Beruflich Dokumente
Kultur Dokumente
Manual
of
Monsters
Abishai
Allip
Archon, Hound
Archon, Trumpet
Archons, Lantern
Assassin Vine
Bodak
Boneclaw
Bonedrinker
Brain in a Jar
Caryatid Column
Choker
Deathshrieker
Destrachan
Dire Bear
Draegloth
Dread Wraith
Drowned
Effigy
Entomber
Erdlu
Ethereal Filcher
Ethereal Marauder
Formian, Myrmarch
Formian, Taskmaster
Formian, Warrior
Formian, Worker
Frost Worm
Giant Hamster
Girallon
Gray Render
Greater Barghest
Greenspawn Razorfiend
Grig
Harpoon Spider
Huecuva
Inevitable, Kolyarut
Inevitable, Marut
Inevitable, Zelekhut
Inix
Keeper
Kelpie
Kopru
Lillend
Marrash
Mekillot
Metalmaster
Mohrg
Nightshade, Nightcrawler
Nightshade, Nightwalker
Nightshade, Nightwing
Nixie
Nymph
Nyth
Phaerimm, Adult
Phaerimm, Elder
Phaerimm, Wyrmling
Phaerimm, Young
Phase Wasp
Phasm
Phoenix
Quickling
Quth-Maren
Ragewind
Ragewalker
Redcap
Retriever
Selkie
Shadow Mastiff
Sharn
Shocker Lizard
Tendriculos
Thoqqua
Tressym
Visage
ABISHAI
Large fiend, lawful evil
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
CHA
13 (+1) 14 (+2)
ACTIONS
Multiattack. The abishai makes three attacks: one
with its sting, one with its claw and one with its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage.
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage and 7 (2d6)
cold damage.
ALLIP
Medium undead, neutral evil
Armor Class 11
Hit Points 39 (6d8 + 12)
Speed Fly 30 ft. (hover)
STR
6 (-3)
DEX
12 (+1)
CON
14 (+2)
INT
11 (+0)
WIS
CHA
11 (+0) 18 (+4)
ACTIONS
Maddening Touch. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 11 (2d6 + 4) psychic
damage and the target 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.
ARCHON
ACTIONS
Multiattack. The archon attacks once with its greatsword
and once with its bite.
ARCHON, HOUND
Medium celestial, lawful good
STR
16 (+3)
DEX
10 (+0)
CON
13 (+1)
INT
10 (+0)
WIS
CHA
13 (+1) 12 (+1)
ARCHON, LANTERN
Small celestial, lawful good
Armor Class 11
Hit Points 4 (1d6)
Speed 30 ft. Fly 60 ft. (hover)
STR
6 (-3)
DEX
11 (+0)
CON
10 (+0)
INT
6 (-3)
WIS
CHA
11 (+0) 10 (+0)
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, along with
up to 50 pounds of equipment, to a location the archon is
familiar with, up to 1 mile away.
ARCHON, TRUMPET
Medium celestial, lawful good
DEX
17 (+3)
CON
23 (+6)
INT
16 (+3)
WIS
CHA
16 (+3) 16 (+3)
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 (targets undead only with radiant damage)
7th level (1 slot): Divine Word, Plane Shift
ACTIONS
Multiattack. The archon attacks twice its greatsword.
Magic 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
with any equipment it is wearing or carrying, to a location
the archon is familiar with, up to 1 mile away.
ASSASSIN VINE
Large plant, neutral
DEX
10 (+0)
CON
16 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
9 (-1)
ACTIONS
Vines. Melee Weapon Attack: +7 to hit, reach 30 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage and the target
is grappled (Escape DC 15). Until this grapple ends, the
creature is restrained and the assassin vine cant use the
same vine on another target.
BARGHEST, GREATER
Large fiend, chaotic evil
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
CHA
18 (+4) 18 (+4)
ACTIONS
Multiattack. The barghest attacks once with its bite and
once its greatsword or once with its bite and twice with its
claws.
Bite. Magic Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. 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).
BONECLAW
Large undead, chaotic evil
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
CHA
14 (+2) 19 (+4)
ACTIONS
Multiattack. The boneclaw makes two attacks with its
claws.
Claws. Melee Weapon Attack: +8 to hit, reach 15 ft.,
one target. Hit: 19 (4d6 + 5) slashing damage.
BONEDRINKER
Medium undead, chaotic evil
DEX
16 (+3)
CON
18 (+4)
INT
8 (-1)
WIS
CHA
14 (+2) 15 (+2)
ACTIONS
Multiattack. The bonedrinker makes two attacks: one with
its claw and one with its tentacle.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage
Tentacle. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 9 (1d10 + 4) bludgeoning damage and
the target is grappled (escape DC 16).
Bonedrink. Melee Weapon Attack: +8 to hit, reach 5
ft., one grappled, incapacitated, or restrained creature
with a skeletal system. Hit: 7 (1d6 + 5) piercing
damage plus 33 (6d10) necrotic damage. The target's
hit point maximum is reduced by an amount equal to
the necrotic damage taken, and the bonedrinker
regains hit points equal to that amount. The reduction
lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
BRAIN IN A JAR
Tiny undead, chaotic evil
DEX
14 (+2)
CON
15 (+2)
INT
16 (+3)
WIS
CHA
12 (+1) 16 (+3)
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.
