25 New Monsters For D&D 5e

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Jasper's Journal

25 Newly Discovered Monsters

A List of Monsters for D&D 5th ed.

Author's Notes:
• This is a list of homebrewed monsters available for Dungeons & Dragons
5th edition.
• I have done my best to think of content organically without consulting
anyone else's work available on DMsGuild.com, although you may find
similarities.
• Spells featured in the descriptions can be found on in The Player's
Handbook and/or Xanathar's Guide to Everything
• Not every trait is playtested, so please feel free to provide any feedback
with your experience. I also did not include CR ratings and I do
apologize.

by Justin Gagliani

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected
under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park,
Uxbridge, Middlesex, UB11 1ET, U

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25 New Monsters
Kuolema Hooves: Melee Weapon Attack, +6 to hit, reach 5 ft., one
target. Hit: 2d8+4 bludgeoning damage.
Large fiend, neutral evil
Kuolema
Armor Class: 16 (Natural Armor) This fiendish ram is native to the Abyssal plane but can be found in
Hit Points: 74 the Material Planes on certain occasions. One of those occasions is
Speed: 45 ft. during the equinox where the veil between planes is at its thinnest.
The kuolema has such a powerful charge attack that it could possibly
rip an opening between planes during such times. And standing at 5
feet tall from ground to shoulder, it is a mighty foe indeed.

Frost Worm
Huge Monstrosity, unaligned

Armor Class: 17 (Natural Armor)


Hit Points: 186
Speed: 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA


25(+7) 7(-2) 21(+5) 1(-5) 7(-2) 5(-3)
STR DEX CON INT WIS CHA
19(+4) 16(+3) 20(+5) 9(-1) 12(+1) 6(-2) Saving Throws: Strength +9, Constitution +8
Senses: Blindsight 30 ft., Tremorsense 60 ft.
Saving Throws: Strength +6, Constitution +7 Languages: ---
Damage Resistance: Necrotic
Skills: Athletics +6, Perception +4
Senses: Blindsight 5 ft., Darkvision 60 ft.
Languages: Can understand Abyssal

Death Aura: Any creature that starts their turn within 5


feet of the Kuolema must make a DC 10 Constitution
Saving Throw or become poisoned. If you succeed, but on
the next turn are still next to the Kuolema, you must make
the saving throw again. If you become poisoned, you don't
have to make saving throws anymore. If you become
poisoned and then are cured somehow, you also do not
need to make saving throws anymore.

Charge: If the Kuolema moves at least 10 feet straight


toward a target and then hits it with a ram attack on the
same turn, the target takes an extra 2d8 bludgeoning
damage. If the target is a creature, they must succeed on a
DC 14 Strength saving throw or be pushed up to 10 feet
back and knocked prone.
Tunneler: The worm can burrow though solid rock or ice
Necrotic Horns: The Kuolema's horns are radiating a
at half its burrow speed and leaves a 5-foot-diamter tunnel
necrotic magic and as such count as magical weapons in
in its wake.
terms of damage resistance.

Actions Actions
Multiattack: The worm can make two attacks; only one
Multiattack: The Kuolema makes two attacks, only one of
can be a bite attack.
them can be coupled with the Charge trait.
Slam: Melee Weapon Attack, +9 to hit, reach 10 ft., one
Ram: Melee Weapon Attack, +6 to hit, reach 5 ft., one
target. Hit: 3d8+7 bludgeoning damage.
target. Hit: 2d8+4 bludgeoning damage.
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Bite: Melee Weapon Attack, +9 to hit, reach 5 ft., one target. Web Walker: The spider ignores movement restrictions
Hit: 2d8+7 piercing damage. If the target is Medium or caused by webbing.
smaller, they must succeed on a DC 15 Strength saving
throw or be grappled in the worm's pincers. Spiny Body: At the start of its turn, the spider deals 2d4
piercing damage to any creature grappling it.
Cold Breath (Recharge 5-6): The worm exhales a blast of
freezing wind in a 15-foot cone. Each creature in that area Actions
must make a DC 12 Dexterity saving throw taking 4d8 cold Bite: Melee Attack Weapon, +5 to hit, reach 5 ft., one
damage on a failed roll or half as much on a successful one. creature. Hit: 1d10+3 piercing damage, and the target
Frost Worm must make a DC 11 Constitution saving throw, taking 2d8
This gigantic worm can be found in several icy tundras across the poison damage on a failed save, or half as much on a
Forgotten Realms. Unfortunately for explorers, the most you will see successful one. If the poison damage reduces the target to
is perhaps a large hole left behind. With its tremorsense, it will often 0 hit points, the target is stable but poisoned for 1 hour,
feel your presence before you have a chance to prepare or hide. This even after regaining hit points, and is paralyzed while
ability is so finely tuned; it can even feel a halfling's footsteps poisoned in this way.
beneath several feet of softly packed snow. Unlike other huge or
gargantuan worms, the Frost Worm doesn't swallow its food whole Web (Recharge 5-6): Ranged Weapon Attack, +6 to hit,
or while living. This peculiarity may be the key to your survival. range 30/60 ft., one creature. Hit: The target is restrained
by webbing. As an action, the restrained target can make a
DC 12 Strength check, busting the webbing on a success.
Harpoon Spider The webbing can also be attacked and destroyed (AC 10;
Large Beast, unaligned hp 5; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage).
Armor Class: 14 (Natural Armor)
Hit Points: 41 Harpoon: Ranged Weapon Attack, +6 to hit, range 30/60
Speed: 30 ft., climb 30 ft. ft., one creature. Hit: 2d8+4 piercing damage. If the target
is Huge or smaller, it must succeed on a Strength contest
STR DEX CON INT WIS CHA against the spider or be pulled up to 30 feet toward the
15(+2) 17(+3) 13(+1) 2(-4) 12(+1) 4(-3) spider. If the target is already restrained by webbing, the
spider gets advantage on harpoon attacks.

Harpoon Spider
This cousin to the Giant Spider and other terrifying arachnids has
evolved a specific form of hunting. They often live in dark, cavernous
terrain lurking near stalactites awaiting prey. While they can shoot
web like other spiders, they also can shoot web at such force it is
comparable to a harpoon, which can pierce through armor or
shields. By doing this, the harpoon spider can stay a distance away
from its prey and never has to get within melee range.

Inferno Spider
Large fiend (devil), neutral evil

Armor Class: 15 (Natural Armor)


Hit Points: 52
Speed: 30 ft., climb 30 ft.
Saving Throws: Dexterity +5
Skills: Stealth +7 STR DEX CON INT WIS CHA
17(+3) 18(+4) 19(+4) 3(-4) 12(+1) 5(-3)
Senses: Blindsight 10 ft., darkvision 60 ft.
Languages: ---
Saving Throws: Dexterity +6, Constitution +6
Damage Resistances: piercing, slashing, and bludgeoning
Spider Climb: The spider can climb difficult surfaces,
damage from nonmagical weapons
including upside down on ceilings, without needing to
Damage Immunities: fire and poison damage
make an ability check.
Senses: Blindsight 10 ft., Darkvision 60 ft.
Languages: Can understand Infernal
Web Sense: While in contact with a web, the spider knows
the exact location of any other creature in contact with the
same web.

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Lava Larvae
Medium monstrosity, unaligned

Armor Class: 17 (Natural Armor)


Hit Points: 48
Speed: 20 ft., burrow 20 ft.

