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New Twists on Old Monsters

Volume One
Volume One Monsters At a Glance
Bugbear ascetic. A bugbear that forgoes weapons and armor, Kobold Trueblood. These winged kobolds have received more
but is every bit as much of a threat. While not as physically men- gifts from Tiamat, developing colored scales and curved horns
acing as other bugbears, 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: 15 (hide armor, shield)


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

STR DEX CON INT WIS CHA


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

Skills: Medicine +3, Stealth +3,


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

BUGBEAR - BUGBEAR ASCETIC


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

Armor Class: 16 (unarmored defense) Speak with Frogs and Toads. The bullywug can communicate
Hit Points: 28 (5d8+5) simple concepts to frogs and toads when it speaks Bullywug.
Speed: 40 ft.
Swamp Camouflage. The bullywug has advantage on Dexterity
(Stealth) checks made to hide in swampy terrain.
STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 13 (+1) 8 (-1) 16 (+3) 10 (+0) Standing Leap. The 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.

Volume One Monsters


New Twists on Old Monsters
CAVE FISHER
Medium beast, unaligned

Armor Class: 18 (natural armor)


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

STR DEX CON INT WIS CHA


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

Skills: Perception +5, Stealth +5


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

Stone Camouflage. The cave fisher has advantage on Dexterity


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

Actions Skills: Perception +7, Stealth +8


Multiattack. The cave fisher makes an attack with its filament, Damage Immunities: fire, poison
uses Reel, and makes two attacks with its claws. Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 17
Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: Languages: understands Infernal but cant speak
11 (2d8+4) bludgeoning damage. Challenge: 5 (1,800 XP)

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


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

Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit:
Cave fishers are large insectoids that have adapted 11 (2d6 + 4) piercing damage.
to life underground. It appears as a cross between a
crab and a spider, with a stone-like chitinous shell of Claws. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) slashing damage.
overlapping plates and eight legs. It has a long snout,
from which it can fire an adhesive filament. It uses this Devil rats are vermin native to 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

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


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

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

Damage Resistances: necrotic Skills: Stealth +6


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

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


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

Volume One Monsters


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

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


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

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

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


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

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


Nimble Escape. The goblin can take the Disengage or Hide extra 7 (2d6) damage to a creature it hits with a weapon attack if
action as a bonus action on each of its turns. that creature is within 5 feet of an ally of the hobgoblin that isnt
incapacitated.
Uncontrolled Magic. If the goblin rolls a natural 1 when rolling to
hit with one of its innate spells, then it explodes from uncontrolled Slaves. The hobgoblin is joined by 1d6 enslaved commoners,
magic energy. Each creature within 5 feet of the goblin must of varied races. The slaves count as the hobgoblins allies and
succeed a DC 11 Dexterity saving throw, or suffer 2d6 damage take their action during the hobgoblins turn, during which the
as a result from the explosion. This damage is the same type that hobgoblin instructs how they should act (no action required). The
would have been dealt by the spell the goblin attempted to use. slaves are usually collared or shackled in some manner.
While adjacent to one or more slaves, the hobgoblin gains
Innate Spellcasting. The goblins innate spellcasting ability +1 AC and has advantage on saving throws against spells and
is Charisma (spell save DC 11, +3 to hit with spell attacks). effects that require line of sight to target it.
It can innately cast the following spells, requiring no material
components: Actions
At will: fire bolt, ray of frost, shocking grasp Longsword. Melee Weapon Attack. +3 to hit, reach 5 ft., one
1/day: chromatic orb (cold, fire, or lightning type only) target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
damage if used with two hands.
Actions
Whip. Melee Weapon Attack. +4 to hit, reach 10 ft., one target.
Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Hit: 5 (1d6 + 2) slashing damage.
Net. Ranged Weapon Attack. +4 to hit, reach 5 ft., one target. Hit:
The target is restrained until it is freed. The net has no effect on
creatures that are formless, or creatures that are Huge or larger. A
creature can use its action to make a DC Strength check, freeing
itself or another creature within its reach on a success. Dealing
5 slashing damage to the net (AC 10) also frees the creature
without harming it, ending the effect and destroying the net.

Volume One Monsters


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

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


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

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

Damage Immunities: acid, cold, fire, lightning, or poison (see Skills: Deception +4, Perception +2, Stealth +5
draconic heritage) Senses: passive Perception 12
Senses: passive Perception 9 Languages: Understands Auran and Common but speaks only
Languages: Common, Draconic through the use of 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.

