V1KS3 New Twists On Old Monsters - Print Friendly
V1KS3 New Twists On Old Monsters - Print Friendly
V1KS3 New Twists On Old Monsters - Print Friendly
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: 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.
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.
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)
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)
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.
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)
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.
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)
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:
Actions
Multiattack. The thri-kreen makes two gythka attacks or two
chatkcha attacks.
Armor Class: 12
Hit Points: 60 (8d12 + 8)
Speed: 30 ft., swim 30 ft.
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.
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.
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.
ASTRAL WORM
Gargantuan monstrosity, unaligned
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.
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.
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.
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.
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.
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.
Actions
Multiattack. The preserved mage can use its dreadful glare and
makes one attack with its rotting fist.
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)
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.
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 Three
Armor Class: 14
Hit Points: 36 (8d8)
Speed: 40 ft.
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)
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.
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.
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.
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.
Beak. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) piercing damage.
LIVING FEAR
Large monstrosity, chaotic evil
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)
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.
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)
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.
Armor Class: 8
Hit Points: 184 (16d12 + 80)
Speed: 10 ft.
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.
END OF LICENSE