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Monsters & Minions

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Creatures and Monsters Bandit Archer

Medium humanoid (any humanoid), any alignment

Abomination
Large undead, chaotic evil
Armor Class 13 (leather)
An amalgamation of bones, with four arms, two heads, and a Hit Points 9 (2d8)
hundred ribs all held together with arcane necromantic Speed 30 ft.
magics.
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (0) 11 (0) 10 (0) 11 (0)
Armor Class 12 (natural armor)
Hit Points 75 (10d10 + 30)
Speed 30 ft
Skills Stealth +4
Senses passive Perception 10
STR DEX CON INT WIS CHA Languages any one language (usually Common)
19 (+4) 11 (0) 16 (+3) 8 (-1) 9 (-1) 10 (0) Challenge 1/8 (25XP)

Damage Immunities necrotic, poison, psychic


Damage Resistance piercing, and slashing damage Actions
Damage Vulnerability bludgeoning damage
Senses blindsight 60 ft., passive Perception 9 Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5
Languages -- ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
Challenge 3 (700XP) damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600


Damage Transfer. While it is grappling a creature, the ft., one target. Hit: 6 (1d8 + 2) piercing damage.
abomination takes only half the damage dealt to it, and the
creature grappled by the abomination takes the other half.

Mobile Cage. The abomination can move freely while


grappling another creature. The grappled creature occupies
the same space as the abomination and remains grappled.

Actions
Multiattack. The abomination makes four scimitar attacks.

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


target. Hit: 7 (1d6+3) slashing damage.

Rib Cage. Melee Weapon Attack: +7 to hit, reach 5 ft., one


Medium or smaller creature. Hit: The creature is grappled
(escape DC 15). Until the grapple ends, the target is
restrained and the abomination can't grapple another
creature.

part 1 | monsters
Bandit Caster Bandit Thug
Medium humanoid (any humanoid), any alignment Medium humanoid (any humanoid), any alignment

Armor Class 11 Armor Class 14 (hide armor and shield)


Hit Points 7 (2d6) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 11 (0) 14 (+2) 10 (0) 11 (0) 15 (+2) 11 (0) 13 (+1) 9 (-1) 10 (0) 9 (-1)

Senses passive Perception 10 Senses passive Perception 10


Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 1/4 (50XP) Challenge 1/4 (50XP)

Innate Spellcasting. The bandit caster's innate spellcasting


ability is Intelligence (spell save DC 12). It can innately cast Actions
the following spells, requiring no materials components:
Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one
At will: Acid Splash, Minor Illusion, Poison Spray target. Hit: 6 (1d8 + 2) bludgeoning damage.
2/day: Grease, Magic Missle
Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320
ft., one target. Hit: 4 (1d8) piercing damage.
Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 2 (1d6 -1) bludgeoning damage, or 3 (1d8 -
1) bludgeoning damage if used with two hands to make a
melee attack.

part 1 | monsters
Barghest Actions
Medium monstrosity (shapechanger), lawful evil Multiattack. The barghest makes two attacks: one with its
bite and one with its claws, or two with its scimitar.
Barghest are shapeshifting crossbreeds of wolves and goblins. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
In their natural form, they appear to be wolf like, quadrupedal +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing
creatures with twisted goblin like faces. They have long damage.
forearms, with thick, powerful claws.
Claw (Wolf or Hybrid Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing
damage.
Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18) Feed (Hybrid Form Only). Melee Weapon Attack: +5 to
Speed 30 ft. hit, reach 5 ft., one target. Hit: if the target has 0 hit points
or less, the barghest kills the target and drains some of their
life essence. The barghest gains a number of hit dice equal
STR DEX CON INT WIS CHA to the targets level divided by 3 rounded down. If this would
17 (+3) 15 (+2) 13 (+1) 10 (0) 14 (+2) 14 (+2) put the barghest at 9 hit dice or more, it becomes a greater
barghest.

Scimitar (Goblin Form Only). Melee Weapon Attack: +5 to


Skills Deception +4, Intimidate +4, Stealth +4, Survival +4 hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
Damage Resistance bludgeoning, piercing, and slashing damage.
damage from non-magical weapons
Senses darkvision 60 ft., passive Perception 12
Languages Goblin, Infernal, Common
Challenge 3 (700XP)

Innate Spellcasting. The barghest's innate spellcasting


ability is Charisma (spell save DC 12). It can innately cast
the following spells, requiring no materials components:

At will: Blink, Pass Without Trace, Hex


1/day each: Dimension Door, Charm Monster

Magic Resistance. The barghest has advantage on saving


throws against spells and other magical effects.

Shapechanger. The barghest can use its action to


polymorph into a wolf or a goblin, or back into its true form
(that of a hybrid wolf goblin). Other than its size, its
statistics are the same in each form. Any equipment it is
wearing or carrying isn't transformed. It reverts to its true
form if it dies.

part 1 | monsters
Greater Barghest Actions
Large monstrosity (shapechanger), lawful evil Multiattack. The barghest makes three attacks: one with its
bite and two with its claws, or three with its scimitar.
Small humanoids, with the head of a jackal or hound. The
attack in packs and prefer ambushing and trapping their prey. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
+7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) piercing
damage.

