Homebrew Content - Monster A Day Compendium
Homebrew Content - Monster A Day Compendium
Homebrew Content - Monster A Day Compendium
Fallen Angel
Alphabetical Listing
Fern Lizard
Arcanamite
Feyote
Armed Skeleton
Froghoul
Azure Sorcerers
Azure Enchanter
Fusion Elemental
Gazellean
Baneling
Gill-man
Ginormus Squirrel
Bone Golem
Gladeborn Guild
Brood Butcher
Brood Monitor
Bullywug Shaman
Gnoll DeathKnight
Burning Skeleton
Caustic Crawler
Chainer Geist
Grave Titan
Chamaelean
Chronomancers
Grove Guardian
Clockwork Dragon
Hawkfox
Clockwork Pest
Headless Horseman
Coven Horror
Herald of Rot
Crowlock
Ice Golem
Crystal Elemental
Infestation Swarm
Crystalline Dragon
Kobolds
Death Widow
Kobold Bully
Dire Anglerfish
Kobold Commander
Dream Eater
Kobold Hero
Eldrazi Scion
Kobold Shaman
Evil Doll
Kobold Soldier
Leonin
Living Spellbook
Lizardfolk Monk
Luck Dragon
Kraken Hatchling
Sliver
Magma bear
Sliver Queen
Masked Killer
Snow Spider
Spellskite
Spider Skull
Morphlit
Spirit
Myr
Stone Strix
Myr Battlesphere
Swarm of Squirrels
Orcs
Sylvan Stalker
Orc berserker
Technothug
Tentaghoul
Owlbear Matron
Troll Boar
Pact Devil
Truesong Guild
Phelddagrif
Priest of Blight
Tuskaloth
Pumpkin King
Ulamog
Pustuloid
Verdalin
Rat Hermit
Vodyanoy
Rusalka
War Titan
Scorpikis
Werewolf Alpha
Screecher
Wight Walker
Selachian
Winged Ape
Sire of Stagnation
Winter Sprite
Silverpaw Guild
By CR
Silverpaw Dog
1/4
Winter Sprite
Clockwork Pest
Feyote
Kobold Soldier
Leonin
Bullywug Shaman
Luck Dragon
Evil Doll
Myr
Fiendish Hyena
Froghoul
1/2
Baneling
Hawkfox
Chamaelean
Kobold Shaman
Crowlock
Lizardfolk Monk
Fern Lizard
Might Sliver
Gazellean
Morphlit
Goblin Alchemist
Goblin Ritualist
Screecher
Kobold Commander
Spitting Sliver
Spirit
Swarm of Squirrels
Spider Skull
Troll Boar
Technothug
Winged Ape
Verdalin
3
Armor Sliver
1
Arcanamite
Crystal Elemental
Armed Skeleton
Death Widow
Burning Skeleton
Eldrazi Scion
Gladeborn Trapper
Kobold Bully
Magma Bear
Orc berserker
Rat Hermit
Pustuloid
Silverpaw Paladin
Snow Spider
Tentaghoul
Azure Enchanter
Truesong Dancer
Brood Monitor
Virulent Sliver
Ancient Chronomancer
Winged Sliver
Gnoll Deathmage
8
4
Caustic Crawler
Headless Horseman
Chainer Geist
Ice Golem
Crystalline Sliver
Infestation Swarm
Priest of Blight
Kobold Hero
Selachian
Rusalka
Stone Strix
Sylvan Stalker
5
Dire Anglerfish
Gladeborn Hunter
Bone Golem
Grove Guardian
Brood Butcher
Masked Killer
Coven Horror
Myr Battlesphere
Pact Devil
Owlbear Matron
Werewolf Alpha
Phelddagrif
10
Spellskite
Truesong Dirge
Dream Eater
Vodyanoy
Fallen Angel
Grave Titan
6
Gill-man
Living Spellbook
Gnoll DeathKnight
Tuskaloth
Herald of Rot
11
Frost Giant Jarl
Scorpikis
Wight Walker
12
Kraken Hatchling
13
Pumpkin King
Sliver Queen
14
Clockwork Dragon
15
Fusion Elemental
16
Ginormus Squirrel
War Titan
17
Sire of Stagnation
18
Crystalline Dragon
30
Ulamog
ARCAN AMITE
Beautiful
ARCANAMITE
Small monstrosity, unaligned
DEX
15 (+2)
CON
15 (+2)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1 d4 + 2) piercing damage, and the arcanamite can attach itself to
the target. The arcanamite can be removed if a creature takes an
action and succeeds on a DC 15 Strength check against it. The
arcanamite detaches if it takes fire damage. Until the arcanamite
detaches, it cant bite another target.
Leech Magic. If the arcanamite is attached to a creature with spell
slots, roll a d4. The target loses a spell slot of that level, or the
next highest level if it has no spell slots of that level. If the
arcanamite has leeched a number of spell slots with a combined
level of 8 or more, it detaches from the creature.
x
DAY
34
'V
ARCANAMITE
ARMED SKELETON
Medium undead, lawful evil
DEX
14 (+2)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
6 (-2)
Skills Athletics +3
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can't
speak
Challenge 1 (200 XP)
ACTIONS
Multiattack. The skeleton makes four melee attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target Hit: 3
(1d4+ 1) slashing damage.
Azure Sorcerers
Masters of manipulation, Azure sorcerers are found
in every corner of the world. Working their power, plans
come to fruition, kings dance like puppets and heroes
unwittingly follow Azure machinations. Zealous and
callous, Azure sorcerers guide the world, aiding or
destroying anything that struggles to fit their design.
Azure Palace. Located on a narrow coast, the city of
AZURE ENCHANTER
Speed 30 ft.
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
17 (+3)
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
20 (+5)
prestidigitation
1st level (4 slots): charm person, mage armor, shield
2nd level (3 slots): hold person, suggestion
3rd level (3 slots): counterspell, dispel magic
4th level (3 slots): confusion, dominate beast
5th level (1 slots): dominate person
ACTIONS
Mind Lash. Ranged Spell Attack: +6 to hit, range 30/60 ft., one
creature. Hit: 11 (2d10) psychic damage and the creature has
disadvantage on Wisdom saving throws until the end of the
enchanter's next turn.
REACTIONS
Invoke Doubt. If the enchanter is the target of an attack and can
see the attacker, it imposes disadvantage on the attack roll.
ACTIONS
Melt Mind. Ranged Spell Attack: +9 to hit, range 60/120 ft., one
creature. Hit: 16 (3d10) psychic damage, and the creature must
succeed on a DC 17 Wisdom saving throw or become stunned
until the end of the mind sculptor's next turn.
Pacify. The mind sculptor targets one creature that it can see
within 60 feet of it. The target must succeed on a DC 17 Wisdom
saving throw or be magically charmed. The charmed creature
can't attack or otherwise harm another creature. The target can
repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. The mind sculptor can have only one
target charmed at a time in this way. If it charms another, the
effect on the previous target ends.
BANELING
Small fiend (demon), chaotic evil
Armor Class 12
Hit Points 7 (2d6)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
15 (+2)
10 (+0)
7 (-2)
11 (+0)
3 (-4)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2
{1d4) acid damage.
BEAST
OF
III OMEN
STR
DEX
CON
INT
WIS
18 (+4)
15 (+2)
14 (+2)
4 (-3)
12 (+1)
CHA
10 (+0)
Bone Golem
A Bone Golem is the defiled abomination of animated
skeletons crafted into a singular entity that desires nothing
more than to add more material to its hideous form. Similar
to other golems, Bone Golems serve the commands of their
masters, following them with disturbing ferocity and preci
sion. Sharing traits with its lesser skeletal counterparts,
Bone Golems do not try to damage themselves to reach a
goal, instead resorting to try a doorhandle rather than
harm themselves by breaking through it.
Necromancers who have created these monstrosities
also have the presence of mind to make the Bone Golem
itself a master of bone. Capable of gathering bones together
into a prison for its victims, Bone Golems serve adeptly as
guards of ancient tombs or its master's personal studies.
An empty shell driven by negative energy, the many heads
of the Bone Golem still quietly whisper with the pain and
suffering of those used to create the construct. Faint
screams and cry echo from Bone Golems.
BONE GOLEM
Large construct, unaligned
20 (+5)
DEX
9 (-1)
CON
18 (+4)
INT
3 (-4)
WIS
CHA
8 (-1)
1 (-5)
speak
Challenge 9 (5,000 XP)
Immutable Form. The golem is immune to any spell or effect that
would alter its form.
ACTIONS
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18
(3d8 + 5) bludgeoning damage.
Bone Prison. The golem targets one creature it can see within 60
feet of it. A prison of magical bones surrounds the creature. The
target must make a DC 15 Dexterity saving throw or become
restrained. The restrained creature can break free by succeeding
on a DC 20 escape check, or by destroying the bone prison (AC 20;
50 hit points; immunity to poison and psychic damage). The
golem can only have one bone prison active at a time. It may
dismiss the bone prison as a bonus action.
BROOD BUTCHER
Huge aberration, chaotic evil
DEX
CON
23 (+6)
10 (+0)
20 (+5)
INT
8 (-1)
WIS
CHA
14 (+2)
7 (-2)
ACTIONS
Multiattack. The butcher makes two daw attacks.
Claw. Melee Weapon Attack: +1 0 to hit, reach 10 ft., one target. Hit:
22 (3d10 + 6) slashing damage.
Constrict. Melee Weapon Attack: +1 0 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled
(escape DC 16). Until this grapple ends, the creature is restrained,
and the butcher can't constrict another target.
Consume (1/Day). The butcher targets one creature that it can
BROOD MONITOR
Huge aberration, chaotic evil
Armor Class 12
Hit Points 126 (12d12 + 48}
Speed 40 ft., climb 40 ft.
