dgmomm
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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.
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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.
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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.
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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.
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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.
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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.
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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.