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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,
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.

Kobold Trueblood. These winged kobolds have received more


gifts from Tiamat, developing colored scales and curved horns
that indicate their draconic heritage. Truebloods also pack a
breath weapon and damage immunity, giving players a handful to
deal with when they encounter them.
Werebat (Lycanthrope). This shapechanger isnt brutish, but its
ability to fly and detect threats make it unique among other lycanthropes. Useful to when throwing a wrench into expectations.
Nymph. Another old favorite, brought to life in the new edition.
The nymph is natures own manifestation of beauty. These fey are
reclusive and good natured, but are a terror in combat if provoked. They are accomplished spell casters, and just looking upon
their splendor is a risk.
Ettin Skeleton. A more deadly complement to the skeletons
already presented, this hulking monstrosity is every bit as strong
and deadly as it was when it still drew breath.
Skeletal Knight. Skeletal knights are well-armored, magic resistant, and surprisingly durable. The make great boss monsters for
lower level adventures, or suitable fodder for higher level ones.
Skeleton Mage. These skeletons have a small amount of magic
in their arsenal. Theyre ideal to use as artillery or leaders of packs
of undead for low level adventures.
Thri-kreen Dunewalker. The thri-kreen are an interesting race
of insectoid desert nomads. The dunewalker variant presents a
thri-kreen ranger, capable of summoning a giant scorpion to its
side to aid it combat. Theyre expert martial fighters an innate
psions. Use them in packs against high level PCs, or a single one
as its own encounter for lower levels.
Zombie Giant Constrictor Snake. In a world where anything
can become a zombie, this undead anaconda is no exception.
Every bit as tough as a living snake, with undead resilience.

2015 Dan Coleman. Dungeons on Demand is not associated with Wizards of the Coast LLC. 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)


Hit Points: 28 (5d8+5)
Speed: 40 ft.

Speak with Frogs and Toads. The bullywug can communicate


simple concepts to frogs and toads when it speaks Bullywug.

STR

DEX

CON

INT

WIS

CHA

15 (+2)

17 (+3)

13 (+1)

8 (-1)

16 (+3)

10 (+0)

Skills: Acrobatics +5, Athletics +4, Stealth +7, Survival +3,


Senses: darkvision 60 ft., passive Perception 13
Languages: Common, Goblin
Challenge: 1 (200 XP)
Surprise Attack. If the bugbear surprises a creature and hits it
with an attack during the first round of combat, the target takes an
extra 7 (2d6) damage from the attack.
Step of the Wind. The bugbear may use the Disengage or Dash
action as a bonus action on each of its turns.

Actions

Swamp Camouflage. The bullywug has advantage on Dexterity


(Stealth) checks made to hide in swampy terrain.
Standing Leap. The bullywugs long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.
Spellcasting. The bullywug is a 1st-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 11, +3 to hit with
spell attacks). The bullywug has the following druid spells
prepared:
Cantrips (at will): poison spray, shillelagh
1st level (2 slots): create or destroy water, fog cloud

Actions
Multiattack. The bullywug makes two melee attacks: one with its
bite and one with its club.

Multiattack. The bugbear makes two unarmed strike attacks.

Bite. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.

Unarmed Strike. Melee Weapon Attack. +5 to hit, reach 5 ft., one


target. Hit: 5 (1d4+3) bludgeoning damage.

Club. Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit:
3 (1d6) bludgeoning damage.

Volume One Monsters

New Twists on Old Monsters


CAVE FISHER

Medium beast, unaligned

Armor Class: 18 (natural armor)


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

DEX

CON

INT

WIS

CHA

18 (+4)

14 (+2)

17 (+3)

5 (-3)

14 (+2)

7 (-2)

Skills: Perception +5, Stealth +5


Senses: darkvision 60 ft., passive Perception 15
Languages: Challenge: 5 (1,800 XP)
Stone Camouflage. The cave fisher has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
Spider Climb. The cave fisher can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
Adhesive (Filament Only). The cave 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
made to escape the this grapple have disadvantage.

Actions
Multiattack. The cave fisher makes an attack with its filament,
uses Reel, and makes two attacks with its claws.
Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit:
11 (2d8+4) bludgeoning damage.
Filament. Ranged Weapon Attack. +5 to hit, range 60 ft., one
target. Hit: The target is grappled (escape DC 15). Ability checks
made to escape the this grapple have disadvantage. While the
cave fisher has a target grappled by its filament, it cannot use its
filament again.
The filament can be attacked and severed. It has an AC of 13,
10 hit points, resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons, and immunity to poison and
psychic damage. If reduced to 0 hit points the target is freed of the
grapple, and the filament is severed. The cave fisher cannot use
its filament during its next turn.