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


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

Dragonbreath (Recharge 6). The kobold exhales a breath


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

Volume One Monsters


New Twists on Old Monsters
NYMPH
Medium fey, neutral good

Armor Class: 12 (16 with barkskin)


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

STR DEX CON INT WIS CHA


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

Saving Throws: Wis +6, Cha +8


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

Innate Spellcasting. The nymphs innate spellcasting ability is


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

Cantrips (at will): resistance, thorn whip


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

Volume One Monsters


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

Armor Class: 12 Armor Class: 18 (plate)


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

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

Damage Vulnerabilities: bludgeoning Skills: Perception +4


Damage Immunities: poison Damage Resistances: piercing and slashing damage from non-
Condition Immunities: exhaustion, poisoned magical weapons
Senses: darkvision 60 ft., passive Perception 14 Damage Immunities: poison
Languages: understands Giant and Orc but cant speak Condition Immunities: exhaustion, poisoned
Challenge: 4 (1,100 XP) Senses: darkvision 60 ft., passive Perception 14
Languages: understands Common but cant speak
Challenge: 4 (1,100 XP)
Two Heads. The skeleton has advantage on Wisdom (Perception)
checks and on saving throws against being blinded, charmed,
deafened, frightened, stunned, and knocked unconscious. Magic Resistance. The skeletal knight has advantage on saving
throws against spells and other magical effects.
Actions
Actions
Multiattack. The skeleton makes two attacks: one with its
battleaxe and one with its morning star. Multiattack. The skeletal knight makes two attacks.

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

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

Volume One Monsters


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

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

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

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


Damage Immunities: poison Senses: darkvision 60 ft., passive Perception 16
Condition Immunities: exhaustion, poisoned Languages: Thri-kreen
Senses: darkvision 60 ft., passive Perception 9 Challenge: 4 (1,100 XP)
Languages: understands Common but cant speak
Challenge: 1 (200 XP)
Chameleon Carapace. The thri-kreen can change the color of its
carapace to match the color and texture of its surroundings. As
Spellcasting. The skeleton is a 1st-level spellcaster. Its a result, it has advantage on Dexterity (Stealth) checks made to
spellcasting ability is Charisma (spell save DC 12, +4 to hit with hide.
spell attacks). The skeleton has the following sorcerer spells
prepared: Colossus Slayer. When the thri-kreen hits a creature with a
weapon attack, it takes an extra 1d8 damage if it was below its hit
Cantrips (at will): acid splash, fire bolt, shocking grasp point maximum. The thri-kreen can only deal this extra damage
1st level (2 slots): color spray, mage armor once per turn.

Actions Standing Leap. The thri-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:

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 cant constrict another target.

Volume One Monsters


New Twists on Old Monsters

Volume Two
Volume Two Monsters At a Glance
Angelic Servitor. This angel helps fill the role of a much needed Merfolk Scout. This merfolk is capable of putting out some
low-level celestial. It makes for a competent and dynamic fighter, with serious damage when paired with enough allies to make use of
plenty of spell utility and access to healing. Makes for a great ally too! its martial advantage and multiple attacks each round. Consider
Advanced Planetar (Angel). This angel has a more diverse some interesting aquatic allies to work with it sharks, water
utility belt than its typical counterpart. A radiant aura mitigates elementals, giant octopi, and other merfolk all work for an appro-
heavy melee fighters with multiple attacks, and its compelling priate mid-level encounter.
shout ensures it keeps anything it wants close. A great boss battle Merfolk Shaman. The merfolk shaman is suited best as support
for higher levels. for a team enhancing her allies abilities, curing their wounds,
Astral Worm. A towering monstrosity that detects sentient and summoning beasts to battle their enemies. Its blessing allows
creatures, has a paralyzing psychic breath weapon, and explodes creatures to breathe and explore underwater, which you can use to
once slain. A sizable challenge for high level PCs when a purple open the PCs up to an aquatic adventure setting!
worm just 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.

Volume Two Monsters


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

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


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

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

Saving Throws: Wis +4, Cha +5 Saving Throws: Con +13, Wis +12, Cha +13
Skills Perception: +4 Skills: Perception +12
Damage Resistances: radiant Damage Resistances: radiant; bludgeoning, piercing, and
Senses: darkvision 60ft., passive Perception 14 slashing from nonmagical weapons
Languages: all Condition Immunities: charmed, exhaustion, frightened
Challenge: 3 (700 XP) Senses: truesight 120ft., passive Perception 22
Languages: all
Challenge: 19 (22,000 XP)
Angelic Weapons. The 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.

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


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

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


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

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


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

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


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

ASTRAL WORM
Gargantuan monstrosity, unaligned

Armor Class: 19 (natural armor)


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

STR DEX CON INT WIS CHA


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

Saving Throws: Con +13, Wis +5


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

Thought Stalker. The worms 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 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.