BODAK
Medium undead, chaotic evil
DEX
14 (+2)
CON
15 (+2)
INT
6 (-2)
WIS
CHA
12 (+1) 12 (+1)
ACTIONS
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage.
Death Gaze. The bodak gazes at one creature it can
see within 30 feet of it. The target must make a DC
12 Constitution saving throw. On a failed save, the
target takes 55 (10d10) necrotic damage. The target
takes half damage on a successful save. If this
damage reduces the target to 0 hit points, it is killed
and rises as a bodak 24 hours later.
CARYATID COLUMN
Medium construct, neutral
DEX
16 (+3)
CON
16 (+3)
INT
3 (-4)
WIS
11 (-0)
CHA
1 (-5)
ACTIONS
Multiattack. The caryatid column makes two attacks with
its sword.
Sword. Melee Weapon Attack: +10 to hit, reach 10ft., one
target. Hit: 12 (1d10 + 7) slashing damage.
CHOKER
Small aberration, chaotic evil
DEX
14 (+2)
CON
13 (+1)
INT
4 (-3)
WIS
13 (+1)
CHA
7 (-2)
ACTIONS
Multiattack. The Choker makes two attacks with its
constrict.
Constrict. Melee Weapon Attack: +5 to hit, reach 10ft., one
target. Hit: 5 (1d4 + 3) bludgeoning damage, and a Medium
or smaller target is grappled (escape DC 13). Until this
grapple ends, the target is restrained and unable to speak,
and the blight can't constrict more than two targets at a
time.
DEATHSHRIEKER
Medium undead, chaotic evil
Armor Class 22
Hit Points 135 (18d8 + 54)
Speed Fly 40 ft. (hover)
STR
6 (-3)
DEX
25 (+7)
CON
16 (+3)
INT
8 (-1)
WIS
CHA
14 (+2) 20 (+5)
ACTIONS
Draining Touch. Melee Weapon Attack: +12 to hit,
reach 5 ft., one creature. Hit: 9 (1d8 + 5) necrotic
damage plus 20 (6d6) psychic damage. The
deathshrieker regains hit points equal to the amount of
psychic damage.
DESTRACHAN
Large Aberration, neutral evil
DEX
12 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
CHA
18 (+4) 12 (+1)
ACTIONS
Multiattack. The destrachan makes two attacks with its
claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Destructive Harmonics. The destrachan blasts sonic
energy in an 80 ft. cone. The destrachan can tune the
harmonics of this destructive power to affect different types
of targets:
Flesh: The Destrachan disrupts tissue and bone.
Creatures in the area must make a DC 14 Dexterity
saving throw or take 14 (4d6) thunder damage on a
failed save or half damage on a success.
Nerves: The destrachan focuses its harmonics on the
nervous system to knock out rather than slay.
Creatures within the area must make a DC 14
Constitution saving throw fall unconscious.
Material: The destrachan chooses wood, stone, metal
or glass. All objects of that material within the area take
28 (8d6) thunder damage. This effect cannot affect
special materials such as mithral or adamantine.
DIGESTER
Medium beast, neutral
DEX
15 (+2)
CON
17 (+3)
INT
2 (-4)
WIS
CHA
12 (+1) 10 (+0)
ACTIONS
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Acid Spray (Recharge 5-6). The digester sprays acid
in a 20 ft. cone. Each creature in the area must make a
DC 13 Dexterity saving throw, taking 18 (4d8) acid
damage on a failed save, or half as much damage on
a successful one.
DIRE BEAR
Large beast, neutral
DEX
13 (+1)
CON
19 (+4)
INT
2 (-4)
WIS
CHA
12 (+1) 10 (+0)
Skills Perception +4
Senses passive Perception 14
Languages -Challenge 6 (2300 XP)
Keen Smell. The dire bear has advantage on Wisdom
(Perception) checks that rely on smell.
ACTIONS
Multiattack. The dire bear makes two attacks: once with its
claws and once with its bite.
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.
DRAEGLOTH
Large fiend, chaotic evil
DEX
15 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
CHA
11 (+0) 14 (+2)
ACTIONS
Multiattack. The draegloth makes two attacks: one
with its bite and one with its claws.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 15 (2d8 + 6) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) piercing damage.
Unholy Blight (1/day). All creatures except
aberrations, fiends and undead within 20 feet must
make a DC 12 Wisdom saving throw or take 13 (3d8)
necrotic damage and are poisoned for 1 minute on a
failed save or half damage and not poisoned on a
success.
DREAD WRAITH
Large undead, neutral evil
Armor Class 17
Hit Points 181 (19d10 + 72)
Speed fly 60 ft. (hover)
STR
6 (-2)
DEX
24 (+7)
CON
16 (+3)
INT
15 (+2)
WIS
CHA
18 (+4) 20 (+5)
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 target
dies 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.