DEVIL RAT

Small fiend, neutral evil

Armor Class: 16 (natural armor)


Hit Points: 76 (9d10 + 27)
Speed: 30 ft., climb 30 ft.
STR

DEX

CON

INT

WIS

CHA

19 (+4)

17 (+3)

17 (+3)

7 (-2)

14 (+2)

10 (+0)

Skills: Perception +7, Stealth +8


Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 17
Languages: understands Infernal but cant speak
Challenge: 5 (1,800 XP)
Blood Frenzy. The devil rat has advantage on melee attack rolls
against any creature that doesnt have all its hit points.
Stench. Any creature other than a devil rat that starts its turn
within 5 fee of the devil rat must succeed on a DC 14 Constitution
saving throw or be poisoned until the start of the creatures next
turn. On a successful saving throw, the creature is immune to the
stench of all devil rats for 1 hour.

Actions

Reel. The cave fisher pulls a creature grappled by its filament up


to 25 feet straight toward it.

Multiattack. The devil rat makes three attacks: one with its bite
and two with its claws.

Cave fishers are large insectoids that have adapted


to life underground. It appears as a cross between a
crab and a spider, with a stone-like chitinous shell of
overlapping plates and eight legs. It has a long snout,
from which it can fire an adhesive filament. It uses this
filament to hunt prey, and to set traps.

Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) slashing damage.

Devil rats are vermin native to the Nine Hells.


Though they appear to look like rats, these creatures
are actually fiends. Devil rats appear as rats, roughly
the size of small dogs. Their fur is patched and mottled
with scales. They grow small horns and ridges that
protrude from their backs, and develop powerful claws
and incisors.
Volume One Monsters

GHAST - GHAST DEFILER

GOBLIN - GOBLIN BITER

Armor Class: 15 (natural armor)


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

Armor Class: 13 (leather armor)


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

Medium undead, chaotic evil

Small humanoid (goblinoid), neutral evil

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

17 (+3)

17 (+3)

10 (+0)

13 (+1)

10 (+0)

8 (-1)

10 (+0)

14 (+2)

10 (+0)

10 (+0)

8 (-1)

8 (-1)

Damage Resistances: necrotic


Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: Common
Challenge: 3 (700 XP)
Abyssal Aura. The area around the ghast is filled with the horrid
energy of the abyss. Water boils, plants wilt, and the air is filled
with noxious fumes. Any creature that starts its turn within 5 feet
of the ghast must succeed on a DC 12 Constitution saving throw
or be poisoned for 1 minute. While poisoned, any healing effect
that would restore hit points to the creature is halved. The target
can repeat the saving throw at the end of each of its turns. On a
successful saving throw, the creature is immune to the ghasts
Abyssal Aura for 24 hours.
Turning Defiance. The ghast and any ghouls within 30 feet
of it have advantage on saving throws against effects that turn
undead.

Actions
Bite. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit:
12 (2d8+3) piercing damage.
Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6+3) slashing damage. If the target is a creature other
than an undead, it must succeed on a DC 12 Constitution saving
throw or be paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the effect on
itself on a success.

Skills: Stealth +6
Senses: darkvision 60 ft., passive Perception 9
Languages: Common, Goblin
Challenge: 1/4 (50 XP)
Nimble Escape. The goblin can take the Disengage or Hide
action as a bonus action on each of its turns.

Actions
Multiattack. The goblin makes two attacks, one latch on and one
bite.
Latch On. Melee Weapon Attack. +4 to hit, reach 5 ft., one target
that is Medium-sized or larger. Hit: The goblin latches on to the
target, moving into its space. When the target moves, the latching
goblin moves with it. A goblin latching onto a target has advantage
on bite attacks against it. A target can remove a goblin from
latching onto it the same way it could end a grapple.
A Medium-sized creature that has a goblin latched onto it has
disadvantage on Dexterity checks, attacks, and saving throws,
and moves at half speed. A Medium-sized creature can have up
to two goblins latched onto it at a time. This limit doubles for each
size category past Medium (four for Large, eight for Huge, etc).
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage. A goblin latching onto a target has
advantage on bite attacks against it.

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


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

Volume One Monsters

New Twists on Old Monsters


GOBLIN - GOBLIN WILD-SOUL

HOBGOBLIN - HOBGOBLIN SLAVE DRIVER

Armor Class: 13 (leather armor)


Hit Points: 21 (6d6)
Speed: 30 ft.