Armor Class 17 (natural armor) Claw (Wolf or Hybrid Form Only). Melee Weapon Attack:
Hit Points 77 (10d8 + 32) +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing
Speed 30 ft. damage.

Feed (Hybrid Form Only). Melee Weapon Attack: +7 to


STR DEX CON INT WIS CHA hit, reach 5 ft., one target. Hit: if the target has 0 hit points
19 (+4) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 15 (+2) or less, the barghest kills the target and drains some of their
life essence. The greater barghest gains a number of hit dice
equal to the targets level divided by 3 rounded down and
regains 18 (4d6 + 4) hit points. The greater barghest can
Skills Deception +5, Intimidate +5, Stealth +6, Survival +5 have a maximum of 20 hit dice.
Damage Resistance bludgeoning, piercing, and slashing
damage from non-magical weapons Scimitar (Goblin Form Only). Melee Weapon Attack: +7 to
Senses darkvision 60 ft., passive Perception 13 hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) slashing
Languages Goblin, Infernal, Common damage.
Challenge 5 (1,800XP)

Innate Spellcasting. The barghest's innate spellcasting


ability is Charisma (spell save DC 14). It can innately cast
the following spells, requiring no materials components:

At will: Blink, Pass Without Trace, Hex, Inflict


Wounds
1/day each: Dimension Door, Invisibility
3/day each: Charm Monster, Enlarge

Magic Resistance. The barghest has advantage on saving


throws against spells and other magical effects.

Shapechanger. The barghest can use its action to


polymorph into a dire wolf or a large goblin, or back into its
true form (that of a hybrid wolf goblin). Other than its size,
its statistics are the same in each form. Any equipment it is
wearing or carrying isn't transformed. It reverts to its true
form if it dies.

part 1 | monsters
Bell Crow Bulezau
Huge giant, lawful good Medium fiend (demon), chaotic evil

A massive humanoid with feathers covering it's body, and the Tall gaunt humanoids, with the head of a ram and thick whip
head of a crow. He walks with a hunched back, and wears like tail. They have taut skin, covered in festering boils and
various rags, and a band of large bells across its back. disease. A large coarse mane surrounds their neck and upper
chest. Wielding large pikes, and halberds they act as heavy
infantry within the Abyss.
Armor Class 17 (natural armor)
Hit Points 230
Speed 50 ft Armor Class 13 (hide armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft
STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 12 (+1) 18 (+4) 10 (0)
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (0)
Saving Throws Str +11, Wis +9
Skills Perception +9
Damage Resistance cold Skills Athletics +7
Damage Immunities necrotic Damage Resistance cold; bludgeoning, piercing, and
Senses truesight 120 ft., passive Perception 16 slashing damage from nonmagical weapons that aren't
Languages Common, Sylvan, Elvish, telepathy 60 ft. silvered
Challenge 13 (10,000XP) Damage Immunities cold, fire
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, telepathy 60 ft.
Challenge 5 (1,800XP)
Actions
Multiattack. The bell crow makes two attacks. Ferocious Combatant. The bulezaus weapon attacks score
a critical hit on a roll of 19 or 20.
Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 20 (4d6+6) bludgeoning damage. Magic Resistance. The bulezau has advantage on saving
throws against spells and other magical effects.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft.,
one target. Hit: 28 (4d10+6) bludgeoning damage. If the
target is a creature, it must succeed on a DC 17 Strength Actions
saving throw or be knocked prone.
Multiattack. The bulezau makes two attacks. Only one of
Bell (Recharge 6). The bell crow rings it's giant bell, all which can be a headbutt.
creatures within 20 feet of it, and can hear it must succeed a
Constitution saving throw (DC 16). On a fail the creature Conjure Lesser Demon (1/Day). The bulezau casts the
takes 11 (2d10) psychic damage, and are deafened and conjure lesser demon1 spell.
paralyzed for 1 round.
Headbutt. Melee Weapon Attack: +7 to hit, reach 5ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage. The target
must succeed a DC 15 Constitution saving throw or be
stunned until the end of the Bulezaus next turn.

Pike. Melee Weapon Attack: +7 to hit, reach 10ft., one


target. Hit: 9 (1d10 + 4) piercing damage.

part 1 | monsters
Cynocephaly Cynocephaly Elite
Medium humanoid, chaotic evil Medium humanoid, chaotic evil

Short humanoids, with the grotesquely gnarled head of a Short humanoids, with the grotesquely gnarled head of a
jackal or hound. They attack in packs, preferring to ambush jackal or hound. They attack in packs, preferring to ambush
and trap their prey. and trap their prey.

Armor Class 10 (leather) Armor Class 13 (leather + shield)


Hit Points 9 (2d6 + 2) Hit Points 16 (3d6 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 13 (+1) 8 (-1) 10 (0) 7 (-2) 16 (+3) 9 (-1) 14 (+2) 9 (-1) 11 (0) 7 (-2)

Skills Stealth +3 Skills Stealth +3


Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Cynocephaly Languages Cynocephaly
Challenge 1/4 (50XP) Challenge 1/2 (100XP)

Nimble Escape. The cynocephaly can take the Disengage or Nimble Escape. The cynocephaly can take the Disengage or
Hide action as a bonus action on each of its turns. Hide action as a bonus action on each of its turns.