DROWNED
Medium undead, chaotic evil
DEX
13 (+1)
CON
17 (+3)
INT
9 (-1)
WIS
CHA
10 (+0) 12 (+1)
ACTIONS
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., two
adjacent targets. Hit: 11 (1d8 + 7) slashing damage.
EFFIGY
Medium undead, chaotic evil
Armor Class 12
Hit Points 175 (27d8 + 54)
Speed Fly 60 ft. (hover)
STR
6 (-3)
DEX
15 (+2)
CON
15 (+2)
INT
16 (+3)
WIS
CHA
17 (+3) 17 (+3)
ACTIONS
Burn. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) fire damage and 10 (3d6)
necrotic damage and the targets hit point maximum is
reduced by an amount equal to the necrotic damage
taken, and the effigy regains hit points equal to that
amount. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit
point maximum to 0.
Possession. The effigy makes a burn attack against
one humanoid that the effigy can see within 5 feet of it.
The target must succeed on a DC 16 Charisma saving
throw or be possessed by the effigy; the effigy then
disappears, and the target is incapacitated and loses
control of its body.
The effigy now controls the body but doesn't deprive
the target of awareness. The effigy can't be targeted
by any attack, spell, or other effect, except ones that
turn undead, and it retains its alignment, Intelligence,
Wisdom, Charisma, and immunity to being charmed
and frightened. It otherwise uses the possessed
target's statistics, but doesn't gain access to the
target's knowledge, class features, or proficiencies.
The body takes 21 (6d6) fire damage at the start of
each of its turns.
The possession lasts until the body drops to 0 hit
points, the effigy ends it as a bonus action, or the
effigy is turned or forced out by an effect like the dispel
evil and good spell. The target can also repeat the
saving throw at the end of each of its turns to expel the
effigy. When the possession ends, the effigy reappears
in an unoccupied space within 5 feet of the body.
ENTOMBER
Medium undead, lawful evil
DEX
10 (+0)
CON
15 (+2)
INT
6 (-1)
WIS
CHA
14 (+2) 15 (+2)
ACTIONS
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (1d6 + 6) bludgeoning damage.
Entomb. The entomber makes a slam attack against a
Medium or smaller target. If the attack hits, the target
the target must make a DC 16 Strength saving throw
or be pounded bodily into a shallow grave. The buried
target is blinded and incapacitated, it has total cover
against attacks and other effects from above ground
and is out of breath and unable to breathe. A buried
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. A creature adjacent to
the burial site, may use an action to grant another
saving throw to the buried creature.
Exhume. The entomber causes a corpse buried adjacent to
it and no deeper than 10 feet to rise to the surface, leaving
no hole or tunnel.
ERDLU
Medium beast, neutral
DEX
19 (+4)
CON
13 (+2)
INT
2 (-4)
WIS
16 (+3)
CHA
4 (-3)
Skills Perception +5
Senses 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 FILCHER
Medium aberration, neutral
DEX
18 (+4)
CON
11 (+0)
INT
7 (-2)
WIS
CHA
12 (+1) 10 (+0)
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) piercing damage.
ETHEREAL MARAUDER
Medium aberration, neutral
DEX
12 (+1)
CON
11 (+0)
INT
7 (-2)
WIS
CHA
12 (+1) 10 (+0)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
FORMIAN
FORMIAN WORKER
Medium aberration, lawful neutral
DEX
14 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
9 (-1)
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage.
FORMIAN WARRIOR
Medium aberration, lawful neutral
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
CHA
12 (+1) 11 (+0)
ACTIONS
Multiattack. The formian warrior makes two attacks:
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, 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 poison damage
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.
FORMIAN TASKMASTER
Medium aberration, lawful neutral
DEX
16 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
CHA
16 (+3) 19 (+4)
ACTIONS
Multiattack. The formian taskmaster makes two
attacks: one with its sting and one with its 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., one
target. 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 poison damage
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.
FORMIAN MYRMARCH
Large aberration, lawful neutral
DEX
18 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
CHA
16 (+3) 17 (+3)
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 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Javelin. Ranged Weapon Attack: +7 to hit, ranged 30
ft. / 120 ft., one target. Hit: 11 (2d6 + 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 1 hour, even after regaining hit points, and is
paralyzed while poisoned in this way.
FROST WORM
Huge monstrosity, neutral
DEX
10 (+0)
CON
20 (+5)
INT
2 (-4)
WIS
CHA
11 (+0) 11 (+0)
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.
GIANT HAMSTER
DEX
13 (+1)
CON
16 (+3)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +3
Senses 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 single
turn 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.
GIRALLON
Large beast, neutral
DEX
17 (+3)
CON
14 (+2)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
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.
GRAY RENDER
Large monstrosity, neutral
DEX
13 (+1)
CON
24 (+7)
INT
3 (-4)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +4
Senses 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 gray
renders 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 its
claws. If both claws hit, the gray render does an additional
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.
