V1KS3 New Twists On Old Monsters - Print Friendly

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The document describes several new variants of existing monsters that can add variety to encounters, such as goblins without weapons that bite enemies or kenku that have bonded with crows.

New variants are described for monsters such as bugbears, bullywugs, goblins, hobgoblins, kenku, kobolds, nymphs, thri-kreen, and werebats, giving them new abilities or roles in combat.

Some variants like the ghast defiler can poison enemies, the kenku crowspeaker can communicate telepathically with birds, and the thri-kreen dunewalker can summon a giant scorpion to aid it in combat.

New Twists on Old Monsters

Volume One
Volume One Monsters At a Glance
Bugbear ascetic. A bugbear that forgoes weapons and armor, Kobold Trueblood. These winged kobolds have received more
but is every bit as much of a threat. While not as physically men- gifts from Tiamat, developing colored scales and curved horns
acing as other bugbears, they’re surprisingly fast and incredibly that indicate their draconic heritage. Truebloods also pack a
agile, employing hit and run tactics in combat. breath weapon and damage immunity, giving players a handful to
Bullywug swamp-shaper. A bullywug with a touch of magic deal with when they encounter them.
ability. They’re capable melee fighters when aided by their magic, Werebat (Lycanthrope). This shapechanger isn’t brutish, but its
and are great for providing cover or attacking at range. ability to fly and detect threats make it unique among other lycan-
Cave fisher. An old favorite, created for fifth edition. This sub- thropes. Useful to when throwing a wrench into expectations.
terranean lurker clings to walls and traps prey with an adhesive Nymph. Another old favorite, brought to life in the new edition.
filament it shoots from its snout. Perfect for surprise encounters. The nymph is nature’s own manifestation of beauty. These fey are
Devil Rat. Small. Stinky. Terrifying. A fun threat when the reclusive and good natured, but are a terror in combat if pro-
party is a little too overconfident for their own good. These make voked. They are accomplished spell casters, and just looking upon
the perfect complements to other fiends in combat. their splendor is a risk.
Ghast Defiler. Where this ghast goes, death follows. It is im- Ettin Skeleton. A more deadly complement to the skeletons
bued with abyssal energy that oozes out of it, poisoning creatures already presented, this hulking monstrosity is every bit as strong
and making it difficult to heal. It can also unleash its dark power and deadly as it was when it still drew breath.
in the form of a ranged attack to provide some combat diversity. Skeletal Knight. Skeletal knights are well-armored, magic resis-
Goblin Biter. These goblins carry no weapons, but file their tant, and surprisingly durable. The make great “boss” monsters for
teeth into sharp fangs. They run into combat, leaping and grab- lower level adventures, or suitable fodder for higher level ones.
bing onto their targets, biting at them viciously. Skeleton Mage. These skeletons have a small amount of magic
Goblin Wild-Soul. Goblin sorcerers aren’t common, but those in their arsenal. They’re ideal to use as artillery or leaders of packs
born with a touch of magic are invaluable assets to the goblin of undead for low level adventures.
horde. They’re not adept at controlling their magic, however. Thri-kreen Dunewalker. The thri-kreen are an interesting race
Hobgoblin Slave Driver. A cruel hobgoblin that uses a pack of of insectoid desert nomads. The dunewalker variant presents a
slaves to shield him. They make for interesting encounters where thri-kreen ranger, capable of summoning a giant scorpion to its
the PCs would want to spare the slaves but kill the slaver. side to aid it combat. They’re expert martial fighters an innate
Kenku Crowspeaker. This kenku has developed druidic magic, psions. Use them in packs against high level PCs, or a single one
and has bonded to a murder of crows that follows it everywhere. as its own encounter for lower levels.
Crowspeakers are surprising tacticians, able to communicate Zombie Giant Constrictor Snake. In a world where anything
telepathically with other birds, and forgo its action to let its flock can become a zombie, this undead anaconda is no exception.
attack. It’s also aided by practical, if not too flashy, spells. Every bit as tough as a living snake, with undead resilience.

Copyright © 2016 Dan Coleman. This Dungeons on Demand product is published through the Open Gaming License. See the License section for complete details.
BULLYWUG - BULLYWUG SWAMP-SHAPER
Medium humanoid (bullywug), neutral evil

Armor Class: 15 (hide armor, shield)


Hit Points: 17 (3d8+3)
Speed: 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 13 (+1) 9 (-1) 13 (+1) 7 (-2)

Skills: Medicine +3, Stealth +3,


Senses: passive Perception 11
Languages: Bullywug
Challenge: 1/2 (100 XP)

BUGBEAR - BUGBEAR ASCETIC


Medium humanoid (goblinoid), chaotic evil Amphibious. The bullywug can breath air and water.

Armor Class: 16 (unarmored defense) Speak with Frogs and Toads. The bullywug can communicate
Hit Points: 28 (5d8+5) simple concepts to frogs and toads when it speaks Bullywug.
Speed: 40 ft.
Swamp Camouflage. The bullywug has advantage on Dexterity
(Stealth) checks made to hide in swampy terrain.
STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 13 (+1) 8 (-1) 16 (+3) 10 (+0) Standing Leap. The bullywug’s long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.
Skills: Acrobatics +5, Athletics +4, Stealth +7, Survival +3,
Senses: darkvision 60 ft., passive Perception 13 Spellcasting. The bullywug is a 1st-level spellcaster. It’s
Languages: Common, Goblin spellcasting ability is Wisdom (spell save DC 11, +3 to hit with
Challenge: 1 (200 XP) spell attacks). The bullywug has the following druid spells
prepared:

Surprise Attack. If the bugbear surprises a creature and hits it Cantrips (at will): poison spray, shillelagh
with an attack during the first round of combat, the target takes an 1st level (2 slots): create or destroy water, fog cloud
extra 7 (2d6) damage from the attack.
Actions
Step of the Wind. The bugbear may use the Disengage or Dash
Multiattack. The bullywug makes two melee attacks: one with its
action as a bonus action on each of its turns.
bite and one with its club.

Actions Bite. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 2
Multiattack. The bugbear makes two unarmed strike attacks. (1d4) bludgeoning damage.

Unarmed Strike. Melee Weapon Attack. +5 to hit, reach 5 ft., one Club. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit:
target. Hit: 5 (1d4+3) bludgeoning damage. 3 (1d6) bludgeoning damage.

Volume One Monsters


New Twists on Old Monsters
CAVE FISHER
Medium beast, unaligned

Armor Class: 18 (natural armor)


Hit Points: 77 (9d10+27)
Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 17 (+3) 5 (-3) 14 (+2) 7 (-2)

Skills: Perception +5, Stealth +5


Senses: darkvision 60 ft., passive Perception 15
Languages: -
Challenge: 5 (1,800 XP)

Stone Camouflage. The cave fisher has advantage on Dexterity


(Stealth) checks made to hide in rocky terrain. DEVIL RAT
Small fiend, neutral evil
Spider Climb. The cave fisher can climb difficult surfaces,
including upside down on ceilings, without needing to make an Armor Class: 16 (natural armor)
ability check. Hit Points: 76 (9d10 + 27)
Speed: 30 ft., climb 30 ft.
Adhesive (Filament Only). The cave fisher’s filament adheres
to anything that touches it. A Huge or smaller creature adhered to
the filament is also grappled by it (escape DC 15). Ability checks STR DEX CON INT WIS CHA
made to escape the this grapple have disadvantage. 19 (+4) 17 (+3) 17 (+3) 7 (-2) 14 (+2) 10 (+0)

Actions Skills: Perception +7, Stealth +8


Multiattack. The cave fisher makes an attack with its filament, Damage Immunities: fire, poison
uses Reel, and makes two attacks with its claws. Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 17
Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: Languages: understands Infernal but can’t speak
11 (2d8+4) bludgeoning damage. Challenge: 5 (1,800 XP)

Filament. Ranged Weapon Attack. +5 to hit, range 60 ft., one


target. Hit: The target is grappled (escape DC 15). Ability checks Blood Frenzy. The devil rat has advantage on melee attack rolls
made to escape the this grapple have disadvantage. While the against any creature that doesn’t have all its hit points.
cave fisher has a target grappled by its filament, it cannot use its
filament again. Stench. Any creature other than a devil rat that starts its turn
The filament can be attacked and severed. It has an AC of 13, within 5 fee of the devil rat must succeed on a DC 14 Constitution
10 hit points, resistance to bludgeoning, piercing, and slashing saving throw or be poisoned until the start of the creature’s next
damage from nonmagical weapons, and immunity to poison and turn. On a successful saving throw, the creature is immune to the
psychic damage. If reduced to 0 hit points the target is freed of the stench of all devil rats for 1 hour.
grapple, and the filament is severed. The cave fisher cannot use
its filament during its next turn. Actions
Reel. The cave fisher pulls a creature grappled by its filament up Multiattack. The devil rat makes three attacks: one with its bite
to 25 feet straight toward it. and two with its claws.

Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit:
Cave fishers are large insectoids that have adapted 11 (2d6 + 4) piercing damage.
to life underground. It appears as a cross between a
crab and a spider, with a stone-like chitinous shell of Claws. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) slashing damage.
overlapping plates and eight legs. It has a long snout,
from which it can fire an adhesive filament. It uses this Devil rats are vermin native to Hell. Though they ap-
filament to hunt prey, and to set traps. pear to look like rats, these creatures are actually fiends.
Devil rats appear as rats, roughly the size of small dogs.
Their fur is patched and mottled with scales. They grow
small horns and ridges that protrude from their backs,
and develop powerful claws and incisors.

