hide action as a bonus action.
shadow trolls are encountered, they show an unusual
level of cunning, using their bond with the darkness to Sunlight Sensitivity. While in sunlight, the troll has
disadvantage on attack rolls, as well as on Wisdom
launch deadly surprise attacks. Instead of killing and (Perception) checks that rely on sight.
eating them, shadow trolls absorb the life energy of
their victims with a bite, gradually sapping their will to ACTIONS
live. If this in turn strengthens the troll, no one has Multiattack. The troll makes three attacks: one with its bite
ever survived long enough to report it. Shadow trolls and two with its claws.
remain the most enigmatic of their kind. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit 7 (1 d6 + 4) piercing damage, and the targets Strength
score is reduced by ld4. The target dies if this reduces its
Strength to 0, otherwise the reduction lasts until the target
"WHO EVER HEARD OF A TROLL HIDING IN THE finishes a short or long rest.
SHADOWS? Do YOU KNOW HOW BIG THOSE THINGS If a non-evil humanoid dies from this attack, an undead
shadow rises from the corpse ld4 hours later.
ARE, LAD?
<Sh
TROLL BOAR
Large monstrosity, chaotic evil
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages -
ACTIONS
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) slashing damage.
T
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Created by StoneStrix - /r/monsteraday Art Credit: Troll Juncha
Dazzling Ambushers. The elaborate coloring of a
VENOM TROLL venom troll makes it hard to spot in its home
Although trolls usually prefer temperate or cold environment as it blends into its bright jungle
climates, they have (almost inevitably) found methods surroundings. Even in the open, the irregular patterns
of prospering in steaming jungles and tropical lagoons. serve to break up the creatures outline when it moves
Such trolls have rapidly evolved to be smaller and so it becomes hard to hit with ranged weapons. This,
more nimble than their cousins, and they compensate combined with their natural quickness, means that a
for their relative lack of physical strength by becoming venom troll is not only skilled at laying ambushes, but
incredibly poisonous. Venom trolls, also called jungle also keeps would-be attackers off-balance after the trap
trolls, tree trolls, or chameleon trolls, have spent a is sprung. Venom trolls are also more social than some
lifetime eating the toxic creatures and plants of their of their kin and if their territory is threatened packs of
adopted homes, and so have themselves become them descend on interlopers, swinging through high
venomous. A venom troll delivers its deadly payload branches, communicating in wordless whoops and
with a bite, and often their mandibles resemble those cries. A victim caught by venom trolls can look
of snakes, complete with forked tongues. forward only to a short, painful life as the toxins
Multi-colored Monsters. The most striking feature injected into its body slowly work their way through
of a venom troll is its color. As with many venomous its system, inducing paralysis, fever, blindness and
creatures, the hides of these trolls are brightly finally, mercifully, death.
patterned so as to serve as a warning against larger
monsters that might try to prey on them. The vibrant
coloring of a venom troll varies depending on where it VENOM TROLL
lives and on what it or its ancestors have eaten. In Large giant, chaotic evil
jungles replete with serpents, a venom troll is likely to Armor Class 15 (natural armor)
be mottled or marked with circular patterns, where one Hit Points 66 (7dl0 + 28)
that has dined exclusively on venomous toads and Speed 30 ft., climb 40 ft., swim 20 ft.
frogs might have skin covered in violently-clashing STR DEX CON INT WIS CHA
blocks of color. Still stranger are those trolls who 17 (+3) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 8 (-1)
dwell near shallow water or on coral reefs, for these
have adopted the characteristics of the fish that swim Skills Acrobatics +6, Athletics +6, Perception +3, Stealth +6
in these placid waters. They have outlandish stripes in Damage Immunities poison
contrasting colors, smooth skin, and frills not unlike Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
fins on their limbs and ears. Those who have dined on Languages Giant
deadly blowfish sport spines or horns and can actually Challenge 5 (1 ,800 XP)
inflate themselves, with predictably grotesque results.