STR
DEX
21 (+5)
14 (+2)
CON
18 (+4)
INT
WIS
CHA
7 (-2)
14 (+2)
8{-1)
ACTIONS
Multiattack. The monitor makes two fist attacks.
Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 21
(3d10 + 5) bludgeoning damage.
Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 1 8 {3d8 + 5) bludgeoning damage, and the target is grappled
(escape DC 16). Until this grapple ends, the creature is restrained,
and the monitor can't constrict another target.
BULLYWUG SHAMAN
Medium humanoid (bullywug), neutral evil
Armor Class 14 (hide armor)
Hit Points 27 (5d8 + 5)
Speed 20 ft., swim 40 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
9 (-1}
WIS
15 (+2)
CHA
10 (+0)
prepared:
Cantrips (at will): druidcraft, shape water, shillelagh
1st level (4 slots): fog cloud, create or destroy water, cure wounds
2nd level (3 slots): invisibility, misty step
3rd level (2 slots): tidal wave, wall of water
Swamp Camouflage. The bullywug has advantage on Dexterity
(Stealth) checks made to hide in swampy terrain.
ACTIONS
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
BURNING SKELETON
Medium undead, lawful evil
Armor Class 1 5 (chain shirt)
Hit Points 26 (4d8 + 8)
Speed 30 ft
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
6 (-2)
ACTIONS
Multiattack. The skeleton makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage.
CAUSTIC CRAWLER
Medium monstrosity, unaiigned
DEX
12 (+1)
CON
18 (+4)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
Acidic Blood. A creature that hits the crawler with a melee attack
while within 5 feet of it takes 7 (2d6) acid damage.
Caustic Fumes. Any creature that starts its turn within 10 feet of
the crawler must succeed on a DC 12 Constitution saving throw or
be poisoned until the start of its next turn. On a successful saving
throw, the creature is immune to the crawler's fumes for 24
hours.
ACTIONS
Claws Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
12 (2d8 + 3) slashing damage plus 7 (2d6) acid damage.
Acid Spray (Recharge 6 ). The crawler spits acid in a line that is 30
feet long and 5 feet wide. Each creature in that line must make a
DC 14 Dexterity saving throw, taking 28 (8d6) acid damage on a
failed save, or half as much damage on a successful one.
CHAINER GEIST
Medium undead, chaotic evil
Armor Class 1 1
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft.
STR
16 (+3)
DEX
13 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Ethereal Sight. The geist can see 60 feet into the Ethereal Plane
when it is on the Material plane, and vice versa.
ACTIONS
Multiattack. The geist makes two attacks with its chains.
Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
10 (2d6 + 3) bludgeoning damage. The target is grappled (escape
DC 13) if the geist isn't already grappling a creature. Until this
grapple ends, the target is restrained and takes 3 (1d6) necrotic
damage at the start of each of its turns.
CHAMAELEAN
Small humanoid (chamaelean), neutral
DEX
15 (+2)
CON
11 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
ACTIONS
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
TIMELESS CHRONOMANCER
Medium humanoid construct, neutral
Speed 30 ft.
STR
12 (+1)
ANCIENT CHRONOMANCER
Medium humanoid construct, neutral
Speed 30 ft.
DEX
14 (+2)
CON
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
14 (+2)
STR
12 (+1)
DEX
14 (+2)
INT
17 (+3)
WIS
14(+2)
CHA
11 (+0)
poisoned
Senses darkvision 60 ft., passive Perception 12
Languages any four languages
Challenge 7 (2,900 XP)
poisoned
Senses darkvision 60 ft., passive Perception 12
Languages all
Challenge 14(11,500 XP)
Magic Resistance. The chronomancer has advantage on saving
throws against spells and other magical effects.
prepared:
Cantrips (at will): blade ward, mage hand, ray of frost,
prestidigitation
1st level (4 slots): detect magic, expeditious retreat, magic missile,
shield
2nd level (3 slots): hold person, misty step
3rd level (3 slots): blink, haste, slow
4th level (3 slots): banishment, dimension door
5th level (1 slot): cone of cold
ACTIONS
Unmake. The chronomancer choses one creature it can see
within 60 feet of it, causing the target's flesh to rapidly age and
decompose. The target must make a DC 14 Constitution saving
throw, taking 16 (3d10) necrotic damage on a failed save, or half
as much damage on a successful one.
prestidigitation
1st level (4 slots): detect magic, expeditious retreat, magic missile,
shield
2nd level (3 slots): hold person, misty step
3rd level (3 slots): blink, haste, slow
4th level (3 slots): banishment, dimension door
5th level (3 slots): cone of cold, wall offorce
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): maze
9th level (1 slot): time stop
Stretch Time (Recharge 5-6). The chronomancer can take one
additional action on its turn.
ACTIONS
Expose Paradox (Recharge 5-6). The chronomancer choses one
creature it can see within 60 feet of it, revealing to it a paradox in
the space-time continuum. The target must make a DC 18
Wisdom saving throw, taking 42 (12d6) psychic damage on a
failed save, or half as much damage on a successful one.
REACTIONS
Slow Projectile. If the chronomancer is targeted by a ranged
attack, it can alter the flow of time nearby, causing incoming
projectiles to slow down. Until the start of its next turn, the
chronomancer has a +10 bonus to AC against ranged attacks.
REACTIONS
Rewind. When the chronomancer or another creature makes an
attack roll, saving throw, or ability check, it must remake the roll
and use the new result.
CLOCKWORK DRAGON
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 1 5 ft., one target. Hit:
15 (2d8 + 6) bludgeoning damage.
DEX
CON
INT
WIS
CHA
23 (+6)
10 (+0)
20 (+5)
9 (-1)
11 (+0)
5 (-3)
ACTIONS
Fire Tar Breath. The dragon sprays flaming tar in a 30-foot cone.
Each creature in that area must make a DC 18 Dexterity saving
throw, taking 35 (10d6) fire damage on a failed save, or half as
much damage on a successful one. On a failed save, a creature is
restrained (escape DC 18). While restrained in this way, a creature
takes 1 0 (3d6) fire damage at the start of each of its turns.
Knockout Gas Breath. The dragon exhales knockout gas in a 60foot cone. Each creature in that area must succeed on a DC 1 8
Constitution saving throw or fall unconscious for 10 minutes. This
effect ends for a creature if the creature takes damage or
someone uses an action to wake it.
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The dragon
regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC 19
Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage
and be knocked prone. The dragon can then fly up to half its
flying speed.
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
17 (2d10 + 6) piercing damage.
CLOCKWORK PEST
Tiny construct, unaiigned
DEX
16 (+3)
CON
12 (+1)
INT
8 (-1)
WIS
11 (+0)
CHA
1 (-5)
ACTIONS
Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
1 piercing damage, and the target must make a DC 10
Constitution saving throw, taking 5 (2d4) poison damage on a
failed save, or half as much damage on a successful one.
tlovEN HORROR
Hags represent all that is evil and cruel. A Coven Horror is
evil and cruelty magnified. A wandering, agonized wretch,
the Coven Horror seeks to ruin everything around it,
believing that it may free itself from the horrid body it has
been bound in.
COVEN HORROR
Large monstrosity, chaotic evil
DEX
10 (+0)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
20 (+5)
ACTIONS
Multiattack. The horror can use its Gaze. It then makes two claw
attacks.
Clam. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit:
14 (2d8 + 5) slashing damage.
Gaze. The horror makes one
COVEN HORROR
DAY
41
CROWLOCK
Tiny monstrosity, chaotic neutral
Armor Class 13
4 (-3)
DEX
16 (+3)
CON
INT
WIS
CHA
10 (+0)
10 (+0)
14 (+2)
14 (+2)
Perfect Mimicry. The crowlock can mimic any sounds it has heard,
including a person's voice. A creature that hears the sounds can
tell they are imitations with a successful DC 14 Wisdom (Insight)
check.
ACTIONS
Mind Pierce. Ranged Spell Attack: +4 to hit, range 60/120 ft., one
creature. Hit: 7 (1d10 + 2) psychic damage.
CRYSTAL ELEMENTAL
Medium elemental, neutral
Armor Class 1 5 (natural armor)
Hit Points 57 (6d8 + 30)
Speed 30 ft., burrow 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
20 (+5)
INT
12 (+1)
WIS
10 (+0)
CHA
12 (+1)
Harden At the start of its turn, the elemental can choose to have
disadvantage on all melee weapon attack rolls during that turn,
but attack rolls against it have disadvantage until the start of its
next turn.
ACTIONS
Muitiattack. The elemental makes two attacks with its crystal
spear.
Crystal Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit 12 (2d8 + 3) piercing damage.
CRYSTALLINE DRAGON
28 (+9)
DEX
14 (+2)
CON
24 (+7)
WIS
CHA
16 (+3)
26 (+8)
lightning. The immunity lasts until the dragon uses this ability
again.
ACTIONS
LEGENDARY ACTIONS
Saving Throws Dex +8, Con +13, Wis +9, Cha +14
Skills Insight +9, Perception +15, Intimidation +14
Damage Immunities bludgeoning, piercing, and slashing from
nonmagical weapons that aren't adamantine
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
Languages Common, Draconic
Challenge 18 (20,000 XP)
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit:
20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit:
16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit:
18 (2d8 + 9) bludgeoning damage.
DEATH WIDOW
Large monstrosity, unaligned
DEX
15 (+2)
16 (+3)
CON
14 (+2)
INT
WIS
CHA
2 (~4)
12(+1)
5 (-3)
Skills Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11
Languages Challenge 3 (700 XP)
Web Sense. While in contact with a web, the widow knows the
exact location of any other creature in contact with the same web.