STR DEX CON INT WIS CHA


15(+2) 16(+3) 18(+4) 3(-4) 7(-2) 5(-3)

Saving Throws: Constitution +7


Skills: Stealth +6
Damage Resistances: bludgeoning damage from
nonmagical weapons
Damage Immunities: fire damage
Spider Climb: The spider can climb difficult surfaces, Senses: Blindsight 30 ft., Darkvision 60 ft., Tremorsense
including upside down on ceilings, without needing to 30 ft.
make an ability check. Languages: ---

Web Sense: While in contact with a web, the spider knows


the exact location of any other creature in contact with the
same web.

Web Walker: The spider ignores move3ment restrictions


caused by webbing.

Heated Body: A creature that touches the spider or hits it


with a melee attack while within 5 feet of it takes 1d6 fire
damage.

Actions
Spider Climb: The lava larvae can climb difficult surfaces,
Bite: Melee Attack Weapon, +6 to hit, reach 5 ft., one
including upside down on ceilings, without needing to
creature. Hit: 1d10+3 piercing damage and 1d6 fire
make an ability check.
damage, and the target must make a DC 11 Constitution
saving throw, taking 2d8 poison damage on a failed save,
Tunneler: The lava larvae can burrow through solid rock
or half as much on a successful one. If the poison damage
at its full burrow speed using a lava-like mucus that melts
reduces the target to 0 hit points, the target is stable but
away rock and stone. It leaves behind a 3-foot-diameter
poisoned for 1 hour, even after regaining hit points, and is
tunnel in its wake.
paralyzed while poisoned in this way.
Actions
Web (Recharge 5-6): Ranged Weapon Attack, +7 to hit,
range 30/60 ft., one creature. Hit: The target is restrained Multiattack: The lava larvae can make two slam attacks.
by webbing. As an action, the restrained target can make a
DC 12 Strength check, busting the webbing on a success. Slam: Melee Weapon Attack, +5 to hit, reach 5 ft., one
The webbing can also be attacked and destroyed (AC 10; target. Hit: 2d6+4 bludgeoning damage.
hp 5; immunity to fire, bludgeoning, poison, and psychic
damage). At the start of a restrained creature's turn, they Lava Spit (Recharges after a Short or Long Rest): For 1
are dealt 2d6 fire damage. This spider's webbing is minute, the lava larvae's head and thorax become covered
scalding hot to the touch. in slimy mucus that is nearly as hot as molten lava. While
this is in effect, the slam attack deals an extra 2d6 fire
Inferno Spider damage when it hits.
A mighty beast from the Hells, the inferno spider's blood is as hot as
magma. Attacking such a creature with melee attacks is a poor idea, Lava Larvae
but at times can be your only option. It may be recommended that From tip to tip, the lava larvae can be anywhere from 5 to 7 feet in
adventurers prepare for such an encounter with something that length. It is most known for its ability to cover itself in lava-like
grants them fire resistance. These spiders prefer the heat and as mucus, hence its name. These creatures can be found in a wide
such will seek out volcanic activity if and when they find themselves variety of caves, most commonly ones near the heart of a volcano.
in the Material Plane. However, some explorers have claimed to see them even in snowy
mountains, using their mucus to creature unnatural pits of lava.

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Tatsulok Senses: Darkvision 60 ft.
Languages: Draconic
Small aberration, chaotic evil

Armor Class: 13
Hit Points: 21
Speed: 40 ft.

STR DEX CON INT WIS CHA


11(0) 16(+3) 15(+2) 9(-1) 12(+1) 5(-3)

Hold Breath: The savrataur can hold its breath for 15


minutes.

Charge: If the savrataur moves at least 30 feet straight


toward a target and then hits it with a spear or handaxe
attack on the same turn, it deals an extra 3d6 damage.
Senses: Darkvision 60 ft.
Languages: --- Actions
Keen Sight and Smell: The tatsulok has advantage on Multiattack: The savrataur makes two attacks: one with
Perception checks that rely on sight or smell. its melee weapon and one with its claws or two with its
shortbow.
Pack Tactics: The tatsulok has advantage on an attack roll
against a creature if at least one of the tatsulok's allies is Spear: Melee or Ranged Weapon Attack, +6 to hit, reach 5
within 5 feet of the creature and the ally isn't incapacitated. ft. or range 20/60 ft., one target. Hit: 1d6+4 piercing
damage, or 1d8+4 if two-handed melee attack.
Actions
Handaxe: Melee or Ranged Weapon Attack, +6 to hit,
Bite: Melee Weapon Attack, +3 to hit, reach 5 ft., one target. reach 5 ft. or range 20/60 ft., one target. Hit: 1d6+4
Hit: 1d6+2 piercing damage. slashing damage.

Claw: Melee Weapon Attack, +3 to hit, reach 5 ft., one Claws: Melee Weapon Attack, +7 to hit, reach 5 ft., one
target. Hit: 1d6+2 slashing damage. target. Hit: 1d4+4 slashing damage.
Tatsulok
These alien creatures are small and not difficult to defeat by Longbow: Ranged Weapon Attack, +4 to hit, range
themselves. However, it is extremely rare to find a lone tatsulok. 150/600 ft., one target. Hit: 1d8+2 piercing damage.
These creatures hunt and live in groups as small as 5 or as big as
Savrataur
twelve. Without arms, the tatsulok depend on their triangular
These beings look like a strange offspring of lizardfolk and centaurs.
mouths for digging burrows, grabbing items, or tearing into flesh.
And in many ways, that's just what they are. They live in dense
jungles, hidden away from civilizations. Their armor is usually a
Savrataur scavenged combination of animal hide or pieces of armor from an
unfortunate traveler. Savrataurs are ruthless and animalistic. They
Large monstrosity, neutral evil don't share the centaur's same affiliation with nature. But rather,
they use the surrounding environment to their advantage while
Armor Class: 15 (Natural and Hide Armor) hunting. These beings are not the smartest, but they are wise
Hit Points: 65 enough to plan their hunts with great detail. If they are hunting
Speed: 50 ft., swimming 30 ft. something small or weak, only one or two will go out. But if they are
hunting something larger, then they will go as a pack. The only time
STR DEX CON INT WIS CHA savrataurs have been seen outside of a jungle is when they were
18(+4) 15(+2) 14(+2) 9(-1) 13(+1) 10(0) seeking revenge or their form of justice. A savrataur tribe that feels
they were wronged will go to incredible lengths to seek such justice.
Skills: Athletics +6, Perception +4, Survival +5

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Killer Beauty Bite: Melee Weapon Attack, +5 to hit, reach 5 ft., one target.
Hit: 3d8+3 piercing damage and the target must succeed
Large plant, unaligned on a DC 13 Constitution Saving Throw or also take 1d10
poison damage.
Armor Class: 14 (Natural Armor)
Hit Points: 59 Entangling Plants (Recharge 5-6): Grasping roots and
Speed: 20 ft. vines sprout in a 15-foot-radius centered on the Killer
Beauty, withering away after 1 minute. For the duration,
STR DEX CON INT WIS CHA that area is difficult terrain for nonplant creatures. In
17(+3) 15(+2) 15(+2) 9(-1) 14(+2) 4(-3) addition, each creature of the plant's choice in that area
when the entangling plants appear must succeed on a
Skills: Stealth +4 DC 12 Strength Saving throw or become restrained. A
Senses: Blindsight 60 ft. (blind beyond this radius). creature can use its action to make a DC 12 Strength check,
Condition Immunities: Blinded, Deafened freeing itself or another entangled creature within reach
Damage Immunities: Poison damage on a success.
Languages: understands Common but cannot speak
Killer Beauty
False Appearance: While the Killer Beauty remains Many forests and jungles are home to all species of flowers. Some of
motionless, it is indistinguishable from a large, beautiful these flowers are small, some are big, some are poisonous, and
flower. some are deadly. One of the several types of carnivorous plants is
the Killer Beauty. While motionless, it looks just like a very large pink
Intoxicating Allure: If the Killer Beauty is motionless and and green flower. It is so beautiful that it can draw creatures
a Medium or smaller creature is within 15 feet of it, they towards it by emitting pheromones into the air.
must succeed on a DC 13 Constitution Saving throw or be
charmed by the plant's beauty. While charmed in this way,
the creature walks closer and closer until it is right next to
Toorn (Wrath)
the Killer Beauty. If the Killer Beauty attacks a creature Medium Fey, chaotic evil
while it is charmed, the plant has advantage on attack rolls
and the charmed effect ends after being hit. Once the Killer Armor Class: 16 (Natural Armor)
Beauty attacks one creature, the effect ends for other Hit Points: 121
charmed creatures as well. Speed: 30 ft., climbing 30 ft.

