D&D Next - Starter Set - Lost Mine of Phandelver (Appendix B, Monsters) (d20) (Ingles) (OCR)
D&D Next - Starter Set - Lost Mine of Phandelver (Appendix B, Monsters) (d20) (Ingles) (OCR)
D&D Next - Starter Set - Lost Mine of Phandelver (Appendix B, Monsters) (d20) (Ingles) (OCR)
This section contains stat blocks and short descriptions for Undead. Once-living creatures brought to a horrifying
the creatures that appear in Lost Mine ofPhandelver. state of undeath through the practice of necromantic
magic or some unholy curse.
STATISTICS TAGS
A creature's stat block provides the essential information A creature might have one or more tags appended to
that you, as the OM, need to run the creature. its type, in parentheses. For example, an orc has the
humanoid (orc) type . These parenthetical tags provide an
SIZE additional layer of categorization for certain monsters, but
Each creature takes up a different amount of space. The they have no bearing on how a monster is used in combat.
Size Categories table shows how much space a creature
of a particular size controls in combat. Objects sometimes ALIGNMENT
use the same size categories. A creature's alignment provides a clue to its disposition .
For example, a chaotic evil creature might be difficult to
SIZE CATEGORIES reason with and might attack characters on sight, whereas
Size Space a neutral creature might be willing to negotiate. Alignment
Tiny 21/2 by 21/2 ft. indicates whether a creature leans toward law or chaos
Small 5 by 5 ft. and good or evil or whether a creature is neutral.
Medium 5 by 5 ft. Any Alignment. Some creatures, such as the warrior,
can have any alignment. In other words, you choose the
Large 10 by 10 ft .
creature's alignment. Depending on the creature, its
alignment entry might indicate a tendency or aversion
SPACE
toward law, chaos, good, or evil.
A creature's space is the area in feet that it effectively
Unaligned. Many creatures of low intelligence have no
controls in combat, not an expression of its physical
comprehension of law or chaos, good or evil. They don't
dimensions. A typical Medium creature isn't 5 feet wide,
make moral or ethical choices, but rather act on instinct.
for example, but it does control a space that wide. If a
These creatures are unaligned, which means they don't
Medium hobgoblin stands in a 5-foot-wide doorway, other
have an alignment.
creatures can't get through unless the hobgoblin lets them.
S KI LLS
defeating the monster.
55
.\J>I'I:NOIX 1\: MOJl:STERS
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
MONSTER DESCRIPTIONS range 30 ft./120 ft ., one target. Hit: 5 (1d6 + 2) piercing damage,
The monsters appearing in the adventure are presented in or 9 (2d6 + 2) piercing damage in melee.
this section in alphabetical order.
Bugbears are cruel and unruly humanoids that live to
bully the weak and dislike being bossed around. Despite
BUGBEAR their intimidating builds, bugbears move with surprising
Medium humanoid (goblinoid), chaotic evil
stealth and are fond of setting ambushes.
Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5) COMMONER
Speed 30 ft. Medium humanoid (any race), any alignment
Speed 30 ft .
ACTIONS
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (ld6 + 1) slashing damage.
DOPPELGANGER
Medium monstrosity (shapechanger), neutral
Armor Class 14
Speed 30 ft.
A CT IO NS
Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface
thoughts of one creature within 60 feet of it . The effect can
penetrate bar riers, but 3 fe et of wood or dirt, 2 feet of stone,
D OP PELG A NG E R
2 inches of metal , or a thin sheet of lead bloc ks it . While the
target is within range, the doppelganger can continue reading
its th oughts as long as the doppelganger's concentration isn't Evil mages hunger for arca ne power and dwell in
bro ken . While reading th e target's mind , the doppelganger has is olated places , where they can perform terrible magical
advantage on Wisdom (Insight) and Cha risma (Deception , experiments without interfe rence.
Intimidati on, and Persu asio n) checks against the target.
Armor Class 12
1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
Speed 30 ft.