Ambusher. The cynocephaly has advantage on attack rolls Ambusher. The cynocephaly has advantage on attack rolls
against any creature it has surprised. against any creature it has surprised.

Actions Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8
+ 2) piercing damage if used with two hands to make a + 3) piercing damage if used with two hands to make a
melee attack. melee attack.

Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
Large or smaller target. Hit: The target is restrained until one target. Hit: 5 (1d6 + 3) piercing damage.
freed (escape DC 10).

part 1 | monsters
Cynocephaly Fire Thrower Dark Unicorn
Medium humanoid, chaotic evil Large fiend (demon), chaotic evil

Short humanoids, with the grotesquely gnarled head of a Large unicorns that have become twisted or corrupt through
jackal or hound. They attack in packs, preferring to ambush dark magics.
and trap their prey.

Armor Class 13 (natural armor)


Armor Class 12 (hide) Hit Points 75 (10d10 + 20)
Hit Points 9 (2d6 + 2) Speed 50 ft
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 11 (0) 17 (+3) 16 (+3)
14 (+2) 10 (0) 13 (+1) 8 (-1) 10 (0) 9 (-1)

Damage Immunities poison


Skills Stealth +3 Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 13
Languages Cynocephaly Languages Deep Speech, Undercommon, telepathy 60 ft.
Challenge 1/4 (25XP) Challenge 5 (1,800XP)

Nimble Escape. The cynocephaly can take the Disengage or Charge. If the dark unicorn moves at least 20 feet straight
Hide action as a bonus action on each of its turns. towards a target and then hits it with a horn attack on the
same turn, the target takes an additional 9 (2d8) piercing
Ambusher. The cynocephaly has advantage on attack rolls damage. If the target is a creature, it must succeed on a DC
against any creature it has surprised. 15 Strength saving throw or be knocked prone.

Innate Spellcasting. The dark unicorn's innate spellcasting


Actions ability is Charisma (spell save DC 14). The dark unicorn can
innately cast the following spells, requiring no components:
Alchemist Fire. Ranged Weapon Attack: +4 to hit, range 20
ft., one target. Hit: The target takes 2 (1d4) fire damage at At Will: Detect Magic, Shield of Faith
the start of each of its turns. If the target is a creature it can 1/Day each: Counterspell, Crown of Madness, Hunger of
end this by using its action to make a DC 10 Dexterity check Hadar, Vampiric Touch
to extinguish the flames.
Legendary Resistance (3/Day). If the dark unicorn fails a
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one saving throw, it can choose to succeed instead.
target. Hit: 4 (1d4 + 2) piercing damage.
Magic Resistance. The dark unicorn has advantage on
saving throws against spells and other magical effects.

Teleport (1/Day). The dark unicorn magically teleports


itself and up to three willing creatures it can see within 5 feet
of it, along with any equipment they are wearing or carrying,
to a location the dark unicorn is familiar with, up to 1 mile
away.

Unholy Recovery. At the end of the unicorn's turn, if it hit


with a melee attack, the unicorn recovers 8 (1d8 + 4) hit
points.

Actions
Multiattack. The dark unicorn makes two attacks: on with
its hooves and one with its horn.

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


target. Hit: 11 (2d6+4) bludgeoning damage.

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


target. Hit: 8 (1d8 + 4) piercing damage.

part 1 | monsters
Legendary Actions Demon Serpent
The dark unicorn can take 3 legendary actions, choosing Medium fiend (demon), chaotic evil
from the options below. Only on legendary action option can
be used at a time and only at the end of another creature's Long humanoids, with the lower body of a serpent. Their
turn. The dark unicorn regains spent legendary actions at the bodies are entirely bone, covered with taut mummified skin.
start of its turn.
They have milky white eyes, and thick fangs.
Hooves. The dark unicorn make one attack with its hooves. They hunt in small packs, constricting their victim to
Absorb Life (Costs 3 Actions). Each creature within 30 ft. incapacitate them. The then behead them before devouring
of the dark unicorn takes 2 (1d6) necrotic damage, the the bodies whole.
dark unicorn regains a number of hit points equal to the Demon serpents like snakes rarely need to eat, however
total damage dealt.
demon serpents do so for the pleasure of it. Killing whole
settlements purely for the pleasure of eating.

Armor Class 14 (natural armor)


Hit Points 30 (4d8 + 12)
Speed 40 ft.

STR DEX CON INT WIS CHA


17 (+3) 13 (+1) 16 (+3) 14 (+2) 11 (0) 9 (-1)

Damage Resistances cold, fire, bludgeoning piercing and


slashing damage from non-magical weapons
Damage Immunities acid, poison
Senses tremorsense 60 ft., passive Perception 10
Languages Abyssal, Infernal
Challenge 2 (450XP)

Grappler. The demon serpent has advantage on attacks


against creatures grappled by it.