STR DEX CON INT WIS CHA


18(+4) 22(+6) 15(+2) 10(0) 14(+2) 9(-1)

Skills: Athletics +6, Acrobatics +8, Intimidation +5,


Perception +4
Saving Throws: Dexterity +8, Strength +6
Senses: Darkvision 60 ft.
Condition Immunities: Frightened, Surprised
Languages: Sylvan and Common

Actions
Constrict: Melee Weapon Attack, +5 to hit, reach 10 ft., one
target. Hit: 2d8+3 bludgeoning damage, and a Large or
smaller target is grappled (escape DC 13). Until this
grapple ends, the target is restrained and the flower can
only constrict two targets at a time.

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Magic Resistance: Toorn has advantage on saving throws
against spells and other magical effects. Carrier
Large Monstrosity, chaotic evil
Wreckless Attack: On each turn, Toorn can make his
attacks wreckless with fury. When he does so, he gets Armor Class: 15 (Natural Armor)
advantage on all attack rolls. But all attack rolls against Hit Points: 58
him also have advantage until the start of his next turn. Speed: 30 ft.

Two-Headed: Toorn's two heads give him immunity from STR DEX CON INT WIS CHA
being surprised and he also gets advantage on any 20(+5) 15(+2) 20(+5) 9(-1) 14(+2) 7(-2)
perception or investigation checks.
Saving Throws: Constitution +8
Refusal to Die: This ability can only be used once per long Damage Immunities: Poison
rest, but when Toorn reaches 0 hit points, he regains 5 hit Condition Immunities: Poisoned, Diseases
points. Languages: Common

Aggressive: As a bonus action, Toorn can move up to its Poison Splash: When the Carrier takes any type damage
speed toward a hostile creature that it can see. but psychic, each creature within 5 feet of it takes 2d8
poison damage.
Actions
Death Burst: The Carrier explodes upon hitting 0 hit
Multiattack: Toorn makes three attacks: only one can be a
points. Each creature within 20 feet of it must succeed on a
tentacle attack, and it can only make two bite attacks on a
DC 15 Constitution Saving throw or take 3d6 poison
single turn.
damage and become infected with a disease on a failed
save. Creatures immune to being poisoned are also
Tentacles: Melee Weapon Attack, +6 to hit, reach 5 ft., one
immune to this disease.
target. Hit: 2d8+4 bludgeoning damage and a Large or
This disease must be cured in days equal to 1d6+the
smaller target is grappled (escape DC 15). Until this
creature's Constitution Modifier. In half that time, they are
grapple ends, the target is restrained, and Toorn can only
also poisoned. The disease is slowly converting their vital
grapple two targets at a time.
fluids into an acidic toxin, corroding them from the inside.
Tail: Melee Weapon Attack, +6 to hit, reach 10 ft., one
target. Hit: 2d12+4 slashing damage.

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


target. Hit: 2d10+4 slashing damage.

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


Hit: 2d12+4 piercing damage

The Seven Deadly Sins


In the Feywild, there are many creatures that are manifestations of
certain emotions. Redcaps represent anger, for example. But there
are 7 creatures in particular that are physical representations of the
Seven Deadly Sins. They are deadly in their behavior and
appropriately have earned their mantles. Little is known behind the
Sins' motives or hierarchy. No one knows if there is a leader or if
there's even any communication between the Sins, further research
is required.

Toorn
Wrath is the most intense form of anger; it is a blind fury. This Actions
double-headed baboon creature is easily thrown into such rages. It
has been known to kill without any rhyme or reason. Toorn is one Multiattack: The Carrier can make two attacks, one with
being you do not want to cross because if you slight them in anyway, its bite and one with its slam, or two with its slam.
they will never relent. It seems obvious, but Toorn does not forgive
nor do they forget. There are rumors that Toorn has traveled Slam: Melee Weapon Attack, +7 to hit, reach 5 ft., one
hundreds of miles and risked their own life to kill a specific target, all target. Hit: 1d10+5 bludgeoning damage + 1d6 poison
out of anger. damage.

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


Hit: 2d8+5 piercing damage + 1d6 poison damage.

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succeed a DC 12 Wisdom saving throw or have their vision
Popping Pustule (Recharge 5-6): The carrier can pop and hearing obscured.
one of the larger pustules of poisonous acid on its body
and birth a young carrier to aid in battle. It appears within Innate Spellcasting: Dipteris's innate spellcasting ability
5 ft. from the carrier. When this ability is used, roll is Intelligence (Spell Save DC 15). It can innately cast the
initiative for the Young Carrier. following spells, requiring no material components:
At will: Infestation
1/day: Vampiric Touch
Young Carrier 3/day: Darkness, Misty Step, Crown of Madness
Small Monstrosity, chaotic evil

Armor Class: 12 (Natural Armor)


Hit Points: 12
Speed: 30 ft.

STR DEX CON INT WIS CHA


15(+2) 7(-2) 15(+2) 7(-2) 11(0) 5(-3)

Saving Throws: Constitution +5


Damage Immunities: Poison
Condition Immunities: Poisoned, Diseases
Languages: Common

Actions
Bite: Melee Weapon Attack, +4 to hit, reach 5 ft., one target. Hit:
1d6+2 piercing damage + 1d6 poison damage.

Carrier
Near large cities or great civilizations, often times you will find signs
of pollution. Toxic waste can be found in water systems or near large
dumpsites. From this sewage, Carriers can be born given the right
combination of chemicals and pollutants. Actions
Multiattack: Dipteris can make three attacks with slams
Dipteris, Lord of the Flies or bites. But Dipteris can only make one attack if it chooses
Large fiend (demon), chaotic evil to use the Engulf ability that turn.

