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, theyre 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. Theyre capable melee fighters when aided by their magic, Werebat (Lycanthrope). This shapechanger isnt 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 natures 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 arent common, but those in their arsenal. Theyre 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. Theyre 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. Theyre 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. Its also aided by practical, if not too flashy, spells. 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. Players Handbook, Dungeon Masters 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: 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 bullywugs 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. Its
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 the Nine Hells.
filament to hunt prey, and to set traps. 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
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)
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 its 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 kobolds allies is within 5 feet of 100 feet of it. Additionally, each kenku crowspeaker is a leader of
the creature and the ally isnt 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. Its 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-kreens 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-kreens 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 doesnt cut it. Mummy Noble. The mummy noble gains an edge with a hit
Gith Mauler. Those that remember the astral mauler will appre- point improvement from standard mummies, a weapon attack,
ciate this beast. Capable of locking down targets, teleporting from and turn resistance. You can use them as a leader with a pack of
place to place, and quickly healing its wounds, this creature can be mummies in tow, or as bodyguards to mummy lords. They pair
a solo threat to low or mid level PCs, or an appropriate guard dog nicely with preserved mages as well!
for the boss of a high level adventure. Preserved Mage. This spellcasting mummy has enough fire-
Githyanki Soldier. The githyanki soldier bridges the gap power to keep the PCs on their toes. An excellent surprise for
between the races warriors and knights. The soldiers pack better players expecting a standard mummy, and perfect as playing the
armor at the cost of melee damage output, but make up for the role of a lower leveled mummy lord.
loss with psychic talent. Sand Troll. A twist on traditional trolls, this desert native isnt
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. Youll 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. This merfolk is capable of putting
a little more fun with goblins, even at low level! out some serious damage when paired with enough allies to make
Lamia Taskmaster. A step above typical lamia, the taskmaster use of its martial advantage and multiple attacks each round.
offers more battlefield control through its ability to knock opponents Consider some interesting aquatic allies to work with it sharks,
prone and weaken swathes of enemies at a time. A suitable mid-level water elementals, giant octopi, and other merfolk all work for an
villain, or perhaps the henchman of a higher level monster, youll be appropriate mid-level encounter.
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 servitors 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 planetars weapon attacks are magical.
When the planetar hits with any weapon, the weapon deals an
Innate Spellcasting. The servitors 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 planetars 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 planetars turns , each
creature of the planetars 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 worms 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 Gith but does not speak
Challenge: 7 (2,900 XP)
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: Innate Spellcasting (Psionics). The githyankis 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 gith mauler makes one bite attack against a creature it components:
is grappling. If the attack hits, the target takes the bites damage
and begins bleeding from its wounds. The creature suffers 1d10 At will: mage hand (the hand is invisible)
damage at the start of each of it turns it is bleeding until it suc- 3/day each: jump, misty step, nondetection (self only), tongues
ceeds a DC 16 Constitution saving throw. Creatures cannot make 1/day: telekinesis
this saving throw while they are grappled by the gith mauler.
Actions
Teleport. The gith mauler magically teleports up to 60 feet to an
unoccupied space it can see. Multiattack. The githyanki 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 goblins 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
goblins 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 goblins 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 lamias weapon attacks are magical. action as a bonus action.
Innate Spellcasting. The lamias 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 merfolks that isnt
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 doesnt 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 make their weapon the creature the twisted reflection is a reflection of
homes in much hotter and dryer climates. As a result, the trolls carries.
regenerative ability is stifled by exposure to cold elements as op-
posed to fire. A sand troll looks like a normal troll, although they Cantrip. The twisted reflection uses a cantrip known by the
have ruddy, calcified skin ranging in color from yellow to umber. creature it is a reflection of.
Sand trolls are also hairless.
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.
Actions
Multiattack. The tyrannosaurus makes two attacks: one with its
bite and one with its tail. It cant 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 cant bite
another target.
Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit:
20 (3d8 + 7) bludgeoning damage.