Web Walker. The widow ignores movement restrictions caused by
webbing.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8
(1d10 + 3) piercing damage, and the target must succeed on a DC
13 Constitution saving throw or become poisoned. While
poisoned in this way, the target is incapacitated and takes 13
(3d8) poison damage at the start of each of its turns. The target
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
DIRE ANGLERFISH
Huge beast, unaligned
DEX
14 (+2)
CON
18 (+4)
INT
1 (-5)
WIS
12 (+1)
CHA
7 (-2)
ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21
(3d1 0 + 5) piercing damage. If the target is a Huge or smaller
creature, that creature is swallowed. While swallowed, the
creature is blinded and restrained, it has total cover against
attacks and other effects outside the anglerfish, and it takes 17
(5d6) acid damage at the start of each of the anglerfishs turns.
The anglerfish can hold only one Huge creature or up to four
Large or smaller creatures inside it at a time.
If the anglerfish takes 20 damage or more on a single turn from a
creature inside it, the anglerfish regurgitates all swallowed
creatures, which fail prone in a space within 5 feet of the
anglerfish. If the anglerfish dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 1 0
feet of movement, exiting prone.
DREAM EATER
Large aberration, chaotic evil
21 (+5)
DEX
20 (+5)
CON
INT
WIS
CHA
19 (+4)
13 (+1)
17 (+3)
18 (+4)
ACTIONS
Multiattack. The dream eater makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13
(3d8) psychic damage, and the target must succeed on a DC 14
Constitution saving throw or gain one level of exhaustion.
LEGENDARY ACTIONS
The dream eater can take 2 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The dream
eater regains spent legendary actions at the start of its turn.
Dream Walk. The dream eater magically teleports up to 40 feet to
an unoccupied space it can see.
ELDRAZI SCION
Large aberration, chaotic evil
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 40 ft., burrow 10 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
14 (+2)
15 (+2)
6 (-2)
13 (+1)
4 (-3)
ACTIONS
Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it
is grappled (escape DC 1 6). Until the grapple ends, the target is
restrained, and the scion can't use its tentacles on another target.
EVIL DOLL
Tiny construct fiend, lawful evil
3 (-4)
DEX
16 (+3)
CON
INT
WIS
CHA
12 (+1)
10 (+0)
14 (+2)
18 (+4)
Undying Evil. If the doll is destroyed, it regains all its hitpoints and
reappears at a nearby location in 24 hours unless a remove curse
spell is cast on its remains.
ACTIONS
Giggle. One creature of the dolls choice within 30 feet of it must
succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic
damage and become frightened for 1 minute. The target can
repeat the saving throw at the end of each of its turns, with
disadvantage if the doll is within line of sight, ending the effect on
itself on a success.
FALLEN ANGEL
Med/um te/esfr'a/, /on//i// ew/
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
18 (+4)
ACTIONS
Multiattack. The angel makes two melee attacks.
't
Fern Lizard
Fern Lizards are quick land omnivores with
the body of a lizard and the upper torso com
prised of two small talons, a small fanged
mouth and beady eyes. The entirety of a Fern
Lizards body appears as though it is made of
foliage. Capable of easily blending into its
surroundings, Fern Lizards wait patiently for
prey to come to them.
Patient Hunter:
Capable of standing immobile for hours,
Fern Lizards wait for meals to stumble before
them rather than waste energy hunting them
down. Insects and plant life inspire them to
voracious appetites. Fern Lizards are often
seen slowly burrowing into tree trunks, using
their acidic spittle to bore small holes to
devour insects.
Prized Pet:
Whether caught young or raised from an
egg, a Fern Lizard can be trained to serve as a
companion. Considerted good luck and useful
spies for druids, Fern Lizards are often in their
company. Nobility view these creatures as
exotic additions to their home, investing large
sums of money to acquire them.
FERN LIZARD
Small beast, unaligned
Armor Class 12
Hit Points 14 (4d6)
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
10 (+0)
2 (-4)
12 (+1)
10 (+0)
ACTIONS
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d4 + 2) piercing damage.
Venemous Spittle (Recharge 5-6). The lizard spits a glob of venom
at a creature it can see within 15 feet of it. The target must
FEYOTE
Medium fey, neutral
Armor Class 12
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
DEX
CON
INT
13 (+1)
15 (+2)
12 (+1 )
6 (-2)
WIS
14 (+2)
CHA
10 (+0)
At will: druidcraft
1/ day: enhance ability
1/week: divination
Keen Hearing and Smell. The feyote has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.
FROGHOUL
Medium undead, chaotic evil
Armor Class 14 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
INT
WIS
CHA
12 (+1)
4 (-3)
10 (+0)
5 (-3)
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit:
12 (2d8 + 3) piercing damage. The froghoul has advantage on this
attack if the target is grappled by it.
Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature.
Hit: 7 (1 dS + 3) bludgeoning damage and the target is grappled
(escape DC 13) and pulled 10 feet toward the froghoul. If the
target is a creature other than an undead, it must succeed on a
DC 10 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.
Speed 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
11 (+0)
WIS
CHA
14 (+2)
16 (+3)
Flash Freeze (Recharge 5-6). The jarl stomps the ground, creating
a wave of intense cold in a line that is 60 feet long and 5 feet
wide. Each creature in that line must make a DC 15 Dexterity
saving throw, taking 45 (10d8) cold damage on a failed save, or
half as much damage on a successful one. If a target fails the
saving throw, it becomes restrained by ice. As an action, the
restrained target can make a DC 15 Strength check, breaking free
of the ice on a success. The ice can also be attacked and
destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to
poison and psychic damage).
LEGENDARY ACTIONS
The jarl can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. The jarl regains
spent legendary actions at the start of its turn.
Shove. The jarl makes a shove attack.
ACTIONS
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage.
FUSION ELEMENTAL
29 (+9)
DEX
11 (+0)
CON
20 (+5)
INT
7 (-2)
WIS
CHA
10 (+0)
9 (-1)
ACTIONS
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
20 (2d10 + 9) bludgeoning damage plus 9 (2d8) damage of a type
chosen randomly from the following: acid, lightning, fire, or cold.
Hurl Energy. Ranged Weapon Attack: +14 to hit, range 60/240 ft.,
one target. Hit: 18 (2d8 + 9) damage of a type chosen randomly
from the following: acid, lightning, fire, or cold.
LEGENDARY ACTIONS
The elemental can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The
elemental regains spent legendary actions at the start of its turn.
Hurl Energy. The elemental uses its Hurl Energy.
Harness Energy (Costs 2 actions). The elemental regains use of its
Elemental Chaos.
GAZELLEAN
Medium humanoid ( gazellean), neutral
Armor Class 14 (padded armor)
DEX
14 (+2)
16 (+3)
CON
12 (+1)
INT
WIS
CHA
10 (+0)
12 (+1)
10 (+0)
ACTIONS
Multiattack. The gazellean makes two melee attacks or two
ranged attacks.
GILL-MAN
Medium monstrosity, neutral
DEX
16 (+3)
CON
18 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
7 (-2)
ACTIONS
Multiattack. The gill-man makes two attacks with its claws.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
(2d8 + 5) slashing damage.
_
GINORMOUS SQUIRREL
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit:
17 (2d8 + 8) bludgeoning damage.
DEX
CON
INT
WIS
CHA
27 (+8)
16 (+3)
20 (+5)
2 (-4)
12 (+1)
10 (+0)
LEGENDARY ACTIONS
Saving Throws Str +13, Dex +8, Con +10
Skills Perception +11
Senses darkvision 120 ft., passive Perception 21
Languages Challenge 16(15,000 XP)
Keen Smell. The squirrel has advantage on Wisdom (Perception)
ACTIONS
Multiattack. The squirrel makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
15 (2d6 + 8) slashing damage.
Gladeborn Rangers
The Gladeborn are a volatile guild , comprised
more of sects and individuals rather than a united
community. Capable of living exclusively in the wild
and often more dangerous than any animal,
Gladeborn care little for civilized worlds. Believing
in a predator or prey mentality, Gladeborn come
across as harsh, cold individuals, prone to leaving
for hours simply to get away from their present
company.
GLADEBORN TRAPPER
GLADEBORN HUNTER
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
CHA
STR
14 (+2)
11 (+0)
15 (+2)
DEX
18 (+4)
CON
INT
WIS
CHA
14 (+2)
12 (+1)
14 (+2)
12 (+1)
ACTIONS
ACTIONS
attacks.
ranged attacks.
Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one
target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) force
damage.
Multishot (Recharge 5-6). The hunter unleashes a magical volley
of arrows in a 90-foot cone. The hunter can make a longbow
attack against each creature in that area, dealing an extra 14
(4d6) force damage on a hit. A creature hit by an attack in this
way must succeed on a DC 14 Constitution saving throw or be
stunned until the end of the hunter's next turn.
GNOLL DEATHKNIGHT
4.
DEX
15 (+2)
CON
16 (+3)
rj
INT
10 (+0)
WIS
11 (+0)
CHA
14 (+2)
'tt*
,v
Languages Gnoll
Challenge 6 {2,300 XP)
ACTIONS
Multiattack. The gnoll makes three attacks: one with its bite and
two with its greatsword.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1
(1 d6 + 4) piercing damage, and the target must succeed on a DC
14 Constitution saving throw or take 14 (4d6) necrotic damage.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
GNOLL DEATHMAGE
Medium humanoid (gnoll), chaotic evil
10 (+0)
FIENDISH HYENA
Armor Class 12 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 50 ft.
18 (+4)
DEX
13 (+1)
CON
15 (+2)
INT
7 (-2)
WIS
CHA
12 (+1)
10 (+0)
Skills Perception +3
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages none
Challenge 2(450XP)
Rampage. When the hyena reduces a creature to 0 hit points with
a melee attack on its turn, the hyena can take a bonus action to
move up to half its speed and make a bite attack.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13
CON
INT
WIS
CHA
12 (+1)
17 (+3)
13 (+1)
12 (+1)
STR
DEX
14 (+2)
Cantrips (at will): acid splash, blade ward, chill touch, poison spray
1st level (4 slots): mage armor, ray of sickness, shield, Tasha's
hideous laughter
2nd level (3 slots): alter self, darkness, misty step
3rd level (3 slots): fear, slow
4th level (3 slots): blight, confusion
5th level (2 slots): cloudkill
ACTIONS
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.