Armor Class: 16 (chain mail)


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

Small humanoid (goblinoid), neutral evil

Medium humanoid (goblinoid), lawful evil

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

8 (-1)

14 (+2)

10 (+0)

10 (+0)

8 (-1)

12 (+1)

13 (+1)

14 (+2)

12 (+1)

10 (+0)

10 (+0)

9 (-1)

Skills: Stealth +6
Senses: darkvision 60 ft., passive Perception 9
Languages: Common, Goblin
Challenge: 2 (450 XP)

Senses: darkvision 60 ft., passive Perception 10


Languages: Common, Goblin
Challenge: 1 (200 XP)

Nimble Escape. The goblin can take the Disengage or Hide


action as a bonus action on each of its turns.
Uncontrolled Magic. If the goblin rolls a natural 1 when rolling to
hit with one of its innate spells, then it explodes from uncontrolled
magic energy. Each creature within 5 feet of the goblin must
succeed a DC 11 Dexterity saving throw, or suffer 2d6 damage
as a result from the explosion. This damage is the same type that
would have been dealt by the spell the goblin attempted to use.
Innate Spellcasting. The goblins innate spellcasting ability
is Charisma (spell save DC 11, +3 to hit with spell attacks).
It can innately cast the following spells, requiring no material
components:

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


extra 7 (2d6) damage to a creature it hits with a weapon attack if
that creature is within 5 feet of an ally of the hobgoblin that isnt
incapacitated.
Slaves. The hobgoblin is joined by 1d6 enslaved commoners,
of varied races. The slaves count as the hobgoblins allies and
take their action during the hobgoblins turn, during which the
hobgoblin instructs how they should act (no action required). The
slaves are usually collared or shackled in some manner.
While adjacent to one or more slaves, the hobgoblin gains
+1 AC and has advantage on saving throws against spells and
effects that require line of sight to target it.

Actions
Longsword. Melee Weapon Attack. +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
damage if used with two hands.

At will: fire bolt, ray of frost, shocking grasp


1/day: chromatic orb (cold, fire, or lightning type only)

Actions
Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.

Whip. Melee Weapon Attack. +4 to hit, reach 10 ft., one target.


Hit: 4 (1d4 + 2) slashing damage.
Net. Ranged Weapon Attack. +4 to hit, reach 5 ft., one target. Hit:
The target is restrained until it is freed. The net has no effect on
creatures that are formless, or creatures that are Huge or larger. A
creature can use its action to make a DC Strength check, freeing
itself or another creature within its reach on a success. Dealing
5 slashing damage to the net (AC 10) also frees the creature
without harming it, ending the effect and destroying the net.

Volume One Monsters

KOBOLD - KOBOLD TRUEBLOOD

KENKU - KUNKU CROWSPEAKER

Armor Class: 16 (natural armor)


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

Armor Class: 13
Hit Points: 13 (3d8)
Speed: 30 ft.

Medium humanoid (kobold), lawful evil

Medium humanoid (kenku), chaotic neutral

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

9 (-1)

16 (+3)

11 (+0)

10 (+1)

9 (-1)

10 (+0)

9 (-1)

16 (+3)

10 (+0)

10 (+1)

13 (+1)

11 (+0)

Damage Immunities: acid, cold, fire, lightning, or poison (see


draconic heritage)
Senses: passive Perception 9
Languages: Common, Draconic
Challenge: 1 (200 XP)

Skills: Deception +4, Perception +2, Stealth +5


Senses: passive Perception 12
Languages: Understands Auran and Common but speaks only
through the use of its Mimicry trait.
Challenge: 1/2 (100 XP)

Sunlight Sensitivity. While in sunlight, the kobold has


disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.

Ambusher. The kenku has advantage on attack rolls against any


creature he has surprised.

Pack Tactics. The kobold has advantage on an attack roll against


a creature if at least one of the kobolds allies is within 5 feet of
the creature and the ally isnt incapacitated.
Draconic Heritage. The kobold has descended from a chromatic
dragon. Its breath weapon and damage immunity type correspond
to the type of dragon it descends from.
Dragon type
Damage type
Black
Acid
Blue Lightning
Green
Poison
Red Fire
White
Cold
Trueblood kobolds develop a hue to their scales and curvature
to their horns in correspondence to this dragon type as well.

Flock. The kenku can link to the minds of other avian creatures. It
may communicate telepathically with other kenku it can see within
100 feet of it. Additionally, each kenku crowspeaker is a leader of
a swarm of ravens. During its turn, it may forfeit its action to allow
its swarm within 100 feet of it to make an attack.
Mimicry. The kenku can mimic any sound he has heard, including
voices. A creature that hears the sounds can tell they are
imitations with a successful DC 14 Wisdom (Insight) check.
Spellcasting. The kenku is a 1st-level spellcaster. 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

Dagger. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.


Hit: 5 (1d4 + 3) piercing damage.

Quarterstaff. Melee Weapon Attack. +1 to hit, reach 5 ft., one


target. Hit: 2 (1d6 - 1) bludgeoning damage.