Magic Resistance. The demon serpent has advantage on


saving throws against spells and other magical effects.

Actions
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Medium or smaller creature. Hit: The creature is grappled
(escape DC 13). Until this grapple ends, the target is
restrained, and at risk of suffocating, and the demon serpent
can't constrict another target. In addition, at the start of
each of the target's turns, the target takes 10 (2d6 + 3)
bludgeoning damage.

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


target. Hit: 9 (1d12 + 3) slashing damage.

part 1 | monsters
Gluttonous Devil Actions
Large fiend (devil, shapechanger), lawful evil Tongue. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage plus an
These devils take on the form of the feeble and innocent in additional 3 (1d6) acid damage. The target must succeed on
order to bring the unsuspecting into their lair. They then a DC 15 Strength saving throw or be pulled 5 ft. closer to the
gluttonous devil and are also grappled by it (escape DC 15).
devour their victims, or transform them into thralls and
Ability checks made to escape this grapple have
servants to aid them in satisfying their endless hunger. disadvantage.

Devour. The gluttonous devil makes one tongue attack


Armor Class 11 (natural armor) against a Medium or smaller target it is grappling. If the
Hit Points 134 (14d10 + 42) attack hits, the target is swallowed, and the grapple ends.
Speed 25 ft The swallowed target is incapacitated, it has total cover
against attacks and other effects outside the gluttonous
devil, and it takes 21 (6d6) acid damage at the start of each
of the gluttonous devil's turns.
STR DEX CON INT WIS CHA
If the gluttonous devil dies, a swallowed creature is no
18 (+4) 8 (-1) 17 (+3) 10 (0) 14 (+2) 16 (+3)
longer restrained by it and can escape from the corpse using
5 feet of movement, exiting prone.

Skills Deception +6
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Common, Infernal
Challenge 5 (1,800XP)

Shapechanger. The gluttonous devil can use its action to


polymorph into a medium humanoid or back into its true
form. Its statistics are the same in each form. Any
equipment it is wearing or carrying is transformed as well. It
reverts to its true form if it dies.

Magic Resistance. The gluttonous devil has advantage on


saving throws against spells and other magical effects.

Monstrous Visage. While in its true form, each creature


that starts its turn within 30 feet of the gluttonous demon
and can see it must succeed on a DC 12 Charisma saving
throw. On a failure, the creature can't take reactions until
the start of its next turn and rolls a d8 to determine what it
does during its turn. On a 1 to 4, the creature does nothing.
On a 5 or 6, the creature takes no action or bonus action and
uses all its movement to move in a randomly determined
direction. On a 7 or 8, the creature makes a melee attack
against a randomly determined creature within its reach or
does nothing if it can't make such an attack.

Grappler. The gluttonous devil has advantage on attacks


against creatures grappled by it.

part 1 | monsters
Kelpie Lesser Cambion
Large monstrosity (shapechanger), neutral evil Large fiend (devil), lawful evil

Taking on the form of a green horse with kelp and sea weed A humanoid with black scaled skin and large horn protruding
for it's mane and tail. Kelpies have sharp carnivorous teeth, from it's contorted face. It has reptilian arms and legs, with
and live of the flesh of other creatures. sharp claws. It has a thin sharp tail, with a barbed tip.
Kelpies are able to be tamed by being saddled by a saddle
blessed by divine energy. While tamed the kelpie will obey
all of its captors commands, but should it be freed it will be Armor Class 16 (chainmail)
hostile. Hit Points 60 (8d10 + 16)
Speed 40 ft., climb 20 ft.

Armor Class 14 (natural armor)


STR DEX CON INT WIS CHA
Hit Points 56 (7d10 + 21)
18 (+4) 12 (+1) 15 (+2) 11 (0) 19 (+4) 9 (-1)
Speed 50 ft

STR DEX CON INT WIS CHA Skills Stealth +5, Athletics +8
17 (+3) 10 (0) 14 (+2) 10 (0) 11 (0) 14 (+2) Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 3 (700 XP)

Skills Deception +6, Stealth +4


Damage Immunities necrotic
Devil's Sight. Magical darkness doesn't impede the lesser
Damage Resistance cold, bludgeoning piercing and
cambion's darkvision.
slashing from non-magical weapons
Senses darkvision 60 ft., passive Perception 16
Magic Resistance. The lesser cambion has advantage on
Languages Common, Sylvan, Elvish, telepathy 60 ft.
saving throws against spells and other magical effects.
Challenge 3 (700XP)
Spider Climb. The lesser cambion can climb difficult
surfaces, including upside down on ceilings, without needing
Amphibious. The kelpie can breath air or water. to make an ability check.

