New Twists on Old Monsters D&D 5th Edition Homebrew
December 7, 2016 | Author: TriangleGreatOne | Category: N/A
Short Description
Homebrew monsters for a D&D 5E campaign, based on monsters from previous editions....
Description
New Twists on Old Monsters
Volume One Volume One Monsters At a Glance Bugbear ascetic. A bugbear that forgoes weapons and armor, but is every bit as much of a threat. While not as physically menacing as other bugbears, they’re surprisingly fast and incredibly agile, employing hit and run tactics in combat. Bullywug swamp-shaper. A bullywug with a touch of magic ability. They’re capable melee fighters when aided by their magic, and are great for providing cover or attacking at range. Cave fisher. An old favorite, created for fifth edition. This subterranean lurker clings to walls and traps prey with an adhesive filament it shoots from its snout. Perfect for surprise encounters. Devil Rat. Small. Stinky. Terrifying. A fun threat when the party is a little too overconfident for their own good. These make the perfect complements to other fiends in combat. Ghast Defiler. Where this ghast goes, death follows. It is imbued with abyssal energy that oozes out of it, poisoning creatures and making it difficult to heal. It can also unleash its dark power in the form of a ranged attack to provide some combat diversity. Goblin Biter. These goblins carry no weapons, but file their teeth into sharp fangs. They run into combat, leaping and grabbing onto their targets, biting at them viciously. Goblin Wild-Soul. Goblin sorcerers aren’t common, but those born with a touch of magic are invaluable assets to the goblin horde. They’re not adept at controlling their magic, however... Hobgoblin Slave Driver. A cruel hobgoblin that uses a pack of slaves to shield him. They make for interesting encounters where the PCs would want to spare the slaves but kill the slaver. Kenku Crowspeaker. This kenku has developed druidic magic, and has bonded to a murder of crows that follows it everywhere. Crowspeakers are surprising tacticians, able to communicate telepathically with other birds, and forgo its action to let its flock attack. It’s also aided by practical, if not too flashy, spells.
Kobold Trueblood. These winged kobolds have received more gifts from Tiamat, developing colored scales and curved horns that indicate their draconic heritage. Truebloods also pack a breath weapon and damage immunity, giving players a handful to deal with when they encounter them. Werebat (Lycanthrope). This shapechanger isn’t brutish, but its ability to fly and detect threats make it unique among other lycanthropes. Useful to when throwing a wrench into expectations. Nymph. Another old favorite, brought to life in the new edition. The nymph is nature’s own manifestation of beauty. These fey are reclusive and good natured, but are a terror in combat if provoked. They are accomplished spell casters, and just looking upon their splendor is a risk. Ettin Skeleton. A more deadly complement to the skeletons already presented, this hulking monstrosity is every bit as strong and deadly as it was when it still drew breath. Skeletal Knight. Skeletal knights are well-armored, magic resistant, and surprisingly durable. The make great “boss” monsters for lower level adventures, or suitable fodder for higher level ones. Skeleton Mage. These skeletons have a small amount of magic in their arsenal. They’re ideal to use as artillery or leaders of packs of undead for low level adventures. Thri-kreen Dunewalker. The thri-kreen are an interesting race of insectoid desert nomads. The dunewalker variant presents a thri-kreen ranger, capable of summoning a giant scorpion to its side to aid it combat. They’re expert martial fighters an innate psions. Use them in packs against high level PCs, or a single one as its own encounter for lower levels. Zombie Giant Constrictor Snake. In a world where anything can become a zombie, this undead anaconda is no exception. Every bit as tough as a living snake, with undead resilience.
© 2015 Dan Coleman. Dungeons on Demand is not associated with Wizards of the Coast LLC. Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are wholly owned trademarks of Wizards of the Coast LLC in the USA and other countries. All rights reserved.
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) Hit Points: 28 (5d8+5) Speed: 40 ft.
Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks Bullywug.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
17 (+3)
13 (+1)
8 (-1)
16 (+3)
10 (+0)
Skills: Acrobatics +5, Athletics +4, Stealth +7, Survival +3, Senses: darkvision 60 ft., passive Perception 13 Languages: Common, Goblin Challenge: 1 (200 XP) Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Step of the Wind. The bugbear may use the Disengage or Dash action as a bonus action on each of its turns.
Actions
Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. 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. Spellcasting. The bullywug is a 1st-level spellcaster. It’s spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The bullywug has the following druid spells prepared: Cantrips (at will): poison spray, shillelagh 1st level (2 slots): create or destroy water, fog cloud
Actions Multiattack. The bullywug makes two melee attacks: one with its bite and one with its club.
Multiattack. The bugbear makes two unarmed strike attacks.
Bite. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Unarmed Strike. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
Club. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 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. Spider Climb. The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 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 made to escape the this grapple have disadvantage.
Actions Multiattack. The cave fisher makes an attack with its filament, uses Reel, and makes two attacks with its claws. Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d8+4) bludgeoning damage. Filament. Ranged Weapon Attack. +5 to hit, range 60 ft., one target. Hit: The target is grappled (escape DC 15). Ability checks made to escape the this grapple have disadvantage. While the cave fisher has a target grappled by its filament, it cannot use its filament again. The filament can be attacked and severed. It has an AC of 13, 10 hit points, resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and immunity to poison and psychic damage. If reduced to 0 hit points the target is freed of the grapple, and the filament is severed. The cave fisher cannot use its filament during its next turn.
DEVIL RAT
Small fiend, neutral evil
Armor Class: 16 (natural armor) Hit Points: 76 (9d10 + 27) Speed: 30 ft., climb 30 ft. STR
DEX
CON
INT
WIS
CHA
19 (+4)
17 (+3)
17 (+3)
7 (-2)
14 (+2)
10 (+0)
Skills: Perception +7, Stealth +8 Damage Immunities: fire, poison Condition Immunities: poisoned Senses: darkvision 120 ft., passive Perception 17 Languages: understands Infernal but can’t speak Challenge: 5 (1,800 XP) Blood Frenzy. The devil rat has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Stench. Any creature other than a devil rat that starts its turn within 5 fee of the devil rat must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all devil rats for 1 hour.
Actions
Reel. The cave fisher pulls a creature grappled by its filament up to 25 feet straight toward it.
Multiattack. The devil rat makes three attacks: one with its bite and two with its claws.
Cave fishers are large insectoids that have adapted to life underground. It appears as a cross between a crab and a spider, with a stone-like chitinous shell of overlapping plates and eight legs. It has a long snout, from which it can fire an adhesive filament. It uses this filament to hunt prey, and to set traps.
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Devil rats are vermin native to the Nine Hells. Though they appear 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
Armor Class: 15 (natural armor) Hit Points: 54 (12d8) Speed: 30 ft.
Armor Class: 13 (leather armor) Hit Points: 7 (2d6) Speed: 30 ft.
Medium undead, chaotic evil
Small humanoid (goblinoid), neutral evil
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 Damage Immunities: poison Condition Immunities: charmed, exhaustion, poisoned Senses: darkvision 60 ft., passive Perception 10 Languages: Common Challenge: 3 (700 XP) 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 with noxious fumes. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned, any healing effect 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 successful saving throw, the creature is immune to the ghast’s Abyssal Aura for 24 hours. Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Actions Bite. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage. Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Skills: Stealth +6 Senses: darkvision 60 ft., passive Perception 9 Languages: Common, Goblin Challenge: 1/4 (50 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions Multiattack. The goblin makes two attacks, one latch on and one bite. Latch On. Melee Weapon Attack. +4 to hit, reach 5 ft., one target that is Medium-sized or larger. Hit: The goblin latches on to the target, moving into its space. When the target moves, the latching goblin moves with it. A goblin latching onto a target has advantage on bite attacks against it. A target can remove a goblin from latching onto it the same way it could end a grapple. 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 to two goblins latched onto it at a time. This limit doubles for each size category past Medium (four for Large, eight for Huge, etc). Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. A goblin latching onto a target has advantage on bite attacks against it.