Armor Class: 18 (Natural Armor) Bite: Melee Weapon Attack, +8 to hit, reach 5 ft., one target.
Hit Points: 143 Hit: 2d6 + 5 piercing damage.
Speed: 30 ft., hover 10 ft.
Slam: Melee Weapon Attack, +8 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 2d8 +5 bludgeoning damage.
20(+5) 15(+2) 18(+4) 18(+4) 11(0) 7(-2)
Engulf: When Dipteris is sharing a space with a creature
Saving Throws: Constitution +7, Dexterity +5 that is Medium or smaller, it engulfs the creature entirely.
Skills: Perception +5 Swarms of flies begin to close in, constricting the creature
Damage Resistances: Necrotic Damage and soon begin attempting to enter any possible orifice.
Damage Immunities: Piercing, Slashing, or bludgeoning The engulfed creature is blinded, restrained, and unable to
from nonmagical weapons. breathe. The creature must make a DC 15 Constitution
Condition Immunities: Poisoned, blinded, deafened, Saving throw at the beginning of each of Dipteris's turns or
stunned, paralyzed, petrified, grappled, restrained. take 2d10+5 bludgeoning damage. Dipteris can only engulf
Senses: Blindsight 10 ft., Darkvision 60 ft. one creature at a time.
Languages: Common and Abyssal
Dipteris, Lord of the Flies
Every couple centuries contain war, famine, or pestilence so severe
Amorphous Body: Dipteris is one being comprised of that the death count seems impossible. And yet in those makeshift
millions of flies. As such, it can fit through any opening that burial grounds lies countless bodies. The stench of rot summons
is at least 1 inch wide and it has advantage on any saving millions of flies. The pure grief of those left alive mixes with the
throws that would result in it being grappled or restrained. chaotic evil of the act that caused it. The result is these millions of
flies being used as hosts by the negative energy forming a Dipteris, a
Swarm: Dipteris can occupy another creature's space that Lord of the Flies.
is Medium or smaller and vice versa. That creature must
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This amorphous being can choose when to be solid in order to walk, Saving Throw or be blinded until the end of the reflectore's
punch, or pick things up. Other times, Dipteris will be like a fluid to next turn.
get past locked doors or to resist melee attacks. Unlike many
fiendish demons, Dipteris is born on the Material Plane wreaking Reflectore
havoc on its peoples, eventually to be welcomed home to the Abyss Many assume the Elemental Plane of Earth to be a full spectrum of
like a hero. browns, greys, and blacks. However, there are many colors. Earth is
not just simple rock and dirt. Earth is crystals, gems, jade, diamonds,
sapphires, and so on. The reflectore is a creature born of a reflective
Reflectore crystal that has become an asset to their survival. Many creatures
that call the Earth plane home are considerably larger. But the
Small elemental, chaotic neutral reflectore is a bit smarter.

Armor Class: 11 (Natural Armor)


Hit Points: 21
Speed: 30 ft.
Shisho (Gluttony)
Medium Fey, Lawful Neutral
STR DEX CON INT WIS CHA
Armor Class: 15
15(+2) 14(+2) 16(+3) 10(0) 16(+3) 9(-1)
Hit Points: 76
Speed: 30 ft.

STR DEX CON INT WIS CHA


15(+2) 20(+5) 16(+3) 22(+6) 11(0) 14(+2)

Saving Throws: Intelligence +8, Dexterity +7


Skills: History +8, Arcana +8, Religion +8
Senses: Darkvision 60 ft.
Languages: Common and Deep Speech, but they can
understand any language

Skills: Stealth +4
Damage Resistance: Poison damage
Senses: Darkvision 60 ft., tremorsense 30 ft.
Languages: Terran

Bad Luck: If the reflectore is brought to 0 hit points, it


shatters into splinters. The creature that dealt the final
blow has bad luck until their next long rest. During this
time, all ability checks are done with disadvantage.

Reflect: As a reaction, the reflectore can redirect any


nonphysical attack back at the creature who dealt it. For
example, the reflectore cannot reflect weapon attacks,
melee or ranged. But it can reflect spells such as Guiding Magic Resistance: Shisho has advantage on saving throws
bolt, Lightning bolt, or Fireball. against spells and other magical effects.
Actions Glutton for Knowledge (Recharge 5-6): As a reaction,
Multiattack: The reflectore can make one attack with its Shisho can steal a spell that was used against it in combat.
claws and one with its blinding ray. It now has the ability to cast that spell even if it didn't
previously known or prepared it. This new spell can only
Claws: Melee Weapon Attack, +4 to hit, reach 5 ft., one be used once and does not use a spell slot.
target. Hit: 1d6+2 slashing damage.
Spellcasting: Shisho is a 10th level spellcaster. Its
Blinding Ray: This can only be done during the daylight in spellcasting ability is Intelligence (spell save DC 17, +9 to
view of the sun. The reflectore bounces sunlight in hit with spell attacks). Shisho has the following wizard
concentrated beam towards one target within 60 ft. that it spells prepared:
can see. The target must succeed on a DC 13 Constitution
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Cantrips (at will): Mage Hand, Prestidigitation, Ray of
Frost, Chill Touch, Minor Illusion
1st level (4 slots): Disguise Self, Magic Missile, Shield,
Expeditious Retreat
2nd level (3 slots): Melf's Acid Arrow, Hold Person,
Phantasmal Force
3rd level (3 slots): Counterspell, Thunder Step, Slow
4th level (3 slots): Storm Sphere, Polymorph, Otiluke's
Resilient Sphere
5th level (2 slots): Cloudkill, Wall of Force

Actions
Multiattack: Shisho can make three attacks with its
shortsword.

Shortsword: Melee Weapon Attack, +8 to hit, reach 5 ft.,


one target. Hit: 1d6+5 piercing damage.

Shisho
There is an old forgotten temple that once belonged to a pair
of Archfey. Now it lies in ruins deep in a mystical forest that is
full of odd and peculiar dangers. The decrepit temple is now Magic Resistance: Orguya has advantage on saving
home to two beings that represent the deadly sin, Gluttony. throws against spells and other magical effects.
Each creature is rather slender with pale flesh from never
going outside. Most people imagine gluttony as an Striking Beauty: Orguya is imbued with such beauty that
uncontrollable hunger for food, but these two have an as an action, she can remove her mask and cause each
unquenchable thirst for knowledge. They strive to know creature in a 15-foot cube originating from her to make a
everything about everything and cannot get enough. They DC 18 Wisdom Saving Throw or be charmed by her. This
lasts until the end of her next turn. This feature can only be
will do whatever it takes, risking lack of sleep, starvation, or
used once per short or long rest.
even death.
Because of this devotion to learning, they are powerful
Fairest of Them All: Not only is Orguya immune to being
wizards and yet have also learned of the art of sword fighting. charmed but if a creature attempts to charm her, she can
They have found a way to weave martial arts with magic. So turn the charm back on them. That creature must make a
learned are the Shisho that they can recast unknown spells DC 18 Wisdom Saving throw or be charmed for 1 minute
just by witnessing their use. or until that creature takes damage.