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


directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.
Dragonbreath (Recharge 6). The kobold exhales a breath
weapon similar to that of the dragon it descends from. Green, red,
and white trueblood kobolds exhale their breath weapon in a 15foot cone. Black and blue trueblood kobolds exhale their breath
weapon in a 15-foot line that is 5 feet wide. Each creature in the
area must make a DC 11 Dexterity saving throw, taking 11 (3d6)
damage of the type indicated by their draconic heritage, or half as
much on a successful one.

Volume One Monsters

New Twists on Old Monsters


NYMPH

Medium fey, neutral good

Armor Class: 12 (16 with barkskin)


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

DEX

CON

INT

WIS

CHA

10 (+0)

14 (+2)

12 (+1)

14 (+2)

16 (+3)

20 (+5)

Saving Throws: Wis +6, Cha +8


Senses: darkvision 60 ft., passive Perception 9
Languages: Common, Elvish, Sylvan
Challenge: 5 (1,800 XP)
Innate Spellcasting. The nymphs innate spellcasting ability is
Charisma (spell save DC 17). It can innately cast the following
spells, requiring no material components:

LYCANTHROPE - WEREBAT

Medium humanoid (human, shapechanger), neutral evil

Armor Class: 13
Hit Points: 44 (8d8 + 8)
Speed: 30 ft. (fly 30 ft. in bat form, fly 40 ft. in hybrid form)
STR

DEX

CON

INT

WIS

CHA

12 (+1)

16 (+3)

12 (+1)

11 (+0)

10 (+0)

11 (+0)

Skills: Perception +2, Stealth +5


Damage Immunities: bludgeoning, piercing, and slashing
damage from nonmagical weapons that arent silvered.
Senses: blindsight 60 ft. (bat or hybrid form only), passive
Perception 13
Languages: Common (cant speak in bat form)
Challenge: 3 (700 XP)
Shapechanger. The werebat can use its action to polymorph into
a bat-humanoid hybrid or into a bat, or back into its human form.
Its statistics, other than its size, are the same in each form. Any
equipment it is wearing or carrying isnt transformed. It reverts to
its true form if it dies.
Echolocation. The werebat cannot use its blindsight while
deafened.
Keen Hearing. The werebat has advantage on Wisdom
(Perception) checks that rely on hearing.

Actions
Multiattack (Human or Hybrid Form Only). The werebat makes
two attacks, only one of which can be a bite.
Bite (Bat or Hybrid Form Only). Melee Weapon Attack. +5 to
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If
the target is humanoid, it must succeed on a DC 11 Constitution
saving throw or be cursed with werebat lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack. +3 to hit,
reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

At will: druidcraft
3/day: entangle, charm person
1/day: dimension door
Magic Resistance. The nymph has advantage on saving throws
against spells and other magical effects.
Unearthly Beauty. When a creature that can see the nymph
starts its turn within 30 feet of it, the nymph can force it to make a
DC 14 Constitution saving throw if the nymph 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.

Rapier (Human Form Only). Melee Weapon Attack. +5 to


hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Volume One Monsters

SKELETON - ETTIN SKELETON

SKELETON - SKELETAL KNIGHT

Armor Class: 12
Hit Points: 85 (10d10 + 30)
Speed: 30 ft.

Armor Class: 18 (plate)


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

Medium undead, lawful evil

Large undead, lawful evil

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

21 (+5)

8 (-1)

17 (+3)

6 (-2)

10 (+0)

8 (-1)

18 (+4)

14 (+2)

16 (+3)

10 (+0)

10 (+0)

10 (+0)

Damage Vulnerabilities: bludgeoning


Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 14
Languages: understands Giant and Orc but 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.

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.

Volume One Monsters

New Twists on Old Monsters


SKELETON - SKELETON MAGE

THRI-KREEN - THRI-KREEN DUNEWALKER

Armor Class: 12 (15 with mage armor)


Hit Points: 26 (4d8 + 8)
Speed: 30 ft.

Armor Class: 15 (natural armor)


Hit Points: 65 (10d8 + 20)
Speed: 40 ft.

Medium humanoid (thri-kreen), chaotic neutral

Medium undead, lawful evil

STR
10 (+0)

DEX
14 (+2)

CON
15 (+2)

INT
6 (-2)

WIS
8 (-1)

CHA

STR

DEX

CON

INT

WIS

CHA

14 (+2)

14 (+2)

15 (+2)

15 (+2)

10 (+0)

16 (+3)

9 (-1)

Skills: Perception +5, Stealth +6, Survival +6


Senses: darkvision 60 ft., passive Perception 16
Languages: Thri-kreen
Challenge: 4 (1,100 XP)

Damage Vulnerabilities: bludgeoning


Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 9
Languages: understands Common but cant speak
Challenge: 1 (200 XP)
Spellcasting. The skeleton is a 1st-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit with
spell attacks). The skeleton has the following sorcerer spells
prepared:
Cantrips (at will): acid splash, fire bolt, shocking grasp
1st level (2 slots): color spray, mage armor

Actions
Quarterstaff. Melee Weapon Attack. +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage.