Conjure Fiends (1/Day). The gnoll magically summons 1d4
fiendish hyenas. The summoned fiends appear in unoccupied
spaces within 60 feet of their summoner and act as allies of their
summoner. They remain for 10 minutes, until they or their
summoner dies, or until their summoner dismisses them as an
action.
Hjb
X
1
r
fl
GOBLIN ALCHEMIST
GOBLIN RITUALIST
DEX
14 (+2)
10(+0)
INT
11 (+0)
WIS
10(+0)
CHA
8 (-1)
STR
8 Ml
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)
Nimble Escape. The goblin can take the Disengage or Hide action
as a bonus action on each of its turns.
ACTIONS
Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1
(1d4 - 1) bludgeoning damage.
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
8 M)
ACTIONS
Dagger, Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit:
4 (1d4 + 2) piercing damage.
Created by StoneStrix - /r/monsteraday Art Credit: Dmitry Burmak & Marjorie Davis
GRAVE TITAN
GRAVE TITAN
Huge undead, neutral evil
DEX
10 (+0)
CON
22 (+6)
INT
3 (-4)
WIS
CHA
8 (-1)
12 (+1)
ACTIONS
Multiattack. The grave titan makes two greatsword attacks.
STR
16 (+3)
DEX
15 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
11 (+0)
10 (+0)
16 (+3)
16 (+3)
12 (+1)
11 (+0)
11 (+0)
10 (+0)
Challenge 2(450XP)
Challenge 3(700XP)
Nimble Action. On each of its turns, the pirate can use a bonus
action to take the Dash or Disengage action.
ACTIONS
Weapon Juggler. The pirate can draw and wield up to three onehanded weapons.
ACTIONS
Multiattack. The pirate makes two melee attacks or three ranged
Multiattack. The pirate makes three attacks: two with its chain
and one with its hook.
Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
7 (1d8 + 3) piercing damage. Instead of dealing damage, the
pirate can attempt to trip the target. The target must succeed on
a DC 13 Strength saving throw or be knocked prone.
Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) piercing damage. Instead of dealing damage, the pirate
can attempt to disarm the target, forcing it to drop one item of
the pirate's choice that its holding. The target must make a DC
13 Strength saving throw. On a failed save, it drops the chosen
object. The object lands at its feet.
GROVE GUARDIAN
GROVE GUARDIAN
Large fey, neutral
DEX
17 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
18 (+4)
CHA
15 (+2)
Tree Stride. Once on its turn, the guardian can use 10 feet of its
movement to step magically into one living tree within its reach
and emerge from a second living tree within 60 feet of the first
tree, appearing in an unoccupied space within 5 feet of the
second tree. Both trees must be Large or bigger.
ACTIONS
Multiattack. The guardian makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:
10 (2d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.
DAY
38
GROVE GUARDIAN
HAWKFOX
Medium monstrosity, unaligned
Armor Class 13
Hit Points 38 (7d8 + 7)
Speed 30 ft., fly 60 ft.
STR
DEX
12 (+1)
16 (+3)
CON
12 (+1)
INT
WIS
3 {-4)
14 (+2)
CHA
7 (-2)
ACTIONS
Multiattack. The hawkfox makes one bite attack and one talon
attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1
(1d8 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft,, one target. Hit: 8
(2d4 + 3) piercing damage.
HEADLESS HORSEMAN
Medium fiend, lawful evil
DEX
16 (+3)
STR
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
CHA
14 (+2)
17 (+3)
ACTIONS
DREAD STEED
A headless horseman always hunts for heads while riding its
mount. Some may be found riding a living or skeletal warhorse.
head.
Herald of Rot
HERALD
OF
ROT
17 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
CHA
13 (+1)
8{-1)
ACTIONS
Multiattack * The herald makes two attacks: one with its beak and
one with its daws.
Beak Melee Weapon Attack: +6 to hit, reach 5 ft,, one target. Hit: 1 0
(2d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 14 Constitution saving throw or become
diseased. While diseased in this way, the target takes 9 (2d8)
necrotic damage at the start of each of Its turns. The target can
repeat the saving throw at the end of each of its turns, ending the
disease on a success.
t
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
14 (2dl0 + 3) slashing damage.
ICE GOLEM
Large construct, unaligned
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
3 (-4)
WIS
8(-l)
CHA
1 (-5)
ACTIONS
Multiattack. The golem makes two slam attacks,
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18
;3d8 + 5) bludgeoning damage plus4 (1d8) cold damage.
INFESTATION SWARM
Medium swarm of Tiny monstrosities, unaligned
Armor Class 14
Hit Points 44 (8d8 + 8)
Speed 0 ft., fly 30 ft.
STR
9 (-1)
DEX
18 (+4)
CON
12 (+1)
INT
5 (-3)
WIS
1 2 (+1)
CHA
3 (-4)
ACTIONS
S/tes. Me/ee Weapon Attack: +6 to hit, reach 0 ft., one creature in
the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6)
piercing damage if the swarm has half of its hit points or fewer.
KOBOLDS
,'
I
KOBOLD
SPECIAL
KOBOLD BULLY
Small humanoid (kobold), lawful evil
KOBOLD BULLY
STR
9 (-1)
DEX
15 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
CHA
8 (-1)
8 (-1)
ACTIONS
Multiattack. The kobold makes two melee attacks.
Short Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
KOBOLD COMMANDER
KOBALD COMMANDER
Small humanoid, lawful evil
Armor Class 18 (chain mail, shield)
Hit Points 11 (2d8+2)
Speed 30ft
STR
13 (+1)
DEX
12 (+1)
CON
INT
WIS
CHA
12 (+1)
10 (+0)
10 (+0)
9 (-1)
ACTIONS
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft, one target.
Hit:S (1d8)+1 piercing damage
Longbow. Ranged Weapon Attack: +3 to hit, range 1 50/600 ft, one
target. Hit: 5 (1d8)+1 piercing damage. Hit: 5 (1d6 + 2) piercing
damage.
xv
DAY 'A
24
KOBOLD
KOBOLD HERO
KOBOLD HERO
Small humanoid (kobold), lawful evil
Armor Class 18 (breastplate, shield)
Hit Points 54 (12d6 + 12)
Speed 30 ft.
STR
1 0 (+0)
DEX
1 5 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
14 (+2)
ACTIONS
Multiattack. The kobold makes two melee attacks.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1 d8 + 2) piercing damage.
LEGENDARY ACTIONS
The kobold can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The kobold
regains spent legendary actions at the start of her turn.
Scurry. The kobold moves up to its speed without provoking
opportunity attacks.
Stabby. The kobold makes one melee weapon attack.
DAY
26
KOBOLD
KOBOLD SHAMAN
KOBOLD SHAMAN
Small humanoid (kobold), lawful evil
9 (-1)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
CHA
14 (+2)
12 (+1)
ACTIONS
Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1
(1d4- 1) bludgeoning damage.
KOBOLD SOLDIER
KOBALD SOLDIER
Small humanoid, lawful evil
Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30ft
STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
10 (+0)
10 (+0)
8 (-1)
8 (-1)
ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft, one target.
Hit:S (1d6)+2 piercing damage
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft, one
target. W/t:5 (1d6)+2 piercing damage. Hit: 5 (1d6 + 2) piercing
damage.
KOBOLD
f' DAY
25
Leonin
Leonin are tribal humanoids that reside in great
plains and desert oasis. Their villages continually
move, but are commonly found nearby watering holes,
rivers or underneath massive trees.
Terrotorial Nomads. Leonin interact with other races
on a strictly business like fashion. Fiercely territorial,
their villages move throughout their domain, acting as
scouts or defenders to any part that has been invaded.
When unwelcome visitors are detected, the tribe sends
an emissary to determine the nature of the visitors. If
the visitor seems violent or malevolent the tribe will
band together and drive them away. Traders are invited
to speak with them, but never will they be allowed to
enter the tribe itself.
Leonin hold a strict sense of traditional morality
and are heavily rooted in honor. The acts of an individ
ual do much in the eyes of Leonin. Ritualistic rites are
performed among the tribe and when trade is conduct
ed to test the moral mettle of an individual.
Leonin may leave the pride to become traveling mer
chants or hired guards. Still rooted in the spirituality
of their pride, wandering Leonin often contend with
those around them concerning personal thoughts and
actions. Alliances made with Leonin are steadfast and
unyielding. Fiercely loyal and driven to uphold their
honor, Leonin tribes are almost never the ones to
break or end an alliance. Traders who make initial
deals with the Leonin always find a trading partner
among the nomads.
LEONIN
Medium humanoid (leonin), any alignment
Armor Class 14 (hide armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
14 (+2)
DEX
15 (+2)
CON
INT
WIS
CHA
12 (+1)
10 (+0)
12 (+1)
12 (+1)
frightened.
Keen Smell. The leonin has advantage on Wisdom (Perception)
ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d4 + 2) piercing damage.
LIVING SPELLBOOK
targe construct, unaligned
DEX
CON
INT
WIS
CHA
12 {+1 )
18 (+4)
14 (+2)
18 (+4)
14 (+2)
1 (-5)
ACTIONS
Paper Cut Ranged Weapon Attack: +8 to hit, range 30/60 ft., one
creature. Hit: 13 (3d8) stashing damage,
Mana Burn (Recharge 5-6f The spellbook can expend one spell
slot to deal force damage to a target within 60 feet of it The
damage is 18 (4d8) fora IsMevel spell slot plus 9 (2d8) for each
spell level higher than 1st The target must make a DC 16
Dexterity saving throw, taking full damage on a failed save, or
half as much damage on a successful one.