Orguya (Pride) Innate Spellcasting: Orguya's spellcasting ability is


Charisma (Spell Save DC 18). It can innately cast the
Medium Fey, Chaotic Neutral following spells, with no material components required:
At Will: Charm Person, Prestidigitation
Armor Class: 17 3/Day: Hypnotic Pattern, Hold Person, Dragon's Breath
Hit Points: 242 1/Day: Mass Suggestion
Speed: 30 ft., flying 50 ft.
Legendary Resistances (2/Day): If Orguya fails a saving
STR DEX CON INT WIS CHA throw, she can choose to succeed instead.
25(+7) 18(+4) 19(+4) 15(+2) 17(+3) 24(+7)
Actions
Saving Throws: Strength +10, Charisma +10
Multiattack: Orguya makes three attacks with her
Damage Resistances: Piercing, slashing, and bludgeoning
greatsword or two attacks with her greatsword and one
damage from nonmagical weapons
constrict attack with her tail.
Damage Immunities: Poison, Fire, Cold, Lightning
Condition Immunities: Poisoned, Blinded, Deafened,
Greatsword: Melee Weapon Attack. +10 to hit, reach 5 ft.,
Charmed
one target. Hit: 2d6+7 slashing damage
Senses: Darkvision 120 ft.
Languages: Common and Sylvan
Constrict: Melee Weapon Attack, +10 to hit, reach 10 ft.,
one target. Hit: 2d8+4 bludgeoning damage and a Large or
smaller target is grappled (escape DC 17). Until this
grapple ends, the target is restrained, and Orguya can only
grapple one target at a time.
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Legendary Actions Ethereal Plane Born: The Ethereal Dragon can see 120 ft.
into the Ethereal Plane when it is on the Material Plane,
Orguya can take 2 legendary actions, choosing from the list and vice versa.
below. Only one legendary action can be used at a time and
only at the end of another creature's turn. Orguya regains Ethereal Jaunt (Recharge 5-6): As a bonus action, the
spent legendary actions at the start of their turn. Ethereal Dragon can magically shift from the Material
Plane into the Ethereal Plane, and vice versa.
Greatsword Attack: Orguya makes a greatsword attack.
Legendary Resistance (3/Day): If the dragon fails a
Cast a Spell (Costs 2 Actions): Orguya can cast a spell saving throw, it can choose to succeed instead.
from her list above.
Actions
Orguya
As beautiful as she is deadly, this half-snake, half-winged woman is Multiattack: The dragon can use its Frightful Presence. It
so endowed with beauty that a single glance of her face can charm then makes three attacks: one with its bite and two with its
those around her. Travelers who have seen her are few and often claws.
not believed. She doesn't leave the mountain she lives near but will
do her best to encounter any traveler or potential zealot who can Bite: Melee Weapon Attack, +14 to hit, reach 15 ft., one
praise her and spread tales of her beauty. She even has a small, very target. Hit: 2d10+9 piercing damage.
powerful following of bards led by one paladin who fights in her
honor. She forces them to sing of her beauty and her power, to Claws: Melee Weapon Attack, +14 to hit, reach 10 ft., one
spread tales of her conquests, to build a greater following. She target. Hit: 2d6+9 slashing damage.
believes herself to be the best: the best looking, the best fighter, the
best sin of all. She is after all a representation of Pride.
Tail: Melee Weapon Attack, +14 to hit, reach 20 ft., one
target. Hit: 2d8+9 bludgeoning damage.
Ancient Ethereal Dragon Frightful Presence: Each creature of the dragon's choice
Gargantuan Dragon, True Neutral that is within 120 ft. of the dragon and aware of it must
succeed on a DC 22 Wisdom Saving Throw or become
Armor Class: 22 (Natural armor) frightened for 1 minute. A creature can repeat the saving
Hit Points: 462 throw at the end of each of its turns, ending the effect on
Speed: 40 ft., climb 40 ft., flying 80 ft. itself on a success. If a creature's saving throw is successful
or the effect ends for it, the creature is immune to the
STR DEX CON INT WIS CHA dragon's Frightful Presence for the next 24 hours.
29(+9) 11(0) 26(+8) 22(+6) 26(+8) 21(+5)
Ethereal Border Cross (1/Day): The dragon can use its
Saving Throws: Dexterity +7, Charisma +10, Wisdom +10 action to summon a monster with a challenge rating of 13
Skills: Arcana+10, History +10, Perception +12, Stealth +8 or lower from any of the planes to come assist in battle.
Damage Resistances: Piercing, slashing, and bludgeoning Roll a d10 to see what monster is summoned using the
damage from nonmagical weapons. table below. When this happens, the summoned monster is
Damage Immunities: Force damage friendly unless concentration is broken, as if concentrating
Senses: Blindsight 60 ft., Darkvision 120 ft. on a spell.
Languages: Common and Draconic Roll initiative for the monster, which has its own turns. If
concentration is broken, the monster could become hostile
and attack the dragon. This monster disappears when it
drops to 0 hit points or when the dragon sends it back to
its plane.

d10 Plane Monster

1 Material Beholder
2 Feywild Bheur Hag
3 Shadowfell Gloom Weaver, shadar-kai
4 Fire Salamander
5 Earth Dao
6 Air Air Elemental Myrmidon
7 Water Water Elemental

Not for resale. Permission granted to print or photocopy this document for personal use only. J. Gagliani 11
8 Abyss Armanite Damage Resistances: Piercing, slashing, and bludgeoning
damage from nonmagical weapons
9 9 Hells Bone Devil Damage Immunities: Acid, Poison
10 Astral Mind Flayer Condition Immunities: Poisoned, Blinded, Deafened,
Charmed, Exhausted, Frightened, Prone
(Feel free to switch it up, if you'd like. Try and vary the possible monsters Senses: Blindsight 60 ft. (blind beyond this radius)
so you have a chance to get a weaker monster (Water Elemental) and not
only powerful ones (Beholder)). Languages: Aquan

Force Breath (Recharge 5-6): The dragon exhales a large


beam of crackling energy in a 90-foot line that is 10 feet
wide. Each creature in that line must make a DC 22
Dexterity Saving Throw or take 15d10 force damage, or
half as much damage on a success.

Legendary Actions
The dragon can take 3 legendary actions, choosing from
the options below. Only legendary 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 Perception check.

Tail Attack: The dragon makes a tail attack.


Amorphous: The acid walker can move through a space as
Wing Attack (Costs 2 Actions): The dragon beats its
narrow as 1 winch wide without squeezing.
wings. Each creature within 15 feet of the dragon must
succeed on a DC 22 Dexterity Saving Throw or take 2d6+8
Corrosive Form: A creature that touches the acid walker
bludgeoning damage and be knocked prone. The dragon
or hits it with a melee attack while within 5 feet of it take
can then fly up to half its flying speed.
1d8 acid damage. Any nonmagical weapon made of metal
Ethereal Dragons or wood that hits the acid walker begins to corrode. After
The Ethereal Plane isn't known for natural inhabitants the way many dealing damage, the weapon takes a permanent and
other planes are. But the ether that makes up this in-between world cumulative -1 penalty to damage rolls. If its penalty drops
will sometimes condense enough in a mysterious process, unknown to -5. the weapon is destroyed. Nonmagical ammunition
to nearly any mortals, and form an Ethereal Dragon. This dragon is made of metal or wood that hits the acid walker after
an expert at traveling between planes, of staying in the Ethereal dealing damage disintegrates.
Plane for most of its life.
An Ethereal Dragon is exceedingly rare and incredibly powerful if Elemental Nature: The acid walker doesn't require sleep.
faced. They can phase in and out of the Ethereal Plane as well as
summon creatures from other planes at will. And their breath Actions
weapon is a forceful beam of devastation and destruction.
These dragons follow the philosophy of balance. Being in between Acid Punch: Melee Weapon Attack, +5 to hit, reach 5 ft.,
planes gives the dragon the ability to oversee all of history take one target. Hit: 1d6+3 bludgeoning damage + 3d8 acid
place simultaneously. They are incredibly intelligent, patient, damage. In addition, nonmagical armor worn by the target
perceptive, insightful, and can come across callous and calculating. is partly dissolved and takes a permanent and cumulative -
Maybe the most unique trait is the Ethereal Dragon's horde or 1 penalty to the AC it offers. The armor is destroyed if the
treasure. It is smaller than most, but contains magical items and penalty reduces the AC to 10.
artifacts and prizes from all over the universe, every plane.
Acid Walker
Even the Elemental Plane of Water has cities and solid structures.
Acid Walker Scattered through these land masses are pools of acid. And
occasionally from these acid pools, a being will walk from its depths
Medium Elemental, Unaligned
and enter the world. These Acid Walkers as they're appropriately
named (or lazily named) can squeeze through tight spaces and melt
Armor Class: 10 certain solid surfaces as they move. They usually stand 4-5 feet tall
Hit Points: 25 and appear humanoid, but are more similar to other elementals in
Speed: 20 ft., climb 15 ft., behavior. They don't speak much, aren't very friendly, and are very
likely to retaliate if provoked.
STR DEX CON INT WIS CHA
16(+3) 9(-1) 19(+4) 9(-1) 12(+1) 9(-1)