Chameleon Carapace. The thri-kreen can change the color of its


carapace to match the color and texture of its surroundings. As
a result, it has advantage on Dexterity (Stealth) checks made to
hide.
Colossus Slayer. When the thri-kreen hits a creature with a
weapon attack, it takes an extra 1d8 damage if it was below its hit
point maximum. The thri-kreen can only deal this extra damage
once per turn.
Standing Leap. The thri-kreens long jump is up to 30 feet and its
high jump is up to 15 feet, with or without a running start.
Innate Spellcasting (Psionics). The thri-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
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.

Merfolk Scout. This merfolk is capable of putting out some


serious damage when paired with enough allies to make use of
its martial advantage and multiple attacks each round. Consider
some interesting aquatic allies to work with it sharks, water
elementals, giant octopi, and other merfolk all work for an appropriate mid-level encounter.
Merfolk Shaman. The merfolk shaman is suited best as support
for a team enhancing her allies abilities, curing their wounds,
and summoning beasts to battle their enemies. Its blessing allows
creatures to breathe and explore underwater, which you can use to
open the PCs up to an aquatic adventure setting!
Mummy Noble. The mummy noble gains an edge with a hit
point improvement from standard mummies, a weapon attack,
and turn resistance. You can use them as a leader with a pack of
mummies in tow, or as bodyguards to mummy lords. They pair
nicely with preserved mages as well!
Preserved Mage. This spellcasting mummy has enough firepower to keep the PCs on their toes. An excellent surprise for
players expecting a standard mummy, and perfect as playing the
role of a lower leveled mummy lord.
Sand Troll. A twist on traditional trolls, this desert native isnt
impeded by troughs of sand and loses its regeneration when exposed to cold instead of fire. A great monster to use for a desert or
coastal adventure to keep the PCs guessing.
Twisted Reflection. This monster will require a little work on
your part on the front end, but the effort is worth it. A twisted
reflection has great role-playing and combat purposes; they can
shadow their target as the party travels, create a dynamic encounters, or spur the start of adventures entirely!
Zombie Tyrannosaurus Rex. This merfolk is capable of putting
out some serious damage when paired with enough allies to make
use of its martial advantage and multiple attacks each round.
Consider some interesting aquatic allies to work with it sharks,
water elementals, giant octopi, and other merfolk all work for an
appropriate mid-level encounter.

Volume Two Monsters

ANGEL - ANGELIC SERVITOR

ANGEL - PLANETAR, ADVANCED

Armor Class: 15 (natural armor)


Hit Points: 39 (6d8 + 12)
Speed: 30 ft., fly 90 ft.

Armor Class: 19 (natural armor)


Hit Points: 200 (16d10 + 112)
Speed: 40 ft., fly 120 ft.

Medium celestial, lawful good

Large celestial, lawful good

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

14 (+2)

12 (+1)

14 (+2)

12 (+1)

14 (+2)

16 (+3)

26 (+8)

20 (+5)

24 (+7)

19 (+4)

22 (+6)

25 (+7)

Saving Throws: Wis +4, Cha +5


Skills Perception: +4
Damage Resistances: radiant
Senses: darkvision 60ft., passive Perception 14
Languages: all
Challenge: 3 (700 XP)
Angelic Weapons. The servitors weapon attacks are magical.
When the servitor hits with any weapon, the weapon deals an
extra 1d8 radiant damage (included in the attack).
Innate Spellcasting. The servitors spellcasting ability is Charisma (spell save DC 16). The servitor can innately cast the following
spells, requiring only verbal components:
At will: detect evil and good
1/day each: bless, commune, shield of faith
Magic Resistance. The servitor has advantage on saving throws
against spells and other magical effects.

Actions
Multiattack. The servitor makes two attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) slashing damage plus 4 (1d8) radiant damage.
Longbow. Ranged Weapon Attack: +3 to hit, range 120/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) radiant
damage.
Healing Touch (1/Day). The servitor touches another creature.
The target magically regains 10 (2d8 + 1) hit points and is freed
from any curse, disease, poison, blindness, or deafness.