Aquatic Camouflage. While submerged in water the kelpie Chain Expert. The lesser cambion can have one creature
can use its action or bonus action to hide itself within the grappled with its chain, and still attack.
water. While remaining motionless the kelpie is
indistinguishable from the surrounding water.
Actions
Shapechanger. The kelpie can use its action to polymorph
into a medium humanoid or back into its true form. Its Multiattack. The lesser cambion makes two melee attacks
statistics are the same in each form. Any equipment it is with its spiked chain.
wearing or carrying is transformed as well. It reverts to its
true form if it dies. Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 5 (2d4 + 4) piercing damage.
Actions Chain Grab. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: the target makes a Dexterity (acrobatics)
Multiattack. The kelpie makes two attacks. check, or Strength (athletics) check against the weapon
attack. On a fail the target is grappled, and at the start of
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
each of its turns takes 1d8 piercing damage. The target can
target. Hit: 10 (2d6+3) bludgeoning damage.
us its action to make a Strength (athletics) check to escape
the grapple.

part 1 | monsters
Man Eater Narl's Initiate
Large plant, unaligned Medium humanoid (skaven), neutral

A large series of leaves lay motionless around a thin stalk A worshiper of Narl, a would be god of thieves in the form of
with a single fruit hanging from the top. The plant lays a hybrid wererat or skaven. They often wear concealing
silently in wait for unsuspecting pray to attempt to steal it's robes, and armor allowing them to blend into the shadows
fruit. It then devours those who approach, engulfing them and ambush their foes.
with its leaves, before digesting them with its acid.

Armor Class 12 (natural armor)


Armor Class 11 (natural armor) Hit Points 48 (6d8+20)
Hit Points 44 (5d8+20) Speed 40 ft
Speed 0 ft

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 15 (+2) 7 (-2) 13 (+1) 11 (0)
18 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 4 (-3)

Skills Stealth +6, Sleight of Hand +6,


Damage Vulnerability fire Senses darkvision 60 ft., passive Perception 11
Damage Immunity acid, poison, psychic Languages --
Senses tremorsense 30 ft., passive Perception 11 Challenge 1 (200XP)
Languages --
Challenge 2 (200XP)
Keen Hearing and Smell. The initiate has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Adhesive. The man eater adheres to anything that touches
its stalk. A huge or smaller creature adhered to the man Sneak Attack. Once per turn, when the initiate makes an
eater is also grappled by it (escape DC 13). Ability checks attack roll, if they have advantage, or an active ally within 5
made to escape the grapple have disadvantage. ft. of the target they can add an additional 1d6 to the
damage.
False Appearance. While the man eater remains
motionless, it is indistinguishable from a normal plant.
Actions
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d4 + 3) piercing damage.
Engulf. Melee Weapon Attack: +5 to hit, reach 5 ft.,one
Large or smaller creature standing on the man eater. Hit: Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
The creature is grappled (escape DC 13). Until this grapple target. Hit: 7 (1d4 + 3) slashing damage.
ends, the target is restrained, and blinded, and the man
eater can't engulf another target. In addition, at the start of
each of the target's turns, the target takes 10 (4d4) acid
damage.

part 1 | monsters
Nekker Ratkin
Medium monstrosity, neutral Medium beast, neutral

A lanky clawed humanoid with a wide needle toothed mouth Large hairless, rat like dogs. These creatures attack in packs,
that spreads from ear to ear. Is has no eyes, and only two slits and are often used as mounts by goblins.
for a nose, along with long pointed ears. They survive eating
corpses and other carrion, frequenting graveyards and
battlegrounds in search of their quarry. Nekker's typically Armor Class 12 (natural armor)
Hit Points 22 (4d8 + 4)
feed in packs of half a dozen or more, it's rare to see them
Speed 40 ft.
alone.

STR DEX CON INT WIS CHA


Armor Class 12 (natural armor) 16 (+3) 12 (+1) 13 (+1) 3 (-4) 11 (0) 5 (-3)
Hit Points 30 (4d8+12)
Speed 30 ft

Skills Perception +2, Stealth +3


Senses darkvision 60 ft., passive Perception 10
STR DEX CON INT WIS CHA Languages --
12 (+1) 14 (+2) 16 (+3) 7 (-2) 8 (-1) 5 (-3) Challenge 1/2 (100XP)

Skills Perception +3 Keen Hearing and Smell. The ratkin has advantage on
Senses blindsight 60 ft., passive Perception 9 Wisdom (Perception) checks that rely on hearing or smell.
Languages --
Challenge 1 (200XP) Pack Tactics. The ratkin has advantage on any attack roll
against a creature if at least one of the ratkin's allies is
within 5 feet of the creature and the ally isn't incapacitated.
Keen Hearing and Smell. The initiate has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Actions
Savagery. The nekker has advantage on attack rolls against
creatures without all of their hit points. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,one target.
Hit: 5 (1d4 + 3) piercing damage. If the target is a creature
Blood Thirst. When the nekker hits with an attack against it must succeed a DC 13 Constitution saving throw or be
a creature with less than half its hit points, the nekker does knocked prone.
an additional 3 (1d6) slashing damage.