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Blizzard Serpent Actions
Gargantuan Elemental, Neutral Multiattack: The Blizzard Serpent can make one attack
with its bite and one with its tail.
Armor Class: 17
Hit Points: 192 Bite: Melee Weapon Attack, +12 to hit, reach 15 ft., one
Speed: 50 ft. target. Hit: 1d10+7 piercing damage and 2d8 cold damage.
The target also has its speed reduced by 10 until the
STR DEX CON INT WIS CHA Blizzard Serpent's next turn.
20(+5) 27(+8) 25(+7) 2(-4) 20(+5) 17(+3)
Tail: Melee Weapon Attack, +12 to hit, reach 20 ft., one
Saving Throws: Wisdom +10, Charisma +9 target. Hit: 1d10+7 bludgeoning damage plus 1d6 cold
Skills: Stealth +15, Perception +10 damage.
Damage Resistances: Piercing, slashing, and bludgeoning
damage from nonmagical weapons Cold Breath (Recharge 6): The Blizzard Serpent rears
Damage Immunities: Cold, Acid, Poison back before exhaling an icy blast in a 60 ft. cone. Each
Condition Immunities: Poisoned, Blinded, Deafened, creature in that area must make a DC 21 Constitution
Charmed, Exhausted, Frightened, Prone, and Stunned Saving throw, taking 12d8 cold damage on a failed save, or
Senses: Darkvision 60ft., Tremorsense 30 ft. half as much damage on a successful one.
Languages: ---
Legendary Actions
Legendary Resistances (3/Day): If the Blizzard Serpent The Blizzard Serpent can take 3 legendary actions,
fails a saving throw, it can choose to succeed instead.
choosing from the options below. Only one legendary
action can be used at a time and only at the end of another
Siege Monster: The Blizzard Serpent deals double damage
creature's turn. The serpent regains spent legendary
to objects and structures. actions at the start of its turn.
Snowy Form: The Blizzard Serpent can enter a hostile Tail Attack: The Blizzard Serpent uses its tail to make an
creature's space and stop there. If a creature's turn starts attack.
or ends in the Blizzard Serpent's space, they must succeed
on a DC 21 Constitution Saving Throw or take 1d8 cold
Blizzard (2 Actions): Until the end of the Blizzard
damage and have their speed reduced by 10 ft. until their
Serpent's next turn, there is a forceful and dense blizzard
next turn. occurring in a 60-foot radius around the serpent. This area
The Serpent can also move through a space as narrow as is difficult terrain and any creatures within are blinded for
1 inch wide without squeezing. Further, it can change its the duration.
overall size from small to Gargantuan by gathering nearby
snow and ice to enlarge.
Bite (2 Actions): The Blizzard Serpent makes a bite attack.

Blizzard Serpent
Consider this destructive, borderline apocalyptic creature akin to the
mighty Leviathan. The blizzard serpent calls Frostfell home but has
been rumored to be seen in the Material Plane in the arctic tundra
of the north. They are comprised of snow, so can move through
small cracks and yet can appear solid as ice as well. This gargantuan
serpent can cause blizzards, freeze its enemies in ice, and cause
massive destruction to structures. It is near impossible to defeat one
of these creatures without a small army.

Beyvarian
Small Humanoid (Beyvarian), Chaotic Good

Armor Class: 14 (Leather Armor)


Hit Points: 25
Speed: 25 ft., swimming 30 ft.,

STR DEX CON INT WIS CHA


16(+3) 17(+3) 14(+2) 12(+1) 15(+2) 11(0)

Skills: History +5, Nature+7


Senses: Darkvision 60 ft.
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Languages: Beyvarian and Common

Woodsman: The Beyvarian is very skilled in


woodworking and has advantage on Nature or History
checks when being made about wood.

Hold Breath: The Beyvarian can hold its breath for up to Eyes On The Prize: When on the hunt for valuables,
15 minutes. trinkets, or gold the Yogsim becomes incredibly motivated.
They dial in to their goal and have advantage on all
Actions Perception and Stealth checks.
Bite: Melee Weapon Attack, +5 to hit, reach 5 ft., one target.
Hit: 1d8+3 piercing damage. Crab Form: As a bonus action, the Yogsim can trasform
into a crab for 5 minutes or until it drops to 0 hit points or
Claws: Melee Weapon Attack, +5 to hit, reach 5 ft., one uses another bonus action to return to its true form. As a
target. Hit: 1d6+3 slashing damage. crab, the Yogsim retains its Intelligence and Wisdom
scores. The other stats for the crab are available in the
Handaxe: Melee or Ranged Attack, +5 to hit, reach 5 ft. or Monster's Manual and the Player's Handbook.
20/60 if thrown, one target. Hit: 1d6+3 slashing damage.
Actions
Beyvarian Claws (in Crab or True form): Melee Weapon Attack, +5
These beaver folk live near busy rivers found in evergreen or to hit, reach 5 ft., one target. Hit: 1d8+3 piercing damage.
deciduous forests. They share many behavioral traits with natural
beavers such as building dams, being able to swim well, and having
Gratuitous Greed: The Yogsim stares at a creature within
an affinity for wood. Unlike beavers, the beyvarians can create
30 feet of it and imbues them with intense greed. If the
stunning sculptures, shields, and structures from wood. They are
normally quite peaceful, but if their habitat or homes are target fails a DC 13 Wisdom Saving throw, they spend their
threatened, they can be quite the menace when they team up. next turn doing anything and everything they can to
acquire a certain object of their desire that belongs to
someone else. The DM gets to choose what it is, perhaps a
Yogsim (Greed) fellow party member's weapon, trinket, spellbook, arcane
Medium Fey, Chaotic Evil focus, or jewelry. At the end of the target's turn, the effect
wears off. This ability can only be used once per short or
Armor Class: 15 (Natural Armor) long rest.
Hit Points: 27 Yogsim
Speed: 30 ft., climb 20 ft., On the sandy shores of the Feywild, there hides about a dozen crab-
like creatures that together represent the sin of Greed. They can
STR DEX CON INT WIS CHA transform into crabs in order to scuttle discreetly through the soft
16(+3) 19(+4) 17(+3) 9(-1) 12(+1) 9(-1) sands and pebbles towards their prize. And with their heightened
senses, they can smell valuable treasures from quite far away. They
Skills: Perception +6, Stealth +8 can even impart their own greed into nearby creatures so be sure to
Condition Immunities: Charmed have your valuables tightly secured, even from your allies!
Senses: Darkvision 60 ft.
Languages: Sylvan
Apex Awakened Shrub
Keen Greed: This Yogsim can smell gold and jewels from Medium to Huge Plant, Unaligned
150 feet away.
Armor Class: 13
Hit Points: 25 (Warthog), 36 (Lion), 94 (Triceratops)
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Speed: 30 ft. imbue life into these plant sculptures and use them as a form of
defense.
STR DEX CON INT WIS CHA
16(+3) 12(+1) 14(+2) 2(-4) 11(0) 5(-3)
Zalaam
Damage Vulnerabilities: Fire. Large Undead, Neutral Evil
Damage Resistances: Piercing.
Languages: One language known by its creator Armor Class: 16 (Natural Armor)
Hit Points: 72
Speed: 30 ft.

STR DEX CON INT WIS CHA


20(+5) 17(+3) 18(+4) 13(+1) 12(+1) 5(-3)

Saving Throws: Strength +8, Constitution +7


Damage Vulnerabilities: Radiant
Damage Resistances: Necrotic, Psychic
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Darkvision 120 ft.
Languages: Common

Turn Immunity: The Zalaam is immune to effects that


turn undead.