GREENSPAWN
RAZORFIEND
Large dragon, lawful evil
DEX
17 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
CHA
15 (+2) 12 (+1)
ACTIONS
Multiattack. The greenspawn razorfiend makes two
attacks with its wingblades.
Wingblades. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Breath Weapon (Recharge 5-6). The greenspawn
razorfiend sprays acid in a 20 ft. cone. Each creature
in the area must make a DC 13 Dexterity saving throw,
taking 17 (5d6) acid damage on a failed save, or half
as much damage on a successful one.
GRIG
Tiny fey, neutral good
Armor Class 14
Hit Points 3 (1d4 + 1)
Speed 30 ft.
STR
5 (-3)
DEX
18 (+4)
CON
13 (+1)
INT
10 (+0)
WIS
CHA
13 (+1) 14 (+2)
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 cant be
charmed 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 grigs fiddle effect for 24 hours.
HARPOON SPIDER
Large monstrosity, neutral
DEX
19 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
12 (+1)
CHA
9 (-1)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage and the
target must make a DC 14 Constitution saving throw or
take 10 (3d6) poison damage. If the poison damage
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.
Harpoon Fang. Ranged Weapon Attack: +6 to hit, ranged
20 ft., one Medium or smaller target. Hit: 9 (2d4 + 4)
piercing damage and the target must make a DC 11
Strength saving throw or be knocked prone and pulled up to
20 feet towards the harpoon spider. The harpoon spider
may then make a bite attack against the pulled target.
HUECUVA
Medium undead, chaotic evil
DEX
14 (+2)
CON
15 (+2)
INT
4 (-3)
WIS
CHA
12 (+1) 12 (+1)
ACTIONS
Claw. 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).
INEVITABLE
INEVITABLE, KOLYARUT
Medium construct, lawful neutral
DEX
13 (+1)
CON
15 (+2)
INT
10 (+0)
WIS
CHA
17 (+3) 16 (+3)
ACTIONS
Longsword. Melee Weapon Attack: +6 to hit, reach 5
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).
INEVITABLE, MARUT
Large construct, lawful neutral
DEX
13 (+1)
CON
15 (+2)
INT
12 (+1)
WIS
CHA
17 (+3) 18 (+4)
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 and
10 (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).
INEVITABLE, ZELEKHUT
Large construct, lawful neutral
DEX
11 (+0)
CON
15 (+2)
INT
10 (+0)
WIS
CHA
17 (+3) 15 (+2)
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 the
attack, and the target must make a DC 16 Strength or
Dexterity saving throw or be knocked prone or drop its
weapon (zelekhuts 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).
INIX
Large beast, neutral
DEX
10 (+0)
CON
19 (+4)
INT
2 (-4)
WIS
13 (+1)
CHA
2 (-4)
Skills Perception +4
Senses 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 made 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.
KEEPER
Medium aberration, neutral
DEX
16 (+3)
CON
14 (+2)
INT
15 (+2)
WIS
9 (-1)
CHA
6 (-2)
ACTIONS
Multiattack. The keeper makes two attacks with mimicked
one-handed weapons, such as warhammers.
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.
KELPIE
Medium fey (shapechanger), neutral evil
DEX
16 (+3)
CON
15 (+2)
INT
8 (-1)
WIS
CHA
12 (+1) 17 (+3)
ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
KOPRU
Medium aberration, chaotic evil
DEX
14 (+2)
CON
11 (+0)
INT
11 (+0)
WIS
CHA
12 (+1) 10 (+0)
ACTIONS
Multiattack. The kopru can attack twice: once with its
claw and once with its constrict.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 12 (3d6 + 2) bludgeoning damage and the target
is grappled (Escape DC 12). Until this grapple ends, the
creature is restrained, and the lillend can't constrict another
target.
LILLEND
Large celestial, chaotic good
DEX
17 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
CHA
16 (+3) 18 (+4)
ACTIONS
Multiattack. The lillend attacks once with its shortsword
and once with its constrict.
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 19 (4d6 + 5) bludgeoning damage and the target
is grappled (Escape DC 17). Until this grapple ends, the
creature is restrained, and the lillend can't constrict another
target.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage.
MARRASH
MARRASH
Medium fiend, lawful evil
Armor Class 16
Hit Points 43 (7d8 + 7)
Speed 30 ft. Fly 70 ft.
STR
13 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
9 (-1)
WIS
12 (+1)
CHA
8 (-1)
ACTIONS
Multiattack. The marrash attacks twice with its claws or
twice with its composite 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).
MEKILLOT
Huge beast, neutral
DEX
10 (+0)
CON
21 (+5)
INT
2 (-4)
WIS
13 (+1)
CHA
7 (-2)
Skills Perception +4
Senses 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.
METALMASTER
Large monstrosity, chaotic evil
DEX
6 (-2)
CON
20 (+5)
INT
6 (-2)
WIS
CHA
13 (+1) 11 (+0)
Skills Perception +3
Senses darkvision 60, passive Perception 13
Languages undercommon
Challenge 2 (2900 XP)
Detect Metal. The metalmaster can sense the presence
and direction of metal within 60 feet of it.