Volume One Monsters


GHAST - GHAST DEFILER GOBLIN - GOBLIN BITER
Medium undead, chaotic evil Small humanoid (goblinoid), neutral evil

Armor Class: 15 (natural armor) Armor Class: 13 (leather armor)


Hit Points: 54 (12d8) Hit Points: 7 (2d6)
Speed: 30 ft. Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 10 (+0) 13 (+1) 10 (+0) 8 (-1) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

Damage Resistances: necrotic Skills: Stealth +6


Damage Immunities: poison Senses: darkvision 60 ft., passive Perception 9
Condition Immunities: charmed, exhaustion, poisoned Languages: Common, Goblin
Senses: darkvision 60 ft., passive Perception 10 Challenge: 1/4 (50 XP)
Languages: Common
Challenge: 3 (700 XP)
Nimble Escape. The goblin can take the Disengage or Hide
action as a bonus action on each of its turns.
Abyssal Aura. The area around the ghast is filled with the horrid
energy of the abyss. Water boils, plants wilt, and the air is filled Actions
with noxious fumes. Any creature that starts its turn within 5 feet
of the ghast must succeed on a DC 12 Constitution saving throw Multiattack. The goblin makes two attacks, one latch on and one
or be poisoned for 1 minute. While poisoned, any healing effect bite.
that would restore hit points to the creature is halved. The target
can repeat the saving throw at the end of each of its turns. On a Latch On. Melee Weapon Attack. +4 to hit, reach 5 ft., one target
successful saving throw, the creature is immune to the ghast’s that is Medium-sized or larger. Hit: The goblin latches on to the
Abyssal Aura for 24 hours. target, moving into its space. When the target moves, the latching
goblin moves with it. A goblin latching onto a target has advantage
Turning Defiance. The ghast and any ghouls within 30 feet on bite attacks against it. A target can remove a goblin from
of it have advantage on saving throws against effects that turn latching onto it the same way it could end a grapple.
undead. A Medium-sized creature that has a goblin latched onto it has
disadvantage on Dexterity checks, attacks, and saving throws,
and moves at half speed. A Medium-sized creature can have up
Actions
to two goblins latched onto it at a time. This limit doubles for each
Bite. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: size category past Medium (four for Large, eight for Huge, etc).
12 (2d8+3) piercing damage.
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one target.
Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. A goblin latching onto a target has
Hit: 10 (2d6+3) slashing damage. If the target is a creature other advantage on bite attacks against it.
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.

Death Bolt. Ranged Spell Attack. +2 to hit, range 30 ft., one


target. Hit: 6 (1d12) necrotic damage. The ghast can use its action
on each of its turns for the next minute to automatically deal 1d12
necrotic damage to the target. It loses this ability if it uses its
action to do anything else, if the target moves more than 30 feet
from the ghast, or the target gains total cover from the ghast.

Volume One Monsters


New Twists on Old Monsters
GOBLIN - GOBLIN WILD-SOUL HOBGOBLIN - HOBGOBLIN SLAVE DRIVER
Small humanoid (goblinoid), neutral evil Medium humanoid (goblinoid), lawful evil

Armor Class: 13 (leather armor) Armor Class: 16 (chain mail)


Hit Points: 21 (6d6) Hit Points: 22 (4d8 + 4)
Speed: 30 ft. Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 12 (+1) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

Skills: Stealth +6 Senses: darkvision 60 ft., passive Perception 10


Senses: darkvision 60 ft., passive Perception 9 Languages: Common, Goblin
Languages: Common, Goblin Challenge: 1 (200 XP)
Challenge: 2 (450 XP)

Martial Advantage. Once per turn, the hobgoblin can deal an


Nimble Escape. The goblin can take the Disengage or Hide extra 7 (2d6) damage to a creature it hits with a weapon attack if
action as a bonus action on each of its turns. that creature is within 5 feet of an ally of the hobgoblin that isn’t
incapacitated.
Uncontrolled Magic. If the goblin rolls a natural 1 when rolling to
hit with one of its innate spells, then it explodes from uncontrolled Slaves. The hobgoblin is joined by 1d6 enslaved commoners,
magic energy. Each creature within 5 feet of the goblin must of varied races. The slaves count as the hobgoblin’s allies and
succeed a DC 11 Dexterity saving throw, or suffer 2d6 damage take their action during the hobgoblin’s turn, during which the
as a result from the explosion. This damage is the same type that hobgoblin instructs how they should act (no action required). The
would have been dealt by the spell the goblin attempted to use. slaves are usually collared or shackled in some manner.
While adjacent to one or more slaves, the hobgoblin gains
Innate Spellcasting. The goblin’s innate spellcasting ability +1 AC and has advantage on saving throws against spells and
is Charisma (spell save DC 11, +3 to hit with spell attacks). effects that require line of sight to target it.
It can innately cast the following spells, requiring no material
components: Actions
At will: fire bolt, ray of frost, shocking grasp Longsword. Melee Weapon Attack. +3 to hit, reach 5 ft., one
1/day: chromatic orb (cold, fire, or lightning type only) target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
damage if used with two hands.
Actions
Whip. Melee Weapon Attack. +4 to hit, reach 10 ft., one target.
Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Hit: 5 (1d6 + 2) slashing damage.
Net. Ranged Weapon Attack. +4 to hit, reach 5 ft., one target. Hit:
The target is restrained until it is freed. The net has no effect on
creatures that are formless, or creatures that are Huge or larger. A
creature can use its action to make a DC Strength check, freeing
itself or another creature within its reach on a success. Dealing
5 slashing damage to the net (AC 10) also frees the creature
without harming it, ending the effect and destroying the net.

Volume One Monsters


KOBOLD - KOBOLD TRUEBLOOD KENKU - KUNKU CROWSPEAKER
Medium humanoid (kobold), lawful evil Medium humanoid (kenku), chaotic neutral

Armor Class: 16 (natural armor) Armor Class: 13


Hit Points: 21 (6d6) Hit Points: 13 (3d8)
Speed: 30 ft., fly 30 ft. Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 11 (+0) 10 (+1) 9 (-1) 10 (+0) 9 (-1) 16 (+3) 10 (+0) 10 (+1) 13 (+1) 11 (+0)

Damage Immunities: acid, cold, fire, lightning, or poison (see Skills: Deception +4, Perception +2, Stealth +5
draconic heritage) Senses: passive Perception 12
Senses: passive Perception 9 Languages: Understands Auran and Common but speaks only
Languages: Common, Draconic through the use of it’s Mimicry trait.
Challenge: 1 (200 XP) Challenge: 1/2 (100 XP)

Sunlight Sensitivity. While in sunlight, the kobold has Ambusher. The kenku has advantage on attack rolls against any
disadvantage on attack rolls, as well as on Wisdom (Perception) creature he has surprised.
checks that rely on sight.
Flock. The kenku can link to the minds of other avian creatures. It
Pack Tactics. The kobold has advantage on an attack roll against may communicate telepathically with other kenku it can see within
a creature if at least one of the kobold’s allies is within 5 feet of 100 feet of it. Additionally, each kenku crowspeaker is a leader of
the creature and the ally isn’t incapacitated. a swarm of ravens. During its turn, it may forfeit its action to allow
its swarm within 100 feet of it to make an attack.
Draconic Heritage. The kobold has descended from a chromatic
dragon. Its breath weapon and damage immunity type correspond Mimicry. The kenku can mimic any sound he has heard, including
to the type of dragon it descends from. voices. A creature that hears the sounds can tell they are
Dragon type Damage type imitations with a successful DC 14 Wisdom (Insight) check.
Black Acid
Blue Lightning Spellcasting. The kenku is a 1st-level spellcaster. It’s spellcasting
Green Poison ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).
Red Fire The kenku has the following druid spells prepared:
White Cold
Trueblood kobolds develop a hue to their scales and curvature Cantrips (at will): shillelagh, thorn whip
to their horns in correspondence to this dragon type as well. 1st level (2 slots): entangle, animal friendship

Actions Actions
Dagger. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Quarterstaff. Melee Weapon Attack. +1 to hit, reach 5 ft., one
Hit: 5 (1d4 + 3) piercing damage. target. Hit: 2 (1d6 - 1) bludgeoning damage.

Dropped Rock. Ranged Weapon Attack. +5 to hit, one target


directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.

Dragonbreath (Recharge 6). The kobold exhales a breath


weapon similar to that of the dragon it descends from. Green, red,
and white trueblood kobolds exhale their breath weapon in a 15-
foot cone. Black and blue trueblood kobolds exhale their breath
weapon in a 15-foot line that is 5 feet wide. Each creature in the
area must make a DC 11 Dexterity saving throw, taking 11 (3d6)
damage of the type indicated by their draconic heritage, or half as
much on a successful one.

Volume One Monsters


New Twists on Old Monsters
NYMPH
Medium fey, neutral good

Armor Class: 12 (16 with barkskin)


Hit Points: 82 (15d8 + 15)
Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 20 (+5)

Saving Throws: Wis +6, Cha +8


Senses: darkvision 60 ft., passive Perception 9
Languages: Common, Elvish, Sylvan
Challenge: 5 (1,800 XP)