Hard to Hit. Ranged attack rolls that target the troll are
.> made with disadvantage. In addition, if the troll is subjected
to an effect that allows it to make a Dexterity saving throw
//
/ to take only half damage, it instead takes no damage if it
succeeds on the saving throw, and only half damage if it
fails,
/ Keen Smell. The troll has advantage on Wisdom
- (Perception) checks that rely on smell.
YA
Regeneration. The troll regains 8 hit points at the start of
its turn. If the troll takes acid or fire damage, this trait
doesnt function at the start of the trolls next turn. The troll
L dies only if it starts its turn with 0 hit points and doesnt
regenerate.
ACTIONS
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Multiattack. The troll makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit 7 (ld8 + 3) piercing damage, and the target must make
a DC 15 Constitution saving throw, taking 13 (3d8) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to
0 hit points, the target is stable but poisoned for 1 hour,
even after regaining hit points, and is paralyzed while
poisoned in this way.
Ciaw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit 12 (2a8 + 3) slashing damage.
-
WAR TROLL r..im
Trolls are frightening enough monsters, but for some
evil wizards this isnt enough. Through elaborate
breeding programs and magical rituals, these dark
lords have modified their trollish servants,
transforming them into a hideous breed known as war
trolls. No one now knows where this strain truly
began, but it has proved enduring in troll populations,
with war trolls leading devastating invasions of
civilized realms many times throughout recorded
history. Even when all their kind are destroyed and
their carcasses put to the torch, they always seem to
appear again in some dark dungeon or squalid lair, A
ready to spread chaos and destruction across the
multiverse. m
Armed Slaughterers. Unlike most trolls, war trolls
are capable of using weapons and armor. While in the
service of a powerful humanoid leader, these may be
specially crafted for their use - cruel, outsized tools
forged with blood and dark magic - but otherwise they
\
will invariably be scavenged from corpses; bits of
armor crudely fastened together into suits that broadly
Ir4
fit the trolls lumpen shape and tree trunks tom from 4
the ground with smaller creatures weapons hammered
into them to make rudimentary axes.
Endless Battle. War trolls are not just native to the
Material Plane. They are found in legions thousands
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strong on the Infernal Battlefield of Acheron, where
they fight in the service of the god Vaprak, the savage
patron of ogres and trolls. War trolls believe Vaprak is
the ultimate power behind their creation, and that he
ensures they never die out. Those war trolls who fall in
battle are brought to Acheron where they hone their
fighting prowess before being sent back to the Material
Plane to sow more misery. Some ordinary trolls
believe that, if they are sufficiently brutal and cruel in
their lives, Vaprak will reward them with elevation to * '
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The troll makes three attacks: one with its bite
22 (+6) 13 (+1) 24 (+7) 10 (+0) 14 (+2) 12 (+1) and two with its greataxe.
Bite. Melee Weapon Attack: +1 0 to hit, reach 5 ft., one
Skills Athletics +10, Intimidation +5, Perception +6 target. Hit 10 (ld8 + 6) piercing damage.
Senses darkvision 60 ft., passive Perception 16
Languages Common, Giant Creataxe. Melee Weapon Attack: +1 0 to hit, reach 10 ft., one
Challenge 9 (5,000 XP) target. Hit 19 (2dl2 + 6) slashing damage.
Keen Smell. The troll has advantage on Wisdom Javelin. Melee or Ranged Weapon Attack: +1 0 to hit, reach 5
ft. or range 30/120 ft., one target. Hit:13 (2d6 + 6) piercing
(Perception) checks that rely on smell. damage.
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WEB TROLL *
In some of the darkest and most unpleasant comers of
the world lurks a race of truly debased trolls. The
mutation that led to their emergence is an ancient one,
and it is because of this that they have diverged far
more than any of the other bewildering varieties of
troll. Web trolls have spent generations in the company WEB TROLL
Large giant, chaotic evil
of spiders, making their homes in their fetid, web-
choked lairs, feeding on them and absorbing their Armor Class 14 (natural armor)
poisonous secretions. The arachnid form is too alien Hit Points 57 (6dl 0 + 24)
Speed 30 ft., climb 30 ft.
for even a troll to mutate into, but they do resemble
them in other ways: many web trolls have extra eyes, STR DEX CON INT WIS CHA
hooked mandibles, or palms covered in minute spines 16 (+3) 16 (+3) 18 (+4) 7 (-2) 10 (+0) 4 (-3)
that allow them to adhere to walls.