LIZARDFOLK MONK
Medium humanoid (lizardfolk), neutral
Armor Class 17 (natural armor)
Hit Points 33 (6dS + 6)
Speed 40 ft., swim 40 ft.
STR
15 (+2)
DEX
16 (+3)
CON
13 (+1)
INT
10 (+0)
WIS
CHA
12 (+1)
8 (-1)
ACTIONS
Multiattack. The lizardfolk makes three attacks: two with its
unarmed strikes and one with its tail.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1 d6 + 3) bludgeoning damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1 d4 + 3) bludgeoning damage.
REACTIONS
Deflect Missiles. The lizardfolk deflects the missile when it is hit
by a ranged weapon attack, reducing the damage it takes to 0.
[
LUCK DRAGON
Tiny dragon, unaligned
Armor Class 12
Hit Points 7 (2d4 + 2)
Speed 1 S ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
15 (+2)
12 (+1)
10 (+0)
12 (+1)
17 (+3)
Dragon Luck (1/Day). When the luck dragon makes an attack roll,
an ability check, or a saving throw, it can gain advantage on the
roll.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1 d4 + 2) piercing damage.
bond.
KRAKEN HATCHLING
'
BZ
target.
STR
DEX
CON
INT
WIS
CHA
22 (+6)
11 (+0)
20 (+5)
18 (+4)
15 (+2)
17 (+3)
nonmagical weapons
Senses truesight 60 ft., passive Perception 12
Languages understands Abyssal, Celestial, Infernal, and
Primordial but can't speak
Challenge 12 (8,400 XP)
Amphibious. The kraken can breathe air and water.
ACTIONS
LEGENDARY ACTIONS
The kraken can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The kraken
regains spent legendary actions at the start of its turn.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1 5
(2d8 + 6) piercing damage. If the target is a Medium or smaller
creature grappled by the kraken, that creature is swallowed, and
the grapple ends. While swallowed, the creature is blinded and
restrained, it has total cover against attacks and other effects
outside the kraken, and it takes 21 (6d6) acid damage at the start
of each of the kraken's turns.
If the kraken takes 25 damage or more on a single turn from a
creature inside it, the kraken must succeed on a DC 25
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 kraken. If the kraken dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 10
feet of movement, exiting prone.
MAGMA BEAR
Large elemental, neutral
20 (+5)
DEX
10 (+0)
CON
15 (+2)
INT
4 (-3)
WIS
12 (+1)
CHA
8 (-1)
ACTIONS
Multiattack. The bear makes two attacks: one with its bite and
one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
(1d8 + 5) piercing damage plus 3 (ld6) fire damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
12 (2d6 + 5) slashing damage.
MASKED KILLER
Medium humanoid (any race), chaotic ew'/
STR
18 (+4)
DEX
16 (+3)
CON
1 6 (+3)
INT
11 (+0)
WIS
CHA
14 (+2)
14(+2)
ACTIONS
Multiattack. The killer makes three melee attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target
Hit: 7 (1d6 + 4) piercing damage. If the target is a creature other
than an undead or a construct, it must succeed on a DC 14
Constitution saving throw or lose 5 (1d10) hit points at the start of
each of its turns due to a bleeding wound. Each time the killer
hits the wounded target with this attack, the damage dealt by the
wound increases by 5 ( 1d10). Any creature can take an action to
stanch the wound with a successful DC 14 Wisdom (Medicine)
check. The wound also closes if the target receives magical
healing.
searing pain.
MASTER
Armor Class 15
Hit Points 55 (10d8 + 10)
Speed 30 ft.
Armor Class 17
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
15 (+2)
CHA
10 (+0)
STR
14 (+2)
FIVE SPIRES
OF THE
DEX
19 (+4)
CON
15 (+2)
INT
12 (+1)
WIS
17 (+3)
CHA
13 (+1)
ACTIONS
ACTIONS
Multiattack. The initiate makes two attacks: one with its unarmed
strike and one with its fire jab.
Fire Jab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) bludgeoning damage plus 10 (3d6) fire damage.
Fire Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage plus 14 (4d6) fire damage.
If the target is a creature, it must succeed on a DC 14 Strength
saving throw or be knocked prone.
REACTIONS
Block. The initiate adds 3 to its AC against one melee attack that
would hit it. To do so, the initiate must see the attacker.
Fury of the Five Spires (Recharge 5-6). The master makes five
unarmed strike attacks against one target. The target must then
make a DC 10 Constitution saving throw with a +1 DC for every
attack that hit. On a failed save the target is knocked unconscious
until the end of the master's next turn.
REACTIONS
Fiery Block. The master adds 5 to its AC against one melee attack
that would hit it. To do so, the master must see the attacker. If
the attack misses, the attacker takes 7 (2d6) fire damage.
MORPHLIT
A Morphlit is small, weak and above all resilient. Cre
ations of forgotten experiments, Morphlits adapt perfectly
with their environment. They are wild, cunning creatures
notorious for never failing to reach their victim. They
embody a sense of brilliance long forgotten.
MORPHLIT
Small aberration, chaotic evil
Armor Class 14
Hit Points 18 (4d6 + 4)
Speed 40 ft., climb 40 ft.
STR
7 (-2)
DEX
18 (+4)
CON
12 (+1)
INT
13 (+1)
WIS
11 (+0)
CHA
6 (-2)
ACTIONS
Multiattack. The morphlit makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
(1d4+4) piercing damage plus 4 (1 d8) damage of the type chosen
by its defensive adaptation ability.
4W
MORPHLIT
03
MYR
Small construct (myr), neutral
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
10 (+0)
CHA
1 (-5)
speak
Challenge 1/4(50XP)
incapacitated,
ACTIONS
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d4+2) piercing damage.
Electric Arc. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one
target. Hit: 4 (1d4+2) lightning damage.
MYR BATTLESPHERE
Huge construct (myr), neutral
DEX
13 (+1)
CON
12 (+1)
INT
12 (+1)
WIS
10 (+0)
CHA
5 (-3)
ACTIONS
Crush. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
18 (2d12 -t* 5) bludgeoning damage.
Overrun (Recharge 5-6). The battlesphere moves twice its speed
and can move through the space of any creature that is Medium
or smaller. Additionally, the battlesphere's movement doesnt
provoke opportunity attacks for the rest of the turn. When first
entering a creature's space, the battlesphere can make a crush
attack against that target. If the attack hits, that target must
succeed on a DC 16 Strength saving throw or be knocked prone.
ORC BERSERKER
Medium humanoid (orc), chaotic evil
Armor Class 14
Hit Points 30 (4d8 + 12)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
17 (+3)
INT
7 {-2)
WIS
CHA
11 [+0]
10 (+0)
Reckless. At the start of its turn, the orc can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls
against it have advantage until the start of its next turn.
Unarmored Defense. While the orc is wearing no armor, its AC
includes its Consitution modifier.
ACTIONS
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1dl 2 + 3) slashing damage.
ORC HAND
OF
GRUUMSH
DEX
12 (+1)
CON
1 7 (+3)
INI
9 (-1)
WIS
14 (+2)
CHA
14 (+2)
ACTIONS
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage plus 4(1dS) necrotic
damage.
LEGENDARY ACTIONS
The ore can take 2 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. The ore regains
spent legendary actions at the start of its turn.
OWLBEAR MATRON
Large monstrosity, unaligned
DEX
CON
INT
WIS
CHA
20 (+5)
14 (+2)
18 (+4)
4 (-3)
12 (+1)
9 (-1)
Skills Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages Challenge 5 (1,800 XP)
Keen Sight and Smell. The owlbear has advantage on Wisdom
(Perception) checks that rely on sight or smell.
ACTIONS
Multiattack. The owlbear makes three attacks: one with its beak
and two with its claws.
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10
(1d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
(2d8 + 5) slashing damage.
PACT DEVIL
PACT DEVIL
Large fiend (devil), lawful evil
DEX
16 (+3)
CON
18 (+4)
INT
15 (+2)
WIS
14 (+2)
CHA
18 (+4)
Infernal Pact. The devil can make an infernal pact with a willing
creature, granting it special boons in exchange for its soul.
INFERNAL PACT
A pact devil may convince a creature to exchange its soul for
powerful infernal boons. Such boons may include but are not
limited to: ability score improvements, new feats, or epic boons
found in the Dungeon Masters Guide (page 232). The pact lasts
until the devil chooses to dismiss it or the devil dies. A wish spell
can also end the pact.
If a creature bound by such a pact dies, the devil claims its soul,
forcing it into servitude for eternity. The creature cant be brought
back to life after its soul has been claimed.
Additionally, while bound by the infernal pact, the devil can
communicate with the creature telepathically over any distance,
even from another plane of existence. Once per month, the devil
may charm the creature as if using the geos spell. The creature
automatically fails the saving throw to resist the spell, and it cant
be ended by any normal magic except for a wish spell, which also
ends the pact.
ACTIONS
Multiattack. The devil makes three attacks: two with its claws and
PACT DEVIL
/-"DAY
29
PHELDDAGRIF
Huge celestial, neutral good
DEX
CON
INT
WIS
20 (+5)
9{-1]
18 (+4)
10 (+0)
14 (+2)
CHA
18 (+4)
ACTIONS
Bite. Afe/ee Weapon Atrac/c: +8 to hit, reach 5 ft., one target. Hit: 1 8
(3d8 + 5) piercing damage.
rr
Priest of Blight
Hideous and scarred, a Priest of Blights skin reflects the twisted and diseased mind
underneath. Bulbous pustules rise out of these priests, occasionally bursting and refilling
as they walk. Their appearance rarely merits sympathy as a Priest of Blight brings the
horrible ailments upon themselves.
Servants of Decay. Working their masters will, Priests of Blight attempt to bring decay
and ruin upon the world. These preists work in the shadows, spreading their magic and
concocted diseases through unknowing victims. They focus on destroying organizations
at their core, targeting important figures or their servants, to give them the maximum
amount of hosts for their infectious viruses.