Innate Spellcasting. The nymph’s innate spellcasting ability is


Charisma (spell save DC 17). It can innately cast the following
LYCANTHROPE - WEREBAT spells, requiring no material components:
Medium humanoid (human, shapechanger), neutral evil
At will: druidcraft
Armor Class: 13 3/day: entangle, charm person
Hit Points: 44 (8d8 + 8) 1/day: dimension door
Speed: 30 ft. (fly 30 ft. in bat form, fly 40 ft. in hybrid form)
Magic Resistance. The nymph has advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 11 (+0) Unearthly Beauty. When a creature that can see the nymph
starts its turn within 30 feet of it, the nymph can force it to make a
Skills: Perception +2, Stealth +5 DC 14 Constitution saving throw if the nymph isn’t incapacitated.
Damage Immunities: bludgeoning, piercing, and slashing If the saving throw is failed by 5 or more, the creature is instantly
damage from nonmagical weapons that aren’t silvered. blinded and incapacitated. Otherwise, a creature that fails its
Senses: blindsight 60 ft. (bat or hybrid form only), passive saving throw is exhausted (level 3). The exhausted creature must
Perception 13 repeat the saving throw at the end of its next turn, becoming
Languages: Common (can’t speak in bat form) blinded on a failure or ending the effect on a success. A creature
Challenge: 3 (700 XP) incapacitated in this manner can be roused by a friendly creature
using its action to rally it, but the blindness lasts until the creature
is freed by a greater restoration spell or other magic.
Shapechanger. The werebat can use its action to polymorph into Unless surprised, a creature can avert its eyes to avoid the
a bat-humanoid hybrid or into a bat, or back into its human form. saving throw at the start of its turn. If the creature does so, it can’t
Its statistics, other than its size, are the same in each form. Any see the nymph until the start of its next turn, when it can avert its
equipment it is wearing or carrying isn’t transformed. It reverts to eyes again. If the creature looks at the nymph in the meantime, it
its true form if it dies. must immediately make the save.
Nymphs are immune to the effect of their own unearthly beauty,
Echolocation. The werebat cannot use its blindsight while but not of other nymphs.
deafened.
Spellcasting. The nymph is a 7th-level spellcaster. It’s
Keen Hearing. The werebat has advantage on Wisdom spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
(Perception) checks that rely on hearing. spell attacks). The nymph has the following druid spells prepared:

Cantrips (at will): resistance, thorn whip


Actions 1st level (4 slots): cure wounds, longstrider, speak with animals
Multiattack (Human or Hybrid Form Only). The werebat makes 2nd level (3 slots): barkskin, moonbeam
two attacks, only one of which can be a bite. 3rd level (3 slots): conjure animals, water breathing
4th level (1 slots): hallucinatory terrain
Bite (Bat or Hybrid Form Only). Melee Weapon Attack. +5 to
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If Actions
the target is humanoid, it must succeed on a DC 11 Constitution
saving throw or be cursed with werebat lycanthropy. Dagger. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Claws (Hybrid Form Only). Melee Weapon Attack. +3 to hit,
reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Sling. Ranged Weapon Attack. +5 to hit, range 30/120 ft., one
target Hit: 5 (1d4 + 3) bludgeoning damage.
Rapier (Human Form Only). Melee Weapon Attack. +5 to
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Volume One Monsters


SKELETON - ETTIN SKELETON SKELETON - SKELETAL KNIGHT
Large undead, lawful evil Medium undead, lawful evil

Armor Class: 12 Armor Class: 18 (plate)


Hit Points: 85 (10d10 + 30) Hit Points: 52 (7d8 + 21)
Speed: 30 ft. Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Damage Vulnerabilities: bludgeoning Skills: Perception +4


Damage Immunities: poison Damage Resistances: piercing and slashing damage from non-
Condition Immunities: exhaustion, poisoned magical weapons
Senses: darkvision 60 ft., passive Perception 14 Damage Immunities: poison
Languages: understands Giant and Orc but can’t speak Condition Immunities: exhaustion, poisoned
Challenge: 4 (1,100 XP) Senses: darkvision 60 ft., passive Perception 14
Languages: understands Common but can’t speak
Challenge: 4 (1,100 XP)
Two Heads. The skeleton has advantage on Wisdom (Perception)
checks and on saving throws against being blinded, charmed,
deafened, frightened, stunned, and knocked unconscious. Magic Resistance. The skeletal knight has advantage on saving
throws against spells and other magical effects.
Actions
Actions
Multiattack. The skeleton makes two attacks: one with its
battleaxe and one with its morning star. Multiattack. The skeletal knight makes two attacks.

Battleaxe. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Longsword. Melee Weapon Attack. +6 to hit, reach 5 ft. one
Hit: 14 (2d8 + 5) slashing damage. target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
damage if used with two hands.
Morningstar. Melee Weapon Attack. +7 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage. Longbow. Ranged Weapon Attack. +4 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions
Parry. The skeletal knight adds 2 to its AC against one melee
attack that would hit it. To do so, the skeletal knight must see the
attacker and be wielding a melee weapon.

Volume One Monsters


New Twists on Old Monsters
SKELETON - SKELETON MAGE THRI-KREEN - THRI-KREEN DUNEWALKER
Medium undead, lawful evil Medium humanoid (thri-kreen), chaotic neutral

Armor Class: 12 (15 with mage armor) Armor Class: 15 (natural armor)
Hit Points: 26 (4d8 + 8) Hit Points: 65 (10d8 + 20)
Speed: 30 ft. Speed: 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 14 (+2) 14 (+2) 15 (+2) 15 (+2) 10 (+0) 16 (+3) 9 (-1)

Damage Vulnerabilities: bludgeoning Skills: Perception +5, Stealth +6, Survival +6


Damage Immunities: poison Senses: darkvision 60 ft., passive Perception 16
Condition Immunities: exhaustion, poisoned Languages: Thri-kreen
Senses: darkvision 60 ft., passive Perception 9 Challenge: 4 (1,100 XP)
Languages: understands Common but can’t speak
Challenge: 1 (200 XP)
Chameleon Carapace. The thri-kreen can change the color of its
carapace to match the color and texture of its surroundings. As
Spellcasting. The skeleton is a 1st-level spellcaster. It’s a result, it has advantage on Dexterity (Stealth) checks made to
spellcasting ability is Charisma (spell save DC 12, +4 to hit with hide.
spell attacks). The skeleton has the following sorcerer spells
prepared: Colossus Slayer. When the thri-kreen hits a creature with a
weapon attack, it takes an extra 1d8 damage if it was below its hit
Cantrips (at will): acid splash, fire bolt, shocking grasp point maximum. The thri-kreen can only deal this extra damage
1st level (2 slots): color spray, mage armor once per turn.

Actions Standing Leap. The thri-kreen’s long jump is up to 30 feet and its
high jump is up to 15 feet, with or without a running start.
Quarterstaff. Melee Weapon Attack. +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage. Innate Spellcasting (Psionics). The thri-kreen’s innate
spellcasting ability is Wisdom. It can innately cast the following
spells, requiring no material components:

At will: mage hand (the hand is invisible)


2/day: blur, magic weapon
1/day: invisibility (self only)

Actions
Multiattack. The thri-kreen makes two gythka attacks or two
chatkcha attacks.

Gythka. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.


Hit: 6 (1d8 + 2) slashing damage.

Chatkcha. Ranged Weapon Attack. +5 to hit, range 30/120 ft.,


one target. Hit: 5 (1d6 + 2) slashing damage.

Whirlwind Attack. Melee Weapon Attack. +5 to hit, reach 5 ft.,


any number of creatures within reach. Hit: 6 (1d8 + 2) slashing
damage.

Summon Giant Scorpion (1/Day). The thri-kreen magically


summons a giant scorpion. The summoned giant scorpion
appears in an unoccupied space within 60 feet of its summoner
and acts as an ally of its summoner. It remains for 10 minutes,
until it or its summoner dies, or until its summoner dismisses it as
an action.

Volume One Monsters


ZOMBIE - GIANT CONSTRICTOR SNAKE
Huge undead, neutral evil

Armor Class: 12
Hit Points: 60 (8d12 + 8)
Speed: 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 14 (+2) 13 (+1) 1 (-5) 10 (+0) 3 (-4)

Saving Throws: Wis +3


Damage Immunities: poison
Condition Immunities: poisoned
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages: -
Challenge: 3 (700 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points,


it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit.
On a success, the zombie drops to 1 hit point instead.

Actions
Multiattack. The zombie makes two attacks: one with its bite and
one with its constrict if able.

Bite. Melee Weapon Attack. +6 to hit, reach 10 ft., one target. Hit:
11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.


Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled
(escape DC 16). Until this grapple ends, the creature is restrained,
and the zombie can’t constrict another target.

Volume One Monsters


New Twists on Old Monsters

Volume Two
Volume Two Monsters At a Glance
Angelic Servitor. This angel helps fill the role of a much needed Merfolk Scout. This merfolk is capable of putting out some
low-level celestial. It makes for a competent and dynamic fighter, with serious damage when paired with enough allies to make use of
plenty of spell utility and access to healing. Makes for a great ally too! its martial advantage and multiple attacks each round. Consider
Advanced Planetar (Angel). This angel has a more diverse some interesting aquatic allies to work with it – sharks, water
utility belt than its typical counterpart. A radiant aura mitigates elementals, giant octopi, and other merfolk all work for an appro-
heavy melee fighters with multiple attacks, and its compelling priate mid-level encounter.
shout ensures it keeps anything it wants close. A great boss battle Merfolk Shaman. The merfolk shaman is suited best as support
for higher levels. for a team – enhancing her allies abilities, curing their wounds,
Astral Worm. A towering monstrosity that detects sentient and summoning beasts to battle their enemies. Its blessing allows
creatures, has a paralyzing psychic breath weapon, and explodes creatures to breathe and explore underwater, which you can use to
once slain. A sizable challenge for high level PCs when a purple open the PCs up to an aquatic adventure setting!
worm just doesn’t cut it. Mummy Noble. The mummy noble gains an edge with a hit
Farborne Mauler. Those that remember the astral mauler will point improvement from standard mummies, a weapon attack,
appreciate this beast. Capable of locking down targets, teleporting and turn resistance. You can use them as a leader with a pack of
from place to place, and quickly healing its wounds, this creature mummies in tow, or as bodyguards to mummy lords. They pair
can be a solo threat to low or mid level PCs, or an appropriate nicely with preserved mages as well!
guard dog for the boss of a high level adventure. Preserved Mage. This spellcasting mummy has enough fire-
Farborne Soldier. The farborne soldier is the rank and file of power to keep the PCs on their toes. An excellent surprise for
the extraplanar race’s legions. The soldiers pack great defenses at players expecting a standard mummy, and perfect as playing the
the cost of melee damage output, but make up for the loss with role of a lower leveled mummy lord.
psychic talent. Sand Troll. A twist on traditional trolls, this desert native isn’t
Gnoll Cackler. Is there a creature better suited to be spreading impeded by troughs of sand and loses its regeneration when ex-
cackle fever than a gnoll? You can use a single one of these in- posed to cold instead of fire. A great monster to use for a desert or
fected gnolls to introduce the disease to your campaign… or send coastal adventure to keep the PCs guessing.
a laughing horde at a higher level party. Twisted Reflection. This monster will require a little work on
Goblin Outrider. You’ll want to pair this frisky goblin with an your part on the front end, but the effort is worth it. A twisted
intimidating mount for its best use – wolves work well, but you reflection has great role-playing and combat purposes; they can
can also consider more exotic mounts like goats, crocodiles, or shadow their target as the party travels, create a dynamic encoun-
hyenas for a more dynamic approach. Using hit-and-run tactics or ters, or spur the start of adventures entirely!
goading mounts to make extra attacks gives you a chance to have Zombie Tyrannosaurus Rex. What is the only thing more ter-
a little more fun with goblins, even at low level! rifying than an ancient apex predator staring you in the face? The
Lamia Taskmaster. A step above typical lamia, the taskmaster rotting, animated remains of an ancient apex predator, mindlessly
offers more battlefield control through its ability to knock opponents staring you in the face. Just when you think you have the strongest
prone and weaken swathes of enemies at a time. A suitable mid-level brute possible, some necromancer goes out and makes a zombie
villain, or perhaps the henchman of a higher level monster, you’ll be version of it.
sure to catch the PCs off guard with its array of talents.