Regeneration. The metalmaster regains 3 hit points at the
start of its turn if it has at least 1 hit point.
Magnetism. The metalmaster can create fields of magnetic
energy. These fields can only affect metallic objects up to
1,000 pounds, metallic creatures, creatures wearing metal
armor, or creatures carrying metal weapons or shields.
Creatures carrying metal objects can simply drop them to
negate the effect. As a bonus action, the metalmaster can
create one of the following effects:
1. Attraction. All creatures within 60 feet must make a DC
17 Strength saving throw or be pulled 10 feet closer to the
metalmaster and restrained until the start of the
metalmasters next turn. All movement away from the
metalmaster is treated as difficult terrain. Attacks using
metal weapons against the metalmaster have advantage
until the start of its next turn.
2. Repelling Aura. All creatures within 60 feet must make a
DC 17 Strength saving throw or be pushed 10 feet away
from the metalmaster and restrained until the start of the
metalmasters next turn. All movement towards the
metalmaster is treated as difficult terrain. Attacks using
metal weapons against the metalmaster have disadvantage
until the start of its next turn.
3. Metal Storm. The metalmaster turns the shards of metal
clinging to its body into a whirling storm of razors. Each
creature (including those without metal) must make a DC 10
Dexterity Saving throw or take 14 (4d6) slashing damage on
a failed save, or half on a success.
4. Telekinesis. One creature within 60 feet must make a
DC 17 Strength saving throw or the metalmaster may move
the creature up to 30 feet in any direction, including upward
but not beyond 60 feet away from the metalmaster. Until the
end of the metalmasters next turn, the creature is
restrained in its magnetic grip. A creature lifted upward is
suspended in mid-air. On subsequent rounds, the
metalmaster can use its Magnetism ability again to maintain
its telekinetic grip on the creature. The creature can repeat
the saving throw at the end of each of its turns. The
metalmaster can freely manipulate any unattended metal
object up to 1,000 pounds.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.
MOHRG
Medium undead, chaotic evil
DEX
19 (+4)
CON
15 (+2)
INT
11 (+0)
WIS
CHA
10 (+0) 10 (+0)
ACTIONS
Multiattack. The mohrg makes two attacks: one with its
slam and one with its paralyzing tongue.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) bludgeoning damage and the
target is grappled (escape DC 16).
Paralyzing Tongue. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 6 (1d4 + 4) poison damage
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 at the end of each of its turns,
ending the poison on itself on a success.
NIGHTSHADE
Nightshades are powerful undead composed of equal
parts darkness and absolute evil. Nightshades can read
and understand all forms of communication; however,
they communicate with others by telepathy. Each of the
three known varieties of nightshade is a terrible
creature with unique powers and abilities. Their tactics
vary according to their abilities, but they all make
liberal use of haste.
NIGHTSHADE,
NIGHTCRAWLER
Gargantuan undead, chaotic evil
DEX
10 (+0)
CON
22 (+6)
INT
20 (+5)
WIS
CHA
20 (+5) 18 (+4)
ACTIONS
Multiattack. The nightcrawler makes two attacks: one
with its sting and one with its bite.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target. Hit: 36 (5d10 + 9) piercing damage. If the target
is a Large or smaller creature, it must succeed on a
DC 20 Dexterity saving throw or be swallowed by the
worm. A swallowed creature is blinded and restrained,
it has total cover against attacks and other effects
outside the worm, and it takes 21 (6d6) necrotic
damage at the start of each of the worm's turns and its
NIGHTSHADE,
NIGHTWALKER
Huge undead, chaotic evil
DEX
14 (+2)
CON
18 (+4)
INT
20 (+5)
WIS
CHA
20 (+5) 18 (+4)
ACTIONS
Multiattack. The nightwalker makes two attacks with
its slam.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 42 (4d10 + 20) bludgeoning damage.
NIGHTSHADE, NIGHTWING
Huge undead, chaotic evil
DEX
18 (+4)
CON
16 (+3)
INT
18 (+4)
WIS
CHA
20 (+5) 18 (+4)
ACTIONS
Multiattack. The nightwing makes two attacks with its
bite.
NIXIE
Small fey, neutral
Armor Class 13
Hit Points 3 (1d6)
Speed 20 ft. Swim 30 ft.
STR
7 (-2)
DEX
16 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
CHA
13 (+1) 18 (+4)
ACTIONS
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 3) slashing damage.
NYMPH
Medium fey, chaotic good
Armor Class 17
Hit Points 44 (8d8 + 8)
Speed 30 ft. Swim 20 ft.
STR
10 (+0)
DEX
17 (+3)
CON
12 (+1)
INT
16 (-3)
WIS
CHA
17 (+3) 19 (+4)
ACTIONS
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) slashing damage.
NYTH
Small aberration, lawful evil
Armor Class 19
Hit Points 31 (9d6)
Speed Fly 50 ft. (hover)
STR
6 (-2)
DEX
28 (+9)
CON
10 (+0)
INT
13 (+1)
WIS
CHA
17 (+3) 13 (+1)
ACTIONS
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 11 (1d4 + 9) piercing damage.