Actions
Multiattack. The nekker makes two claw attacks against a
single target.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 4 (1d4+2) piercing damage.

part 1 | monsters
Sewer Mimic Skaven Brute
Large monstrosity (shapechanger), unaligned Large wererat, neutral

Hideous shapeshifting creatures that dwell in sewers, and On rare occasions when a beast-kin is infected with
take on the appearance of walls, floors, walkways or pipes lycanthropy they become twisted amalgamations of their
until an unsuspecting worker, thief or rat scurries past. former selves. Skaven become large ogre like creatures with a
highly infectious bite, though their lycanthropy has become
less potent as a result.
Armor Class 10 (natural armor)
Hit Points 140 (18d10 + 45)
Speed 15 ft. Armor Class 12 (hide scraps)
Hit Points 64 (8d10 + 21)
Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 5 (-3) 15 (+2) 8 (-1)
STR DEX CON INT WIS CHA
18 (+4) 10 (0) 16 (+3) 6 (-2) 8 (-1) 6 (-2)
Skills Stealth +7
Damage Immunities acid
Damage Resistance fire, lightning Senses darkvision 60 ft., passive Perception 9
Condition Immunities prone Languages Common
Senses darkvision 60 ft., passive Perception 12 Challenge 2 (450XP)
Languages --
Challenge 4 (1,100XP)

Keen Hearing and Smell. The skaven brute has advantage


on Wisdom (Perception) checks that rely on hearing or smell.
Adhesive (Object Form Only). The mimic may adhere to
anything that touches it. A Huge or smaller creature adhered
to the mimic is also grappled by it (escape DC 14). Ability Actions
checks made to escape this grapple have disadvantage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,one target.
False Appearance (Object Form Only). While the mimic Hit: 7 (2d4 + 3) piercing damage. If the target is a
remains motionless, it is indistinguishable from an ordinary humanoid, it must succeed on a DC 13 Constitution saving
object. throw or become diseased. Diseased characters have
disadvantage on strength and dexterity checks, including
Grappler. The mimic has advantage on attack rolls against attack rolls. The target can repeat the saving throw at the
any creature grappled by it. end of each of its turns.

Shapchanger. The mimic can use its action to polymorph Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
into an object or back into its true, amorphous form. Its target. Hit: 7 (2d6 + 4) piercing damage.
statistics are the same in each form. Any equipment it is
wearing or carrying isn't transformed. It reverts to its true
form if it dies.

Actions
Multiattack. The mimic makes two attacks.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 10 ft.,


one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the
mimic is in object form, the target is subjected to its
Adhesive trait, and pulled 5 ft. closer to the mimic.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,one target.


Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) acid damage.

part 1 | monsters
Spritling Urd Ambusher
Small fey, neutral Small humanoid (kobold), chaotic evil

Small forest spirits that appear to be made of wood. Standing Urds are highly hostile winged kobolds. They tend to have a
at 2 ft. tall with branches appearing growing from their heads superiority complex, looking down on other creatures that
like strange hair. These spirits are guardians and protects of lack flight. Many urds form collectives, and raiding groups,
plants. living through banditry and pillaging.
Urds ambushers wait until their companions have
weakened the targets, before using sleep darts to incapacitate
Armor Class 12 (natural armor) them, making them easy prey.
Hit Points 21
Speed 30 ft
Armor Class 13
Hit Points 14 (4d6)
STR DEX CON INT WIS CHA Speed 30 ft., fly 30 ft.
14 (+2) 7 (-2) 10 (0) 9 (-1) 12 (+1) 10 (0)

STR DEX CON INT WIS CHA


Skills Perception +3, Stealth +0 9 (-1) 16 (+3) 11 (0) 12 (+1) 10 (0) 9 (-1)
Damage Vulnerability fire
Damage Resistance cold
Senses passive Perception 11
Skills Stealth +5
Languages Sylvan, Elvish, telepathy 60 ft.
Senses darkvision 60 ft., passive Perception 10
Challenge 1/2 (100XP)
Languages Common, Draconic
Challenge 1/2 (100 XP)

Camouflage. While the spritling remains motionless, it has


advantage on stealth rolls while in forested locations.
Ambusher. The urd has advantage on attack rolls against
any creature it has surprised.
Innate Spellcasting (1/Day). Once per day the spritling
can cast Transport via Plants on itself.
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom
Actions (Perception) checks that rely on sight.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one Pack Tactics. The urd has advantage on an attack roll
target. Hit: 4 (1d4+2) slashing damage. against a creature if at least one of the urd's allies is within 5
feet of the creature and the ally isn't incapacitated.
Roots (Recharge 6). The spritling causes roots to sprout
up in a 30-foot line. Each creature in that area must succeed
on a DC 10 Dexterity saving throw, taking 5 (2d4) Actions
bludgeoning damage and is considered grappled (escape DC
11) on a failed save, or half as much damage on a successful Blowgun. Ranged Weapon Attack: +5 to hit, range 25/100
one. ft., one target. Hit: 1 piercing damage. If the target is a
creature roll 2d8; if the target has less then or equal to the
total rolled the creature falls unconscious for 1 minute, or
until the sleeper takes damage or someone uses an action to
shake or slap the sleeper awake. Undead and creatures
immune to being charmed aren't affected by this condition.