Saving Throws: Con +13, Wis +12, Cha +13


Skills: Perception +12
Damage Resistances: radiant; bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities: charmed, exhaustion, frightened
Senses: truesight 120ft., passive Perception 22
Languages: all
Challenge: 19 (22,000 XP)
Angelic Weapons. The planetars weapon attacks are magical.
When the planetar hits with any weapon, the weapon deals an
extra 5d8 radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetars spellcasting ability is
Charisma (spell save DC 20). The planetar can innately cast the
following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise
dead.
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws
against spells and other magical effects.
Radiant Aura. At the start of each of the planetars turns , each
creature of the planetars choice within 5 feet of it takes 10 (3d6)
radiant damage. A creature that touches the planetar or hits it
with a melee attack while within 5 feet of it takes 10 (3d6) radiant
damage.

Actions
Multiattack. The planetar makes two attacks; two with its greatsword, or one with his greatsword and one with its Compelling
Shout.
Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant
damage. If the planetar scores a critical hit, it rolls damage dice
three times, instead of twice.
Compelling Shout. Ranged Spell Attack: +14 to hit, range 30
ft., one target. Hit: 20 (3d8 + 7) psychic damage and the target
must succeed on a DC 20 Wisdom saving throw or be magically
compelled to immediately move up to 25 feet toward the planetar.
This movement does not provoke opportunity attacks. Creatures
that cannot be charmed are immune to this effect.
Healing Touch (4/Day). The planetar touches another creature.
The target magically regains 30 (6d8 + 3) hit points and is freed
from any curse, disease, poison, blindness, or deafness.

Volume Two Monsters

New Twists on Old Monsters


ASTRAL WORM

Gargantuan monstrosity, unaligned

Armor Class: 19 (natural armor)


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

DEX

CON

INT

WIS

CHA

29(+9)

9 (-1)

24 (+7)

5 (-3)

8 (-1)

6 (-2)

Saving Throws: Con +13, Wis +5


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

Astral worms are distant relatives to purple worms.


They grow to the same colossal size, but their form is
far mor alien and unnerving. An astral worms scales
twinkle like a rainbow set against a night sky. Their
heads are topped with odd appendages that detect the
thoughts of creatures around them, which it uses to
hunt. They are able to gather this psychic energy and
expel it in huge blasts that leave their prey stunned.
If slain, this energy bursts forth in a violent eruption
from the 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 attack rolls against creatures it is grappling.
Regeneration. The gith mauler regains 10 hit points at the start of
its turn if it has at least 1 hit point.

Actions
Multiattack. The mauler makes up to three attacks: one with its
bite and one with its tail. It then uses its maul if able.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
15 (2d8 + 6) piercing damage. If the target is a creature,
it is grappled (escape DC 16). Until this grapple ends, the
target is restrained, and the gith mauler 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.

Gith maulers are powerful creatures native to the


Astral Plane, bred by githyanki to serve them in battle
or guard their estates and treasures. They are vaguely
reptilian, with scales ranging in color from dark black
to milky blue, with two muscular legs and a maw that
ends in four enormous tusks. A creature grabbed by a
gith mauler rarely escapes its clutches.

Medium humanoid (gith), lawful evil

Armor Class: 19 (half plate, shield)


Hit Points: 66 (12d8 + 12)
Speed: 30 ft.
STR

DEX

CON

INT

WIS

CHA

15 (+2)

14 (+2)

13 (+1)

14 (+2)

13 (+1)

12 (+1)

Saving Throws: Con +4, Int +5, Wis +4


Senses: passive Perception 12
Languages: Gith
Challenge: 6 (2,300 XP)
Innate Spellcasting (Psionics). The githyankis innate spellcasting ability is Intelligence (spell save DC 15, +5 to hit with spell
attacks). It can innately cast the following spells, requiring no
components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only), tongues
1/day: telekinesis

Actions
Multiattack. The githyanki makes two longsword attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing
damage if held in two hands.

Reactions
Parry. The githyanki adds 3 to its AC against one melee attack
that would hit it. To do so, the githyanki must see the attacker and
be wielding a melee weapon.

Volume Two Monsters

New Twists on Old Monsters

GNOLL - GNOLL CACKLER


Medium humanoid (gnoll), chaotic evil

Armor Class: 15 (chain shirt)


Hit Points: 65 (10d8 + 20)
Speed: 30 ft.

GOBLIN - GOBLIN OUTRIDER


Small humanoid (goblinoid), neutral evil

STR

DEX

CON

INT

WIS

CHA

16 (+3)

15 (+2)

14 (+2)

8 (-1)

8 (-1)

14 (+2)

Condition Immunities: frightened


Senses: darkvision 60 ft., passive Perception 9
Languages: Gnoll
Challenge: 4 (1,100 XP)
Rampage. When the gnoll reduces a creature to 0 hit points with
a melee attack on its turn, the gnoll can take a bonus action to
move up to half its speed and make a bite attack.
Relentless (Recharges after a Short or Long Rest). If the gnoll
takes 14 damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead.