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
Armor Class: 13 (leather armor) Hit Points: 21 (6d6) Speed: 30 ft.
Armor Class: 16 (chain mail) Hit Points: 22 (4d8 + 4) Speed: 30 ft.
Small humanoid (goblinoid), neutral evil
Medium humanoid (goblinoid), lawful evil
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 9 Languages: Common, Goblin Challenge: 2 (450 XP)
Senses: darkvision 60 ft., passive Perception 10 Languages: Common, Goblin Challenge: 1 (200 XP)
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Uncontrolled Magic. If the goblin rolls a natural 1 when rolling to hit with one of its innate spells, then it explodes from uncontrolled magic energy. Each creature within 5 feet of the goblin must succeed a DC 11 Dexterity saving throw, or suffer 2d6 damage as a result from the explosion. This damage is the same type that would have been dealt by the spell the goblin attempted to use. Innate Spellcasting. The goblin’s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated. Slaves. The hobgoblin is joined by 1d6 enslaved commoners, of varied races. The slaves count as the hobgoblin’s allies and take their action during the hobgoblin’s turn, during which the hobgoblin instructs how they should act (no action required). The slaves are usually collared or shackled in some manner. While adjacent to one or more slaves, the hobgoblin gains +1 AC and has advantage on saving throws against spells and effects that require line of sight to target it.
Actions Longsword. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
At will: fire bolt, ray of frost, shocking grasp 1/day: chromatic orb (cold, fire, or lightning type only)
Actions Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Whip. Melee Weapon Attack. +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 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
Armor Class: 16 (natural armor) Hit Points: 21 (6d6) Speed: 30 ft., fly 30 ft.
Armor Class: 13 Hit Points: 13 (3d8) Speed: 30 ft.
Medium humanoid (kobold), lawful evil
Medium humanoid (kenku), chaotic neutral
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 draconic heritage) Senses: passive Perception 9 Languages: Common, Draconic Challenge: 1 (200 XP)
Skills: Deception +4, Perception +2, Stealth +5 Senses: passive Perception 12 Languages: Understands Auran and Common but speaks only through the use of it’s Mimicry trait. Challenge: 1/2 (100 XP)
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Ambusher. The kenku has advantage on attack rolls against any creature he has surprised.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Draconic Heritage. The kobold has descended from a chromatic dragon. Its breath weapon and damage immunity type correspond to the type of dragon it descends from. Dragon type Damage type Black Acid Blue Lightning Green Poison Red Fire White Cold Trueblood kobolds develop a hue to their scales and curvature to their horns in correspondence to this dragon type as well.