Volume Two Monsters


ANGEL - ANGELIC SERVITOR ANGEL - PLANETAR, ADVANCED
Medium celestial, lawful good Large celestial, lawful good

Armor Class: 15 (natural armor) Armor Class: 19 (natural armor)


Hit Points: 39 (6d8 + 12) Hit Points: 200 (16d10 + 112)
Speed: 30 ft., fly 90 ft. Speed: 40 ft., fly 120 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 26 (+8) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)

Saving Throws: Wis +4, Cha +5 Saving Throws: Con +13, Wis +12, Cha +13
Skills Perception: +4 Skills: Perception +12
Damage Resistances: radiant Damage Resistances: radiant; bludgeoning, piercing, and
Senses: darkvision 60ft., passive Perception 14 slashing from nonmagical weapons
Languages: all Condition Immunities: charmed, exhaustion, frightened
Challenge: 3 (700 XP) Senses: truesight 120ft., passive Perception 22
Languages: all
Challenge: 19 (22,000 XP)
Angelic Weapons. The servitor’s weapon attacks are magical.
When the servitor hits with any weapon, the weapon deals an
extra 1d8 radiant damage (included in the attack). Angelic Weapons. The planetar’s weapon attacks are magical.
When the planetar hits with any weapon, the weapon deals an
Innate Spellcasting. The servitor’s spellcasting ability is Charis- extra 5d8 radiant damage (included in the attack).
ma (spell save DC 16). The servitor can innately cast the following
spells, requiring only verbal components: Divine Awareness. The planetar knows if it hears a lie.

At will: detect evil and good Innate Spellcasting. The planetar’s spellcasting ability is
1/day each: bless, commune, shield of faith Charisma (spell save DC 20). The planetar can innately cast the
following spells, requiring no material components:
Magic Resistance. The servitor has advantage on saving throws
against spells and other magical effects. At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise
Actions dead.
1/day each: commune, control weather, insect plague
Multiattack. The servitor makes two attacks.
Magic Resistance. The planetar has advantage on saving throws
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one against spells and other magical effects.
target. Hit: 9 (2d6 + 2) slashing damage plus 4 (1d8) radiant dam-
age. Radiant Aura. At the start of each of the planetar’s turns , each
creature of the planetar’s choice within 5 feet of it takes 10 (3d6)
Longbow. Ranged Weapon Attack: +3 to hit, range 120/600 ft., radiant damage. A creature that touches the planetar or hits it
one target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) radiant with a melee attack while within 5 feet of it takes 10 (3d6) radiant
damage. damage.

Healing Touch (1/Day). The servitor touches another creature. Actions


The target magically regains 10 (2d8 + 1) hit points and is freed
from any curse, disease, poison, blindness, or deafness. Multiattack. The planetar makes two attacks; two with its great-
sword, or one with his greatsword and one with its Compelling
Shout.

Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one


target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant
damage. If the planetar scores a critical hit, it rolls damage dice
three times, instead of twice.

Compelling Shout. Ranged Spell Attack: +14 to hit, range 30


ft., one target. Hit: 20 (3d8 + 7) psychic damage and the target
must succeed on a DC 20 Wisdom saving throw or be magically
compelled to immediately move up to 25 feet toward the planetar.
This movement does not provoke opportunity attacks. Creatures
that cannot be charmed are immune to this effect.

Healing Touch (4/Day). The planetar touches another creature.


The target magically regains 30 (6d8 + 3) hit points and is freed
from any curse, disease, poison, blindness, or deafness.
Volume Two Monsters
New Twists on Old Monsters

ASTRAL WORM
Gargantuan monstrosity, unaligned

Armor Class: 19 (natural armor)


Hit Points: 263 (15d20 + 105)
Speed: 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


29(+9) 9 (-1) 24 (+7) 5 (-3) 8 (-1) 6 (-2)

Saving Throws: Con +13, Wis +5


Damage Immunities: psychic
Senses: blindsight 120ft., passive Perception 10
Languages: -
Challenge: 17 (18,000 XP)

Thought Stalker. The worm’s blindsight only detects creatures


with an Intelligence score of 3 or higher.

Death Throes. When the worm dies it releases an explosion of


psychic energy that ripples away from it. Each creature within 30
feet of it must make a DC 17 Intelligence saving throw, taking 53
(15d6) psychic damage on a failed save, or half as much damage
on a successful one.

Actions
Multiattack. The worm can use its Frightful Presence. It then
makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +18 to hit, reach 10ft., one target.
Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or
smaller creature, it must succeed on a DC 19 Dexterity saving
throw or be swallowed by the worm. A swallowed creature is
blinded and restrained, it has total cover against attacks and other
effects outside the worm, and it takes 21 (6d6) acid damage at the
start of each of the worm’s turns.
If the worm takes 30 damage or more on a single turn from
a creature inside it, the worm must succeed on a DC 21 Con-
stitution saving throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space within 10 feet
of the worm. If the worm dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by using 20 feet
of movement, exiting prone.

Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.


Hit: 20 (3d6 + 9) bludgeoning damage.

Frightful Presence. Each creature of the worm’s choice that is


within 60 feet of the worm and aware of it must succeed on a Astral worms are distant relatives to purple worms.
DC 17 Wisdom saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end of each of its
They grow to the same colossal size, but their form is
turns, ending the effect on itself on a success. If a creature’s far mor alien and unnerving. An astral worm’s scales
saving throw is successful or the effect ends for it, the creature is twinkle like a rainbow set against a night sky. Their
immune to the worm’s Frightful Presence for the next 24 hours.
heads are topped with odd appendages that detect the
Psychic Breath (Recharge 6). The worm exhales a torrent of thoughts of creatures around them, which it uses to
psychic energy in a 60-foot cone. Each creature in that area must hunt. They are able to gather this psychic energy and
succeed on a DC 16 Intelligence saving throw or be paralyzed
for 1 minute. A creature can repeat the saving throw at the end of
expel it in huge blasts that leave their prey stunned.
each of its turns, ending the effect on itself on a success. If slain, this energy bursts forth in a violent eruption
from the worm’s corpse.

Volume Two Monsters


FARBORNE MAULER
Medium aberration, unaligned

Armor Class: 15 (natural armor)


Hit Points: 110 (13d10 + 39)
Speed: 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 16 (+3) 17 (+3) 7 (-2) 8 (-1) 7 (-2)

Skills: Perception +2
Damage Resistances: cold, fire, lightning
Senses: darkvision 60ft., passive Perception 12
Languages: understands Farborne but does not speak
Challenge: 7 (2,900 XP)

FARBORNE SOLDIER
Advantageous Grappler. The mauler has advantage on attack Medium humanoid (farborne), lawful evil
rolls against creatures it is grappling.
Armor Class: 19 (half plate, shield)
Regeneration. The mauler regains 10 hit points at the start of its Hit Points: 66 (12d8 + 12)
turn if it has at least 1 hit point. Speed: 30 ft.

Actions STR DEX CON INT WIS CHA


Multiattack. The mauler makes up to three attacks: one with its 15 (+2) 14 (+2) 13 (+1) 14 (+2) 13 (+1) 12 (+1)
bite and one with its tail. It then uses its maul if able.
Saving Throws: Con +4, Int +5, Wis +4
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: Senses: passive Perception 12
15 (2d8 + 6) piercing damage. If the target is a creature, Languages: Farborne
it is grappled (escape DC 16). Until this grapple ends, the Challenge: 6 (2,300 XP)
target is restrained, and the mauler can’t bite another target.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: Innate Spellcasting (Psionics). The farborne’s innate spellcast-
13 (2d6 + 6) bludgeoning damage. ing ability is Intelligence (spell save DC 15, +5 to hit with spell
attacks). It can innately cast the following spells, requiring no
Maul. The mauler makes one bite attack against a creature it is components:
grappling. If the attack hits, the target takes the bite’s damage and
begins bleeding from its wounds. The creature suffers 1d10 dam- At will: mage hand (the hand is invisible)
age at the start of each of it turns it is bleeding until it succeeds 3/day each: jump, misty step, nondetection (self only), tongues
a DC 16 Constitution saving throw. Creatures cannot make this 1/day: telekinesis
saving throw while they are grappled by the mauler.
Actions
Teleport. The mauler magically teleports up to 60 feet to an unoc-
cupied space it can see. Multiattack. The farborne makes two longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one


Farborne maulers are powerful creatures native to target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing
the Astral Plane, bred by farborne to serve them in damage if held in two hands.
battle or guard their estates and treasures. They are
Reactions
vaguely reptilian, with scales ranging in color from
dark black to milky blue, with two muscular legs and Parry. The farborne adds 3 to its AC against one melee attack
that would hit it. To do so, the farborne must see the attacker and
a maw that ends in four enormous tusks. A creature be wielding a melee weapon.
grabbed by a mauler rarely escapes its clutches.