Skills Arcan a +5, Perception +2
Damage Resistances li gh tning, necrotic, piercing
STR DEX CON INT WI S CHA
Damage Immunities cold, fire, poison
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Cond ition Immunities charmed, frighte ned , paralyzed, poisoned
Senses darkvi sion 60 ft., passive Perception 12
Saving Throws Int +5, Wis +3 La nguages Common
Skills Arcana +5 , History +5 Challenge 4 (1,100 XP)
Senses passive Perception 11
Languages Common , Draconic, Dwarvi sh, Elvish
Challenge 1 (200 XP) Illumination. The flameskull sheds either dim light in a 15-foot
radius, or bright light in a 15-foot rad ius and dim li ght for an
additional 15 fee t. It can switch between the option s as an acti on.
Spel/casting. The mage is a 4th -level spelkaster that uses
Intelligence as its s pellcasting ability (spell save DC 13; +5 to hit Magic Resistance. The flameskull ha s advantage on saving throws
with spell attacks). The mage knows the following spells from the agains t spells and other magical effects.
wizard's spell list:
Rejuvenation. If the fl ameskull is destroyed , it regains all its hit
Cantrips (at will) : light , mage hand, sh ocking grasp
points in 1 hour tJnless hol y water is sprinkled on its remains or a
1st Level (4 slots): charm person , magic missile
dispel magic or remove curse spell is cast on them .
2nd Level (3 slots): hold pers on, misty step
57
AP!'ENDIX I); MO.':STt::l{S
• Cantrip (at will) : mage hand Web Walker. The spider ignores movement restrictions caused by
• 1st level (3 slots): magic missile, shield webbing of any sort.
• 2nd level (2 slots) : blur, flaming sphere
3rd level (1 slot):fireball ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
ACTIONS Hit: 7 (ld8 + 3) piercing damage, and the target must make a DC
Multiattack. The Aameskull makes two attacks with its Fire Ray. 11 Constit'ution saving throw, taking 9 (2d8) poison damage on
a failed save, or half as much damage on a successful one. If the
Fire Ray. Ranged Spell Attack: +5 to hit , range 30 ft., one target.
poison reduces the target to 0 hit points, the target is stable but
Hit: 10 (3d6) fire damage.
poisoned for 1 hour, and paralyzed while poisoned in this way.
Spellcasters fashion flameskulls from the remains of dead Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30
wizards. When the ritual is complete, green flames erupt ft./60 ft., one creature. Hit: The target is restrained by webbing.
from the skull to complete its ghastly transformation. As an action , the restrained target can make a DC 12 Strength
check, bursting the webbing on a success. The webbing can
GHOUL also be attacked and destroyed (AC 10; hp 5; vulnerable to fire
Medium undead, chaotic evil damage; immune to bludgeoning, poison, and psychic damage).
Armor Class 12
Usually found underground, the lair of a giant spider is
Hit Points 22 (5d8)
often festooned with webs holding helpless victims.
Speed 30 ft.
GOBLIN
STR DEX CON INT WIS CHA Small humanoid (goblinoid), neutral evil
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
Armor Class 15 (leather armor, shield)
Skills Stealth +6
ACTIONS Senses darkvision 60 ft., passive Perception 9
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 Languages Common, Goblin
(2d6 + 2) piercing damage . Challenge 1/4 (50 XP)
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (2d4 + 2) slashing damage. If the target is a creature other than Nimble Escape. The goblin can take the Disengage or Hide action
an elf or undead, it must succeed on a DC 10 Constitution saving as a bonus action on each of its turns.
throw or be paralyzed for 1 minute. The creature can repeat the
ACTIONS
saving throw at the end of each of its turns , ending the effect early
on a success. Scimitar. Melee Weapon Attack: +4 to hit , reach 5 ft., one target.
Hit: 5 (ld6 + 2) slashing damage.
Ghouls roam the night in packs, driven by an insatiable
hunger for humanoid flesh. Like maggots or carrion Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft.,
beetles, they thrive in places rank with decay and death. one target. Hit: 5 (ld6 + 2) piercing damage.