Flock. The kenku can link to the minds of other avian creatures. It may communicate telepathically with other kenku it can see within 100 feet of it. Additionally, each kenku crowspeaker is a leader of 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. Mimicry. The kenku can mimic any sound he has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Spellcasting. The kenku is a 1st-level spellcaster. It’s spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The kenku has the following druid spells prepared: Cantrips (at will): shillelagh, thorn whip 1st level (2 slots): entangle, animal friendship
Actions
Actions
Dagger. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Quarterstaff. Melee Weapon Attack. +1 to hit, reach 5 ft., one 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 15foot 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 spells, requiring no material components:
LYCANTHROPE - WEREBAT
Medium humanoid (human, shapechanger), neutral evil
Armor Class: 13 Hit Points: 44 (8d8 + 8) Speed: 30 ft. (fly 30 ft. in bat form, fly 40 ft. in hybrid form) STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
12 (+1)
11 (+0)
10 (+0)
11 (+0)
Skills: Perception +2, Stealth +5 Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. Senses: blindsight 60 ft. (bat or hybrid form only), passive Perception 13 Languages: Common (can’t speak in bat form) Challenge: 3 (700 XP) Shapechanger. The werebat can use its action to polymorph into a bat-humanoid hybrid or into a bat, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Echolocation. The werebat cannot use its blindsight while deafened. Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions Multiattack (Human or Hybrid Form Only). The werebat makes two attacks, only one of which can be a bite. Bite (Bat or Hybrid Form Only). Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werebat lycanthropy. Claws (Hybrid Form Only). Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
At will: druidcraft 3/day: entangle, charm person 1/day: dimension door Magic Resistance. The nymph has advantage on saving throws against spells and other magical effects. 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 DC 14 Constitution saving throw if the nymph isn’t incapacitated. If the saving throw is failed by 5 or more, the creature is instantly blinded and incapacitated. Otherwise, a creature that fails its saving throw is exhausted (level 3). The exhausted creature must repeat the saving throw at the end of its next turn, becoming blinded on a failure or ending the effect on a success. A creature 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. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the nymph until the start of its next turn, when it can avert its eyes again. If the creature looks at the nymph in the meantime, it must immediately make the save. Nymphs are immune to the effect of their own unearthly beauty, but not of other nymphs. Spellcasting. The nymph is a 7th-level spellcaster. It’s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The nymph has the following druid spells prepared: Cantrips (at will): resistance, thorn whip 1st level (4 slots): cure wounds, longstrider, speak with animals 2nd level (3 slots): barkskin, moonbeam 3rd level (3 slots): conjure animals, water breathing 4th level (1 slots): hallucinatory terrain
Actions Dagger. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing 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
Armor Class: 12 Hit Points: 85 (10d10 + 30) Speed: 30 ft.
Armor Class: 18 (plate) Hit Points: 52 (7d8 + 21) Speed: 30 ft.
Medium undead, lawful evil
Large undead, lawful evil
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 Damage Immunities: poison Condition Immunities: exhaustion, poisoned Senses: darkvision 60 ft., passive Perception 14 Languages: understands Giant and Orc 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.
Actions Multiattack. The skeleton makes two attacks: one with its battleaxe and one with its morning star. Battleaxe. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Morningstar. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Skills: Perception +4 Damage Resistances: piercing and slashing damage from nonmagical weapons Damage Immunities: poison Condition Immunities: exhaustion, poisoned Senses: darkvision 60 ft., passive Perception 14 Languages: understands Common but can’t speak Challenge: 4 (1,100 XP) Magic Resistance. The skeletal knight has advantage on saving throws against spells and other magical effects.
Actions Multiattack. The skeletal knight makes two attacks. Longsword. Melee Weapon Attack. +6 to hit, reach 5 ft. one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. 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
Armor Class: 12 (15 with mage armor) Hit Points: 26 (4d8 + 8) Speed: 30 ft.
Armor Class: 15 (natural armor) Hit Points: 65 (10d8 + 20) Speed: 40 ft.