Volume Two Monsters


New Twists on Old Monsters

GNOLL - GNOLL CACKLER


Medium humanoid (gnoll), chaotic evil

Armor Class: 15 (chain shirt)


Hit Points: 65 (10d8 + 20) GOBLIN - GOBLIN OUTRIDER
Speed: 30 ft. Small humanoid (goblinoid), neutral evil

Armor Class: 13 (leather armor)


STR DEX CON INT WIS CHA Hit Points: 18 (5d6)
16 (+3) 15 (+2) 14 (+2) 8 (-1) 8 (-1) 14 (+2) Speed: 30 ft. or by mount

Condition Immunities: frightened STR DEX CON INT WIS CHA


Senses: darkvision 60 ft., passive Perception 9
Languages: Gnoll 10 (+0) 15 (+2) 10 (+0) 10 (+0) 8 (-1) 9 (-1)
Challenge: 4 (1,100 XP)
Skills: Stealth +6
Senses: darkvision 60 ft., passive Perception 9
Rampage. When the gnoll reduces a creature to 0 hit points with Languages: Common, Goblin
a melee attack on its turn, the gnoll can take a bonus action to Challenge: 1 (200 XP)
move up to half its speed and make a bite attack.

Relentless (Recharges after a Short or Long Rest). If the gnoll Quick Mount. Mounting a creature trained to bear the goblin as a
takes 14 damage or less that would reduce it to 0 hit points, it is rider only requires 5 feet of the goblin’s movement.
reduced to 1 hit point instead.
Nimble Escape. The goblin can take the Disengage or Hide ac-
Actions tion as a bonus action on each of its turns.

Multiattack. The gnoll makes two attacks with its mace, and then Ride-by Attack. While the goblin is mounted, it does not provoke
uses its Cackle if it can. opportunty attacks from targets it hits with its melee attacks. The
goblin’s mount must move at least 10 feet before making the me-
Mace. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: lee attack against the target for this effect.
7 (1d8 + 3) bludgeoning damage.
Actions
Cackle (Recharge 6). The gnoll creature suffers 5 (1d10) psychic
damage and becomes incapacitated for one round in a fit of Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft., one target.
laughter. Creatures that can hear this creature must succeed a Hit: 5 (1d6 + 2) slashing damage.
DC 13 Constitution saving throw. On a failure, target creatures are
infected with cackle fever. Goad. The goblin’s mount uses its reaction to make a melee
attack against a target in range.

Volume Two Monsters


LAMIA - LAMIA TASKMASTER MERFOLK - MERFOLK SCOUT
Large monstrosity, chaotic evil Medium humanoid (merfolk), neutral good

Armor Class: 13 (natural armor) Armor Class: 16 (natural armor)


Hit Points: 153 (18d10 + 54) Hit Points: 97 (13d8 + 39)
Speed: 30 ft. Speed: 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 16 (+3) 15 (+2) 18 (+4) 14 (+2) 19 (+4) 17 (+3) 15 (+2) 11 (+0) 14 (+2)

Saving Throws: Dex +6, Cha +8 Saving Throws: Dex +6, Cha +4
Skills: Deception +9, Insight +7, Stealth +6 Skills: Perception +6, Stealth +7
Senses darkvision: 60ft., passive Perception 17 Senses: passive Perception 16
Languages: Abyssal, Common Languages: Aquan, Common
Challenge: 12 (8,400 XP) Challenge: 6 (2,300 XP)

Magic Resistance. The lamia has advantage on saving Amphibious. The merfolk can breathe air and water.
throws against spells and other magical effects.
Aquatic Stealth. While underwater, the merfolk can take the Hide
Magic Weapons. The lamia’s weapon attacks are magical. action as a bonus action.

Innate Spellcasting. The lamia’s innate spellcasting ability is Martial Advantage. Once per turn, the merfolk can deal an extra
Charisma (spell save DC 16). It can innately cast the following 14 (2d6) damage to a creature it hits with a weapon attack if that
spells, requiring no material components. creature is within 5 feet of an ally of the merfolk’s that isn’t
incapacitated.
At will: disguise self (any humanoid form), major image
3/day each: charm person, mirror image, scrying, suggestion Actions
1/day: geas
Multiattack. The merfolk makes three shortsword attacks.
Actions Shortsword. Melee Weapon Attack. +6 to hit, reach 5 ft. one
Multiattack. The lamia makes three attacks: two with its claws target. Hit: 7 (1d6 + 4) slashing damage.
and one with its whip or Intoxicating Touch.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 14 (2d10 + 3) slashing damage.

Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.


Hit: 8 (2d4 + 3) slashing damage. If the target is a creature, it
must succeed on a DC 14 Strength saving throw or be knocked
prone.

Intoxicating Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one


creature. Hit: The target is magically cursed for 1 hour.
Until the curse ends, the target has disadvantage on Wisdom sav-
ing throws and all ability checks.

Weakening Breath (Recharge 6). The lamia exhales gas in a 30-


foot cone. Each creature in that area must succeed on a DC 16
Strength saving throw or have disadvantage on Strength-based
attack rolls, Strength checks, and Strength saving throws for 1
minute. A creature can repeat its saving throw at the end of each
of its turns, ending the effect on itself on a success.

Volume Two Monsters


New Twists on Old Monsters

MERFOLK - MERFOLK SHAMAN MUMMY - MUMMY NOBLE


Medium humanoid (merfolk), neutral good Medium undead, lawful evil

Armor Class: 14 (natural armor) Armor Class: 14 (natural armor)


Hit Points: 97 (13d8 + 39) Hit Points: 71 (11d8 + 22)
Speed: 10 ft., swim 40 ft. Speed: 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 13 (+1) 16 (+3) 14 (+2) 17 (+3) 10 (+0) 15 (+2) 9 (-1) 14 (+2) 15 (+2)

Saving Throws: Dex +4, Wis +5 Saving Throws: Con +4, Wis +4
Skills: Perception +9, Religion +6 Damage Vulnerabilities: fire
Senses: passive Perception 19 Damage Resistances: bludgeoning, piercing, and slashing from
Languages: Aquan, Common nonmagical weapons
Challenge: 6 (2,300 XP) Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, poisoned
Amphibious.The merfolk can breathe air and water. Senses: darkvision 60ft., passive Perception 12
Languages: the languages it knew in life
Cunning. The merfolk has advantage on Intelligence, Wisdom, Challenge: 5 (1,800 XP)
and Charisma saving throws against magic.

Spellcasting. The merfolk is a 5th level spellcaster. Its spell- Turning Defiance. The mummy noble and any mummies within
casting ability is Wisdom (spell save DC 13, +5 to hit with spell 30 feet of it have advantage on saving throws against effects that
attacks). The merfolk has the following druid spells prepared: turn undead.

Cantrips (at will): druidcraft, guidance Actions


1st level (4 slots): cure wounds, entangle, speak with animals
2nd level (3 slots): beast sense, enhance ability Multiattack. The mummy can use its dreadful glare and
3rd level (2 slots): conjure animals makes one attack with its rotting fist or falchion.

Actions Falchion. Melee Weapon Attack: +6 to hit, reach 5 ft., on target.


Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) necrotic damage.
Multiattack. Corselle makes two spear attacks.
Rotting Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Spear. Melee or Ranged Weapon Attack. +5 to hit, reach 5 ft. or target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage or necrotic damage. If the target is a creature, it must succeed on a
7 (1d8 + 3) piercing damage if used with two hands to make a DC 14 Constitution saving throw or be cursed with mummy rot.
melee attack. The cursed target can’t regain hit points, and its hit point maxi-
mum decreases by 10 (3d6) for every 24 hours that elapse. If the
Blessing of Eardo (1/day). The merfolk selects up to ten crea- curse reduces the target’s hit point maximum to 0, the target dies,
tures within 100 feet of it that it can see. Selected creatures gain and its body turns to dust. The curse lasts until removed by the
a swim speed equal to their base land speed, and can breath remove curse spell or other magic.
underwater as if affected by the water breathing spell. This effect
lasts for the next 24 hours, or until the merfolk chooses to dismiss Dreadful Glare. The mummy targets one creature it can see
the effect on any number of targets as an action on her turn. This within 60 feet of it. If the target can see the mummy, it must suc-
effect also ends if the merfolk is slain. ceed on a DC 13 Wisdom saving throw against this magic or
become frightened until the end of the mummy’s next turn. If the
target fails the saving throw by 5 or more, it is also paralyzed for
the same duration. A target that succeeds on the saving throw
is immune to the dreadful glare of all mummies (but not mummy
lords) for the next 24 hours.

Volume Two Monsters


MUMMY - PRESERVED MAGE
Medium undead, lawful evil

Armor Class: 12 (15 with mage armor)


Hit Points: 61 (11d8 + 11)
Speed: 20 ft.

STR DEX CON INT WIS CHA


10 (+0) 11 (+0) 12 (+1) 17 (+3) 13 (+1) 12 (+1)

Saving Throws: Int +6, Wis +4


Damage Vulnerabilities: fire
Damage Resistances: bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, poisoned
Senses: darkvision 60ft., passive Perception 11
Languages: the languages it knew in life
Challenge: 7 (2,900 XP)

Spellcasting. The preserved mage is a 9th-level spellcaster. Its


spellcasting ability is Intelligence (spell save DC 14, +6 to hit with
spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): light, mage hand, mending, poison spray


1st level (4 slots): jump, mage armor, magic missile, shield
2nd level (3 slots): misty step, scorching ray
3rd level (3 slots): fear, lightning bolt, fly
4th level (3 slots): blight, evard’s black tentacles
5th level (1 slot): wall of stone

Actions
Multiattack. The preserved mage can use its dreadful glare and
makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)
necrotic damage. If the target is a creature, it must succeed on a
DC 14 Constitution saving throw or be cursed with mummy rot.
The cursed target can’t regain hit points, and its hit point maxi-
mum decreases by 10 (3d6) for every 24 hours that elapse. If the
curse reduces the target’s hit point maximum to 0, the target dies,
and its body turns to dust. The curse lasts until removed by the
remove curse spell or other magic.