Particularly bold Priests of Blight will masquerade as healers, heavily clad in robes to
hide their own scars. These priests enter towns and villages, leaving them volatile masses
of disease once their work is done.
Organization. Cults of Blight are centered in the Trickery and Evil domains. Their
primary goal is to spread lies, disease and mayhem throughout the world. These cults are
most often found in the dark corners of cities, nearby ruins or disguised as healers in
hospitals. If discovered, Priests of Blight hide their secrets knowing that if they are
destroyed many more will continue their diseases.
Priesthoods are made up of small cells of cultists who seek to infiltrate and defile
systems around them. At the center of these priesthoods are Heralds of Rot, who act as
reminders of a greater lord. Temples of these priests are often located in vile
environments, open to any who unsuspectingly wander into them. Filled with traps and
monsters that spread illness, cults watch gleefully as their victims decay away in their
buildings.
Cult Rites. Priests of Blight target any who have been rejected by society, inflicted by ter
rible illness or who have lost any semblance of an orderly world to join their organization.
Abducting these individuals, Priests of Blight wrack a horrific transformation upon their
initiates.
Subjugated to the will of previous Priests of Blight, initiates are forced to ingest a concoc
tion of their masters, which holds the seeds of disease and rot. Through this process, dis
eases devour the initiate's body, permanently altering their physical and arcanic state.
Heavily scarred and in constant torment, a Priest of Blight sees the world as a place to
defile until it too shares the priests pain. Mortal foes of Priests of Blight are paladins and
good clerics. Often, Priests of Blight will take risks to ruin any plans that these two
factions may have set in motion.
Design by u/StoneStrix
PRIEST
OF
BLIGHT
DEX
CON
INT
WIS
CHA
14 (+2)
15 (+2)
11 (+0)
17 (+3)
7 (-2)
ACTIONS
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2} slashing damage plus 17 (5d6) necrotic damage.
Summon Demon (1/day). The priest attempts to magically
summon a Herald of Rot with a 40 percent chance of success. The
summoned demon appears in an unoccupied space within 60 feet
of its summoner, acts as an ally of its summoner, and can't
summon other demons. It remains for 10 minutes, until it or its
summoner dies, or until its summoner dismisses it as an action.
PUMPKIN KING
Gourd. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage.
Seed Spit (Recharge 5-6). The king spits pumpkin seeds in a 60foot cone. Each creature in that area must make a DC 19 Dexterity
saving throw, taking 45 (10d8) piercing damage on a failed save,
or half as much damage on a successful one.
'
DEX
10 (+0)
CON
22 (+6)
INT
9 (-1)
WIS
14 (+2)
CHA
11 (+0)
LEGENDARY ACTIONS
The king can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. The king regains
spent legendary actions at the start of its turn.
ACTIONS
damage).
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
17 (2d10 + 6) bludgeoning damage.
Squash. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage. The target must succeed
on a DC 19 Strength saving throw or be knocked prone.
PUSTULOID
Small fiend (demon), chaotic evil
Armor Class 12
5 (-3)
DEX
14 (+2)
CON
14 (+2)
INT
9 (-1)
WIS
11 (+0)
CHA
3 (-4)
ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. H/fc 4
(1d4 + 2) slashing damage plus 5 (2d4) necrotic damage.
Putrid Breath (Recharge 6). The pustuloid exhales a 15-foot cone
of putrid gas. Each creature in that area must succeed on a DC 12
Dexterity saving throw, taking 10 (3d6) necrotic damage on a
failed save, or half as much damage on a successful one.
RAT HERMIT
Rat Hermits find themselves as social outcasts. Exiled from
normal civilization, they instead create their own world
among the vermin they live close to. Rat Hermits dwell in
sewers and cramped alleys, where they slowly build their
small kingdom and seek revenge against those who shunned
them. An individual who appeals to the Rat Hermits sense
of revenge is more likely to be treated nicely, provided they
can give the Rat Hermit What they want. Rat Hermits are
quick to distrust and add to their-list. Those who fail to keep
their word find a dangerous enemy.
theves for the information they can gain from their swarm.
Stealing keys , sniffing out traps, and vermin are easily
ignored making them perfect spies.
RAT HERMIT
Medium humanoid (any race), any non-good alignment
DEX
16 (+3)
CON
12 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
any rat
ACTIONS
Multiattack. The rat hermit makes two attacks: one with its bite
and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1 d4 + 3) piercing damage.
Clans. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1 d6 + 3) slashing damage.
Call the Snarm (Recharge 5-6). The rat hermit magically calls a
swarm of rats. The called creatures arrive in 1 round, acting as
allies of the rat hermit and obeying its commands.
V M
RUSALKA
Medium fey undead, neutral evil
Armor Class 17 (natural armor)
Hit Points 97 (I3d8 + 39)
DEX
CON
INT
WIS
CHA
12 {+1)
18 (+4)
16 {+3)
10 (+0)
14 {+2)
20 (+5)
ACTIONS
Charm. One humanoid the rusalka can see within 100 feet of it
must succeed on a DC 15 Wisdom saving throw or be magically
charmed for 1 hour. The charmed target must spend its turns
trying to move as dose to the rusalka as it can. The target cant
take reactions, and for its action, it can use only the Dash action.
If the target suffers any harm, it can repeat the saving throw,
ending the effect on a success. If the target successfully saves
against the effect, or if the effect ends, the target is immune to
the rusalka's Charm for the next 24 hours. The rusalka can have
only one target charmed at a time. If it charms another, the effect
on the previous target ends.
Tresses. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 14 (3d6 + 4) bludgeoning damage and the target is grappled
(escape DC 16) and pulled 5 feet toward the rusalka. Until this
grapple ends, the target is restrained, the rusalka tries to drown
it, and the rusalka cant use its tresses on another target.
SCORPIKIS
Large monstrosity, chaotic evil
STR
DEX
18 (+4)
16 (+3)
CON
18 (+4)
INT
WIS
CHA
10 (+0)
12 (+1)
9 (-1)
ACTIONS
Multiattack. The scorpikis makes three attacks: two with its claws
and one with its sting. It can make a glaive attack in place of a
claw attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
(1d8 +4) bludgeoning damage, and the target is grappled
(escape DC 14). The scorpikis has two claws, each of which can
grapple only one target.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
9 (1dl 0 + 4) slashing damage.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
(1d10 + 4) piercing damage, and the target must make a DC 14
Constitution saving throw, taking 22 (4d10) poison damage on a
failed save, or half as much damage on a successful one.
REACTIONS
Pony. The scorpikis adds 3 to its AC against one melee attack that
would hit it. To do so, the scorpikis must see the attacker.
SCREECHER
Large monstrosity, neutral
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
2 (-4)
12(+1)
5 (-3)
Skills Perception +5
Senses blindsight 60 ft., passive Perception 15
Languages Challenge 2 (450 XP)
Echolocotion. The screecher can't use its blindsight while
deafened.
Keen Hearing, The screecher has advantage on Wisdom
(Perception) checks that rely on hearing.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) piercing damage.
Screech (Recharge 5-6). Each creature within 60 feet of the
screecher that can hear it must succeed on a DC 12 Constitution
saving throw or become stunned until the end of the screecher's
next turn.
Selachian
With the upper body of a shark and humanoid arms
and legs, Selachians mark their bodies with scars,
showing familial houses, honorable hunts or simply to
make themselves more menacing. Selachian
ruthlessness is well known among coastal and aquatic
communities. Raiding parties wash like waves over
sand castles, leaving destruction in their wake, before
disappearing back into the sea.
Selachian Settlements. Most commonly found in the
cold northern regions of the world, Selachian
settlements are built in coral reefs, rocky coasts or
underwater cliffs bordering a deep abyss. Unlike the
rival merfolk, Selachians care little for the passage of
time, often living for years without interaction with the
outside world. Selachians tend to delve into the darkest
parts of the ocean, hunting in packs to track down and
kill larger prey. They come to the surface to raid ships
and nearby settlements to collect more materials for
their homes. Selachians defend themselves with
weapons taken from pirating or crafted from whatever
materials were salvaged from shipwrecks, beaches,
and dead undersea creatures.
Hired Muscle. Often, pirating crews or desperate
merchants will hire a pair of Selachians to work for
them. Money does little to inspire a Selachian, but
promise of fresh blood or an epic prize will keep a
Selachian in check for a time. Bought more for their
brawn than brain, Selachians find their place as
bodyguards or thugs, their bulky forms not well suited
SELACHIAN
Large humanoid (selachian), any chaotic alignment
DEX
11 (+0)
CON
18 (+4)
INT
9 (-1)
WIS
12 (+1)
CHA
9 (-1)
ACTIONS
Multiattack. The selachian makes two attacks: one with its bite
and one with its harpoon.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27
(4d10 + 5) piercing damage.
Harpoon. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If
the target is a Huge or smaller creature, it must succeed on a
Strength contest against the selachian or be pulled up to 20 feet
toward the selachian.
SIRE
OF
STAGNATION
DEX
CON
INT
WIS
CHA
25 (+7)
10 (+0)
20 (+5)
13 (+1)
14 (+2)
12 (+1)
ACTIONS
Multiattack. The sire makes four fist attacks.
Fist. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit:
20 {2d12 + 7} bludgeoning damage.
Maddening Roar (Recharge 6). The sire emits a mind-shattering
roar. Each creature of the sire's choice within 100 feet of it and
able to hear the roar must make a DC 1 8 Wisdom saving throw.
On a failed save, a creature takes 44 (8d10) psychic damage and
is afflicted with short-term madness (Dungeon Master's Guide
pg. 259). On a successful save, the creature takes half as much
damage and isn't afflicted with madness.
V.
Silverpaw Paladins
The Silverpaw guild works to maintain order and
justice. Their initiates and veterans are well armed.