GRICK
Medium monstrosity, neutral
Hit Points 26 (4dl0 + 4)
Skills Stealth +7
14 (+2) 14 (+2) 11 (+0) 3 (-4) 14 (+2) 5 (-3)
Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same web. Stone Camouflage. The grick has advantage on its Dexterity
(Stealth) checl< when it attempts to hide in rocky terrain.
58
ACTIONS Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls and on Wisdom (Perception) checks
Multiattack. The grick makes one attack with its tentacles. If that
that rely on Sight.
attack hits, the grick can make one beak attack against the same
target. ACTIONS
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft ., one
Hit: 9 (2d6 + 2) slashing damage. creature. Hit: 16 (3d8 + 3) necrotic damage, and the target must
succeed on a DC 13 Constitution saving throw or its hit point
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
maximum is reduced by an amount equal to the damage taken . If
5 (ld6 + 2) piercing damage.
this attack reduces the target's hit point maximum to 0, the target
The wormlike grick blends in with the stonework of its dies. This reduction to the target's hit point maximum lasts until
lair. Only when prey comes near does it rear up, its four the target finishes a long rest .
tentacles unfurling to reveal a hungry, snapping beak. A wraith ,is the incorporeal remnant of a particularly
hateful being. Most wraiths can transform those they have
HOBGOBLIN slain into spectral undead servitors. Mormesk chooses not
Medium humanoid (goblinoid) , lawful evil to, preferring to let the dead stay dead.
STR DEX CON INT WIS CHA Armor Class 11 (14 with mage armor)
Speed 30 ft.
ACTIONS
Special Equipment. Nezznar has a spider staff.
Langsward. Melee Weapon Attack: +3 to hit, reach 5 ft ., one
target. Hit: 5 (ld8 + 1) slashing damage. Fey Ancestry. Nezznar has advantage on saving throws against
being charmed, and magic can't put him to sleep.
Longbaw. Melee or Ranged Weapon Attack: +3 to hit, range 1,50
ft./600 ft., one target. Hit: 5 (ld8 + 1) piercing damage. Sunlight Sensitivity. Nezznar has disadvantage on attack rolls
when he or his target is in sunlight .
Hobgoblins are cunning, disciplined warriors who crave
conquest. They impose a strict military hierarchy and are Innate Spelfcasting. Nezznar can innately cast the following
often found in the company of goblins and bugbears. spells, requiring no material components:
• At will: dancing lights
MORMESK THE WRAITH • l/day each: darkness,faeriefire (save DC 12)
Medium undead, neutral evil
Spe/lcasting. Nezznar is a 4th-level spellcaster that uses
Intelligence as his spellcasting ability (spell save DC 13; +5 to hit
Armor Class 13
59
" PI'E!l:D IX [L ."Ol>;~'Tr:.RS
N OTHIO other creatures , nothics are no longer the wizards they
Medium aberration, neutral evil once were and have no memories of their previous lives .
Speed 30 ft.
Armor Class 8
Skills Arcana +3, Insight +4, Perception +2, Stealth +5 STR DEX CON INT WIS CHA
Senses true sight 120 ft., passive Perception 12 15 (+2) 6 (- 2) 14 (+2) 2 (- 4) 6 (- 2) 1 (- 5)
Languages Undercom mo n
Challenge 2 (450 XP) Damage Res istances acid
Damage Immun ities lightning, slashing
Keen Sight. The nothic has advantage on Wisdom (Perception) Condition Immunities blinded, charmed , deafened, frighten ed,
prone
checks that rely on sight.
Senses blindsight 60 ft. (blind beyond this radius), pass ive
ACTIO N S Pe rceptio n 8
Languages
Multiattack. The nothic makes two attacks with its claws. Challenge 2 (450 XP)
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target . Hit:
6 (ld6 + 3) slashing damage. Amorphous. The jelly can move through a space as narrow as 1
inch wide without squeezing.
Rotting Gaze. The nothic chooses one creature within 30 feet of it
that it can see. The target must succeed on a DC 12 Constitution Spider Climb. The jelly can climb difficult surfaces, including
saving throw against this magic o r take 10 (3d6) necrotic damage. upside down on ceil ings, without needing to make an ability
check.