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


target. Hit: 6 (1d4 + 3) piercing damage.

part 1 | monsters
Urd Spearman Urd Rock Dropper
Small humanoid (kobold), chaotic evil Small humanoid (kobold), chaotic evil

Urds are highly hostile winged kobolds. They tend to have a Urds are highly hostile winged kobolds. They tend to have a
superiority complex, looking down on other creatures that superiority complex, looking down on other creatures that
lack flight. Many urds form collectives, and raiding groups, lack flight. Many urds form collectives, and raiding groups,
living through banditry and pillaging. living through banditry and pillaging.
Urds spearmen are larger and stronger then most Urds, Urds are highly intelligent and tactical fighters, using
utilizing their strength as distractions to create openings for flight to kill their targets from above, out of their reach. Urds
their companions. also rarely come out during the day, living nocturnally due to
their cavern dwelling origins.

Armor Class 16 (studded leather, shield)


Hit Points 22 (5d6 + 5) Armor Class 13
Speed 30 ft., fly 20 ft. Hit Points 10 (4d6 - 4)
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 12 (+1) 9 (-1) 8 (-1) 9 (-1) STR DEX CON INT WIS CHA
9 (-1) 17 (+3) 9 (-1) 10 (0) 9 (-1) 9 (-1)

Senses darkvision 60 ft., passive Perception 9


Languages Common, Draconic Skills Stealth +5
Challenge 1/2 (100 XP) Senses darkvision 60 ft., passive Perception 9
Languages Common, Draconic
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 urd has advantage on attack rolls against
any creature it has surprised.
Pack Tactics. The urd has advantage on an attack roll
against a creature if at least one of the urd's allies is within 5 Sunlight Sensitivity. While in sunlight, the kobold has
feet of the creature and the ally isn't incapacitated. disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Pack Tactics. The urd has advantage on an attack roll
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach against a creature if at least one of the urd's allies is within 5
5ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing feet of the creature and the ally isn't incapacitated.
damage.
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.

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


target directly below the kobold. Hit: 7 (1d8 + 3)
bludgeoning damage.

part 1 | monsters
Wendigo Wolf Eater
Medium undead, chaotic evil Medium humanoid (orc), chaotic evil

Wendigo's are strange vampiric spirits that inhabit the bodies Wolf Eaters are an elite band of orcs who gain magical
of weak willed creatures who have partaken in the act of powers by devouring the hearts of Winter Wolves.
cannibalism. While in spirit form a wendigo is unable to
interact with the physical world. Only once they've take a
host can they interact with the material plane. Armor Class 14 (hide armor)
Hit Points 52 (7d10 + 14)
Speed 30 ft.
Armor Class 14 (natural armor)
Hit Points 82
Speed 50 ft. STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 16 (+3) 8 (-1) 9 (-1)

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 18 (+4) 9 (-1) 13 (+1) 8 (-1) Saving Throws Strength +6, Intelligence +5
Skills Athletics +6, Intimidation +3, Perception +2,
Survival +1
Senses darkvision 60 ft., passive Perception 9
Damage Immunities necrotic, poison, psychic
Languages Common, Orc
Damage Resistance bludgeoning, piercing, and slashing
Challenge 3 (700XP)
from nonmagical weapons
Senses darkvision 120 ft., passive Perception 12
Languages --
Challenge 5 (1,800XP) Aggressive. As a bonus action the Wolf Eater can move up
to it's movement speed towards any hostile creature.

Orc Fury. When the wolf eater scores a critical hit, it may
Vampiric Recovery. The Wendigo regains 3 (1d6) hitpoints roll one of the weapon's damage dice one additional time
at the start of it's turn. It can only use this ability if it hasn't and add it to the extra damage of the critical hit.
take fire, or radiant damage this round, and is not standing
in sunlight. Orcish Resistance (1/Day). If damage reduces the wolf
eater to 0 hit points, it must make a Constitution saving
Unholy Appearance. Creatures that can see the wendigo throw with a DC of 10 or the damage taken, unless the
must succeed on a DC 13 wisdom saving throw or be damage is from a critical hit. On a success, the wolf eater
frightened for 1 minute. Creatures can repeat the saving drops to 1 hit point instead.
throw at the end of their turns. Creatures that succeed on
their saving throw are immune to this effect for 24 hours. Spellcasting. The wolf eater is a 5th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
Extreme Sunlight Sensitivity. The Wendigo has with spell attacks). The wolf eater has the following spells
disadvantage on Wisdom (perception) checks, and attack prepared:
rolls while in sunlight. While in sunlight the wendigo takes 7
(2d6) radiant damage at the beginning of each of it's turns. Cantrip (At Will): Chill Touch, Sacred Flame, Guidance
1st Level (3 Slots): Command, Inflict Wounds, Bane
Actions 2nd Level (2 Slots): Aid, Enhance Ability
3rd Level (1 Slot): Bestow Curse
Multiattack. The wendigo makes two attacks. Only one of
which can be a bite. Actions
Claws. Melee weapon attack: +6 to hit, reach 5 ft., one
Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 11 (3d4+3) slashing damage. Instead of dealing
target. Hit: 9 (1d10 + 4) slashing damage.
damage the wendigo can instead grapple the target. (Escape
DC 14)
Crossbow. Ranged Weapon Attack: +4 to hit, range
100/400 ft., one target. Hit: 7 (1d10+ 2) piercing damage.
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6+3) necrotic damage, and an additional 2 (1d4)
piercing damage. The wendigo recovers hitpoints equal to
half the necrotic damage taken.

