Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
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, theyre surprisingly fast and incredibly
agile, employing hit and run tactics in combat.
Bullywug swamp-shaper. A bullywug with a touch of magic
ability. Theyre 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 arent common, but those
born with a touch of magic are invaluable assets to the goblin
horde. Theyre 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. Its also aided by practical, if not too flashy, spells.
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.
DEX
CON
INT
WIS
CHA
10 (+0)
12 (+1)
13 (+1)
9 (-1)
13 (+1)
7 (-2)
STR
DEX
CON
INT
WIS
CHA
15 (+2)
17 (+3)
13 (+1)
8 (-1)
16 (+3)
10 (+0)
Actions
Actions
Multiattack. The bullywug makes two melee attacks: one with its
bite and one with its club.
Bite. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.
Club. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit:
3 (1d6) bludgeoning damage.
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
17 (+3)
5 (-3)
14 (+2)
7 (-2)
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
DEX
CON
INT
WIS
CHA
19 (+4)
17 (+3)
17 (+3)
7 (-2)
14 (+2)
10 (+0)
Actions
Multiattack. The devil rat 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:
11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) slashing damage.
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)
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.
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)
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.
Actions
Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Armor Class: 13
Hit Points: 13 (3d8)
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)
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. Its 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
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
12 (+1)
14 (+2)
16 (+3)
20 (+5)
LYCANTHROPE - WEREBAT
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)
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 isnt 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 cant
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. Its
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.
Armor Class: 12
Hit Points: 85 (10d10 + 30)
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)
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 cant 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.
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)
Actions
Quarterstaff. Melee Weapon Attack. +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage.
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.
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)
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 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 doesnt 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 races 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. Youll 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, youll be
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)
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.
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.
DEX
CON
INT
WIS
CHA
29(+9)
9 (-1)
24 (+7)
5 (-3)
8 (-1)
6 (-2)
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 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 worms 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 creatures
saving throw is successful or the effect ends for it, the creature is
immune to the worms 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.
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)
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 cant 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 bites 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.
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
13 (+1)
14 (+2)
13 (+1)
12 (+1)
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.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
15 (+2)
14 (+2)
8 (-1)
8 (-1)
14 (+2)
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.
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 goblins 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
goblins 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 goblins mount uses its reaction to make a melee
attack against a target in range.
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)
Aquatic Stealth. While underwater, the merfolk can take the Hide
action as a bonus action.
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 merfolks that isnt
incapacitated.
Actions
Actions
Multiattack. The lamia makes three attacks: two with its claws
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)
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:
Actions
Actions
DEX
CON
INT
WIS
CHA
10 (+0)
11 (+0)
12 (+1)
17 (+3)
13 (+1)
12 (+1)
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 maximum 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 mages and mummies (but not mummy lords) for the next 24 hours.
TWISTED REFLECTION
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 doesnt function until
the start of the trolls next turn. The troll dies only if it starts its turn
at 0 hit points and doesnt 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 doesnt 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 trolls
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.
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.
DEX
CON
INT
WIS
CHA
25 (+7)
10 (+0)
19 (+4)
2 (-4)
12 (+1)
8 (-2)
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.