Unpleasant Company. Because they make their Skills Perception +2, Stealth +7
Damage Resistances poison
homes in cramped tunnels and caves, web trolls are Senses darkvision 120 ft., passive Perception 12
smaller and weaker than other kinds of troll, but they Languages Common , Giant
Challenge 3 (700 XP)
compensate for this by attacking in numbers. Web
trolls live as part of a colony which hunts together and
claims miles of subterranean territory. The only other Keen Smell. The troll has advantage on Wisdom
(Perception) checks that rely on smell.
creatures web trolls will permit to coexist with them
are spiders and ettercaps, but even then they insist on Regeneration. The troll regains 8 hit points at the start of
dominating these allies through force. Web trolls, its turn. If the troll takes acid or fire damage, this trait
doesnt function at the start of the trolls next turn. The troll
forced to live in close confines with so many of their dies only if it starts its turn with 0 hit points and doesnt
ravenous kind, are naturally jealous and resentful, regenerate.
constantly competing with one another for food and Spider Climb. The troll can climb difficult surfaces,
attention. Unfortunately for adventurers, they often including upside down on ceilings, without needing to make
take these frustrations out on trespassers. an ability check.
Enduring Resentment. As in many arachnid Web Walker. The troll ignores movement restrictions
species, female web trolls are a good deal larger and caused by webbing.
more powerful than the males. As this is also generally
true of trolls too, the effect is even more pronounced. ACTIONS
Web troll colonies are thus highly matriarchal, with Multiattack. The troll makes three attacks: one with its bite
males doing the majority of hunting and labor. Like and two with its claws.
some spiders, the females also happily eat the males Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
when their purpose has been served, whatever that may Hit. 6 (1 d6 + 3) piercing damage plus 7 (1 d6 + 4) poison
be. All this just adds to the male web trolls bitterness, damage.
and makes females of other races particular targets for Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
their ire. Experienced female adventurers know that a target. Hit 10 (2d6 + 3) slashing damage.
single web troll is a mere annoyance, but when they Spiteful Cacophony. The troll chooses one creature within
attack in numbers they can be very dangerous. 60 feet that it can see and which can understand it. The
Persistent Irritants. Should a group stumble upon a target must succeed on a DC 10 Wisdom saving throw or be
distracted by the trolls jibes for 1 minute. While distracted,
web troll lair, they will soon be set upon by the foul the creature has disadvantage on attack rolls that do not
inhabitants, which all the while let up a seemingly- target the troll that taunted it. A creature can repeat the
saving throw at the end of each of its turns, ending the
endless cacophony of irritating chatter, sneering effect on itself on a success.
insults, and cruel jibes. Most agree that the only way to
deal with these horrible creatures is to mercilessly bum
"Go ON, TELL ME IM FAT AGAIN, YOU CREEP...
them out and ensure every one of their kind has been
destroyed. Still, web trolls are very persistent, and - SlGRID STONESHOULDER, SHIELD DWARF ADVENTURER,
even such draconian measures are no guarantee of TO THE RECENTLY-DISMEMBERED
CORPSE OF A WEB TROLL
being free of them.
-(o)
ZOMBIE TROLL nc\
Because trolls are so difficult to kill, they are f
comparatively rare as fodder for necromancers in their
dark experiments. A troll tribe also has no
compunctions about eating the remains of their dead so
actually obtaining an intact carcass is no mean feat in
itself. However, if an evil mage is able to procure such
a specimen, he or she will be rewarded with an undead
ife
servant that is astonishingly resilient.
Relentless Attackers. The combination of a troll
fleshs natural regenerative properties and the sheer v
fortitude of an animated cadaver means that a zombie
troll is nigh unstoppable. Rotting, ruptured hide knits
back together as blades are withdrawn, but even
grievous wounds that are beyond the trolls ability to
heal do little to slow it down. Ravenous in life, a
zombie troll is driven by the same desire to gorge
*
itself, but its hunger can never now be sated and so it
rampages relentlessly onwards.