Medium humanoid (thri-kreen), chaotic neutral
Medium undead, lawful evil
STR 10 (+0)
DEX 14 (+2)
CON 15 (+2)
INT 6 (-2)
WIS 8 (-1)
CHA
STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
15 (+2)
15 (+2)
10 (+0)
16 (+3)
9 (-1)
Skills: Perception +5, Stealth +6, Survival +6 Senses: darkvision 60 ft., passive Perception 16 Languages: Thri-kreen Challenge: 4 (1,100 XP)
Damage Vulnerabilities: bludgeoning Damage Immunities: poison Condition Immunities: exhaustion, poisoned Senses: darkvision 60 ft., passive Perception 9 Languages: understands Common but can’t speak Challenge: 1 (200 XP) Spellcasting. The skeleton is a 1st-level spellcaster. It’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The skeleton has the following sorcerer spells prepared: Cantrips (at will): acid splash, fire bolt, shocking grasp 1st level (2 slots): color spray, mage armor
Actions Quarterstaff. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. 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 point maximum. The thri-kreen can only deal this extra damage once per turn. 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. 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 low-level celestial. It makes for a competent and dynamic fighter, with plenty of spell utility and access to healing. Makes for a great ally too! Advanced Planetar (Angel). This angel has a more diverse utility belt than its typical counterpart. A radiant aura mitigates heavy melee fighters with multiple attacks, and its compelling shout ensures it keeps anything it wants close. A great boss battle for higher levels. Astral Worm. A towering monstrosity that detects sentient creatures, has a paralyzing psychic breath weapon, and explodes once slain. A sizable challenge for high level PCs when a purple worm just doesn’t cut it. Gith Mauler. Those that remember the astral mauler will appreciate this beast. Capable of locking down targets, teleporting from place to place, and quickly healing its wounds, this creature can be a solo threat to low or mid level PCs, or an appropriate guard dog for the boss of a high level adventure. Githyanki Soldier. The githyanki soldier bridges the gap between the race’s warriors and knights. The soldiers pack better armor at the cost of melee damage output, but make up for the loss with psychic talent. Gnoll Cackler. Is there a creature better suited to be spreading cackle fever than a gnoll? You can use a single one of these infected gnolls to introduce the disease to your campaign… or send a laughing horde at a higher level party. Goblin Outrider. You’ll want to pair this frisky goblin with an intimidating mount for its best use – wolves work well, but you can also consider more exotic mounts like goats, crocodiles, or hyenas for a more dynamic approach. Using hit-and-run tactics or goading mounts to make extra attacks gives you a chance to have a little more fun with goblins, even at low level! Lamia Taskmaster. A step above typical lamia, the taskmaster offers more battlefield control through its ability to knock opponents prone and weaken swathes of enemies at a time. A suitable mid-level villain, or perhaps the henchman of a higher level monster, you’ll be sure to catch the PCs off guard with its array of talents.
Merfolk Scout. This merfolk is capable of putting out some serious damage when paired with enough allies to make use of its martial advantage and multiple attacks each round. Consider some interesting aquatic allies to work with it – sharks, water elementals, giant octopi, and other merfolk all work for an appropriate mid-level encounter. Merfolk Shaman. The merfolk shaman is suited best as support for a team – enhancing her allies abilities, curing their wounds, and summoning beasts to battle their enemies. Its blessing allows creatures to breathe and explore underwater, which you can use to open the PCs up to an aquatic adventure setting! Mummy Noble. The mummy noble gains an edge with a hit point improvement from standard mummies, a weapon attack, and turn resistance. You can use them as a leader with a pack of mummies in tow, or as bodyguards to mummy lords. They pair nicely with preserved mages as well! Preserved Mage. This spellcasting mummy has enough firepower to keep the PCs on their toes. An excellent surprise for players expecting a standard mummy, and perfect as playing the role of a lower leveled mummy lord. Sand Troll. A twist on traditional trolls, this desert native isn’t impeded by troughs of sand and loses its regeneration when exposed to cold instead of fire. A great monster to use for a desert or coastal adventure to keep the PCs guessing. Twisted Reflection. This monster will require a little work on your part on the front end, but the effort is worth it. A twisted reflection has great role-playing and combat purposes; they can shadow their target as the party travels, create a dynamic encounters, or spur the start of adventures entirely! Zombie Tyrannosaurus Rex. This merfolk is capable of putting out some serious damage when paired with enough allies to make use of its martial advantage and multiple attacks each round. Consider some interesting aquatic allies to work with it – sharks, water elementals, giant octopi, and other merfolk all work for an appropriate mid-level encounter.
Volume Two Monsters
ANGEL - ANGELIC SERVITOR
ANGEL - PLANETAR, ADVANCED
Armor Class: 15 (natural armor) Hit Points: 39 (6d8 + 12) Speed: 30 ft., fly 90 ft.