Their dangerous animal companions trained to
undertake any situation. The Silverpaw guild works
as the symbol of loyalty and stoicism. Guild paladins
show themselves as implacable stewards but rumor
has told of wild and dangerous emotions stirring
beneath a Silverpaws stare.
SILVERPAW DOG
SILVERPAW PALADIN
Speed 50 ft.
Speed 25 ft.
STR
17 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
10 (+0)
STR
11 (+0)
DEX
16 (+3)
CON
17 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
18 (+4)
frightened.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8
(2d4 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.
ACTIONS
Multiattack. The paladin makes two melee attacks or two ranged
attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit 6 (1d6 + 3) piercing damage.
REACTIONS
Parry. The paladin adds 3 to its AC against one melee attack that
would hit it. To do so, the paladin must see the attacker and be
wielding a melee weapon.
Created by StoneStrix - /r/monsteraday Art Credit: Felipe Escobar and Jon Neimeister
SLIVER
Medium monstrosity (sliver), neutral evil
Armor Class 12
STR
14 (+2)
CON
12 (+1)
INT
11 {+0)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Sliver (see Hive Mind)
Challenge 1/2 (100 XP)
Hive Mind. All slivers within 100 miles of their queen are in
constant communication via a telepathic bond. If one sliver is
aware of a threat, they all are.
ACTIONS
MIGHT SLIVER
Large monstrosity (sliver), neutral evil
ARMOR SLIVER
Large monstrosity (sliver), neutral evil
Armor Class 12
Hit Points 37 (5d10+ 10)
Speed 30 ft.
STR
20 (+5)
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
12(+1)
CHA
10 (+0)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Sliver (see Hive Mind)
Challenge 2(100XP)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Sliver (see Hive Mind)
Challenge 3 (700 XP)
Hive Mind. All slivers within 100 miles of their queen are in
constant communication via a telepathic bond. If one sliver is
aware of a threat, they all are.
Hive Mind. All slivers within 100 miles of their queen are in
constant communication via a telepathic bond. If one sliver is
aware of a threat, they all are.
Might of the Hive. All slivers within 120 feet of the might sliver
have advantage on Strength checks. Additionally, whenever a
sliver in that area rolls a 1 or 2 on a damage die for an attack it
makes with a melee weapon, it can reroll the die and must use
the new roll.
Armor of the Hive. All slivers within 120 feet of the armor sliver
can't have AC less than 1 6.
ACTIONS
ACTIONS
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1
(1 d8 + 3) slashing damage.
CRYSTALLINE SLIVER
SPITTING SLIVER
Large monstrosity (sliver), neutral evil
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 30 ft.
STR
STR
18 (-t-4)
DEX
CON
14 (+2)
14 (+2)
INT
11 (+0)
WIS
CHA
12 (+1)
10 (+0)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Sliver (see Hive Mind)
Challenge 4 (1,100 XP)
Hive Mind. All slivers within 100 miles of their queen are in
constant communication via a telepathic bond. If one sliver is
aware of a threat, they all are.
Resistance of the Hive. All slivers within 120 feet of the crystalline
sliver have the Crystalline Skin feature.
ACTIONS
Multiattack. The sliver makes two daw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
CHA
12 (+1)
10 (+0)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Sliver (see Hive Mind)
Challenge 2 (450 XP)
Hive Mind, All slivers within 100 miles of their queen are in
constant communication via a telepathic bond. If one sliver is
aware of a threat, they all are.
Acidity of the Hive. All slivers within 120 feet of the spitting sliver
can use the Acid Spray action.
ACTIONS
Muftiattack. The s iver makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(Td8 + 3) slashing damage.
Acid Spray (Recharge 6}, The sliver spits acid in a line that is 30
feet long and 5 feet wide. Each creature in that line must make a
DC 12 Dexterity saving throw, taking 10 (3d6) acid damage on a
failed save, or half as much damage on a successful one.
>
Yi
Vi
Vi
SLIVER QUEEN
ACTIONS
Multiattack. The queen makes three attacks: one with her tail
and two with her claws.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
13 (2d6 + 6) slashing damage.
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6)
14 (+2)
22 (+6)
14 (+2)
17 (+3)
19 (+4)
nonmagical weapons
Condition Immunities charmed, frightened
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages Sliver (see Hive Mind)
Challenge 13 (10,000 XP)
Hive Mind. All slivers within 100 miles of the queen are in
constant communication via a telepathic bond. If one sliver is
aware of a threat, they all are.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit:
15 (2d8 + 6) bludgeoning damage.
Forced Evolution (Recharge 6). The queen targets a sliver that she
can see within 120 feet of her. The target permanently transforms
into a sliver creature of challenge rating 4 or lower. The target
regains hit points up to its new maximum hit points.
LEGENDARY ACTIONS
The queen can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The queen
regains spent legendary actions at the start of her turn.
Tail Attack. The queen makes a tail attack.
Queen of the Hive. All slivers within 120 feet of the queen have
immunity to the charmed and frightened conditions.
Nurture the Hive (Costs 3 actions). All slivers within 30 feet of the
queen regain 12 (2d8 + 3) hit points.
VIRULENT SLIVER
icirge monstros/ty (sliver), neutral evil
WINGED SLIVER
Armor Class 12
Hit Points 60 (8d10 + 16)
Speed 30 ft., fly 60 ft.
STR
18 (+4)
Armor Class 12
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
11 (+0)
12 (+1)
10 (+0)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Sliver (see Hive Mind)
Challenge 3 (700 XP)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
14 {+2)
11 {+0)
12 (+1)
10 (+0)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Sliver (see Hive Mind)
Challenge 3 (700 XP)
Hive Mind. All slivers within 100 miles of their queen are in
constant communication via a telepathic bond. If one sliver is
aware of a threat, they all are.
Hive Mind. All slivers within 100 miles of their queen are in
constant communication via a telepathic bond. If one sliver is
aware of a threat, they all are.
Virulence of the Hive. All slivers within 120 feet of the virulent
sliver have the Poison Claw feature.
Poison Claw. When the sliver hits a creature with a claw attack,
the target must succeed on a DC 12 Constitution saving throw or
become poisoned. While poisoned in this way, a target takes 5
(1dl 0) poison damage at the start of each of its turns. A target
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
ACTIONS
ACTIONS
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 8
(1d8 + 4) slashing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) slashing damage.
Flight of the Hive. All slivers within 120 feet of the winged sliver
have a fly speed of 60 ft. and the Flyby feature.
SNOW SPIDER
Large beast, unaligned
DEX
15 (+2)
CON
INT
WIS
CHA
12 (+1)
2 (-4)
12 (+1)
5 (-3)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8
(1d10 + 3) piercing damage, and the target must make a DC 11
Constitution saving throw, taking 18 (4d8) cold damage on a
failed save, or half as much damage on a successful one, If the
cold damage reduces the target to 0 hit points, the target
becomes frozen. A frozen creature is paralyzed, and can thaw by
spending 1 hour in warm temperature or taking 15 fire damage.
SPELLSKITE
Large construct, unaligned
12 (+1 )
DEX
14 (+2)
CON
16 (+3)
INT
5 (-3)
WIS
9(-1)
CHA
1 (-5)
speak
Challenge 5 {1,800 XP)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10
(2d8 + 1) piercing damage.
SPIDER SKULL
Tiny undead, neutral evil
Armor Class 13
DEX
CON
INT
WI5
CHA
14 (+2)
16 (+3)
14 (+2)
5 (-3)
10 (+0)
4 (-3)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5
(1d4 + 3) piercing damage, and the skull attaches to the target. If
the target is Medium or smaller and the skull has advantage on
the attack roll, it attaches to the target's face, and the target is
also blinded while the skull is attached in this way. While attached
to the target, the skull can attack no other creature except the
target but has advantage on its attack rolls. The skulls speed also
becomes 0, and it moves with the target. A creature can detach
the skull by making a successful DC 12 Strength check as an
action. On its turn, the skull can detach itself from the target by
using 5 feet of movement.
Kiss of Undeath (1/Day). If the skull is attached to a creature's
face, it inserts its proboscis into the targets mouth. The target
must succeed on a DC 12 Constitution saving throw or take 10
(3d6) poison damage and become poisoned for one hour.
SPIRIT
SPIRIT
Medium undead, any alignment
Armor Class 11
Hit Points 16 (3d8 + 3)
Speed 0 ft., fly 30 ft.
STR
7 (-2)
DEX
13 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Ethereal Sight. The spirit can see 60 feet into the Ethereal Plane
when it is on the Material plane, and vice versa.
ACTIONS
Withering Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) necrotic damage.
Etherealness. The spirit enters the Ethereal Plane from the
Material Plane, or vice versa. It is visible on the Material Plane
while it is in the Border Ethereal, and vice versa, yet it can't affect
or be affected by anything on the other plane.
Scare (1/Day). One creature of the spirit's choice within 20 feet of
it must succeed on a DC 10 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw
at the end of each of its turns, with disadvantage if the spirit is
within line of sight, ending the effect on itself on a success.
PIRIT
fS DAY
27
!'?*
STONE STRIX
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 can't see
the strix until the start of its next turn, when it can avert its eyes
again. If the creature looks at the strix in the meantime, it must
immediately make the save.
If the strix sees itself reflected on a polished surface within 30
feet of it and in an area of bright light, the strix is affected by its
own gaze.
DEX
CON
18 (+4)
16 (+3)
18 (+4)
INT
6 (-2)
WIS
CHA
14 (+2)
7 (-2)
ACTIONS
Multiattack. The strix makes two attacks: one with its beak and
one with its talons.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22
(4d8 + 4) piercing damage.
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
1 8 (4d6 + 4) slashing damage.
SWARM
OF
SQUIRRELS
Armor Class 14
Hit Points 36 (8d3)
Speed 30 ft., climb 30 ft.