Unexpected Rebirth. Creating a zombie troll is a
risk for any necromancer. Because of the nature of
trolls, there is a slim chance that when it regenerates
from an injury, its metabolism will spark and it will
A s
actually begin to return to life. The effect of this
resurrection is highly unpredictable, with some of the
befuddled trolls turning immediately on their former
allies, while others are quite happy to continue fighting
for their new master, as long as the promise of
mayhem remains.
l
ZOMBIE TROLL
Large undead, chaotic evil
Armor Class 9 fA
Hit Points 92 (8dl0 + 48)
Speed 20 ft.
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 22 (+6) 3 (-4) 6 (-2) 5 (-3)
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TRUESONG DANCER TRUESONG DIRGE
Medium humanoid (any race), chaotic neutral Medium humanoid (any race), chaotic neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 11 (+0) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 17 (+3)
Nimble Action. On each of its turns, the dancer can use a bonus Rhythmic Fighting. The dirge can play songs while wielding a
action to take the Dash or Disengage action. melee weapon in one hand.
ACTIONS ACTIONS
Multiattack. The dancer makes three melee attacks: two with its Multiattack. The dirge makes two melee attacks.
scimitar and one with its whip.
Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. target. Hit 7 (1 d8 + 3) bludgeoning damage, or 8 (1 d10 + 3)
Hit: 6 (1 d6 + 3) slashing damage. bludgeoning damage if used with two hands to make a melee
attack.
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5
(1 d4 + 3) slashing damage. Heavy Crossbow. Melee Weapon Attack: +4 to hit, range 100/400 ft.,
one target. Hit 6 (1d10 + 1) piercing damage.
Hymn of Battle. As an action, the dancer begins to sing a song
that magically boosts its attacks. Whenever the dancer makes an Thunderous Crescendo. As a bonus action, the dirge begins to
attack roll while singing, it can add a d4 to its roll. The dancer can play a magical song. At the start of each of the dirge's turns, all
maintain concentration to continue singing the song. If it loses enemy creatures within 30 feet of the dirge that can hear the
concentration, the song ends. song must succeed on a DC 14 Constitution saving throw or take
9 (2d8) thunder damage. Any creature that takes damage in this
REACTIONS way loses concentration if it is concentrating. The dirge can
Parry. The dancer adds 2 to its AC against one melee attack that maintain concentration to continue playing the song. If it loses
would hit it. To do so, the dancer must see the attacker and be concentration, the song ends.
wielding a melee weapon.
Created by StoneStrix - /r/monsteraday Art Credit: Kyushik Shin and Jim Nelson
The Mountain Brutes
TUSK GIANT Tusk giants are tall and fat humanoid creatures
Large Giant, chaotic evil native to the northern parts of the Western
Armor Class 14 (natural armor)
Heartlands. They hunt in groups of up to ten
Hit Points 120 (9d12 + 18) individuals, looking for game and treasure. During
Speed 30ft
the winter months they lair in caves and when the
STR DEX CON INT WIS CHA snow starts to thaw, they set up camps of tents
18 (+4) 10 (+0) 15 (+2) 9 (-1) 10 (+0) 8 (-1)
crudely made out of animal hides.
Condition Immunities Tusk giants are smarter then their larger cousins,
Senses darkvision 30 ft., passive Perception 10
Languages giant the hill giants, but arent even counted in the giants4
Challenge 4 (1,100 XP)
ordning. This has led some scholars to ponder if
Brute. A melee weapon deals one extra die of its damage when the tusk giants really are giants at all.
the tusk giant hits with it (included in the attack). From time to time tusk giants can be seen
Rampage. When the tusk giant reduces a creature to 0 hit points working with ores when a horde comes down from
with a melee attack on its turn, the gnoll can take a bonus action
to move up to half its speed and make an attack with its off hand. the north.
ACTIONS Appearance. Tusk giants, or just tuskers, stand
Multiattack. The tusk giant can make two melee attacks. anywhere from 8 feet to a little over 1 0 feet tall.