Armor Class: 19 (natural armor) Hit Points: 200 (16d10 + 112) Speed: 40 ft., fly 120 ft.
Medium celestial, lawful good
Large celestial, lawful good
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 Skills Perception: +4 Damage Resistances: radiant Senses: darkvision 60ft., passive Perception 14 Languages: all Challenge: 3 (700 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). Innate Spellcasting. The servitor’s spellcasting ability is Charisma (spell save DC 16). The servitor can innately cast the following spells, requiring only verbal components: At will: detect evil and good 1/day each: bless, commune, shield of faith Magic Resistance. The servitor has advantage on saving throws against spells and other magical effects.
Actions Multiattack. The servitor makes two attacks. Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 4 (1d8) radiant damage. Longbow. Ranged Weapon Attack: +3 to hit, range 120/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) radiant damage. Healing Touch (1/Day). The servitor touches another creature. The target magically regains 10 (2d8 + 1) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Saving Throws: Con +13, Wis +12, Cha +13 Skills: Perception +12 Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities: charmed, exhaustion, frightened Senses: truesight 120ft., passive Perception 22 Languages: all Challenge: 19 (22,000 XP) Angelic Weapons. The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). Divine Awareness. The planetar knows if it hears a lie. Innate Spellcasting. The planetar’s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, flame strike, raise dead. 1/day each: commune, control weather, insect plague Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects. 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) radiant damage. A creature that touches the planetar or hits it with a melee attack while within 5 feet of it takes 10 (3d6) radiant damage.
Actions Multiattack. The planetar makes two attacks; two with its greatsword, 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 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the 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 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 turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the worm’s Frightful Presence for the next 24 hours. Psychic Breath (Recharge 6). The worm exhales a torrent of psychic energy in a 60-foot cone. Each creature in that area must 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 each of its turns, ending the effect on itself on a success.
Astral worms are distant relatives to purple worms. They grow to the same colossal size, but their form is far mor alien and unnerving. An astral worm’s scales twinkle like a rainbow set against a night sky. Their heads are topped with odd appendages that detect the thoughts of creatures around them, which it uses to hunt. They are able to gather this psychic energy and expel it in huge blasts that leave their prey stunned. If slain, this energy bursts forth in a violent eruption from the worm’s corpse.
Volume Two Monsters
GITH - GITH 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 Gith but does not speak Challenge: 7 (2,900 XP)
GITH - GITHYANKI SOLDIER Advantageous Grappler. The gith mauler has advantage on attack rolls against creatures it is grappling. Regeneration. The gith mauler regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions Multiattack. The mauler makes up to three attacks: one with its bite and one with its tail. It then uses its maul if able. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the gith mauler can’t bite another target. Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Maul. The gith mauler makes one bite attack against a creature it is grappling. If the attack hits, the target takes the bite’s damage and begins bleeding from its wounds. The creature suffers 1d10 damage at the start of each of it turns it is bleeding until it succeeds a DC 16 Constitution saving throw. Creatures cannot make this saving throw while they are grappled by the gith mauler. Teleport. The gith mauler magically teleports up to 60 feet to an unoccupied space it can see.
Gith maulers are powerful creatures native to the Astral Plane, bred by githyanki to serve them in battle or guard their estates and treasures. They are vaguely reptilian, with scales ranging in color from dark black to milky blue, with two muscular legs and a maw that ends in four enormous tusks. A creature grabbed by a gith mauler rarely escapes its clutches.
Medium humanoid (gith), lawful evil
Armor Class: 19 (half plate, shield) Hit Points: 66 (12d8 + 12) Speed: 30 ft. STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
13 (+1)
14 (+2)
13 (+1)
12 (+1)
Saving Throws: Con +4, Int +5, Wis +4 Senses: passive Perception 12 Languages: Gith Challenge: 6 (2,300 XP) Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence (spell save DC 15, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: jump, misty step, nondetection (self only), tongues 1/day: telekinesis
Actions Multiattack. The githyanki makes two longsword attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage if held in two hands.