part 1 | monsters
Yeth Hound Yeth Hound Alpha
Medium aberration, chaotic evil Large aberration, chaotic evil

Great black mastiffs with fiery paws. They live for the thrill Yeth hound alpha's are powerful, heavily muscled canines,
of the hunt, chasing their quarry between the planes. They are possessing an unnatural lust for the hunt. The Alpha is a
often kept by evil hunters, and mercenaries. powerful beast that use their power to dominate other yeth
They possess a magical ability of flight, and use it to stalk hounds to their will. They form packs and hunt only the
their pray in packs from the skies. strongest and dangerous of prey.

Armor Class 12 (natural armor) Armor Class 15 (natural armor)


Hit Points 26 (4d8 + 8) Hit Points 57 (6d10 + 14)
Speed 30 ft., fly 30 ft. Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 6 (-2) 10 (0) 6 (-2) 19 (+4) 15 (+2) 15 (+2) 9 (-1) 15 (+2) 8 (-1)

Skills Survival +4, Stealth +3 Skills Survival +6, Stealth +4


Senses darkvision 120 ft., passive Perception 10 Senses darkvision 120 ft., passive Perception 12
Languages cannot speak but understands Infernal Languages Abyssal, Infernal
Challenge 2 (450 XP) Challenge 4 (1,100XP)

Flyby. The yeth hound doesn't provoke opportunity attacks Flyby. The yeth hound alpha doesn't provoke opportunity
when it flies out of an enemy's reach. attacks when it flies out of an enemy's reach.

Keen Hearing and Smell. The yeth hound has advantage Keen Hearing and Smell. The yeth hound alpha has
on Wisdom (Perception) checks that rely on hearing or smell. advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Pack Tactics. The yeth hound has advantage on an attack
roll against a creature if at least one of the yeth hounds Pack Tactics. The yeth hound alpha has advantage on an
allies is within 5 feet of the creature and the ally isn't attack roll against a creature if at least one of the yeth
incapacitated. hound alphas allies is within 5 feet of the creature and the
ally isn't incapacitated.
Actions
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,one target.
Hit: 7 (1d6 + 3) piercing damage. If the target is a creature, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,one target.
it must succeed a DC 11 Strength saving throw or be Hit: 11 (2d6 + 4) piercing damage. If the target is a
knocked prone. creature, it must succeed a DC 13 Strength saving throw or
be knocked prone.
Howl (1/Day). The yeth hound howls, a deep guttural roar
that chills the bones of all that can hear it. Creatures within Howl (1/Day). The yeth hound alpha howls, a deep
120 feet of the yeth hound must succeed a DC 10 Wisdom guttural roar that chills the bones of all that can hear it.
saving throw or become frightened for 1 minute. The target Creatures within 120 feet of the yeth hound alpha must
can repeat the saving throw at the end of each of its turns, succeed a DC 12 Wisdom saving throw or become frightened
ending the effect on itself on a success. If the target's saving for 1 minute. The target can repeat the saving throw at the
throw is successful, or if the effect ends on it, the target is end of each of its turns, ending the effect on itself on a
immune to the Howl of all yeth hounds for 24 hours. success. If the target's saving throw is successful, or if the
Creatures of the yeth hounds choice are immune to this effect ends on it, the target is immune to the Howl of all yeth
ability. hounds for 24 hours. Creatures of the yeth hound alphas
choice are immune to this ability.

Rally (1/Day). The yeth hound alpha bolsters its allies


confidence. The yeth hound alpha howls a special command
all allies within 15 feet of it, and can hear it gain 2d4
temporary hit points for 1 minute.

part 1 | monsters
1. Conjure Lesser Demons, as found in Unearthed Arcana:
That Old Black Magic.

Conjure Lesser Demon


3rd-level conjuration
Casting Time: 1 action
Range: 60 ft.
Components: V,S,M (a vial of blood from an intelligent
humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour

You summon up to a total of eight manes or dretches that


appear in unoccupied spaces you can see within range. A
manes or dretch disappears when it drops to 0 hit points or
when the spell ends.
The demons are hostile to all creatures. Roll initiative for
the summoned demons as a group, which has its own turns.
The demons attack the nearest non-demons to the best of
their ability.
As part of casting the spell, you can scribe a circle on the
ground with the blood used as a material component. The
circle is large enough to encompass your space. The
summoned demons cannot cross the circle or target anyone
in it while the spell lasts. Using the material component in
this manner consumes it.
At Higher Levels. When you cast this spell using a spell
slot of 6th or 7th level, you summon sixteen demons. If you
cast it using a spell slot of 8th or 9th level, you summon
thirty-two demons.

part 1 | monsters

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