Dreadful Glare. The preserved mage targets one creature it can


see within 60 feet of it. If the target can see the preserved mage,
it must succeed on a DC 13 Wisdom saving throw against this
magic or become frightened until the end of the preserved mage’s
next turn. If the target fails the saving throw by 5 or more, it is also
paralyzed for the same duration. A target that succeeds on the
saving throw is immune to the dreadful glare of all preserved mag-
es and mummies (but not mummy lords) for the next 24 hours.

Volume Two Monsters


New Twists on Old Monsters

TROLL - SAND TROLL TWISTED REFLECTION


Large giant, neutral evil Construct (size varies), unaligned

Armor Class: 14 (natural armor) Armor Class: 15 (natural armor)


Hit Points: 84 (8d10 + 40) Hit Points: 52 (7d8 + 21)
Speed: 30 ft. Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 20 (+5) 7 (-2) 9 (-1) 8 (-2) 15 (+2) 15 (+2) 15 (+2) 15 (+2) 15 (+2) 15 (+2)

Skills: Perception +1 Damage Immunities: necrotic, poison


Senses: darkvision 60 ft., passive Perception 11 Condition Immunities: charmed, frightened, poisoned, stunned
Languages: Giant Senses: blindsight 60 ft., passive Perception 16
Challenge: 5 (1,800 XP) Languages: understands and speaks the langauges of the crea-
ture its image is a reflection of.
Challenge: 3 (700 XP)
Keen Smell. The troll has advantage on Wisdom (Perception)
checks that rely on smell.
Reflection. The twisted reflection looks identical to a creature it is
Regeneration. The troll regains 10 hit points at the start of its a reflection of; although reversed. A creature can tell the differ-
turn. If it takes acid or cold damage, this trait doesn’t function until ence between a twisted reflection and the creature it is a reflection
the start of the troll’s next turn. The troll dies only if it starts its turn of with a successful DC 15 Insight check. The twisted reflection is
at 0 hit points and doesn’t regenerate. the same size as the creature it is a reflection of.

Sand Walk. The troll can move across desert surfaces, including Magic Resistance. The twisted reflection has advantage on sav-
deep sand, without needing to make an ability check. Additionally, ing throws against spells and other magical effects.
difficult terrain composed of sand doesn’t cost it extra movement.
Otherwordly Perception. The twisted reflection can sense the
Actions presence of the creature it is a reflection of so long as that crea-
ture is within 30 feet of it. It can pinpoint such a creature that is
Multiattack. The troll makes three attacks: one with its bite and moving, even if the creature is invisible or on the Ethereal plane.
two with its claws.
Actions
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft. one target. Hit: 7
(1d6 + 4) piercing damage. Multiattack. The twisted reflection makes two attacks.

Claw. Melee Weapon Attack. +7 to hit, reach 5 ft. one target. Hit: Reflected Weapon. Melee or Ranged Weapon Attack. +5 to hit,
11 (2d6 + 4) slashing damage. reach 5 ft. or range 30 ft., one target. Hit: 6 (1d8 + 2) damage.
This damage is of the same type of the primary melee or ranged
Sand trolls are cousins to regular trolls, although they weapon the creature the twisted reflection is a reflection of
carries.
make their homes in much hotter and dryer climates.
As a result, the troll’s regenerative ability is stifled by Cantrip. The twisted reflection uses a cantrip known by the
exposure to cold elements as opposed to fire. A sand creature it is a reflection of.
troll looks like a normal troll, although they have
ruddy, calcified skin ranging in color from yellow to Twisted reflections are the reflected images of human-
umber. Sand trolls are also hairless. oids given form through necromantic magic. A twisted
reflection that is borne into the world has the singular
purpose of hunting down the creature it bears the im-
age of. If a twisted reflection is destroyed, it vanishes in
a spray of sand and a sound of glass breaking.

Volume Two Monsters


ZOMBIE - TYRANNOSAURUS REX
Huge beast, neutral evil

Armor Class: 15 (natural armor)


Hit Points: 179 (17d12 + 68)
Speed: 40 ft.

STR DEX CON INT WIS CHA


25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 8 (-2)

Saving Throws: Str +11, Con +8


Skills: Perception +5
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60ft., passive Perception 15
Languages: -
Challenge: 11 (7,200 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points,


it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit.
On a success, the zombie drops to 1 hit point instead.

Actions
Multiattack. The tyrannosaurus makes two attacks: one with its
bite and one with its tail. It can’t make both attacks against the
same target.

Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or
smaller creature, it is grappled (escape DC 17). Until this grapple
ends, the target is restrained, and the tyrannosaurus can’t bite
another target.

Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit:
20 (3d8 + 7) bludgeoning damage.

Volume Two Monsters


New Twists on Old Monsters

Volume Three

Volume Three Monsters At a Glance


Whirlwind of Leaves. A new take on animated objects, the Dire Mammoth. When a normal mammoth won’t do, these dire
whirlwind of leaves makes for a cunning foe against a low-level party beasts are stronger, tougher, and far more resilient. Pair them with
outdoors. These creatures force the party to keep their distance, and handlers or put them in a herd to truly take advantage of their skills.
to think before swinging recklessly against it. Nature Spirit. Nature spirits are evil fey that infest the natural
Cultist Elite. These elite cultists are decidedly harder to kill, and world the same way a ghost might possess a person. They make for
offer a stronger opponent to mid-level parties. They also pack a good low-level foes with a strong set of skills to challenge the party.
ranged attack to give them more diverse use on the battlefield. Oni Dreadglut. Oni dreadgluts work best when leading other oni,
Cultist Maniac. Cultist maniacs are a truly deprived lot, so deep but they can be a terror in their own right against a mid-level party
in their own delusion that they cannot walk straight. They’re as that underestimates them.
deadly as they are unpredictable. Blood Ooze. A blood ooze is its own army, a sickening mound
Frost Giant Sovereign. A fitting boss monster, this giant is the of blood releasing spores of into the air around it. Maneuver these
ideal leader of its clan. Its legendary actions do a great job keeping it spores into creatures weakened by the ooze’s pseudopod to capitalize
from becoming surrounded, or doling out damage against a high- on its abilities.
level party. Flesh Jelly. Don’t let a flesh jelly touch you, unless you want your
Greater Grell. Designed with a mid-level party in mind, these skin adding to its disgusting mass. These are ideal against mid-level
aberrations are larger and more deadly than common Grells. They’re parties you need to pin down.
also attracted to sentient creatures, making hiding from them virtu- Repugnant Horror. Vaguely humanoid, repugnant horrors are
ally impossible. made of flesh and blood in a ghastly appearance. A single one can cap
Living Fear. What does terror look like? You can make these off a low level adventure, while hordes of them are fitting for higher
amorphous horrors look however you like. Whatever the players are level ones.
afraid of works best.
Fear Spawn. The horrid result of a living fear’s victims, fear spawn
look like semi-transparent corpses. Their touch carries the woe of the
grave. Frightened creatures dread them even more.

Volume Three Monsters


ANIMATED OBJECT – WHIRLWIND OF LEAVES
Medium construct, unaligned

Armor Class: 14
Hit Points: 36 (8d8)
Speed: 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 10 (+0) 1 (-5) 5 (-3) 1 (-5)

Damage Immunities: poison, psychic


Condition Immunities: blinded, charmed, deafened, frightened,
paralyzed, petrified, poisoned
Skills: Stealth +6
Senses: blindsight 60ft. (blind beyond this radius), passive
Perception 7
Languages: -
Challenge: 2 (450 XP)

Antimagic Susceptibility. The whirlwind is incapacitated while


in the area of an antimagic field. If targeted by dispel magic, the
whirlwind must succeed on a Constitution saving throw against
the caster’s spell save DC or fall unconscious for 1 minute.

Aura of Debris. At the start of each of the whirlwind’s turns, each


creature within 5 feet of it takes 3 (1d6) slashing damage. A crea-
ture that touches the whirlwind or hits it with a melee attack while
within 5 feet of it takes 3 (1d6) slashing damage.

Damage Transfer. While it shares space with a hostile creature,


the whirlwind takes only half the damage dealt to it, and the crea- CULTIST - CULTIST ELITE
ture takes the other half. Medium humanoid (human), neutral evil

False Appearance. While motionless, the whirlwind is indistin- Armor Class: 14 (studded leather)
guishable from an inert mass of leaves and natural debris. Hit Points: 46 (8d8 + 8)
Speed: 30 ft.
Whirlwind Form. The whirlwind can enter a hostile creature’s
space and stop there. It can move through a space as narrow as
1 inch wide without squeezing. STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 12 (+1)
Actions
Engulf. The whirlwind moves into a creatures space, and the target Skills: Deception +3, History +2, Perception +3, Religion +2
must succeed at a DC 13 Dexterity saving throw or take 10 (3d6) Senses: passive Perception 13
slashing damage, or half as much damage on a successful save. Languages: Common
Challenge: 3 (700 XP)

Dark Devotion. The cultist has advantage on saving throws


against being charmed or frightened.

Relentless (Recharges after a Short or Long Rest). If the cultist


takes 14 damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead.

Actions
Multiattack. The cultist makes two attacks with its flail.

Flail. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 2) bludgeoning damage.