STR
9{-1)
DEX
18 (+4)
CON
11 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
3(4)
ACTIONS
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft, one creature in
the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6)
piercing damage if the swarm has half of its hit points or fewer.
The target must succeed on a DC 10 Constitution saving throw or
fall prone, becoming incapacitated with laughter and unable to
stand up until the end of the swarm's next turn.
I
-m
['v
SYLVAN STALKER
Medium plant humanoid, neutral
DEX
CON
INT
WIS
CHA
12 (+1)
1 8 (+4)
1 5 (+2)
11 (+0)
14 (+2)
10 (+0)
ACTIONS
Multiattack. The stalker makes three ranged attacks.
Longbow. Ranged Weapon Attack: +7 to hit, range 1 50/600 ft., one
target Hit: 17 (3d8 + 4) piercing damage.
TECHNOTHUG
Medium humanoid (any race), chaotic neutral
Armor Class 1 6 (breastplate)
Hit Points 19 (3d8 + 6)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
15 (+2)
13 (+1)
11 (+0)
10 (+0)
ACTIONS
P/sto/ IVft/p. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
W/f: 5 (1d6 + 2} bludgeoning damage.
Laser Pistol. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one
target. Hit: 9 (2d6 + 2) radiant damage,
REACTIONS
Force Field (Recharge S-6). The technothug adds 4 to its AC
against one attack that would hit it. To do so, the technothug
must see the attacker.
TENTAGHOUL
Large undead, chaotic evil
DEX
9 (-1)
CON
16 (+3)
INT
7 (-2)
WIS
8(-1)
CHA
7 (-2)
Stench. Any creature that starts its turn within 10 feet of the
tentaghoul must succeed on a DC 12 Constitution saving throw or
be poisoned until the start of its next turn. On a successful saving
throw, the creature is immune to the tentaghoul's Stench for 24
hours.
Turning Defiance. The tentaghoul and any ghouls within 30 feet
of it have advantage on saving throws against effects that turn
undead.
ACTIONS
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 13 (2d8 +4) bludgeoning 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.
TROLL BOAR
Large monstrosity, chaotic evil
DEX
CON
INT
WIS
CHA
10 (+0)
18 (+4)
2 (-4)
10 (+0)
3 (-4)
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 3{700XP)
Keen Smell. The boar has advantage on Wisdom (Perception)
checks that rely on smeil.
prone.
Regeneration. The boar regains 10 hit points at the start of its
turn. If the boar takes acid or fire damage, this trait doesn't
function at the start of the boar's next turn. The boar dies only if
it starts its turn with 0 hit points and doesn't regenerate.
4
ACTIONS
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13
(2d8 +4) slashing damage.
MIS Hi
Truesong Guild
Individualistic at heart and neutral to the world
around them, the Truesong guild is fickle and
cunning, working as informants and turncoats.
Masters of the arts and battle, Truesong guild
members are as dangerous with their
performances as they are with their weapons.
TRUESONG DANCER
TRUESONG DIRGE
STR
12 (+1)
DEX
16 (+3)
CON
12 (+1)
Speed 30 ft.
INT
10 (+0)
WIS
CHA
STR
DEX
11 (+0)
16 (+3)
16 (+3)
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
CHA
12 (+1)
17 (+3)
Nimble Action. On each of its turns, the dancer can use a bonus
action to take the Dash or Disengage action.
ACTIONS
ACTIONS
Multiattack. The dancer makes three melee attacks: two with its
scimitar and one with its whip.
REACTIONS
Parry. The dancer adds 2 to its AC against one melee attack that
would hit it. To do so, the dancer must see the attacker and be
wielding a melee weapon.
attack.
Heavy Crossbow. Melee Weapon Attack: +4 to hit, range 100/400 ft.,
one target. Hit 6 (1dl 0 + 1) piercing damage.
TUSKALOTH
Gargantuan beast, unaligned
TUSKALOTH
of
bone,
A hulking
mass
muscle and
tuskaloths migrate
across icy tundras, fearless of its environment. Appearing
to lumber slowly in search of food, many of the tundras
communities recount stories of a rampaging tuskaloth, its
multitude of horns becoming a battering ram against the
strongest walls.
Territorial Herds. Tuskaloths travel in large herds, tus
kaloth have few natural predators and are extremely terri
torial. A solitary male will stand watch over the entire
herd, and challenge anything approaching. Cities and vil
lages that are created on tuskaloth migration routes are
at the whim of tuskaloth temperaments.
Rampaging Fury. Tuskaloth ram into their target, using
their numerous tusks to rend and crush anything in their
path. Few predators can provoke a tuskaloth stampede,
but travelers know to be wary when discovering tramped
ground. Throughout their migration, civilizations foolishly
built on their land become the stomping grounds of tuska
loth tantrums.
Derived of Magic. Legend tells of two sorcerers that
were set upon by a mammoth during the night. Panicked
the two cast their spells at the great beast, but their con
trol of magic was loose and wild. The mammoth grew in
numerable tusks and became even more ferocious. A
product of wild magic, tuskaloths roam across the land
with temperaments to match their creators magic.
Speed 40 ft.
STR
28 (+9)
DEX
8 (-1)
CON
22 (+6)
INT
3 (-4)
WIS
11 (+0)
CHA
7 (-2)
structures.
Trampling Charge. If the tuskaloth moves at least 20 feet straight
toward a creature and then hits it with a gore attack on the same
turn, that target must succeed on a DC 1 8 Strength saving throw
or be knocked prone. If the target is prone, the tuskaloth can
make one stomp attack against it as a bonus action.
ACTIONS
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
22 (3d8 + 9) piercing damage.
Stomp. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 31 (4d10 + 9) piercing damage.
ULAMOG,
THE
CEASELESS HUNGER
30 (+10)
DEX
10 (+0)
CON
30 (+10)
ACTIONS
Fist. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit:
36 (4d12 + 10) bludgeoning damage.
INT
25 (+7)
WIS
CHA
20 (+5)
26 (+8)
Tentacle. Melee Weapon Attack: +19 to hit, reach 30 ft., one target.
Hit: 28 (4d8 + 10) bludgeoning damage. If the target is a creature,
it must succeed on a DC 20 Strength saving throw or be knocked
prone.
Saving Throws Str +19, Con +19, Wis +14, Cha +17
Damage Vulnerabilities bludgeoning, piercing, and slashing
from hedron weapons
Damage Resistances acid, cold, fire, lightning
Damage Immunities psychic; bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 24
Languages Eldrazi, telepathy 500 ft.
Challenge 30 (155,000 XP)
Innate Spellcasting. Ulamog's innate spellcasting ability is
Wisdom (spell save DC 22). It can innately cast the following
spells, requiring no material components:
LEGENDARY ACTIONS
Ulamog can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. Ulamog regains
spent legendary actions at the start of its turn.
Grip of Desolation. Ulamog makes a fist attack. If the attack hits,
the target is grappled (escape DC 20) if it is a Huge or smaller
creature and Ulamog doesn't have four other creatures grappled.
Until this grapple ends, the target is restrained and takes 4d10
psychic damage at the start of each of its turns.
Transgress the Mind (Costs 2 actions). Ulamog casts phantasmal
killer, no concentration required.
VERDALIN
Small fey, neutral
Armor Class 13
Hit Points 18 (4d6 + 4)
Speed 30 ft., climb 30 ft.
STR
6 (-2)
DEX
17 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
15 (+2)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5
(1d4 + 3) piercing damage.
VODYANOY
Medium monstrosity, chaotic neutral
STR
18 (+4)
CON
18 (+4)
INT
11 (+0)
WIS
CHA
20 (+5}
12 (+1)
ACTIONS
Multiattack. The vodyanoy makes two slam attacks. If both
attacks hit a Medium or smaller target, the target is grappled
(escape DC 15). Until this grappled ends, the target is restrained
and has disadvantage on Strength checks and Strength saving
throws, the vodyanoy tries to drown it, and the vodyanoy can't
slam another target.
Slam Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) bludgeoning damage.
+
r
ft
%
ft
L/
_
WAR TITAN
25 (+7)
DEX
10 (+0)
vj
CON
INT
WIS
20 (+5)
7 (-2)
10 (+0)
CHA
16 (+3)
REACTIONS
Parry. The titan adds 5 to its AC against one melee attack that
would hit it. To do so, the titan must see the attacker and be
wielding a melee weapon.
LEGENDARY ACTIONS
The titan can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. The titan regains
spent legendary actions at the start of its turn.
Attack. The titan makes one attack.
War Cry (Costs 2 Actions). Each creature within 120 feet of the
titan that can hear it must succeed on a DC 16 Wisdom saving
combat.
ACTIONS
Multiattack. The titan makes two melee weapon attacks.
Longsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 18 (2d10 + 7) slashing damage.
WEREWOLF ALPHA
ACTIONS
STR
DEX
CON
INT
WIS
CHA
20 (+5)
15 (+2)
18 (+4)
11 (+0)
14 (+2)
15 (+2)
LEGENDARY ACTIONS
WIGHT WALKER
Medium undead, neutral evil
Armor Class 14 (hide armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
ACTIONS
Multiattack. The wight makes two battieaxe attacks. It can use its
Life Drain in place of one battieaxe attack.
WINGED APE
Medium monstrosity, neutral
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
10 (+0)
12 (+1)
9 (-1)
ACTIONS
Multiattack. The ape makes two attacks: one with its fist and one
with its greatsword.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6
(1d6 + 3) bludgeoning damage.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3} slashing damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
WINTER SPRITE
Tiny fey, chaotic neutral
Armor Class 15
Hit Points 7 (2d4 + 2)
Speed 10 ft., fly 30 ft.
STR
2 (-4)
DEX
20 (+5)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
15 (+2)
ACTIONS
Icesickte. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 1 slashing damage, and the target must succeed on a DC 10
Constitution saving throw or take 3 (1d6) cold damage and then
be paralyzed until the end of the sprites next turn.
]