PHAERIMM
A phaerimm is a conical creature with an ovoid toothfilled maw surrounded by four clawed arms. At the
other end is a deadly stinger.
ELDER PHAERIMM
Large Aberration, neutral evil
DEX
11 (+0)
CON
14 (+2)
INT
19 (+4)
WIS
CHA
20 (+5) 23 (+6)
ACTIONS
Multiattack. The phaerimm makes four attacks with its
claws, one attack with its bite and one attack with its
stinger.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 10 (2d4 + 5) slashing damage.
ADULT PHAERIMM
Large Aberration, neutral evil
DEX
11 (+0)
CON
12 (+1)
INT
17 (+3)
WIS
CHA
18 (+4) 19 (+4)
Skills Perception +7
Senses blindsight 120, darkvision 120,
passive Perception 17
Languages Common, telepathy 100
Challenge 6 (2300 XP)
Magic Resistance. The phaerimm has advantage on all
saving throws against magic.
Immutable form. The phaerimm is immune to any spell or
effect that would alter its form.
Arcane Sight. The phaerimm can see magical auras as if
constantly under the effects of a Detect Magic spell.
Spellcasting. The phaerimm is a 10th-level spellcaster that
uses Charisma as its spellcasting ability (spell save DC 15,
+7 to hit with spell attacks). The phaerimm has the following
spells known from the sorcerer and wizard spell lists and
can cast them using only verbal components:
Cantrips: Dancing Lights, Friends, Minor Illusion, Mage
Hand
1st level (4 slots): Charm Person, Color Spray, Silent
Image, Tensers floating Disk
2nd level (3 slots): Suggestion, Crown of Madness,
Phantasmal Force
3rd level (3 slots): Fireball, Hypnotic Pattern, Major
Image
4th level (3 slots): Confusion, Phantasmal Killer
5th level (2 slots): Dominate Person
ACTIONS
Multiattack. The phaerimm makes four attacks with its
claws, one attack with its bite and one attack with its
stinger.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) slashing damage.
Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 10 (2d6 + 3) piercing damage and
the creature just make a DC 12 Constitution saving
throw or be poisoned for 1 minute. Until this poison
ends, the target is paralyzed and levitates a few feet
off the ground. The target can repeat the saving throw
at the end of each of its turns, ending the poison on
itself on a success.
YOUNG PHAERIMM
Medium Aberration, neutral evil
DEX
13 (+1)
CON
12 (+1)
INT
15 (+2)
WIS
CHA
16 (+3) 17 (+3)
Skills Perception +5
Senses blindsight 120, darkvision 120,
passive Perception 15
Languages Common, telepathy 100
Challenge 3 (700 XP)
Magic Resistance. The phaerimm has advantage on all
saving throws against magic.
Immutable form. The phaerimm is immune to any spell or
effect that would alter its form.
Arcane Sight. The phaerimm can see magical auras as if
constantly under the effects of a Detect Magic spell.
Spellcasting. The phaerimm is a 7th-level spellcaster that
uses Charisma as its spellcasting ability (spell save DC 13,
+5 to hit with spell attacks). The phaerimm has the following
spells known from the sorcerer and wizard spell lists and
can cast them using only verbal components:
Cantrips: Dancing Lights, Friends, Minor Illusion, Mage
Hand
1st level (4 slots): Detect Magic, Charm Person, Color
Spray, Silent Image, Tensers floating Disk
2nd level (3 slots): Suggestion, Crown of Madness,
Phantasmal Force
3rd level (3 slots): Hypnotic Pattern, Major Image
4th level (1 slots): Confusion
ACTIONS
Multiattack. The phaerimm makes four attacks with its
claws, one attack with its bite and one attack with its
stinger.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) slashing damage.
Stinger. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 4 (1d6 + 1) piercing damage and the
creature just make a DC 11 Constitution saving throw
or be poisoned for 1 minute. Until this poison ends, the
target is paralyzed and levitates a few feet off the
ground. The target can repeat the saving throw at the
end of each of its turns, ending the poison on itself on
a success.
PHAERIMM WYRMLING
Small Aberration, neutral evil
DEX
15 (+2)
CON
10 (+0)
INT
13 (+1)
WIS
CHA
14 (+2) 15 (+2)
Skills Perception +4
Senses blindsight 120, darkvision 120,
passive Perception 14
Languages Common, telepathy 100
Challenge 1/2 (100 XP)
Magic Resistance. The phaerimm has advantage on all
saving throws against magic.
Immutable form. The phaerimm is immune to any spell or
effect that would alter its form.
Arcane Sight. The phaerimm can see magical auras as if
constantly under the effects of a Detect Magic spell.
Spellcasting. The phaerimm is a 4th-level spellcaster that
uses Charisma as its spellcasting ability (spell save DC 12,
+4 to hit with spell attacks). The phaerimm has the following
spells known from the sorcerer and wizard spell lists and
can cast them using only verbal components:
Cantrips: Dancing Lights, Friends, Minor Illusion, Mage
Hand
1st level (4 slots): Detect Magic, Charm Person, Color
Spray, Silent Image, Tensers floating Disk
2nd level (3 slots): Suggestion, Crown of Madness
ACTIONS
Multiattack. The phaerimm makes four attacks with its
claws and one attack with its bite.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 2 (1d6 - 1) piercing damage.