Hand Crossbow. Ranged Weapon Attack. +4 to hit, range 30/120


ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Volume Three Monsters
New Twists on Old Monsters

GIANT - FROST GIANT SOVEREIGN


Huge giant, neutral evil

Armor Class: 16 (patchwork armor)


Hit Points: 230 (20d12 + 100)
Speed: 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 12 (+1) 21 (+5) 10 (+0) 10 (+0) 12 (+1)

Saving Throws: Con +11, Wis +5, Cha +6


Skills: Athletics +11, Perception +5
Damage Immunities: cold
Senses: passive Perception 15
Languages: Common, Giant
Challenge: 15 (13,000 XP)

Wounded Fury. While the giant has 50 hit points or fewer, it has
advantage on attack rolls. In addition, it deals an extra 9 (2d8)
damage to any target it hits with a melee attack.

Actions
CULTIST - CULTIST MANIAC
Medium humanoid (human), neutral evil Multiattack. The giant makes two greataxe attacks.

Armor Class: 14 (leather armor) Greataxe. Melee Weapon Attack. +11 to hit, reach 10 ft., one
Hit Points: 61 (10d8 + 16) target. Hit: 25 (3d12 + 6) slashing damage.
Speed: 30 ft.
Rock. Ranged Weapon Attack. +11 to hit, range 60/240 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a
STR DEX CON INT WIS CHA creature, it must succeed on a DC 19 Strength saving throw or be
14 (+2) 16 (+3) 14 (+2) 11 (+0) 11 (+0) 14 (+2) knocked prone.

Skills: Deception +3, History +2, Perception +3, Religion +2


Legendary Actions
Senses: passive Perception 12 The giant can take 3 legendary actions, choosing from the options
Languages: Common below. Only one legendary action option can be used at a time
Challenge: 4 (1,100 XP) and only at the end of another creature’s turn. The giant regains
spent legendary actions at the start of its turn.

Dark Devotion. The cultist has advantage on saving throws Move. The giant moves up to half its speed.
against being charmed or frightened.
Kick. The giant kicks away a Large or smaller creature within
10 feet. The creature is pushed up to 15 feet away from the
Sneak Attack. Once per round, the cultist can deal an additional
giant and must succeed on a DC 19 Strength saving throw or
10 (3d6) damage to a creature it hits with an attack if it has advan-
land prone. The creature stops this movement if it hits an ob-
tage on the attack roll. It doesn’t need advantage on the attack roll
struction or another creature in its path. If the pushed target
if another enemy of the target is within 5 feet of it, that enemy isn’t
is stopped because it would be pushed into another creature
incapacitated, and it doesn’t have disadvantage on the attack roll.
the same size or smaller, the other creature must also make
the saving throw or be knocked prone.
Staggered Advance. The cultist moves with an unpredictable
sway, as if intoxicated, lumbering out of the way just in time to Attack (Costs 2 Actions). The giant makes one greataxe or
avoid attacks. Opportunity attacks made against the cultist are rock attack.
made with disadvantage.

Actions
Multiattack. The cultist makes two attacks with its shortsword.

Shortsword. Melee Weapon Attack. +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) piercing damage.

Hand Crossbow. Ranged Weapon Attack. +5 to hit, range 30/120


ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Volume Three Monsters


GRELL - GREATER GRELL
Large aberration, neutral evil

Armor Class: 18 (natural armor)


Hit Points: 75 (10d10 + 20)
Speed: 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 10 (+0)

Skills: Perception +6, Stealth +8


Damage Immunities: lightning
Damage Resistances: bludgeoning, piercing, and slashing
damage from nonmagical weapons
Condition Immunities: blinded, prone
Senses: blindsight 60 ft. (blind beyond this radius), passive
Perception 16
Languages: Grell
Challenge: 7 (2,900 XP)

Detect Sentience. The grell can sense the presence and location
of any creature within 300 feet of it that has an Intelligence of 3 or
higher, regardless of interposing barriers, unless the creature is
protected by a mind blank spell.

Actions
Multiattack. The grell makes three attacks: two with its tentacles
and one with its beak.

Tentacles. Melee Weapon Attack. +7 to hit, reach 10 ft., one


target. Hit: 10 (1d12 + 4) piercing damage, and the target must
succeed on a DC 13 Constitution saving throw or be poisoned
for 1 minute. The poisoned target is paralyzed, and it can repeat
the saving throw at the end of each of its turns, ending the effect
on a success.
The target is also grappled (escape DC 17). If the target is Large
or smaller, it is also restrained until this grapple ends. While grap-
pling the target, the grell has advantage on attack rolls against
it and can’t use this attack against other targets. When the grell
moves, any medium or smaller target is grappling moves with it.

Beak. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) piercing damage.

Volume Three Monsters


New Twists on Old Monsters

LIVING FEAR
Large monstrosity, chaotic evil

Armor Class: 15 (natural armor)


Hit Points: 180 (19d10 + 76)
Speed: 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 19 (+4) 18 (+4) 14 (+2) 19 (+4)

Saving Throws: Dex +7, Con +9, Wis +7, Cha +9


Damage Resistances: bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities: necrotic, psychic, poison
Condition Immunities: charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 120ft., passive Perception 12
Languages: -
FEAR SPAWN
Medium undead, neutral evil
Challenge: 14 (11,500 XP)
Armor Class: 12
Hit Points: 40 (9d8)
Abject Terror. When a creature that is not frightened and can see
the living fear starts its turn within 30 feet of the living fear, it must Speed: 0 ft., fly 40 ft.
make a DC 17 Wisdom saving throw. A creature that fails the save
takes 10 (3d6) psychic damage and is frightened for 1 minute. STR DEX CON INT WIS CHA
A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. A humanoid slain 10 (+0) 14 (+2) 11 (+0) 10 (+0) 13 (+1) 16 (+3)
while frightened by this effect rises after 1 minute as a fear spawn
under the living fear’s control. Damage Resistances: bludgeoning, piercing, and slashing from
nonmagical weapons
Incorporeal Movement. The living fear can move through other Damage Immunities: necrotic, psychic, poison
creatures and objects as if they were difficult terrain. It takes 5 Condition Immunities: charmed, exhaustion, frightened,
(1d10) force damage if it ends its turn inside an object. grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60ft., passive Perception 11
Magic Resistance. The living fear has advantage on saving Languages: understands all languages it knew in life but can’t
throws against spells and other magical effects. speak
Challenge: 4 (1,100 XP)
Actions
Multiattack. The living fear makes three tendril attacks. Fear Stalker. Once per turn, the fear spawn can deal an extra 10
(3d6) damage to a creature it hits with a weapons attack if that
Tendrils. Melee Weapon Attack. +10 to hit, reach 5 ft., one creature is frightened and isn’t incapacitated.
target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6)
psychic damage. Incorporeal Movement. The fear spawn can move through other
creatures and objects as if they were difficult terrain. It takes 5
Immobilize (Recharge 5-6). The living fear magically emits (1d10) force damage if it ends its turn inside an object.
energy in a 30-foot cone. Each frightened creature in that area
must succeed on a DC 17 Wisdom saving throw or take 40 (9d8)
Actions
psychic damage and be restrained for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the Multiattack. The fear spawn makes two attacks.
effect on itself on a success. If an affected creature ends an effect
that caused it to be frightened when it became immobilized, it also Decrepit Touch. Melee Weapon Attack. +5 to hit, reach 5 ft., one
ends the effect of this ability as well. target. Hit: 10 (2d6 + 3) necrotic damage.
Living fears are fear given form. A casual observer A fear spawn is the result of a traumatic death of
may see a living fear as a wispy, dark cloud, but there a humanoid, slain at the pinnacle of its own fear. A
is no such thing as a casual observer in this case. Each fear spawn’s skin is ghostly white, and its form semi-
individual that sees such a monster sees their true transparent. Its face vaguely resembles the one it
horrors come to life in its visage, its victims frequently used to have, although it is permanently twisted and
expiring from heart attacks and stress before its umbral contorted into one of utmost terror. These creature fly
tendrils and choke the life from them. through walls and ceilings to pursue their prey, and
their caress causes skin to rot and turn ghostly white.
Volume Three Monsters
MAMMOTH - DIRE MAMMOTH NATURE SPIRIT
Huge beast, unaligned Large fey, neutral evil

Armor Class: 13 (natural armor) Armor Class: 15 (natural armor)


Hit Points: 150 (13d12 + 65) Hit Points: 65 (10d10 + 20)
Speed: 30 ft. Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
26 (+8) 8 (-1) 21 (+5) 4 (-4) 11 (+0) 8 (-1) 17 (+3) 16 (+3) 14 (+2) 12 (+1) 17 (+3) 18 (+4)

Damage Resistances: cold; bludgeoning, piercing and slashing Skills: Perception +5


from nonmagical weapons that aren’t adamantine Damage Vulnerabilities: fire
Senses: passive Perception 10 Damage Resistances: bludgeoning, piercing
Languages: - Condition Immunities: charmed, frightened, poisoned
Challenge: 9 (5,000 XP) Senses: darkvision 60 ft., passive Perception 15
Languages: Common, Sylvan
Challenge: 4 (1,100 XP)
Pack Tactics. The mammoth has advantage on an attack roll
against a creature if at least one of the mammoth’s allies is within
5 feet of the creature and the ally isn’t incapaczitated. Entangling Aura. The ground in a 5-foot radius around the nature
spirit is a mass of grasping vines and weeds. Hostile creatures
Trampling Charge. If the mammoth moves at least 20 feet treat this area as difficult terrain.
straight toward a creature and then hits it with a gore attack on the
same turn, that target must succeed on a DC 20 Strength saving Immutable Form. The nature spirit is immune to any spell or ef-
throw or be knocked pro ne. If the target is prone, the mammoth fect that would alter its form.
can make one stomp attack against it as a bonus action.
Regeneration. The nature spirit regains 10 hit points at the start
Actions of its turn. If it takes slashing damage, this trait doesn’t function at
the start of the nature spirit next turn. The nature spirit dies only if
Gore. Melee Weapon Attack. +12 to hit, reach 10 ft., one target. it starts its turn with 0 hit points and doesn’t regenerate.
Hit: 26 (4d8 + 8) piercing damage.