Weird Insight. The nothic chooses one creature within 30 feet of it
that it can see. The target must contest its Charisma (Deception) ACTIO N S
check against the nothic 's Wisd o m (I nSight) check . If the nothic
wins, it magically learns one fact or secret about the creature. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft. , one
target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (ld6) acid
Nothics were once wizards who dared to unlock magical damage.
secrets they couldn't fathom. Though gifted with stra nge
cosmic insight that allows them to extract knowledge from REACTI ON S
Split. When a jelly that is Medium or larger is subjected to
lightning or slashing damage, it splits into two new jellies ifit has
at least 10 hit points. Each new jelly has hit points equ al to half
the original jelly's, round ed down. New jellies are o ne size smaller
than the original jell y.
OGRE
Large giant, chaotic evil
ACTIONS
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target.
Hit: 13 (2d8 + 4) bludgeoning da mage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach.'; ft. or
ran ge 30 ft./120 ft. , one target. Hit : 11 (2d6 + 4) pie rcing damage.
60
l'PE:-:nIX D: MO. SfT;RS
Ogres are lazy, angry, ten-foot-tall giants that live by REDBRAND RUFFIAN
raiding and scavenging. Medium humanoid (human), neutral evil
Speed 30 ft.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. Hit: Sildar Hallwinter is a retired soldier and sellsword who
14 (2d8 + 5) slashing damage. hails from the city of Neverwinter. He is a loyal member of
the Lords' Alliance, a political organization that unites the
The owlbear's reputa tion for ferocity, stubbornness, and
various free citi es and towns of the North .
sheer ill temper makes it one of the most feared predarors
of the wild . There is little, if anything, that a hungry
owlbear fears .
61
rl't:!>IDIX J:: :\IO~;:'TER"
Telepathy. The spectator can communicate telepathically with any
creature with in 100 feet of it that can understand a language.
ACTIONS
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft ., o ne target. Hit: 2
(ld4 - 1) piercing damage.
Eye Rays. The s pectator uses two of the following eye rays. It can
use each ray only once per turn . Each ray targets a creature the
spectator can see within 90 feet of it.
1. Confusion Ray. The target must succeed on a DC 13 Wisdom
saving throw, or it can't take reactions until the end of its next
turn . On its turn, the target can't move, and it uses its action to
make a melee or ranged attack against a randomly determined
creature within range.l fthe target can't attack, it does nothing
on its turn.
2. Paralyzing Ray. The target must succeed on a DC 13
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 early on a success.
3. Fear Ray. The ta rget must succeed on a DC 13 Wisdom saving
SKELETON throw or be frightened for 1 minute. The target can repeat the
Medium undead, lawful evil saving throw at the end of each of its turns, with disadvantage if
the spectator is visible to the target, ending the effect early on a
Armor Class 13 (armor scraps) success .
Hit Points 13 (2d8 + 4) 4. Wounding Ray. The target must make a DC 13 Constitution
Speed 30 ft. saving throw, taking 16 (3dl0) necrotic damage on a failed save,
or half as much damage on a successful one.
STR DEX CON INT WIS CHA Create Food and Water. The spectator creates enough food and
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) water to sustain itself for 24 hours.
Damage Vulnerabilities bludgeoning REACTIONS
Damage Immunities poison
Condition Immunities pOisoned Spell Ref/ection. If the spectator makes a successful saving throw
Senses darkvision 60 ft., passive 'Perception 9 against a spell, or a spell misses it, the spectator can choose
Languages understands languages it knew in life but can 't speak another creature within 30 feet of it that it can see. The spell
Challenge 1/4 (50 XP) affects the chosen creature instead of the spectator.
their own accord in places saturated with deathly magic. Hit Points 2 (ld4)
SPECTATOR
Medium aberration, lawful neutral STR DEX CON INT WIS CHA
ACTIONS
Skills Perception +6 Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Condition Immunities prone
creature. Hit: 5 (ld4 + 3) piercing damage, and the stirge attaches
Senses darkvision 120 ft. , passive Perception 16
to the target. While attached, the stirge doesn't attack. Instead, at
Languages Deep Speech, Undercommon
the start of each of the stirge's turns, the target loses 5 (ld4 + 3)
Challenge 3 (700 XP)
hit po ints due to blood loss.