Greatclub/-axe/-sword. Melee Weapon Attack: +6 to hit, reach 5 ft., They have large, jutting jaws filled with teeth and
one target. Hit: 27 (3d10 + 4) bludgeoning or slashing damage.
more often than not powerful canines, giving them
Stone toss. Ranged Weapon Attack: +2 to hit, range 60/240 ft., one
target. Hit: 31 (4d10 + 4) bludgeoning damage. their name. Often they are clad in furs or poorly
sewn coats and cloaks.
Brutal. Throughout the North these hulking
humanoids are known for their brutality and
viciousness. It is not unknown for a group of tuskers
to wander into a town, burn down all the buddings
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TUSKALOTH
Gargantuan beast, unaligned
TUSKALOTH
A hulking mass of muscle and bone, tuskaloths migrate
Armor Class 14 (natural armor)
Hit Points 198 (12d20 + 72)
Speed 40 ft.
across icy tundras, fearless of its environment. Appearing
to lumber slowly in search of food, many of the tundras
communities recount stories of a rampaging tuskaloth, its STR DEX CON INT WIS CHA
multitude of horns becoming a battering ram against the 28 (+9) 8 (-1) 22 (+6) 3 (-4) 11 (+0) 7 (-2)
strongest walls.
Territorial Herds. Tuskaloths travel in large herds, tus Saving Throws Constitution -<-10
kaloth have few natural predators and are extremely terri Senses passive Perception 10
Languages -
torial. A solitary male will stand watch over the entire
Challenge 10 (5,900 XP)
herd, and challenge anything approaching. Cities and vil
lages that are created on tuskaloth migration routes are
at the whim of tuskaloth temperaments. Siege Beast. The tuskaloth deals double damage to objects and
Rampaging Fury. Tuskaloth ram into their target, using structures.
their numerous tusks to rend and crush anything in their Trampling Charge. If the tuskaloth moves at least 20 feet straight
path. Few predators can provoke a tuskaloth stampede, toward a creature and then hits it with a gore attack on the same
but travelers know to be wary when discovering tramped turn, that target must succeed on a DC 18 Strength saving throw
ground. Throughout their migration, civilizations foolishly or be knocked prone. If the target is prone, the tuskaloth can
built on their land become the stomping grounds of tuska make one stomp attack against it as a bonus action.
loth tantrums.
Derived of Magic. Legend tells of two sorcerers that ACTIONS
were set upon by a mammoth during the night. Panicked Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
the two cast their spells at the great beast, but their con 22 (3d8 + 9) piercing damage.
'.-T trol of magic was loose and wild. The mammoth grew in
numerable tusks and became even more ferocious. A
Stomp. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 31 (4d10 + 9) piercing damage.
product of wild magic, tuskaloths roam across the land
with temperaments to match their creators magic. Earthshake (Recharge 5-6). The tuskaloth pounds the ground
with incredible force, causing a tremor. Each creature on the
ground within 30 feet of the tuskaloth must succeed on a DC 18
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Dexterity saving throw or be knocked prone. The tremor also
deals 50 bludgeoning damage to any structure in contact with the
ground in that area. A structure that drops to 0 hit points
collapses.
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Magic Weapons. Ulamog's weapon attacks are magical. Transgress the Mind (Costs 2 actions). Ulamog casts phantasmal
killer, no concentration required.
Scour from Existence. When Ulamog reduces a creature to 0 hit
points, that creatures body becomes a pile of white dust. Titan's Presence (Costs 3 actions). Ulamog casts banishment.
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Huge undead, unaligned Blood Frenzy. The sharkenbear has advantage
on melee attack rolls against any creature that
Armor Class 13 (natural armor) doesn't have all its hit points.
\ Hit Points 105 (10d12 + 40)
Speed 35 ft., swim 45 ft. Keen Sight And Smell. The sharkenbear has
V advantage on Wisdom (Perception) checks
1 STR DEX CON INT WIS CHA
that rely on sight or smell.