Actions
Multiattack. The gnoll makes two attacks with its mace, and then
uses its Cackle if it can.
Mace. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) bludgeoning damage.
Cackle (Recharge 6). The gnoll creature suffers 5 (1d10) psychic
damage and becomes incapacitated for one round in a fit of
laughter. Creatures that can hear this creature must succeed a
DC 13 Constitution saving throw. On a failure, target creatures are
infected with cackle fever.

Armor Class: 13 (leather armor)


Hit Points: 18 (5d6)
Speed: 30 ft. or by mount
STR

DEX

CON

INT

WIS

CHA

10 (+0)

15 (+2)

10 (+0)

10 (+0)

8 (-1)

9 (-1)

Skills: Stealth +6
Senses: darkvision 60 ft., passive Perception 9
Languages: Common, Goblin
Challenge: 1 (200 XP)
Quick Mount. Mounting a creature trained to bear the goblin as a
rider only requires 5 feet of the 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.

Volume Two Monsters

LAMIA - LAMIA TASKMASTER

MERFOLK - MERFOLK SCOUT

Armor Class: 13 (natural armor)


Hit Points: 153 (18d10 + 54)
Speed: 30 ft.

Armor Class: 16 (natural armor)


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

Medium humanoid (merfolk), neutral good

Large monstrosity, chaotic evil

STR
17 (+3)

DEX
15 (+2)

CON
16 (+3)

INT
16 (+3)

WIS
15 (+2)

CHA

STR

DEX

CON

INT

WIS

CHA

18 (+4)

14 (+2)

19 (+4)

17 (+3)

15 (+2)

11 (+0)

14 (+2)

Saving Throws: Dex +6, Cha +8


Skills: Deception +9, Insight +7, Stealth +6
Senses darkvision: 60ft., passive Perception 17
Languages: Abyssal, Common
Challenge: 12 (8,400 XP)

Saving Throws: Dex +6, Cha +4


Skills: Perception +6, Stealth +7
Senses: passive Perception 16
Languages: Aquan, Common
Challenge: 6 (2,300 XP)

Magic Resistance. The lamia has advantage on saving


throws against spells and other magical effects.

Amphibious. The merfolk can breathe air and water.

Magic Weapons. The lamias weapon attacks are magical.

Aquatic Stealth. While underwater, the merfolk can take the Hide
action as a bonus action.

Innate Spellcasting. The lamias innate spellcasting ability is


Charisma (spell save DC 16). It can innately cast the following
spells, requiring no material components.

Martial Advantage. Once per turn, the merfolk can deal an extra
14 (2d6) damage to a creature it hits with a weapon attack if that
creature is within 5 feet of an ally of the merfolks that isnt
incapacitated.

At will: disguise self (any humanoid form), major image


3/day each: charm person, mirror image, scrying, suggestion
1/day: geas

Actions

Actions
Multiattack. The lamia makes three attacks: two with its claws
and one with its whip or Intoxicating Touch.

Multiattack. The merfolk makes three shortsword attacks.


Shortsword. Melee Weapon Attack. +6 to hit, reach 5 ft. one
target. Hit: 7 (1d6 + 4) slashing damage.

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


Hit: 14 (2d10 + 3) slashing damage.
Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.
Hit: 8 (2d4 + 3) slashing damage. If the target is a creature, it
must succeed on a DC 14 Strength saving throw or be knocked
prone.
Intoxicating Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one
creature. Hit: The target is magically cursed for 1 hour.
Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
Weakening Breath (Recharge 6). The lamia exhales gas in a 30foot cone. Each creature in that area must succeed on a DC 16
Strength saving throw or have disadvantage on Strength-based
attack rolls, Strength checks, and Strength saving throws for 1
minute. A creature can repeat its saving throw at the end of each
of its turns, ending the effect on itself on a success.

Volume Two Monsters

New Twists on Old Monsters


MERFOLK - MERFOLK SHAMAN

MUMMY - MUMMY NOBLE

Armor Class: 14 (natural armor)


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

Armor Class: 14 (natural armor)


Hit Points: 71 (11d8 + 22)
Speed: 20 ft.

Medium humanoid (merfolk), neutral good

Medium undead, lawful evil

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

16 (+3)

14 (+2)

16 (+3)

13 (+1)

16 (+3)

14 (+2)

17 (+3)

10 (+0)

15 (+2)

9 (-1)

14 (+2)

15 (+2)

Saving Throws: Dex +4, Wis +5


Skills: Perception +9, Religion +6
Senses: passive Perception 19
Languages: Aquan, Common
Challenge: 6 (2,300 XP)
Amphibious.The merfolk can breathe air and water.
Cunning. The merfolk has advantage on Intelligence, Wisdom,
and Charisma saving throws against magic.