Stomp. Melee Weapon Attack. +12 to hit, reach 10 ft., one target.
Actions
Hit: 30 (4d10 + 8) bludgeoning damage.
Multiattack. The nature spirit makes two slam attacks.

Slam. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) bludgeoning damage.

Gale (Recharge 5-6). The nature spirit exhales a powerful gale of


wind in a line that is 30-foot long and 10 feet wide. Each creature
in that line must make a DC 13 Strength saving throw, taking
10 (3d6) bludgeoning damage on a failed save, or half as much
damage on a successful one. Creatures that fail their saving
throw are blown up to 15 feet away from the nature spirit in the
direction of the line and land prone.
The gust disperses gas or vapor, and it extinguishes candles,
torches, and similar unprotected flames in the area. It causes pro-
tected flames, such as those of lanterns, to dance wildly and has
a 50 percent chance to extinguish them.

Volume Three Monsters


New Twists on Old Monsters

ONI - ONI DREADGLUT OOZE - BLOOD OOZE


Large giant, neutral evil Huge ooze, unaligned

Armor Class: 16 (chain mail) Armor Class: 9


Hit Points: 171 (18d10 + 72) Hit Points: 231 (22d12 + 88)
Speed: 30 ft., fly 30 ft. Speed: 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 18 (+4) 14 (+2) 19 (+4) 21 (+5) 8 (-1) 19 (+4) 4 (-4) 10 (+0) 10 (+0)

Saving Throws: Dex +7, Con +8, Wis +6, Cha +8 Damage Immunities: necrotic
Damage Resistances: cold; bludgeoning, piercing, and slashing Condition Immunities: blinded, charmed, deafened, exhaustion,
from nonmagical weapons frightened, prone
Senses: darkvision 60ft., passive Perception 16 Senses: blindsight 60 ft. (blind beyond this radius), passive
Languages: Common, Giant, telepathy 120 ft. Perception 14
Challenge: 12 (8,400 XP) Languages: understands Deep Speech but cannot speak
Challenge: 9 (5,000 XP)

Born of Night. Magical darkness doesn’t impede the oni’s darkvi-


sion. While within 30 feet of the oni, magical darkness doesn’t Amorphous. The ooze can move through a space as narrow as 1
impede the sight of other oni as well. inch wide without squeezing.

Innate Spellcasting. The oni’s innate spellcasting ability is Cha- Immutable Form. The ooze is immune to any spell or effect that
risma (spell save DC 16). The oni can innately cast the following would alter its form.
spells, requiring no material components:
Magic Resistance. The ooze has advantage on saving throws
At will: darkness, invisibility against spells and other magical effects.
3/day: sleep
1/day each: charm person, cone of cold, dream, gaseous form Actions
Magic Weapons. The oni’s weapon attacks are magical. Multiattack. The ooze makes two pseudopod attacks, and then
uses its Blood Spores if able.
Regeneration. The oni regains 10 hit points at the start of its turn
if it has at least 1 hit point. Pseudopod. Melee Weapon Attack. +9 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage and 7 (2d6) necrotic
damage. If the target is a creature, it must succeed on a DC 14
Actions
Constitution saving throw. On a failed saving throw, the creature’s
Multiattack. The oni makes two claw attacks and then uses its skin becomes flushed and bruised, wracking it with intense pain.
Dread Feast if able. A creature under this effect suffers an additional 4 (1d8) points of
necrotic damage each time it is dealt damage. A heal or greater
Claws (Oni Form Only). Melee Weapon Attack. +8 to hit, reach 5 restoration spell ends the effect. A creature can repeat the saving
ft., one target. Hit: 13 (2d8 + 4) slashing damage. throw at the end of each of its turns, ending the effect on itself on
a success.
Dread Feast (Recharge 5-6). The oni siphons the fear and doubt
of a creature within 30 feet of it that is not a construct or undead Blood Spores (Recharge 5-6). Pustules on the ooze swell and
and can see the oni. The creature must make a DC 16 Cha- burst, releasing 1d4 spores of vaporous blood. When a blood
risma saving throw or take 36 (8d8) psychic damage, and the oni spore is created it occupies a space within 5 feet of the ooze.
regains hit points equal to that amount. Creatures that cannot be Each round thereafter a spore floats 15 feet in the direction of a
frightened are immune to this effect. blooded creature other than the ooze, entering the space of such
a creature if able. If a blood spore ends its movement in the space
Change Shape. The oni magically polymorphs into a Small or of a blooded creature, that creature suffers 1 necrotic damage,
Medium humanoid, into a Large giant, or back into its true form. and must succeed on a DC 14 Constitution saving throw or is af-
Other than its size, its statistics are the same in each form. fected by the effect described in the Pseudopod trait.
A spore can be attacked so that it bursts harmlessly. Each
Teleport. The oni magically teleports, along with any equipment spore has an AC 5, 1 hit point, and is immune to necrotic, poison,
it is wearing or carrying, up to 60 feet to an unoccupied space it and psychic damage.
can see.

Volume Three Monsters


OOZE - FLESH JELLY
Huge ooze, unaligned

Armor Class: 8
Hit Points: 184 (16d12 + 80)
Speed: 10 ft.

STR DEX CON INT WIS CHA


22 (+6) 6 (-2) 20 (+5) 4 (-4) 10 (+0) 8 (-2)

Damage Immunities: necrotic


Condition Immunities: blinded, charmed, deafened, exhaustion,
frightened, prone
Senses: blindsight 60 ft. (blind beyond this radius), passive
Perception 14
Languages: understands Deep Speech but cannot speak
Challenge: 9 (5,000 XP)

Amorphous. The jelly can move through a space as narrow as 1


inch wide without squeezing.

Immutable Form. The jelly is immune to any spell or effect that REPUGNANT HORROR
would alter its form. Medium monstrosity, neutral

Magic Resistance. The jelly has advantage on saving throws Armor Class: 14 (natural armor)
against spells and other magical effects. Hit Points: 52 (8d8 + 16)
Speed: 30 ft., climb 20 ft.
Regeneration. The jelly regains 10 hit points at the start of its
turn if it has one or more creatures restrained by the effect of its
pseudopod. STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 5 (-3) 13 (+1) 6 (-2)
Actions
Multiattack. The jelly makes two pseudopod attacks. Damage Resistances: necrotic
Senses: darkvision 60 ft., passive Perception 10
Pseudopod. Melee Weapon Attack. +10 to hit, reach 10 ft., one Languages: understands Deep Speech but cannot speak
target. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a hu- Challenge: 4 (1,100 XP)
manoid creature with flesh, it must succeed on a DC 14 Strength
saving throw. On a failed saving throw, the pseudopod adheres
to the creature’s flesh in a tumorous mound, and the target is Immutable Form. The horror is immune to any spell or effect that
restrained. A creature can only be adhered to by one pseudopod would alter its form.
at a time, although it can still be targeted by additional pseudopod
attacks. The jelly can generate a pseudopod from any part of its Magic Resistance. The horror has advantage on saving throws
form; adhering to a creature with a pseudopod does not reduce against spells and other magical effects.
the amount of pseudopod attacks the jelly can make in the future.
If the jelly moves while a creature is adhered to it, the creature Stench. Any creature other than another repugnant horror that
moves with it. starts its turn within 5 feet of the horror must succeed on a DC
A creature restrained by this effect is dealt 7 (2d6) necrotic 13 Constitution saving throw or be poisoned until the start of the
damage at the start of each of its turns. If a creature is killed by creature’s next turn. On a successful saving throw, the creature is
this damage, its body is absorbed into the flesh jelly. immune to the stench of all repugnant horrors for 1 hour.
The tumorous mound that connects the jelly to a restrained
creature can be severed. The mound has an AC of 10, 10 hit Actions
points, resistance to bludgeoning and piercing damage, and is
immune to necrotic, poison, and psychic damage. If the mound is Multiattack. The horror makes two slam attacks.
severed, the restrained creature is immediately freed.
Slam. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit:
13 (3d6 + 3) bludgeoning damage.

Caustic Spittle (Recharge 5-6). The horror spits a chemical glob


at a point it can see within 15 feet of it. The glob explodes on impact
in a burst of acid. Each creature within 5 feet of the burst must
succeed on a DC 13 Dexterity saving throw, taking 21 (6d6) acid
damage on a failed save, or half as much on a successful one.

Volume Three Monsters


New Twists on Old Monsters

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the 2. The License: This License applies to any Open Game
Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc Content that contains a notice indicating that the Open
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9. Updating the License: Wizards or its designated Agents proper names (characters, etc.), dialogue, plots,
may publish updated versions of this License.You may use storylines, characters, artworks, and trade dress. (Ele-
any authorized version of this License to copy, modify and ments that have previously been designated as Open
distribute any Open Game Content originally distributed Game Content are not included in this declaration.)
under any version of this License.
Open Content: Except for material designated as
10. Copy of this License:You MUST include a copy of this Product Identity (see above), the game mechanics of
License with every copy of the Open Game Content You this Dungeons on Demand game product are Open
Distribute. Game Content, as defined in the Open Game License
11. Use of Contributor Credits:You may not market or version 1.0a Section 1(d). No portion of this work
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12. Inability to Comply: If it is impossible for You to comply


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13. Termination: This License will terminate automatically


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14. Reformation: If any provision of this License is held to


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15. COPYRIGHT NOTICE

Open Game License v 1.0a


Copyright 2000, Wizards of the Coast, Inc.

System Reference Document 5.0


Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
Chris Sims, and Steve Townshend, based on original mate-
rial by E. Gary Gygax and Dave Arneson.

New Twists on Old Monsters


Copyright © 2016 Dan Coleman

END OF LICENSE

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