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' 21 (+5) 11 (+0) 19 (+4) 3 (-4) 13 (+1) 7 (-2) Undead Fortitude. If damage reduces the
sharkenbear to 0 hit points, it must make a
Saving Throws Con +6, Wis +3, Cha +-2 Constitution saving throw with a DC of 5 +the
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Skills Athletics +7, Stealth +2, Perception +3,
Survival +3
damage taken, unless the damage is radiant
or from a critical hit. On a success, the undead
Damage Immunities poison sharkenbear drops to 1 hit point instead
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14 ACTIONS
Languages - Multiattack. The sharkenbear makes 3 melee
Challenge 5(1800XP) attacks: one with its bite and two with its
sharkfists
Amphibious. The sharkenbear can breathe air Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
and water. Hit: 10 (1d10+5) damage.
Blood In The Water. The sharkenbear knows Sharkfist. Melee Weapon Attack: +7 to hit, reach
the distance, and direction of any enemy that 1 0 ft., Hit: 1 6 (2d 1 0+5) damage.
doesn't have all of its hitpoints within 1 mile of
ACTIONS
By: /u/MikennoVaries Multiattack. The warchief makes 7 claw attacks.
Art Credit: Greg Hildebrandt Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 11
(2d6 + 4) slashing damage.
VERDALIN
Smallfey, neutral
Armor Class 13
Hit Points 18 (4d6 + 4)
Speed 30 ft., climb 30 ft.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5
(1 d4 + 3) piercing damage.
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Challenge 3(700XP)
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VODYANOY
Medium monstrosity, chaotic neutral
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Armor Class 16 (natural armor)
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Hit Points 119 (14d8 + 56)
a Speed 30 ft., swim 50 ft.
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STR DEX CON INT WIS CHA
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Amphibious. The vodyanoy can breathe air and water.
r> -j Innate Spellcasting. The Vodyanoy's spellcasting ability is
Wisdom (save DC 1 6). The vodyanoy can innately cast the
following spells, requiring only verbal components:
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1 9 At will: druidcraft, shape water
3/day each: fog cloud, tidal wave
1/day each: divination, watery sphere
1 ACTIONS
Multiattack. The vodyanoy makes two slam attacks. If both
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attacks hit a Medium or smaller target, the target is grappled
(escape DC 15). Until this grappled ends, the target is restrained
and has disadvantage on Strength checks and Strength saving
throws, the vodyanoy tries to drown it, and the vodyanoy cant
slam another target.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
. (2d8 + 4) bludgeoning damage.
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WAR TITAN Blade Storm (Recharge 5-6). The titan swings its weapons in a
Huge fiend (titan), any chaotic whirlwind of steel. Each creature within 10 feet of the titan must
make a DC 20 Dexterity saving throw, taking 18 (4d8)
Armor Class 18 (natural armor) bludgeoning damage, 18 (4d8) piercing damage, and 18 (4d8)
Hit Points 207 (18d12 + 90) slashing damage on a failed save, or half as much damage on a
Speed 40 ft. successful one.
REACTIONS
STR DEX CON INT WIS CHA
Parry. The titan adds 5 to its AC against one melee attack that
25 (+7) 10 (+0) 20 (+5) 7 (-2) 10 (+0) 16 (+3)
would hit it. To do so, the titan must see the attacker and be
wielding a melee weapon.
Saving Throws Str +12, Con +10
Damage Resistances bludgeoning, piercing, and slashing from LEGENDARY ACTIONS
nonmagical weapons
The titan can take 3 legendary actions, choosing from the options
Condition Immunities exhaustion, frightened, stunned
below. Only one legendary action option can be used at a time
Senses darkvision 120 ft., passive Perception 10
and only at the end of another creature's turn. The titan regains
Languages Celestial, Infernal, Abyssal
spent legendary actions at the start of its turn.
Challenge 16(15,000)
Attack. The titan makes one attack.
Legendary Resistance (3/day). If the titan fails a saving throw, it War Cry (Costs 2 Actions). Each creature within 1 20 feet of the
can choose to succeed instead. titan that can hear it must succeed on a DC 16 Wisdom saving
Magic Resistance. The titan has advantage on saving throws throw or take 10 (4d4) psychic damage and have disadvantage on
against spells and other magical effects. the next attack roll it makes before the end of its next turn.