Saving Throws: Con +4, Wis +4


Damage Vulnerabilities: fire
Damage Resistances: bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, poisoned
Senses: darkvision 60ft., passive Perception 12
Languages: the languages it knew in life
Challenge: 5 (1,800 XP)

Spellcasting. The merfolk is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell
attacks). The merfolk has the following druid spells prepared:

Turning Defiance. The mummy noble and any mummies within


30 feet of it have advantage on saving throws against effects that
turn undead.

Cantrips (at will): druidcraft, guidance


1st level (4 slots): cure wounds, entangle, speak with animals
2nd level (3 slots): beast sense, enhance ability
3rd level (2 slots): conjure animals

Actions

Actions

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


Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) necrotic damage.

Multiattack. Corselle makes two spear attacks.


Spear. Melee or Ranged Weapon Attack. +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage or
7 (1d8 + 3) piercing damage if used with two hands to make a
melee attack.
Blessing of Eardo (1/day). The merfolk selects up to ten creatures within 100 feet of it that it can see. Selected creatures gain
a swim speed equal to their base land speed, and can breath
underwater as if affected by the water breathing spell. This effect
lasts for the next 24 hours, or until the merfolk chooses to dismiss
the effect on any number of targets as an action on her turn. This
effect also ends if the merfolk is slain.

Multiattack. The mummy can use its dreadful glare and


makes one attack with its rotting fist or falchion.

Rotting Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)
necrotic damage. If the target is a creature, it must succeed on a
DC 14 Constitution saving throw or be cursed with mummy rot.
The cursed target 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 mummy targets one creature it can see
within 60 feet of it. If the target can see the mummy, it must succeed on a DC 13 Wisdom saving throw against this magic or
become frightened until the end of the 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 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.

Volume Two Monsters

New Twists on Old Monsters


TROLL - SAND TROLL

TWISTED REFLECTION

Armor Class: 14 (natural armor)


Hit Points: 84 (8d10 + 40)
Speed: 30 ft.

Armor Class: 15 (natural armor)


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

Large giant, neutral evil

Construct (size varies), unaligned

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

18 (+4)

10 (+0)

20 (+5)

7 (-2)

9 (-1)

8 (-2)

15 (+2)

15 (+2)

15 (+2)

15 (+2)

15 (+2)

15 (+2)

Skills: Perception +1
Senses: darkvision 60 ft., passive Perception 11
Languages: Giant
Challenge: 5 (1,800 XP)
Keen Smell. The troll has advantage on Wisdom (Perception)
checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its
turn. If it takes acid or cold damage, this trait 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.

Damage Immunities: necrotic, poison


Condition Immunities: charmed, frightened, poisoned, stunned
Senses: blindsight 60 ft., passive Perception 16
Languages: understands and speaks the langauges of the creature its image is a reflection of.
Challenge: 3 (700 XP)
Reflection. The twisted reflection looks identical to a creature it is
a reflection of; although reversed. A creature can tell the difference between a twisted reflection and the creature it is a reflection
of with a successful DC 15 Insight check. The twisted reflection is
the same size as the creature it is a reflection of.
Magic Resistance. The twisted reflection has advantage on saving throws against spells and other magical effects.
Otherwordly Perception. The twisted reflection can sense the
presence of the creature it is a reflection of so long as that creature is within 30 feet of it. It can pinpoint such a creature that is
moving, even if the creature is invisible or on the Ethereal plane.

Actions
Multiattack. The twisted reflection makes two attacks.
Reflected Weapon. Melee or Ranged Weapon Attack. +5 to hit,
reach 5 ft. or range 30 ft., one target. Hit: 6 (1d8 + 2) damage.
This damage is of the same type of the primary melee or ranged
weapon the creature the twisted reflection is a reflection of
carries.
Cantrip. The twisted reflection uses a cantrip known by the
creature it is a reflection of.

Twisted reflections are the reflected images of humanoids given


form through necromantic magic. A twisted reflection that is
borne into the world has the singular purpose of hunting down
the creature it bears the image of. If a twisted reflection is
destroyed, it vanishes in a spray of sand and a sound of glass
breaking.

Volume Two Monsters

ZOMBIE - TYRANNOSAURUS REX


Huge beast, neutral evil

Armor Class: 15 (natural armor)


Hit Points: 179 (17d12 + 68)
Speed: 40 ft.
STR

DEX

CON

INT

WIS

CHA

25 (+7)

10 (+0)

19 (+4)

2 (-4)

12 (+1)

8 (-2)

Saving Throws: Str +11, Con +8


Skills: Perception +5
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60ft., passive Perception 15
Languages: Challenge: 11 (7,200 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit.
On a success, the zombie drops to 1 hit point instead.

Actions
Multiattack. The tyrannosaurus makes two attacks: one with its
bite and one with its tail. It 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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