Reactions Parry. The githyanki adds 3 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.
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) Speed: 30 ft.
GOBLIN - GOBLIN OUTRIDER Small humanoid (goblinoid), neutral evil
STR
DEX
CON
INT
WIS
CHA
16 (+3)
15 (+2)
14 (+2)
8 (-1)
8 (-1)
14 (+2)
Condition Immunities: frightened Senses: darkvision 60 ft., passive Perception 9 Languages: Gnoll Challenge: 4 (1,100 XP) Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Relentless (Recharges after a Short or Long Rest). If the gnoll takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions Multiattack. The gnoll makes two attacks with its mace, and then uses its Cackle if it can. Mace. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Cackle (Recharge 6). The gnoll creature suffers 5 (1d10) psychic damage and becomes incapacitated for one round in a fit of laughter. Creatures that can hear this creature must succeed a DC 13 Constitution saving throw. On a failure, target creatures are infected with cackle fever.
Armor Class: 13 (leather armor) Hit Points: 18 (5d6) Speed: 30 ft. or by mount STR
DEX
CON
INT
WIS
CHA
10 (+0)
15 (+2)
10 (+0)
10 (+0)
8 (-1)
9 (-1)
Skills: Stealth +6 Senses: darkvision 60 ft., passive Perception 9 Languages: Common, Goblin Challenge: 1 (200 XP) Quick Mount. Mounting a creature trained to bear the goblin as a rider only requires 5 feet of the goblin’s movement. Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Ride-by Attack. While the goblin is mounted, it does not provoke opportunty attacks from targets it hits with its melee attacks. The goblin’s mount must move at least 10 feet before making the melee attack against the target for this effect.
Actions Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. 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
Armor Class: 13 (natural armor) Hit Points: 153 (18d10 + 54) Speed: 30 ft.
Armor Class: 16 (natural armor) Hit Points: 97 (13d8 + 39) Speed: 10 ft., swim 40 ft.
Medium humanoid (merfolk), neutral good
Large monstrosity, chaotic evil
STR 17 (+3)
DEX 15 (+2)
CON 16 (+3)
INT 16 (+3)
WIS 15 (+2)
CHA
STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
19 (+4)
17 (+3)
15 (+2)
11 (+0)
14 (+2)
Saving Throws: Dex +6, Cha +8 Skills: Deception +9, Insight +7, Stealth +6 Senses darkvision: 60ft., passive Perception 17 Languages: Abyssal, Common Challenge: 12 (8,400 XP)
Saving Throws: Dex +6, Cha +4 Skills: Perception +6, Stealth +7 Senses: passive Perception 16 Languages: Aquan, Common Challenge: 6 (2,300 XP)
Magic Resistance. The lamia has advantage on saving throws against spells and other magical effects.
Amphibious. The merfolk can breathe air and water.
Magic Weapons. The lamia’s weapon attacks are magical.
Aquatic Stealth. While underwater, the merfolk can take the Hide action as a bonus action.
Innate Spellcasting. The lamia’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components.
Martial Advantage. Once per turn, the merfolk can deal an extra 14 (2d6) damage to a creature it hits with a weapon attack if that 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 1/day: geas
Actions
Actions Multiattack. The lamia makes three attacks: two with its claws and one with its whip or Intoxicating Touch.
Multiattack. The merfolk makes three shortsword attacks. Shortsword. Melee Weapon Attack. +6 to hit, reach 5 ft. one target. Hit: 7 (1d6 + 4) slashing damage.
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 saving throws and all ability checks. Weakening Breath (Recharge 6). The lamia exhales gas in a 30foot 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
Armor Class: 14 (natural armor) Hit Points: 97 (13d8 + 39) Speed: 10 ft., swim 40 ft.
Armor Class: 14 (natural armor) Hit Points: 71 (11d8 + 22) Speed: 20 ft.
