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Aquatic Troll

Aquatic Troll Large Giant, chaotic evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30ft., swim 30ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 7 (-2)

Skills: Perception +1

Senses: darkvision 60ft., passive Perception 11

Languages: Giant

Challenge: 5 (1,800 xp)

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

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't
function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Amphibious. Can breath water or air.,,

Actions

Multiattack. The troll makes three attacks: one with its bite
and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Adult White Dragon

Adult White Dragon Hufe Dragon, chaotic evil 13 10 xp

  • Armor class 18 (natural armor)
  • Hit points 200 (16d12+96)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
  • STR 22 (+6)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 12 (+1)

Save Throws: Dex +5, Con +11, Wis +6, Cha +6

Skills: Perception +11, Stealth +5

Damage Immunities: cold

Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21

Languages: Common, Draconic

Challenge: 13 (10 xp)

Ice Walk.The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
,

Actions

Multiattack.The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target.
Hit:17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit:13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit:15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.

Bandit

Bandit Medium humanoid (any race), any non-lawful alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

,,

Actions

Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack:+3 to hit, range 80 ft./320 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.

Bearded Devil

Bearded Devil Medium fiend (devil), lawful evil 3 700 xp

  • Armor class 13 (natural)
  • Hit points 52 (8d8+16)
  • Speed 30ft
  • STR 16 (+3)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 11 (0)

Save Throws: Str +5, Con +4, Wis +2

Damage Resistances: cold, bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 120ft, PP 10

Languages: Infernal, telepathy 120ft

Challenge: 3 (700 xp)

Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Steadfast. The devil can’t be frightened while it can see an allied creature within 30 feet of it.,,

Actions

Multiattack. The devil makes two attacks: one with its beard and one with its glaive.

Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time
the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Chimera

Chimera Large monstrosity, chaotic evil 6 2,300 xp

  • Armor class 14 (natural)
  • Hit points 114 (12d10+48)
  • Speed 30ft, fly 60ft
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 19 (+4)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +8

Senses: darkvision 60ft, PP 18

Languages: understands Draconic but can't speak

Challenge: 6 (2,300 xp)

,,

Actions

Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5 E). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Clay Golem

Clay Golem Large construct, unaligned 9 5,000 xp

  • Armor class 14 (natural)
  • Hit points 133 (14d10+56)
  • Speed 20ft
  • STR 20 (+5)
  • DEX 9 (-1)
  • CON 18 (+4)
  • INT 3 (-4)
  • WIS 8 (-1)
  • CHA 1 (-5)

Damage Immunities: acid, poison, psyching, bludgeoning, piercing and slashing from nonmagical weapons that aren't adamantine

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: darkvision 60ft., PP 9

Languages: understands the languages of its creator but can't speak

Challenge: 9 (5,000 xp)

Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack,the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.,

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Haste (Recharge 5 E). Until the end of its next turn, the
golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

Cult Fanatic

Cult Fanatic Medium humanoid (any race), any non-good alignment 2 450 xp

  • Armor class 13 (leather)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Skills: Deception +4, Persuasion +4, Religion +2

Senses: PP 10

Languages: any one language (usually Common)

Challenge: 2 (450 xp)

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting. The fanatic is a 4th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon,,

Actions

Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Cultist

Cultist Medium humanoid (any race), any non-good alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +2, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one creature.
Hit:4 (1d6 + 1) slashing damage.

Ghost

Ghost Medium undead, any alignment 4 1,100 xp

  • Armor class 11
  • Hit points 45 (10d8)
  • Speed fly 40ft
  • STR 7 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 17 (+3)

Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: cold, necrotic, poison

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

Senses: darkvision 60ft, PP 11

Languages: any languages it knew in life

Challenge: 4 (1,100 xp)

Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost 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.

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 ÁE10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost, the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target
of awareness. The ghost 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 possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Helmed Horror

Helmed Horror Medium construct, neutral 4 1,100 xp

  • Armor class 20 (plate, shield)
  • Hit points 60 (8d8+24)
  • Speed 30ft, fly 30ft
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Perception +4

Damage Resistances: bludgeoning, piercing and slashing from non-magical weapons that aren't adamantine

Damage Immunities: force, necrotic, poison

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned

Senses: blindsight 60ft. (blind beyond this radius)

Languages: understands languages of its creator, but can't speak

Challenge: 4 (1,100 xp)

Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects.

Spell Immunity. The helmed horror is immune to three spells
chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.

Actions

Multiattack. The helmed horror makes two longsword attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Lizardfolk

Lizardfolk Medium humanoid (lizardfolk), neutral 1/2 100 xp

  • Armor class 15 (natural armor, shield)
  • Hit points 22 (4d8+4)
  • Speed 30 ft., swim 30ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +4, Survival +5

Senses: passive Perception 13

Languages: Draconic

Challenge: 1/2 (100 xp)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.,,

Actions

Multiattack.The lizardfolk makes two melee attacks, each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.

