DnD Monsters Series 1.1

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Dungeons & Dragons

“D&D Monsters Series” STL miniatures collection by RPGfigures.com studio.

We are an independent sculpting studio specializing in creating extraordinary 3D miniatures.


Join our epic journey and discover the “D&D Monsters Series,” where we bring all the iconic
characters from the Dungeons & Dragons universe to life. Experience incredible
adventures and immerse yourself in a world full of magic and monsters!

Version 1.1
2024
Anonymous User
© RPG Figures. All Rights Reserved
The “DnD Monsters Series” is a collection of monster miniatures from the
Dungeons & Dragons universe. All the sculptures are unique and were
created in our RPGfigures.com studio. The miniatures are available as STL
files for 3D printing. The PDF is intended to organize all the miniatures
created as part of this project. It will be regularly updated and supplemented
with new characters as additional 3D miniatures are developed.

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© RPG Figures. All Rights Reserved
“D&D Monsters Series” STL miniatures collection by RPGfigures.com studio.

Aarakocra ................................ 1 Genies Ogres


Aboleth ..................................... 2 Ghost Oni
Angels ....................................... 3 Ghouls Oozes
Animated Armor ...................4 Giants Orcs
Ankheg ..................................... 5 Gibbering Mouther Otyugh
Azer ........................................... 6 Gith Owlbear
Banshee ................................... 7 Gnolls Pegasus
Basilisk ..................................... 8 Gnome Deep (Svirfneblin) Peryton
Behir........................................... 9 Goblins Piercer
Beholders Golems Pixie
Blights Gorgon Pseudodragon
Bugbears Grell Purple Worm
Bulette Grick Quaggoth
Bullywug Griffon Rakshasa
Cambion Grimlock Remorhazes
Carrion Crawler Hags Revenant
Centaur Half-Dragon Roc
Chimera Harpy Roper
Chuul Hell Hound Rust Monster
Cloaker Helmed Horror Sahuagin
Cockatrice Hippogriff Salamanders
Couatl Hobgoblins Satyr
Crawling Claw Homunculus Scarecrow
Cyclops Hook Horror Shadow
Darkmantle Hydra Shambling Mound
Death Knight Intellect Devourer Shi eld Guardian
Demilich Invisible Stalker Skeletons
Demons Jackalwere Slaadi
Devils Kenku Specter
Dinosaurs Kobolds Sphinxes
Displacer Beast Kraken Sprite
Doppelganger Kuo-toa Stirge
Dracolich Lamia Succubus/Incubus
Dragon Shadow Lich Tarrasque
Dragons Lizardfolk Thri-kreen
Dragon Turtle Lycanthropes Treant
Drider Magmin Troglodyte
Dryad Manticore Troll
Duergar Medusa Umber Hulk
Elementals Mephits Unicorn
Elves: Drow Merfolk Vampires
Empyrean Merrow Water Weird
Ettercap Mimic Wight
Ettin Mind Flayer Will-o’-wisp
Faerie Dragon Minotaur Wraith
Flameskull Modrons Wyvern
Flumph Mummies Xorn
Fomorian Myconid Yetis
Fungi Nagas Yuan-ti
Galeb Duhr Nightmare Yugoloths
Gargoyle Nothic Zombies

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Aarakocra
Dungeons & Dragons monster series collection

Armor Class 12
Hit Points 13 (3d8)
Speed 20 ft., fly 50 ft.
Skills Perception + 5
Senses passive Perception 15
Languages Auran
Challenge 1/4 (50 XP)
Medium humanoid, Neutral good

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ST R DEX CO N IN T WIS CHA


10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 11 (+0)

AC TIONS

DIVE If an Aarakocra is flying and dives at least 30 feet straight


ATTACK
towards a target, then hits it with a melee weapon attack, the
attack deals an additional 3 (1d6) damage to the target.

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


Hit: 4 (1d4+2) slashing damage.

JAVELIN Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.


or range 30/120 ft., one trget. Hit: 5 (1d6 + 2) piercing damage.

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Aboleth
Dungeons & Dragons monster series collection

Armor Class 17 (natural armor)


Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft.
Saving Throws Con +6, Int +8, Wis +6
Skills History +12, Perception +10
Senses Darkvision 120 ft.,
pasive perception 20
Languages Deep Speech, telepathy 120 ft.
Challenge 10 (5,900 XP)
Large Aberation, Lawful evil

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STR DEX CON IN T WIS CHA


21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)

Background: Aboleths are ancient beings


AC TIONS with flawless memories, plotting against the
gods from their watery lairs, seeking to re-
gain their lost power.

MULTIATTACK The Aboleth makes three tentacle attacks.


TENTACLE +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage
and possible disease. Diseased creatures can’t regain hit points unless
underwater and take acid damage if not kept moist.
TAIL +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
ENSLAVE One creature within 30 ft. must succeed on a DC 14 Wisdom saving throw
(3/Day)
or be charmed. The target can repeat the saving throw when taking dam-
age or being far from the Aboleth.
LEGENDARY Detect: Makes a Wisdom (Perception) check.
ACTIONS Tail Swipe: Makes one tail attack.
Psychic Drain (2 actions): Deals 10 (3d6) psychic damage to a charmed creature and
heals the aboleth by the same amount.
LAIR ACTIONS Phantasmal Force: Casts on any number of creatures within 60 ft.
(Initiative Grasping Tide: Pools of water pull creatures into the water.
Count 20) Rage Conduit: Deals 7 (2d6) psychic damage to creatures in water.
REGIONAL Slimy Terrain: Surfaces within 1 mile are difficult terrain.
EFFECTS Fouled Water: Enemies vomit after drinking water within 1 mile.
Illusory Image: Can create a telepathic illusion of itself within 1 mile.
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Angel
Dungeons & Dragons monster series collection

Armor Class 17 (natural armor)


Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 90 ft.
Skills In sight +7, Perception +9
Saving Throws Wis +9, Cha +9
Damage Resistances radiant; bludgeoning, piercing,
and slashing from non magical weapons
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 19
Languages all, telepathy 120 ft.
Challenge 10 (5,900 XP)

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ST R DEX CO N IN T WIS CHA


18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

AC TIONS

MULTIATTACK The Angel makes two melee attacks.


MACE Melee Weapon Attack: +8 to hi t, reac h 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage + 18 (4d8) radiant damage.
HEALING Angel touches another creature, healing 20 (4d8 + 2) hit points
TOUCH (3/Day)
and curing any curse, disease, poison, blindness, or deafness.
CHANGE Angel can magically polymorph into a humanoid or beast with
SHAPE
a challenge rating equal to or less than its own, or revert to its
true form. It retains its game statistics and abilities but adopts
the new form’s AC, movement modes, Strength, Dexterity, and
special senses.

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Animated
Armor
Dungeons & Dragons monster series collection

Armor Class 18 (natural armor)


Hit Points 33 (6d8 + 6)
Speed 25 ft.
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft. (blind beyond th is radius),
passive Perception 6
Languages -
Challenge 1 (200 XP)

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ST R DEX CO N IN T WIS CHA


14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)

AC TIONS

MULTIATTACK The Armor makes two melee attacks.

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


Hit: 5 (ld6 + 2) bludgeoning damage.

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Ankheg
Dungeons & Dragons monster series collection

Armor Class 14 (natural armor),


1 while prone
Hit Points 39 (6d10 + 6)
Speed 39 (6d10 + 6)
Senses darkvision 60ft., tremorsense 60ft.,
passive Perception 11
Languages -
Challenge 2 (450 XP)

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ST R DEX CO N IN T WIS CHA


17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2)

AC TIONS

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


Hit: 9 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If
the target is a Large or smaller creature, it is grappled (escape
DC 13). Until this grapple ends, the ankheg can bite only the
grappled creature and has advantage on attack rolls to do so.

ACID SPRAY The ankheg spits acid in a line that is 30 feet long and 5 feet
(Recharge 6).
wide, provided that it has no creature grappled. Each creature
in that line must make a DC 13 Dexterity saving throw, taking
10 (3d6) acid damage on a failed save, or half as much damage
on a successful one.

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Azer
Dungeons & Dragons monster series collection

Armor Class 17 (natural armor, shield)


Hit Points 39 (6d8 + 12)
Speed 30 ft.
Saving Throws Con +4
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 11
Languages lgnan
Challenge 2 (450 XP)

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ST R DEX CO N IN T WIS CHA


17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0)

AC TIONS

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


Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3)
bludgeoning damage if used with two hands to make a melee
attack, plus 3 (1d6) fire damage.

HEATED BODY A creature that touches the azer or hits it with a


melee attack while within 5 feet of it takes 5 (1d10) fire damage.

HEATED When the azer hits with a metal melee


WEAPONS weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

ILLUMINATION The azer sheds bright light in a 10-foot radius and dim light for an
additional 10 feet.

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Banshee
Dungeons & Dragons monster series collection

Armor Class 12
Hit Points 58 (13d8)
Speed 0 ft., fly 40ft. (hover)
Saving Throws Wis +2, Cha +4
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, slashing from non magical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 10
Languages Common, Elvish
Challenge 4 (1 ,100 XP)

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ST R DEX CO N IN T WIS CHA


1 (-5) 14 (+2 10 (+0) 12 (+1) 11 (+0) 17 (+3)

AC TIONS

CORRUPTING +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
TOUCH
Each non-undead creature within 60 ft. must succeed on a DC 13
HORRIFYING Wisdom saving throw or be frightened for 1 min. A frightened target can
VISAGE repeat the saving throw at the end of each turn with disadvantage if the
banshee is in line of sight. Success grants immunity to this effect for 24 h.
WAIL (1/Day) The banshee emits a wail. All creatures within 30 ft. that can hear it
must make a DC 13 Constitution saving throw. On failure, they drop
to 0 hit points; on success, they take 10 (3d6) psychic damage.
DETECT LIFE The banshee can sense living creatures up to 5 miles away, knowing their
general direction but not exact locations.
INCORPOREAL The banshee can move through creatures and objects as difficult terrain.
MOVEMENT She takes 5 (1d10) force damage if she ends her turn inside an object.

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Basilisk
Dungeons & Dragons monster series

Armor Class 15 (natural armor)


Hit Points 52 (8d8 + 16)
Speed 20 ft.
Skills Perception + 5
Senses darkvision 60ft.,
passive Perception 9
Languages --
Challenge 3 (700 XP)
Medium monstrosity Unaligned

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ST R DEX CO N IN T WIS CHA


16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2)

AC TIONS

BITE The banshee can move through creatures and objects as difficult
terrain. She takes 5 (1d10) force damage if she ends her turn in-
side an object.

PETRIFYING If within 30 feet and seeing each other, the basilisk can force a
GAZE
creature to make a DC 12 Constitution saving throw. On failure,
the creature begins to turn to stone and is restrained. A second
failed save petrifies the creature until freed by greater resto-
ration or similar magic. Creatures can avert their eyes to avoid
the saving throw but cannot see the basilisk until their next turn.
The basilisk can also petrify itself if it sees its reflection in bright
light within 30 feet.
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Behir
Dungeons & Dragons monster series

Armor Class 17 (natural armor)


Hit Points 17 (natural armor)
Speed 50 ft. , climb 40 ft.
Skills Perception +6, Stealth +7
Damage Immunities lightning
Senses darkvision 90ft.,
passive Perception 16
Languages Draconic
Challenge 11 (7,200 XP)

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ST R DEX CO N IN T WIS CHA


23 (+6) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1)

AC TIONS

MULTIATTACK The Behir makes two attacks: one bite and one constrict.
BITE +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

LIGHTNING +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6)
BREATH
(Recharge 5-6)
bludgeoning plus 17 (2d10 + 6) slashing damage. The target is grap-
pled (escape DC 16) and restrained.

SSWALLOW The behir makes a bite attack against a Medium or smaller target it is
grappling. On a hit, the target is swallowed, blinded, restrained, and
takes 21 (6d6) acid damage at the start of each of the behir’s turns. If the
behir takes 30+ damage from the swallowed creature in a turn, it must

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