Medium humanoid (merfolk), neutral good
Medium undead, lawful evil
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 Skills: Perception +9, Religion +6 Senses: passive Perception 19 Languages: Aquan, Common Challenge: 6 (2,300 XP) Amphibious.The merfolk can breathe air and water. Cunning. The merfolk has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Saving Throws: Con +4, 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 12 Languages: the languages it knew in life Challenge: 5 (1,800 XP)
Spellcasting. The merfolk is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merfolk has the following druid spells prepared:
Turning Defiance. The mummy noble and any mummies within 30 feet of it have advantage on saving throws against effects that turn undead.
Cantrips (at will): druidcraft, guidance 1st level (4 slots): cure wounds, entangle, speak with animals 2nd level (3 slots): beast sense, enhance ability 3rd level (2 slots): conjure animals
Actions
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. Spear. Melee or Ranged Weapon Attack. +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Blessing of Eardo (1/day). The merfolk selects up to ten creatures within 100 feet of it that it can see. Selected creatures gain a swim speed equal to their base land speed, and can breath underwater as if affected by the water breathing spell. This effect lasts for the next 24 hours, or until the merfolk chooses to dismiss the effect on any number of targets as an action on her turn. This effect also ends if the merfolk is slain.
Multiattack. The mummy can use its dreadful glare and makes one attack with its rotting fist or falchion.
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 maximum 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 mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed 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 maximum 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 mages and mummies (but not mummy lords) for the next 24 hours.
Volume Two Monsters
New Twists on Old Monsters TROLL - SAND TROLL
TWISTED REFLECTION
Armor Class: 14 (natural armor) Hit Points: 84 (8d10 + 40) Speed: 30 ft.
Armor Class: 15 (natural armor) Hit Points: 52 (7d8 + 21) Speed: 30 ft.
Large giant, neutral evil
Construct (size varies), unaligned
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 Senses: darkvision 60 ft., passive Perception 11 Languages: Giant Challenge: 5 (1,800 XP) Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If it takes acid or cold damage, this trait doesn’t function until the start of the troll’s next turn. The troll dies only if it starts its turn at 0 hit points and doesn’t regenerate. Sand Walk. The troll can move across desert surfaces, including deep sand, without needing to make an ability check. Additionally, difficult terrain composed of sand doesn’t cost it extra movement.
Actions Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack. +7 to hit, reach 5 ft. one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack. +7 to hit, reach 5 ft. one target. Hit: 11 (2d6 + 4) slashing damage.
Sand trolls are cousins to regular trolls, although they make their homes in much hotter and dryer climates. As a result, the troll’s regenerative ability is stifled by exposure to cold elements as opposed to fire. A sand troll looks like a normal troll, although they have ruddy, calcified skin ranging in color from yellow to umber. Sand trolls are also hairless.
Damage Immunities: necrotic, poison Condition Immunities: charmed, frightened, poisoned, stunned Senses: blindsight 60 ft., passive Perception 16 Languages: understands and speaks the langauges of the creature its image is a reflection of. Challenge: 3 (700 XP) Reflection. The twisted reflection looks identical to a creature it is a reflection of; although reversed. A creature can tell the difference between a twisted reflection and the creature it is a reflection of with a successful DC 15 Insight check. The twisted reflection is the same size as the creature it is a reflection of. Magic Resistance. The twisted reflection has advantage on saving throws against spells and other magical effects. Otherwordly Perception. The twisted reflection can sense the presence of the creature it is a reflection of so long as that creature is within 30 feet of it. It can pinpoint such a creature that is moving, even if the creature is invisible or on the Ethereal plane.
Actions Multiattack. The twisted reflection makes two attacks. Reflected Weapon. Melee or Ranged Weapon Attack. +5 to hit, 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 weapon the creature the twisted reflection is a reflection of carries. Cantrip. The twisted reflection uses a cantrip known by the creature it is a reflection of.
Twisted reflections are the reflected images of humanoids 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 image 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
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