The stirge can detach itselfby spending 5 feet of its movement.
Hover. The spectator hovers as long as it is alive. It does so after it drains 10 hit points of blood from the target or
62
APPE. "DIX B: MO, 'STERS
the l.-ge t dies. A creature, including :ne !3rgel, can use its action
Y OUNG GREEN DRAGON
to cie:ach the stirge. Large dragon, lawful evil
A sUrge is a winged pest that feed s on the blood of living
crearu res. drawing sustenance through irs proboscis, Armor Class 18 (nat ural armor)
which ir uses to pierce a victim's flesh while clutching onto Hit Points 136 (l 6d10 + 48)
Speed 40 ft ., fl y 60 ft ., swi m 40 ft.
i f'S p: ey with hooked claws.
3~ falth +3
Amphibious. The dragon can breathe air and water.
Da:r.:age Vulnera bilities fire
Concfwn Imm unities blinded, dea fec eo A CTIO N S
s.e"se'S : imdsight 60 ft. (blind beyo nd en's -adius), passive Mu/tiattack. The dragon makes three attacks, one with its bite
; e -:~ =,tion 9
L4!"guages un derstands Commo n bl.: (lJes n' , soeak and two with its claws .
ChJ,I.snge 1/8 (25 XP) Bite. Melee Weapon Attack: +7 to hit, reach 10 ft ., one target. Hit:
15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
HJiU Appearance. The blight rese mbles;; .:lead shrub. While it
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
,. ",-a - 5 motionless among vegeta!ior - :t ,: ."1 hide without being
11 (2d6 + 4) slashing damage.
: ': : :'- ',-ght.
Poison Breath (Recharge 5-6). The dragon breathes poisonous
gas in a 30-foot cone. Each creature in the cone must make a DC
c~ '. 'd ee Weapon Attack: +3 to h t 16 Constitution saving throw, taking 42 (12d6) poi,son damage on
-::-! - ' p iercing damage. a failed save, or half as much damage on a successful one.
tine ring creature resembles a small. leafless, Thoroughly evil, green dragons delight in subverting
=-.:r_g plant. Twig blights hide b~ rooti ng themselves and corrupting the good-hearted. They prefer to dwell in
~ ,....._-c -_ g ordinary plants. ancient forests.
, rOL F ZOMBIE
.zost. unaligned Mediu m undead, neutral evil
S'I DEX CON INT WI S CHA STR DEX CO N INT WIS CHA
15 (+2) 12 (+1) 3 (-.! - - (-1) 6 (-2) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
P:;-:.(. .,-. . =!ics. The wolf has advanta ge 0""1 .- attack roll against a Undead Fortitude. If damage reduces the zombie to 0 hit points ,
: -~:_ - e '-.: least one of the wolf's 2 ' e,s ' s within 5 feet of the it can make a Constitution saving throw with a DC of 5 + the
:-e,,:_' f ::; - 0 Ihe ally isn't incapacilale :J. damage take n. unless the damage is radiant or from a critical hit.
On a success. the zombie drops to 1 hit point instead.
B;;'--e;. '.'£,:: .Veapon Attack: +4 to h r -eacn 5 ft., one target. Hit: ACTIO N S
- : :;~ -: : 'ercing damage. If the targe: is a creature, it must Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
:_=-~ : : - 2 DC 11 Strength saving :"row o r be knocked prone. 4 (ld6 + 1) bludgeoning damage.
,Y'l!·.;:-,S a;", fo und in subarcti c a nd te mperate regions of the Zombies are corpses imbued with a semblance of life,
·,\ 'Or'G. -'lr'1ing in packs through hills and forests . retaining no vestige of their former selves.
63
\P~el,Drx B, MO:\STERS