Claws. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 1 (1d4 - 1) slashing damage.
PHASE WASP
Tiny beast, neutral
Armor Class 14
Hit Points 10 (4d4)
Speed 40 ft.
STR
3 (-5)
DEX
19 (+4)
CON
10 (+0)
INT
2 (-4)
WIS
15 (+2)
CHA
6 (-2)
Skills Perception +4
Senses blindsight 60, darkvision 60,
passive Perception 14
Languages -Challenge 1/4 (50 XP)
ACTIONS
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
Phase Sting (Recharge 5-6). The phase wasp fires four
glowing stingers of magical force. Each stinger hits a
creature of its choice that it can see within 120 feet. A
stinger deals 3 (1d4 + 1) force damage to its target. The
stingers all strike simultaneously, and it can direct them to
hit one creature or several.
PHASM
Medium Aberration (shapechanger), chaotic neutral
DEX
15 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
CHA
15 (+2) 14 (+2)
ACTIONS
Slam. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) bludgeoning damage.
PHOENIX
Large Monstrosity, neutral good
DEX
16 (+3)
CON
15 (+2)
INT
18 (+4)
WIS
CHA
17 (+3) 21 (+5)
ACTIONS
Multiattack. The phoenix makes two attacks with its claws
and one attack with its bite.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 18 (4d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
Shriek (Recharge 6). All creatures within 30 of the phoenix
must make a DC 22 Wisdom saving throw or suffer the
effects of the slow spell.
Immolation. The phoenix may take an action to immolate
itself. Creatures within 15 feet of it must then succeed on a
DC 17 Constitution saving throw, taking 70 (20d6) fire
damage and 70 (20d6) radiant damage on a failed save or
half on a success. This kills the phoenix. At the start of the
next round, a new phoenix appears from the ashes of the
old phoenix. The new phoenix cannot use this ability until it
has taken a long rest.
QUICKLING
Small fey, chaotic evil
Armor Class 15
Hit Points 27 (6d6 + 6)
Speed 120 ft.
STR
8 (-1)
DEX
20 (+5)
CON
13 (+1)
INT
15 (+2)
WIS
CHA
15 (+2) 14 (+2)
ACTIONS
Multiattack. The quickling makes two attacks with its
short sword.
Short Sword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d4 + 5) slashing damage.
QUTH-MAREN
Medium undead, chaotic evil
DEX
13 (+1)
CON
15 (+2)
INT
13 (+1)
WIS
CHA
14 (+2) 15 (+2)
ACTIONS
Multiattack. The quth-maren makes two attacks with its
slam.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) bludgeoning damage and 3 (1d6)
acid damage.
Spit Blood. Ranged Weapon Attack: +4 to hit, ranged 10 ft.
/ 20 ft., one target. Hit: 9 (2d6 + 2) acid damage. Any
creatures adjacent to the target take 3 (1d6) acid damage.
RAGEWALKER
Large Fey, neutral evil
DEX
23 (+6)
CON
19 (+4)
INT
10 (+0)
WIS
CHA
14 (+2) 22 (+6)
ACTIONS
Multiattack. The ragewind makes three attacks: two
with its spiked chain and one with its claws.
Spiked Chain. Melee Weapon Attack: +14 to hit,
reach 10 ft., one target. Hit: 19 (4d4 + 9) piercing
damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
RAGEWIND
Medium undead, chaotic evil
Armor Class 15
Hit Points 201 (31d10 + 31)
Speed Fly 60 ft. (hover)
STR
17 (+3)
DEX
20 (+5)
CON
13 (+2)
INT
13 (+1)
WIS
CHA
13 (+1) 12 (+1)
ACTIONS
Multiattack. The ragewind makes six attacks with its
longswords.
Longsword. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Blade Fury (Recharge 6). All creatures within 10 feet
of the ragewind must make a DC 17 Dexterity saving
throw or take 70 (20d6) slashing damage or half
damage on a success.
REDCAP
Small fey, neutral good
Armor Class 12
Hit Points 51 (8d6 + 24)
Speed 30 ft.
STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
CHA
12 (+1) 13 (+1)
ACTIONS
Scythe. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 10 (1d10 + 5) slashing damage.
Eldritch Stone. Ranged Weapon Attack: +5 to hit, ranged
30 ft. / 120 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage.
Red Cap (Recharges after a Short or Long Rest). The
redcap dips its cap in the blood of a humanoid corpse,
increasing in strength and power for 1 minute. It doubles its
damage dice on Strength-based weapon attacks, and
makes Strength checks and Strength saving throws with
advantage.