Merrow

Merrow Large monstrosity, chaotic evil 2 450 xp

  • Armor class 13 (natural)
  • Hit points 45 (6d10+12)
  • Speed 10 ft., swim 40 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: darkvision 60 ft., PP12

Languages: Abyssal, Aquan

Challenge: 2 (450 xp)

Amphibious. The merrow can breathe air and water.,,

Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Mummy Lord

Mummy Lord Medium undead, lawful evil 15 13,000 xp

  • Armor class 17 (natural)
  • Hit points 97 (13d8+39)
  • Speed 20ft
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 11 (0)
  • WIS 18 (+4)
  • CHA 16 (+3)

Save Throws: Con+8, Int+5, Wis+9, Cha+8

Skills: History +5, Religion +5

Damage Immunities: necrotic, poison, bludgeoning, piercing, and slashing from non-magical weapons

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned

Senses: darkvision 60ft, PP14

Languages: the languages it knew in life

Challenge: 15 (13,000 xp)

Damage vulnerabilities: Fire

Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.

Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord’s heart.

Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harm

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Legendary Actions

The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mummy lord regains spent legendary actions at the start of its turn.

Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature’s next turn.

Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord’s next turn.

Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.

Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

Kobold

Kobold Small humanoid (kobold), lawful evil 1/8 25 xp

  • Armor class 12
  • Hit points 5 (2d6-2)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.,

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit:4 (1d4 + 2) bludgeoning damage.

Specter

Specter Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed fly 50ft (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconcious

Senses: darkvision 60ft, PP10

Languages: all it knew in life, but can't speak

Challenge: 1 (200 xp)

Incorporeal Movement. The specter 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.

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

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) necrotic damage. The target must
succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Swarm of Poisonous Snakes

Swarm of Poisonous Snakes Medium swarm of Tiny beasts, unaligned 2 450 xp

  • Armor class 14
  • Hit points 36 (8d8)
  • Speed 30ft, swim 30ft
  • STR 8 (-1)
  • DEX 18 (+4)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: Bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: Blindsight 10ft, PP10

Languages: None

Challenge: 2 (450 xp)

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain hit points or gain temporary hit points.,,

Actions

Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Wraith

Wraith Medium undead, neutral evil 5 1,800 xp

  • Armor class 13
  • Hit points 67 (9d8+27)
  • Speed 60ft (fly)
  • STR 6 (-2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 15 (+2)

Damage Resistances: acid,cold, fire, lightning, thunder, bludgeoning, piercing and slashing from non-magical weapons that aren't silvered

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: Darkvision 60ft, PP 12

Languages: The languages it knew in life

Challenge: 5 (1,800 xp)

Incorporeal Movement. The wraith 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.

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

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 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 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 specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.

Yuan-ti Abomination

Yuan-ti Abomination Large Monstrosity (shapechanger, yuan-ti), Neutral Evil 7 2,900 xp

  • Armor class 15 (natural)
  • Hit points 127 (15d10+45)
  • Speed 40
  • STR 19 (+4)
  • DEX 16 (+3)
  • CON 17 (+3)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 18 (+4)

Skills: Perception +5, Stealth +6

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60ft, PP 15

Languages: Abyssal, Common, Draconic

Challenge: 7 (2,900 xp)

Shape-changer: The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transferred. It doesn't change forms if it dies.

Innate spellcasting (abomination form only): The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components:

At will: Animal friendship (snakes only)
3/day: Suggestion
1/day: Fear

Magic resistance: The yuan-ti has advantage on saving throws against spells and other magical effects.,,

Actions

Multiattack (abomination form only). The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each.

Bite. Melee weapon attack: +7 to hit, reach 5ft., one creature. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage.

Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target.

Scimitar (Abomination Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Longbow (Abomination Form Only). Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage.

Yuan-ti Malison

Yuan-ti Malison Medium monstrosity (shapechanger, yuan-ti), neutral evil 3 700 xp

  • Armor class 12
  • Hit points 66 (12d8+12)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 16 (+3)

Skills: Deception +5, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 11

Languages: Abyssal, Common, Draconic

Challenge: 3 (700 xp)

Shapechanger.The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only).The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance.The yuan-ti has advantage on saving throws against spells and other magical effects.
Malison Type.The yuan-ti has one of the following types:
Type 1:Human body with snake head
Type 2:Human head and body with snakes for arms
Type 3: Human head and upper body with a serpentine lower body instead of legs,,

Actions

Actions for Type 1
Multiattack (Yuan-ti Form Only).The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.
Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) slashing damage.
Longbow (Yuan-ti Form Only). Ranged Weapon Attack:+4 to hit, range 150/600 ft., one target.
Hit:6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
Actions for Type 2
Multiattack (Yuan-ti Form Only).The yuan-ti makes two bite attacks using its snake arms.
Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit:5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Actions for Type 3
Multiattack (Yuan-ti Form Only).The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once.
Bite (Snake Form Only). Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit:5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Constrict. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) slashing damage.
Longbow (Yuan-ti Form Only). Ranged Weapon Attack:+4 to hit, range 150/600 ft., one target.
Hit:6 (1d8 + 2) piercing damage.

Yuan-ti Pureblood

Yuan-ti Pureblood Medium humanoid (yuan-ti), neutral evil 1 200 xp

  • Armor class 11
  • Hit points 40 (9d8)
  • Speed 30ft
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +6, Perception +3, Stealth +3

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60ft, PP 13

Languages: Abyssal, Common, Draconic

Challenge: 1 (200 xp)

Innate Spellcasting. The yuan-ti’s spellcasting ability is
Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day each: poison spray, suggestion

Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.,

Actions

Multiattack. The yuan-ti makes two melee attacks.

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

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320
ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage.