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     Demongnome’s 

    Manual

    of

    Missing MonstersCreated by: Tim Stack II

    Conversions of Monsters from Dungeons & Dragons 3.5 & Pathfinder

    Revision History:

    4/12/15: Added Descriptions.4/11/15: Added Caryatid Column, Formian Worker, Formian Warrior, Formian Taskmaster, Formian Myrmarch

    4/9/15: Added Inix, Mekillot, Erdlu, Thoqqua, Girallon4/8/15: Added Phoenix

    4/7/15: Added Destrachan, Frost Worm, Phasm

    4/5/15: Added Brain in a Jar, Assassin Vine4/3/15: Added Mohrg, Quth-Maren, Choker, Dread Wraith

    4/1/15: Added Keeper, Giant Hamster (with variants)

    3/31/15: Added Kolyarut Inevitable, Marut Inevitable, Zelekhut Inevitable3/30/15: Added Bodak, Ethereal Filcher, Ethereal Marauder, Shocker Lizard, Nixie, Shadow Mastiff

    3/29/15: Added Kelpie, Gray Render3/28/15: Added Grig, Nymph

    3/27/15: Added Allip, Huecuva, Selkie, Trumpet Archon

    3/25/15: Added Lillend, Dire Bear, Greater Barghest3/23/15: Added Quickling

    3/18/15: Added Lantern Archon, Hound Archon

    3/7/15: Added Marrash

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    ALLIPMedium undead, neutral evil  

    Armor Class 11Hit Points 39 (6d8 + 12) Speed Fly 30 ft.

    STR  DEX  CON  INT  WIS  CHA  

    6 (-3)

     12 (+1)

     14 (+2)

     11 (+0)

     11 (+0)

     18 (+4)

    Saving Throws Dexterity +3Damage Resistances acid, fire, lightning, thunder;

    slashing, piercing, bludgeoning damage fromnonmagical weapons

    Damage Immunities cold, necrotic, poisonCondition Immunities charmed, exhaustion, frightened,

    grappled, paralyzed, petrified, poisoned, prone,restrained

    Skills Stealth +4, Perception +3Senses darkvision 60’, passive Perception 13 Languages the languages it knew in li feChallenge 1 (200 XP) 

    Incorporeal Movement. The allip can move through othercreatures and objects as if they were difficult terrain. It

    takes 5 (1d10) force damage if it ends its turn inside an

    object.

    Babble. The allip constantly mutters and whines to itself,

    creating a hypnotic effect. All sane creatures within 60 feet

    of the allip must succeed on a DC 14 Wisdom saving

    throw or the creature becomes charmed for 1 minute. While

    charmed by this spell, the creature is incapacitated and has

    a speed of 0. Creatures that successfully save against this

    effect cannot be affected by the same allip’s babble for 24

    hours.

    Madness. Anyone targeting an allip with a thoughtdetection, mind control, or other telepathic ability that

    makes direct contact with its tortured mind takes 11 (2d6 +

    4) psychic damage and must make a DC 14 Wisdom saving

    throw or have disadvantage on ability checks and saving

    throws made with Wisdom until the creature has taken a

    long rest.

     ACTIONS Maddening Touch.  Melee Weapon Attack: +3 to hit,

    reach 5 ft., one target. Hit: 11 (2d6 + 4) psychicdamage and the target must make a DC 14 Wisdom

    saving throw or have disadvantage on ability checksand saving throws made with Wisdom until the

    creature has taken a long rest. 

    An allip is the spectral remains of someone driven tosuicide by a madness that afflicted it in life. It cravesonly revenge and unrelentingly pursues those whotormented it in life and pushed it over the brink. Anallip cannot speak intelligibly.

    ARCHONArchons are celestials from a lawful good-alignedplane. Archons generally prefer to meet a foe head-on if it is prudent to do so, but if outmatched, theydo what they can to even the odds (usually byemploying hit-and-run tactics or standing off andengaging a foe with magic before moving intomelee). 

    ARCHON, HOUNDMedium celestial, lawful good  

     Armor Class 13 (natural armor) Hit Points 36 (6d8 + 6) Speed 40 ft.

    STR  DEX  CON  INT  WIS  CHA 15 (+2)  10 (+0)  13 (+1)  10 (+0)  13 (+1)  12 (+1) 

    Skills Insight +5, Perception +5, Stealth +4 Damage Resistances poison, bludgeoning, slashing,

    and piercing from nonmagical weaponsDamage Immunities LightningCondition Immunities Petrified Senses darkvision 60’, passive Perception 12 Languages All Challenge 3 (700 XP) 

    Magic Resistance. The Hound Archon has advantage

    on all saving throws against magic.

    Keen Smell. The archon has advantage on Wisdom

    (survival) checks to track.

    Change Shape. The archon uses its action to magically

    polymorph into a canine beast that has a challenge ratingno higher than its own, or back into its true form. It

    reverts to its true form if it dies. Any equipment it is

    wearing or carrying is absorbed or borne by the new form

    (the archon's choice).

    · In a new form the archon retains its alignment, hit

    points, Hit Dice, ability to speak, proficiencies, and

    Intelligence, Wisdom, and Charisma scores, as well as

    this action. Its statistics and capabilities are otherwise

    replaced by those of the new form.

    Magic Circle. The archon is surrounded by a 10 ft.

    radius magic circle that fiends and undead cannot enter

    through nonmagical means. Magical means of entry

    require a DC 11 Charisma saving throw to enter. Fiendsand undead have disadvantage when attacking the

    archon and cannot charm, frighten or possess the

    archon.

    Aura of Menace. Hostile creatures within 20 ft. must

    make a DC 13 Charisma saving throw or have

    disadvantage on all attack rolls and saving throws and

    attacks against that creature have advantage. This

    saving throw can be repeated at the end of each of the

    creature’s turns. Once the saving throw is successful,

    that creature is immune to the aura of menace from this

    archon for 24 hours.

    http://www.d20srd.org/srd/combat/combatStatistics.htm#willhttp://www.d20srd.org/srd/combat/combatStatistics.htm#will

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    Innate Spellcasting. The archon’s spellcasting ability is

    Charisma (spell save DC 10). The archon can innately cast

    the following spells, using only verbal components.  At will: Aid, Detect Good & Evil, Continual Flame,

    Message 

     ACTIONS 

    Multiattack. The archon attacks once with its greatsword

    and once with its bite. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. one target.

    Hit: 15 (1d8 + 11) piercing damage.

    Greatsword. Melee Weapon Attack: +6 to hit, reach 5

    ft., one target. Hit: 17 (2d6 + 11) slashing damage.

    Teleport.  The archon magically teleports itself, along withany equipment it is wearing or carrying, to a location thearchon is familiar with, up to 1 mile away.

    Hound archons look like well-muscled humans withcanine heads. Hound archons prefer to attack withtheir natural weapons but occasionally use

    greatswords.

    ARCHON, LANTERNSmall celestial, lawful good  

     Armor Class 11Hit Points 4 (1d6) Speed 30 ft. Fly 60 ft.

    STR  DEX  CON  INT  WIS  CHA 6 (-3)  11 (+0)  10 (+0)  6 (-3)  11 (+0)  10 (+0) 

    Damage Resistances poison, bludgeoning, slashing,

    and piercing from nonmagical weaponsDamage Immunities LightningCondition Immunities Petrified Skills Arcana +2, Insight +2, Perception +2,

    Persuasion +2 Senses darkvision 60’, passive Perception 12 Languages All Challenge 1/4 (50 XP) 

    Natural Glow.  Lantern archons appear as floating balls of

    light that glow about as brightly as a torch. Only the

    archon’s destruction can extinguish the glow, though they

    can try to hide it.

    Magic Circle. The archon is surrounded by a 10 ft. radiusmagic circle that fiends and undead cannot enter through

    nonmagical means. Magical means of entry require a DC

    10 Charisma saving throw to enter. Fiends and undead

    have disadvantage when attacking the archon and cannot

    charm, frighten or possess the archon.

    Aura of Menace. Hostile creatures within 20 ft. must

    make a DC 12 Charisma saving throw or have

    disadvantage on all attack rolls and saving throws and

    attacks against that creature have advantage. This

    saving throw can be repeated at the end of each of the

    creature’s turns. Once the saving throw is successful,

    that creature is immune to the aura of menace from this

    archon for 24 hours.

    Innate Spellcasting. The archon’s spellcasting ability is

    Charisma (spell save DC 10). The archon can innatelycast the following spells, using only verbal components. 

     At will: Aid, Detect Good & Evil, Continual Flame 

     ACTIONS Multiattack. The archon attacks twice with its light ray. 

    Light Ray. Ranged Magic Attack: +2 to hit, range 30 ft.

    one target. Hit: 3 (1d6) radiant damage.

    Teleport.  The archon magically teleports itself, alongwith up to 50 pounds of equipment, to a location thearchon is familiar with, up to 1 mile away. 

    Lantern archons appear as floating balls of light thatglow about as brightly as a torch. A lantern archonhas little reason to get within melee range. It usuallyhovers just close enough to bring the enemy withinits aura of menace, then blasts away with its lightrays. Lantern archons prefer to concentrate on asingle opponent, seeking to reduce enemy numbersquickly.

    ARCHON, TRUMPETMedium celestial, lawful good  

     Armor Class 18 (natural armor)Hit Points 126 (12d8 + 72) Speed 40 ft. Fly 90 ft. 

    STR  DEX  CON  INT  WIS  CHA 20 (+5)  17 (+3)  23 (+6)  16 (+3)  16 (+3)  16 (+3) 

    Skills Persuasion +7, Perception +7, Stealth +7, WindInstruments +7, Insight +7Damage Resistances poison, bludgeoning, slashing,

    and piercing from nonmagical weaponsDamage Immunities LightningCondition Immunities Petrified 

    Senses darkvision 60’, passive Perception 12 Languages All Challenge 12 (8400 XP) 

    Magic Resistance. The archon has advantage on all

    saving throws against magic.

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    Magic Circle. The archon is surrounded by a 10 ft. radius

    magic circle that fiends and undead cannot enter through

    nonmagical means. Magical means of entry require a DC

    15 Charisma saving throw to enter. Fiends and undead

    have disadvantage when attacking the archon and cannot

    charm, frighten or possess the archon.

    Aura of Menace. Hostile creatures within 20 ft. must make

    a DC 17 Charisma saving throw or have disadvantage on

    all attack rolls and saving throws and attacks against that

    creature have advantage. This saving throw can berepeated at the end of each of the creature’s turns. Once  

    the saving throw is successful, that creature is immune to

    the aura of menace from this archon for 24 hours.

    Trumpet. The archon’s trumpet produces music of utter

    clarity, piercing beauty, and, if the archon wills it, paralyzing

    awe. All creatures except archons within 100’ radius of the

    archon must make a DC 15 Constitution saving throw or

    become is paralyzed. The paralyzed creatures can repeat

    the saving throw at the end of each of their turns, ending

    the paralysis on itself on a success. The archon can also

    command its trumpet to become a +4 greatsword or turn

    back into a trumpet as a bonus action. The trumpet turns

    into a chunk of useless metal in anyone’s hands other thanan archon.

    Innate Spellcasting. The archon’s spellcasting ability is

    Charisma (spell save DC 15). The archon can innately cast

    the following spells, using only verbal components.  At will: Detect Good & Evil, Continual Flame,

    Message 

    Spellcasting. The archon is a 14th-level spellcaster that

    uses Wisdom as its spellcasting ability (spell save DC 15,

    +7 to hit with spell attacks). The archon has the following

    spells known from the cleric/paladin spell lists:

    Cantrips: Light, Resistance 1st level (4 slots): Bless, Divine Favor, Sanctuary,

    Shield of Faith, Purify Food & Drink  2nd level (3 slots): Aid, Enhance Ability, Lesser

    Restoration 3rd level (3 slots): Daylight, Magic Circle, Protection

    from Energy  4th level (3 slots): Banishment  5th level (2 slots): Dispel Evil & Good, Mass Cure

    Wounds, Raise Dead  6th level (1 slot): Blade Barrier, Heal, Circle of Death

    (instead targets undead with radiant damage) 7th level (1 slot): Divine Word, Plane Shift  

     ACTIONS 

    Multiattack. The archon attacks twice its greatsword. +4 Greatsword. Melee Weapon Attack: +13 to hit,

    reach 5 ft., one target. Hit: 17 (2d6 + 9) slashing

    damage.

    Teleport.  The archon magically teleports itself, along withany equipment it is wearing or carrying, to a location thearchon is familiar with, up to 1 mile away.

    Each Trumpet Archon carries a gleaming silvertrumpet about 6 feet long. A trumpet archon usuallydisdains physical combat, preferring to obliteratefoes with spells quickly and return to its duties. Ifforced into an extended battle, it sounds its trumpetand attacks with a vengeance.

    ASSASSIN VINELarge plant, neutral  

    Armor Class 12 (natural)Hit Points 34 (4d10 + 12) Speed 5 ft.

    STR  DEX  CON  INT  WIS  CHA  

    20 (+5)  10 (+0)  16 (+3)  2 (-4)  13 (+1)  9 (-1)

    Damage Resistances cold, fireDamage Immunities lightningCondition Immunities blinded, deafened, exhaustion,proneSenses blindsight 30’, darkvision 60’, 

    passive Perception 11 Languages --Challenge 2 (450 XP) 

    False Appearance. While the assassin vine remains

    motionless, it is indistinguishable normal vegetation.

    Entangling Vines. The assassin vine can sprout vines

    from the ground within a 20 ft. radius of the assassin

    vine. These vines turn the ground in the area into difficult

    terrain.

     A creature in the area when the assassin vine sprouts

    these vines must succeed on a DC 15 Strength saving

    throw or be restrained by the entangling plants until the

    spell ends. A creature restrained by the vines can use its

    action to make a new saving throw. On a success, itfrees itself. The assassin vine can sprout these vines or

    dismiss them as a bonus action. 

     ACTIONS 

    Vines. Melee Weapon Attack: +7 to hit, reach 30 ft., onetarget. Hit: 12 (2d6 + 5) bludgeoning damage and thetarget is grappled (Escape DC 15). Until this grappleends, the creature is restrained and the assassin vinecan’t use the same vine on another target. 

    The assassin vine is a semi-mobile plant that collectsits own grisly fertilizer by grabbing and crushinganimals and depositing the carcasses near its roots.A mature plant consists of a main vine, about 20 feetlong. Smaller vines up to 5-feet long, branch offfrom the main vine about every 6 inches. Thesesmall vines bear clusters of leaves, and in latesummer they produce bunches of small fruits thatresemble wild grapes. The fruit is tough and has ahearty but bitter flavor. Assassin vine berries make aheady wine. An assassin vine can move about, albeitvery slowly, but usually stays put unless it needs toseek prey in a new vicinity.

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    BARGHEST, GREATER  Large fiend, chaotic evil  

    Armor Class 16 (natural armor) Hit Points 65 (8d10 + 21) Speed 40 ft.

    STR  DEX  CON  INT  WIS  CHA  

    20 (+5)  16 (+3)  16 (+3)  18 (+4)  18 (+4)  18 (+4) 

    Damage Resistances slashing, piercing, bludgeoningdamage from nonmagical weapons

    Skills Perception +7, Deception +7, Stealth +17,Survival +7, Intimidate +7, Insight +7 

    Senses darkvision 60’, passive Perception 17 Languages Common, Goblin, Worg, Infernal Challenge 6 (2300 XP) 

    Keen Smell. The barghest has advantage on Wisdom

    (Perception) checks that rely on smell.

    Pass without Trace. The barghest cannot be tracked

    without magical means.

    Innate Spellcasting. The barghest’s spellcasting ability isCharisma (spell save DC 17). The barghest can innately

    cast the following spells, using only verbal components.  At will: Blink, Levitate 1/day: Charm Person, Dimension Door  

    Change Shape. The barghest uses its action to magically

    polymorph into a goblinoid or dire wolf, or back into its true

    form. It reverts to its true form if it dies. Any equipment it is

    wearing or carrying is absorbed or borne by the new form

    (the barghest’s choice).

    · In a new form the barghest retains its alignment, hit points,

    Hit Dice, ability to speak, proficiencies, and Intelligence,

    Wisdom, and Charisma scores, as well as this action. Its

    statistics and capabilities are otherwise replaced by those ofthe new form.

     ACTIONS Multiattack. The barghest attacks once with its bite andonce its greatsword or once with its bite and twice with itsclaws.

    Bite. Magic Melee Weapon Attack: +8 to hit, reach 5 ft., onetarget. Hit: 14 (2d8 + 5) piercing damage.

    Claws. Magic Melee Weapon Attack: +8 to hit, reach 5

    ft., one target. Hit: 9 (2d6 + 2) slashing damage.

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

    one target. Hit: 19 (4d6 + 5) slashing damage. 

    Feed. The barghest may feed on a corpse with a challenge

    rating equal to or greater than its own to increase its current

    and max hit points by 7 (1d8 + 3).

    A barghest is a lupine fiend that can take the shapeof a wolf or a goblin. In its natural form, itresembles a goblin-wolf hybrid with terrible jawsand sharp claws. As whelps, barghests are nearlyindistinguishable from wolves, except for their sizeand claws. As they grow larger and stronger, theirskin darkens to bluish-red and eventually becomesblue altogether. A full-grown barghest is about 6feet long and weighs 180 pounds. A barghest’s eyesglow orange when the creature becomes excited.

    BRAIN IN A JARTiny undead, chaotic evil  

    Armor Class 13 (natural armor)Hit Points 22 (5d4 + 10) Speed fly 30 ft. (hover) 

    STR  DEX  CON  INT  WIS  CHA  

    6 (-2)  14 (+2)  15 (+2)  16 (+3)  12 (+1)  16 (+3)

    Damage Immunities poison Condition Immunities blinded, charmed, deafened,

    exhaustion, frightened, paralyzed, petrified, poisoned Skills Stealth +5, Perception +7Senses blindsight 60’, darkvision 60’,

    passive Perception 17Languages telepathy 100’ to any creature with a

    languageChallenge 1/2 (100 XP) 

    Madness. Anyone targeting a brain in a jar with a

    thought detection, mind control, or other telepathic ability

    that makes direct contact with its mind takes 10 (2d6 + 3)

    psychic damage and must make a DC 13 Wisdom saving

    throw or have disadvantage on ability checks and saving

    throws made with Wisdom until the creature has taken a

    long rest.

    Innate Spellcasting (psionics). The brain in a jar’s

    spellcasting ability is Intelligence (spell save DC 13). The

    brain in a jar can innately cast the following spells, using

    only verbal components. 3/day: Suggestion, Telekinesis 1/day: Dominate Person 

     ACTIONS Mind Thrust. One creature within 100 ft. must make

    a DC 13 Wisdom saving throw or take 11 (2d10)

    psychic damage on a failed save or half on a

    success. 

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    BODAKMedium undead, chaotic evil  

    Armor Class 15 (natural armor)Hit Points 54 (8d8 + 18) Speed 20 ft.

    STR  DEX  CON  INT  WIS  CHA  

    13 (+1)  14 (+2)  15 (+2)  6 (-2)  12 (+1)  12 (+1)

    Damage Resistances acid, fireDamage Immunities poison, lightning Condition Immunities exhaustion, poisonedSkills Stealth +5, Perception +7Senses darkvision 60’, passive Perception 17 Languages the language it knew in li feChallenge 6 (2300 XP) 

    Sunlight Vulnerability. The vampire takes 5 radiant

    damage when it starts its turn in sunlight.

    Death Gaze. The bodak uses its action to gaze atone creature it can see within 30 feet of it. The targetmust make a DC 12 Constitution saving throw. On a

    failed save, the target takes 55 (10d10) necroticdamage. The target takes half damage on asuccessful save. If this damage reduces the target to0 hit points, it is killed and rises as a bodak 24 hourslater. 

     ACTIONS Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one

    target. Hit: 5 (1d8 + 1) slashing damage. 

    Bodaks are the undead remnants of  humanoids who havebeen destroyed by the touch of absolute evil. A bodakretains fleeting memories of its past life.

    CARYATID COLUMNMedium construct, neutral  

    Armor Class 16 (natural armor)Hit Points 60 (8d8 + 24) Speed 30 ft.

    STR  DEX  CON  INT  WIS  CHA  

    20 (+5)  16 (+3)  16 (+3)  3 (-4)  11 (-0)  1 (-5)

    Damage Immunities acid, poison, psychic, slashing,piercing, bludgeoning damage from nonmagical weaponsthat aren’t adamantine 

    Condition Immunities charmed, exhaustion, frightened,paralyzed, petrified, poisoned, prone, restrained

    Senses darkvision 120’, passive Perception 10 Languages understands the languages of its creator but

    can't speakChallenge 6 (450 XP) 

    Immutable Form. The caryatid column is immune to any

    spell or effect that would alter its form.

    Magic Resistance. The caryatid column has advantage on

    saving throws against spells and other magical effects.

    Magic Weapons. The caryatid column’s weapon attacks

    are magical.

    Break Weapon. Any nonmagical weapon that hits the

    caryatid column breaks. After dealing damage, the

    weapon takes a permanent and cumulative -1 penalty to

    damage rolls. If its penalty drops to -5, the weapon is

    destroyed. Non magical ammunition made of metal that

    hits the caryatid column is destroyed after dealing

    damage.

    False Appearance. While the caryatid column remains

    motionless, it is indistinguishable from an inanimate

    statue or statuesque column.

     ACTIONS Multiattack. The caryatid column makes two attacks withits sword. 

    Sword.  Melee Weapon Attack: +10 to hit, reach 10ft.,one target. Hit: 12 (1d10 + 7) slashing damage. 

    Caryatid columns are the lesser cousins of true

    golems, constructs created by spellcasters to guardobjects or areas. Each caryatid column isprogrammed to guard an object or area whencreated, and once set, this command cannot bechanged. Caryatid columns are often given specific parameters concerning whom to ignore and whom toattack, but since they have no special form ofdetection, such restrictions can be overcome withdisguises if the parameters are known. A caryatidcolumn stands 7 feet tall and weighs 1,500 pounds.

    CHOKERSmall aberration, chaotic evil  

    Armor Class 12 (natural armor)Hit Points 17 (4d6 + 3) Speed 30 ft. climb 20 ft. 

    STR 

    DEX 

    CON 

    INT 

    WIS 

    CHA 

    16 (+3)  14 (+2)  13 (+1)  4 (-3)  13 (+1)  7 (-2)

    Saving Throws Dexterity +4Skills Stealth +6Senses passive Perception 11 Languages --Challenge 2 (450 XP) 

    Quickness. The choker may use a bonus action to take

    another action.

     ACTIONS Multiattack. The Choker makes two attacks with itsconstrict. 

    Constrict.  Melee Weapon Attack: +5 to hit, reach 10ft.,one target. Hit: 5 (1d4 + 3) bludgeoning damage, and aMedium or smaller target is grappled (escape DC 13).Until this grapple ends, the target is restrained andunable to speak, and the blight can't constrict more thantwo targets at a time.

    http://www.d20srd.org/srd/typesSubtypes.htm#humanoidTypehttp://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Constructhttp://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Constructhttp://www.d20srd.org/srd/typesSubtypes.htm#humanoidType

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

    target. Hit: 23 (4d8 + 5) piercing damage.

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

    one target. Hit: 14 (2d8 + 5) slashing damage. 

    The omnivorous dire bear usually does not bothercreatures that try to avoid it, but will aggressivelydefend a kill or other source of food. It will nothesitate to rip apart anything that might contain

    something edible. A typical dire bear is 12 feet longand weighs as much as 8,000 pounds.

    DREAD WRAITHLarge undead, neutral evil  

    Armor Class 17Hit Points 181 (19d10 + 72) Speed fly 60 ft.

    STR 

    DEX 

    CON 

    INT 

    WIS 

    CHA 

    6 (-2)  24 (+7)  16 (+3)  15 (+2)  18 (+4)  20 (+5)

    Damage Resistances acid, fire, lightning, thunder;slashing, piercing, bludgeoning damage fromnonmagical weapons

    Damage Immunities cold, necrotic, poisonCondition Immunities charmed, exhaustion, frightened,

    grappled, paralyzed, petrified, poisoned, prone,restrained

    Skills Perception +8, Religion +6, Stealth +11Senses darkvision 60 ft., blindsight 60 ft., passive

    Perception 18 Languages the languages it knew in li feChallenge 11 (7200 XP)

    Incorporeal Movement. The wraith can move throughother creatures and objects as if they were difficult terrain.

    Spring Attack.  The dread wraith may take a bonus actionto Disengage.

    Sunlight Sensitivity. While in sunlight, the wraith hasdisadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.

     ACTIONS Life Drain. Melee Weapon Attack: +11 to hit reach 5

    ft., one creature. Hit: 29 (4d10 + 7) necrotic damage.

    The target must succeed on a DC 17 Constitution

    saving throw or its hit point maximum is reduced by an

    amount equal to the damage taken. This reduction

    lasts until the target finishes a long rest. The targetdies if this effect reduces its hit point maximum to 0.

    Create Specter. The dread wraith targets a humanoid

    within 10 feet of it that has been dead for no longer

    than 1 minute and died violently. The target's spirit

    rises as a spectre in the space of its corpse or in the

    nearest unoccupied space. The spectre is under the

    dread wraith's control. The dread wraith can have no

    more than seven spectres under its control at one

    time.

    The oldest and most malevolent wraiths lurk in thedepths of forgotten temples and other forsakenplaces. They can sense the approach of livingcreatures, and hunger for them. Despite its size, thedread wraith possesses unearthly quickness, and

    makes use of its spring attack to strike with deadlyeffect and melt back into the shadows—or the walls.

    ERDLUMedium beast, neutral  Armor Class 15 (natural) Hit Points 19 (3d8 + 6) Speed 50 ft.

    STR  DEX  CON  INT  WIS  CHA  

    14 (+2)  19 (+4)  13 (+2)  2 (-4)  16 (+3)  4 (-30)

    Skills Perception +5Senses darkvision 60’, passive Perception 15 Languages --Challenge 1/2 (100 XP) 

    Sprint. The erdlu may Dash as a bonus action.

     ACTIONS 

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,one target. Hit: 8 (1d6 + 5) piercing damage.

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

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

    ETHEREAL FILCHERMedium aberration, neutral  

    Armor Class 15 (natural armor)Hit Points 22 (5d8) Speed 40 ft.

    STR  DEX  CON  INT  WIS  CHA  

    10 (+0)  18 (+4)  11 (+0)  7 (-2)  12 (+1)  10 (+0)

    Skills Perception +5, Sleight of Hand +8Senses darkvision 60’, passive Perception 15 Languages --Challenge 1/4 (50 XP) 

    Detect Magic. The ethereal filcher can detect magic at

    will as a bonus action.

    Pickpocket.  The ethereal filcher has advantage on

    Dexterity (Sleight of Hand) checks.

    http://www.d20srd.org/srd/feats.htm#springAttackhttp://www.d20srd.org/srd/feats.htm#springAttack

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    Ethereal Jaunt. An ethereal filcher can shift from the

    Ethereal Plane to the Material Plane without using an action

    or back again as a bonus action, returning to the plane it

    originated from in the spot it currently occupies. If the

    ethereal filcher occupies the same spot as a solid object or

    creature when this happens, it is immediately shunted to the

    nearest unoccupied that it can occupy and takes force

    damage equal to twice the number of feet it is moved.

    While on the ethereal plane, the ethereal filcher can move

    in any direction. If it moves up or down, every foot of

    movement costs an extra foot. The ethereal filcher can seeand hear the plane it originated from, but everything there

    looks gray, and it can’t see anything more than 60 feet

    away.

    While on the Ethereal Plane, the ethereal filcher can only

    affect and be affected by other creatures on that plane.

    Creatures that aren't on the Ethereal Plane can’t perceive

    the ethereal filcher and can’t interact with it, unless a

    special ability or magic has given them the ability to do so.

    The ethereal filcher ignores all objects and effects that

    aren’t on the Ethereal Plane, allowing it to move through

    objects it perceives on the plane it originated from.

     ACTIONS Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one

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

    Ethereal filchers are bizarre-looking creatures with apenchant for snatching trinkets from passersby. Theirability to move quickly between the Ethereal Plane andthe Material Plane makes them spectacularpickpockets. Ethereal filchers do not speak. Anethereal filcher prowls about, using its ethereal jauntto move about unseen (and often through solidobjects). Upon locating a likely mark, it shifts to theMaterial Plane, attempting to catch its victim unaware.The creature attempts to seize an item, then retreatsquickly back to the Ethereal Plane. It is not abovedelivering a bite to distract its target. Once it securesa trinket, it scurries back to its lair to admire its prize.When badly wounded, a filcher escapes rather thancontinuing the fight. Any number of simple ruses canblunt a filcher’s attack. 

    ETHEREAL MARAUDERMedium aberration, neutral  

    Armor Class 12 (natural armor)Hit Points 13 (3d8) Speed 40 ft.

    STR 

    DEX 

    CON 

    INT 

    WIS 

    CHA 

    14 (+2)  12 (+1)  11 (+0)  7 (-2)  12 (+1)  10 (+0)

    Skills Perception +5, Stealth +5Senses darkvision 60’, passive Perception 15 Languages --Challenge 1/4 (50 XP) 

    Ethereal Jaunt. An ethereal marauder can shift from the

    Ethereal Plane to the Material Plane without using an

    action or back again as a bonus action, returning to the

    plane it originated from in the spot it currently occupies. If

    the ethereal marauder occupies the same spot as a solid

    object or creature when this happens, it is immediately

    shunted to the nearest unoccupied that it can occupy and

    takes force damage equal to twice the number of feet it is

    moved.

    While on the ethereal plane, the ethereal marauder can

    move in any direction. If it moves up or down, every footof movement costs an extra foot. The ethereal marauder

    can see and hear the plane it originated from, but

    everything there looks gray, and it can’t see anything

    more than 60 feet away.

    While on the Ethereal Plane, the ethereal marauder can

    only affect and be affected by other creatures on that

    plane. Creatures that aren't on the Ethereal Plane can’t

    perceive the ethereal marauder and can’t interact with it,

    unless a special ability or magic has given them the

    ability to do so. The ethereal marauder ignores all objects

    and effects that aren’t on the Ethereal Plane, allowing it

    to move through objects it perceives on the plane it

    originated from.

     ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,

    one target. Hit: 5 (1d6 + 2) piercing damage.

    Ethereal marauders live and hunt on the EtherealPlane. Ethereal marauders’ coloration ranges frombright blue to deep violet. An ethereal marauderstands about 4 feet tall, but its overall length isabout 7 feet. It weighs about 200 pounds. Etherealmarauders speak no known languages. Survivors oftheir attacks on the Material Plane claim that they

    emit an eerie, high whine that varies in pitchdepending on the creature’s speed and health. Oncea marauder locates prey, it shifts to the MaterialPlane to attack, attempting to catch its victim flat-footed. The creature bites its victim, then retreatsquickly back to the Ethereal Plane. When badly hurtor wounded, a marauder escapes to its home planerather than continuing the fight.

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    FORMIANA formian resembles a cross between an ant and acentaur. All formians are covered in a brownish-redcarapace. Formians are generally aggressive, seeking tosubdue all they encounter. If they perceive even theslightest threat to their hive-city or to their queen,they attack immediately and fight to the death. Anyformian also attacks immediately if ordered to do so bya superior.

    FORMIAN WORKERMedium aberration, lawful neutral  

    Armor Class 13 (natural armor)Hit Points 5 (1d8 + 1) Speed 40 ft.

    STR 

    DEX 

    CON 

    INT 

    WIS 

    CHA 

    13 (+1)  14 (+2)  13 (+1)  6 (-2)  10 (+0)  9 (-1)

    Damage Resistances fire, lightning, thunderDamage Immunities poison, cold

    Condition Immunities poisoned, petrification Skills Athletics +3, Perception +2, Stealth +4,

    Tool (varies by formian worker) +6Senses passive Perception 12 Languages Formian, Hive MindChallenge 1/8 (50 XP) 

    Hive Mind. All formians within 50 miles of each other are in

    constant communication. If one is aware of a particular

    danger, they all are. If one in a group is not surprised, none

    of them are. If the optional flanking rules are used, no

    formian in a group is considered flanked unless all of them

    are. 

    Innate Spellcasting. The formian worker’s spellcastingability is Wisdom (spell save DC 10). The formian worker

    can innately cast the following spells, using only verbal

    components.  At will: Cure Wounds, Mending  

     ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one

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

    While workers cannot speak, they can convey simpleconcepts (such as danger) by body movements.Through the hive mind, however, they cancommunicate just fine—although their intelligence stilllimits the concepts that they can grasp. A worker isabout 3 feet long and about 2½ feet high at the front.It weighs about 60 pounds. Its hands are suitable onlyfor manual labor.

    FORMIAN WARRIORMedium aberration, lawful neutral  

    Armor Class 14 (natural armor)Hit Points 26 (4d8 + 8) Speed 40 ft.

    STR  DEX  CON  INT  WIS  CHA  

    17 (+3)  16 (+3)  14 (+2)  10 (+0)  12 (+1)  11 (+0)

    Damage Resistances fire, lightning, thunderDamage Immunities poison, coldCondition Immunities poisoned, petrification Skills Athletics +5, Perception +3, Stealth +5Senses passive Perception 13 Languages Formian, Hive MindChallenge 2 (450 XP) 

    Hive Mind. All formians within 50 miles of each other are

    in constant communication. If one is aware of a particular

    danger, they all are. If one in a group is not surprised,

    none of them are. If the optional flanking rules are used,

    no formian in a group is considered flanked unless all of

    them are.

    Magic Resistance. The formian warrior has advantage

    on saving throws against spells and other magical

    effects.

     ACTIONS 

    Multiattack. The formian warrior makes twoattacks: one with its sting and one with its claw. 

    Claw2. Melee Weapon Attack: +5 to hit, reach 5 ft.,

    one target. Hit: 6 (1d6 + 3) slashing damage.

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

    one target. Hit: 8 (2d4 + 3) piercing damage, andthe target must make a DC 12 Constitution savingthrow, taking 9 (2d8) poison damage on a failed

    save, or half as much damage on a successfulone. If the poison damage reduces the target to 0

    hit points, the target is stable but poisoned for 1hour, even after regaining hit points, and is

    paralyzed while poisoned in this way.

    Warriors communicate through the hive mind toconvey battle plans and make reports to theircommanders. They cannot speak otherwise. Warriorsare wicked combatants, using claws anda poisonous sting all at once. Through the hive mind,

    they attack with coordinated and extremely efficienttactics. A warrior is about is about 5 feet long andabout 4½ feet high at the front. It weighs about 180pounds. 

    http://www.d20srd.org/srd/combat/combatModifiers.htm#flankinghttp://www.d20srd.org/srd/combat/combatModifiers.htm#flankinghttp://www.d20srd.org/srd/combat/combatModifiers.htm#flankinghttp://www.d20srd.org/srd/combat/combatModifiers.htm#flanking

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    FORMIAN TASKMASTERMedium aberration, lawful neutral  

    Armor Class 15 (natural armor)Hit Points 39 (6d8 + 12) Speed 40 ft.

    STR  DEX  CON  INT  WIS  CHA  

    18 (+4)  16 (+3)  14 (+2)  11 (+0)  16 (+3)  19 (+4)

    Damage Resistances fire, lightning, thunderDamage Immunities poison, coldCondition Immunities poisoned, petrification Skills Athletics +6, Insight +5, Perception +5, Stealth +5Senses passive Perception 15 Languages Formian, Hive MindChallenge 4 (1100 XP) 

    Hive Mind. All formians within 50 miles of each other are in

    constant communication. If one is aware of a particular

    danger, they all are. If one in a group is not surprised, none

    of them are. If the optional flanking rules are used, no

    formian in a group is considered flanked unless all of them

    are.

    Magic Resistance. The formian taskmaster has advantage

    on saving throws against spells and other magical effects.

    Innate Spellcasting. The formian taskmaster ’s spellcasting

    ability is Charisma (spell save DC 14). The formian worker

    can innately cast the following spells, using only verbal

    components. 3/day: Dominate Monster  

     ACTIONS 

    Multiattack. The formian taskmaster makes twoattacks: one with its sting and one with i ts claw. 

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

    target. Hit: 7 (1d6 + 4) slashing damage.

    Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., onetarget. Hit: 9 (2d4 + 4) piercing damage, and the target

    must make a DC 12 Constitution saving throw, taking 9(2d8) poison damage on a failed save, or half as

    much damage on a successful one. If the poisondamage reduces the target to 0 hit points, the target is

    stable but poisoned for 1 hour, even after regaining hit

    points, and is paralyzed while poisoned in this way.

    Taskmasters communicate only telepathically andderive sustenance from the mental energies of thosethey dominate. A taskmaster is about 5 feet long andabout 4½ feet high at the front. It weighs about 180pounds. Taskmasters rely on their dominated slaves tofight for them if at all possible. If necessary, though,they can defend themselves with their claws anda poison sting.

    FORMIAN MYRMARCHLarge aberration, lawful neutral  

    Armor Class 19 (natural armor)Hit Points 104 (11d10 + 44) Speed 50 ft.

    STR  DEX  CON  INT  WIS  CHA  

    19 (+4)  18 (+4)  18 (+4)  16 (+3)  16 (+3)  17 (+3)

    Damage Resistances fire, lightning, thunderDamage Immunities poison, coldCondition Immunities poisoned, petrification Skills Athletics +7, Insight +6, Investigation +6,

    Perception +6, Persuasion +6, Stealth +7Senses passive Perception 13 Languages Common, Formian, Hive MindChallenge 9 (5000 XP) 

    Hive Mind. All formians within 50 miles of each other are

    in constant communication. If one is aware of a particular

    danger, they all are. If one in a group is not surprised,

    none of them are. If the optional flanking rules are used,

    no formian in a group is considered flanked unless all of

    them are.

    Magic Resistance. The formian myrmarch has

    advantage on saving throws against spells and other

    magical effects.

    Regeneration. The formian myrmarch regains 5 hit

    points at the start of its turn if it has at least 1 hit point.

    Innate Spellcasting. The formian myrmarch’s 

    spellcasting ability is Charisma (spell save DC 14). The

    formian myrmarch can innately cast the following spells,

    using only verbal components.

     At will: Charm Monster, Clairvoyance, Detect Evil &

    Good, Detect Thoughts, Magic circle, Teleport  1/day: Dispel Evil & Good

     ACTIONS Multiattack. The formian myrmarch makes two

    attacks with its sting. 

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

    one target. Hit: 14 (4d4 + 4) piercing damage, and

    the target must make a DC 15 Constitution saving

    throw, taking 9 (2d8) poison damage on a failed

    save, or half as much damage on a successful

    one. If the poison damage reduces the target to 0

    hit points, the target is stable but poisoned for 1hour, even after regaining hit points, and is

    paralyzed while poisoned in this way.

    Javelin. Ranged Weapon Attack: +7 to hit, ranged30 ft. / 120 ft., one target. Hit: 11 (2d6 + 4) piercing

    damage, and the target must make a DC 15Constitution saving throw, taking 9 (2d8) poison

    damage on a failed save, or half as much damageon a successful one. If the poison damage reduces

    the target to 0 hit points, the target is stable butpoisoned for 1 hour, even after regaining hit points,

    and is paralyzed while poisoned in this way.

    http://www.d20srd.org/srd/combat/combatModifiers.htm#flankinghttp://www.d20srd.org/srd/combat/combatModifiers.htm#flankinghttp://www.d20srd.org/srd/combat/combatModifiers.htm#flankinghttp://www.d20srd.org/srd/combat/combatModifiers.htm#flanking

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    Myrmarchs are the elite of formian society. Much morethan those beneath them, these creatures areindividuals, with goals, desires, and creative thought. Amyrmarch is about is about 7 feet long and about 5½feet high at the front. It weighs about 1,500 pounds. Itsclaws are capable of fine manipulation, like humanhands. Each myrmarch wears a bronze helm to signifyits position (the more elaborate the helm, the moreprestigious the position). Myrmarchs can speak Formian

    and Common. Myrmarchs’ claws are like hands and thusserve no combat purpose. Myrmarchs occasionallyemploy javelins for ranged attacks, coatedwith poison from their own stingers. They fightintelligently, aiding those under them (if any such arepresent) and commanding them through the hive mind.If chaotic creatures are present, however, a myrmarchis single-minded in its quest to destroy them.

    FROST WORMHuge monstrosity, neutral  

    Armor Class 18 (natural armor)

    Hit Points 149 (13d12 + 65) Speed 30 ft. burrow 10 ft. (ice, frozen earth only) 

    STR  DEX  CON  INT  WIS  CHA  

    26 (+8)  10 (+0)  20 (+5)  2 (-4)  11 (+0)  11 (+0)

    Damage Immunities coldDamage Vulnerabilities fire Senses Darkvision 60’, passive Perception 14 Languages --Challenge 12 (8400 XP) 

    Artic Native. The frost worm has advantage to Dexterity

    (stealth) checks while in artic terrain.

    Tunneler. The frost worm leaves a 5·foot·diameter tunnel in

    its wake when burrowing. 

    Trill. A frost worm can emit a noise that forces its prey to

    stand motionless. Creatures other than frost worms within a

    100-foot radius must make a DC 12 Wisdom saving throw

    or be stunned for 1 minute. Another creature may use an

    action to grant the stunned creature a new saving throw. If a

    creature's saving throw is successful or the effect ends for

    it, the creature is immune to that same frost worm’s trill for

    24 hours.

    Cold. A creature that touches the frost worm or hits it with a

    melee attack while within 5 feet of it takes 4 (1d8) colddamage. When the frost worm hits with a metal melee

    weapon, it deals an extra 4 (1d8) cold damage (included in

    the attack).

    Death Throes. When the frost worm dies, it turns to ice and

    shatters in an explosion. Creatures within 100 feet of it must

    then succeed on a DC 17 Constitution saving throw, taking

    42 (12d6) cold damage and 28 (8d6) piercing damage on a

    failed save or half on a success.

     ACTIONS Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,

    one target. Hit: 29 (6d6 + 8) piercing damage plus 4(1d8) cold damage.

    Breath Weapon (Recharge 6). The frost worm exhales

    a blast of cold in a 30 ft. cone. Each creature in that area

    must make a DC 17 Constitution saving throw, taking 52

    (10d6) cold damage on a failed save, or half as much

    damage on a successful one.

    A frost worm is about 40 feet long, 5 feet indiameter, and weighs about 8,000 pounds. Frostworms lurk under the snow, waiting for prey to comenear. They begin an attack with a trill and then setupon helpless prey with their bite.

    GIANT HAMSTERLarge beast, neutral  

    Armor Class 13 (natural armor)Hit Points 31 (4d10 + 9) 

    Speed 20 ft. Burrow 10 ft. 

    STR  DEX  CON  INT  WIS  CHA  

    19 (+4)  13 (+1)  16 (+3)  2 (-4)  12 (+1)  6 (-2)

    Skills Perception +3Senses passive Perception 13 Languages --Challenge 1 (200 XP) 

    Disease Immunity. The giant hamster is immune to all

    diseases (magical or otherwise).

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

    one target. Hit: 13 (2d8 + 4) piercing damage. If the

    target is a Medium or smaller creature, it is grappled

    (escape DC 14). Until this grapple ends, the giant

    hamster can bite only the grappled creature and has

    advantage on attack rolls to do so.

    Cheek Pouch. The giant hamster stuffs a small or

    smaller sized creature it is grappling into its cheek pouch.

    While stuffed in the cheek pouch, the target is blinded

    and restrained, it has total cover against attacks and

    other effects outside the giant hamster. The giant

    hamster can have only two creatures stuffed in the cheek

    pouch at a time.

    If the giant hamster takes 5 damage or more on a singleturn from the stuffed creature, the giant hamster must

    succeed on a DC 12 Constitution saving throw at the end

    of that turn or spit out the creature, which falls prone in a

    within 10 feet of the giant hamster. If the giant hamster

    dies, a stuffed creature is no longer restrained by it and

    can escape from the corpse by using 15 feet of

    movement, exiting prone.

    http://www.d20srd.org/srd/conditionSummary.htm#stunnedhttp://www.d20srd.org/srd/conditionSummary.htm#stunned

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    VARIANTS: But wait! There’s MORE! Some Tinker Gnome animal breeders didn’t know

    when to stop when creating new and ‘improved’ giant

    hamsters, often creating hybrids such as the phase

    doppelganger giant hamster or the fire-breathing

    sabre-toothed giant space hamster.

     Any giant hamster with one or more of the following

    abilities do not increase the CR. 

    Space. The giant space hamster doesn’t need to

    breathe and is unaffected by being in a vacuum.Flying.  The flying giant hamster has a fly speed of 20

    ft.

    Phase. The phasing giant hamster can move through

    other creatures and objects as if they were difficult

    terrain. It takes 5 (1d10) force damage if it ends its turn

    inside an object.

    Doppelganger. The doppelganger giant hamster can

    use its action to polymorph into a Large or Mediumhumanoid it has seen, or back into its true form. Its

    statistics, other than its size, are the same in eachform. Any equipment it is wearing or carrying isn't

    transformed. It reverts to its true form if it dies.

     Any giant hamster with one or more of the following

    abilities increase the CR by 1.Carnivorous. The carnivorous giant hamster uses itsaction to chew on those in its cheek pouch. Any

    creatures in its cheek pouch must make a constitutionsaving throw or take 22 (4d8 + 4) bludgeoning damage

    on a failed save or half on a success.Sabre-Toothed. The sabre-toothed giant hamster

    increases its bite damage to 31 (6d8 + 4) piercingdamage.

    Fire-Breathing. The fire-breathing giant hamster cantake its action to breathe a 15 ft. cone of fire. Any

    creatures in this area must make a DC 13 Dexteritysaving throw or take 14 (4d6) fire damage on a failed

    save or half on a success.

    GIRALLONLarge beast, neutral  

    Armor Class 13 (natural armor)Hit Points 58 (7d10 + 20) Speed 40 ft. climb 40 ft. 

    STR  DEX  CON  INT  WIS  CHA  

    22 (+6)  17 (+3)  14 (+2)  2 (-4)  12 (+1)  7 (-2)

    Skills Athletics +8, Perception +3Senses darkvision, 60’, passive Perception 13 

    Languages --Challenge 4 (2300 XP) 

    Keen Smell. The girallon has advantage on Wisdom

    (Perception) checks that rely on smell.

     ACTIONS 

    Multiattack. The girallon makes four attacks with its claws.If two or more claws hit, the girallon does an additional 9(2d4 + 6) slashing damage. 

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

    target. Hit: 10 (1d8 + 6) piercing damage.

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

    one target. Hit: 8 (1d4 + 6) slashing damage. 

    Girallons are savage, four-armed cousins of thegorilla. When moving on the ground, a girallon walkson its legs and lower arms. An adult girallon is about8 feet tall, broad-chested, and covered in thick,pure white fur. It weighs about 800 pounds. Asolitary girallon usually conceals itself in the

    branches of a tree or under a pile of leaves andbrush, with only its nose showing. When it spots orscents prey, it charges to the attack. A girallon picksup prey that is small enough to carry and withdraws,often vanishing into the trees before the victim’scompanions can do anything to retaliate. Againstlarger foes, a girallon seeks to tear a single opponentto bits as quickly as it can.

    GRAY RENDERLarge monstrosity, neutral  

    Armor Class 15 (natural armor)

    Hit Points 171 (9d10 + 72) Speed 30 ft.

    STR 

    DEX 

    CON 

    INT 

    WIS 

    CHA 

    23 (+6)  13 (+1)  24 (+7)  3 (-4)  12 (+1)  8 (-1)

    Skills Perception +4Senses passive Perception 14 Languages --Challenge 8 (3900 XP) 

    Keen Smell. The gray render has advantage on Wisdom

    (Perception) checks that rely on smell.

    Protective. Attacks against creatures under the grayrender’s protection and adjacent to the gray render have 

    disadvantage. 

    Siege Monster. The gray render deals double damage

    to objects and structures.

     ACTIONS Multiattack. The gray render makes two attacks with itsclaws. If both claws hit, the gray render does anadditional 20 (4d6 + 6) slashing damage. 

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

    one target. Hit: 20 (4d6 + 6) piercing damage and

    the target is grappled (escape DC 16).

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

    one target. Hit: 13 (2d6 + 6) slashing damage. 

    A gray render stands about 9 feet tall in spite of itshunched posture and is about 4 feet wide. It weighsabout 4,000 pounds. Gray renders are never found ingroups. Each of these asexual creatures producesone offspring and carries it for a time in a pouch,but thereafter the young render must fend for itself.

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    A unique quality of the gray render is its tendency tobond with, protect, and provide for another creature(or group of creatures) native to its surroundings.Whether accepted or not, the render always attemptsto remain fairly close, watching over its adoptedcharge(s) and daily bringing an offering of meat. Itnever willingly harms adopted creatures and retreats ifthey attack it. A gray render attacks to kill, whether tobring down prey or to protect itself or those it hasadopted. When hunting, it sometimes attempts to hide

    and wait for prey to wander close.

    GRIGTiny fey, neutral good  

    Armor Class 14Hit Points 3 (1d4 + 1) Speed 30 ft.

    STR  DEX  CON  INT  WIS  CHA  

    5 (-3)  18 (+4)  13 (+1)  10 (+0)  13 (+1)  14 (+2)

    Skills Acrobatics +6, Stealth +6, String Instruments +6,

    Perception +3Senses darkvision 60’, passive Perception 13 Languages Common, SylvanChallenge 1/2 (100 XP) 

    Innate Spellcasting. The grig’s spellcasting ability is

    Charisma (spell save DC 12). The grig can innately cast the

    following spells, using only verbal components. 3/day: Disguise Self, Entangle, Invisibility (self only) 

    Standing Leap. The grig’s long jump is up to 30 feetand its high jump is up to 15 feet, with or without arunning start.

     ACTIONS Tiny Shortsword. Melee Weapon Attack: +6 to hit,reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing

    damage. 

    Tiny Longbow. Ranged Weapon Attack: +6 to hit, ranged

    150 ft. / 600 ft., one target. Hit: 7 (1d6 + 4) piercing

    damage. 

    Fiddle.  The grig can rub its legs together like a cricket to

    create a sound similar to a fiddle. All creatures within 20 ft.

    must make a DC 12 Wisdom saving throw or begin a comic

    dance in place: shuffling, tapping its feet, and capering for

    the duration. This effect continues for as long as the grig

    continues to use its action to fiddle. Creatures that can’t becharmed are immune to this effect.

     A dancing creature must use all its movement to dance

    without leaving its space and has disadvantage on Dexterity

    saving throws and attack rolls. While the creature is

    affected by this spell, other creatures have advantage on

    attack rolls against it. As an action, a dancing creature may

    make a new Wisdom saving throw to regain control of itself.

    On a successful save, this effect ends and that creature

    becomes immune to this grig’s fiddle effect for 24 hours. 

    Grigs can leap great distances. They have light blueskin, forest-green hair, and brown hairy legs, andusually wear tunics or brightly colored vests withbuttons made from tiny gems. A grig stands 1½ feettall and weighs about 1 pound. Grigs are fierce bysprite standards, attacking opponents fearlessly withbow and dagger.

    HUECUVAMedium undead, chaotic evil  Armor Class 13 (natural armor)Hit Points 20 (3d8 + 6) Speed 30 ft.

    STR 

    DEX 

    CON 

    INT 

    WIS 

    CHA 

    13 (+1)  14 (+2)  15 (+2)  4 (-3)  12 (+1)  12 (+1)

    Damage Resistances slashing, piercing, bludgeoningdamage from nonmagical weapons not made of silver

    Damage Immunities poisonCondition Immunities exhaustion, poisonedSkills Stealth +4, Perception +3Senses darkvision 60’, passive Perception 13

     Languages the languages it knew in lifeChallenge 1/4 (50 XP) 

    Faithless Aura.  The huecuva and any undead within 30

    feet of it have advantage on saving throws against

    effects that turn undead.

    Innate Spellcasting. The huecuva’s spellcasting ability

    is Wisdom (spell save DC 11). The huecuva can innately

    cast the following spells, using only verbal components. 3/day: Disguise Self  

     ACTIONS 

    Claws. Magic Melee Weapon Attack: +3 to hit,reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing

    damage and the target must make a DC 11

    Constitution saving throw or contract a disease

    (sewer plague). 

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    INEVITABLEInevitables are constructs whose sole aim is to enforcethe natural laws of the universe. When an inevitable iscreated, it receives its first mission, then finds thetransgressors and metes out appropriate punishment.The sentence is usually death, although someinevitables insist on compensation to the wrongedparty instead, using geas and a mark of justice toensure compliance. From its first step, an inevitable

    focuses totally on its target. It continues its efforts nomatter how cold the trail or hopeless the task.Inevitables are single-minded in pursuit of their quarry,but they are under orders to leave innocents alone.Accomplices to their prey are fair game, however,which sometimes creates conflicts within theirprogramming. Inevitables gladly sacrifice themselves tocomplete a mission, but they aren’t suicidal. Facedwith impending defeat, they are likely to withdraw andseek a way to even the odds. They are determined butpatient foes. They ally with others if that helpsaccomplish their mission, but they have a hard timekeeping allies for long. Inevitables tend to stick out ina crowd while they’re in observation mode, but theyseem oblivious to the attention. Their forms vary, butall inevitables are gold-and-silver clockwork creatures,with gears and pistons where muscles would be onflesh-and-blood creatures. Their eyes glow with agolden radiance. Unless their very existence isthreatened, inevitables focus completely on thetransgressor they’ve been assigned to, ignoring othercombatants completely. An inevitable might attackanyone who hinders its progress, but it won’t tarrybeyond the point where it can reengage its quarry.Inevitables take self-defense very seriously; anyonewho attacks an inevitable with what the creatureperceives as deadly force is met with deadly force inreturn.

    INEVITABLE, KOLYARUTMedium construct, lawful neutral  

    Armor Class 19 (natural armor & chainmail)Hit Points 91 (14d8 + 28) Speed 30 ft.

    STR  DEX  CON  INT  WIS  CHA  

    14 (+2)  13 (+1)  15 (+2)  10 (+0)  17 (+3)  16 (+3)

    Saving Throws Constitution +6, Dexterity +5Damage Resistances slashing, piercing, bludgeoning

    damage from nonmagical weapons

    Damage Immunities necrotic, poisonCondition Immunities blinded, charmed, deafened,

    frightened, paralyzed, petrified, poisoned, stunnedSkills Insight +7, Perception +7Senses darkvision 60’, passive Perception 17 Languages Abyssal, Celestial, Infernal, and the native

    language of its first targetChallenge 9 (5000 XP) 

    Magic Resistance. The kolyarut has advantage on all

    saving throws against magic.

    Regeneration. The kolyarut regains 5 hit points at the start

    of its turn if it has at least 1 hit point.

    Innate Spellcasting. The kolyarut’s spellcasting ability is

    Charisma (spell save DC 15). The kolyarut can innately

    cast the following spells, using only verbal components.

     At will: Discern Lies, Disguise Self, Fear, Hold Person,

    Invisibility, Locate Creature, Suggestion (may cast as a

    bonus action) 

    1/day: Hold Monster, Mark of Justice 

    1/week: Geas 

     ACTIONS 

    Longsword. Melee Weapon Attack: +6 to hit, reach5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

    Enervation Ray. A creature within 200 ft. must make a

    DC 15 Constitution saving throw, taking 36 (8d8) necrotic

    damage on a failed save, or half as much damage on a

    successful one.

    Vampiric Touch. Melee Spell Attack: +7 to hit,

    reach 5 ft., one target. Hit: 10 (3d6) necrotic

    damage and the kolyarut regains hit points equal to

    half the damage dealt.

    Discern Lies. The kolyarut may concentrate on a

    creature, forcing it to make a DC 15 Charisma saving

    throw. If the saving throw is failed, the kolyarut knows if

    anything the creature says is the truth or a lie.

    Mark of Justice (1/day). The kolyarut draws an indelible

    mark on a willing, restrained or incapacitated creature

    and states some behavior on the part of the subject that

    will activate the mark. Typically, the kolyarut designates

    some sort behavior, such as breaking an oath or bargain,

    which activates the mark.

    When activated, the creature must make a DC 15

    Wisdom saving throw or suffer the effects of Bestow

    Curse (as if cast using a 9th level spell slot).

    Kolyaruts mete out punishment to those who breakbargains and oaths. Before beginning a missionagainst a deal-breaker, a kolyarut learns as muchabout the contract or oath as possible. It’s notinterested in those who break deals accidentally oragainst their will— only those who willingly breakcontracts violate the principle that kolyaruts arecreated to uphold. If a written contract was broken,the kolyarut typically carries a copy of the contractwith it. Kolyaruts are the most talkative of theinevitables, making credible attempts at social

    niceties such as proper greetings before gettingdown to the matter at hand. They can use disguiseself  to appear as almost any kind of humanoid—useful if they need to go undercover to catch theirquarry. Like all inevitables, a kolyarut is patientenough to study a target before striking. It has agood idea of the deal-breaker’s abilities anddefenses before it enters battle. When it fights, ittries to get the conflict over as soon as possible,minimizing excess bloodshed and mayhem. It doesn’tlet concern for innocents delay or endanger itsmission, however. A kolyarut’s favorite tactic is touse invisibility  or disguise self  to sneak close, theneliminate the quarry with its vampiric touch ability

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    before it can react. A kolyarut has no compunctionsabout using its vampiric touch ability on allies toincrease its own power, if doing so helps it completeits mission.

    INEVITABLE, MARUTLarge construct, lawful neutral  

    Armor Class 23 (natural armor & platemail)

    Hit Points 112 (15d10 + 30) Speed 30 ft.

    STR  DEX  CON  INT  WIS  CHA  

    25 (+7)  13 (+1)  15 (+2)  12 (+1)  17 (+3)  18 (+4)

    Saving Throws Constitution +7Damage Resistances slashing, piercing, bludgeoning

    damage from nonmagical weaponsDamage Immunities necrotic, poisonCondition Immunities blinded, charmed, deafened,

    frightened, paralyzed, petrified, poisoned, stunnedSkills Insight +8, Perception +8, Religion +6, Investigation+6Senses darkvision 60’, passive Perception 18 Languages Abyssal, Celestial, Infernal, and the native

    language of its first targetChallenge 15 (13000 XP) 

    Magic Resistance. The marut has advantage on all saving

    throws against magic.

    Regeneration. The marut regains 10 hit points at the start

    of its turn if it has at least 1 hit point.

    Innate Spellcasting. The marut’s spellcasting ability is

    Charisma (spell save DC 17). The marut can innately cast

    the following spells, using only verbal components.

     At will: Dimension Door, Fear, Command, Dispel Magic,

    Inflict Wounds, Locate Creature, True Seeing  

    1/day: Chain Lightning, Circle of Death, Wall of Force

    1/week: Earthquake, Geas, Plane Shift

     ACTIONS Multiattack. The Marut attacks twice with its Fists of

    Thunder & Lightning. 

    Fists of Thunder & Lightning. Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 15)

    slashing damage and 10 (3d6) thunder damage and10 (3d6) lightning damage and the target must make a

    DC 20 Constitution saving throw or be blinded and

    deafened for 1 minute.

    Mark of Justice (1/day). The marut draws an indelible

    mark on a willing, restrained or incapacitated creature and

    states some behavior on the part of the subject that will

    activate the mark. Typically, the marut designates some

    sort behavior, such as cheating death or extending their

    lifespan unnaturally, which activates the mark.

    When activated, the creature must make a DC 17 Wisdom

    saving throw or suffer the effects of Bestow Curse (as if

    cast using a 9th level spell slot).

    Maruts confront those who would try to deny thegrave itself. Any who use unnatural means to extendtheir life span could be targeted by a marut. Thosewho take extraordinary measures to cheat death insome other way might be labeled transgressors aswell. Those who use magic to reverse death aren’tworthy of a marut’s attention unless they do sorepeatedly or on a massive scale. When a marut hasidentified its target, it walks surely and implacablytoward the foe, never resting. Once it has found its

    target, a marut brings it the death it has been tryingto avoid. Those who defile death throughnecromancy may instead receive a geas and/or markof justice to enforce proper respect. It typicallyuses wall of force to shut off any escape routes,then opens up with chain lightning while it closes tomelee range. Once there, it strikes with its massivefists, using circle of death if beset by numbers ofdefenders. It hits spellcasting opponents withrepeated uses of dispel magic, and it uses dimensiondoor  and locate creature to track down foes whoflee.

    INEVITABLE, ZELEKHUTLarge construct, lawful neutral  

    Armor Class 21 (natural armor & platemail)Hit Points 75 (10d10 + 20) Speed 50 ft. Fly 60ft. 

    STR 

    DEX 

    CON 

    INT 

    WIS 

    CHA 

    21 (+5)  11 (+0)  15 (+2)  10 (+0)  17 (+3)  15 (+2)

    Saving Throws Constitution +6Damage Resistances slashing, piercing, bludgeoning

    damage from nonmagical weaponsDamage Immunities necrotic, poisonCondition Immunities blinded, charmed, deafened,

    frightened, paralyzed, petrified, poisoned, stunnedSkills Insight +6, Perception +6, Investigation +6Senses darkvision 60’, passive Perception 16 Languages Abyssal, Celestial, Infernal, and the native

    language of its first targetChallenge 10 (5900 XP) 

    Magic Resistance. The zelekhut has advantage on all

    saving throws against magic.

    Regeneration. The zelekhut regains 5 hit points at the

    start of its turn if it has at least 1 hit point.

    Tracker. The zelekhut has advantage on Wisdom

    (survival) checks to track.

    Non-threatening. Both the zelekhut’s spiked chains and

    its golden wings are retractable and hidden when not in

    combat.

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    Innate Spellcasting. The zelekhut’s spellcasting ability is

    Charisma (spell save DC 13). The zelekhut can innately

    cast the following spells, using only verbal components.

     At will: Clairvoyance, Dispel Magic, Fear, Hold Person,

    Locate Creature, True Seeing  

    3/day: Hold Monster, Mark of Justice 

    1/week: Geas 

    Ride-By. The zelekhut doesn't provoke an opportunity

    attack when it moves out of an enemy's reach.

     ACTIONS Multiattack. The zelekhut attacks twice with its Spiked

    Chain.

    Spiked Chain. Melee Weapon Attack: +8 to hit, reach 10

    ft., one target. Hit: 12 (2d6 + 5) slashing damage, or 24

    (4d6+10) if the zelekhut moved at least 10 ft. before theattack, and the target must make a DC 16 Strength or

    Dexterity saving throw or be knocked prone or drop itsweapon (zelekhut’s choice.)

    Mark of Justice (3/day). The zelekhut draws an indelible mark

    on a willing, restrained or incapacitated creature and states

    some behavior on the part of the subject that will activate the

    mark. Typically, the zelekhut designates some sort behavior,

    such as breaking an oath or bargain, which activates the mark.

    When activated, the creature must make a DC 13 Wisdom

    saving throw or suffer the effects of Bestow Curse (as if cast

    using a 9th level spell slot).

    Zelekhuts are charged with hunting down those whowould deny justice—especially those who flee toescape punishment. Expert trackers, they use acombination of natural skill and magic to find fugitiveswherever they may hide. A zelekhut may initiallyappear rather non-threatening—but when it is about to

    enter combat, it can cause two spiked chains to springforth from its forearms. In similar fashion, it can causea pair of golden metallic wings to emerge from itsback. Once it has found its fugitive, a zelekhut uses itsspeed and its spell-like abilities to cover the mostlikely escape routes. Then it immobilizes any defenderswhile attempting to protect any innocent bystanders.Finally, it apprehends the fugitive with its spikedchains, tripping or disarming the foe as needed.

    INIXLarge beast, neutral  

    Armor Class 12 (natural armor)Hit Points 76 (8d10 + 32) Speed 40 ft.

    STR  DEX  CON  INT  WIS  CHA  

    20 (+5)  10 (+0)  19 (+4)  2 (-4)  13 (+1)  2 (-4)

    Skills Perception +4Senses darkvision 60’, passive Perception 14 Languages --Challenge 2 (450 XP) 

    Keen Smell. The inix has advantage on Wisdom

    (Perception) checks that rely on smell.

    Distracting Sway. Inixes sway dramatically side to side

    when walking. Dexterity (mount) checks make to ride an

    inix are made at disadvantage.

     ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,

    one target. Hit: 18 (2d8 + 9) piercing damage.

    Tail Slap. Melee Weapon Attack: +5 to hit, reach 10

    ft., one target. Hit: 16 (2d6 + 9) bludgeoning

    damage. 

    KEEPERMedium aberration, neutral  

     Armor Class 14 (natural)Hit Points 26 (4d8 + 8) Speed 40 ft. Climb 20 ft.

    STR  DEX  CON  INT  WIS  CHA 19 (+4)  16 (+3)  14 (+2)  15 (+2)  9 (-1)  6 (-2) 

    Damage Resistances acid, cold, fire, lightning, thunder,poison, bludgeoning, slashing, and piercing fromnonmagical weapons

    Damage Immunities necrotic, poisonCondition Immunities charmed, frightened, paralyzed,

    petrified, poisoned, stunnedSkills Perception +2, Stealth +6Senses blindsight 60’ (blind beyond this radius) ,

    passive Perception 12 Languages Common, Celestial, Infernal, telepathy 500 ft Challenge 3 (700 XP) 

    Magic Resistance. The keeper has advantage on all

    saving throws against magic.

    Keen Smell. The keeper has advantage on Wisdom(Perception) checks that rely on smell.

    Mimic Weapon. The keeper can form its malleable flesh

    and arms into any melee weapon it has seen in use. It

    wields this weapon with proficiency. It can change

    weapons as a bonus action.

    Dissolution. If the keeper is incapacitated or restrained

    for 1 minute or if the keeper dies, i ts body dissolves into

    a puddle of poisonous goo. A creature touching this

    poison with bare skin must make a DC 13 Constitution

    saving throw or take 12 (3d6 + 2) poison damage. The

    poisonous goo evaporates after 1 minute.

    Hive Mind. All keepers within 500 ft. of each other are in

    constant communication. If one is aware of a particular

    danger, they all are. If one in a group is not surprised,

    none of them are. If the optional flanking rules are used,

    no keeper in a group is considered flanked unless all of

    them are.

     ACTIONS Multiattack. The keeper makes two attacks with

    mimicked one-handed weapons, such as warhammers.

    http://www.d20srd.org/srd/combat/combatModifiers.htm#flankinghttp://www.d20srd.org/srd/combat/combatModifiers.htm#flanking

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    Warhammer (mimic). Melee Weapon Attack: +7 to

    hit, reach 10 ft., one target. Hit: 12 (2d6 + 5)

    bludgeoning damage.

    Poison Spit. The keeper vomits a blast of poison in a 20 ft.

    cone. Each creature in that area must succeed on a DC 13

    Constitution saving throw or take 12 (3d6 + 2) psychic

    damage and be poisoned for 1 minute. A creature can

    repeat the saving throw at the end of each of its turns,

    ending the effect on itself on a success.

    Body Switch.  The keeper magically teleports itself,switching its location with any other keeper within 500 ft.

    KELPIEMedium fey (shapechanger), neutral evil

    Armor Class 14 (natural armor)Hit Points 41 (6d8 + 14) Speed 40 ft. Swim 40 ft. 

    STR  DEX  CON  INT  WIS  CHA  

    15 (+2)  16 (+3)  15 (+2)  8 (-1)  12 (+1)  17 (+3) 

    Skills Deception +7, Insight +5, Perception +3, Stealth +5 Senses darkvision 60’, passive perception 13 Languages Common, Aquan, Sylvan, Telepathy (only withthose who have failed their save against Captivating Lure) Challenge 1/2 (450 XP) 

    Shapechanger. The kelpie can use its action to polymorph

    into a Small or Medium female humanoid or into a riding

    horse, draft horse or giant sea horse, or back into its true

    form. Its statistics, other than its size, are the same in each

    form. Any equipment it is wearing or carrying isn't

    transformed. It reverts to its true form if it dies.

    Amphibious. Kelpies can breathe both air and water.

    Captivating Lure. The kelpie use its action for a powerful

    mental attack to lure in a single creature within 60 ft. The

    target must succeed on a DC 13 Wisdom saving throw or

    be charmed.

    While charmed by the kelpie, a target is incapacitated and

    ignores the lure of other kelpies. If the charmed target is

    more than 5 feet away from the kelpie, the target can take

    the Dash action on its turn to move toward the kelpie by the

    most direct route. It doesn't avoid opportunity attacks, but

    before moving into damaging terrain, such as lava or a pit,

    and whenever it takes damage from a source other than the

    kelpie, a target can repeat the saving throw. It does not

    consider water a dangerous area, and will enter the water

    even if it cannot swim or breathe. The charmed creatureremains charmed as long as it is within 1 mile of the kelpie.

     A creature can also repeat the saving throw at the end of

    each of its turns. If a creature's saving throw is successful,

    the effect ends on it.

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

    target. Hit: 5 (1d6 + 2) slashing damage.

    LILLENDLarge celestial, chaotic good  

    Armor Class 15 (natural armor) Hit Points 73 (9d10 + 24) Speed 20 ft., Fly 70 ft.

    STR  DEX  CON  INT  WIS  CHA  

    20 (+5)  17 (+3)  16 (+3)  14 (+2)  16 (+3)  18 (+4) 

    Damage Resistances FireDamage Immunities PoisonCondition Immunities PoisonedSkills Arcana +4, Nature +4, Persuasion +6,

    Perception +5, Survival +5, Insight +5,Melody (Tool-Voice) +6 

    Senses darkvision 60’, passive Perception 15 Languages Common, Celestial Challenge 3 (700 XP) 

    Innate Spellcasting. The lillend’s spellcasting ability is

    Charisma (spell save DC 14). The lillend can innately

    cast the following spells, using only verbal components. 3/day: Darkness. Hallucinatory Terrain, Knock,

    Light1/day: Charm Person, Speak with Animals, Speak

    with Plants

    Spellcasting. The lillend is a 5th-level spellcaster that

    uses Charisma as its spellcasting ability (spell save DC

    14, +6 to hit with spell attacks). The lillend has the

    following spells known from the bard/wizard spell lists:

    Cantrips: Dancing Lights, Mage Hand, Friends 1st level (4 slots): Charm Person, Cure Wounds,

    Sleep 2nd level (3 slots): Hold Person, Invisibility, Shatter  3rd level (2 slots): Hypnotic Pattern 

     ACTIONS Multiattack. The lillend attacks once with its shortswordand once with its constrict.

    Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft.,one target. Hit: 19 (4d6 + 5) bludgeoning damage andthe target is grappled (Escape DC 17). Until this grappleends, the creature is restrained, and the lillend can'tconstrict another target.

    Shortsword. Melee Weapon Attack: +7 to hit, reach 5

    ft., one target. Hit: 12 (2d6 + 5) slashing damage. 

    A typical lillend’s coils are 20 feet long. The

    creature weighs about 3,800 pounds. A few lillendshave male torsos. Lillends are generally peacefulunless they intend vengeance against someone theybelieve guilty of harming, or even threatening, afavored art form, artwork, or artist. Then theybecome implacable foes. They use their spells andinnate spellcasting to confuse and weaken opponentsbefore entering combat. A covey of lillends usuallydiscusses strategy before a battle.

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    MARRASHMedium fiend, lawful evil  

    Armor Class 16Hit Points 43 (7d8 + 7) Speed 30 ft. Fly 70 ft. 

    STR  DEX  CON  INT  WIS  CHA  

    13 (+1)  16 (+3)  13 (+1)  9 (-1)  12 (+1)  8 (-1) 

    Skills Arcana +2 Senses darkvision 60’, passive Perception 14 Languages Common, Infernal Challenge 4 (1100 XP) 

    Protection from Arrows. Ranged weapon attacks against

    the marrash have disadvantage. This does not apply to

    large projectiles such as siege weapons or thrown boulders.

    Keen Smell. The marrash has advantage on Wisdom

    (Perception) checks that rely on smell.

     ACTIONS 

    Multiattack. The marrash attacks twice with its claws ortwice with its longbow. 

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

    one target. Hit: 5 (1d4 + 3) slashing damage.

    Composite Longbow. Ranged Weapon Attack: +5 to hit,

    ranged 150 ft. / 600 ft., one target. Hit: 8 (1d8 + 4) piercing

    damage and the target must make a DC 11 Constitution

    saving throw or contract a disease (sewer plague). 

    MEKILLOTHuge beast, neutral  

    Armor Class 17 (natural armor)Hit Points 107 (8d12 + 55) Speed 40 ft.

    STR  DEX  CON  INT  WIS  CHA  

    24 (+7)  10 (+0)  21 (+5)  2 (-4)  13 (+1)  7 (-2)

    Skills Perception +4Senses darkvision 60’, passive Perception 14 Languages --Challenge 7 (2900 XP) 

    Unpredictable. Wisdom (animal handling) checks are

    made at disadvantage when handling a mekillot.

     ACTIONS Bite.  Melee Weapon Attack: +10 to hit, reach 5 ft.,

    one target. Hit: 33 (8d6 + 7) piercing damage. 

    Tongue.  Melee Weapon Attack: +10 to hit, reach 10

    ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage,

    and the target is grappled (escape DC 18). Until this

    grapple ends, the target is restrained, and the mekillot

    can't use its tongue or bite another target.

    Swallow. The mekillot makes one tongue attack

    against a Large or smaller target it is grappling. If

    the attack hits, the target is swallowed, and the

    grapple ends. The swallowed target is blinded and

    restrained, it has total cover against attacks and

    other effects outside the mekillot, and it takes 21

    (6d6) acid damage at the start of each of the

    mekillot's turns. The mekillot can have only one

    target swallowed at a time.

    If the mekillot takes 30 damage or more on a

    single turn from the swallowed creature, the mekillot

    must succeed on a DC 14 Constitution saving throw

    at the end of that turn or regurgitate the creature,

    which falls prone in a space within 10 feet of the

    behir. If the mekillot dies, a swallowed creature is

    no longer restrained by it and can escape from the

    corpse by using 15 feet of movement, exiting prone.

    MOHRGMedium undead, chaotic evil  

    Armor Class 17 (natural armor)Hit Points 91 (14d8 + 28) 

    Speed 40 ft.

    STR  DEX  CON  INT  WIS  CHA  

    21 (+5)  19 (+4)  15 (+2)  11 (+0)  10 (+0)  10 (+0)

    Saving Throws Dexterity +6Damage Immunities poisonCondition Immunities exhaustion, poisonedSkills Stealth +6, Perception +2Senses darkvision 60’, passive Perception 12 Languages the languages it knew in lifeChallenge 3 (700 XP) 

    Create Spawn.  Any creature killed by a mohrg rises the

    next night as a zombie.

     ACTIONS Multiattack. The mohrg makes two attacks: one with itsslam and one with its paralyzing tongue. 

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

    one target. Hit: 8 (1d6 + 5) bludgeoning damageand the target is grabbed (escape DC 16). 

    Paralyzing Tongue. Melee Weapon Attack: +6 to

    hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) poisondamage and the target must succeed on a DC 13

    Constitution saving throw or be poisoned for 1

    minute. Until this poison ends, the target is

    paralyzed. The target can repeat the saving throw atthe end of each of its turns, ending the poison on

    itself on a success.

    Mohrgs are the animated corpses of mass murderersor similar villains who died without atoning for theircrimes. Most mohrgs are 5 to 6 feet tall and weighabout 120 pounds. Like zombies, mohrgs attack byslamming enemies with their fists and lashing outwith their elongated tongue. They often catchopponents flat-footed, for they move much fasterthan zombies.

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     NIXIESmall fey, neutral  

    Armor Class 13Hit Points 3 (1d6) Speed 20 ft. Swim 30 ft. 

    STR  DEX  CON  INT  WIS  CHA  

    7 (-2)  16 (+3)  11 (+0)  12 (+1)  13 (+1)  18 (+4)

    Skills Animal Handling +3, Deception +6, Stealth +5,Perception +3Senses darkvision 60’, passive Perception 13 Languages Common, Sylvan, AquanChallenge 1/4 (50 XP) 

    Amphibious. Nixies can breathe both air and water.

    Aquatic Stealth. Nixies have advantage on Dexterity

    (Stealth) checks while in the water.

    Wild Empathy. Nixies have advantage on Wisdom (Animal

    Handling) checks.

    Innate Spellcasting. The nixie’s spellcasting ability is

    Charisma (spell save DC 14). The nixie can innately cast

    the following spells, using only verbal components. 3/day: Charm Person 1/day: Water Breathing  

     ACTIONS 

    Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) slashing damage. 

    Most nixies are slim and comely, with lightly scaled,pale green skin and dark green hair. Females oftentwine shells and pearl strings in their hair and dress in

    wraps woven from colorful seaweed. Males wearloincloths of the same materials. Nixies prefer not toleave their lakes. A nixie stands about 4 feet tall andweighs about 45 pounds. Nixies rely on charm person todeter enemies, entering combat only to protectthemselves and their territory.

     NYMPHMedium fey, chaotic good  

    Armor Class 17Hit Points 44 (8d8 + 8) Speed 30 ft. Swim 20 ft. 

    STR  DEX  CON  INT  WIS  CHA  

    10 (+0)  17 (+3)  12 (+1)  16 (-3)  17 (+3)  19 (+4)

    Skills Animal Handling +9, Insight +6, Medicine +6,Perception +6, Stealth +6Senses dar kvision 60’, passive Perception 16 Languages Common, SylvanChallenge 6 (2300 XP) 

    Blinding Beauty. When a humanoid that can see the

    nymph starts its turn within 30 feet of the nymph, it needs to

    make a DC 15 Constitution saving throw. If the saving throw

    fails by 5 or more, the creature is blinded permanently.

    Otherwise a creature that fails the save is blinded for 1

    minute, but is allowed a new saving throw at the end of

    its next turn. This continues until the save is successful

    or becomes permanent, curable only with magic. Unless

    surprised, a creature can avert its eyes to avoid the

    saving throw at the start of its turn. If the creature does

    so, it can't see the nymph until the start of its next turn,

    when it can avert its eyes again. If the creature looks at

    the nymph in the meantime, it must immediately make

    the save. The Nymph can suppress or resume this abilityat will.

    Unearthly Grace. The AC of the nymph includes its

    Charisma bonus. The nymph also adds its Charisma

    bonus to its saving throws.

    Innate Spellcasting. The nymph’s spellcasting ability is

    Charisma (spell save DC 15). The nymph can innately

    cast the following spells, using only verbal components. 1/day: Dimension Door  

    Spellcasting. The nymph is a 7th-level spellcaster that

    uses Wisdom as its spellcasting ability (spell save DC 14,

    +6 to hit with spell attacks). The nymph has the followingspells known from the druid spell list:

    Cantrips: Guidance, Resistance, Druidcraft  1st level (4 slots): Cure Wounds, Animal

    Friendship, Longstrider, Speak with Animals,Entangle 

    2nd level (3 slots): Barkskin, Heat Metal, LesserRestoration

    3rd level (3 slots): Call Lightning, Protection fromEnergy  

    4th level (1 slot): Grasping Vine 

    Stunning Glance. The nymph can use its action to

    force a target it can see and that can see the nymph

    to make a DC 15 Constitution saving throw or

    become stunned for 1 minute. A stunned creature

    can make this saving throw again at the end of each

    of its turns.

     ACTIONS Dagger. Melee Weapon Attack: +6 to hit, reach 5

    ft., one target. Hit: 5 (1d4 + 3) slashing damage.

    A delicate figure rises from the water, her long earstapering to points above her head, her beautypainful in its perfection. Many have lost their lives invain search of the beauty of the nymph, and many

    more to the madness and obsession their grace hasupon minds and bodies unprepared for theircompanionship. Yet the nymph herself is not a cruelcreature—a guardian of nature's purest places andmost beautiful realms, she treats those who respecther and her abode with kindness, and may evenfavor someone who takes her fancy with magicalgifts. Yet those who would seek to abuse or harm heror her home quickly find that behind her beauty is afierce protector more than capable of defending hercharge.

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    PHASMMedium Aberration (shapechanger), chaotic neutral  

    Armor Class 14 (natural armor)Hit Points 135 (18d8 + 54) Speed 40 ft. 

    STR  DEX  CON  INT  WIS  CHA  

    12 (+1)  15 (+2)  16 (+3)  16 (+3)  15 (+2)  14 (+2)

    Saving Throws Dexterity +5, Constitution +5Damage Immunities poisonCondition Immunities poisoned, blinded, charmed,

    deafened, exhaustion, frightened, proneSkills Deception +5, Persuasion +5, Perception +5Senses blindsight 30’, tremorsense 60’, passive Perception14 Languages Common, telepathy 100’ Challenge 5 (100 XP)

    Keen Smell. The phasm has advantage on Wisdom

    (Perception) checks that rely on smell.

    Amorphous. The phasm can move through a space as

    narrow as 1 inch wide without squeezing.

    Alternate Form. The phasm polymorphs into any object or

    creature of large size or smaller that has a challenge rating

    no higher than its own, or back into its true form. It reverts

    to its true form if it dies. Any equipment it is wearing or

    carrying is absorbed or borne by the new form (the phasm's

    choice).

    In its new form, the phasm retains its alignment, hit points,

    Hit Dice, ability to speak, proficiencies, and Intelligence,

    Wisdom, and Charisma scores, as well as this action. Its

    statistics and capabilities are otherwise replaced by those of

    the new form, except any class features or legendary

    actions of that form.

     ACTIONS 

    Slam. Melee Spell Attack: +4 to hit, reach 5 ft., one

    creature. Hit: 3 (1d4 + 1) bludgeoning damage.

    A phasm is an amorphous creature that can assume theguise of almost any other creature or object. A phasmin its natural form is about 5 feet in diameter and 2feet high at the center. Swirls of color indicate sensoryorgans. In this form, a phasm slithers about likean ooze and can attack with a pseudopod. It weighsabout 400 pounds. When faced with potential danger, a

    phasm is equally likely to retreat, parley, or attack, asits fancy strikes. If pursued or harassed, a phasmtransforms into the most fearsome creature it knowsand attacks. When seriously hurt, it changes to somefast or agile form and tries to escape.