RETRIEVER
Huge construct, chaotic evil
DEX
17 (+3)
CON
20 (+5)
INT
3 (-4)
WIS
11 (-0)
CHA
1 (-5)
ACTIONS
Multiattack. The retriever makes two attacks with its claws.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 19 (4d6 + 5) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 23 (4d8 + 5) piercing damage and the target is
grappled (escape DC 17).
SELKIE
Medium humanoid (shapechanger), chaotic neutral
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
CHA
10 (+1) 19 (+4)
ACTIONS
Multiattack. (Selkie Form Only). The selkie makes
two attacks: one with its bite and one with its claws.
Bite (Selkie Form Only). Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing
damage.
Claws (Selkie Form Only). Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing
damage.
SHADOW MASTIFF
Medium fiend, neutral evil
Armor Class 12
Hit Points 30 (4d8 + 12)
Speed 50 ft.
STR
17 (+3)
DEX
13 (+1)
CON
17 (+3)
INT
4 (-3)
WIS
CHA
12 (+1) 13 (+1)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. If the target is
a creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone.
SHARN
Large aberration, chaotic neutral
Armor Class 15
Hit Points 42 (4d10 + 20)
Speed 10 ft. Fly 40 ft. (hover)
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
18 (+4)
WIS
CHA
18 (+4) 20 (+5)
ACTIONS
Multiattack. The sharn makes three attacks with its
claws.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage.
SHOCKER LIZARD
Small beast, neutral
DEX
15 (+2)
CON
13 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) piercing damage.
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d8) lightning damage.
TENDRICULOS
Huge plant, neutral
DEX
9 (-1)
CON
22 (+6)
INT
3 (-4)
WIS
8 (-1)
CHA
3 (-4)
ACTIONS
Multiattack. The tendriculos makes two attacks with its
vines and one attack with its bite.
Vine. Melee Weapon Attack: +10 to hit, reach 15 ft., one
creature. Hit: 14 (4d6) bludgeoning damage and the target
is grappled (escape DC 18). Until the grapple ends, the
target is restrained and the tendriculos can't use the same
vine on another target.
THOQQUA
Medium elemental, neutral
DEX
13 (+1)
CON
13 (+1)
INT
6 (-2)
WIS
CHA
12 (+1) 10 (+0)
ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 10 (1d6 + 2) bludgeoning damage and 7
(2d6) fire damage. If the target is a creature or a
flammable object, it ignites. Until a creature takes an
action to douse the fire, the target takes 5 (1d10) fire
damage at the start of each of its turns.
TRESSYM
Tiny beast, chaotic neutral
Armor Class 12
Hit Points 5 (2d4)
Speed 30 ft. Fly 50 ft.
STR
3 (+5)
DEX
15 (+2)
CON
10 (+4)
INT
12 (+1)
WIS
CHA
12 (+1) 13 (+1)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 2 (1d3 + 1) slashing damage.
VARIANT: TRESSYM FAMILIAR
Some tressym are willing to serve spellcasters as a
familiar. Such tressym have the following trait.
Familiar. The tressym can serve another creature as a
familiar, forming a telepathic bond with its willing
master. While the two are bonded, the master can
sense what the tressym senses as long as they are
within 1 mile of each other. At any time and for any
reason, the tressym can end its service as a familiar,
ending the telepathic bond.
VISAGE
Medium undead, chaotic evil
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
CHA
13 (+1) 16 (+3)
ACTIONS
Multiattack. The visage makes two attacks with its claws.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage.
TEMPLATES
This section is a work in progress. Making a template is
easy, making it so it doesnt need to recalculate CR or selfcalculates CR is tricky. I will mark which ones arent quite
ready as [beta].
INCORPOREAL [Beta]
Any creature can become an incorporeal creature. When a
creature becomes an incorporeal creatures, it retains all its
statistics except as noted below.
Flight. The incorporeal creature gains a fly speed equal to
its movement speed and can hover. [+1DCR]
Immunities. The incorporeal creature is immune to the
grappled and restrained conditions.
Incorporeal Movement. The incorporeal creature 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.
Resistances. The incorporeal creature gains resistance to
acid, cold, fire, lightning, thunder and slashing, piercing,
bludgeoning damage from nonmagical weapons
TOPIARY GUARDIAN
A beast can become a topiary guardian. When a creature
becomes a topiary guardian, it retains all its statistics except
as noted below.
Plant. The topiary guardians type changes to plant.
Senses. The topiary guardian gains tremorsense with a
radius of 90 feet.
Resistances. The topiary guardian gains resistance to
bludgeoning and piercing damage.
Vulnerabilities. The topiary guardian gains vulnerability to
fire.
SKELETON [Beta]
A beast, giant, humanoid or monstrosity with a skeletal
structure can become a skeleton. When a creature
becomes a skeleton, it retains all its statistics except as
noted below.
Undead. The skeletons type changes to undead.
Attributes. The skeletons change to Con 15, Int 6, Wis 8,
Cha 5.
Senses. The skeleton gains darkvision with a radius of 60
feet.
Immunities. The skeleton gains immunity to poison
damage and to exhaustion and poisoned conditions.
Languages. The skeleton still understands the same
languages it knew before, but is unable to speak.