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


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

Frightful Presence. Each creature of the worms choice that is


within 60 feet of the worm and aware of it must succeed on a Astral worms are distant relatives to purple worms.
DC 17 Wisdom saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end of each of its
They grow to the same colossal size, but their form is
turns, ending the effect on itself on a success. If a creatures far mor alien and unnerving. An astral worms scales
saving throw is successful or the effect ends for it, the creature is twinkle like a rainbow set against a night sky. Their
immune to the worms Frightful Presence for the next 24 hours.
heads are topped with odd appendages that detect the
Psychic Breath (Recharge 6). The worm exhales a torrent of thoughts of creatures around them, which it uses to
psychic energy in a 60-foot cone. Each creature in that area must hunt. They are able to gather this psychic energy and
succeed on a DC 16 Intelligence saving throw or be paralyzed
for 1 minute. A creature can repeat the saving throw at the end of
expel it in huge blasts that leave their prey stunned.
each of its turns, ending the effect on itself on a success. If slain, this energy bursts forth in a violent eruption
from the worms 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 at- Medium humanoid (gith), lawful evil
tack rolls against creatures it is grappling.
Armor Class: 19 (half plate, shield)
Regeneration. The gith mauler regains 10 hit points at the start of Hit Points: 66 (12d8 + 12)
its turn if it has at least 1 hit point. Speed: 30 ft.

Actions STR DEX CON INT WIS CHA


Multiattack. The mauler makes up to three attacks: one with its 15 (+2) 14 (+2) 13 (+1) 14 (+2) 13 (+1) 12 (+1)
bite and one with its tail. It then uses its maul if able.
Saving Throws: Con +4, Int +5, Wis +4
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: Senses: passive Perception 12
15 (2d8 + 6) piercing damage. If the target is a creature, Languages: Gith
it is grappled (escape DC 16). Until this grapple ends, the Challenge: 6 (2,300 XP)
target is restrained, and the gith mauler cant bite another target.

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.

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


Gith maulers are powerful creatures native to the target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing
Astral Plane, bred by githyanki to serve them in battle damage if held in two hands.
or guard their estates and treasures. They are vaguely
Reactions
reptilian, with scales ranging in color from dark black
to milky blue, with two muscular legs and a maw that 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
ends in four enormous tusks. A creature grabbed by a be wielding a melee weapon.
gith mauler rarely escapes its clutches.

Volume Two Monsters


New Twists on Old Monsters

GNOLL - GNOLL CACKLER


Medium humanoid (gnoll), chaotic evil

Armor Class: 15 (chain shirt)


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

Armor Class: 13 (leather armor)


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

Condition Immunities: frightened STR DEX CON INT WIS CHA


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

Relentless (Recharges after a Short or Long Rest). If the gnoll Quick Mount. Mounting a creature trained to bear the goblin as a
takes 14 damage or less that would reduce it to 0 hit points, it is rider only requires 5 feet of the 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.

Volume Two Monsters


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

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


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

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

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

Magic Resistance. The lamia has advantage on saving Amphibious. The merfolk can breathe air and water.
throws against spells and other magical effects.
Aquatic Stealth. While underwater, the merfolk can take the Hide
Magic Weapons. The 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.

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


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

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


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

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


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

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


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

Volume Two Monsters


New Twists on Old Monsters

MERFOLK - MERFOLK SHAMAN MUMMY - MUMMY NOBLE


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

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


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

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

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

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

Cantrips (at will): druidcraft, guidance Actions


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

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


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

Volume Two Monsters


New Twists on Old Monsters

TROLL - SAND TROLL TWISTED REFLECTION


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

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


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

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

Skills: Perception +1 Damage Immunities: necrotic, poison


Senses: darkvision 60 ft., passive Perception 11 Condition Immunities: charmed, frightened, poisoned, stunned
Languages: Giant Senses: blindsight 60 ft., passive Perception 16
Challenge: 5 (1,800 XP) Languages: understands and speaks the langauges of the crea-
ture its image is a reflection of.
Challenge: 3 (700 XP)
Keen Smell. The troll has advantage on Wisdom (Perception)
checks that rely on smell.
Reflection. The twisted reflection looks identical to a creature it is
Regeneration. The troll regains 10 hit points at the start of its a reflection of; although reversed. A creature can tell the differ-
turn. If it takes acid or cold damage, this trait doesnt function until ence between a twisted reflection and the creature it is a reflection
the start of the trolls next turn. The troll dies only if it starts its turn of with a successful DC 15 Insight check. The twisted reflection is
at 0 hit points and doesnt regenerate. the same size as the creature it is a reflection of.

Sand Walk. The troll can move across desert surfaces, including Magic Resistance. The twisted reflection has advantage on sav-
deep sand, without needing to make an ability check. Additionally, ing throws against spells and other magical effects.
difficult terrain composed of sand 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.

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 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.

Volume Two Monsters

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