Sunlight Sensitivity: While in sunlight, the Zalaam has


False Appearance: When the shrub remains motionless, it disadvantage on attack rolls, as well as Perception checks
is indistinguishable from a normal topiary sculpture. that depend on sight.

Trampling Charge (only triceratops or warthog): If the Shadow Step: When you are in dim light or darkness, you
shrub moves at least 20 feet straight toward a creature and can use a bonus action to teleport up to 30 feet to an
then hits it with a gore attack on the same turn, that target unoccupied space you can see that is also in dim light or
must succeed on a DC 12 Strength saving throw or be darkness. You then have advantage on the first melee
knocked prone (DC 10 if the warthog). If the target is attack you make before the end of the turn.
knocked prone, the shrub can make a stomp attack as a
bonus action. Innate Spellcasting: The Zalaam's spellcasting ability is
Wisdom (Spell Save DC 12). It can innately cast the
Splinters: Any time a shrub hits a target with a physical following spells, requiring no material components.
attack, they must make a DC 10 Constitution saving throw At Will: Darkness
or take an additional 1d6 piercing damage from splinters 1/Day: Invisibility
left behind.

Actions
Gore (triceratops and warthog): Melee Weapon Attack,
+5 to hit, reach 5 ft., one target. Hit: 2d8+3 piercing
damage.

Stomp (triceratops and warthog): Melee Weapon Attack,


+5 to hit, reach 5 ft., one target. Hit: 2d4+3 bludgeoning
damage.

Claws (Lion): Melee Weapon Attack, +5 to hit, reach 5 ft.,


one target. Hit: 2d4+3 piercing damage.

Bite (Lion): Melee Weapon Attack, +5 to hit, reach 5 ft.,


one target. Hit: 2d6+3 piercing damage.
Actions
Apex Awakened Shrub
In the upper class districts of Waterdeep, there was a spellcaster Multiattack: The Zalaam can make two attacks with its
who had a hobby of the topiary arts. They discovered a method to claws.

Not for resale. Permission granted to print or photocopy this document for personal use only. J. Gagliani 15
Claws: Melee Weapon Attack, +8 to hit, reach 5 ft., one
target. Hit: 2d8+5 slashing damage

Bear Trap: Ranged Weapon Attack, +6 to hit, reach 20/60


ft., one target. Hit: 2d6+3 piercing damage and the target's
movement is cut in half. On the target's turn, they can use
an action to make a DC 13 Strength check to remove the
trap. On each failed Strength check, the trap does another
1d6 piercing damage.

Zalaam
Necromancers, like other spellcasters, can spend years or even
lifetimes studying in order to gain power and new abilities. It isn't
that difficult for a necromancer to raise undead and create zombies.
But to create a Zalaam requires intense power and skill. Zalaams are
beastly hunters of Good. They lurk in the shadows mastering
movement in the dark. They shred their enemies to pieces with their
massive claws. These undead creatures are known for their ferocity
and unwavering hatred of anything or anyone that is good.
Envious Score Swap: As a bonus action, Misundeles in its
Misundeles (Envy) true form can cause up to 6 creatures within 60 feet and
within sight to feel enormous envy, if they fail a DC 18
Small Fey, Chaotic Evil Wisdom saving throw. This envy is so powerful that
Misundeles can then cause the affected creatures to each
Armor Class: 16 swap an Ability Score with one another. The swapped
Hit Points: 113 scores remain that way until the creature takes a long rest
Speed: 30 ft. or until Misundeles dies. This ability can only be used once
per day. As an example, a Barbarian may swap Strength
STR DEX CON INT WIS CHA and Intelligence Scores with a Wizard, making the
14(+2) 13(+1) 19(+4) 20(+5) 18(+4) 22(+6) Barbarian very smart and the Wizard very strong.

Skills: Deception +10, Persuasion +9 Actions


Saving Throws: Intelligence +9, Wisdom +8, Charisma
Multiattack: Misundeles can make 2 attacks with its claws
+10
or with simple or martial weapons if taking the form a
Damage Resistances: Piercing, Slashing, and Bludgeoning
humanoid.
from nonmagical weapons.
Condition Immunities: Charmed
Claws (true form only): Melee Weapon Attack, +6 to hit,
Senses: Truesight 30 ft., Darkvision 60 ft.
reach 5 ft., one target. Hit: 2d8+2 slashing damage.
Languages: Sylvan and any languages that its victims
knew before having their faces stolen.
Simple/Martial Weapon (shapechanged only): Melee
Weapon Attack, +6 to hit, reach 5 ft., one target. Hit:
Shapechanger: Misundeles can use its action to
Whatever that weapon does (in PHB) +2 damage.
polymorph into a Small or Medium humanoid whose face
it has stolen, or back into its true form. Its statistics, other Misundeles
than its size, are the same in each form. Any equipment it Sometimes known as The Face Stealer, Misundeles is a very
is wearing or carrying is transformed as well. It reverts to powerful and sinister creature lurking nearby villages and small
its true form if it dies. towns of the Feywild. Misundeles represents the sin of Envy, which
is why they steal the faces of victims so that they can shapeshift. Any
Witch Sight: Misundeles can see the true form of any creature killed by Misundeles can have their face stolen.
shapechanger or creature concealed by illusion or Misundeles uses cunning and strategy to defeat any enemies or
transmutation magic while the creature is within 30 feet of those who wish them harm. However, it is more likely that
it and within sight. Misundeles will use their innate spellcasting to avoid direct combat
and flee to safety.
Innate Spellcasting: Misundeles's spellcasting ability is
Charisma (Spell Save DC 18). It can innately cast the follow
spells, requiring no material components. Cheonsa
At Will: Charm Person, Friends, Thaumaturgy Medium Celestial, Lawful Good
3/Day: Suggestion, Misty Step, Mirror Image
1/Day each: Dominate Person, Phantasmal Killer, Conjure Armor Class: 20 (Plate Armor & Shield)
Fey Hit Points: 92

Not for resale. Permission granted to print or photocopy this document for personal use only. J. Gagliani 16
Speed: 30 ft. flying 60 ft. Healing Touch (3/Day): The Cheonsa touches another
creature. The target magically regains 4d8+4 hit points
STR DEX CON INT WIS CHA and is freed from any curse, disease, poison, blindness, or
21(+5) 18(+4) 19(+4) 16(+3) 20(+5) 21(+5) deafness.

Skills: Insight +9, Perception +10 Cheonsa


Saving Throws: Wisdom +9, Charisma +9 These celestial warriors are usually given charges of protecting
artifacts, guarding holy temples, or in times of war. These angelic
Damage Resistances: Radiant, Piercing, Slashing, and
beings stand out from their celestial counterparts because of their
Bludgeoning from nonmagical weapons.
jet black skin contrasting their golden armor and hair. Like other
Condition Immunities: Charmed, Exhausted, Frightened
angels however, their vision of Good is so black and white, so lawful,
Senses: Darkvision 120 ft. that they can come across as cold and calculating. There are rumors
Languages: All languages, telepathy 120 ft. that some rare magic item merchants possess a Javelin of Justice for
sale, but these rumors aren't substantiated.

Kasal (Sloth)
Huge Fey, Chaotic Evil

Armor Class: 16
Hit Points: 162
Speed: 15 ft. Swimming 60 ft.

STR DEX CON INT WIS CHA


21(+5) 18(+4) 27(+8) 14(+2) 19(+4) 12(+1)

Skills: Perception +8
Saving Throws: Constitution +12, Wisdom +8
Damage Resistances: Piercing, Slashing, and Bludgeoning
from nonmagical weapons.
Condition Immunities: Exhausted
Languages: Sylvan

Angelic Weapons: The Cheonsa's weapon attacks are Magic Resistance: Kasal has advantage on all saving
magical. When the Cheonsa hits with any weapon, the throws against spells and other magical effects.
weapon deals an extra 4d8 radiant damage (included in
the attack). Sultan of Sleep: Kasal cannot be put to sleep by any
magical means.
Javelin of Justice: The Cheonsa can innately cast the
Daylight or Light spells onto their javelin at any time using Lord of Laziness: As an action, Kasal sends out a psionic
a bonus action. If thrown, the javelin also vanishes after blast originating from itself, 30 ft. in every direction. Any
impact and returns to the hand of the Cheonsa after each target in this radius must succeed a DC 19 Constitution
strike. Saving Throw or be charmed. When a creature is charmed
in this way, they drop their weapons and begin removing
Magic Resistance: The Cheonsa has advantage on all any armor they have. At the start of each affected
saving throws against spells and other magical effects. creature's turn, they can try to make the saving throw
again. After two turns, they have removed all their armor.
Actions After the third, they lie on the ground prone overwhelmed
with lethargy. This ability can only be used once per long
Multiattack: The Cheonsa makes 2 attacks with its javelin. rest.

Javelin: Melee or Ranged Weapon Attack, +9 to hit, reach 5


ft. or if thrown 60/240 ft., one target. Hit: 2d6+5 piercing
damage plus 4d8 radiant damage.

Shield Bash: Melee Weapon Attack, +9 to hit, reach 5 ft.,


one target. Hit: 3d10+5 bludgeoning damage and the
target must succeed a DC 18 Strength Saving throw or be
knocked prone.

Not for resale. Permission granted to print or photocopy this document for personal use only. J. Gagliani 17
STR DEX CON INT WIS CHA
13(+1) 16(+3) 17(+3) 20(+5) 18(+4) 27(+6)

Actions
Multiattack: Kasal makes two attacks with his claw
attacks.

Claw: Melee Weapon Attack, +8 to hit, reach 10 ft., one


target. Hit: 2d10+5 piercing damage.
If a target is hit with two claw attacks in one turn, they
are grappled and restrained.
Skills: Deception +10, Persuasion +10, Sleight of Hand +6
Saving Throws: Intelligence +9, Charisma +10
Engulf: If a creature is grappled by Kasal at the start of its
Damage Resistances: Piercing, Slashing, and Bludgeoning
turn, it can take the Engulf action to swallow the creature,
from nonmagical weapons.
assuming they are Medium or smaller. When this happens,
Damage Immunities: Poison
the target must make a DC 20 Constitution Saving Throw
Condition Immunities: Charmed and Poisoned
or take 4d10 acid damage, taking half on a success. The
Languages: Sylvan and Common
creature is also blinded, restrained, and beginning to
suffocate. At the start of each of Kasal's turns, the creature
Magical Resistance: Sehvet has advantage on saving
takes another 2d6 acid damage.
throws against spells and other magical effects.
Whirlpool (Recharge 6): Kasal begins to suck water into
Spirit Serpent: Sehvet has a ghostly familiar named
its toothy maw forming a vacuum of swirling water in a 60
Pokusa in the shape of a three-headed serpent. Sehvet can
ft. cone for 30 seconds. Any creatures in that cyclone must
use Pokusa in all the ways of a normal familiar from the
succeed on a DC 20 Strength Saving Throw or be pulled 15
Find Familiar spell. She can speak through Pokusa using
feet towards Kasal. Each character who starts a turn while
her own voice to speak or cast spells through Pokusa.
in the cyclone spends 15 ft. of their movement moving
toward Kasal unless they succeed the saving throw. Pokusa
Armor Class: 13
Kasal Hit Points: 20
At the bottom of sea in the Feywild lies one of the most powerful
Speed: 30 ft., swimming 30 ft.
sins, Sloth. Kasal is very large creature that can create entire
whirlpools and consume enemies whole. Most of its body will be
STR DEX CON INT WIS CHA
under the sand until it is ready to attack or move locations. Kasal's
15(+2) 16(+3) 13(+1) 3(-4) 12(+1) 3(-4)
sloth behavior means that it has unwavering patience while waiting
for prey. As the lord of laziness, Kasal can even instill other creatures
Skills: Stealth +7
with an overwhelming urge to do nothing. In mid combat, creatures
Damage Resistances: Poison; Piercing, Slashing, and Bludgeoning
can remove their armor, drop their weapons, and lie down at the
from nonmagical weapons.
bottom of the sea leaving them completely vulnerable. Fighting
Condition Immunities: Poisoned
underwater is already difficult, but fighting Kasal is a whole new type
Languages: Understands Sylvan and Common, but can't speak on its
of difficult.
own.

Sehvet (Lust) Actions


Multiattack: Pokusa can make 3 bite attacks.
Medium Fey, Chaotic Evil Bite: Melee Weapon Attack, +5 to hit, reach 5 ft., one target. Hit:
1d8+3 piercing damage.
Armor Class: 16
Hit Points: 90
Speed: 30 ft.
Not for resale. Permission granted to print or photocopy this document for personal use only. J. Gagliani 18
Lover's Gaze: As an action, Sehvet can gaze into the eyes
of a creature within 30 ft. that she can see. They must
make a DC 19 Wisdom Saving throw or be charmed. When
the target is charmed in this way, they feel an
overwhelming lustful urge to be with someone within
eyesight (DM's choice). If no one is within eyesight, then
they fall in love (or lust) with Sehvet. For the charmed
target's next turn, they must use their movement and
action to approach this subject of their desire and profess
their affection. The effect wears off at the end of the
target's turn or if Sehvet dies. Attacks against the charmed
target are with advantage and the target has disadvantage
on saving throws.

Spellcasting: Sehvet is a 9th level spellcaster. Her


spellcasting ability is Charisma (spell save DC 18, +10 to
hit with spell attacks). Sehvet has the following spells
prepared:
Cantrips (at will): Mage Hand, Acid Splash, Light, Minor
Illusion, Chill Touch
1st level (4 slots): Chaos Bolt, Charm Person, Shield,
Magic Missile
2nd level (3 slots): Mind Spike, Maximilian's Earthen
Grasp, Suggestion
3rd level (3 slots): Fly, Counterspell, Melf's Minute
Meteors
4th level (3 slots): Blight, Polymorph, Wall of Fire
5th level (1 slots): Dominate Person

Actions
Multiattack: Sehvet can make two attacks with her
longsword or longbow.

Longsword (+1): Melee Weapon Attack, +8 to hit, range 5


ft., one target. Hit: 1d6+4 slashing damage, 1d8+4 if two
handed.

Longbow (+1): Ranged Weapon Attack, +8 to hit, range


150\600 ft., one target. Hit: 1d8+4 piercing damage.

Sehvet
The representation of lust is as beautiful as she is deadly. She was
once an elven member of nobility until her beloved had a scandalous
affair. Out of the pain, confusion, and disgust Sehvet left her city in
search of power. She vowed for revenge and eventually she found it.
She became a powerful spellcaster and trained with a longsword
and longbow. She even managed to find a new love, her three-
headed snake familiar, Pokusa. Now Sehvet roams the entire
Feywild just looking for individuals who have wronged their loved
ones. She is a vehicle of revenge who very much enjoys her job.

Not for resale. Permission granted to print or photocopy this document for personal use only. J. Gagliani 19

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