Magic Weapons. The titan's weapon attacks are magical. Hold the Line (Costs 2 Actions). The titan gains 26 (4d12)
temporary hit points.
Well-Armed. The titan can take one reaction on every turn in a
combat.
ACTIONS
Multiattack. The titan makes two melee weapon attacks.
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Medium humanoid (human, shapechanger), chaotic evil
Multiattack (Hybrid Form Only). The werewolf makes three
attacks: one with its bite and two with its claws.
Armor Class 14 (armor scraps) in humanoid form, 16 (natural
armor) in wolf or hybrid form Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit,
Hit Points 119 (14d8 + 56) reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the
Speed 30 ft. (40 ft. in wolf form) target is a humanoid, it must succeed on a DC 14 Constitution
saving throw or be cursed with werewolf lycanthropy.
STR DEX CON INT WIS CHA
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Claws (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit 16 (2d 10 + 5) slashing damage. *
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|Saving Throws Str +9, Con +8, Wis +6 LEGENDARY ACTIONS
' Skills Athletics +9, Perception +6
Damage Immunities bludgeoning, piercing, and slashing
The werewolf can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
damage from nonmagical weapons that aren't silvered time and only at the end of another creature's turn. The werewolf
! Senses passive Perception 16 regains spent legendary actions at the start of its turn.
Languages Common (cant speak in wolf form)
Challenge 9 (5,000) Leap. The werewolf moves up to its speed without provoking
opportunity attacks.
Legendary Resistance (3/Day). If the werewolf fails a saving Bark Orders. The werewolf chooses a friendly creature who can
throw, it can choose to succeed instead. see or hear it. That creature can use its reaction to move up to its
speed without provoking opportunity attacks.
Keen Hearing and Smell. The werewolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell. Frenzy (Costs 2 Actions). The werewolf can make one claw attack
against each creature within 5 feet of it.
Pack Leader. The werewolf's allies have advantage on melee
attack rolls against any hostile creature within 5 feet of the
werewolf.
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Damage Resistances cold, necrotic; bludgeoning, piercing, and
slashing from nonmagical weapons that arent silvered
Damage Immunities poison
p Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
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Challenge 6 (2,300 XP)
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ACTIONS
<_ Multiattack. The wight makes two battleaxe attacks. It can use its
Life Drain in place of one battleaxe attack.
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Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) cold damage, or 8
(1 d1 0 + 3) slashing damage plus 7 (2d6) cold damage if used with
two hands.
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DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
9 (-1)
ACTIONS
Multiattack. The ape makes two attacks: one with its fist and one
with its greatsword.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) bludgeoning damage.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target.
Hit: 6 (1 d6 + 3) bludgeoning damage.
Armor Class 15
Hit Points 7 (2d4 + 2)
Speed 10 ft., fly 30 ft.
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Damage Immunities cold
Senses passive Perception 14
Languages Sylvan
Challenge 1 (200 XP)
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melee attack on her turn, she can take a bonus action to move up
Iron Spike. Zaiden causes an iron spike 5 feet tall and 1 inch in
to half her speed and make a bite attack.
diameter to burst from the ground at a point she can see within
Magic Resistance. Zaiden has advantage on saving throws 100 feet from her. Any creature in the space where the spike
against spells and other magical effects. emerges must make a DC 20 Dexterity saving throw. On a failed
save, the creature takes 14 (4d8) piercing damage and is
Magic Weopons. Zaidens weapon attacks are mag<al. restrained by being impaled on the spike. A creature can use an
Innate Spellcosting. Zaidens spellcasting ability is Charisma action to remove itself (or a creature it can reach) from the spike.
(spell save DC 19. 1 to hit with spell attacks). Zaiden can endmg the restrained condition.
innately cast the follow,ng spells, requiring no material Savage (Costs 2 Actions). Zaiden makes a bite attack against each
components:
creature within 5 feet of her.
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Small monstrosity, unaligned
Skills Perception +2
Senses darkvision 60 ft.f passive Perception 12
Languages Zerg
Challenge 1/2 (100 XP)
ACTIONS
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) slashing damage.